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Old Nov 05, 2005, 06:11 PM // 18:11   #21
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Default Wow!

I am very impressed with all of your ideas. Before Computers (ummm ya) Dungeons and Dragons was the "rgp" of the day. The lands you have described are identical to adventures I went on as a kid
(on paper ). Absolutely awesome! If they incorporate your thoughts and ideas it will take GW to an entire different level. As much as I love all of the landscape the GW has engineered, its still missing the the type of terrain you have described. There are so many possibilities its overwhelming. I just wanted to say that you guys have great imagination and I hope GW will read this post and incorporate your ideas.
Very good job!!

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Old Nov 05, 2005, 08:41 PM // 20:41   #22
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I'm going to look at new Charr lands.
Here's the idea. Remember when long ago when we level 11ers sadly watched Rin burn, and watched Rurik and Adelbern argue? Remember that sad moment when Adelbern banished his son? And then remember Rurik's call to the people of Ascalon, to travel over the shiverpeak mountains to the kingdom of Kryta, to the place where they would be safe from these monstrous level 8 Charr? Well, since then, what happened to Ascalon? So many people left it and crossed the mountains. Did these level 8 Charr continue to pillage and burn and rape it? And we just left the guys that stayed behind to be killed by these puny monsters? So now, what state is Ascalon in. Has it been taken over by the Charr completely? Or is the Northern Wall still being defended against the Charr? Whatever the case, it's time we went to teach these little guys a lesson.
The farthest we've ever been into Charr lands is the Dragon's Gullet, the Flame Temple Corridor, and the old city of Drascir. But even then they were only level 9s. Where's their big camp? Where are their armies coming from? We need to destroy them, now we're level 20 and we can face up to them for sure. Somewhere in that haze of land there must be a big camp full of level 24-28s. Somewhere, there must be the leaders. If we can find this and destroy it, well, Ascalon will be saved! What say you? We head into the Charr homelands and crush their highest levelers once and for all? Or leave Ascalon to fall against an enemy that can be dealt with?
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Old Nov 05, 2005, 09:40 PM // 21:40   #23
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ehm btw can anyone see the picture I posted up there
cos it was loading for me earlier but its not any more...
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Old Nov 05, 2005, 11:47 PM // 23:47   #24
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I like the idea because the map is missing something. Well on several missions you have to save prisoners from the charr. Well what stopped the charr from bringing prisoners back to their land? I think there should be somewhat of a small outpost hidden deep in a cave where escaped charr slaves have banded together to start some sort of rebelion. This would be FAR into charr territory and surrounded by high levels and it could offer quests like killing the this general or taking out the flame barrers.

For the city of Orr I thought that there maybe like a head piece that is customized that is given to you by that guy who infuses you. Orr would be island chains and such because in the manual it said that parts of the ruins stick out of the sea. The item given to you could allow you to see what was below the water. Maybe a large city like ruined ascalon full of the lost souls underwater in which you would need the item to acsess because without it you would drown.

I think the area around both lakes are empty there should be some sort of new race up there.
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Old Nov 06, 2005, 09:08 AM // 09:08   #25
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Quote:
Originally Posted by The Hand Of Death
I like the idea because the map is missing something. Well on several missions you have to save prisoners from the charr. Well what stopped the charr from bringing prisoners back to their land? I think there should be somewhat of a small outpost hidden deep in a cave where escaped charr slaves have banded together to start some sort of rebelion. This would be FAR into charr territory and surrounded by high levels and it could offer quests like killing the this general or taking out the flame barrers.

For the city of Orr I thought that there maybe like a head piece that is customized that is given to you by that guy who infuses you. Orr would be island chains and such because in the manual it said that parts of the ruins stick out of the sea. The item given to you could allow you to see what was below the water. Maybe a large city like ruined ascalon full of the lost souls underwater in which you would need the item to acsess because without it you would drown.

