Mer'Kresh Barbarian Guild

From elanthipedia
Jump to: navigation, search


Entryway

[Globe Arena, Entryway]
A stone relief of a young barbarian dressed in fur-lined leather straddles the door. Several raging polar bears circle the young lad, their snarls etched with meticulous care. Behind, a tremendous fortress rises from a snowy plain and blocks some of the mountains that line the horizon.
You also see some wooden stairs.
Obvious exits: northeast, east, southeast.


Barbarian's Hall

[Globe Arena, Barbarian's Hall]
Two large basalt statues lean forward from the wall, flanking a simple oak podium. Both of the stone forms are identical, and each statue's face is curled in a cross between a snarl and a grin that bears rows of flat, square teeth. Nestled on the wall between the two is a portrait of a young barbarian holding a gleaming broadsword aloft in triumph.
You also see the Guildleader Tusfaov and an elegant marble stand with a tome of names on it.
Obvious exits: southeast, south, southwest.


Side Hall

[Globe Arena, Side Hall]
Textured stone lines the walls between the massive columns supporting the roof. A fresco of a straining barbarian, struggling to drag a giant-sized catapult across the burning sands of a desert, stretches across the wall. On one side of the barbarian, a horde of jeering Gorbesh soldiers screams. On the other side, a small group of wounded warriors cluster, pinned down by Gorbesh arrows while they await the heroic barbarian's salvation.
You also see a silk banner detailing abilities from the Path of the Flame, a steel placard detailing abilities from the Path of the Predator and a bone sign detailing abilities from the Path of the Horde.
Obvious exits: southwest, west, northwest.

 
-----------------------------------------------------------------------
                 -== Abilities from the Path of the Flame ==-

   Training Sessions can be checked using your meditate flame ability.

       Pre-reqs are how many other abilities from that Path you
                  must know before learning each ability.


 Berserks:
      Famine               Sessions: 2   Pre-Reqs: 1
      Cyclone              Sessions: 2   Pre-Reqs: 3
      Tsunami              Sessions: 2   Pre-Reqs: 6

 Forms:
      Buffalo              Sessions: 1   Pre-Reqs: 0
      Monkey               Sessions: 2   Pre-Reqs: 2
      Bear                 Sessions: 2   Pre-Reqs: 5
      Turtle               Sessions: 2   Pre-Reqs: 7
      Swan                 Sessions: 2   Pre-Reqs: 4

 Roars:
      Screech of Madne     Sessions: 1   Pre-Reqs: 3
      Mage Lash            Sessions: 2   Pre-Reqs: 6
      Mana Torment         Sessions: 2   Pre-Reqs: 8
      Death's Shriek       Sessions: 2   Pre-Reqs: 7

 Meditations:
      Flame                Sessions: 0   Pre-Reqs: 0
      Power                Sessions: 1   Pre-Reqs: 1
      Contemplation        Sessions: 1   Pre-Reqs: 2
      Dispel               Sessions: 2   Pre-Reqs: 3
      Serenity             Sessions: 2   Pre-Reqs: 6

 Masteries:
      Powermonger          Sessions: 4   Pre-Reqs: 9
      Yogi                 Sessions: 4   Pre-Reqs: 9
      Templar              Sessions: 1   Pre-Reqs: 9
-----------------------------------------------------------------------
 
-----------------------------------------------------------------------
                 -== Abilities from the Path of the Predator ==-

   Training Sessions can be checked using your meditate flame ability.

       Pre-reqs are how many other abilities from that Path you
                  must know before learning each ability.


 Berserks:
      Tornado              Sessions: 2   Pre-Reqs: 1
      Flashflood           Sessions: 2   Pre-Reqs: 3
      Landslide            Sessions: 2   Pre-Reqs: 1

 Forms:
      Piranha              Sessions: 2   Pre-Reqs: 4
      Eagle                Sessions: 2   Pre-Reqs: 1
      Owl                  Sessions: 1   Pre-Reqs: 5
      Wolverine            Sessions: 1   Pre-Reqs: 3
      Panther              Sessions: 1   Pre-Reqs: 6

 Roars:
      Everild's Rage       Sessions: 2   Pre-Reqs: 0
      Kuniyo's Strike      Sessions: 3   Pre-Reqs: 4
      Slash the Shadow     Sessions: 3   Pre-Reqs: 7

 Meditations:
      Bastion              Sessions: 2   Pre-Reqs: 4
      Seek                 Sessions: 1   Pre-Reqs: 0
      Staunch              Sessions: 2   Pre-Reqs: 5
      Prediction           Sessions: 3   Pre-Reqs: 5

 Masteries:
      Duelist              Sessions: 4   Pre-Reqs: 8
      Tribalist            Sessions: 4   Pre-Reqs: 8
-----------------------------------------------------------------------
 
-----------------------------------------------------------------------
                 -== Abilities from the Path of the Horde ==-

   Training Sessions can be checked using your meditate flame ability.

       Pre-reqs are how many other abilities from that Path you
                  must know before learning each ability.


