Merging EL with Siptah and how it fits with lore

I’m very excited for may 5th, as being able to play on both maps with one character was my hope ever since the Siptah DLC was first announced. Finally, we will be able to do just that and I can’t wait!

However, I’m a bit of a lore nut and I especially love the world of Conan. I’m curious how Funcom plans to update the lore(if they plan to at all) to account for the upcoming changes? Currently in the lore, as an exile our objective is to gather rare artifacts and ultimately get our bracelets removed, which enables us to cross the ghost wall and escape our fate within the Exiled Lands. Now with the merging of both maps, players will be able to leave(?) the ELs and visit Siptah.

But how will this be possible lorewise? Will the giant kings magically expand the ghost wall to emcompass both EL and Siptah? Will the player be able to remove bracelet and then gain access to Siptah? Personally I’d love it if Funcom took the latter approach.

I have thousands of hours on CE, but I have never cared to do the “main story” and get bracelet removed because I don’t want to have to start all over. It would be awesome if Funcom changed it to where instead of removing bracelet and leaving EL - the lore accurate outcome(character gets deleted in reality) - instead change the lore to be: The character removes bracelet but remains in EL and learns of a new place(Siptah) that they decide to visit.

Gameplay wise, Funcom could lock access to Siptah from players until they get bracelet removed. This would encourage players to actually do the main story and would also make the player being to leave EL and go to Siptah make sense in the lore.

This would be perfectly reasonable gameplay wise, as if anyone has ever played an mmorpg, they’ll know that even when you buy the new expansion for said mmorpg, you still have to unlock the new areas by playing the base game and playing through the base game’s story, before being able to experience the new content in the expansion. My idea would more or less fit that aesthetic.

In any case, what do you all think about it? How do you think Funcom will handle all of this lorewise? Or do you think the lore won’t be updated at all?

I share this concern, but I think there’s a solution. Not a great one, but a solution.

Let us - without basis - assume that travel from the Exiled Lands to Siptah works with a teleporter. That wouldn’t contradict the function of the Ghost Wall. If we don’t touch the Ghost Wall, but teleport “around” it, it cannot kill us.

There’s evidence for prior travel between the areas, as the pools of the Grey Ones contain Giant Kings as well as living (!) members of the Legion. They most likely wore bracelets, and if they could travel to Siptah, it somehow should be possible for us. I assume (!) that the Giant Kings and Legionaires were brought to Siptah with the Elder Races’ abduction teleporters (the surge shrines). A similar teleportation magic should be able to do the same now.

Is it perfect? No. Could Exiled Lands characters first escape to Siptah, then build a boat there and travel back to their home land? Yes.

But… Siptah characters could have done the same before. We arrive at the island via shipwreck. The pirates in the north travelled to Siptah via ship, and the Stygians and Acheronians before them. Buuuut there seems to be a magical or physical problem with the sea surrounding the island. Apparently, the waters or the winds are so violent that the whole island is littered with shipwrecks. So, it may be practically impossible to leave the island via boat or so hard that it’s easier to collect the artifacts in the Exiled Lands.

It’s a duct tape solution, I admit, and I would prefer a lore friendly way to travel between these places. But, well, nothing is perfect, and it’d be somewhat difficult to introduce a lore friendly alternative without changing the lore of Siptah.

The same, by the way, is true in the other direction: Siptah characters should be able to cross the curse wall without problem. That’s even more problematic.

My spontaneous idea would have been to introduce a small new area to the Exiled Lands, where we can find evidence of the Giant Kings travelling to Siptah to gather slaves and resources for their war, possibly via ship or magic. But they changed the bracelets so that they’ll kill anyone who leaves the island, too. Their travel system can only be used by those wearing bracelets, which would force Siptah characters to stay within the curse wall, too.

Wow I really love everything you said! I can’t believe I didn’t think of your idea about teleporting to avoid the ghost wall! After reading your ideas, there really is no limit to what Funcom to do with the story. I hope they have something good planned for it!

What they should do is make that relic thing we’re piecing together from the boss drops the key to leave the exile lands and get to Siptah. Cause i mean realistically why the hell would we do all that and then get our character deleted. I know thematically we’re supposed to want to leave, but from a player pov not the character’s pov, we wanna keep playing literally forever.

I don’t see it being too difficult…how many of us looked deeply into the Sunken City expansion with much thought?

Could simply be a potential way out that elder race magic negates the giant king barrier but this isn’t true freedom but still exiled in a different prison.

There are surges on siptah that bring exiles there (Ignoring the Curse Wall)

There are Blowbacks in the exiled lands that connect to siptah

All you need is a way to start a blowback in EL like a surge in SI and a way to transport yourself

and keep your sanity :zany_face:

A wizard did it

Seriously though arent there portals at the frost temple that dont “work” or go anywhere?

The Disjunction

different dimension, not outer dark(whatever difference there is)

but that wizard idea could have a future, or we get to build a leyshrine…

This portal, I believe is where the connection between the Exiled Lands and the Isle of Siptah is rooted.

The Serpent *people* on Siptah found out about their relatives on the Exiled Lands and stole the Shining Trapezohedron from the tower on Siptah to gain passage to the Exiled Lands and garner prestige. It was not long after that when the other elders noticed the Tower stopped working. Then in a desperate attempt recreated a new Trapezohedron which turned out to be flawed and began the Maelstrom bridging the void to unleash creatures from that realm who the Elders were unaccustomed to, unprepared for and in periled from.

It is my firm belief this portal is the one possible common element that allowed many Serpent people to travel to the Exiled Lands in the distant past. The lore stone that sits up high on the edge of an overlook not far from the Temple of Frost is purposely vague, but hints about what took place there in the distant past. “A clash of magics”.

Someone else posted a warning about ending up in the well of Skelos after a successful transfer instead of landing at one of the typical spawn points in the lower desert. (who then at the time being unprepared was quickly cooked by the heat).

Story-wise, I would enjoy this aspect that would provide us that significant bridge between the two and not be required to recreate the key to remove the bracelet, but to use the Trapezohedron to enable us to travel to Siptah back through one of the portals and restore the original Gem back in it’s rightful place within the top of the tower. As a result, what then would the remaining elders do for the restoration of the original artifact?

That’s a whole new story.