[center][h1]Guild Hall plans[/h1] https://docs.google.com/presentation/d/1pM7RY9BvcanQSOE1hkE5FBjEBRtraa8b9bnZ86eNAws/edit#slide=id.p[/center] [center]THIS IS WIP, BELOW IS THE UP-TO-DATE VERSION[/center] [center][h1]Guild Hall[/h1][/center] [center][h3]Floor 1 - The Cathedral[/h3][/center] [center][img]https://i.imgur.com/ihfEYpD.jpg[/img][/center] [hider=Floor Plan][center][img]https://i.imgur.com/uCwJMG3.jpg[/img][/center][/hider] [b][u]Clear Condition:[/u][/b] 4 Infernal Pieces must be collected from each Tower in order to access the next Floor. Each tower's access will only open one at a time and only if the previous tower has been cleared, with the exception of Tower of Way which remains open all the time. [hider=Outside] [center][img]https://i.imgur.com/LJF0r2A.jpg[/img][/center] Cathedral is permanently covered in a thick mist, result of the aggressive misuse of magic. As long as the mist persists, the cathedral remains hidden from direct sight and gains high resistance against ranged and magical attacks. While in the mist, one can hear disturbing sounds constantly, such as mad laughter and screams of agony. It is rumored that remaining too long in the mist causes one to be lost forever in its depths, adding their voice to the choir of infernal sounds. A large graveyard surrounds the building, fallen into disrepair and quite decrepit. Low level undead spawn automatically in the area, instinctively defending the cathedral itself from foreign presences. [/hider] [hider=Tower of Way] [center][img]https://i.imgur.com/OSQgzrz.jpg[/img][/center] [b][u]Designed By:[/u][/b] Colonel Stauffenberg [b][u]Guarded By:[/u][/b] Baron [hider=Welcome to 'The Gallery'] The heavy oak door opens up to a dimly lit chamber and immediately you can hear a grand opera playing in the background. Nessun dorma to be exact, sung by none other than Pavarotti; ancient but still classic music. As you enter the chamber, you can tell it was easily tall enough to be worth 3 floors, with 2 separate levels of balconies. The interior was luxurious and regal, hardwood floor with engraved walls and pillars, intricate and exquisite. A crystal chandelier on the the ceiling was holding a dozen or so candles, keeping the room lit enough to tell the value of its contents but draping it in a series of eerie shadows. The bottom most level which the door opened up to was set up to look like a mix between a gallery and a museum. Rows upon rows of glass cases, displaying various items. All items are from in-game of varying rarities, although you notice that the items displayed are not only valuable but also horrifying in appearance. Many items aren’t even practically useful for PvP or even PvE action but have background lores steeped in bad karma. There is a grand staircase behind all the glass cases that leads up to the first balcony. This level is a small library of sorts, 2 walls lined with bookshelves full of various books, last wall with several artworks. The books are normal enough, collection of various fictions and nonfictions. If you’ve bothered to look, there’s even a regular dictionary somewhere in there. But the paintings on the last wall are all very disturbingly creepy (James Ensor’s ‘Man of Sorrows’, Hieronymus Bosch’s ‘The Garden of Delights’, etc). If you can ignore the paintings’ morose tones, it might be a decent place to relax with a decent book, conveniently there are several comfortable chairs towards the center. The last level is the source of the music. Furnished by high quality furnitures, all engraved with gold and carved into intricate patterns, the room is the home to a large desk, a comfortable swivel chair, a phonograph sitting on top of a stand and a pair of long couches accompanied by a longtable. In one corner you could see a miniature kitchen of sorts, only suitable to making tea. The china that served the said tea was also of top quality, a result that could only be obtained by spending real cash for game currency. As you reach this level, the swivel chair turns to reveal Colonel Stauffenberg. “Welcome friend.” He greets you with a cup of tea in his hand. “Care for some tea?" [/hider] - A gallery containing rare items, specially related to occult and horror - Small library of Stauffenberg's personal reads - Small luxurious lounge of creepy artworks, tea and phonograph that plays opera [b][u]Clear Condition:[/u][/b] Of the 100s of items displayed in the gallery, only 1 serves as the Infernal Piece. Invader must choose and bring the correct item out. If an individual brings out more than one, they will attract the aggro of the self-animated items within the gallery (cursed dolls, creepy paintings, demonic summoning