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Old 12-06-08, 07:15 PM #1
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Default Reclaiming Ruins/Dungeons/Forts

I was curious if it is possible, or if anyone has before, reclaimed an area infested with bandits/undead/monsters/etc and turned it into something before through CDQs/GCDQs? I ask because of the Abandoned fort near Fort Llast that really just sits there, even though it has a small room inside with some bandits in it, and a few behind it. It woould make an interesting place for a guild hall...
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Old 12-06-08, 08:02 PM #2
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Default Re: Reclaiming Ruins/Dungeons/Forts

or a thieves guild!
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Old 12-07-08, 01:58 AM #3
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Default Re: Reclaiming Ruins/Dungeons/Forts

Stort? Druid's Grove, the attempt at healing the forest at Fort wayfare were Guild develop, WLDQ, and plot quests - all covering those ideas - so yeah
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Old 12-07-08, 10:50 AM #4
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Default Re: Reclaiming Ruins/Dungeons/Forts

Prantz, anyone? :P
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Old 12-07-08, 10:58 AM #5
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Default Re: Reclaiming Ruins/Dungeons/Forts

Hey, now retake Prantz, thats an idea for an epic fight. I still remember the defence of it.
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Old 12-07-08, 11:16 AM #6
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Default Re: Reclaiming Ruins/Dungeons/Forts

I was thinking a bit smaller scale... Prantz is one the Gianormous side...
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Old 12-07-08, 11:25 AM #7
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Default Re: Reclaiming Ruins/Dungeons/Forts

There's one near Ft. Vehl too in the Dapplegreen Outskirts.
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Old 12-07-08, 11:28 AM #8
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Default Re: Reclaiming Ruins/Dungeons/Forts

Whoops! Thats the one i mean! I don't think there IS another fort near Fort Llast... >.<
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Old 12-08-08, 09:26 AM #9
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Default Re: Reclaiming Ruins/Dungeons/Forts

She beat me to it, but yep there is non in between llast and hlint. Well none that we can actually see.
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Old 12-08-08, 09:42 AM #10
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Default Re: Reclaiming Ruins/Dungeons/Forts

So If I wanted to storm the bandit hideout on Rilara (Alindor?), I would have to do a WLDQ?
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Old 12-08-08, 09:46 AM #11
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Default Re: Reclaiming Ruins/Dungeons/Forts

Yeah, that one is a LITTLE more extensive then the one near fort Vehl. AND it has some nice CNR inside... So don't expect to own that ever, and get to keep it (the CNR)
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Old 12-08-08, 09:49 AM #12
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Default Re: Reclaiming Ruins/Dungeons/Forts

I must be blind... I didn't see any CNR in there.... oops...
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Old 12-08-08, 09:51 AM #13
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Default Re: Reclaiming Ruins/Dungeons/Forts

Well unless I am thinking of the wrong one, but the one not far from Mariner's hold, at Fall's Forest Crossroads (where there's a fire). It's in the back and has some hardcore Bandits inside...
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Old 12-08-08, 09:56 AM #14
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Default Re: Reclaiming Ruins/Dungeons/Forts

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So If I wanted to storm the bandit hideout on Rilara (Alindor?), I would have to do a WLDQ?
to storm no, you can go fight there as much as you can, but what shif is talking about is actually changing ''ownership'' of an area. Like instead of being bandids in that hide out, to be contrymens or something different that would'nt be hostiles to the local populace.
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Old 12-08-08, 09:57 AM #15
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Default Re: Reclaiming Ruins/Dungeons/Forts

ya, that's the one. but sion only encountered the hardcore bandits on the outside... inside there where a bunch of easy thugs... bunch does not properly describe it... Horde works better. but anyways, just a thought... maybe there are other areas... I need to do some exploration later.
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Old 12-08-08, 09:59 AM #16
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Default Re: Reclaiming Ruins/Dungeons/Forts

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to storm no, you can go fight there as much as you can, but what shif is talking about is actually changing ''ownership'' of an area. Like instead of being bandids in that hide out, to be contrymens or something different that would'nt be hostiles to the local populace.
well, by storm, I meant take over for one's own use... and I think the Bandits are pretty hostile to the local populace...
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Old 12-08-08, 10:04 AM #17
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Default Re: Reclaiming Ruins/Dungeons/Forts

