I think a Seer's Village rework provides unique opportunities. Unlike Falador, or Catherby, or Al Kharid, this location has sort of fallen off the radar. Outside of maple and Camelot teleport bots, no one really spends much time there. It has become disused in the lexicon of Runescape settings, and thus can be the kernel of nearly anything you'd like.
Thus, I encourage you to be bold. Do something unexpected, something strange, something risky. Don't make it a generic medieval town.
While I greatly appreciate all the work Aquamancer has done on this thread, I think he has occasionally made the mistake of presenting inference as fact. It's absolutely possible that the village has Fremennik origins. However, even if that is true, it seems so far in the distant past, that they have had time to become culturally VERY distinct entities. Besides that, nearly all mainland humans came from the Fremennik homeworld. They could just have easily been from an independent group that discarded the old customs (unlike the Fremennik), but managed to hold onto the tradition (genetic predisposition?) of seers for millenia.
The point I'm making is, don't feel restricted by implied settings, to think you can only present the town one of two ways. I'd like to see something that surprises and delights us, that introduces something we've not seen before in Runescape.
At the same time, I'd also encourage you to remember the successes and failure of past reworks. Like Catherby, present the trappings of a living world - whether it's animals/NPCs with animated reactions, vendors audibly hawking their wares, evidence of commerce, transport, life, detritus. Build the landscape out of unique elements, with examines and interactive elements - not static setpieces. And expand on the fantastic stylized graphical palette you've pursued over the past few years, but avoid the poorly realized attempts at textural complexity.
25-Mar-2017 01:09:12