medallions, etc). [/hider] [hider=Tower of Dignity][img]https://blog.zurple.com/hubfs/jackolanterns.jpg?t=1531194412824[/img] [b][u]Designed By:[/u][/b] Yseult Concasseur [b][u]Guarded By:[/u][/b] Patch King Jack From the early days of the Cathedral of the Moon, four towers have risen above its swamp's bloodcurdling mists like silent sentinels, surrounding the dome that lay at the structure's middle. However, since its occupation by player-made guild, opinion has been anything but united in what exactly to do with them. Following the example set by guild leader Colonel Staffenburg after his wholesale refurbishment of the Tower of the Way, Volaris and Daryl von Madness took hold of the Towers of the Word and Knowledge, respectively, but for a great time the remaining tower remained without master. Called the 'Tower of Might', it played host to a duo of dark artifacts fashioned from ebon steel and blood rubies with the purpose of continually conjuring brutish monsters to slow intruders down. This remained the case for some time, even after the member to whom the tower's responsibility was given had quit the game. Only after the newer member Yseult had found a place at the guild for some time did someone give this viable yet uninteresting zone another look. Seized by inspiration, Yseult remodeled the interior entirely, throwing out the generic dungeon aesthetic for a sort of setting only describable as 'outdoor garden party'. With plants and furniture arranged and hexes in place to ensure an atmosphere of convincing nighttime even indoors, she installed her first NPC in the place—a Shambling Mound named Jack with a specialty in pumpkins and an affinity for high society. Thereafter the zone took on a new name: the Tower of Dignity. Upon entering the tower, any intruder would be greeted with the most unusual sight of grassy earth, trim hedges, and twisting plants. Where the tower walls should be are only trees with abyssal blackness beyond. Above them, the growths kept so orderly at ground level degrade into a chaotic mass of root, leaf, and branch as they climb higher and higher. Jack o' lanterns are everywhere. At the room's center lies a long table of exquisite composition, its places set and its host seated at the far end. “You're right on time,” the Patch King would declare. “Won't you put those weapons away? Terribly rude. Though either way, I think, we'll have a night to remember!” Regardless of the route the intruders take to handling him, they can expect to spend quite a while inside the Tower of Dignity, giving other guild members time to prepare. [b][u]Clear Conditions:[/u][/b] The objective is to recover a piece and proceed through a door, though that exit is blocked by vines that hide it and continuously regenerate as long as Jack is alive, and the piece is a candle inside Jack's head. The Tower of Dignity can be completed without engaging in combat, though that process is rather drawn-out. To do so, the intruders must not attack Jack or his creatures, or engage in what he considers 'rude' behavior too many times (the Tower itself contains a living enchantment to keep track of 'rudeness', recording it as glowing orange marks across intruders' foreheads. One mark is applied automatically upon Jack's first greeting to anyone still holding a weapon at the time. If anyone's tally reaches 5, or everyone has at least 3, Jack gives up and unleashes the horde). Jack promises he won't hurt the intruders should they mind their manners and join his party. Once the intruders are seated, vines spring from the ground to bind them all before lifting the chairs up through the plant tangle to the Great Pumpkin above, inside which the real party takes place. There, pumpkin monsters menace the intruders one after another, and Jack takes them away one by one for a 'private chat' during which he converses with them, trying to figure out their physical and mental weak points, until afterward he returns them. Once he's chatted with everyone, Jack thanks everyone for such a nice time and lowers them all back to the ground for release. At that point, he has his minions serve everyone a slice of gross-looking pumpkin pie that looks like it's poisoned. The pie is actually harmless and quite tasty, and once everyone's at least tried it he bids them farewell and opens the exit. He would have to be asked for the candle in his head, though after the party's over he will give it freely. If Jack loses his patience due to rudeness or aggression, he simply opens the Great Pumpkin remotely and rains pumpkin monsters on the enemy, filling the garden party with so many that it's difficult for intruders to not be overwhelmed. He