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Duke of Edgeville

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H 1 L D A
Apr Member 2020

H 1 L D A

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Iaia, Freneskae, and other World Gate locations and the like are probably easier to implement into the game because those are separate environments from the map of Gielinor. The World Gate, or Vincendithas’ hibernation pod probably function like a cave entrance does, making those areas dungeon-like, just with skyboxes and prettier scenery.

Is there value in undertaking a massive project like scaling up the entire game world just to see another Lumbridge and a castle in Edgeville? Certainly not right now.

I’m not saying the game getting scaled up isn’t possible - but I’m keen you argue it isn’t necessary or economical in the short term.



I heartily disagree about Edgeville becoming ours at some point any time soon. It’s not like the Fort realistically can expand westward enough to connect with town because Edgeville is literally on the other side of Varrock.

The proximity to Fort Forinthry matters in the short term, because that’s the area where most of the plot will occur for now.

Now, in the distant future all is possible, but then you start losing relevance. For now and the foreseeable future, the duchy belongs to Cole’s sister.
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29-Mar-2023 17:41:53

Dilbert2001
Jun Member 2006

Dilbert2001

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I don't think Fort Lumford will be a massive project and it won't require anything being scaled up. Similar to Iaia, Fort Lumford can be extended in another map. Ditto the extended part of the remastered Edgeville. Imagine we have strong sense of civilization and fertileness behind a forest. We push back tall grasses and find Lumford behind them on a new map... Welcome your grace, the Duke of Fort Forinthry is greeted by rich citizens of Lumford with open arms.

Of course we see a lot of values in Iaia. Of course we see even more values in Freneskae. They don't require massive efforts to create.

Who said we can only see a castle in Lumford or the remastered Edgeveille? We can have a lot of very useful things. For instance, we know Lumford is the most fertile region in Misthalin. Logically, we can have farmlands, trees, anima or divine energies kind of things we can use everywhere on Gielinor.

Commanding Edgeville and Lumford doesn't mean we have to become Duke of Edgeville or Lumford. The Duke of Fort Forinthry can manage them just like we are managing Miscellania and Anachronia.

29-Mar-2023 18:18:37 - Last edited on 29-Mar-2023 18:21:29 by Dilbert2001

H 1 L D A
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Edgeville and Lumford are two entirely different cases.

Edgeville realistically is only missing it's noble residence. The bank? businesses? villager residences? Those actually can be visited and interacted with in game. The only thing the player has to "imagine" about Edgeville is that there is a feudal manor somewhere around the area where Duke Hoarse's still yet unknown sister rules over the duchy. The game doesn't need to be scaled up to add it either. Edgeville Castle could reclaim some fo the Wilderness in the same way Fort Forinthry does (while also acting as a critical line of defence for the western flank of Misthalin.) -or- it could be situated where the ruins housing Edgeville Dungeon's entrance is.

Lumford is completely left to the imagination and dialogue from the quest. The best guesstimate we have is from analysis from Roddy Piper earlier, where they found that Lumford is probably located in the area west of Varrock, south of the Grand Exchange, and east of Barbarian Village. Unlike Edgeville Castle, I absolutely think this part of the game world is a bit too close to Varrock for Lumford to really feel like its own location due to the current scale of the map.

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I really would prefer they scale Gielinor up to making strange obstacles hide entire towns from the rest of the kingdom. The ideal situation for Lumford and an extended Edgeville would be to make the locales feel like they are actively connected to the kingdom already. There shouldn't be needless exploration skills needed to "reveal" them.

There's a reason doing something like that works in quests that reveal areas like Senntisten. Those places are kind of off the beaten path or maybe lost to time.

Doing that for human settlements that are active contributors to the kingdoms they reside in would only serve to highlight how much RuneScape needs to be scaled up. It wouldn't feel natural - and risks looking like a shortcut.
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29-Mar-2023 21:09:33 - Last edited on 29-Mar-2023 21:10:25 by H 1 L D A

Dilbert2001
Jun Member 2006

Dilbert2001

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They better not to show all those hidden parts of Edgeville and Lumford etc on open world on the same map as other locations.

It makes the game more explorative when they put them on different maps by clicking an area on the border. Zoning is how most MMMORPGs do to not make their world too crowded on just a few big maps.

29-Mar-2023 23:13:15

H 1 L D A
Apr Member 2020

H 1 L D A

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I understand that, but zoning only makes sense when you are introducing new worlds and areas to the existing map that aren't closely related to existing areas. However, with expansions to existing kingdoms and singular buildings, you want those expansions to feel cohesive with the rest of the surrounding area, not cordoned off by its lonesome.

