W.I.P.
L O C A T I O N S
Layout:
- The Gatehouse: A typical structure, and the first part of the guild most see. The gatehouse is a tall arch, typically unmanned, that tops the wooden and iron-banded gates to the guild's courtyard. There are two observation areas on either side which look out onto the street and a mechanism by which the gate is opened and closed, though it is typically left open. The whole structure is accessible from a stone stair on the wall's interior.
- Training Square: Positioned in the center of the courtyard, the training square is divided into two roughly 30' by 30' areas enclosed by a short stone fence that allows spectators. The terrain outside of the square is fairly lush, with cultivated plant life maintained by the guild's stewards, but within is a battered pit of rock and sand that is used for practice bouts and instruction.
- The Armory: The armory is where the guild's resident blacksmith crafts and maintains equipment. It is located in the lower left corner of the guild compound, directly left after entering the gates. It's an open-faced structure containing all the tools and equipment necessary for crafting gear. All guild members are allowed to have their equipment submitted for repairs, but requisitioning new equipment requires the clearance of the Quartermaster.
- Storehouse: The storehouse is located adjacent to the armory. It's a two-floored structure that runs half the length of the southern wall of the compound, with broad wooden doors and no windows. The mundane supplies used by the guild are stored here.
- Servant's Quarters: The servant's quarters are in the upper left corner of the compound, a simple round building with two floors and quite a few windows. These are the quarters of Steward Evander Helm and the servants that maintain the guild hall and prepare food for its members.
- The Arcanum: A squat, three story tower structure that doesn't match the height of the central tower, the arcanum is joined with the end of the southern wing of the main hall. It's here where the guild's enchantress and her acolytes work to craft magical enhancements for gear, and study arcane components and alchemical goods brought in by members of the guild.
- The Southern Wing: The southern wing is two floored structure built along the far wall of the compound and extends from the central tower perpendicular to the eastern wing. This is where Avowed and Adept 1st & 2nd class quarters are located, as well as where the Quartermaster's office is for those seeking to requisition supplies.
- The Central Tower: The central tower is broad and square based, rising from where the two wings of the guild hall meet. It has five levels, granting it a good view of the surrounding city. The Guildmaster's and Captain's quarters are located here, as well as the guild's personal library and the council chamber where the captains go over the details of requests that the guild receives. In the sub-level of the central tower is the reliquary, where valuable or dangerous items are kept safely protected.
- The Eastern Wing: The eastern wing runs along the rightmost wall of the guild compound. Within, the area closest to the central tower contains a common area with enough tables to host a fair portion of the guild, as well as kitchens where food and drink can be obtained at regular intervals. The Adept 3rd Class quarters are located against the compound walls, in the innermost area of the eastern wing, while briefing rooms used for initiates and adepts who wish to plan out their missions are located on the outer edge of the structure.
C H A R A C T E R S
- Captains:
- Oswynn Caragan: A gorgon, standing at 6' and wearing a suit of plate armor including his signature visored helmet which prevents him petrifying his fellow guild members. Junior Vice-Captain, in charge of Initiates. Details of his history and abilities remain unnown.
- Adept 1st Class:
- Kiska Arafain: An ice-gnome who stands about 3'8" tall and is seen wearing well-kept armor. Appointed as a Handler. Details of her history and abilities are unknown.
- Nyrien Chant: A cat-folk shifter, standing 5'2" and adorned in tailored leathers. Appointed as a Handler. Details of his history and abilities are unknown.
- Suran Reshta: A faun, standing 5'11 (horns not included), and attired in simple robes. Appointed as a Handler. Details of his history and abilities are unknown.
- Logrim Slint: A full-blooded orc, 6'4" tall. Adorned in clean but broken in armor. Appointed as a Handler. Details of his history and abilities are unknown.
- Magister Kwynn Hesmar: Appearance and race unknown. Magister Hesmar is the headmaster of Arskel's Academy, and oversees academic institutions and research within the city.