GHOUL

GHOUL

GHOUL Werewolf Packs

  • Status of Organization: Active
  • Active Membership: 200
  • Where Based and Areas of Influence: GHOUL
  • Leadership: A council of the leaders of each pack, whom answer to the GHOUL Council
  • Legal Status: Most of them are in good legal standing.
  • Distinguishing Marks: --
  • Known Enemies: Werewolf hunters, couple of small groups that remain in Ramsalon
  • Known Allies:

    Founding origin

    When GHOUL was founded werecreatures were some of the beings that were taken in under their protection. Especially greatful many of these people have become a kind of foundation of the city and its people. They now all work to ensure that they will make the best out of GHOUL and ensure they never experience once again the turmoil and death that happened in Ramsalon ages ago.

    Werewolves have been at the forefront of this.

    Organization structure

    Each pack is more like a small extended family, often no larger then 10 members at a time.

    The packs do come together to form a larger organization in order to help ensure each pack can thrive and is protected. They often share resources and will fight together as needed. Sometimes conflicts between packs do happen, but they may request another pack send someone in to help sort things out. Though some conflicts are a bit more severe, and other packs not involved will stay out of it.

    While most of the packs are loyal to GHOUL and are law abiding, they will not turn over other packs which may not be as in the up and up unless their actions become severe enough to threaten the rest of them.

    Each pack governs themselves for the most part, however there is an overarching council of pack leaders which helps bridge the Council of GHOUL and their packs as a whole. They also often make decisions and declare actions should something arise that is too large for one pack to handle or is a threat to all of them.

    Current projects / Interests:

    Membership related information:

      How to join

      In order to join a werewolf pack of GHOUL one must be in good standing with the packs. They must prove themselves to be dedicated to their cause.

      When one reaches 10 reputation they will receive an invitation from the pack willing to take them in and make them a member. But they will not be turned.

      Once the member has become established with the pack they will be judged and then be offered the opportunity to start the process to be turned into a werewolf if they so desire.

      • This process is a petition to the Council of GHOUL for approval to turn a new werewolf.

      • The one wanting to be turned needs to be in good legal standing with GHOUL and have 20 rep with the werewolf packs

      • If the member meets those, then a mini scene will be done where a representative of the Council fills them in on the laws regarding their soon to be status (this also serves to make sure the player is informed of IC expectations and risks)

      • Once they agree to the laws and swear fealty to GHOUL and the pack, they will then be infected with the werewolf condition.

      Any benefits of membership

      Members of a werewolf pack have some access to the protection and resources the packs have to offer.
      Players can access these by doing scenes and rolling to see what will apply to the situation they are trying to invoke them for.

      Once they reach a good standing with the packs they will have the chance to be turned if desired.

      How to maintain membership and obligations

        Doing things that help promote and protect the interests of the packs.
        Performing tasks for the pack when called upon.
        Following the rules set in place by the packs.

        Rules:
        You do not turn anyone without approval of the pack
        The pack comes first, their needs are your needs
        You protect your packmates, don't do anything that puts them in danger

      How to leave (if you can)

        Leaving a pack can be rather messy, even more so with some of the past issues with Ramsalon tainting things.
        If one has grown unhappy with the pack they are in, they may petition another pack to take them instead. Of which the pack leads will make and agreement on something to trade for the transfer.

        If wanting to leave all packs together, one must declare their intent to go solo to the Council of GHOUL and the packs in writing.
        However someone will occasionally keep an eye on the former member to ensure no trouble will come back their way.

        One can also just cut off contact with them, however over time someone will come looking for them to ensure they are behaving and won't be causing any kind of trouble to fall upon the packs.

      How to get kicked out and any punishments incurred

        Disobey the rules put in place by the packs and GHOUL.
        Depending on the severity of infraction will determine the type of punishment. A small infraction will likely lead to just being exiled from all packs, a more severe infraction could lead to prison or even death.

