Once makes some good points, and some good solutions though I think some are also a bit silly.
I agree that currently the deeds are a huge grindfest, it's not like you just have to grind a zone once and if you manage to uncover every mob you will either get the deed or be foiled by someone having stolen the deed before you so it doesn't reset. You literally might grind a huge zone, down to the last mob 10+ times and still be unlucky.
This is a BIG point too, I want to make a few things clear: the way the system works currently, it is based heavily on how many mobs you kill. I'm unsure how big of a factor diversity is, if it is even taken into account at all. But if I go to a zone, and wander around the heavily populated 'good levelling' areas with aggro on and keep doing it every time those mobs repop, I will eventually get the deed. This doesn't even force me to know a zone well, as soon as I find an area in a zone that is packed full of mobs, I just camp there killing until I get the deed.
I think there is a better alternative to this that doesn't even have to make it 'easier' to get deeds. All that needs to be done is this: instead of deeds having a low chance to load on the death of a mob in the zone, a deed should have a chance (low or high, meh (though it would need to be at least slightly higher with this structure)) to load on any mob in the zone upon the reboot of that zone. Let me give a more clear example:
Midlands repops, there is a 30% chance the deed will load upon repop and if it does it randomly repops on any mob in the zone. The deed is now IN THE GAME, in the inventory of whichever mob it happened to load on. If it happens to load on a mob faraway in the zone, I can't simply keep killing all the gars until I hit that 0.1% chance to make it load, I have to start killing all the Gars being very hopeful, and I could easily get lucky. But if I don't get it from the Gar's, I know there is a reasonable chance it will be somewhere else in the zone - I have to actually search the zone and kill every mob I can find hoping it has the deed.
I think this would be a better way to structure the deeds, as it would also allow thieves to peek at mobs, and steal the deed from them. Without that mob dying, the deed wouldn't even have a chance to repop next time Midlands repops, until the game sees that the mob it thinks has the deed has died, and then the deed has a chance to load again. It also gives incentive to grind, without making the whole thing depend totally on grinding, and it gives a bigger incentive to have to know the zone. I would recommend a 50% load chance for deeds this way, because it would be very demotivating to kill every mob in the zone 10+ times and get unlucky that the deed just didn't happen to have loaded at all.
The names of the deeds currently seem to honour the builder of the zone more than the player who grabbed the deed. This seems really odd, even zoneflags don't honour the builder of the zone. I would remove the name of the builder from the deed-name, and add a variable attached to deeds to keep track of which player captured it. Then when a player looks in the clan box, they see all the deeds only their own clan has, as well as which player in the clan collected the deed. If a player types 'show deeds' it will show all the deeds in the game, and which clan they're owned by, potentially also showing which player. I also agree that deeds should be gossiped about when found. When someone claims a deed, the town gossip should make a statement to that affect:
"Asmodeus just claimed the deed for Midlands!"
"Loran claims the deed for Mother Goose, Sicilians won't be happy!"
Or something to that affect, showing either someone claiming an unclaimed deed, or someone claiming a deed that another clan owns.
I like Once's idea that every month the deeds repop, this would re-invigorate the race every so often and at least prevent it going stale too soon.
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Another idea, to do with the benefits of deeds. Extra gold is pretty pointless, as has been pointed out. Because gold is worthless. Even tokens are relatively worthless. Experience is the only real benefit, and even that is pointless to someone with GM who are the main hunters of deeds at the moment. What I think needs to be discussed are some more interesting benefits that are possible, here are some ideas:
Once a clan owns the deed to a zone, mobs in that zone might:
-Slur at players from other clans that are under a certain level.
-Aggro players from other clans that are level 50.
-Pick up items they find on the ground, and donate them to the clan HQ.
-This would be especially effective if there were actually random-load objects that it was actually really handy to find. Tokens are boring, but imagine if tokens randomly loaded on the ground very occasionally, it'd be nice if zones you owned effectively searched for you by having the mobs in the zone donate things they pick up.
Here's an interesting one:
-Clans that own a zone can bribe mobs from the zone to collect things from death-traps. If it cost a member of a clan that owned Odessin 1 silver token to have the contents of a DT in the zone donated to the Clan HQ, it would allow for players that hit DTs to interact with other clans if their own clan didn't happen to own the zone. They might have to pay a clan 2 silvers, or even 1 gold if it was a really worthy set of equipment, for that clan to get their equipment back for them. It would also be an incentive to control zones that have DTs in them.
Those are just some ideas, the benefits to owning a deed certainly need to be more thoroughly discussed at the very least. There are a lot of options.
-Mobs casting beneficial spells on members of a clan that own the zone or casting debilitating spells on members of clans that don't own a zone...