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Pony
 
PostPosted: Mon, Jan 04 2010, 17:25 PM 



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Alright, there is a potential update going in for the Khem areas on Amia Abroad. What I am interrested in is hearing from the playerbase of what you would enjoy seeing go in, varying from quests, npcs, areas, monsters, mechanics, etc. Things that you as a player would be interrested in and appreciative of. This is not only for those who are active there with a character of theirs, but for all (hence being in the General Discussion Forum.)



General Information About Khem:
Lore and History.


Factions in Khem:
Eastern Culture:
- Scions of the Eight

Western Culture:
- Church of the Binder
- Kelemvorites
- Lathanderites
- Hoarites


 
      
-Cloak-and-Dagger-
 
PostPosted: Mon, Jan 04 2010, 18:05 PM 

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Areas? I'd like it if there were more areas in between Djedet and the Oasis. Id prefer it if the Oasis was a safe haven in the middle of nowhere, where getting to it is something of a target, rather than Djedet's back garden. If you're adding more monster bashing areas, put them there. :idea:

NPC/Quests? Sphinx! With Riddle quest. Hopefully with some randomly generated thing so the answers dont become common knowledge like the Yaunti Gems.

Also. More gnomes.

Monsters? Basilisk.


 
      
Pony
 
PostPosted: Mon, Jan 04 2010, 18:13 PM 



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A suggestion from one of the EO members was to make four random stops before you come from one destination to the next, to emulate distance and time.

For instance it would go:

Nes'ek -> Random Stop: Looted Caravan -> Random Stop 2: Caravan Rest -> Random Stop 3: Ambush -> Random Stop 4: Abadoned Village -> Hrasbaret

And make like 20 different random stops or such, so it would not be too repetitve. This would help the Oasis not being such a backyard, and Djedet and Nes'ek not being 10seconds away.


 
      
Mobile_Svensk
 
PostPosted: Mon, Jan 04 2010, 18:45 PM 

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And for those players who will think -" Wont the Ambushes kill my toon off and make it impossible for him to be raised ever again, since there is 20 Different Areas i must search thought?"

Well, Maybe - But we have to understand that by actually walking in the desert and taking these carts out into nowhere, you take a risk. An IC Risk.

Quote:
Nes'ek -> Random Stop: Looted Caravan -> Random Stop 2: Caravan Rest -> Random Stop 3: Ambush -> Random Stop 4: Abadoned Village -> Hrasbaret


By doing as suggested here we enable The desert of Khem to seem enormus. We enchant realism a great deal here.

Suggestion;; Can we also move the Cart/Caravans to the middle of town, so that we remove the sense of Direction. Just like the UD - B Cavern system, sort of ....


::Edit:: Where is Khem exactly? Is it on amia?

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Last edited by Mobile_Svensk on Mon, Jan 04 2010, 18:57 PM, edited 2 times in total.

 
      
Yossarin
 
PostPosted: Mon, Jan 04 2010, 18:55 PM 



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It isn't on Amia. Amia's concerns are a paltry thing in the much distant and far removed desert of Khem.


 
      
hendrack
 
PostPosted: Mon, Jan 04 2010, 19:38 PM 

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More dedicated players, then we can talk about areas.

EDIT: Wasn't meant to disregard all the players who are active now in Khem, I just wish there would be more active Mulans in Djedet.


Last edited by hendrack on Mon, Jan 04 2010, 19:49 PM, edited 1 time in total.

 
      
TormakSaber
 
PostPosted: Mon, Jan 04 2010, 19:41 PM 

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Yossarin wrote:
It isn't on Amia. Amia's concerns are a paltry thing in the much distant and far removed desert of Khem.


More specifically, Khem is in the Sea of Fallen Stars (I think that's the name) in the Mulhorandi region. It's also very close to Thay, Chessenta, and Unther.

