Delvers' Hall [Chat]

Noira

Dungeon-delver and drink-slinger
22
0
1
Adventuring is a big business in a place like RhyDin. Wealth and power can get lost here as easily as people, with a nearly infinite number of deep and distant places for vast treasures and magical artifacts to be hidden, hoarded or simply misplaced. The only other factor needed for an adventure is someone brave enough to face the dangers, or foolish enough to underestimate them.

Delvers' Hall was built to cater to the courageous, the stupid, and the enterprising alike: it is a tall half-timbered building with tall wrought iron windows facing the street. There is a broad stone courtyard out front, lined with the faceless statues of heroic warriors, rogues, wizards and healers stretching in a line all the way to the front entrance.

But the courtyard's most interesting feature is the vendors. Every day and often throughout the night, merchants set up their covered carts, collapsible stalls and blankets of wares. No matter the weather there is always a soul willing to buy what you looted from RhyDin's deep, dark and dangerous places, and sell you the gear to (maybe) get out alive! In the rain they open up umbrellas over their portable shops and slide pallets under their blankets; in the snow they huddle around little fires, but never so far from their wares to miss a curious customer. Brawling patrons may send them running for cover, but they always seem to find their way back...

Studded double doors open into a common room with a thirty-foot ceiling, and everywhere there are tables: long tables with sturdy wooden benches for the big adventure companies, round tables where parties can spread out maps and loot and plot their next adventure, and tiny square tables tucked away along the walls and in handy corners where deals can be quietly struck under the roar of the other patrons. The same tall windows that look out into the courtyard line the walls on either side, interrupted by four cobblestone hearths with exposed chimneys stretching up to the ceiling.

There is a well-stocked bar that takes up the left half of the back wall, its shelves lined with ale, mead, liquor and wine; the bartender is quick to duck behind the sturdy counter at the first sign of trouble, while a constant stream of harried-looking servants rush out through the kitchen doors to brave the sea of rowdy patrons with trays of hot food on busy nights. They seem more frightened by the prospect of fetching more ale and wine from the basement cellar, reached by a trap door in the left-hand corner beside the bar. The cellar is a single chamber of RhyDin's vast catacombs the Hall's proprietor was foolish enough to appropriate, connected to the city's vast web of ruined and abandoned tunnels and the Underdark beyond.

Patrons frequently come and go via the cellar: whether they call the city's underground home or merely the site of their next dungeon crawl, the servants take pains to give them a wide berth.

Beside the bar a single set of stairs lead up to a balcony that stretches the length of the back wall, split by two hallways. This is where Delvers' Hall keeps its rented rooms, two stories in total with access to the top floor via a staircase in the back. The accommodations and tenants alike often have a questionable reputation and hygiene, but the rooms are plentiful and cheap.

The Hall's most important feature is on the right side of the back wall: The Job Board. Freelance contracts for acquisition, slaying and rescue are tacked to a massive bulletin board that stretches up to the ceiling, with a rolling wooden ladder on runners to reach the highest spot to pin, sign or snatch one of the thousand posters. Burglary and assassination have found their way into the mix, too, most encoded in the appropriate cant, but these tend not to disappear until the late (or early) hour when the last patrons stumble out... The Board is surrounded by plush armchairs and couches with a few low tables, giving plenty of space for patrons to gather around, ponder the jobs, and closely watch those bold enough to come post or claim a contract.

Welcome to Delvers' Hall. Enter at your own risk - and Happy Delving!
 

Noira

Dungeon-delver and drink-slinger
22
0
1
The OOC Section for Delvers' Hall [Chat]

The OOC Section

Use: This will be a public room for everyone if it is accepted! However until that time (being optimistic here!), I will be opening this room whenever I can and I welcome you all to use it.

NPCs: It's been mentioned that Boro "Ironhand" Ignar is Legal Counsel to Delvers' Hall LLC. He is a tough old dwarf with a peg leg, a hand that was partly turned to iron decades ago, and an uncanny ability to hobble away from danger. He will often pop by the Job Board to lend his critical eye to the contracts, looking for obvious scams that could damage the Hall's reputation. You may interact with him if you like, but please do not kill or maim our dwarf. :eek:mg:

The bartenders, servants and vendors I am less concerned about; just understand that these are people who are used to the violent conditions at Delvers' Hall and most of them probably have a knack for survival. Interact with them, name them if you like!

If you want to have your character work for Delvers' Hall or set up shop out front as a vendor, go nuts, you're welcome to it.

Setting: Delvers' Hall can be damaged and likely has been often in the past. Smash tables, break windows, throw someone over the bar, cast magic, use weapons - just don't level the place or mess with someone else's rented room without their permission!

The Hall can be accessed from the street on the surface or also from the catacombs underneath, which I have connecting to many other tunnels including the Underdark. The Job Board as described is linked to the Job Board here, but please feel free to make up whatever contracts you wish being posted to the board in Delvers' Hall. Their board is supposed to have a thousand contracts, after all!
 
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