can be attacked during this time, but will retreat and attack with chloromancy from afar, then once his forces are depleted use Overgrow to become a giant pumpkin monster in a last ditch effort to take the intruders down. His defeat will cause the vines blocking and hiding the exit to wither, letting the enemies out[/hider] [hider=Tower of Word] [b][u]Designed By:[/u][/b] Volaris [b][u]Guarded By:[/u][/b] Anna [/hider] [hider=Tower of Knowledge] [b][u]Designed By:[/u][/b] Professor Madness [b][u]Guarded By:[/u][/b] Morningstar [b][u]Clear Condition:[/u][/b] Defeat Morningstar, obtain dropped item. Now, to be fair, while Daryl has avoided becoming like an alchemist from the Fullmetal Alchemist series, the area he's in could be playing that show's symphonic music. He would also have it playing different organ music, or even - just because - tracks from Shovel Knight. Now, the entrance to this area might also have a heavy oak door, or - more likely - it has a wrought iron one that locks tight, with a sign on the front saying, simply, 'Careful. It might explode.'. Like what? Like anything! Although, truth be told, the Alchemy Chamber does not just keep volitile substances lying around. That would be super-dangerous! No no, this door leads to a large circular room with LOADS of shelving on the back half of it. Think like Lex Luthor's library in the original Superman movie, the shelves actually being metal set into stone and having wheeled ladders set up to move along it. The items on the shelves are numerous and either labeled or apparent in nature. The metal part of the shelves may shutter and lock down at the pulling of a large lever and locked in place by key if necessary. The alchemist key is used on more than that, of course, but we'll get to that. If you turn the Alchemist Key the WRONG way at any time, Daryl's monstrous creations storm out of secret compartments around the room. This place is made of stone and is lit by a green flame held within a glass sphere that is set into the ceiling so that only half the sphere is showing. there are numerous tables and cauldrons, each of them bubbling. Yes, even the tables are bubbling! It's kind of a weird effect. The other half of the room's walls have scorch marks, and wall shackles for prisoners and guinea pigs. The skeleton on one of them has three arms, four legs, and a skull growing out of its skull. The bottom three inches of the room tend to be foggy with different colors at random intervals, as well. But back to the tables and cauldrons. This is a laboratory. All the mixings with the beakers and flashes are happening here, with a few barrels around here that can be used for cover if need-be. These are legitimate areas of synthesis that do not require action/spell/skill powers to operate. They don't carry any obvious instructions, but they're there. They're functional. Also, it's worth noting that none of the shelves contain finished product. They're the components The Potion Safe is this tall pillar-like structure that rises up when Daryl puts a key in the center of the room on the floor. From there, you have loads of his types of creations, stockpiles of boom and flash and hoosh and whatnot. [/hider] [hr] [center][h3]Floor 2 - Akashic Records[/h3][/center] [center][img]https://i.imgur.com/ioPtEFo.jpg?1[/img][/center] [b][u]Designed By:[/u][/b] Viraz + Colonel Stauffenberg [b][u]Guarded By:[/u][/b] VACANT [hider=Floor Plan] [center][img]https://i.imgur.com/73cdPgV.png[/img][/center] [/hider] [b][u]Clear Condition:[/u][/b] A riddle present in the Long Hallway must be solved in order to find the correct bookecase, which is a disguised teleportation gate to Floor 3. [hider=Long Hallway] [center][img]https://lurei.files.wordpress.com/2012/03/another-ep-10-5.jpg[/img][/center] Long, unsettling hallway with flickering lights. Its relatively neat, except for mad scribbling that fills the walls and the floor. Once in a while one can see a humanoid shape in the distance, only visible through the outline produced by flickering lights in the background. It moves closer then disappears all of a sudden, as if it never existed before.