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The Iron Eyrie: Difference between revisions

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The whole of the City was cocooned in the dome of power that is the Moonwell which has permeated into the stone and mortar of the buildings. For most of the city, that was the end of the effect.  For other buildings the magic without mixed with the magics within. This caused many different effects across the city. Those other buildings were many and varied, for this is the Story of the Iron Eyrie.
The whole of the City was cocooned in the dome of power that is the Moonwell which has permeated into the stone and mortar of the buildings. For most of the city, that was the end of the effect.  For other buildings the magic without mixed with the magics within. This caused many different effects across the city. Those other buildings were many and varied, for this is the Story of the Iron Eyrie.


Within the Guild Hall there were many items of immense power including items referred to as artifacts.The immense and stray magics started to coalesce into form on their own. The Mystical and artistic array of Dragon bones caused the wild magics to focus and awaken the spirit of the building in a way unseen in most other buildings into a self awareness. The presence of three separate sacred spaces dedicated to three separate gods ( well two full Gods, and one Demi God) and the practice of an obscure school of Magic called Scientific Technology also added to the energies contained within.
Within the Guild Hall there were many items of immense power including items referred to as artifacts. The immense and stray magics started to coalesce into form on their own. The Mystical and artistic array of Dragon bones caused the wild magics to focus and awaken the spirit of the building in a way unseen in most other buildings into a self awareness. The presence of three separate sacred spaces dedicated to Four separate gods ( well three full Gods, and one Demi God) and the practice of an obscure school of Magic called Scientific Technology also added to the energies contained within.


The self aware building has become very protective of the guild members housed within. Outsiders who have tried to infiltrate into the building by various methods from disguise kits to magical illusions, have been outed to the occupants of the Guild Hall. Beings that have tried to portal in or teleport in various ways, often find themselves in areas unexpected or stopped at the foundation walls looking at the outside of the building. A simple passwall into a room on the south side, could find the caster emerging into an unexpected room. A sixth sense seems to warn any of the guildmates who are partaking in meetings with outsiders in the “ All That Ales You” whenever meetings get too rambunctious and steel gets pulled.
The self aware building has become very protective of the guild members housed within. Outsiders who have tried to infiltrate into the building by various methods from disguise kits to magical illusions, have been outed to the occupants of the Guild Hall. Beings that have tried to portal in or teleport in various ways, often find themselves in areas unexpected or stopped at the foundation walls looking at the outside of the building. A simple pass wall into a room on the south side, could find the caster emerging into an unexpected room. A sixth sense seems to warn any of the guildmates who are partaking in meetings with outsiders in the “ All That Ales You” whenever meetings get too rambunctious and steel gets pulled.


When intruders have found that doors seem to always be locked when tried. This applies even to doors they had just passed through. The same doors seem to open at the slightest touch to the inhabitants. In the rare case when armed intruders are attempting to assault the location, often due to the loose tongue of the Iron Minstral, attackers have been confronted by the vistage of dragons that have been incorporated into the building itself.
When intruders have found that doors seem to always be locked when tried. This applies even to doors they had just passed through. The same doors seem to open at the slightest touch to the inhabitants. In the rare case when armed intruders are attempting to assault the location, often due to the loose tongue of the Iron Minstrel, attackers have been confronted by the vistage of dragons that have been incorporated into the building itself.





Revision as of 05:27, 17 October 2022

The Iron Eyrie


Type Guild Hall
Government Open Guild Structure with the guild master having final say
Location Heartland District, City of Seglock, Isonhound
Inhabiting Race Various

The Iron Eyrie is the Guild hall for the Iron Hawks.  This Hall is located in the City of Seglock, specifically in the Heartland district, on the Continent of Isonhound.

About

This building was awarded to the Band of the Iron Hawks in gratitude for the band securing a Moonwell and placing it in the city to keep the Dragon Menace at bay. This den of Adventures has become renown for housing the Slayers of Dragons and Doers of Deeds.

