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Paladin Guildhall (Crossing)
The Guildhall is found through the doorway at the top of Herald Street in northeastern Crossing (You can type DIR PALADIN for directions). Public access to the grounds can be found S, S, W and then thru the gate from the Guildhall. Additionally, a Paladin-only trail can be found just inside the Crossing NE gate that leads directly to one of the housing areas and, via that, to the complex grounds.
This is the primary Paladin Guildhall for the province, and also has the following available within the large complex:
- Paladin Guild Library (Crossing)
- Iprilu's Emporium - Paladin Shop
- Crossing Paladin Guild Dormitory - Dormitory & Holy Warrior's Promenade housing areas
- Paladins' Guild Stables - horse stable & nearby Jousting field
Meeting Hall
[Paladins' Guild, Meeting Hall]
Light shines in from above through a large skylight placed in the ceiling of this grand hall. All of the chairs have been arranged in a circle, representing the symbolic equality of all guild members. Mounted above the doorway, a shining silver broadsword points skyward.
You also see an armored sentry, an arched doorway, a marble arch, a waste bin fashioned out of used shields and an elaborate parchment scroll.
Obvious exits: east, west, out.
~~ Conduct Expected of Members and Guests Within This Guild ~~ Let it hereby be known that the following behaviors are not condoned within these walls. Shouldst these regulations be violated punishment will be meted out swiftly and stringently. ~ Thou wilt not engage in combat, physical or magical, consensual or non-consensual, within these walls. Shouldst Thou feel training need be engaged in with guild members, Thou wilt use the training facilities. ~ Thou wilt not show disrespect to The Immortals that grant Thine abilities. ~ Thou wilt not speak in rudeness to Thine fellow guild members, be they friend or foe, within these walls. ~ Thou wilt not slander Thine esteemed guild leaders or official guardsmen whilst Thou art beneath this roof. ~ Thou wilt not skulk in the shadows of these halls like scoundrels and scamps. ~ Thou wilt not, for any purpose, fish amongst Thine companion's pockets and chance upon finding coin. By my hand, these regulations are so decreed. - Darius -
Guild Leader's Office
[Paladins' Guild, Guild Leader's Office]
Despite the dark, foreboding atmosphere in this office, it is strangely comforting. A large cave bear hide lies on the floor in front of a small fireplace. Off to the side, a comfortable looking chair is placed adjacent to a bookcase and a small table. A large desk sits directly opposite the fireplace and fills out the room's meager, but functional, furnishings.
You also see an embossed scroll, a simple brass stand with a guild register on it and the Paladin Guildleader Verika.
Obvious exits: out.
On the small table | ||
---|---|---|
Item | Price | Done |
fine aged brandy | 0 | No |
steel-rimmed spectacles | 0 | |
This table is also a Donation rack |
Armory
[Paladins' Guild, Armory]
Displays of armor and shields line the walls, some plain save for the scars of battle, some gleaming bright and emblazoned with the devices of noble houses. Myriad weapons of war and peace sit behind unlocked glass cases, on display until the day when they must once more be lifted in the name of the gods and the Light. A weapons rack has been fitted into one wall for the express purpose of outfitting those warriors of the Guild who lack the coin for proper gear.
You also see an armored sentry and a waste bin fashioned out of used shields.
Obvious exits: east.
- The rack is a Donation rack.
Chambers
[Paladins' Guild, Chambers]
Several mats have been spread about this quiet chamber. A single circular stained-glass window allows light to softly brighten the room. Simple weapon racks have been placed before each mat, allowing the seeking paladin a room to meditate before his sword, in hopes of visualizing the purest path.
You also see an armored sentry, a shining soulstone archway and a waste bin fashioned out of used shields.
Obvious exits: west.
- The archway here is only passable by Paladins.
- The rack is a Donation rack.
- LOOK UNDER MAT for the trapdoor leading to the Crossing escape tunnels.
