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
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 let your morale build.

This map is also favored by guilds running a split strategy. The two entrances to the base and the trench infront of the base allows attackers to run circles around enemy defenders.