Dunmarle - Skal
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Dunmarle - Skal
Loving the new castle area of Skal - but it's quite far out and therefore not many PCs gather in that area.
Would it be possible perhaps to get a caravan function to travel between Skaljard and Dunmarle - Either like those on Arelith or perhaps in the Trapper's Cave in Skal?
Would it be possible perhaps to get a caravan function to travel between Skaljard and Dunmarle - Either like those on Arelith or perhaps in the Trapper's Cave in Skal?
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Re: Dunmarle - Skal
Undoubtedly Dunmarle Castle is being ignored. By the time your character can invest in it there's really no reason to actually stay on Skal unless you're committed to staying on Skal. However, I also feel not many PC's gather there is because Skaljard offers far more and is accessible to everyone.
I believe either Dunmarle wasn't met to be frequented and serves solely as a frequent story piece, or severely needs a greater purpose. I'm leaning towards the latter given there's a dungeon under Dunmarle.
For the topic of a caravan, it strictly should be a caravan you have to wait for like the one at the Mage Tower. Otherwise, you'll have people slaughtering minotaurs for their axes, taking the trapper's caravan, selling to the NPC's in Skaljard who offer a greater price than the trappers do, then take the caravan back up to repeat the process.
I believe either Dunmarle wasn't met to be frequented and serves solely as a frequent story piece, or severely needs a greater purpose. I'm leaning towards the latter given there's a dungeon under Dunmarle.
For the topic of a caravan, it strictly should be a caravan you have to wait for like the one at the Mage Tower. Otherwise, you'll have people slaughtering minotaurs for their axes, taking the trapper's caravan, selling to the NPC's in Skaljard who offer a greater price than the trappers do, then take the caravan back up to repeat the process.
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Re: Dunmarle - Skal
I think the only thing the castle is missing is a writ agent.
This castle has healings kits (I'm almost sure?), peddler, etc. It's geographically closer to the higher lvl writs in Skal.
If would be a good Base town for mid level writs in Skal if it had an agent.
A two-way caravan between Skaljard and the northern edge of Skal where all the 'high' writs are, is a bad idea and would take away a part of the charm in Skal. A one-way caravan from Skal to the castle would be a trap for new characters. So I suggest leaving things as they are there in that regard.
This castle has healings kits (I'm almost sure?), peddler, etc. It's geographically closer to the higher lvl writs in Skal.
If would be a good Base town for mid level writs in Skal if it had an agent.
A two-way caravan between Skaljard and the northern edge of Skal where all the 'high' writs are, is a bad idea and would take away a part of the charm in Skal. A one-way caravan from Skal to the castle would be a trap for new characters. So I suggest leaving things as they are there in that regard.
KriegEternal wrote:Their really missing mords and some minor flavor things.
Re: Dunmarle - Skal
Nah it's got a writ agent in the tavern. Nice eh?
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Re: Dunmarle - Skal
It has a writ agent. However, it offers nothing more than what Skaljard does. That's its issue. Why go somewhere harder to get to that has the same or less than the major town?AstralUniverse wrote: Sun Apr 12, 2020 12:32 pm I think the only thing the castle is missing is a writ agent.
This castle has healings kits (I'm almost sure?), peddler, etc. It's geographically closer to the higher lvl writs in Skal.
If would be a good Base town for mid level writs in Skal if it had an agent.
A two-way caravan between Skaljard and the northern edge of Skal where all the 'high' writs are, is a bad idea and would take away a part of the charm in Skal. A one-way caravan from Skal to the castle would be a trap for new characters. So I suggest leaving things as they are there in that regard.
I'd argue you would go for thematic purposes, but it's not really serving that purpose too well, yet. It has once so far, but all the players but one involved aren't on Skal anymore.
Re: Dunmarle - Skal
Maybe Skal will be touched on with higher level content in the future? Dunmarle would be a cool staging ground for taking the fight to the ICE GIANT KINGDOM HIDDEN IN THE PERMAFROST.
Re: Dunmarle - Skal
Dude nice EverQuest 2 reference... brings back good memories.ICE GIANT KINGDOM HIDDEN IN THE PERMAFROST.
Re: Dunmarle - Skal
Sounds like a fun ideaOrk wrote: Sun Apr 12, 2020 5:31 pm Maybe Skal will be touched on with higher level content in the future? Dunmarle would be a cool staging ground for taking the fight to the ICE GIANT KINGDOM HIDDEN IN THE PERMAFROST.

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Re: Dunmarle - Skal
I must have missed that writ agent when I explored the place.
So basically, if there's a writ agent and the means to sell loot (jewelry, peddler) and bank, then it's an awesome base town for lvls 12+ and it really doesnt have to be connected to Skaljard by any npc caravan. The trappers are 1-way back to Skaljard, close to the castle and it's just awesome as it is.

So basically, if there's a writ agent and the means to sell loot (jewelry, peddler) and bank, then it's an awesome base town for lvls 12+ and it really doesnt have to be connected to Skaljard by any npc caravan. The trappers are 1-way back to Skaljard, close to the castle and it's just awesome as it is.
Hopefully what we got now is meant to facilitate that one day.Ork wrote: Sun Apr 12, 2020 5:31 pm Maybe Skal will be touched on with higher level content in the future?

KriegEternal wrote:Their really missing mords and some minor flavor things.
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Re: Dunmarle - Skal
Caravan to Dunmarle could definitely assist roleplay there. That said, it's a very short walk from the village to the castle, so I'm not about to say it's super necessary or anything.
Different, unique writs offered by the writ agent in Dunmarle would be cool. Especially the ones that are closer to the castle - like the Skaldark writs, for instance. I was surprised to find there wasn't a writ for the crypts.
Somewhere to get healing kits would do wonders in making it a staging ground all on its own. Respawn point and sacrificial altar makes it all the better.
Furthermore, the Rustfire Inn really ought to get the RP tick boost like any other inn or tavern. I know it shares a map with other Dunmarle interiors, but c'mon, please?
Different, unique writs offered by the writ agent in Dunmarle would be cool. Especially the ones that are closer to the castle - like the Skaldark writs, for instance. I was surprised to find there wasn't a writ for the crypts.
Somewhere to get healing kits would do wonders in making it a staging ground all on its own. Respawn point and sacrificial altar makes it all the better.
Furthermore, the Rustfire Inn really ought to get the RP tick boost like any other inn or tavern. I know it shares a map with other Dunmarle interiors, but c'mon, please?
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Re: Dunmarle - Skal
I'm thinking that the crypt below Dunmarle's Castle holds many potential.