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-Cloak-and-Dagger-
 
PostPosted: Mon, Jan 04 2010, 19:55 PM 

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Alamber Sea?


 
      
Mobile_Svensk
 
PostPosted: Mon, Jan 04 2010, 19:57 PM 

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In the middle of 'THAT' lake?

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Last edited by Mobile_Svensk on Mon, Jan 04 2010, 20:01 PM, edited 1 time in total.

 
      
hendrack
 
PostPosted: Mon, Jan 04 2010, 19:58 PM 

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No, there.


 
      
Mobile_Svensk
 
PostPosted: Mon, Jan 04 2010, 20:02 PM 

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Draw a circle and repost the picture! Where 'exactly' :shock:

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-Cloak-and-Dagger-
 
PostPosted: Mon, Jan 04 2010, 20:03 PM 

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No, its further along, to the SouthEast.

http://markustay.deviantart.com/art/Old ... -103828388

This guy MarkusTay has done a few of these FR maps, based on the big one WotC did, spiced up with all the extra places that get mentioned in the bajillions of sourcebooks. I'm not actually sure what the island he's put in the Alamber is, but Khem is more or less there, I gather....


 
      
Mobile_Svensk
 
PostPosted: Mon, Jan 04 2010, 20:07 PM 

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Here?

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IronAngel
 
PostPosted: Mon, Jan 04 2010, 20:16 PM 

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Between the Alaor and Aleaxtis. Almost due east from Mourktar.

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Mobile_Svensk
 
PostPosted: Mon, Jan 04 2010, 20:21 PM 

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Thanks all those who posted! Now let's get this topic back on track!

Phearnun wrote:
A suggestion from one of the EO members was to make four random stops before you come from one destination to the next, to emulate distance and time.

For instance it would go:

Nes'ek -> Random Stop: Looted Caravan -> Random Stop 2: Caravan Rest -> Random Stop 3: Ambush -> Random Stop 4: Abadoned Village -> Hrasbaret

And make like 20 different random stops or such, so it would not be too repetitve. This would help the Oasis not being such a backyard, and Djedet and Nes'ek not being 10seconds away.


GO!

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LordAzack
 
PostPosted: Mon, Jan 04 2010, 20:38 PM 

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I would love to see a slight thayan influence there somewhere

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Mobile_Svensk
 
PostPosted: Mon, Jan 04 2010, 22:59 PM 

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With the new hacks coming, I would like that some of the houses in Djedet offer up some way to climb up on the "Roof of the houses", where you could prehaps smoke some pipe or relax in the most common sense.

What do you think of that?

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Murex
 
PostPosted: Mon, Jan 04 2010, 23:58 PM 

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Very_Svensk wrote:
With the new hacks coming, I would like that some of the houses in Djedet offer up some way to climb up on the "Roof of the houses", where you could prehaps smoke some pipe or relax in the most common sense.

What do you think of that?


Sounds nice. I would look forward to a battle taking place with archers able to shoot down from above. Some added strategy for combat is always good.


 
      
Dramatic_Prince
 
PostPosted: Tue, Jan 05 2010, 2:40 AM 

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Open up links tp Chessenta and put in colossuems.
We demand to be entertained! :D

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mairacle_ninja
 
PostPosted: Tue, Jan 05 2010, 5:28 AM 

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I really like the random areas thing, it sounds pretty damn interesting. But maybe, if someone dies there, that area is automatically put in for the next person to travel the route? So if Bob dies in the Bandit Ambush area, when Jane goes to travel through the route, she will go through the Bandit Ambush area for sure, to give Bob a chance of being raised.

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Galenson
 
PostPosted: Tue, Jan 05 2010, 7:21 AM 

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Say... the orcgate wars happened in that region of the world. There could still be Gray Orcs around there.