        Cause too much trouble in Ramsalon
        Due to the history with Ramsalon, it is very easy for a werewolf pack face harsh legal repercussions should one of their own be found making trouble. This will lead to being exiled from the packs, leaving the member to face the consequences on their own, and possibly even turning the former member in to face punishment from the Ramsalon government in order to make amends and prevent any further harm to the packs.
        Those consequences/punishments will be depending on the severity of the trouble/laws broken.

  • Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    200
    Diplomatic Influence: 
    50
    Material Strength: 
    50
    Economic Influence: 
    50

    GHOUL Orc Gangs

    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the [[Locations]] pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate [[Notable Characters and NPCs]] page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
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    GHOUL Nobility

    Whatever would count as nobility in GHOUL leaders, etc.

    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    0
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

    GHOUL Populace

    The general residents of GHOUL
    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    0
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

    GHOUL

    GHOUL (Gaunth's House of Unwanted Lifeforms)

    Active Membership - TBD
    Where Based - GHOUL City Leadership - Queen Anne with Ruling Council of GHOUL Distinguishing Marks - TBD

    Gaunth's House Of Unwanted Lifeforms started as a city in Meribor, on the north-western corner of the Vaxian Continent only a few miles from Victory City GHOUL like Victory City, is entirely underground, occupying the tunnels of what used to be Ghuundagor Over time it became something much more.

    Here live the beings that heed Gaunth's Call: werewolves and Vampires of all clans, Ghosts and Wraiths and ghouls and all sorts of Undead For as long as they had a mind to call their own, and a craving for dignity and a life free from oppression and prejudice, they have gathered here. During the time of the Vaxian Empire there were decrees all counted as 'abominations' to the Empire were to be carted here, but many came voluntary. With the ousting of the Vaxian Empire by the Shi Inkahan Empire this enforced relocation policy is no longer in effect, though those suffering from the conditions such as vampirism or werebeastism may be recommended to go to GHOUL to help them learn how to deal and live with their conditions.

    History
    After the Orc War and the founding of Victory City, Gaunth claimed the land of Ghuundagor and sent out a call to all the outcasts of the world: come to GHOUL, where you will be safe and accepted. GHOUL was originally allowed to exist because they are the world's only source of Gwyne a highly addictive substance (and this is still basically true). There were some early crises, including Coriander Jamas and his LanCorian Clan (before Jamas was killed and Aureant became Coriander of his Clan), Coriander Don Julian, and The Alchemist harassing GHOUL. Currently, GHOUL is embroiled in a war with the Followers of Light a religion based in Iskrania that worships Kosmo and believes all "evil" must be eradicated.

    Politics
    GHOUL has a queen, the toddler Queen Anne, and her mother, Lilyanne, serves as a temporary regent until she comes of age. However, the Ruling Council Of GHOUL does the majority of of the actual ruling.

    The city has relatively good relations with most foreign nations, due to their control of the Gwyne trade and their alliance with the Vaxian Empire, which levies a 10% tax on all Gwyne. Moreover, most nations, instead of killing their werewolves, vampires, and other undesirables on sight, will now ship them to GHOUL, where they can have a relatively happy and productive life.

    Law
    Most crimes in GHOUL are punished by imprisonment in either the Cellar or the Institution. Few things are illegal in GHOUL. Those things that are illegal include assault, murder, theft, high treason, and cursing someone against their will (unless it's the only way to save their life).
    Trials in GHOUL are overseen by a Bench of an odd number between 3 and 27 jurors, serving as both judge and jury, with the number of jurors depending on the seriousness of the offense. Jurors are semi-randomly selected from among the Ruling Council members, Apostles, Knights Protector, Captains in the Militia, and wealthy or otherwise prominent citizens. Trials tend to hinge strongly on mental competence and sincere repentance rather than mere guilt, and rarely rely heavily on precedent. For large Benches and serious offenses, the court will not convict if there is a unanimous vote, on the grounds that it implies the accused has no advocate among the jurors.

    Treaties
    GHOUL's treaty with the Vaxian Empire establishes GHOUL as a semi-independent state. GHOUL has sovereign jurisdiction over its own internal affairs, but all profits from the gwyne trade are taxed by the Empire at a 10% rate. GHOUL is prohibited from intervening in the internal affairs of any other nation, and it is under Vaxia's protection. All abominations and undesirables that are judged unsuitable for life in the Empire are deported to GHOUL. Saffron Brax is the Ambassador from the Empire to GHOUL.