[/hider] [hider=Library] A vast expansive chamber, full of countless bookshelves and books. Books regarding just about every topic and subject can be found, a truly awesome collection of knowledge befitting of the title 'Akashic Records'. [/hider] [hr] [center][h3]Floor 3 - The Forge[/h3] [img]https://i.imgur.com/1L0rpyU.jpg[/img][/center] [b][u]Designed By:[/u][/b] Ladata Idat [b][u]Guarded By:[/u][/b] Sagi [hider=Floor Plan] [img]https://i.imgur.com/oPS5kbB.png[/img][/hider] [b][u]Clear Condition:[/u][/b] [hider=Maze][/hider] [hider=Weapons display][/hider] [hider=Workshop][/hider] [hr] [center][h3]Floor 4 - The Arena[/h3][/center] [center][img]https://i.imgur.com/2EmF6sP.jpg[/img][/center] [b][u]Designed By:[/u][/b] Viraz [b][u]Guarded By:[/u][/b] Garlock [hider=Floor Plan] [center][/center][/hider] [b][u]Clear Condition:[/u][/b] [hider=The Iron Lounge][img]https://cdnb.artstation.com/p/assets/images/images/008/253/539/large/dmitriy-masaltsev-screenshot00002.jpg?1511504855[/img] [u][b]Designed By:[/b][/u] [hider=Bilbo Bitrate][url=https://pre00.deviantart.net/44ac/th/pre/i/2017/139/2/a/archdevil_barbatos_by_giantwood-db9ry9a.jpg]Bilbo Bitrate[/url] – a player who chose to be a Shoggoth Sorcerer-Necromancer. Known for being a bit of a sad sack and playing drunk a remarkably high percent of the time, he primarily played for PVP and did his guild proud despite his typical inebriation, though he couldn't be said to be much of a friend to any of his allies. The butt of more than a few jokes, he seldom came across as anything but cocky or grumpy, but his dependability on the fields of battle made him hard to dispense with. Never bothered making an NPC, but did make the Iron Lounge, where he spent a lot of time idling and -in a curious turn- tended to both more affable and more sad, perhaps reflecting a desire to drink among friends again in a time where all real-life companions were gone.[/hider] [u][b]Guarded By:[/b][/u] Helena Lichter Situated on the south end of the great arena on floor 4 is a sizable room with special purpose. Though three of its walls, including the one with the elaborate portcullis doorway, are adorned by weapons of every shape and size that one might conceive of, its floor is laid out like the interior of a grand lounge or club. Booths, tables, couches, and chairs line the floor in orderly fashion, all of exquisite make and posh taste. The remaining wall, opposite the entrance, is entirely devotes to a grand bar, with shelves adorned by colorful assortments of bottles brimming with whatever a visitor might want to drink. Low-level staff monsters are on duty here at all times, either bringing patrons their orders or outfitting them for battle, since the Iron Lounge is not only the Cathedral of the Moon's choicest locale for elegant relaxation but also the place where the arena's warriors prepare for combat and where guild defenders rally for battle. Since the cafeteria in the Guild House is only accessible to players, the Iron Lounge is also the only place where the minority of guild NPCs who require food can eat. Given the dual nature of the Iron Lounge, both refined and militant, it is the perfect place for Helena Lichter. Her command over the guild's lesser NPCs, including Squad Missions, extends from here, and it is also a prime place for training, be it in discipline or arms. The Iron Lounge isn't necessarily a high-value target for invaders to attack, except perhaps to stop the guardians' monster reinforcements at the source, and Helena will typically leave the room to join other guardians' fights, but she can be found here when not on duty.[/hider] [hr] [center][h3]Floor 5 - Fallen Kingdom[/h3] [img]https://i.imgur.com/WMGGvEc.jpg[/img][/center] [b][u]Designed By:[/u][/b] Azazel [b][u]Guarded By:[/u][/b] Elizabeth + Megu + Lexicon [hider=Floor Plan] [center][img]https://i.imgur.com/VbgcTXr.png[/img][/center] ERRATA: Floor is huge, Field of Flowers (Name is WIP) is large enough to fit a town inside. Players are teleported to the Floor Entrance (a small building) from Floor 4. A castle sits on the other side of the Floor, inside there are the meeting room and throne room. [/hider] [b][u]Clear Condition:[/u][/b] Invaders must find 13 Level 1 NPCs in the form of little girls, scattered about on the Floor. An item named 'Piece of 13' will be dropped once they are killed. Once 13 of them are collected, it forms a teleportation ring to the next Floor. [hr] [center][h3]Floor 6 - Profane Tower[/h3] [img]https://bloodborne.wiki.fextralife.com/file/Bloodborne/Research_Hall_Concept.png?v=1479337093385][/img][/center] [b][u]Designed By:[/u][/b] Yseult Concasseur [b][u]Guarded By:[/u][/b] Tatter [hider=Floor Plan][/hider] [b][u]Clear Condition:[/u][/b] One invader must be sacrificed and turned into an eldritch Great One. It must then be defeated in order to access the teleportation to the next Floor. [hider=Thaumaturgium] An accursed laboratory of aberrant experiments and dreadful machinations. Its principal structure is a square tower interior with eight levels, with a central pillar in the otherwise open center that supports winding, curved staircases that lead between floors. Forever permeated by the rank odors of