The Adventurer's Hall (Location)

Originally founded in Kolossia, the official Hall moved its location further down the coast after one of the guild's leaders, Strun, got disinterested in the clustered and busy atmosphere of the rapidly growing city. The new hold was founded in a small valley just beyond the town of Honeywood, which began the founding of a new township known as Birkeholt. Resembling a large tavern like building, the hall is in fact smaller than The Adventurer's Hold but still operates as the guild's primary hub of operations and by extension, both The Hall and the surrounding Birkeholt, act as housing for Adventurers. The Kolossia location changed it's name to The Adventurer's Hold and is currently being led by Polka and her group of adventurers.

Upon entering The Hall, one would be greeted by an large open room with a fireplace burning bright at the far side of the hall. To the immediate left of the entrance one could find massive billboards with tasks that the Hall's Leaders would like to see completed and to the right, a list of quests and locations can be found pinned to the bulletin board. After descending the small set of steps into the main room, one would find tables and chairs to sit around and tell tails. To the left side of the room is a stage where those who wish to show of their "talents" may preform for those unfortunate enough to be present in the building when their performance begins. To the right of the room, much to many members relief, is a bar where beer, water, potions and milk are served to those who whish to consume a beverage. Around the room, the walls are dotted with trophies of past quest and feats that members of The Hall have completed. From time to time, friendly brawling breaks out within this room in particular and depending on the time of the year, you may be able to find seasonal decorations in this room as well.

As the new hall was established and Adventurers completed their quests and journeys, a hoard of magical relics, items, weapons and trophies began to fill the building. To prevent mishaps within the hall some of the more dangerous items were stored in the Office room which is position behind the bar. Ranging from sentient fireballs, to magic staves that alter the nearby environment, to books that could end the lives of everyone nearby, the shelves are cluttered with dangerous and mysterious items. Above the fireplace some post cards are pinned to the hearth in remembrance of some decent seasonal journeys the members have had. Apart from the two desks covered with paper work about the hall, near the massive window within the office is a map table which is covered with various maps of nearby regions. On the other side of the hall, you would find the library where books littler the room full of stories that adventurers have had and magic spells. A large table sits in the middle of the room where members used to play games during the halls more prominent days. further down the hallway, you will find the Guild Master's bedroom which he had cluttered with personal items.

As of late though, the hall has been experiencing a dip in business as adventurers are finding the hall to be to far out of the way and inconvenient for their busy time schedules.