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A livelier Aethermere

Added

  • Roadside camps. Out between the towns you will now find camps with a fire, a bench, a tent or a cart, and people to talk to: peddlers selling road supplies, camp cooks who will feed you a hot meal, road wardens with advice on what is ahead, prospectors, woodcutters, foragers and anglers (each with their trade's shop), hunters, hermits and wandering scholars. Each region has its own folk with their own rumours.
  • Lone hermitages in the wide empty places: a fire, a hut and someone odd who has lived there for years.
  • Camps come with their own work. A woodcutters' camp stands in a grove, a prospectors' camp on a seam of ore, an anglers' landing by a fishing spot, a herb-wife's camp in a patch of herbs.

Changed

  • Many more things to fight and gather on the way out of Wickhaven and in the whole first ring. Every stretch of road now has a mob group within sight and herbs, ores or trees within a few steps, and the low-level regions are about twice as busy with creatures. The far lands got more ore and herb patches too, while staying wild and dangerous.
  • Far fewer empty stretches. Almost every corner of the land now has a camp, a hermitage, a town or a building within about 300 m.

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