I think the area around both lakes are empty there should be some sort of new race up there.
I like ur idea for the Charr lands, having a prisoners outpost which you go from to do quests.
Since Ruins of Surmia and Great Northern Wall are missions, looking at the map we must enter from the left side. Because the dragons and Charr fight each other, the Charr probably wouldn't advance through Dragon's Gullet. Instead, look underneath Dragon's Gullet. There is an area-sized gap between it and the breach. We can enter it at the top left corner at the Flame Temple Corridor, then there is a portal to the next area at the top right corner. There will be lots of Charr parties that keep coming through the portal at the end, thats where they advance through. They are all like level 16 and you must defeat all of them so they stop spawning and you can go through the portal at the end. When you go through this portal you come into the Charr lands exterior (their outer lands). Now there are some large camps of level 20 Charr and they keep sending out small parties and you must slowly advance through this territory.
You can see to the right of Dragon's Gullet some big lakes. Cross these lakes and you go into the Charr lands interior. There can be some various tattered bridges and stuff so you can get across. Just before the portal into the interior lands, you fight a large group of level 20 Charr all at once, no avoiding it, then you go past and there is a portal into the Prisoner's Rebellion outpost. This is the cave in which deep down the prisoners are hiding and coming out to fight the Charr. There can be lots of quests from there, then you go into the Charr lands interiror. This is where the huge massive Charr camps, lvl 24-28s and stuff are. Very hard, lots of high levels. The quests are to do various things in this land, and eventually, you have pretty much defeated all the Charr except for their capital camp right up in the top right corner of this area. This is the biggest and highest level party, and includes the three head Charr chieftains. Obviously as it is an area you can keep doing it again and again, but the quest will be finished and you have defeated the Charr once and for all.
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Old Nov 06, 2005, 10:42 AM // 10:42   #26
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Quote:
Originally Posted by King Symeon
ehm btw can anyone see the picture I posted up there
cos it was loading for me earlier but its not any more...
Nope!

Otherwise, I really like the ideas and hope they come through. I'm working on a similar thread myself about 3 new zones that you can get to from the Temple of the Ages (one each for Melandru, Dwayna and Lyssa). Why do Balthazar and Grenth get to have all the fun?
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Old Nov 06, 2005, 11:13 AM // 11:13   #27
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Yeah the idea of lands going from those gods too has been discussed before.
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Old Nov 06, 2005, 08:36 PM // 20:36   #28
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I'm suprised no one has mentioned the possible hint that is given for Chapter 2 in Lions Arch.

If you go to the boat docks you will find a woman there who you can talk to, she tells that she came from far over the sea for some reason or another.

Sorry i dont have a screen, anyway, just go check her out and see what she has to say and if you can upload a screen. Personally, I think that Chapter 2 has something to do with her and her people.
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Old Nov 06, 2005, 09:03 PM // 21:03   #29
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Default The Ruins of Orr

I'd like you guys to look at the three ideas I've gone into detail about already, the land beyond the Giant's Basin, the high level Charr lands and the lands south of the Maguuma.
But now, although I know it has been dug into very deep before, I would say the spades used were blunt and rusty. I'm gonna use a fresh spade I just made myself right now and take a good dig.