Hallway
[Paladins' Guild, Hallway]
The hallway walls are lined with portraits of the Guild leaders and tapestries depicting beautiful scenes and ancient heroes hang from the ceiling. A set of brass-bound ironwood doors stands at the end of the hall. Flanking the doors are two Gor'Tog-sized suits of gleaming silver ceremonial plate armor, complete with gigantic pole-axes sporting nasty serrated blades.
You also see a granite-topped stone table with four intricately clawed black marble feet with several things on it, a heavy oak door and a marble arch.
Obvious exits: out.
- The portraits here are of notable Paladins.
The Great Chamber
[Paladins' Guild, The Great Chamber]
Tapestries and flickering torches line the walls of the circular meeting room. Eight sets of silverwood benches, arranged in ascending rows, face a central speaker's podium. The topmost row, a full three Tog-lengths above the main floor, sits at eye level with a large chandelier that hangs from the ceiling.
You also see a winding ironwood staircase and some brass-bound ironwood doors.
Obvious exits: none.
Balcony
[Paladins' Guild, Balcony]
A well-polished ironwood banister guards the narrow walkway that overlooks the Grand Hallway. Spanning the length of the wooden floor is a tightly woven rug of forest green that slips beneath a pair of massive wooden double doors, each set with a bronze knocker fashioned into a roaring lion's head.
You also see a winding ironwood staircase.
Obvious exits: none.
Library
[Paladins' Guild, Library]
A small table surrounded by chairs rests in the center of the room, enclosed on all sides by towering shelves stocked full with books and journals. The colorful spines of the manuscripts depict the names of masterpieces collected over the years, and some bear tell-tale signs of wear and age. A large sign with gold-foil lettering hangs behind a mahogany book return desk.
You also see some massive wooden double doors.
Obvious exits: none.
THE LORETHEW LIBRARY SYSTEM Use the Call Letters of a book to get it (GET <Call Letter>). Look on the shelves for a complete listing of books available in this library and their call letters. Each Call Letter is composed of the book's category, followed by the author's initials, and finally the title's initials. The book categories are: Instructional (abbr. I): Books that teach how to do things. Fiction and Folklore (abbr. F): traditional stories or tales invented for entertainment. Contemporary and Historic Accounts (abbr. H) Myth and Religion (abbr. M) Reference (abbr. R) Biography (abbr. B): the life of an individual person. Performance Art (abbr. P): songs, plays, ballads, poems, and the like. You are granted use of our books (READ), but please refrain from damaging or marking them in any way. Please do not read a book while bleeding, because you will NOT be able to tend your wounds, and you may die. If you die, you will not be able to be dragged out. Please return all books (DROP) before leaving.
Training Room
[Paladins' Guild, Training Room]
The training room smells of sweat and the air is hot. Large posters are tacked to the walls amidst racks for weapons and hooks for shields. The floor is heavily scarred and notched and, although it looks as though it's been swept clean, the deeper gouges are still caked with blood-soaked sawdust.
You also see a waste bin fashioned out of used breastplates and a stairwell.
Obvious exits: out.
- The rack is a Donation rack.
Basement
[Paladins' Guild, Basement]
The short stairwell opens up to a shadowy room barely lit by a steel candleholder. The smell of must indicates a lack of ventilation; however, there is a sense of simple tidiness. A large rug in the center of the room partially covers a dark stone floor that is kept swept and clean.
You also see a stairwell.
Obvious exits: none.
Portico
[Paladins' Guild, Portico]
A covered breezeway, this portico connects the main guildhall with the courtyard and outer buildings of the compound. The tiled roof covering the long corridor is draped with softly twisting vines and offers shade from the sun in summer and shelter from the elements the rest of the year. Weary combatants in training are often seen resting here among the greenery.
You also see a heavy oak door and a paladin guard.
Obvious exits: north.