biological substances masked by appalling chemical smells, and saturated in heavy darkness, the air itself seems to fry the nerves and scrape at the mind. A dark, grayish-brown wood is the Thaumaturgium's primary material, though flooring is handled by alternating tiles, and what décor there is takes the form of ghastly creatures along the walls or standing on posts to hold lanterns. The many small rooms accessible on each floor resemble hospital bedchambers or surgical chambers, though some rooms are combined on the same floor or even multiple floors to create larger wards. Most rooms have interchangeable functions, being used as jails, torture chambers, or laboratories. The shelves and in some cases floors of these rooms are used for storage, filled with countless sorcerous substances and ingredients like vitae, body parts floating in jars, and occult instruments. The Thaumaturgium is full of experiments and monsters, some living and some not, many locked in their rooms but some -like the bumbling yet vicious gray Failures- are allowed to roam free, while others -like the Gardens- are so hideously deformed that they cannot move from the rooms they're shuttered in. In particular, the wandering Failures -eager to try and replenish the nothingness they've become with the vitae of living beings- will wail hideously upon finding an intruder, alerting other monsters. This laboratory is haunted by Tatter, the Soul Twister, who handles the unspeakable experiments within. Its carpets and tapestries of Feywight Weave allow her to manifest practically anywhere, and her dominion over the area is exceptional. In order to progress beyond the Thaumaturgium, intruders must escape past the area's many horrors through to Ritual Chamber at the bottom.[/hider] [hider=Scrying Sanctum][img][/img] A unique room accessible through a silver door on the Thaumaturgium's top floor. Its smooth, serene design, which contrasts with that of the adjoining area, suits its function as a magical observation center. The scrying pool within, an Ultimate-level item, is capable of providing clear vision to any location either within the guild hall or within 1000 meters of its above-ground structure. It can also find specific things that the user doesn't know the location of, magically searching the area for the target based on offered description, like 'Find the intruders' or 'Find where I put my favorite mug'. All of this is accomplished without betraying to spectated entities any indication they're being watched. The scrying pool is only usable to entities with clearance—beings that are both part of the guild and possess a guild ring. If a non-authorized being attempts to use the pool, it will continuously manifest hostile [url=https://pre00.deviantart.net/31f1/th/pre/i/2015/182/b/7/weird_giant_14_by_mythrilgolem1-d8zj3fm.jpg]Coalescent Constructs[/url] until the room is clear. These high-level entities, which possess the Not of This World trait, teleport around to attack with serrated alloy blades and blasts of quantum energy that inflicts Chaos Damage[/hider] [hider=Ritual Chamber][img]https://img00.deviantart.net/7773/i/2013/091/e/7/abandoned_serpentcity_room_1_by_0bo-d601oup.jpg[/img] Below the terrifying Thaumaturgium is a place more dire still: the Cathedral's locus of darkest magics. As appalling as the laboratories above were, this chamber's reeking, wretched atmosphere is more horrifying still. Scattered around are the leftovers of previous rituals, their ingredients and byproducts soaked into the unknown alloy of the alien architecture. Beyond the harrowed altar lies the great door, nigh-indestructible and awash in protective magic. To proceed beyond without a Guild Key, a sacrificial rite must be conducted before the door. The ingredients for this rite, as well as sections of the incantation, must be found by searching the Thaumaturgium; the sacrifice for the rite is a party member of the intruding force. Once performed, the sacrificed player is transformed into an eldritch Great One, becoming the floor's boss and turning on his or her former allies. Since the sacrificed player's position in his or her party and/or guild is not broken, any player death resulting from this battle counts as a Betrayal and causes triple XP loss. Once the boss is defeated, its juices flow into the door's carved patterns, and it opens the way to the next floor.[/hider] [hr] [center][h3]Floor 7 - The Barracks[/h3] [img]https://i.imgur.com/YG3ilMg.jpg[/img][/center] Mailroom [hr] [center][h3]Floor 8 - Guild House[/h3][/center] WIP Healing station [hr] [center][h3]Floor 9 - The Vault[/h3][/center] [b][u]Guarded By:[/u][/b] Rule34 Guild Weapon storage