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Post by Glexarn on Aug 31, 2010 5:52:47 GMT -5
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Post by taralyn on Aug 31, 2010 23:45:37 GMT -5
Extended deadline?....Darn. I just spent the last two days frantically drawing (Well, Zenko did the pretty drawing) out the layouts. XD Oh well, that gives me time to type up the missing bits (mostly what I just CANT draw well, like the pretty waterfall bathing pools. Here's my submissions, All done by me except the Front View, which Zenko so kindly drew out for me, since actual pretty drawing is beyond my skill. s836.photobucket.com/home/Xanthwing/indexor s836.photobucket.com/albums/zz286/Xanthwing/Which ever works better. I"ll put up the Description soon as I type it up. ~Hishen/Nas/Tara
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Post by taralyn on Sept 1, 2010 3:09:21 GMT -5
Here's the written description, it mentions the things that I either could not figure out how to draw or plain forgot to put in. Hopefully this will make it more "real" than just my layouts
Written Description for Indelibles Guildhall.
Front View.
Matching statues of seated gryphons frame the stairs leading up to the massive wooden doors that barricade the entrance to the Guildhall of the Indelibles. A smaller door inset in the right hand door allows access without completely opening the heavy reinforced doors to the harsher elements. The doors are framed by four stained glass windows depicting the mounts of the four original Alliance races. Surmounted above the entrance is a massive stained glass window which features the Indelibles guild crest. Rising above that is an enormous ancient tree, its canopy reaching towards the sun, its interlocking upper leaves creating a solid roof like weave to protect the inner sanctum of the hall through which it grows.
Looking to the side, a pair of recessed alcoves on either side of the stairs hold statures, one portraying an archer and the other a warrior, his sword raised toward the sky in victory. Beyond the statues are windows looking into the guild members rooms and two access doors, one on each wing, which lead to an enclosed room where weary adventurers can strip out of dirty gear and have a cursory wash up at one of the two small wash stations connected to the bathing rooms below.
1st Floor.
Upon entering the guildhall, the first thing one would notice is the giant tree growing up through all three levels of the guildhall. Four “legs” extend from the main trunk through the floor down into the basement and the ground below. These “legs” support the main trunk above the four-sided hearth situated underneath it. A natural hollow core to the tree allows the smoke to flow up and out of the building and dissipate beneath the canopy and its interlocking roof like leaves. Branches erupt from the trunk in several directions, giving night elves and those who enjoy sitting in a tree the opportunity to do so.
To the immediate left and right of the doorway are staircases winding around the half pillar that forms the recessed alcoves outside. Beyond these staircases are the east and west wings of the hall, where the highest rated and strongest guild members reside. Strewn around the common room is an odd collection of feather stuffed leather sacks and chairs, some rickety and looking ready to break, others strong and sturdy, a few are even made of stone. A scarred, scorched and otherwise abused set of tables and benches sit around the hearth , ready for adventurers to spread out their plans, gear, or meals.
Beyond the hearth and tables is the north wing and the staircases that lead both up to the upper levels and down to the basement. To the left of the north wing is the kitchen. Three cooking hearths take up three of the walls, each one a different size, ready to feed a few, some or the whole guild. Counters of dark solid wood take up the rest of the wall space and two tables complete the room. Two ten-foot chest high walls with built in stools provide observers a place to rest comfortably while watching the cooks and conversing or eating. A brass bar follows the line of the dividing walls and across the opening to the kitchen, allowing the cooks to curtain off the kitchen when preparing a surprise meal. To the right of the north wing is a large room full of tables and counters. Three looms sit alongside counters strewn with needles and bits of cloth. Two tables holding various jars and pouches of dust mark this room as the domain of the tailors and enchanters.
2nd Floor.
Taking one of the four staircases leads up to the secondary level, where the mid-ranked guild members live. These rooms are slightly smaller, twelve and a half feet by fifteen feet instead of the larger fifteen by fifteen feet reserved for the higher ranked. There are twelve rooms in each wing rather than the eight below. A wide landing skirts around the large tree that dominates the middle of the hall on this level. A pair of curtained glass doors lead out to two small balconies. To the left and right of the north wing on this level are two large rooms. The one on the left has counters running along every wall and has bunches of flora hanging above them and from the ceiling, the smell of herbs and flowers is thick in the air here. On one long wall, a set of bubbling bottles and an alchemy lab sit, releasing an odd, but not unpleasant scent. A set of three tables covered with dozens of different ink pots and a variety of pens proclaim this room as the land of the herbalists, alchemists and inscriptionists. To the right, the room is relatively empty compared to the other three. One scarred table sits in the middle of the room, and the walls have knife throwing targets and other game miscellany hanging on them.
3rd Floor.
