The Peregrine Mages' Guild

> "*Upon entering the ward of mages, one may be surprised to find that any notions of arcane or mystical flair were lacking. A clinical air had taken root in the modern era, and if not for the angry and sweaty looking man in the white robe shouting obscenities and formulas through the wall mounted projection, one would have a hard time distinguishing this guild from a laboratory or hospital center.*"
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At the front and center of Peregrine's magic scene is the **Mages' Guild**, a gateway to the arcane for anyone willing to fill out a form and put up with the guildmaster. In an attempt to combat the crazed persona of Head Wizard Jalex Ones, the guild members have made an effort to make the current guild building look from the outside like any other modern institution. In order to register you merely need to fill out a form detailing your past history with practicing magic and similar organizations (including the DWMA and Adventurers' Guild) and hope you’re not considered too much of a troublemaker.

For those registered, the guild offers an unparalleled store of knowledge in the form of the Old Library, a safe space to experiment in the assorted workshops, and a way for those who can’t afford thousands of GP worth of equipment and materials to make a living at their craft.

## Funding

> "*Potions is a bit of a hard business to stand alone on in a town with two guilds. The adventure guild sells the basic stuff as matter of convenience. Most potion makers sell to them just for a stable income but you're stuck making what sells.
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> I hear the Mages' Guild is the opposite, since whatever you end up producing is either research for the good of all or commissioned by sponsors with interests. You're basically just doing it because you really love whatever you're working on there.
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> Either way, you need to stand apart somehow. You need the weird niche stuff like liquid concrete, or sleeping vapors.*"
> ― Saze
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The Mages' Guild is considered by many to be the single best place in Peregrine to go if you want to buy or create something niche, unique, or completely new. So long as something can be considered to further research or bring in profit, registered magicians can pull from guild funds and resources for their projects. Members working this way are restricted by the guild’s strict safety regulations, must submit their documentation to the growing library, and are required to give a large cut of the profits to the guild treasury—but it’s better than nothing, right?

## Membership and Application

The application process for membership starts with the guild determining if you have ample reason (or funds) to be a member. Fulfilling such, next comes an overlook of your records and references, then a medical test to make sure you're not in possession of any potentially harmful and/or reactive magical ailments. Passing all of that, you should receive a notice of membership within 4-7 business days.

Guild membership provides a number of benefits. Easy access to the library, potential eligibility for experiment rooms and funding, and a gift shop discount!

## The Shifting Door

> "*Zwei proceeds to lead the way down the hall. Approaching a metal engraved doorway, she pulls out a red keycard from the folds of the many weapons she wears as a cowl, presenting it to the door like an offering. Her card and the door seem to resonate for a moment before the doorway changes form into another form entirely, one that emits a strange chill as it opens.*"
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## The Library

> "*The magical door resonates and morphs into a rather comfortable one made of dark-stained oak, which in turn opens up to a very different sight than the rest of the guild; a huge room of shelves filled with tomes up to the ceiling, with plush carpet enchanted against dirt and wear, nice reading chairs around research desks covered in stacks of paper and cheap (but nice) pens, and a glassy dome that covers the whole thing and projects an image of a countryside's sky of stars despite it being the top of the morning outside. It's clearly built in a different style than the rest of the guild; perhaps in a different time and place entirely. A handful of people mill about, sitting at desks and climbing the ladders aside the shelves, and weaving among them is a small army of oak golems, all busy returning books to and sorting the shelves despite barely coming up to Tara's knees.*"
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## Work Areas

Workspaces in the Guild are organized by tiers based on how much damage an incident could deal to the rest of the building. Mundane magic only requires light protection, but experimentation with serious magic is only permitted behind several layers of strong wards, security systems, and environmental controls.

## Signage and Safety Controls

> "*Lumi returns later with a bright yellow rectangle of paperboard with a black stenciled design. The symbols are of a "third eye" symbol (an open eye inside a triangle), with a large circle and slash over it: No ESP. Below it are the symbols for Eldritch and a class indicator of IV.*"
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To make sure that arcanists only expose themselves to artifacts, entities and other forces they know they can handle, the Guild maintains a standard system of hazard labeling that all items and areas must have, similar to chemical or radiation labels (which they also have, if applicable). The type and classification of objects is always included, but specific aspects (e.g. hazards to mind, body, soul, reality) have their own symbols.

## Todo:

* an organizational overview
* how important they are in the city and why
* how big it is
* Library
* Door
* Directory of members and rooms / catalog of wares sold