Empath Guildhall (Crossing)

From Elanthipedia
(Redirected from Crossing Empath Guild)
Jump to navigation Jump to search

This Empath Guildhall is found in Crossing on Magen Road near the NE gate. The guildleader here is Salvur Siksa. In addition to guild services there is a library, a triage area, a cabinet for herbs, a cart with refreshments for everyone, a donation shelf, a cart for empaths only, and an entrance to the escape tunnels.

The Crossing Empath Guild Crest:

an open hand reaching out to provide comfort, the palm cradling a blue X, symbolizing the crossroads

[Empaths' Guild, Courtyard Garden]
Open to the sky, this spot is sheltered from the worst of the weather and elements by a rich cedar arbor. In the center of the courtyard, a small fountain, filled with the darting forms of tiny fish, babbles to itself. Several elaborately-carved cedar benches are placed at one edge of the garden, directly across from a cushioned swing hanging from the arbor by wrought iron chains. A riot of seasonal plants compete for the attention of those who pass here, and a whispering willow tree looms overhead as if creating a protective mantle.
Obvious paths: northeast, east, west, down, out.
Invisible path: climb pole (takes you downstairs and teaches athletics)

Places to sit: Bench, swing
Trash: marble statue of an elegant Elven woman
A large Vela'tohr plant - female, rather shy, and her name - as best as it can be translated - is Ithrosie.

On the silver tea cart
Item Price Done
a silver urn of strongly-brewed dark roast coffee 0   No
an engraved silver tray stacked with smoked salmon and dill tea sandwiches 0   No
a small pot of Elothean jade tea 0   !!
a tall glass pitcher of fresh spring water 0   DG
a silver platter of glazed peach tarts 0   !!
a kettle of honey-lemon tea 0   
a porcelain pot of bitter black currant tea with a hint of raw honey 0   
a dewy pitcher of mint iced tea 0   !!
some Anglaise cream and juicy berries 0   No


[Empaths' Guild, Guildleader's Office]
Paneled in dark mahogany, this richly appointed office is redolent with the scent of amber and leather. A massive mahogany desk dominates the space, its glossy lacquered surface scattered with papers and writing implements. Behind the desk is an enormous tufted leather wing chair, its rich brown leather complementing the lustrous mahogany. A decanter of ruby port sits atop a mahogany liquor cabinet, numerous bottles of various colors and sizes visible behind the closed glass doors. The open-skied courtyard garden of the guild proper is visible to the southwest, through a short stone-lined antechamber. You also see Guildleader Salvur Siksa and a white ash stand with a guild register on it.
Obvious exits: southwest.

The register reads: "Welcome, friend."

On the liquor cabinet you see a decanter of ruby port.


[Empaths' Guild, Library]
A simple folding table and some canvas chairs make the Empaths' Guild library quickly transformable into an emergency room in case the wounded overflow from the hospital's facilities. In this spartan and spotless chamber, oft-read works on healing, herbs, medicinals, and other empathic arts fill a long shelf against the wall. You also see a wooden sign.
Obvious exits: west.


[Empaths' Guild, Infirmary]
The walls enclosing this spacious room are adorned with thousands of tiny tiles in various shades of white, pearl, cream, and ivory, reminiscent of sun-touched summer clouds. Underfoot, the massive white marble tiles are grooved slightly to provide a surer surface for booted and slippered feet. The large windows are cracked open to let in fresh air, and a massive skylight above contributes to this spot's feeling of healthful openness. A row of white-draped cots occupies one side of the room, while several large examination tables are arrayed neatly along the opposite wall. You also see an Empath donation shelf with several things on it, a dark mahogany door, a large white cabinet and a bucket of viscous gloop.
Obvious exits: east.
Only for Empaths Go door.

The large white cabinet can be used for herbs, here you will also find the donation shelf. The donation shelf may have items placed on it by anyone, however, if you wish to take something you must be an empath (or have an empath friend).


[Empaths' Guild, Sitting Room]
Soft robin's egg blue paper covers the walls of this large room, patterned with delicate arabesques in an even lighter shade of powder blue. Several gaily-colored painted landscapes complement the rich hue of the paper, their heavy gilt frames resembling windows into perfect summer days. The vibrant golden oak of the floor is muffled by a sumptuous woolen ivory rug with a deep, luxurious pile. Several cheerful golden sconces provide bright -- but not harsh -- light, the oil they burn perfuming the air with a fresh citrus scent. You also see a dainty trash bucket, Khalo rae Moda Constanze who is sitting on a very long comfy couch, a dainty golden cart with several things on it, a very long comfy couch and a dark mahogany door.
Mapped exits: go door

