The Guildhall

((These descriptions are meant to help with roleplay and stories, and they can and should be added to and edited over time. The descriptions of many of the rooms were written by Qabian for the retail version of the guildhall and can be found here.

If your character is of Warbringer rank or higher (i.e. already has their tabard), feel free to add a description of their room in the Guildhall to this thread if you wish (not required). If your character is Harbinger rank or higher, you may add an office description as well.))

The Guildhall

Grim Guildhall Classic

The Grim maintain many locations across the world to accommodate the needs of its members. However, the main guildhall is located in a secret location near Brill. While much of the guildhall maintains a Forsaken's sensibility, many Grim have customized rooms to better fit their needs and aesthetics.


THE MAIN ENTRANCE

In the forested area behind Brill, there is a small cluster of buildings, appearing to be an abandoned farming community similar to many scattered around the former lands of Lordaeron. The smaller buildings are decayed and in poor repair. The largest, upon closer inspection, shows signs of being well maintained. It has a stonework entrance with a few steps leading to a large double door. Often you will find a pair of Forsaken garbed in farmer’s clothing lounging lazily on benches out front. If you ignore them, they will appear to ignore you. They are, however, heavily armed and in constant communication with the network of other guards stationed around the compound.

Whether or not anyone is present to take messages or receive callers is not guaranteed, but a Lordaeron-style mailbox is always present. The anteroom at least is open to guests. It is well lit with a stone fire pit, a wooden table and chairs. During the day and early evening, there is a person available to serve simple bread and water to visitors for slightly more than you would be charged in Brill. If you return here frequently, you will find that the position seems to have a high turn-over rate. At the back of the anteroom, a wooden door opens onto a pantry where said bread and water is stored. Here there is also an unusually well reinforced door.

If you are a member of the Grim and are carrying your modified hearthstone, the door will open easily. Behind the door is a wide stone spiraling staircase leading down. Lantern sconces light the pathway at regular intervals.


THE MAIN HALL (The Gallows' End)

At the bottom of the stairway, a double door decorated with the Grim’s skull and dagger’s banners stands open if no traps or magical sensors have been tripped on the way down. Behind the doors is a wide space, decorated to mimic the old Gallows' End Tavern in Brill including mysteriously sourced warm yellow lighting, as well as wooden floors, walls, ceiling, and furniture, but in a considerably larger space with far more tables, and of course, being underground, no windows. In place of windows, there are ominous portraits of past leaders. Who painted them and when is unknown, but they are all dark in tone and color.

There is a bar nearly perpetually staffed by a Forsaken bartender who goes only by the name of Clay. He keeps deliberately mysterious about his background, but he has proven his loyalty to the Grim and is an appropriately good listener.

The tables and chairs can be moved and a dais raised for meetings, but the space is rarely used for such in favor of areas outside of the Guildhall.

On one of the walls opposite the bar is a massive postboard with messages and announcements available to all at all times.


THE BARRACKS

The Supplicants' Barracks are one large, long room filled with bunks along both sides. All supplicants are allowed to claim a bunk and the accompanying wardrobes along the walls in the spaces between said bunks if they wish, but it seems few actually accept the invitation and there are always more bunks free than occupied. The Supplicants' Barracks are kept tidy and free of cobwebs. The large room is decently well-lit with warm yellow light from a difficult to determine location. There isn't a curfew per se, but the light in the Supplicants' Barracks does go out every evening a few hours after sunset, though no one is ever seen making it happen. Candles are often seen moving back and forth in the room at night as Supplicants move about.

Warbringers are assigned their own room which they keep according to how they like. If they choose not to keep a room within the Guildhall, one is always kept clean and ready in case they do.

Harbingers and the leadership also have their own offices. Whether they use the space provided or not is up to them.

Within the halls containing the Barracks are a great many storerooms here and there between the other rooms, holding a wide variety of supplies. They are kept very tidy and organized by the someone, but likely bewildering to those who haven't memorized where they are and what is in them.


THE LABORATORIES

Similar to the labs in Undercity (but with significantly less green glowing fluids), the Grim’s main laboratory is spacious with specialized areas for chemists, enchanters, and surgeons. There is access to running water and a waste system, drains in the floor, fume hoods and other ventilation, mysterious and magical in nature. There are multiple tables of various sizes set up with adjustable height for experiments, as well as counters with sinks along two walls of the room. Magically powered refrigeration units are in place along a third. Relative to the dim torch light or warm yellow light in most of the halls, the light in the Laboratories, from some difficult to determine source, is a cold white.


THE LOCKUP

The Grim, as a general rule, do not keep prisoners. The punishment for any type of treachery, whether from without or within, tends to be death.

However, there is, on occasion, need for such a thing, so a series of iron barred and magically shielded cells in what is effectively a dungeon are kept dry and clean in case that need should arise.


THE LIBRARY

The Library contains neatly organized shelves full of books and bundled documents. One wall contains specially designed honey-combed holes filled with rolled scrolls. Above each hole is a small note denoting which scroll is being stored there.

Guildhall NPCs

((This is a list of non-player characters. While they may not be actively played within the game exist to support Grim stories. Feel free to add your own by adding them to the forum version of this list. "Availability" refers to whether or not you're comfortable with others freely using that NPC in their stories. If you'd prefer to restrict the use of an NPC to yourself or those with permission, simply list their Availability as Closed or With Permission.))


There are several less heroically-minded members of the Grim who wander the Guildhall, all of whom have had their loyalty tested and proven, but who for whatever reason prefer the tasks that don't often take them out into the field, such as security or maintenance for the Guildhall.

Name: Clay

Race: Forsaken

Class: Unknown

Height: Average

Body Type: Scrawny

Description: Clay is just another walking dead man, with that familiar pallor and a neatly trimmed but greasy mop of stringy hair. He wears an apron at all times and often has a rag draped over one shoulder in stereotypical bartender fashion. He's a very good listener, but not a very good talker.

Creator: Qabian

Availability: Open

Name: Zipperk (aka Granny Z)

Race: Goblin

Class: Shaman

Height: Small

Body Type: Hard to tell

Description: Zipperk is a grandmotherly type and an actual grandmother. She and her legion of children and grandchildren have taken over janitorial and superintendent type duties within the Grim guildhalls. Most of the time, they are never seen, though their handiwork is apparent. They keep things tidy, though they all know better than to touch anything that looks like it's meant to be there (including cobwebs in appropriate places).

Creator: Qabian

Availability: Open

Name: Druthers

Race: Orc

Class: Warrior (though in one of many possible future timelines, he becomes a monk)

Height: Short

Body Type: Typical orc beginning the transition into puberty.

Description: Druthers is slightly older and bulkier than the dutiful gruntling with the beginnings of a red mohawk on his head and a few strands of scraggly whiskers on his chin. He is most often used as a message runner but will cheerfully undertake other odd jobs such as moving furniture, chopping wood, and sharpening axes. Verbally, he almost always relies on orc peon sayings to respond to job requests, although the glint in his eyes leads you to believe he's much smarter than he lets on.

Creator: Tisk/Duskheron

Availability: Open