Sabertooth Guild
Yggdrasil, the World Tree, a mythical being not thought to exist within this realm and a mere fantasy. After their ordeals, its might has been gifted to Sabertooth, to act as its new walls, its symbol of power, and as a home to those who call Sabertooth as such. Yggdrasil appears on the outside as a giant tree of immeasurable size, with an in comparison small castle surface grown into its trunk. From closeby however even this little castle seems massive, and allows access to the true prowess of the World Tree, and Sabertooth’s Guild.
Within, unlike one would suggest, a world of stone opens before them; reaching from crude bricks to polished marble depending on where one were to wander. A castle within a tree; the perfect defence, as Yggdrasil doesn’t burn like any other tree does, and cannot be destroyed by mortal nor immortal means within this realm, as Yggdrasil doesn’t reside within the regular worlds and thus does not abide by its laws of nature. In order to reach Yggdrasil on has to find access to its realm; how others may enter is yet unknown, but those bearing the Sabertooth Sigil are allowed free access and can open portals wherever and whenever they want.
The guild within Yggdrasil is made of two major sections, the inner and outer rings. The outer rings are accessible by anyone, and allow one to roam through all levels of the World Tree with ease, from visiting the mess hall, to the training areas and the private quarters. The inner rings however harbor a more dark secret, which is unknown to anyone not part of Sabertooth; the portals to the Nine Worlds have been scattered all over the various, vast levels of Yggdrasil, and has been reinforced with several layers of protective magic to keep safe the secrets they guard. The walls within the inner ring are darker than the outer ring’s, and show scenes of long-lost battles the previous guardians of Yggdrasil, who waged war with those from beyond the portal in order to protect their own worlds. Statues show both the heroes and monstrosities, and every now and then a giant door erects itself from within the walls, allowing access to one of the Halls of the Nine Worlds.
- Inner Rings of Sabertooth:
- Outer Rings of Sabertooth:
The Red Dragon Inn - Ace of Spades
This tavern was one of the first to settle within the premises of Ace of Spades, and is one of the largest inn within the city. The building from the outside has a strong-looking façade, and counts four stories in height. Within the stone surface makes way for a welcoming wooden interior; a parquet floor and large carpet greet whoever enters into the main mess hall. At their right a large bar, holding several types of alcoholic beverages attracts the attention, allowing for six to eight people to seat themselves at the counter, which is polished to such degree one can see their reflection within the woodwork. The first and second floor are available for the public and both serve as mess and drinking hall for the weary travellers passing through. The third and fourth floor function as sleeping quarters, for hire to anyone holding the necessary coin, or willing to work in exchange for a temporary roof above their head. In the back, behind doors hidden from public view, lay the quarters solely for those with the Sabertooth emblem; back when the guild had been without abode for its members, the innkeeper had extended these quarters to Ace of Spades’ protectors as a sign of gratitude.
- Sabertooth private quarters:
Archives of the Ancients
The Archives of the Ancient are connected to a portal that never closes, and can only be closed or sealed from the inside out to protect the vast seas of knowledge it holds. The Archives are located within the world of Asgard, formerly known as the Realm of the Old Gods, and is as large as one would expect it to be; the main hall of the Archives stretches so far above one couldn’t possible start to guess how high it is. Many arches of varying sizes have been placed all over the main hall, as are rows of dozens of marble tables and chairs with comfortable cushions, inviting the visitors to sit down with a chosen book and read. Stretching further through smaller hallways within the massive walls, visitors will find themselves gazing upon rows and rows of literature of any type, be it history, fiction or even spells and lore or old. Hidden within the deepest parts are the Sabertooth Vaults, safekeeping the guilds treasures and ancient artifacts from grasping fingers.
Two areas in particular can catch one’s attention; the Section of Tranquility and the Section of Knowledge. The Section of Tranquility is what its name implies; a large area reformed to look like it didn’t have anything to do with the main hall of the Archives. Wooden shelves, books stacked and scattered clumsily all over the cosy premises and several a decorated wooden benches and low tables have been set, inviting one to perch oneself upon them and enjoy an afternoon with solely the books surrounding them. In the middle of the section lays a patch of grass, with a single moderately-sized tree overlooking the area like a solemn, gentle guardian. A patch of tiles has been placed within the grass, holding glass containers exhibiting lost items gifted to the Archives. The Section of Knowledge however, despite too having been made entirely out of wood as opposed to the Archives’ marble interior, sports a more serious demeanor. In the middle a floating orb of green mass has been captured upon a standing stone, allowing whoever stands in front of it to use it; and has been dubbed the CareTaker. I someone wants to know about a subject, they merely need to address the CareTaker and it shall scan through the entire Archives, bringing back the most suitable of books, items or containers of knowledge to aid the requester. In some cases the CareTaker can be used to project the solar system, turning the Section of Knowledge into a planetarium. Due to the vast size of the Archives, warping stones have been placed to facilitate the access of the several sections.
- Section of Tranquility:
- Section of Knowledge:
Gætirhöll - Hall of the Keeper
The Hall of the Keeper is a seperate section within the guild, still part of the outer rings of Yggdrasil in terms of location, yet can only be accessed by the guildmaster and its aces, or anyone given their permission to enter. Within this moderately-sized hall the guild’s most important matters, happenings and changes are discussed, as well as further plans involving the guild. The Hall sports a marble floor and a row of story-tall windows that allow a surprising amount of light inside to illuminate the room, even despite the limited light outside. In the back, atop a pair of stairs, rests a throne, and in the middle a large rectangular table is erected with enough place to seat at least a dozen of people. The Hall of Keepers is also perfect to receive important visitors, such as other guildmasters, aces or even rulers of other countries.
Dueling Arena
For those among the guild that wish to show their prowess in a friendly fistfight or duel can find themselves going to Yggdrasil’s crest, where among the leaves, hidden from prying eyes, a magnificent moderately-sized arena resides. None knows how it came to be, but has been there ever since Sabertooth made Yggdrasil its new base of operations. The dueling arena, shaped like a hippodrome, is 50 meters in width and another 100 in length, sporting walls of 5 meters high around it. The only entrance into the arena’s ring is through the East, which also holds a somewhat taller building with the battling equipment and other utensils needed for combat or first aid purposes. Two statues adorn the sides of the entrance gate, and above the eastern side of the wall a large, crescent-shaped enclosure is made for spectators, built in the same manner as the Cavae in ancient amphitheatres.
Aside from challenging one another, members of Sabertooth can also choose to fight the creatures originating from the worlds connected to their new guild. Aside from the monsters, inhabitants and beasts recorded by previous occupants of Yggdrasil, they too can record the information they gathered about creatures once they scouted or roamed the worlds themselves, all by leaving a drop of their blood within the main entrance hall of the arena. Yggdrasil’s mystical energy will extract the needed information from the gifter’s memories and add it to the arena’s database. In order to fight one of the creatures, the challengers must enter the ring and stand upon the golden circle in front of the entrance gate, merely stating their chosen target. In case of unique creatures, a clone shall be created to become the opponent, yet common beasts may breach the system and come to challenge Sabertooth members themselves if encountered once but left alive. Choosing not to fight a challenging beast when the arena is in use will immediately submit to a forfeit, allowing the beast to roam free and even invade the guild if it manages to break the arena’s defences. The arena’s lay-out shifts accordingly to the monster’s size so it cannot escape without a fight.