Places to sit: couch

On the dainty golden cart
Item Price Done
a silver plate filled with rich double-fudge brownies with lacy white chocolate icing 0   No
some Elven brioche 0   No
a savory lobster tart 0   No
a creamy cheesecake topped with a fragrant raspberry sauce 0   No
an iron cauldron filled with orange slices and hot apple brandy 0   No
a silver urn filled with rich mocha coffee frothed with steamed milk 0   No
a mixed fruit and rose petal salad with a honey jadice flower dressing 0   No
a pitcher of fresh-squeezed orange juice 0   No
a silver bowl filled with green and gold fettucini in a creamy mushroom and wine sauce 0   No
a platter filled with wild mushrooms stuffed with crabmeat 0   No


[The Healerie, Entrance Hall]
Moss and lichen thickly blanket the walls and floor of the damp underground hall. At one end, long spiraling oaken stairs hug the side of the shaft that leads up to the main room of the distant Empath Guild. Near the middle, a walnut ramp goes up towards the Hospital Triage while an arch leads into other areas. Light reflected from aboveground through an intricate mirror system floods the area. You also see some large swinging doors leading into the Healerie.
Obvious exits: none
Mapped exits: go swinging doors, go walnut ramp, go arch


  • From this room you can 'climb pole' to either practice athletics or return to the courtyard garden
  • Climb stairs will return you to the courtyard area.
  • Go ramp will take you to Martyr Saedelthorp, Triage (autohealer)
  • Go arch will take you to the dim corridor
  • You will enter this room from the escape tunnels. To find your way there, SEARCH


[The Healerie, Dim Corridor]
The dim light coming through the arch at the end of the corridor delineates the long shadows of those moving about considerably more than it does the features of the people themselves. The small amount of additional light coming through the doorway halfway down the corridor further accentuates and twists the shadows of those present, playing them across the floor, walls, and ceiling of smoothly polished black stone. Cool moist air flows over the stone leaving it slick to the touch. You also see a stone construction barricade opposite the arch and a dark hole.
Obvious exits: none.
Mapped exits: go arch, go stone door


[The Healerie, Lecture Hall]
Large crystals in the upper corners of this room shed a soft glow on the tiers of comfortable seats that look down on the ebony lectern below. Behind the lectern, inset into the wall, the brightly lit viewing area of The Healerie is clearly visible through the thick crystal. You also see a large stone door.
Obvious exits: none

  • There is a lectern here with a speakers tube that can carry a voice to the Viewing Area, however, it seems to be unusable


[The Healerie, The Blue Area]
[The Healerie, The Blue Area] Thick blue moss and lichen covering the floor absorb the water that falls from the ceiling of this enormous chamber as well as the blood from the many wounded who come here. A vast forest of stone stalactites stretches from the ceiling above, the largest as big as great trees and bearing strange crystal orbs like fruit. The orbs shed a strong bluish light that provides adequate illumination for healing. A silver plaque has been set into the floor near the middle of this area. You also see some large swinging doors leading out of the Healerie.
Obvious exits: north, northeast, east.
Mapped exits: go swinging doors

  • An engraved silver plaque reads: Established by Order of the Prince of Zoluren after the Time of War with the Gorbesh people, this Healerie is hereby Declared a Haven for the People of The Crossing and Surrounding Areas, within which They may seek Shelter and Healing. "For So Long as the Orbs do Shine Above, May no Harm be done in Their Light."
  • Although this room is warded it is known that certain invaders can attack here.


[The Healerie, The White Area]
Thick white moss and lichen covering the floor absorb the water that falls from the ceiling of this enormous chamber as well as the blood from the many wounded who come here. A vast forest of stone stalactites stretches from the ceiling above, the largest as big as great trees and bearing strange crystal orbs like fruit. The orbs shed a strong white light that provides adequate illumination for healing. Stalagmites block passage beyond the light where the moss and lichen fail.
Obvious exits: north, west, northwest


[The Healerie, The Yellow Area]
Thick yellow moss and lichen covering the floor absorb the water that falls from the ceiling of this enormous chamber as well as the blood from the many wounded who come here. A vast forest of stone stalactites stretches from the ceiling above, the largest as big as great trees and bearing strange crystal orbs like fruit. The orbs shed a strong yellow light that provides adequate illumination for healing. Stalagmites block passage beyond the light where the moss and lichen fail.
Obvious exits: south, southwest, west.


[The Healerie, The Viewing Area]
Thick white moss and lichen covering the floor absorb the water that falls from the ceiling of this enormous chamber as well as the blood from the many wounded who come here. A vast forest of stone stalactites stretches from the ceiling above, the largest as big as great trees and bearing strange crystal orbs like fruit. The orbs shed a strong white light that provides adequate illumination for healing. Stalagmites block passage beyond the light where the moss and lichen fail. You also see a large section of reflective crystal inset into the western wall.
Obvious exits: east, southeast, south

The reflective crystal acts as a mirror
This is also the room where you *should* be able to hear lectures from the lecture hall.

Related Forum Posts

Click here to search for related posts.