Witchbark Adventure's Office
Located in The Canopy District of Witchbark the Adventure's Office acts as a hub for all contractable Adventures and Mercenaries in the city.
Purpose / Function
The building was constructed to act as a singular location for all mercinaires and adventures within the city. Originally professionals would travel to the Witchbark Minister Office but as the city grew it became impractical for the office to be swamped by groups looking for work.
Built in the Canopy district it means that people cannot accidentily wander in and ensures that only professionals make the journey up the hill as new adventures tend to fear the upper sections of the city.
Alterations
In 1330 the office was completely renovated from its original design, with new rooms added to accomodate the growing trade. It now comprises of:
A bunkhouse capable of holding up to thirty individuals
A store that sells both mundane and magical items used by people in this trade
An infimary capable of treating ten people at a time, at a cost
An extensive library on monsters, bandit clans and local hazards available to peruse at a cost.
A reception area where jobs are posted alongside bounty posters for known criminals
A large dining hall where members of the profession can gather to celebrate victories or honour fallen allies
Several smaller offices for meetings with Scribes and other governmental figures
Architecture
Originally made in the traditional Witchbark style of dark timbers and steep slate roofs the structre now stands as an oddity in the upper city. After the renovation the building now shines in the sunlight with its imported Pitaxian marble pillars and Heartwood timbers of deep red and chocolate with a colourful sandstone roof with drapes of dyed fabric flowing in the breeze the office would look more at home in a carnival setting or the southern region of Beru.
Defenses
Due to the constant presence of Adventures and Mercinaries the office has its own seperate detachement of guards that patrol the social areas and living quarters, typically veterans of combat equipped in magical gear to ensure they can quell any disturbances. Also, the clientel present tends to ward off any criminal activites and defend the halls from any attacks that might ever make it this far into the city.
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