    GHOUL's treaty with Shi Inkahan Empire prohibits GHOUL from interfering with Shi Inkahan's war against Vaxia, and it guarantees GHOUL sovereign jurisdiction over all of Meribor not controlled by Vaxia. Shi Inkahan's Ambassador to GHOUL is Shi Ajai.

    Warfare
    Two main groups guard GHOUL: the volunteer GHOUL Militia which guards the city in general and fights the war in Iskrania; and a smaller but better-trained Nethar army, consisting of professional soldiers and warslaves who guard Paras’kezrai and help train the Militia. The University also trains some sorcerers, who enter service in the Militia.

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    Paraskezrai

    Paras'kezrai is a district of GHOUL located north of the main GHOUL cavern. It has connections to the main GHOUL cavern and to Shingack-Ghoroth.

    This suburb is particularly favored by Nethar and others whom may feel more at home in the more cliff like dwellings, vertical living and little light.

    It consists of a central core which is one of the more cylindrical types of caverns in the area. It doesn’t have a very wide diameter, but it is pretty deep. From this core a few other smaller caverns are connected. Peering into it there is a faint twinkle of various colors of light that shift about, as the area is also very well known for its bioluminescent mosses and fungi which do provide most of the light. There are also soft lanterns scattered about thanks to visitors or some just wishing for a little more light. Giving a rather serene beauty to the rather imposing darkness of it all.

    At the very top is the connection to Shingack-Ghoroth. In this section are more buildings which resemble the usual architecture of GHOUL as they are built out on what ledge there is before the descent into the main core.

    The very center of the central core contains a mechanical and magical lift system which can transport anything from people to large caravans and shipments. This system is composed of 8 total lifts, which kind of forms an octagon shape. The main lift system does not go all the way down, but stops right before it hits the more affluent section of the core. Nearly all walkways and transport ways connect to this lift.
    There are also many smaller personal type of lifts which branch off of the main lift system. Quite a few of them were funded by the community and is also public transportation, however one must purchase a pass. A handful are private (A show of wealth in the suburb to allow their guests an express and private venture to Paras’kezrai), and can handle transporting the same heavy traffic as the main as they go down to the very bottom.
    The lift system also contains staircases which go around its full length. These also connect to staircases which can be found on the walls as well (though those are a bit more sparse).

    It is also possible to climb the walls to get around (the surface has tons of nooks and crannies, and corners and such from the buildings), though it's not recommended unless a resident of the area, as it is very possible to mis-step into someone’s residence unwelcomed.

    Buildings are carved out of the walls of the core and connected caverns as well, or at least attached to them. There are a rare few buildings which are hung off of whatever support could be found, but what open space there is between the lifts and walls tends to be reserved for other structures of the infrastructure.

    The majority of shops, restaurants and artisans in the area are in the section closest to the connection leading to GHOUL’s main cavern which is about the center-top, though some are scattered about the rest of the area.

    The bottom section of Paras'kezrai is favored by the more affluent and richest residents of the area, making it the more ritzy and high society part of the area. Access to this section is very restricted, though one may save up to buy a short visit pass to partake of some of the high scale vendors and restaurants there.

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    Shingack Ghoroth

    The Orc City, the three times damned. No one knows how it was founded, but it existed well before the times of Kane, and the foundation of Ramsalon The Orc City has been the core of all evil in the continent, since times inmemorial. It was once burnt to the roots by Emperor Ramsen the Great, but since the decay of the Vaxian Empire and its strife with the Orc's greatest enemy, the Grom, Ghuundagor's population had risen. The city was spread about underground caves, an abyss and a mountain. One of the darkest places on the world. The place is pitted and smashed, most of the buildings partially burnt or collapsed, most of the bridges fallen into the Abyss, some of the tunnels collapsed. All of the orcish corpses have been carted away and burned, but the smell of death still lingers in the ruins of Ghuundagor

    Shingack-Ghoroth is effectively the orc ghetto of GHOUL It houses mostly Orcs Goblins and werewolves.

