August 15, 2008

EQ2 Guild Hall Lore

I was out and about earlier today, checking out the latest live event quest that came with Game Update 47, when suddenly I saw a very snappy looking Qeynosian strut by on his equally decked out horse. His name was Commander Vincent Angellicor, and he sauntered from the South Qeynos Gates to the Lighthouse, where he proceeded to check in with Karn Rockhopper, and Brieanna Soph, who are heading up the construction of a fortress offshore.

Commander Angellicor checks in with both of them to see how things are going with the construction of the “fortress.” He explains that the Queen is preoccupied with the threats from Kunark, and, more urgently, with the threats from the energy storms.

Karn Rockhopper does admit that there were cracks in the foundation, which led to them using more stone than they had planned. Brieanna Soph says she has adjusted her plans a bit to account for the increased need for stone, but Commander Angellicor tells her not to adjust so much that they don’t create a fortress that is strong enough. She also reports that there is a mysterious stranger that has been watching the progress of construction. He disappears before anyone can get close enough, but he is wearing a Freethinker’s Amulet.


Now, that “fortress” being discussed is referring to the upcoming launch of guild halls. So what can we speculate about its launch?

Here are a few of my thoughts. Some are probably a wish more than a prediction.

First, I think it’s pretty safe to assume that guild halls will require a guild to be at a certain level (I’m hoping it’s 60!), and also have a certain enormous amount of status. But based on Master Rockhopper’s comments, it looks like guilds will need to contribute some raw materials as well – namely, stone.

The urgency of the construction is very curious. The fortress has to be strong, but it needs to be completed quickly, due to threats from the void incursions. It sounds like these fortresses are meant to be protection in the event that Qeynos itself comes under attack.

Which leads me to my next hope – that Qeynos (and Freeport) are destroyed by the invasion of the Void. This would satisfy two hopes of mine, because I want guild halls to really have a purpose, and I want to see the Void invasion really feel like an invasion. With all the PvP and RvR that’s being injected into our MMO veins, wouldn’t it be refreshing for us PvE carebears to face a little shake up of the status quo? A little sense of danger can go a long way.

How cool would it be if the general population needed to use guild halls as the base of operations for their daily endeavors, like crafting, mending, banking, and brokering…

I don’t know anything about the League of the Freethinkers, so I’m curious as to why they are distant observers of the constuction site. Apparently, if you go to one of the nearby islands near the guild hall, you can occasionally spot this Freethinker spy on a nearby hill. He uses a magic potion to disappear in a cloud of smoke, though, so you won’t have much of an opportunity to engage in pleasantries.

Posted by jayernh under Archive,Everquest II | Comments (5)


  1. From what I have been able to gather.

    Guild Halls will be available to all (most maybe GU10+)

    They are the size of DFC. Two different model one for Freeport one for Qeynos. Both side can meet in the one type. Its just what graphics the Guild Hall has.

    Higher level guilds will have more rooms.
    You will get a Recall to Guild Keep

    Rooms include:
    A staging room with zone portals to many zones/instances
    Trophy room
    Crafting zone and fuel vendor

    I believe individuals may have their own rooms.

    Guild halls will be built via crafting.
    Those quests should start in LU 48
    Guild halls are not Part of Shadows of Oddessy and should be out around Nov.

    (btw. Is it just me or does anyone else think Soo is going to be delay to Jan 09

    Comment by Isanox — August 15, 2008 @ 6:09 am

  2. Dev interviews from last year stated that they intended guild halls to be available in ‘tiers’, and guilds as low as level 10 should be able to acquire them.

    And destroying Qeynos and Freeport, forcing use of the halls, is a terrible idea. It would penalize both those guilds that cannot afford to purchase or maintain one (there will be a gold cost and a status maintenance) as well as individuals who don’t belong to a guild in the firstplace. Why would the devs purposefully drive out of the game anyone who isn’t guilded, or guilded in a small guild?

    Oh, and the guild halls are due in Sept.

    Comment by Loredena — August 15, 2008 @ 9:41 am

  3. I am eager to hear the skinny from Fan Faire. I hope you’re right about guild halls being available to all. I am still trying to recover from the hellacious timesink of Vanguard’s guild halls. I figured it would be something high, but from a selfish point of view, I hope it’s no higher than 60, since we just dinged that a few weeks back.

    And based on the delays with the summer promo events, I tend to agree with you, that we won’t see the expansion this year. I just hope they raise the level cap!

    Comment by jayernh — August 15, 2008 @ 11:43 am

  4. The destruction of Qeynos and Freeport isn’t something I’d seriously expect them to do, but I don’t think it’s really that horrible if they did. The sprawl of the two cities, spanning multiple zones, along with the numerous racial hamlets, is just flat out unnecessary. You only need one zone to do that.

    People go to their home cities to do the usual chores – repairing, banking, brokering, etc. That stuff can be done anywhere, so if they blew up Qeynos and Freeport, they could have a “default” instance at the offshore fortresses for the general population (with copies if it reaches capacity, like the overland zones)

    The only tricky part is individual housing, since those entrances are scattered around the city zones. But again, they could just add in a central “hub” door in the fortress instance, and allow everyone to access their respective homes from there. They really should be doing that for guild halls anyway, because people aren’t going to want to have to travel back and forth over several zones just to access their guild hall and their home.

    Comment by jayernh — August 15, 2008 @ 12:13 pm

  5. Although I can agree better locations for getting all our work done is a good idea I think destroying area that are basically benign unless you venture into them is unnecessary not to mention sometimes I like the nostalgia of it all.

    Comment by OvenCleaner — August 21, 2008 @ 11:46 am

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