Orr. In the old days it was a colony of Ascalon, but after a while of development it became independent. For a long time the Orrians lived in prosperity, trading with races far to the south. Their ports were full of merchant ships and the populace became very wealthy. They watched the races disappear from the neighbouring Crystal Desert, and so they were isolated, they were the land across the sea. Then, the storm in the north came. The Charr ravaged north Ascalon, they stormed over the Shiverpeaks, they went round south and began to approach the Orr peninsula. Kryta held out, but Orr could not beat the massive army that was at their gates. Vizier Khilbron, the king of Orr's main adviser, thought he could use a magical book to destroy the Charr. He used it, and, for some obscure reason, it sunk the Charr and the whole of Orr under the ground/water with it, killing everybody and turning them into undead. Then he turned evil, went to Kryta with his undead and blablabla.
So, let's look at the state of Orr now. If we're going to put some areas in it, it can't be entirely underwater. More like half underwater, With various streets covered by shallow water that you can walk across, and buildings jutting out. To enter, you would take a ship from Port Sledge (yes, because that nice little port I think should have some meaning) to the ruins of the port of Orr, a small outpost of various mangled piers, ruined buildings and a
strip of beach. The people in it would be Canthan merchants and various Krytan adventurers, who would give you quests. This would be like a little island on the edge, but as you leave it and go into the various areas, you start walking in shallow water and there are holes in the ground and lots of evidence of the land being sunk underwater, like you can see buildings far below and stuff. There could be occasional ruins that jutt above the water, cliffs, hills and remnants of washed away palm tree copses. Then, near the centre of the peninsula would be an area dedicated to the ruins of the capital city, with ruins of palaces, temples, markets and loads of other stuff all lavishly decorated. There would be corpses about, of course, and some freaky stuff. But overall it would be a maze of ruined buildings and passages and stuff. Then maybe there could be some more desert-like, outer Orr lands which are less submerged and some buildings with corpses of long-dead people in them are intact. The monsters roaming these outer lands could be like desert ettins, griffons, aziure shadows and hydras. In the central lands there could be all of these, plus mergoyles, wind riders, skale, and most of the monster families that appear in the game. This land would have quite a lot of hard quests, but would also be for exploration and farming. Most of the monsters would probably be levels 20-28.
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Old Nov 06, 2005, 09:54 PM // 21:54   #30
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It would still be cool if you had an item that would let you go underwater and explore the sumerged ruins and maybe meet the dead king.
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Old Nov 06, 2005, 10:01 PM // 22:01   #31
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Quote:
Originally Posted by The Hand Of Death
It would still be cool if you had an item that would let you go underwater and explore the sumerged ruins and maybe meet the dead king.
What like walk on the sea bed? Yeah I guess that might be quite cool, so long as the item is realistic - like a magical mask or something. Not an oxygen tank!
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Old Nov 06, 2005, 10:40 PM // 22:40   #32
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Of course not an oxygen tank. I was thinking of some enchanted amulet or something. If you didn't have it on you would suffer health degeneration of 4 or something.
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Old Nov 07, 2005, 08:06 AM // 08:06   #33
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Aaah yes that would probably be the best thing. But like, degen -4, you can survive that easy with a few skills...how about degen-10?
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Old Nov 07, 2005, 11:43 PM // 23:43   #34
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Or because I don't think people drow that fast. Maybe being sumerged without the devise gives you some sort of blackout effect. Unable to use your skills and a pacifism effect that does allow you to attack. That way it is more likily to seem like your are drowning and then you can't prevent your self from doing so.
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Old Nov 08, 2005, 07:46 AM // 07:46   #35
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Ahh yes thats better cos you got the degen but your skills are blacked out so...sleep with da fishies
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Old Nov 08, 2005, 10:10 AM // 10:10   #36
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nope sorry.
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Old Nov 08, 2005, 10:56 AM // 10:56   #37
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/signed some of these spots are great environments
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Old Nov 08, 2005, 05:03 PM // 17:03   #38
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Quote:
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nope sorry.
nope sorry what, to the whole topic or to that last bit?
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Old Nov 09, 2005, 05:34 PM // 17:34   #39
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I think most people would agree that wall of mountains in between Ascalon and the desert looks good for some caverns and underground passages, am I correct?
To solve various issues, and Ascalon-Crystal Desert Path would be very difficult to get through. To prevent level 2s and such getting run down it, there could be a little outpost at the top for only level 19+ or similar, and available to make teams of 8. The path before the mountain wall going south from Ascalon would be all ragged, scarred, dusty and barren, the land through which the Charr made their devasating charge down to Orr. Then, you would reach the mountain wall, and like Camp Rankor there could be a little cavern outpost there, before you set out through a long series of dark caverns through the mountain wall. When you come out, you are in the Northern Desert, a big wide open desert hazed with sandstorms and such. Then you reach the area near Elonas Reach and the land becomes familiar.

Any good?
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Old Nov 22, 2005, 06:38 PM // 18:38   #40
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/merrily revives thread...
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