Druid's Isle

The Druid's Isle is a Guild Hall, first introduced in Guild Wars Prophecies.

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 maneuver, 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 Maguuma 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.

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.

Features

 * Jungle theme, looks like the Maguuma Jungle
 * Water around flag stand causing 1 pip health regeneration
 * Vine Seeds can be used to build Vine Bridges
 * The vine seed spawns in each base. If you drop it, it will cause a knockdown effect on the enemy.

NPCs
NPCs consist of several Archers, Bodyguards, and a Guild Lord.

Strategy
Due to the lack of buildings to hide behind, this map is a favorite among ranger spike teams. The vine bridges allow for easy access to the enemy guild hall, so it is possible to gank the guild lord with a full team if the opponent is caught unaware. To prevent enemies from following, the vine bridges can be body-blocked by 2 characters standing shoulder to shoulder.