| Clanhall remodelling ~ Floorplan | ||||||||||||||||||||||||||||||||||||||||||||||||
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Clan 94, The Higher Power: Hall located in Alyria at [1608, 421]
Type of hall: Class A hall (5 rooms) Floor plan: (Click a letter to read the room description, or scroll down)
About the design: The main aim of the hall design was to provide a place where the clan Archons could fight Hunters with the 'terrain' to their advantage. The + shape of the hall, and the selected room attributes, should provide the opportunity for Archons to 'trap' their Hunters in low regeneration, while giving them the opportunity to retreat to a high regeneration, no-mob room where they are safe from attack. The configuration also enables the threat of ethereal hunters to be reduced by providing a room where the Hunter is unable to cast it damaging spells while the Archon can (hopefully) dispel them with special weaponry. The LPK room provides clan members with an area to hone their combat skills, or for more experienced members to pass on their PK knowledge to the less experienced members. The basic layout is also easily expandable on upgrading the clan, allowing more rooms to be added downwards, or north past 'The Office' whilst keeping the useful 'Anti-Hunter' layout. Room A: The Gates of Power (gohall point) No-mob, high-regen Stepping through the huge, ornately carved gateway that towers above, marking the entrance to the halls of The Higher Power, you find yourself in a large cavern hewn from solid rock. The walls are smooth as glass, reflecting the dim light of the flickering brands that serve to illuminate the room, except one side of the room where a large mural has been etched into the rock. It shows a large group of people in full armor, weapons in their hands, ready for combat yet looking strangely at peace. Beneath the image you can make out words chiselled into the rock, �Our unity is our strength� With that thought in mind, you continue looking around. The only other thing of interest you can find is what appears to be a large chunk of a tree trunk mounted on a central plinth, with many words carved into it. Although few of the words make much sense, you realise this must be the clan log, and after carving some rough graffiti into it, you decide to leave the room. An exit leads up from this room to 'A Dark Antechamber' and from there to the entrance/exit of the hall. Room B: The Offices This small cavern serves as the headquarters for this Clan, a place where the leaders can meet to discuss all things Clan related, or, more usually, to get drunk out of view of the rest of themembers. A well-used dartboard hangs on one wall, currently covered by a well targeted picture of Lord Telleri, who appears to still have a dart stuck up his nose. Several tattered copies of Play-Elf are piled in the corner, no doubt ready for filing under �morale boosting� after thorough testing. A small section of one wall has been smoothed down for use as a note board, and a closerlook reveals the extent of note taking in this clan. Zig � Bring 5 bottles of Maldra�s to next meeting, thanks, Ror. Room C: The Pool of Solitude Silence The sound of cascading water fills your ears now, echoing around the misty chamber. Cautiously following the damp, slippery path, into the mists, you soon see the source of both sound and moisture, as you stumble into a wooded glade at the end of the path. A large waterfall, many hundreds of feet high, tumbles down a rough rock face before splashing noisily into a deep pool of crystal clear water at the foot of the cliff. A small bench has been placed near the pool, perfect for sitting and relaxing with a great view of the majestic falls. You begin to utter a few words of thanks to whoever created this remarkable scene, when you realise that you are unable to speak. A wave of panic washes over you before you realise that it is just the creators way of maintaining the solitude and serenity of this garden. Room D: Mystical Plaza Low-regen The air crackles with static electricity, causing hundreds of little sparks to scurry over your armor. Your hair stands on end, no matter how hard you attempt to pat it down, and every time you try and put your helm on your head, you are subjected to a multitude of small shocks. A small orb rises on a pedestal in the centre of this strange plaza, electricity seeming to arc across its surface. As you step nearer, your hand outstretched, you are surprised to see the current focusing itself on the side of the orb nearest to you. Gingerly reaching your hand forward, curiosity forcing you to touch the orb, you are pleasantly surprised to find that no large current discharges itself through you, but instead the sparks leap in playful patterns wherever you touch the surface. You could spend hours, days, weeks here, playing with the plasma ball. In fact, you aren�t really sure if you haven�t already. Room E: Lawful Player-Killing Zone Your heart pounds faster as you step out from the shadows of the wall into the centre of what can only be described as an amphitheatre. Several columns rise sharply from the centre of the arena, strong chains hanging from them, and you notice deep scores, not unlike claw marks, on several of the columns. A high circular wall runs around the outside of the area, broken at regular intervals by dark passages with heavy gates at the end. You can imagine the fear a warrior would feel, waiting in the centre of the amphitheatre, as the heavy gates are drawn up and the opponent, unknown yet certain to be fearsome, slowly emerges from the gloom of the passages, ready for combat. Return to the top | |||||||||||||||||||||||||||||||||||||||||||||||