Hunter's Guild in depth
-Layout
Here's a closer look at each of the rooms in the Guild. As the building
is quite huge and sometimes urgency is needed, Warren, Anna and John
all have beepers. Warren and John have master keys and due to her age
Anna only has clearance to get in Store 2 and the unlocked rooms.
Picture: Hunter's Guild
floor plans
Artist: Paws
Lobby
The lobby, also known as the 'waiting room', which is found behind the
main entrance doors, is a fairly simple room. From entering there is
a white door (which leads to the sickbay) to your left in the corner
and next to that is the main desk with several CCTV stations, a phone,
a computer and some files. This desk which is caged in a very tough
type of metal, is where Warren can mostly be found sitting on a swivel
chair. Behind Warren is the record room.
Directly opposite the main entrance are the double doors to the library.
The only other things in the room are a few cupboards and rack with
wanted posters and newspapers in and six chairs varying from cheap plastic
to old wooden ones. There is also a free payphone on the wall next to
the entrance.
Record room
Rarely seen ever by anyone than Warren and John, in contains hard copies
of all the Guild's files on demons and hunters as well as viruses and
cures. There are several personal computers on a network in there too.
There are locked doors to the north and south. The north leading to
Store 1, and the south leading to the sickbay.
Sickbay
Where John is most of the time either developing new cures or saving
patients lives. It's an average sickbay with a medi-computer, an intercom
to either the lobby, living room or upstairs lab. The locked door to
the north is to the record room and the one to the east leads to the
lobby.
Store 1
A store room filled with weapons and assorted items that are effective
against types of demons. Both doors to this are locked, the one below
leads to the record room while the one to the right leads to the library.
Library
The room beyond the lobby is a floor-to-ceiling library, and just beyond
the double-doored entrance, opened up to two stories of shelving. All
sorts of mysterious books lined the walls, and a scan of titles, those
that she could read, prove to be on the topic of myths, legends, and
magic. The books within are the biggest wealth of arcane knowledge know
and help hunters out a lot. A few old couches are set in the middle
of the library, a worn coffee table positioned in the center. Various
decorative arts, desks, plants, old adornments and elaborately worked
carpeting create a rather leisurely, calm atmosphere. Another door to
her immediate right was also closed. There are another two doors to
the west and east side of the room. The west leads to a storeroom know
as Store 1. The east leads to the living room.
Living room
A decent sized room, well decorated, with a TV and phone and Anna's
toys. The door to the left leads to the library and the one below leads
to the second store room that is locked.
Store 2
Unlike the first store room this one contains food rations and other
supplies as well as a bunch of starter packs for new hunters. The only
entrance/exit is to the north, which leads to the living room.
More information; Warren,
Anna, and John
(more to come...)