 Berserks:
      Avalanche            Sessions: 1   Pre-Reqs: 0
      Wildfire             Sessions: 2   Pre-Reqs: 3
      Earthquake           Sessions: 2   Pre-Reqs: 6
      Volcano              Sessions: 3   Pre-Reqs: 6

 Forms:
      Dragon               Sessions: 2   Pre-Reqs: 1
      Python               Sessions: 1   Pre-Reqs: 2
      Badger               Sessions: 2   Pre-Reqs: 7
      Toad                 Sessions: 2   Pre-Reqs: 5

 Roars:
      Anger the Earth      Sessions: 1   Pre-Reqs: 0
      Death's Embrace      Sessions: 1   Pre-Reqs: 1
      Serpent's Hiss       Sessions: 2   Pre-Reqs: 5
      Wail of Torment      Sessions: 2   Pre-Reqs: 7

 Meditations:
      Unyielding           Sessions: 1   Pre-Reqs: 2
      Tenacity             Sessions: 2   Pre-Reqs: 2
      Focus                Sessions: 1   Pre-Reqs: 1

 Masteries:
      Titan                Sessions: 4   Pre-Reqs: 8
      Strategos            Sessions: 4   Pre-Reqs: 8
-----------------------------------------------------------------------

The Pit

[Globe Arena, The Pit]
Four large statues bear the weight of the domed ceiling upon their shoulders, each at the corner of an area cleared of obstructions. A thick length of rope encircles the area, affixed tightly to the floor to cordon off a sparring section, and to mark a boundary for contests of skill. Clearly known as "The Pit" for esoteric reasons, there is actually nothing here that resembles a pit or sunken area.
You also see a bright red sign.
Obvious exits: north, east, south, west.


 
A bright red sign reads:
I realize you all must fight, and fight you shall, for the honor of our Guild!  Let it be known that the city government will not pardon you if you wound or kill your sparring partners!  Obey the laws of Mer'Kresh, and fight for her glory -- not against!

South Hall

[Globe Arena, South Hall]
Along the southern wall, a remarkable frieze depicts an exploding volcano flinging blazing orbs into the bay. Several boats are lashed together in the water, just out of reach of most of the fiery lava chunks, and a wall of stoic-looking barbarians, with weapons drawn, deflect those few projectiles that threaten the vessels. Clearly, some liberties were taken by the sculptor.
You also see a sturdy cypress door.
Obvious exits: north, northeast, northwest.


Courtyard

[Globe Arena, Courtyard]
White sand embedded with chunks of black volcanic rock covers the ground like soot-streaked snow. Raised beds of esturi fruit bound one side of the courtyard, and figs grow in the bed opposite. An obsidian fountain sits in the center of the area erupting not with a geyser of water, but one of flame.
You also see a bamboo arch, a small bamboo hut and a sturdy cypress door.
Obvious paths: none.


Library

[Globe Arena, Library]
Slate stepping stones are harmoniously laid to create a winding path through the neatly raked sand floor. Reed mats offer a place to sit and study -- or lie and snooze. Books are neatly arranged on a bookcase resting atop a large, flat-surfaced rock serving as a desk.
Obvious exits: out.


Housing

Caution.png Note that the following article is not necessarily accurate as it is a chronicling of data on player-owned locations. Because this is census data concerning player-owned establishments, housing or locations, the data on this page may be out of date or may be have been edited for privacy. These pages should not include any player information on non-publicly accessible locations or information considered game-secrets.


Mer'Kresh Barbarian Guild
Location: Mer'Kresh, Qi'Reshalia (RanikMap107)
Class / Type: Middle / Rural
Restrictions: Barbarian
Justice: City
Form: Door, Free
Homes (Free): 4 (4)
Last Checked: 29 December 2019



Location Category Restrictions Owner Appearance
Guest Quarters Middle Class, Rural Barbarian Unclaimed rustic oak log cabin
Guest Quarters Middle Class, Rural Barbarian Unclaimed buff-colored stacked stone house
Guest Quarters Middle Class, Rural Barbarian Unclaimed bamboo hut
Guest Quarters Middle Class, Rural Barbarian Unclaimed bamboo hut

Upper Hallway

[Globe Arena, Upper Hallway]
More a landing than a true hallway, there is little in this tiny alcove at the top of the stairs except a reed mat on the floor and heavy cypress door. Even the whitewashed walls are bare of everything but a few fingerprints.
You also see some wooden stairs and a heavy cypress door.
Obvious exits: none.


Roaring Room

[Globe Arena, Roaring Room]
Deep swaths of quilted white fabric covering the ceiling and walls give the impression of huge pillows stuck to the interior surfaces. Underfoot, a thick brown carpet muffles the sound of movement. Even the window is made of several layers of glass set into the frame. Amidst this stark decor, a lone table huddles near the door.
You also see a wall with a two-colored dartboard on it and a heavy cypress door.
Obvious exits: none.


On the black cypress table
Item Price Done
crystal punch bowl of glowing Elothean windhaze 0   
fire-scarred lunat cask of potent Vykathi ale 0   
snifter of tawny-amber Rissan brandy 0   
pitcher of iced strawberry lemonade 0   
large wooden vat of marinated peccary snouts 0   
platter of hard-boiled eggs 0