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#1
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I had all these ideas about goblins there dropping metal ore that smiths could craft into metal bars for jewelers. I always found it odd how spaced out and few mithril items there were in EQ... it is a bit like Valyrian Steel in GoT... in both worlds only a few high level, very experienced mobs drop them... lol. | |||
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#2
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__________________
Amaryllis: Druid of Tunare
Percival: The Red Ranger Zecht: Iksar Shadowknight Hafthor: Dwarf Cleric (NEW: Try GREEN Hafthor!) Tsukiko: Human Monk Burzma: Troll Shaman | |||
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#3
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__________________
There's a storm coming, friend...
Rainwarden Tolo - 60 Druid Warden of The Rainkeeper Scout of <Riot> Grand Historian of <Fires of Heaven> P99 Blue | |||
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Last edited by wrighter00; 09-07-2020 at 07:26 PM..
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#4
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I kinda like the inaccuracy of the map and inconsistency of the scale of the zones. It adds layers of realism. Cartography is hard and people get lost. Especially in mountains, lakes and swamps full of bandits and monsters.
I’ve mapped out my interpretation of the zone connections. You’ll note many of the ‘missing zones’ are actually just regions or features in other zones on my map. [You must be logged in to view images. Log in or Register.] Great work on your 3d map. Love to see how you ‘fill in the gaps’. | ||
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#5
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#6
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I kinda worked out the area above the serpant, and where the serpant zones will be. I made the north east of the "mountains" traversable, so that could be a new area, maybe its where the orc highway branches, into a orc city/crusbhone type outdoor dungeon idk, I just put trees and wagons up there for now heh.
[You must be logged in to view images. Log in or Register.] ^ This one is supposed to be a gif but i cant figure it out. [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] You can see what I did here, I basically had to kinda reverse the arch of the desert because they added desert along the commons wall, all the way to Kith! So, in not wanting to alter old zones, I made some impassible mountains in the back, that leads into the new deserty region that may become a orc dungeon area or something idk. [You must be logged in to view images. Log in or Register.] Still need to flesh out the wall/canyon area between the serpent area and oasis, will be adding sand and orc highway! [You must be logged in to view images. Log in or Register.] Lots more karanas ahead if we cant come up with some good filler for the north/south serpants [You must be logged in to view images. Log in or Register.] Anyone got any lore? [You must be logged in to view images. Log in or Register.] After thhis, Im feeling the zone connections are looking pretty good, havent gotten to the real problem area, the mountains/lake, but I think this is going to sew together ok in the end. | ||
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Last edited by Jibartik; 07-26-2020 at 01:03 AM..
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#7
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Also fun fact, when you hit the edge of the karanas, and look out on that giant vista taht we could never walk on, who knew (I didnt!)... that was the serpent
BEHOLD!..... the mighty serpant [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] | ||
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Last edited by Jibartik; 07-26-2020 at 01:17 AM..
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#8
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What crazy magic items are over there! I always looked over that edge of SK and wondered.
__________________
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#9
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There is a treant along the south east wall in EK and the two in the north east corner of SK, so.. the serpent must have some forests where they live together in that northwest corner? Especially if those kith woods peninsula to the south of tree's dips into it! whiiiich it will [You must be logged in to view images. Log in or Register.] ...ain't no evils gonna be entering that forest without a tough time! [You must be logged in to view images. Log in or Register.] | |||
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Last edited by Jibartik; 07-26-2020 at 02:14 AM..
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