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Gunz
 
PostPosted: Tue, Jan 05 2010, 7:46 AM 



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Some more green races would be cool, if they fit; Orcs, Goblinoids and Kobolds. Except maybe a cool place where Set's "influence" is particularly strong. A real dangerous place. Not necessarily overrun with Set's people, but just by dangerous under his domains of influence. Like a place with lots of venomous creatures and particularly noticeable drought (dead travelers, emotes of the harsh dry head n' such).

::shrugs:: Don't really have much to suggest.

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Kjetta
 
PostPosted: Tue, Jan 05 2010, 7:59 AM 

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Would love to get more involved, but RL is keeping my pretty damn busy these days. I'm growing up, and have to leave Neverland it seems.

Though, if you expand Nes'ek, don't add more civilization, keep it to wilderness. There's more than plenty entities in the region to keep it interesting plot-wise, more will just make it confusing and more complicated/daunting for DMs to get involved, is my advice.

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Lord-Hadeis
 
PostPosted: Tue, Jan 05 2010, 11:08 AM 

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I agree with things being way to close together or atleast seemingly so.
I would be for having atleast a few nearly empty desert area's between the now existing ones, preferably with a few wrong turns in them.

Then the caravan could perhaps be made to run only a few times per reset to make it look more realistic. Then sometimes you'll get lucky and get a ride and make it, or times you get ambushed and sometimes you'll just have to stock up on water and make the trip on foot yourself.


 
      
Pony
 
PostPosted: Tue, Jan 05 2010, 11:12 AM 



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The problem with actually making the areas inbetween, it would be enormous distances. It would not like be Cordor -> Bendir = Nes'ek -> Hrasbaret.

On the other hand, we could remove the cart traveling system from Khem as a whole, implement the wilderness areas inbetween the towns and would solve the problem of the distance to a large degree as well.


 
      
Gunz
 
PostPosted: Tue, Jan 05 2010, 14:52 PM 



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Add the option to walk and leave the caravan as an option as well. It would be like most of the cart systems in the module, you can take it to go faster or walk.

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TormakSaber
 
PostPosted: Tue, Jan 05 2010, 15:09 PM 

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Phearnun wrote:
The problem with actually making the areas inbetween, it would be enormous distances. It would not like be Cordor -> Bendir = Nes'ek -> Hrasbaret.

On the other hand, we could remove the cart traveling system from Khem as a whole, implement the wilderness areas inbetween the towns and would solve the problem of the distance to a large degree as well.

I want to get lost FOREEEEEEVERRRRRR~

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hendrack
 
PostPosted: Tue, Jan 05 2010, 15:36 PM 

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Suggestions from me and Mosh:

little shrine in Djedet
expansion of Whispering Rift to add into tomb network


 
      
Galenson
 
PostPosted: Wed, Jan 06 2010, 0:15 AM 

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Phearnun wrote:
On the other hand, we could remove the cart traveling system from Khem as a whole, implement the wilderness areas inbetween the towns and would solve the problem of the distance to a large degree as well.


I'd be hesitant to do that. Most of B-mia that was added after the split (and not just transfered across like Brog and Forstakkr) uses that system due to ease of adding new areas. Although it might seem like a good idea now, making it connect via area transitions limit future expansions and loses the feel of needing guides to survive the monotonous desert regions.

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jafman30
 
PostPosted: Wed, Jan 06 2010, 0:50 AM 

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Yeah.. Keep the carts.

TormakSaber wrote:
I want to get lost FOREEEEEEVERRRRRR~

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Dark Immolation
 
PostPosted: Wed, Jan 06 2010, 1:24 AM 

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Dramatic_Prince wrote:
Open up links tp Chessenta and put in colossuems.
We demand to be entertained! :D


Seconded. Just like the chicken fights at Kampo's, open an area for pit fights with slaves or captured creatures, or what have you. Minotaurs, lions, the whole Roman theme. That would be nice.

