Guild Castles:
It is time for the Gifted of Istaria to take the eternal
fight to their enemies, the Aegis of Blight. It is time to build
strongholds in the depths of what the undead have claimed as their
own. It is time to begin the end of this war.
Located on each of the Satyr Islands, in the Eastern and
Western blights should be found a large area set aside for the
guilds of Istaria to free from the blight. In the center of each of
these areas would be found a great mystical shrine. This shrine
should be built by the gifted and once it is finished it will be a
focus for the offensive to come.
Shrine: Large mystical shrine. Takes massive amounts of
construction work to build. Once finished, it is attuned to the
guild that built the most on it. Once attuned, the central castle
plot and the outer wall plot area becomes available to build on.
The shrine is attackable by the enemies in the blight. If ever the
shrine should be completely destroyed by the blight, it will become
available to build on again by other guilds and can switch hands in
this manner. When the shrine is completed, the guild leader who
takes control of it gets to choose what kind of castle is built.
The kind is race-dependant. If a fiend type is chosen, the walls
and castle have the fiend look to them, same with dwarf, etc.
Shrine construction pieces would be half dragon construction and
half biped construction.
Castle Area: The Central Castle and Walls are pre-planned
and immutable in design.
Central Castle: This castle has a large central area which
can hold massive amounts of stores. Inside the castle is one of
each of the possible machines to be individually built. All the
machines are Tier 6, and thus take much work and cooperation amidst
the guild to build. Also inside the Castle is a Consigner room and
a Pawn room. These are also Tier 6. There is a vault in the
center, next to the shrine. Also in the Central Castle is the Guild
Banker. On the walls of the central castle, on each corner is a
guard tower designed to fight the aegis if it ever penetrates the
outer walls. Each of these guardian towers has its own storage for
essence orbs. Inside the great hall of the central castle are a
number of guardian chambers which can be loaded with trophies to
defend the shrine. Also inside would be a guild library which
should hold approximately three times the amount of the T6 library.
Guild Banker: The guild banker is just what he sounds like
This is where guildmates can donate funds for the maintenance of the
castle. These funds are made available (at the Guild Leader's
settings) to those outside the guild who choose to help build or
repair the castle defenses. The guild leader is the only one who
can choose to withdraw funds from the guild banker, though a message
is automatically generated to the whole guild informing them of this.
Outer Walls: The outer walls consist of three parts. The
first part is the moat. The type of moat is dependant on the race
type of the castle. This moat does damage to creatures that enter
it. The second part is the guardian towers. There are a set number
of these guardian towers that can attack nearby creatures. These
towers can be set to different combat standings. They can be set to
aggressive which attacks anything within range, they can be set to
defensive which attacks only things attacking the castle, and they
can be set to guardian which attacks anything attacking it or any
gifted nearby. The third part is the walls themselves. The walls
have a parapet on the top where gifted can climb up to. It is high
enough to be considered defensive, but not so high that mobs on the
ground can't reach the attacker (thus preventing the run-away
response) Along each wall, there would be a ramp up to the top so
bipeds could easily access it.
Guild plots: The central castle will be of a 90x90 size
with 4 roads to it from the outer walls. At each corner inside the
walls will be a 80x80 plot and at 3 of the sides there will be a
quad of 35x35 plots with a road down the center to the castle.
These plots will be purchasable and planable by guild members. If
the shrine falls, however, these plots will revert to
the "community" and will become owned by whatever guild takes the
shrine and repairs it to functionality. Thus it will be in the
guild's best interest to defend the shrine.
Guardian Towers: These towers have 2 types of storage. One
holds the spell or weapon that will be used by the tower. The
second is like silo storage which holds essence orbs to power the
tower. It fires the spell at base ability unless someone is inside
the tower. Then the tower fires that weapon or spell based on that
gifted one's ability at that spell or weapon. On top of the parapet
of the tower also counts as inside the tower. This does not prevent
the gifted from using his or her own abilities while there.
** Human moats are water and can only be crossed at the gate. **
** Dryad moats are thick webbing which slows and roots mob for short
durations **
** Dragon Castles can be Helian or Lunus Based which determines
crystal color. **
** Dragon Castles creates a mound for each plot location which goes
into the ground and can be the source of 4 lairs of 120x120x140
(corners) and 4 of 90x120x240 (sides) The walls would actually be
over the top of some of the lairs as the lairs would extend beyond
the walls underground. Monsters would be able to enter and attack
the lairs just like they could attack the biped plots.**
** Possible Idea: If two adjacent lairs planned together well
enough, a tunnel could be made to link the lairs together. **
Race Settings:
Race Tower Type Wall Type Moat Type (damage type)
Dwarf Stone Stone Gem Shards (Life)
Elf Stone Stone Thorn bushes (Pierce)
Fiend Stone Grey Stone Ice Shards (Ice)
Satyr Stone Silvery Stone Green Mist (Blight)
Gnome Steel Steel Walls Spinning Blades (Slash)
H-Giant Stone Stone Falling boulders (Crush)
Humans Stone Stone Water (impassable)
Dryads Trees Webbing Thicker Webbing (immobilizes)
Dragon Crystal Crystal Lava (Fire)