“Can you see it? Up ahead… This is the Ouroboros.”
On 21nd, Alturiak 1495 DR, the reconstruction of the Ouroboros guild was finished.
1,510 Downtime Days | 28 Real Days to Rebuild | 18 Adventurers Participated
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.
-
- The original Ouroboros guild was active 1st Flamerule, 1492 till its 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 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 by spells casted from wish to avoid future destruction from another attack. Read below to see features and adjusted wards that were placed. These custom wards cannot be removed, bypassed or changed.
-
- 8 helmed horrors in the guild to server as protectors, auto-restraining anyone who dares to either perform a hostile action on another creature or attempt to use a charm or fear effect. Creatures restrained by them, are thrown into the designated chat, until their punishment ends.
- A teleportation circle has been placed outside the guild. Using methods of teleportation, such as plane shift, direct the user to the circle. See more information under “Courtyard” in Guild Features below.
- Mounts and pets are not permitted to enter the guild hall. These are to remain outside or in the character’s home. A single mount may be stored inside the guild badge.
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 cast of new guild staff has joined the guild, after a few adventurers managed to convince them to join the guilds operations.
-
- 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.
The guild houses a special artifact created by Tori, that allows the bookkeeper (formerly guild leaders assistant), to inscribe a creature’s name into it to evoke a permanent ban. The contents of the book are not known to many. A soul coin is needed for the name to be inscribed. 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.
Guild Features
-
- Bank Extension.
- Exchange coin and store valuable items here for safe keeping between adventuring.
- It is also the place where purchased wills are stored in the event a character has died and meet the pre-requites.
- Courtyard.
- A nice location, situated outside of the guild. This is the only place where the teleportation, interdimensional and interplanar travel works.
- A teleportation circle sits outside, available for those to study. To do so, document it in mundane log.
- Managed by [NPC].
- Dancing Lights.
- illuminate each wing of the guild. These are permanent light fixtures in the guild.
- Dedicated Bar.
- Stocked with common ale, and managed by Sarah, the Ouroboros bartender. Adventurers are not
- Graveyard.
- Member memorial ground for the poor souls who failed to be resurrected or requested a DNR in their will. This location is tended to by Morial Rombia.
- Helmed Horrors.
- 8 creatures stand within the guild (except for the courtyard and training ground) that will auto-restrain anyone who attempts to harm or magically influence another creature within the guild and thrown out for a certain period of IRL hours.
- Ping Intervention to trigger action taken by the Helmed Horrors (if needed for non-consenting issues.)
- Housekeeping.
- Each bedroom in the guild hall is cleaned by Cherrypie.
- Kitchen.
- Dedicated cook named Kada Boldekin. Has various counter space available, as well as a few ovens available for those who like to cook.
- Stone Exterior.
- A protective stone barrier stands around the guild, acting as a defense and a stone exterior for the guild hall. Both have an AC of 17 and are immune to poison and psychic damage.
- Bank Extension.
Guild Wards
-
- Arcane Lock.
- On every door in the guild is magically locked by this spell. Using the spell “knock” will suppress this effect for 10 minutes, during which time the doors can be opened and shut normally.
- All doors have a +10 to their DC. The bank cannot be broken into or stolen from.
- Death Ward.
- All creatures are immediately granted measure from death. A 24/7 death ward is present. Creatures within the guild hall cannot die (Safe Zone).
- Forbiddance.
- Creatures cannot teleport into any area of the guild or use portals (such as those created by the gate spell) to enter the area. This spell proofs against planar travel, and therefor prevents accessing the area by way of the plane shift spell, Astral Sea, Ethereal Plane, Feywild, Shadowfell, etc. This includes spells like Blink, Demiplane, Ropetrick, etc.
- No creatures are banned.
- Hallow.
- Everlasting Rest. Dead bodies in the graveyard, cannot be animated.
- Extradimensional Interference. Creatures within the guild hall cannot be moved or travel using teleportation, or by extradimensional, or interplanar means. This includes spells and features that include teleport in the description.
- Tongues. Creatures can communicate with any other creature in the area, even if they do not share a common language. This however does not work for common sign language and thieves can’t.
- Private Sanctum.
- Sensors created by divination spells can’t appear inside the protected area of pass through the barrier at its perimeter. This refers to spells such as Arcane Eye and Scrying.
- Creatures in the area can’t be targeted by divination spells. This includes guidance and detect thoughts.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
- Symbol.
- Placed discretely in the guild in specific areas. These will only go off when certain conditions are met.
- Arcane Lock.