    G H O U L University

    A large, relatively empty set of smallish caves and flat spaces, whose contents got pwn't in the Orc War The new GHOUL University has recently been built here, and teaches adult and young adult critters the ways of various things.

    Gooey Gobbets Tavern

    The Gooey Gobbets is an unsavoury establishment which is a popular hangout for the Orcs, Werewolves, and other more brutally violent types. It is well-known for its beef burgers, which are reputed to contain significantly lower levels of unpleasantness than one would expect. Don't order the fish jerky, though. The head bartender is a mortal orc with a peg-leg named Gargoro.

    The Institution

    The Institution is a closed-off network of caves in GHOUL near Mount Fang. It is basically an asylum for the insane. If the Ruling Council decides a criminal is incapable of even understanding the notion of repentance, or otherwise unsuitable for being punished in the Cellar, they will be sent to the Institution. Individuals can also check themselves into the Institution voluntarily.
    GHOUL, being home to unstable werewolves, Vampires orcs, and other unwanted people, has a much higher rate of various mental disorders than anywhere else in Vaxia, particularly post-traumatic stress and various forms of schizophrenia.
    The Institution is overseen by Apostle Eifax Gaunth

    Sylvias Cave

    A small, barely-furnished, one-room cave on the outskirts of the orc ghetto tunnel system.

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    Jackolantern Avenue

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    Jack-o-lantern avenue is a tunnel that extends for about 2 or 3 miles from exit A-13 of the SW Ghuundagor branch of Victory City

    It is the main entrance to GHOUL City where Ghosts Vampires Undead werewolves and all other sorts of nightmare creatures live under the same roof.

    Jackolantern is so named because of the hollowed out pumpkins with candles that light the way to GHOUL's main gate. The wide Avenue is lined with a wide variety of shops and domiciles in caves and side tunnels. It's a fairly major commercial area for the people of GHOUL
    Immediately on the GHOUL side of the gate is a small checkpoint where the GHOUL Militia greets and orients newly-arrived undesirables from Ramsalon

    Everyone who is allowed in GHOUL is also allowed in Victory City, with the exception of wanted criminals, who will still be arrested in VC. It's only beyond Victory Portal to Ramsalon that undesirables are not allowed to venture.

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    Wolfram House

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    Having grown since the clan's move to GHOUL the GHOUL LanCorian Clan has moved out of the Wolfram House and now occupies the block known as Benitoite Gardens. They also moved all clan related buisness and materials there, now making the Wolfram House just the personal home of Aureant Malio and his family and friends.

    The house is located on a island in the center of a small lake in GHOUL.

    A bridge offers a means to travel from the edge of the lake to the front gate area of the manor.
    The lake is small enough to where one could mistake it for a moat with the design of the manor and island, though with a closer look of the features are not what one expects from a moat in anyway.

    Upon arriving one could see in the front there is a vast dirt courtyard, enclosed by a wrought-iron fence and gate. Worked into the frame resting just above the gate doors are the words "Kyra Wolfram House". Hanging right below those words is a a yellow sign hanging crookedly on the gate that reads "NO SOLICITORS".

    There is a cobblestone path that leads through the large dirty and rock covered courtyard to arrive at the front of the manor itself.

    The manor itself manages to take the Gothic architecture of all of GHOUL, and turn it into something deeply Victorian in style which gives in it some ways a bit brighter feel then truly what is, to have that air of aristocracy. In many ways it seems something out of place with ceiling of the cavern of GHOUL looming close above it and the dusty and garden of rocks courtyard before it.

    From the outside it is easy to discern its large size, several stories tall with some fifty or more bedrooms.

    Upon entering there is one of those enormous front atrium. It is several stories tall, with balconies and things. But the main part of it is empty, with an enormous crystal chandelier scattering ruddy light.

    Dead ahead are two arcing staircases which begin on the side walls and eventually meet at the second floor.
    The space underneath them, on the far wall, contains the main entrance to the grand ballroom.

