Clanhall remodelling ~ Floorplan
Clan info
   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)

        B        
        |        
C - - - A - - - D
        |        
        E        


   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.


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