An example: Let's say they do add Edgeville Castle into the game, and it has multiple stories and a balcany where you can survey the area. Would you rather have the rest of Edgeville visible in that instance, or nothing at all?

What you just said kinda proves it through. RuneScape's current map is too small to add content into the game world. The size of the map in general is what makes things feel crowded. However, Fort Forinthry does have a slightly regrettable example of what can be done in the mean time. Jagex can have its NPCs seize the property of existing land and put something in the space. (For example, do we need those ruins in Edgeville? Put the castle there!)

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Some areas of the map should preserve that feeling of "exploration." However, Edgeville has been around for quite some time and just needs a castle placed somewhere. Lumford needs both room for its layout and connectivity to the rest of Misthalin so that the area feels populated and travelled through and the lore behind it is more immersive.

Things like Shattered Worlds and other strange portals to nowhere that randomly take up space on the existing map contribute more to the problem of taking up limited space than entire towns and missing castles would. That's just my opinion though.
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30-Mar-2023 02:50:57 - Last edited on 30-Mar-2023 02:52:45 by H 1 L D A

Dilbert2001
Jun Member 2006

Dilbert2001

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@I Hilda I

Veteran Runescape players are used to see only one big world map without zones, I don't doubt from your perspective this may be better. However, the vast majority of players outside Jagex probably don't see it that way. They probably find more immersion and the game more explorative with different zones, like Misthalin, Kandarin, Asgarnia etc each shows up as a zone itself.

30-Mar-2023 18:19:01 - Last edited on 30-Mar-2023 18:27:47 by Dilbert2001

H 1 L D A
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I’m not sure there’s a marked “majority” either way, but I don’t think that how the playerbase feels about the map should be taken into consideration above things like connecting to neighboring towns with shared lore or building the world around those towns.

One of the coolest areas of “connected” locales takes place in Kandarin, on the battlefield that is found between Port Khazard (which houses the Khazard troops), and the Tree Gnome Village (which houses the gnomes.) in a similar vein, Fort Forinthry fulfills the same kind of dynamic by putting a fortress just south of the Zamorakians in the Wilderness. Two totally different areas, same concept of constructing things meaningfully on the existing map.

There’s most definitely times where making individual maps for certain locations is the best decision. That’s not a general rule however.
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30-Mar-2023 19:35:17

Fox Totem

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There is a lot of farmland/livestock in between Varrock, Lumbridge, and Draynor. The only place I can think of that might have been a ford on the River Lum is where the stepping stones used to be? The only building nearby is Draynor Manor. It's bigger than Lumbridge Castle. Could it have been a castle? And that's why Duchess Alba has a grudge against the other royals - because they abandoned her to vampyres? Or does Draynor Manor have it's own unique history?

It is probably as you all say. A lot of the map is not in the game. There may be a lot more more in between Varrock/Lumby/Draynor, especially along the river between the Champion's Guild and Beffy Bill and Draynor Manor?
The point of the journey is not to arrive.

03-Apr-2023 04:18:21

H 1 L D A
Apr Member 2020

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1. Alba is still Lumford's acting duchess, so there must be a feudal manor that is still in use somewhere for her to live in. Draynor Manor was inhabited by Count Draynor (for multiple ages) and eclectic researcher types like Professor Oddenstein and Ava. If the Manor is Lumford Castle, Draynor was there first...

2. Alba's grudge is specifically tied to the Remanis family. King Roald's father had sentenced the duchess' son, Henry, to death after he had converted to Zamorakianism and presumably had committed some sort of crime. Alba, as a mother, probably loved her son, and claims that the previous king "made an example" of him as opposed to being merciful. Apparently, the boy was still a child when executed. Alba does make a significant differentiation between the previous king and the current one, calling Roald "honest" and acknowledging his efforts to make amends, but so long as Roald is a Remanis, the Duchess of Lumford will hold condemnation for him.

3. The earliest known history of Draynor Village was that it existed before Count Draynor's arrival, along with the manor, which the count settled in after the Misthalin-Morytania War that took place in the Fourth Age. However, not-too-distant history suggests that a few generations of recent residents of Draynor Village had named the village after the vampyre for some reason. What this tells us about Lumford is that the manor probably is more synonymous with the village we see to the south of it in game than it would be to the invisible one Alba holds court over.

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Combining your mention of the stepping stones near the Champion's Guild with Roddy Piper's guesstimate probably frames Lumford's parameters. Stepping stones may suggest that the water location is shallow, which is where the suffix - ford in the name comes into play. The actual ford in the river may be located south of town, which would mean Lumford would fit on the northern bank of the Lum.
Quest Cape Owner since 2021

Maxed
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03-Apr-2023 06:46:27 - Last edited on 03-Apr-2023 06:56:47 by H 1 L D A

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