Climbing the third set of stairs leads to the final above ground level of the Hall. The ancient tree grows through the ceiling here, although the ceiling has been built to be flush with the trunk of the tree. This level has a few bedrooms as well, but much much smaller than the ones below, only six to each wing, designed for visitors and friends. They have a sloped ceiling due to the angle of the roof. The rest of the level is completely open, it is used for parties and meetings. Stored under the eaves of the roof, beyond the small bedrooms is a large round table, that can be dismantled for easy storage to leave the level free of clutter. Two large doors that slide inside the wall lead out to two large balconies that give a beautiful view of the land surrounding the guild hall.
Basement.
The stairs of the north wing lead down into the basement of the Indelibles guild hall. Immediately to the left is the pantry and beer and wine cellar. To the right is the cold storage, where those foods that must be kept chilled are kept, watched over by a tame ice elemental. Beyond and behind the cold storage is a large iron door with a heavy chain and padlock. A sign proclaiming “Fagerboozle's Lair. Do Not Enter If You Wish To Remain Intact.” warns of entrance to this foreboding room. Explosions and strange sounds are often heard emanating from the room. The “legs” of the tree are larger here, to give support to the tree above and the roots interlock along the entirety of the basement, with the exception of Fagerboozle's Lair, giving a cobblestone like texture to the floor.
Where the wings of the guildhall are above are the bathing rooms, one for males, one for females and a third for anyone who wishes to enter. The male and female bathing rooms are mirrors of each other, a small swimming area, two bathing tubs and a two-leveled soaking pool, the higher temperature one cascading in a gentle waterfall to the lower one. The third bathing room is much larger than the other two. The swimming area is half again as large and is fed by the four-tiered soaking pool that curves around the room. Gently carved stairs lead up to each pool and on one side of the waterfall leading to the next tier down is a gentle slide, allowing movement down without exiting completely. On the wall not commandeered by the pools, is a six person wooden sauna made of cedar. All three bathing rooms and the small wash rooms on the first floor are watched over by a tame water elemental and a tame steam elemental.
Barracks
The barracks are designed for those guild members who either do not wish to live in the guildhall proper, lower ranking guild members and recruits, and those members who do not use the guildhall as a permanent home and only require a place to rest and recharge before venturing out into the world again. A two-story building, it can hold a total of eighty individuals. Each of the four rows has five bunk beds with freestanding footlocker/wardrobe combinations. The two staircases are outside between the two entrances on either side.
Stables.
The sixty beast stable is one of the largest and most well equipped stables in Azeroth. Six rows of ten stalls with attached tack-rooms give each land based mount a twelve by twelve loose-box to sleep in should the weather turn or they become ill. A limited number of aeries are provided for flying mounts such as gryphons. Hayloft walkways allow for hay to be tossed into individual stalls from above. Out in the pasture, for those mounts who either cannot fit inside the stable or do not care to, a half dozen large run-in sheds provide ample shelter.
Individual rooms.
Each room is decorated according to the one who occupies it. However, each room contains a bed, a wardrobe and at least one armor stand. Staying warm in winter is rarely an issue as the walls are thick and well insulated. Each room also has a very small fireplace with which to heat the room. The chimneys spread the heat out among the stone walls and radiate the heat into the lower rooms and carry the heat to the upper levels. In summer, each room on the first has two windows that can be opened while the second level has one larger one. The only rooms that have no windows are the smallest ones on the third floor. They do, however, have a type of trapdoor that can be raised at the lowest point in the room to provide the same effect.
Wayfarer room
These foyer type rooms are designed for adventurers who are returning and are covered in dirt or other disgusting things to remove their armor and have a cursory wash before either heading down to the bathing rooms or their own living quarters.
Blacksmith, Leather-working, Engineering.
The Leather-working and Engineering area is situated near the barracks, and the Blacksmith is located near the stables.
I think that's everything...I certainly hope so. I might eventually get around to drawing up the blacksmiths....*rubs hands together* If I do, I"ll prolly build it myself... >.>
Good luck everyone who's doing the contest!
~Hish/Nas/Tara. <with help from Zenko>
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Post by Nathaenii on Sept 1, 2010 12:29:05 GMT -5
Nice! Keep em coming.
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kytai
Corporal
Posts: 185
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Post by kytai on Sept 8, 2010 11:46:22 GMT -5
When do we get to vote?!
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Post by Xelas Stormfeather on Sept 9, 2010 7:29:11 GMT -5
I had been intending to submit something, but this past month has been something of a blur with unexpected RL stuff going on. =\ Since we haven't seen Nat's submission, does this mean the deadline is extended again? If so, I'll try to add something.