And I actually wouldn't mind there being a hard-to-navigate area. Something like a sahara in perpetual sandstorm. One or two areas where when you get to the transition, char has to roll Wis, Int, or some applicable skill to navigating to pass through. When in a party, the first person to go through "rolls" for the whole party. Sorta like "let the smartest/wisest person lead". If failed, group and or person is transported to a random place in the area and or at the transition of another hard-to-navigate desert area. So then it would actually be possible to get lost in the desert. A person could still always up the applicable stats if they wanna go it alone though.

In addition to the ever-shifting desert thing, make random spawn encounters as well. Random bandits, random desert Stingers or Formians, quicksand traps, you get the picture. Maybe even a random spawning merchant caravan encounter. Like a few caravan placables and 2 or 3 "random item" merchants like the halfling one in Nesek. Something like a d100 rolled at each ecounter. 1-40 low-level human bandits. 41-70 Mid-Level Formians or Stingers. 71-90 Random Merchant Caravan. 90-97 Epic level spawn like a brown dragon or that giant insect thing I can't remember or Purple Worm. And 98-100.. well.. I say Epic level Boss...and since it's the desert.. Ancient Blue Dragon, equivalent to Windy or better. :twisted:


 
      
Mobile_Svensk
 
PostPosted: Wed, Jan 13 2010, 18:48 PM 

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Anything else we want added to the desert area folks?

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RuffTuff
 
PostPosted: Wed, Jan 13 2010, 19:50 PM 

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Epic Boss lair, pyramid-esque tomb. Trap-heavy, undead-heavy, riddles/puzzles, dead ends... epic boss concept Epic Mummy or High Priest/Acolyte/Aspect of Set?

And as for desert travel, implement chance of becoming lost (only once, to avoid perpetual lost-ness) and adding x number of random stops before destination is reached? Rangers and native subraces get a bonus against it?

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Mobile_Svensk
 
PostPosted: Wed, Jan 13 2010, 20:52 PM 

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RuffTuff wrote:
Epic Boss lair, pyramid-esque tomb. Trap-heavy, undead-heavy, riddles/puzzles, dead ends... epic boss concept Epic Mummy or High Priest/Acolyte/Aspect of Set?

And as for desert travel, implement chance of becoming lost (only once, to avoid perpetual lost-ness) and adding x number of random stops before destination is reached? Rangers and native subraces get a bonus against it?


Rangers are trackers.. so, sounds nice.

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Blackdragon12121
 
PostPosted: Wed, Jan 13 2010, 21:18 PM 

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Those snakes...They are a bit too strong relative to the rest of the spawns in the area. You manhandle the asabi warriors but turning tail from a bunch of snakes? Unless of course theres a RP reason why the snakes should be that strong.

Tomb would be very nice. See crypts of cordor for the kinda traps etc. Make it so that you really need a rogue. Honestly, I really miss good old ankh'remun.

Oh, and camels (if the HAK goes ahead). Far more sense than bulettes.


 
      
hendrack
 
PostPosted: Wed, Jan 13 2010, 21:19 PM 

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The wasabi don't have Set's blessings.


 
      
Blackdragon12121
 
PostPosted: Wed, Jan 13 2010, 21:26 PM 

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Is that the RP reason?


 
      
Pony
 
PostPosted: Wed, Jan 13 2010, 22:54 PM 



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Alright, the suggestions so I dont miss anything...

- Traveling system needs to be worked on, the possibilities being:
o More areas inbetween so the routes can be traveled by foot.
o Random stops to make the distance appear large.
o Finding a method so one can lose his way in the desert, possibly with rangers giving a benefit you dont.
o Make the caravan only go a few times per reset


- NPC/Quests (For example a riddle sphinx quest with a number of random riddles.

- Possible thayan influence

- Make the roof of the houses accesiable.

- Ruined colossuem somewhere in the desert

- New monsters (making Khem a more dangerous place.)

- Shrine (not temple) in Djedet

- Expansion to the Whispering Rift

- Random Spawn Encounters

- Epic Boss(es)

- Tombs, which are connected to eachother and pyrmamidy with puzzles and traps.