Notable Spaces in the Places

All that Ales you - This is a small bar area that is open to the public, This Bar area is in a almost separate building outside the general outline of the Guildhall itself. The Guild maintains this location to have meetings with non guildmembers as well as the location it sells it's premier Iron City Ale.

Armory- Deep in the guildhall sits the always guarded Armory. There are wonders and tales of Artifacts and other wonderous items stored within. Also kept here is the Guild Bank, a treasury of sorts.

Breichiau Locker - This locker is where items for use by members can be 'Checked Out' for use in the course of adventures. The guild maintains a selection of magical items for use by members to use for mission specific goals. These items are donated from the members themselves as well as booty from expeditions the guild has from time to time. Although Breichiau is Welsh for Arms, there can also be armor, shields, and other items kept here from time to time.

Great Hall - This is the heartbeat of the Guild. This hall is used for not only the guild wide meetings, but also as a social hall for the members to unwind and also conduct study and

Member's Quarters - Throughout the Guildhall there are rooms available for each and every guild member. Although there are 30 spaces for use as sleeping quarters, there are currently extra rooms as there are not currently 30 members. The extra rooms are generally empty with a few being used for projects by members.

Smithy - This workshop area is where the Guild Blacksmith makes and repairs a variety of guild members weapons. This space is also available for use by guild members for projects when they have time to be creative.

Trophy Room - This room is adjacent to the Great hall, and contains some of the trophies of various members have brought back from their adventures. among the items present here are bones of various Dragons vanquished in the service of the Peoples of Ishound. Green dragon bones from P'kinestra aka the green Stag, black dragon bones from Thymor'ala the Black, A Few Bones from Flame the Red, and even some mementos of the Gold Dragon Bazzniagalvinica, There are also a collection of weapons, stuffed animals and samples from some of the other creatures of note vanquished by guild members. The Dragon Bones are arraigned in the center of the North Wall in an artistic, yet somewhat mystical pattern by the Iron Minstrel.

Notable Events

THE AWAKENING

In the Months Following the Arrival of Tristram into the Guild. Many things changed in the power flow in and around the city. In Leaffall, 825 PR a series of events caused an interesting effect for the Iron Eyrie.

The whole of the City was cocooned in the dome of power that is the Moonwell which has permeated into the stone and mortar of the buildings. For most of the city, that was the end of the effect.  For other buildings the magic without mixed with the magics within. This caused many different effects across the city. Those other buildings were many and varied, for this is the Story of the Iron Eyrie.

Within the Guild Hall there were many items of immense power including items referred to as artifacts. The immense and stray magics started to coalesce into form on their own. The Mystical and artistic array of Dragon bones caused the wild magics to focus and awaken the spirit of the building in a way unseen in most other buildings into a self awareness. The presence of three separate sacred spaces dedicated to Four separate gods ( well three full Gods, and one Demi God) and the practice of an obscure school of Magic called Scientific Technology also added to the energies contained within.

The self aware building has become very protective of the guild members housed within. Outsiders who have tried to infiltrate into the building by various methods from disguise kits to magical illusions, have been outed to the occupants of the Guild Hall. Beings that have tried to portal in or teleport in various ways, often find themselves in areas unexpected or stopped at the foundation walls looking at the outside of the building. A simple pass wall into a room on the south side, could find the caster emerging into an unexpected room. A sixth sense seems to warn any of the guildmates who are partaking in meetings with outsiders in the “ All That Ales You” whenever meetings get too rambunctious and steel gets pulled.

When intruders have found that doors seem to always be locked when tried. This applies even to doors they had just passed through. The same doors seem to open at the slightest touch to the inhabitants. In the rare case when armed intruders are attempting to assault the location, often due to the loose tongue of the Iron Minstrel, attackers have been confronted by the vistage of dragons that have been incorporated into the building itself.


 

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