The Hall of Heroes stands as a solemn sanctuary within the Emris Adventuring Guild, a place not only of triumph, but of remembrance. Carved into the sandstone foundations of the guild’s central bastion in Shariz, this chamber of stone and silence houses the statues and legacies of those who fell in pursuit of the ideals the guild holds sacred—courage, wisdom, and sacrifice.
Where once the hall bore only the likenesses of ancient heroes long turned to myth, it now honors those of more recent memory, etched in bronze and alabaster with the weight of truth and loss.
Desecration of the Hall
During the early Fifth age, a profane wound was inflicted upon the Hall. The Demon Lord "Balthazar the Blighted", newly risen from the Void of Infinitum after centuries of banished exile, tore through the planar veil to exact vengeance on those who had once cast him down during the Third Continuum Crisis. His ire was reserved most of all for Thomm and Bar-Then the Kneebreaker, two guild heroes and old guard champions from Tolria whose valor had banished him in the Fourth Age.
Balthazar’s incursion shattered the sanctity of the Hall. Statues were sundered. The effigy of each hero were horribly defaced, with their eyes scratched out and stone limbs broken off. The eternal braziers were snuffed, and the names of the honored were defiled in black ichor. The Hall remained sealed in silence for weeks thereafter—its doors shut until it could be wholly repaired.
Restoration & Rebirth
It was only in the years following the Conjunction of the Realms, during the early Fifth Age, that the Hall was reopened and consecrated anew. Under the guidance of Talyen, and through the labors of the guild masons, the Hall was rebuilt—not merely as a monument to history, but as a place of memorial.
Gone were the false idols of heroes whose names had become lies. In their place rose the statues of those who had truly given their lives in service to others—adventurers who had walked the world and faced its horrors not for glory, but because they must.
The Honored Few
Each statue stands upon its own plinth of obsidian-veined marble, carved with the adventurer’s likeness and a single phrase—neither elegy nor epitaph, but a truth that defined them. Among those enshrined are:
- Cendis Eclipse
- Garnic Hivroth
- Isaac Redmane
- J-A-W
- Jager Boston
- Mal the Marbled Man
- May Bellsprout
- Vander Greatoak
- Arian Hamaldor
- Ashtai
- Dobrun
- Durf
- Ghorza Axesplitter & Grog Axesplitter
- X-3RT
- Thomm
- Bar-Then the Kneebreaker
Each name a memory. Each statue a monument.
Legacy
The Hall now serves a dual role—an archive and a sanctum. It is here that new initiates are tasked with stoking the torches to keep them alight upon their first years joining the guild. Here that bereaved companions may kneel, and remember. Here that the names of the fallen are read aloud annually during a guild ceremony known as the Night of a Thousand Names.
It is said that during this vigil, the statues whisper among themselves, and those who listen closely can hear tales no bard could ever tell.