The Grim Guildhall
Posted: Sun Oct 28, 2018 3:10 am
Below the ruins of Alterac in an extended network of interconnecting caves, some better furnished than others, the Grim have established their Guildhall, a place to gather, to connect, to find and deliver messages, to relax as needed in safety from the Horde's many enemies, as well as to work, to plan, and to learn from each other and the Mandate's long history.
THE ENTRANCE
The Entrance to the Grim Guildhall is just another unobtrusive cave among many in Alterac. It is always guarded on cycling shifts, either by a conspicuous guard posted at the entrance, a less conspicuous guard within an anteroom just inside, or an incredibly inconspicuous guard keeping invisible watch from somewhere in the mountains.
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.
At the back of the anteroom, a wooden door opens onto a long tunnel lit by torches, wide enough for two Tauren to walk beside each other comfortably, but no wider. It is long with twists, branches, and dead ends plied with various wards and traps to serve as security measures as needed, although all of them are either attuned to Grim members, allowing them to pass freely, or are triggered at a distance, and new Grim members are taught the correct path.
THE MAIN HALL (The Gallows' End)
At its end, the long twisting tunnel opens up into 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
The new Grim Laboratories are not as extensive as the old, but a large amount of space has been cleared for them, most of it empty and waiting to be built up for use.
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 all the documents that were successfully rescued from the previous Grim Guildhall, as well as copies from memory of those that were not. The current Library lacks the layers of dust from over a decade of collection, and is more neatly organized where things have been unpacked. However, there remain for the meanwhile several empty shelves and boxes that have not yet been seen to.
THE VAULTS
The physical location of the Vaults is well below the more populated caves, but they are, by magic, accessible to any Grim who has earned their tabard.
--
((These descriptions are meant to help with roleplay and stories, and they can and should be added to and edited over time.
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.
Posts by Lost Grim may be archived in the future.))
THE ENTRANCE
The Entrance to the Grim Guildhall is just another unobtrusive cave among many in Alterac. It is always guarded on cycling shifts, either by a conspicuous guard posted at the entrance, a less conspicuous guard within an anteroom just inside, or an incredibly inconspicuous guard keeping invisible watch from somewhere in the mountains.
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.
At the back of the anteroom, a wooden door opens onto a long tunnel lit by torches, wide enough for two Tauren to walk beside each other comfortably, but no wider. It is long with twists, branches, and dead ends plied with various wards and traps to serve as security measures as needed, although all of them are either attuned to Grim members, allowing them to pass freely, or are triggered at a distance, and new Grim members are taught the correct path.
THE MAIN HALL (The Gallows' End)
At its end, the long twisting tunnel opens up into 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
The new Grim Laboratories are not as extensive as the old, but a large amount of space has been cleared for them, most of it empty and waiting to be built up for use.
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 all the documents that were successfully rescued from the previous Grim Guildhall, as well as copies from memory of those that were not. The current Library lacks the layers of dust from over a decade of collection, and is more neatly organized where things have been unpacked. However, there remain for the meanwhile several empty shelves and boxes that have not yet been seen to.
THE VAULTS
The physical location of the Vaults is well below the more populated caves, but they are, by magic, accessible to any Grim who has earned their tabard.
--
((These descriptions are meant to help with roleplay and stories, and they can and should be added to and edited over time.
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.
Posts by Lost Grim may be archived in the future.))