Ah , yep the bandids are pretty hostile, but I haven't seen a hostile that was that pretty, there yet
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Old 12-08-08, 10:07 AM #18
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Default Re: Reclaiming Ruins/Dungeons/Forts

I'll let those with power take over from here, but I'm talking about small interior with naught inside but some bunk beds, yer talking about an underground complex of caves and fortifications that include minable CNR... BIG Difference and would require a lot more work, and I don't think the Team is going to let someone control an area where there is valuable and otherwise hard to get CNR. Besides, that area likely has a lot more LORE behind it then the little fort I'm talking about, seeing as (if i'm not mistaken) some Quests have been involved with it. But anyway... The general Idea seems some sort of CDQ/GCDQ is needed, and likely more then one. Stort is a successful port town created by the efforts of the Raven's Guild (Storold, Angela Swann, Alantha, Fenrir, etc.) so it's possible. I don't know if the Raven's have anything advantageous in Stort, like interiors, or any sort of revenue or the like, but they built that city out of a Swamp...

There are some others that you haven't seen yet (one is an awesome Druid Grove that was the result of a WLDQ in the middle of a fetid Swamp of Death) so it's doable... But CNR being included? I doubt it, unless you want to try skinning the animals in that Grove... (Hint: REALLY BAD IDEA! AKA Do you WANT all hell to follow you around forever?)
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Old 12-08-08, 10:15 AM #19
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Default Re: Reclaiming Ruins/Dungeons/Forts

No, I understand what you are saying... I just didn't know about CNR there, or it's history, so my bad.

and I can understand the difference between the small watchtower your talking about and the larger one I'm mentioning... was just curious.

I do like the idea for the small tower though... any idea how many toher areas are like that?
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Old 12-08-08, 10:18 AM #20
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Default Re: Reclaiming Ruins/Dungeons/Forts

There is the Gnoll Watch Tower (you can find where that is) and there was the Tower in Port Hempstead which is now a School for Magic (or it will be one of these days). And there is the Dark Tower near Krandor, but it and the Gnoll Watch Tower are Points of Interest, and I don't think the Team is going to change that. You could feasible run ask for a CDQ to find out whats inside them and go from there, but as far as I know, they are staying as is.
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Old 12-08-08, 10:19 AM #21
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Default Re: Reclaiming Ruins/Dungeons/Forts

OH! There is also at least 1 Fort like structure in the Middle of a Swamp... I think the Swamp near Hlint, but that one has a NPC Quest associated with it...
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Old 12-08-08, 10:37 AM #22
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Post Re: Reclaiming Ruins/Dungeons/Forts

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The general Idea seems some sort of CDQ/GCDQ is needed, and likely more then one. Stort is a successful port town created by the efforts of the Raven's Guild (Storold, Angela Swann, Alantha, Fenrir, etc.) so it's possible. I don't know if the Raven's have anything advantageous in Stort, like interiors, or any sort of revenue or the like, but they built that city out of a Swamp...
Stort was and still is a rather big project. It involved multiple GCDQ-s to first get the permission to build there, then find the means to do it and open the city for business. It's still in a building phase, far from complete, but the IG representation shows more than was there initially to save time by not having to add content every once in a while.

We don't get any tangible revenue from the town, the area itself is the best reward there is, Chongo really went nuts with Stort, it's gorgeous. I definitely recommend anyone try and do something similar that we did, even if it is in a smaller scale. It's worth it, but don't expect it to be easy
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Old 12-08-08, 10:56 AM #23
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Default Re: Reclaiming Ruins/Dungeons/Forts

Well I'm thinking of Trying something Small I just hope it turns out have as nice as Stort, even if it's nothing like that...
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Old 12-08-08, 11:20 AM #24
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Default Re: Reclaiming Ruins/Dungeons/Forts

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Stort was and still is a rather big project. It involved multiple GCDQ-s to first get the permission to build there, then find the means to do it and open the city for business. It's still in a building phase, far from complete, but the IG representation shows more than was there initially to save time by not having to add content every once in a while.