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Post by Nathaenii on Sept 9, 2010 12:58:08 GMT -5
I know a few people said they have submissions in the works still so I think holding out a bit is fine. Thanks to Glex and Hish for being on the ball though. I think they get bonus points when it comes time to vote
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Post by Nathaenii on Sept 11, 2010 20:23:15 GMT -5
The Indelibles Manor by Nathaniel_0, on Flickr My submission. I would love to work on some interior views in the future, but for now this will do. Took me long enough as is Main hall is to the left. Housing is in the middle sections and below ground (view from other side would show windows and balconies for sub-level rooms carved out of the mountain). Armory is to the right and above is the library/war room. Stables are behind to the far right. -Nat
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kytai
Corporal
Posts: 185
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Post by kytai on Sept 12, 2010 7:30:54 GMT -5
holy shit Nat, that's beautiful
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Post by Xelas Stormfeather on Sept 13, 2010 18:50:45 GMT -5
Wow, Nat, that is awesome! I think I'm likely to vote for yours. I'm so glad I wasn't the only one envisioning the house as more of a manor, rather than a fortress. I also had imagined it somewhere in the foothills/mountains overlooking Stormwind, for some reason, so yours fits right in there too! Still, here's mine, such as it is. I would also have liked to have done some interior stuff as well, but I'm having trouble holding a pencil for long periods of time, so words will have to make up for what the picture lacks. Indelihouse02 by Fagerboozle, on Flickr The primary common area is to the left, with the kitchens toward the back. Other meeting and common areas are throughout the bottom floor -- library, map / planning room, chapel, guildmaster's office. The living spaces begin upstairs, with other floors and wings being curiously "discovered" as new members go seeking private quarters to their liking. At later points, it becomes evident that the inside could not possibly match the outside. (Room of Requirement, anyone?) Around back, beyond the small gatehouse to the left is a well-house / bathhouse, stables, smithy/armory, and separate laboratories for both engineering and alchemy (the alchemy laboratory being near the kitchens for shared herbs). Below the kitchen are a series of rooms which comprise a root cellar and respectable collection of brewed/distilled goods. One of the rooms is Fagerboozle's living quarters (the term being used loosely as it might easily pass for a cave). The cellar is connected to a network of tunnels, probably only fully mapped-out by the local dwarf residents.
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Post by Cayreth on Sept 16, 2010 14:18:30 GMT -5
Not to get all diplomatic, but I like each submission in its own way.
Can we just give prizes to everyone who submitted?
(The real question is whether there's anything in-game that anybody still wants (besides Shadowmourne, Nat) with Cataclysm being around the corner.)
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Post by Nathaenii on Sept 16, 2010 14:23:30 GMT -5
I like that idea. Plus I would like to have this be an open invitation to submit more concept art for our hall and anything else. In the future I will probably be reworking my submission and adding to it and would like to see others do the same.
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Post by Xelas Stormfeather on Sept 16, 2010 23:27:46 GMT -5
I'm not really interested in any prizes per se. I'm just kinda hoping that we'll eventually agree on a shared "imagination" if not vision of what our guild house is like! Perhaps we should discuss various features -- what we like, want to see, etc. and cherry-pick from the submissions until we come close to that shared... whatever. That way, we know how to include it in our guild RP (whether live or storyboard)
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Post by Glexarn on Sept 17, 2010 19:40:32 GMT -5
Like Xelas, I don't really care about a prize and am just primarily interested in, well, helping to visualize the guild hall. (for me, the real reward from this contest was the work I put in, not some shot at a prize)
My submission is unfortunately a bit generic. When designing something, I tend to think more like an engineer building to specifications rather than an artist freeforming an inspired vision, so I didn't have much for ideas when I was told "it has this, this, this and this, there aren't any other requirements or specific details, go wild", and I probably stuck too much to realism while trying to avoid invoking much magic as the explanation for how something works.
Though mine might be a little too far along on the 'large' extreme, I'd be wary of something too small; the guild has over one hundred members last time I typed /ginfo, and I assume the vast majority of them should be accounted for.
Mayhaps a general collaborative effort should follow this contest to sort of merge all submitted ideas into one generally accepted theme? Just a suggestion, is all, sort of taken from mixing what Cay and Xelas said.
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Post by Xelas Stormfeather on Sept 18, 2010 10:50:55 GMT -5
Thing is, when the guild started, it didn't have 100 members. It had maybe 15. So... we either decide that the guild hall grows with the guild (somehow), or that we've changed halls over the years. Do all the members even have quarters in the hall? I don't know. Sylaurn (the founder) used to live in a tree. Like Tarzan. Because he's just that cool.
So maybe it would make more sense to visualize something that might accommodate 15 or 20 permanent residents, with an added Barracks for another 10 or 20 to handle the characters who tend to "Pass Through" or live elsewhere the majority of the time. When you think about it, without the aid magic of some sort, most of the Indelibles never make it "home". They live and work in Shattrath, or Dalaran, or one of the three main cities in Azeroth. So, how much "realism" should we inject? Are our hearthstones able to function as communicators or not? (this was a point of RP contention for some at various times) If we have a HUGE place, wouldn't realism then dictate that we'd have to have a hired staff to maintain it? Or is it largely in disrepair because we're never around to maintain it ourselves? (You see what I'm getting at? Realism can be a drag) Also, in fixing everything in stone and mortar. do we forever limit ourselves? I dunno.
I guess maybe that should be the first question answered: How comfortable is everyone in formalizing the guild hall?
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