 
      
IronAngel
 
PostPosted: Thu, Jan 14 2010, 9:55 AM 

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It would be nice to have a Sphinx that appeared randomly in different wilderness locations and demanded you to answer a riddle for reward or fight.

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Mobile_Svensk
 
PostPosted: Thu, Jan 14 2010, 12:31 PM 

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I would like some type of Ecological disaster to happen, like an Earthquake rip apart the trade routes between Djedet and 'somewhere' wich means there's a HUUUUUUGGEEE chasm in between wich you need to go down into, And fight scary monsters to the other side of the gorge in order to climb up!

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Pony
 
PostPosted: Thu, Jan 14 2010, 15:57 PM 



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Sadly you cant actually go on those houses, except on the first floor of the two story adobe house.


 
      
Mobile_Svensk
 
PostPosted: Thu, Jan 14 2010, 16:16 PM 

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Image[img]

I want a garden like this! [/img]

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Pony
 
PostPosted: Thu, Jan 14 2010, 16:19 PM 



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Stop spamming. The seriously meant requests are hard enough to test out already!


 
      
Massasoit
 
PostPosted: Fri, Jan 15 2010, 3:42 AM 

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I'd be there with my mulhorandi character if I could find Khem.


 
      
Gunz
 
PostPosted: Fri, Jan 15 2010, 6:25 AM 



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Massasoit wrote:
I'd be there with my mulhorandi character if I could find Khem.


Ask IC or do some exploring? It's not very hard to find.

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Selvec Darkon
 
PostPosted: Fri, Jan 15 2010, 8:24 AM 

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I'd like to see Anhur & other Muhlrondi gods try and encroch more on the Faerunian God's territory. This could lead to strife and conflict. Two things that always produce good RP. So basically more signs of growing tension that is sure to exist between the two groups of gods.

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Mobile_Svensk
 
PostPosted: Fri, Jan 15 2010, 9:24 AM 

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Occasional Raids prehaps?

Is it possible to preform a Spawn script that spawns a Random Number of ~Average Strong Enemies inside a town, and a Counterforce to deal with them?

Like - Tensions are strong. Banditattacks are frequent, but the Khem Militia are working to their best to fend them off.
That way, Factions could lend some troops or similar to actually "Defend" A city. Hence making Factions important.

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Selvec Darkon
 
PostPosted: Fri, Jan 15 2010, 15:56 PM 

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Raids, yuck. I can no longer think of that word without associating it with WOW. But I get what you mean. I was hoping for more signs of forced religion actually. I imagine the Muhlrondi gods would be very much less inclined to allow their subjects to worship faerunian gods, and vice verca. Which means so the towns which lean more to the faerunian pantheon but are under Muhlrondi domain could be showing signs of enforced religious worship possibly?

I just look at Khem, which may be far away but is still tied by several publically accessable portals, and feel the two pantheons right beside each other are all lovey dovey neighbours at the moment. Less like what would be the case, which is high tensions and aggressive behaviour.

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IronAngel
 
PostPosted: Fri, Jan 15 2010, 19:33 PM 

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Well, that falls under plot changes. Want it done, do it in game. The storyline will be advanced as appropriate in updated NPC conversation (if they give me the convos, at least), but we won't artificially add anything than what's happened so far. Seems like a fine time to get involved and leave your mark.

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hendrack
 
PostPosted: Fri, Jan 15 2010, 20:15 PM 

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Quote:
I just look at Khem, which may be far away but is still tied by several publically accessable portals, and feel the two pantheons right beside each other are all lovey dovey neighbours at the moment.


Uhm... followers of Anhur are almost KOS in Nes'ek and Hoarites in Djedet? Thats basically what we've been doing for the past year in Khem. There is a lot of religious tension if you look at the forums. Lack of PC presence doesn't show much of that right now, though.


 
      
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