Druid's Isle

Layout
The Druid's Isle is oddly shaped, with a looping backwards s shaped main pathway, oddly connected side pathways, vine bridges that create additional entrances, and a large bulbous center area.

Leaving from your main entrance, you have two choices: A straight run into the center, or to wade around the side to get to the other side of the center. The second is generally unused: It is long, and while it can be put to work as a flanking manuver, often by the time you have run the gauntlet the battle is done.

The center area is a small pond that you can wade through: While you're in it, you gain +1 Health regeneration, like in areas of the Magumaa Jungle (In fact, the spell is the same). In the center of the pond is an island, with a large flag pole and the flag stand. Note that while you can run through the center of the flag pole, the spikes that anchor it and the flag stand are both unpassable. It is fairly easy to get stuck on either.

NPC's are scarce: Two archers atop the entrance, one near the shrine, one on the slope in back and the Guild Lord's entourage are all.

This map starts with a Vine Seed in each base. Pick it up and drop it near a glowing circle to create a vine bridge. These bridges allow easy access into or out of a base.

Strategy
Not many guilds have this hall, so it is often overlooked in strategies. One way to get an easy win is to grab the seed early on, plant it and immediately rush the opponents guild lord. There is little that can be done to counter this if the opponent is already in the middle when you attack.

If you prefer the long game. it is best to try and keep the enemy bottled in their base by holding the area right outside their main entrance. They start with only one entrance, and the main path is fairly narrow and hard to get past. The other path is worse, and can easily be defended by one warrior hanging back in the middle. Let the opponent come to you, and your morale build.