Levels 100–120
Built by FeaR
Hall of Healers HOUSE HALL 200 200 Aelyn, Darkbuilder Like Lucius, Asclepius was once a mortal man who later ascended to godhood. Where Lucius earned his divinity through travelling and adventuring, Asclepius earned his through his devotion to caring for the sick and healing the wounded. Depicted as a muscular young man baring a staff wound about by a snake, tales of Asclepius's legendary healings are almost as embellished as those of Lucius's exploits, and telling the truth from the myth is just as impossible. It is certainly true however, that the followers of Asclepius have carried on their patron deity's work with astonishing zeal. Located just north of the Holy Grove, the beautiful onyx Hall of Healers is not merely a temple of worship, but a haven for all those who desire healing, whether those sick in mind or body, or those who wish to learn the healing arts, indeed the priests of Asclepius are more than happy to induct anyone; even visiting adventurers, into the healing mysteries, even if they worship a different deity; since for the healers all healing, even that provided by other divine powers than Asclepius, is said to be sacred. In recent days, the Hall of Healers now also serves another purpose. After extensive study of the feathers of liberation, the healers have employed a mage to redirect all slaves, prisoners and freed captives to the Hall of Healers, where wounds of mind, body and spirit may be tended. This of course means a huge amount of work, from caring for the recently liberated, to looking for their families, not to mention going into the dark and troubled places of the world, to bring freedom to all those who need it; tasks the healers are more than happy to accept help with, especially from visiting adventurers. Chaos House Hall HOUSE HALL 200 200 Kextra Alchemy Academy HOUSE HALL 200 200 Kextra Mages from the high tower of sorcery claim that the alchemist's split off from their own order several millennia ago, and that attempting to teach alchemy to those not initiated in the magical arts is shear blasphemy. The Alchemists however believe that the study of alchemy, employing as it does the natural properties of Erion's magical flora and fauna, rather than the manipulation of magical energy, should be free to be studied by anyone, and that in actual fact their order is far older than that of the sorcerers, having existed in the woods of Erion ever since the first elves mixed herbs in clay pots under the shadows of primeval forests. Whatever the truth of the matter, the alchemist's guild can still be found deep in the forest of ancient guardians, where they welcome students, collect alchemical knowledge and equipment, and conduct many potion experiments. Some maintain this is the real reason for the alchemist's guild's comparative isolation, and for the sturdiness of the guild building's walls, since everyone is well aware just how explosive alchemical learning and experimentation can be. With a constant need for ingredients gathered from around the world, especially for rare and valuable items only obtainable at great risk, adventurers are always welcome in the Alchemist's guild, either to join as full-time members, or as temporary students, after all adventurers, used as they are to combating dragons and other such dangerous beasts, tend to have quick enough reflexes to avoid explosive backfires, not to mention little use for their eyebrows. Hall of Doom HOUSE HALL 200 200 Kextra Hall of Slayers HOUSE HALL 200 200 Aelyn When humans first arrived on Erion six hundred years ago, it's said they were prepared for the challenges of this new world. Even as scouts and pathfinders like the legendary Lucius mapped the land and learned it's dangers, the majority of humans simply tried to survive, establishing new settlements, tilling the earth and building houses for their families. Though they had journeyed across the gulf between worlds, many of these new settlers fell prey to beasts, marauders, and other evils for which they had little defence. It's said that one day, a group of hunters returned to their home village to find every man, woman and child had been taken by orc slavers. Pursuing the raiders, with no other weapons but knives, hunting bows and a few tools, they were able to best the orcs and free their people, but even as they started to rebuild, a pack of mutant wolves; seeing the weak and wounded, attacked and decimated the survivors. From this double tragedy, the order of slayers was born. Human adventurers who roved the wilds beyond civilized settlements, not for the purposes of exploration or knowledge, but simply to slay all those who would do harm to the innocent. Though other races have had their great warriors, the pure dedication of the order of slayers was something new, impressing even fierce dwarven warriors or Kitsune monks with their single minded dedication. Providing training, direction and a healthy spirit of competition, the order of slayers is another reason adventuring is such a well-established profession on Erion, since just as people look to the healers of asclepius when disease or injury threaten, the slayers can always be counted on to deal with more physical threats, from bandits to beasts. Six centuries following its establishment, the order is still going strong, and their purpose has not changed. Any are welcome to join them in their fight, human or otherwise, though new recruits must possess a stout arm and a burning desire for slaying dark creatures and the doers of evil. Sacellum's Holy House HOUSE HALL 200 200 Kextra
Missions Available
No missions are currently recorded for this area.

