The jungle and desert themed guild halls are all well in good, but Id like to see more options as were available in GW1. GW2’s world is so vast and diverse, from the snowy mountains of the Shiverpeaks, to the deserts of Elonia, erupting volcanoes of the Ring of Fire, the dredged up seafloor of Orr, the island paradise of Cantha, and forested water lands of Kryta; GW2 has so much more to offer, so id like to see more maps and climates to choose from.
Following these simple rules, drafted from the mechanics of current guildhalls, lets think of locations/themes upon which Central Tryia Guild Halls may be founded.
1. The location must be an empty space available within the world map, wherein a guild hall sized map may be placed, as guild halls appear on the world map.
2. The guild hall must leave room for progression/improvement, so a fully fortified keep or flushed out city would not work. Although perhaps it could begin as a small fort or town that you can expand, and does not necessarily need to be ruins such as are observed in HOT.
3. A existing map that sees no current use, as its not possible to visit may be refurbished as a guild hall. Because, why the hell not?
4. This location cannot be used for something else. IE, probably not a good idea to suggest placing a guild hall where we all know the Tengu city is.
From this, I have thought of four locations:
1. Area between Timberline Falls and Sparkfly Fen
-Backstory: an ancient Juten city from the days when they held power as one of the foremost races of Tryia, a ruined Dwarven city, or a Norn Outpost that we grow into a sprawling fortress.
-Climate: Mountainous forested snowy region.
2. Claw Island
-Backstory: with the fall of the pact and many of its allied forces, the Lionsguard has determined that their remaining troops should be pulled back and a guild would be better suited at defending this key location, rebuilding Claw island into a far greater bastion of hope.
-Climate: Krytan Island
3. Hall of Monument
-Backstory: The base of the Eben Vanguard, was an ancient fortress from unknown times, lets restore it and find out its secrets.
-Climate: Snowy mountain of the far shiverpeaks.
4. The Bazaar
-Backstory: with the zepherites grounded, a new guild must move in to secure trade
-climate: cliffs/beach
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