Courtyard
[Paladins' Guild, Portico]
Supported by iron lattices, wild rose bushes cling together forming a dense wall of brilliant scarlet against a backdrop of lush evergreens. Veins of ebony streak through the grey marble flagstones, their pattern spiraling in towards a bronzed statue. Beyond it, a stone bench with ornate armrests stands watch over an open, iron gate.
Obvious paths: south.
Training Grounds
[Paladins' Guild, Training Grounds]
A simple, marbled pathway winds its way around the spacious grassy yard, breaking off in many directions. Veiling the stars from those engaging in contests of skill is a massive flamethorne tree with a leather-wrapped target dummy swaying from a low, sturdy limb. To the east, a series of wooden rails peek above the horizon, tracing a distant line of fencing.
You also see a pebbled path and an iron gate.
Obvious paths: north, northeast, west.
- The path here leads to the Holy Warrior's Promenade housing area. Note that if you are a non-Paladin, going down the path is one-way and you will need to exit the housing area near the Crossing NE gate and return to the complex grounds via the public access gate.
Northern Courtyard
[Paladins' Guild, Northern Courtyard]
A large vine-covered edifice, this building looms over the courtyard and is matched in height only by the guild proper. Ivy, speckled with tiny violet flowers, twines around the flagstones as they broaden into half-moon shaped steps before a polished ebonwood door. Hanging from the entryway is an inlaid wooden sign, its darkened lettering set upon a lighter field. A cobbled drive winds behind the building where artisans are often seen unloading new wares and custom crafted armor and weaponry.
Obvious paths: south.
- The door here leads to Iprilu's Emporium.
Northeast Courtyard
[Paladins' Guild, Northeast Courtyard]
Smooth, multicolored river pebbles line the ground before a large wooden barn. Tufts of grass peek between the gravel at the stone foundation, the tips of their blades just grazing the redwood slats. An overhanging chute juts out from above and bits of straw and hay cling tenaciously to the metallic mouth as if afraid to let loose and tumble to the stony floor below.
Obvious paths: southwest.
- The barn here leads to the stables.
- This is where you arrive from the chute in the stable hayloft.
Western Courtyard
[Paladins' Guild, Western Courtyard]
The path ends abruptly before an elongated, neatly trimmed building, its tiled roof overhanging rows of double windows that gaze over the courtyard like pairs of unblinking eyes. Long benches placed on the porch offer a place to sit while removing muddy boots, and young squires are often seen sweeping the long porch under the careful watch of an armored guard. Standing near the oaken doors, a silent protector and observer, he casts a dark shadow over a nearby bronze spittoon.
Obvious paths: east.
- The porch here leads to the Paladins' Guild Barracks housing area. Note that if you are a non-Paladin, going down the path is one-way and you will need to exit the housing area at the other side of the housing area near the complex grounds public access gate.
Side Lawn (public access gate)
[Paladins' Guild, Side Lawn]
Velvety grass surrounds the back exposure of the two-story edifice. From this perspective the pristine marble building looms imposingly against the horizon, the acute angle of the barracks roof lending an illusion of extended height. Ivy clings to the side of the building, slowly meandering towards the sky and a tall iron staircase, bolted securely into the moldings, runs diagonally from the ground to a tiled archway on the second floor.
You also see a wooden gate, a gravel pathway and a dirt trail leading to the stable yards.
Obvious paths: northwest.
- The trail here is Paladin-only.
Back Landing
[Paladins' Guild, Back Landing]
Despite the height, the view is blocked by the barracks and all that can be seen is the yard below and the bustling street beyond the gate. The landing is narrow, but what lacks in width is made up for in length and can easily hold a large group of people. A solitary guard stands at the door, carefully eyeing all that pass.
You also see a tiled archway and a tall iron staircase.
Obvious paths: none.
- The porch here is for Paladin's only and leads to the Paladins' Guild Barracks housing area.