    Where the stairs meet, there is a stout door to Aureant's office.
    The first floor has the ballroom. The basement has the kitchens, the extensive wine cellar, the meat cellar, the ice cellar.

    The second floor is situated about one and a half stories above the ballroom. Here is located Aureant's office, his secretary's office, the main library, and the best bedrooms.


    Aureant's Suite

    Aureant has his rooms right above the main stairway from the front door. You go in the door to his suite, and enter his office.

    To the left is a door to his secretary's office/room, to the right is a door to the library, and straight ahead is the door to Aureant's bedroom.

    The office, when open, has a remarkable view down upon the atrium. It is filled with books and bookshelves and a desk and an executive chair and usually a very large, handsome orange tabby tomcat sleeping in said chair.

    In the bedroom there is a wardrobe, some dressers, a large, very soft king-sized bed, a Mysterious Locked Door leading to Aureant's Secret Laboratory, and to the left, a frosted glass door leading to Aureant's private bath.

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    G H O U L Lake

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    GHOUL City is always a sight to remember, from any and all angles. The heart of the city, GHOUL Cavern, lies entirely inside a single vast underground chamber, that in turns hosts a subterranean lake. Hundreds of islands, some as small as a coach, some as large enough to hold vast edifices like the Cathedral, or the Gwyne factory, are connected through mostly wood and occasionally stone bridges. Each building is made of dark rock, carved with mastery and art beyond mortal comprehension. There is a prevading gothic style and feel to each sigle construction, and gargoyles, and nude female statues are too often the motifs of every corner. The sight of the city, with its thousand jackolantern lamps reflecting their pale orange rays on the ever-rippling underground lake below, is one of beauty, and contemplation, although dark. Tunnels connect GHOUL proper to the other neighborhoods and districts, including Shingack-Ghoroth, Paras'kezrai, and the Docks. When it's raining on the surface, far above, the cavern is filled with a dull roar from a waterfall in the northeast, flowing from a gap in the cavern roof into the lake, but that's the only way the surface world impinges upon life down here.

    Dachairo Hospital

    The Hospital is run primarily by Dachairo Vampires Ozu chief among them. It is a four-story donut-shaped huge impressive building, divided into wards and hallways and such. The Great Dachairo Tree grows in the center, under a beautiful faux-sky dome.

    Elementary School

    John Lordaeron Gaunth Memorial Elementary, built by LanCorians (and some Orcs) under the direction of Coriander Aureant, a smallish, several-room school where all the Orcish, Nethar LanCorian Werewolf, and assorted other race children go to learn how to read and write and think and do arithmetic and speak in a grammatically correct fashion and other unnecessary yet occasionally valuable skills.

    Dormitories

    The Dormitories make up a wing of the GHOUL Elementary School. The Dorms themselves are moderately sized, housing between 6 and 12 kids in bunkbeds, depending on how the rooms have been arranged. Along with the bunkbeds are normally small chests arranged throughout the rooms for the occupants to keep any belongings.

    There are about 5 dorms, all of which lead out into a larger central room. This large room features couches, a fire place, a nice rug, books, a bookshelf or two, and a table, giving the occupents an area to study and hang out. This central room then itself leads to a small bathroom with showers and all the usual amenities, and of course to the rest of the elementary school.
    The dormitories, technically, are actually more of an orphanage. But one should never use that word in conjunction with this place, 'school' has enough bad connotations on its own without adding the terrible connotations of 'orphanage' to it.

    Gwyne Factory

    The gwyne factory is an imposing, blocky edifice, where Children of Kosmo go to feed and manufacture gwyne.

    Lom Gunji House

    This medium-sized house serves as Tomogi's house, meeting place on the rare occasion that the Lom Gunji get together and have a meeting, and a sort of an embassy between the Lom Gunji and GHOUL proper. It is of moderate size, two bedrooms, two bathrooms, a few other rooms, and a medium-large dining room. Not by any means a great hall or a ballroom, but probably bigger than your or my dining room.

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