Our guild, Advocatus Diaboli, means Devil's Advocate in Latin: Someone who takes a different viewpoint on things for the sake of identifying strengths and weaknesses. Upon first entering our guild hall, visitors enter our Foyer and are greeted by a different view than other guild halls. To the left is the Personnel Translocationator Chamber, a mirrored gnomish device that somehow moves guildmates and visitors around the guild hall. We also keep our growing collection of trophies in this area for all visitors to enjoy while they are waiting for an escort to guide them through the guild hall. Please click on the images below for larger versions for more detail. Upon passing through the curtain at the end of the Foyer, the Dragon Tower looms large over the center of the courtyard reminding all of the sacrifices we have made and challenges we have conquered. For those daring and crafty few that are able to make it to the top of the Dragon Tower, a shrine awaits to allow for reflection and repose. The entryway into the guild hall proper is protected by members of our elite Hall Guards. Being Ogres, they aren't so bright but they get the job done. Banners for our two raiding forces, Alpha and Omega, hang at either side of the large doors. As you pass, the guards proudly announce the champions of the guild, Alpha Force: First Strike & Omega Force: Final Judgement. Here you see our guild fishtank is protected by the guards, Dunt, Tuch and Dafish. The guild hall is divided in half, one side dedicated to serenity, knowledge, creation and life, the other side to greed, decadence, destruction and battle. Below are views of our "evil" temple and "good" chapel to accomodate our Freeport and Qeynos citizens. Managing the resources of two raiding forces takes a lot of planning and organization. The guards, Lef and Rite, help ensure the guild officers aren't disturbed during their meetings. Signs outside several of our more specialized areas of the guild hall help guide visitors to their destinations. Several of these are described below. It takes a lot of food, drink, arrows, potions, spells, armor and many other things to raid 7 days a week. Our crafters are kept busy but we take care of them with nice crafting areas and good pay. We provide both Qeynos and Freeport versions of each table so that any crafter can feel at home and we have recently acquired a Blood Iron and Sootfoot forge for specialized items. We also provide a minature set of crafting tables for our height-challenged crafters. From above you can see the Guild Terrarium in the center of the great hall with the Orrery on top to provide a view of the heavens. Inside you can view several fine examples of Burynai, Di'Zok, Droag and Aviak and we even have a crazy Goblin dragon rider. Our Broker and Banker are convienently placed in our merchant and staging area. The banker, Goldie Locks, manages personal and guild treasures behind some very secure gates. The guild harvesters are kept quite busy collecting raw materials for our crafting army. We also provide a pawn shop for unloading all of those treasures from overstuffed bags and boxes. Who knows what strange items are kept in the storage area behind the curtain. Our staging area is where we brief all raiders on the night's plan. The mender, Phixa Dent, and stable hand, Manny Euer, keep the raiders in top shape. The strategist, Dora the Explorer, is an invaluable member of the team although she has retired from adventuring and instead just helps everyone get to where they need to be with her vast experience of Norrath. We have several areas for entertainment and relaxation. First is the bar called Beavers where the rougher crowd tends to unwind to loud music and dancing wood elves. A rare peek behind the curtain shows the small but comfortable dressing room used by the performers. At our cozy pub named The Rusty Mug, we have some tasty meals, refreshing beverages and pleasant music to relax to. A library is also available for study however snoring is strongly discouraged. One of the destinations for the portal devices is the Wayback. This takes you to a location far in the back of the guild hall where one direction takes you to the druid grove and the other to the Zek Arena where duels and arena pet combat take place. The airship is now open for daily flights to distant lands. Fares are: 2g per rider 50s for gnomes Trolls are free since we "hook" them up to help refill the gas tanks Please obey the following rules while flying: No spitting out the airship Do not pull the pilot's tail at any time Gnomes may only be thrown overboard at elevations of less than 1000 feet I hope you enjoyed the tour of our guild hall. We'll leave you with one last view from the Wayup portal destination. Come by for a visit on the Everfrost server just off the Commonlands docks.