Jousting Arena
[Paladins' Guild, Jousting Arena]
Dozens of footprints score the ground from heavy use and continual traffic. On one side, tall stands provide spectator seating, crowned with brightly hued pennants that splash the sky with color. A heavy gate leads into the arena proper, guarded by a burly S'kra Mur in full plate mail.
You also see a lance rack with a simple jousting lance on it, a wooden bin labeled "shattered lances" and a gravel pathway.
Obvious paths: none.
- The bin is a Donation rack.
On the lance rack | ||
---|---|---|
Item | Price | Done |
simple jousting lance | 100 | |
A note on the rack reads: "These jousting lances are designed to shatter upon impact." |
Spectator Seating
[Paladins' Guild, Spectator Seating]
Long wooden benches are scarred and pockmarked from continual use, yet provide ample seating for a large crowd. Set on an uphill slope, the long rows are staggered to allow optimum viewing of the large tournament arena below.
Obvious paths: out.
- On arrival here you will be told:
- The usher whispers, "You can MOVE to find another row, or MOVE <name> to go to a friend's row. PEER ROOM will show you who's in the hall at the moment. You can also PEER at the dais. We ask that no magic be performed here."
- An updating view of the Jousting Arena will be sent to your Familiar Window from this area.
Jousting Arena
[Paladins' Guild, Jousting Arena]
Surrounded by a split-rail fence, the arena floor is a mixture of sand and dirt. Marred with deep hoof-prints and churned completely in areas, the ground bears the telltale signs of frequent use. Rows of wooden stands line the far end of the rail for spectator seating, and a wooden observation box towers above them, providing safety for the officiator.
You also see a lance rack with a simple jousting lance on it and a wooden bin labeled "shattered lances".
Obvious paths: out.
- The bin is a Donation rack.
On the lance rack | ||
---|---|---|
Item | Price | Done |
simple jousting lance | 100 | |
A note on the rack reads: "These jousting lances are designed to shatter upon impact." |
Stable Yard
[Paladins' Guild, Stable Yard]
Marred by heavy hoofprints, the dirt is uneven and clumpy. A three-rail wooden fence surrounds three quarters of the perimeter, its slating painted a bright white. Various equipment is neatly stacked against the back side of the barn just beside a pair of heavy doors that lead inside.
Obvious paths: southeast.
Stable
[Paladins' Guild, Stable]
The scent of horse sweat and well-oiled leather lingers in the air, carried on a gentle cross breeze. Sunlight filters through the redwood slats, dancing over a thick layer of straw strewn on the aisle floor. Lined on both sides of the aisle by a series of wooden stalls, shadows emitted from their hulking height fall more heavily on the far end, nearly concealing a stone-encased corner. A pair of heavy wooden doors leads to the stable's side yard.
You also see a redwood door leading out, a corral, Stablemaster Ned and a sturdy wooden staircase.
Obvious exits: none.
- This is the Paladins' Guild Stables.
- The redwood door here is Paladin-only and leads to the Paladin Guildhall.
Hayloft
[Paladins' Guild, Hayloft]
Bale upon bale of yellowed hay is stacked eight-high against the roughened walls, each one bound by heavy twine. Scattered bits litter the floor to mix with a fine layer of dust. An opening in one wall reveals a metal chute overlooking the gravel entryway, its wide mouth large enough to fit two simultaneous bales.
You also see a sturdy wooden staircase.
Obvious exits: none.
- The chute here will take anyone to the Paladin Guildhall.
Manure Pile
[Paladins' Guild, Manure Pile]
Enclosed on all sides by a slime-covered stone wall, this dark, dank corner gives off a foul and putrid smell. The footing is unstable here, as the squishy odiferous stuff cloaking the floor is unevenly clumped in some areas while flat and smooth in others. Piled high against the corner, the lumpy tower almost touches the base of a small window near the roof.
You also see a low stone wall.
Obvious exits: none.
- If you CLIMB MANURE here it will take you to the Northern Trade Route (NTR) north from the Crossing NE gate.