We don't get any tangible revenue from the town, the area itself is the best reward there is, Chongo really went nuts with Stort, it's gorgeous. I definitely recommend anyone try and do something similar that we did, even if it is in a smaller scale. It's worth it, but don't expect it to be easy
And it also cost boatloads of building materials and True

The playerbase itself got a new shiproutes to use for travel.
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Old 12-08-08, 11:35 AM #25
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Default Re: Reclaiming Ruins/Dungeons/Forts

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There are some others that you haven't seen yet (one is an awesome Druid Grove that was the result of a WLDQ in the middle of a fetid Swamp of Death) so it's doable... But CNR being included? I doubt it, unless you want to try skinning the animals in that Grove... (Hint: REALLY BAD IDEA! AKA Do you WANT all hell to follow you around forever?)
well stort does have cnr's but as I know it, it is open to every one to get.
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Old 12-08-08, 11:44 AM #26
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Default Re: Reclaiming Ruins/Dungeons/Forts

well, I know (at least I think) The team isn't adding any areas... I guess I'll find some other little hovel to invade.... *grins*
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Old 12-08-08, 04:02 PM #27
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Default Re: Reclaiming Ruins/Dungeons/Forts

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There is the Gnoll Watch Tower (you can find where that is) and there was the Tower in Port Hempstead which is now a School for Magic (or it will be one of these days). And there is the Dark Tower near Krandor, but it and the Gnoll Watch Tower are Points of Interest, and I don't think the Team is going to change that. You could feasible run ask for a CDQ to find out whats inside them and go from there, but as far as I know, they are staying as is.
The tower outside of Krandor is plot-relevant. Beyond that...well...you don't want to go messing about with it.
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Old 12-08-08, 04:04 PM #28
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Default Re: Reclaiming Ruins/Dungeons/Forts

Wel maybe we do! I bet a lot of people would like to know what the tower is there for, and why...
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Old 12-08-08, 06:58 PM #29
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well, I know (at least I think) The team isn't adding any areas...
WRONG!!!!

Yeah, I lied. I'm still building. You're about to see how awesome it is when there's someone like ScriptWrecked working the crazy mumbojumbo that makes things move, flash, and bang that aren't preplaced.

But yeah, that's pretty large scale stuff. Houses, restructures... I'm not going to be the person for that. Not anymore at least. And to be quite honest, I'll fight tooth and nail to make sure additional housing-style structures don't go in. It takes up too much space, and when there's no guaranteed traffic, we're too thinly stretched as it is. Might convince Dorg to though.



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Old 12-08-08, 07:13 PM #30
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Default Re: Reclaiming Ruins/Dungeons/Forts

The one near Dapplegreen could be a nice guildhall for those who cant enter Port Hempstead Just have to tidy the place a bit, kill the bandits, and redecorate
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Old 12-08-08, 07:24 PM #31
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Default Re: Reclaiming Ruins/Dungeons/Forts

you make it sound pleasant...
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Old 12-08-08, 07:26 PM #32
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Default Re: Reclaiming Ruins/Dungeons/Forts

You know... There is Fort Vehl for you Undesirable Types... Go infest that city... At least then Tyra can stalk you all
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Old 12-08-08, 07:44 PM #33
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Default Re: Reclaiming Ruins/Dungeons/Forts

Yeah, but I have my eyes set on that outpost :P
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Old 12-08-08, 08:16 PM #34
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Default Re: Reclaiming Ruins/Dungeons/Forts

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Wel maybe we do! I bet a lot of people would like to know what the tower is there for, and why...
Make sure your will is in order.

And no, I'm not kidding.

Or, if you just want information, ask one of the veterans of the last war.

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Originally Posted by Chongo View Post
But yeah, that's pretty large scale stuff. Houses, restructures... I'm not going to be the person for that. Not anymore at least. And to be quite honest, I'll fight tooth and nail to make sure additional housing-style structures don't go in. It takes up too much space, and when there's no guaranteed traffic, we're too thinly stretched as it is. Might convince Dorg to though.
Guild halls maybe. A new structure-just-to-have-a-structure area? No. General player housing? No, most likely not.

Keep in mind, even with a successful CDQ/GCDQ to take control of some place like that, you'd still be subject to the requirements and costs of establishing a guild.
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