“Can you see it? Up ahead… This is the Ouroboros.”

On 21nd, Alturiak 1495 DR, the reconstruction of the Ouroboros finished.

With a new and improved guild hall, operations have continued. Instead of being located outside Baldur’s Gate, the new guild hall now resides in the small fishing village of Lathtarl’s Lantern, located on the Sword Coast at the mouth of the Winding Water. It is also close to Warlock’s Crypt.

    • The original Ouroboros guild was active 1st Flamerule, 1492 till it’s descent and destruction due to the Red Queen’s forces. With the complete destruction of the guild, operations moved to a safer location, away from the hostile nature of what was going down in Baldur’s Gate 1494 DR.

Despite having moved, the guild functions as normally. With the assistance of the World Hero, Tori, Archmage of Ouroboros, the guild has been warded to avoid future destruction from another attack.

    • 8 helmed horrors in the guild to server as protectors, restraining anyone who dares to attack another member.
    • A teleportation circle has been placed outside the guild. Using methods of teleportation, such as plane shift, direct the user to the circle. 

The guild houses a special artifact created by Tori, that allows the either the guild leader or assistant guild leader, to inscribe a creature’s name into it to evoke a permanent ban. (Contents of the book are not known to many.)

    • The item is located inside the guildhall and cannot be removed from the place of where the item has been set to. Special conditions have been placed on the item to avoid abuse of power. 

The Ouroboros staff would love to recognize the following members for their assistance and hard work in rebuilding of the guild hall, completing the project in under a month!

    • Honorary Mentions: Armstrong, Brok, Calcium, Cinnamon, Constructor, Ducket, Frovumm, Iranis, Ingo, Peebo, Phena, Pifflix, Raul, P. Rev, Tarvi, Thalia, Tori, and Ymirra.

Inside the Guild

Oak wood floors with green and silver embroidered rugs lay the foundation for the welcome room. Through the main doors, a booming hall of laughter and chatter of lively atmosphere greets those who enter. Banners of similar colors hang suspended from the ceiling, bearing the Ouroboros sigil.

A dedicated bar sits to the right of the room, while the guild leader’s office is directly across. In the center, various round and circular tables with plenty seats nestled under the tabletop.

In the back are two boards, one for communication to other members: the message board. The other, a job board for jobs needing to be done, seeking adventurers to assist.

 

 

Features of the New Guild Hall:

Every door in the guild is magically locked as if sealed by an arcane lock.

Store valuable items here for safe keeping between adventuring. Also, recommended to store your will here.

Each wing of the guild is illuminated.

For adventurers to leave their children they have acquired whether by choice or accidental.

Sometimes you just need a drink or two before an adventure or do a round after the adventure.  Stocked with common ale.

Creatures can’t teleport into the guild or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. No creatures are banned.

For the usual dead bodies of pets, favored weapons or companions. Doubles as a member memorial ground.

Dead bodies in the graveyard, cannot be animated. All affected creatures can’t be moved or travel using teleportation or by extradimensional or planar means. All creatures also benefit from tongues, and can communicate with other creatures in the area, even if they don’t share a common language. No creatures are banned.

Stocked books include findings about the multiverse (donated by Tori.) Always open to any books adventurers find they want to donate for others to enjoy.

Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by divination spells (including guidance!) Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area.

Replacement of the former guild building, now a lot more resilient to the elements.

    • AC of 17 and are immune to poison and psychic damage.

A protective barrier around the guild acting as a defense before breaching of the guild.

    • AC of 17 and are immune to poison and psychic damage.

1,510


TOTAL DOWNTIME
DAYS SPENT

28


DAYS OF REAL
TIME TO BUILD

18


ADVENTURERS
PARTICIPATED

1


ARTIFACT
CRAFTED