The Spring 2023 edition of The Rookery is now out! Take a look to see the latest builds, guides, progress and development updates on the upcoming 1.18.2 switch. You can read it here:
Not a big fan of the endoheric basins that form the lakes. It'd be easier to get rid of that central hill directly west of the castle and have a wide valley in which to have the agriculture necessary to sustain your settlements OR connect the headland hills with that hill to form a central hill...
Alrighty. I've got experience with working in the North and have helped you out a bit with this project already. I approve of your plans so far, but would like you to not go too hastily with the coastal terra. Let Azul and I see the general plotting out of the coastal forms you add before...
At Hardy, i was thinking you could also introduce more tree variety by including tree schema that look windswept or hunkered down like Soldier pines and Kermes Oaks.
Also I think that the hills that run through the project that you can have trees go all the way to the top, with shirt trees...
Considering the history of no house having enough money to man Harrenhal, I don't think there should be any siege equipment thats more than rotted wood.
there are bogs south of the wall in the gift, and the land slopes downwards steadily to the east. hence why Eastwatch should be mostly flat. Also unforested. Also nothing can flow through from the gift to the last river because there's a line of hills there that the kingsroad winds through on...
Seems like a good time for someone to apply for Harclay.... :D
Anyways, yeah we've got enough lore details for the kingsroad journey to be revamped a bit.
If you wanted to, you could put the long lake development as a later stage of the lonely hills immersion. maybe lift half of/one bank of...
Yeah, just me will be fine. Good luck with the build, your tests so far look good. It'll be a great way to tie together the northern crownlands projects there.
Good point about the Celtigars. And yes, good idea that the town collapsed with the civil strife in the Riverlands (is it Stormlands occupation for this area 900 years prior, Dusk Kings or a free-for-all?
I really do like the idea of this immersion but need to just think on things a little bit...
Also, considering how we interact with biomes might change hugely with he coming update, it'd be good to having an alternative to mushroom island around the stone brucks
So, you're idea is that I town existed between MP, Duskendale and the other closest town, Rooks Rest (WIP project by Mayflumes. You'll see it in the Dance of the Dragons histories as its the site of the first proper battle)? This sounds like a good spot to capitalise on trade between the Bay of...
Rather than have a garrison, I'd suggest having streets open enough but not too wide that would allow Goldcloaks to easily get the area under control. Too wide to barricade but wide enough the Goldcloaks could form a cordon/bludgeon enough people to scare them off. This is the Shepherd's riot...
I'm a big fan of the change as it makes sense considering how close Mandrake is to FM. There are many other places Mandrake could be and Charlton suits being closer to the main action of the Riverlands.
I see your point and appreciate the thinking behind it, but this 'dark reach palette' has broader implications than just the Reach. It would give a 'dusky' stone brick that we could use throughout the Red Mountains, from the Torrentine to Grandview.
Additionally, I could see this as a neat tool...
This would be awesome around the stormlands and really help with the transition between Dornish stone and Stormlands/grey stone palettes. This colour of stone looks somewhat similar to Eastern Islands in jungle biome and sedimentary rocks like sandstone or yellow shale which could be found along...
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