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[P] Everything about Mogruls

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Post by Zectiox Sun Jan 09, 2011 9:15 am

First topic message reminder :

[P] Everything about Mogruls - Page 5 212z791
The Mogrul



A thread for the Pallis Project about Mogruls.

We got so far clear over Dynasties and some other stuff.




Last edited by Zectiox on Wed Jun 29, 2011 10:06 pm; edited 1 time in total
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Post by The Empty Lord Mon Mar 21, 2011 12:19 pm

Tongue

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Post by Zectiox Tue Mar 22, 2011 2:45 am

Ill give a suggestion in a minute
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Post by Dragon78114 Tue Mar 22, 2011 3:08 am

Zectiox wrote:Ill give a suggestion in a minute

Any ideas, since mine were so kindly struck down?
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Post by The Empty Lord Tue Mar 22, 2011 3:33 am

Remind me yours?
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Post by Dragon78114 Tue Mar 22, 2011 3:44 am

I have no idea. I've thrown so many. They're probably scattered about in this thread.

EDIT: But the vast majority include tensions between many different groups of Mogrul and the various creatures in Toba.
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Post by Zectiox Tue Mar 22, 2011 10:02 am

just a thought over quests/stories over Pallis overall

well we need a tutorial of some sort. A introduction-quest/story of how we (players) got to Caldorin/Toba in the first place

then we could do some small quests/stories around our first town or surrounding towns...


for mogruls.. well always could work around some dynasty.. Dragon you did invent sort of the dynasty of mogruls, why not do some story around that?

first off, is this only stories or is this quests? Tongue

then we could work around some or all 4-5 dynasties.. stories about the surrounding area etc etc..


its getting late, maybe coming with a little story shortly? Tongue
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Post by The Empty Lord Tue Mar 22, 2011 11:41 am

I think we should envision character-heavy stories, rather than quest. Quest implies a series of tasks and content, but since we're designing this for an engine that doesn't exist... we don't know it's limitations. Thus, we should aim for the story more than the content... but remember that it will be played, and thus we can't have scenes where the player isn't.

Also, we shouldn't work it on numbers. We don't need x amount. We should come up with something, and see how it pans out and what it covers. Tongue
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Post by Zectiox Wed Mar 23, 2011 3:37 am

well quests is another matter then.

I thought of making a story about Oomach (A Mogrul) but for the moment, I cant figure out a simple story at all :S

Like he wanders around from northern to the southern coast, fighting some monsters, doing some stuff... but I dont find it intresting enough to continue, or even to start. AAargh...


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Post by Dragon78114 Wed Mar 23, 2011 9:43 am

why should the story be simple? Tongue

think big when you are beginning to plan!
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Post by Dark Avorian Wed Mar 23, 2011 12:23 pm

Honestly I think that there are two types of story involved in creating a world. There are world-building stories, and world explaining stories. A world building story should be grand in its scale, it can be a war, a trade conflict, a plague descending, main characters, such as they are should be powerful or famous. A world explaining story should focus on people of more humble roots, give us a slice of the real world, a flavor for it.
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Post by Dragon78114 Thu Mar 24, 2011 7:49 am

Why not include all three? The elf storyline did that! Tongue
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Post by The Empty Lord Thu Mar 24, 2011 11:14 am

All three? What's the third? I only read two. Tongue
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Post by Dragon78114 Thu Mar 24, 2011 3:25 pm

whatever... -.-
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Post by The Empty Lord Thu Mar 24, 2011 8:53 pm

Hm?
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Post by Zectiox Mon Apr 11, 2011 9:34 am

hmm cool with "first post reminder"

well what about the Mogrulic Knowledge. It would be different from Dwallow but how, same tools? same types of buildings? same sort of recipies of mixing minerals together? same spells?...

I'd hope we could have some sort of diffrence from these two cultures in the knowledge too. They have expanded on two different part of the known world so the first knowledge would be different. I think the shape of the tools, weapons, armors and siege units could be different.

While the Dwallows fighting with steel blades (usual swords for men) the Mogruls could have done something else with their shapes of the sword.. As of their size I think their swords would be big and heavy. Like Clouds sword from FFVII, for example. Dwallow swords look like daggers for Mogruls (I think) Tongue

Armor too have to been changing through the time. Mogruls are heavy, as we all know from 3mpties concepts, so therefore the armor for them would be maybe similar to Warhammer 40k's blackorc outfits... but hey, 3mpty did you mention the thought of the look of Mogruls, we took it up somewhere but lost it. you mentioned some examples and chosed one that you wanted to take the basic stuff from. Well anyway.

Tools... The tools could be bigger and heavier as well. Everything huge and heavy ;D

Other knowledge. Maybe we wouldn't know how much of Pallis the Mogrulic tribes/clans know of, but they have expanded over Toba so they would have a map of Toba and some explorations of the land on the other side (Caldorin). Spells could be some difference between the Dwallow (and Diminor) Spellbooks and the Mogrulic Spellbook, maybe the player could learn or be able to equip the three different spellbooks and learn new devestating and helpfull spells on their journey through Pallis?

heres some scratch to take up a new discussion.. Grin Suggestions?
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Post by The Empty Lord Mon Apr 11, 2011 10:09 am

There is no spellbook.

One of the principle element of Pallis is the lack of conventional magic. They collect it in canisters like batteries, and it's use is predominantly power... possibly even go for a magic-punk style city (steampunk powered by magic rather than steam). *shrugs* Spells are largely unknown. They likely have their own "magical arts", I think Dark has mentioned some of their abilities...

(I still prefer Mogruul to Mogrulic Tongue)

Mogrul are spiritualistic, they worship the Earth Mother and utilizes some shamanistic powers. Their knowledge is more au-natural than technological... I mean, they still developed tools and construction. But rather than machinery, their society was much more influenced by nature. Plants, herbs, etc.

But yes, Mogrul are much larger. Everything would be larger than the Caldorian arsenal. Smile
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Post by Zectiox Mon Apr 11, 2011 10:20 am

see now we got that checked on the list.... I say Mogrulic but I may change it to Mogruul..

ah I remember now that Dark mentioned something about that yeees... We could spin on this shamanistic powers, how they work, effect the surroundings, the local the enemy.. basic stuff. Should we then introduce a Shaman skill. A little of everything though, herb, "magic", summoning, but why not make a unique skill? Smile
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Post by The Empty Lord Mon Apr 11, 2011 10:28 am

"They speak mogrulic"... it just sounds weird. But it's preference I guess. Unless we're pronouncing it different. 'Mogruul' is 'moe-grool'. I'm English, British and European, so perhaps use Toban (denomyn of Toba) instead? Then there's no discretion. Tongue

I don't think shaman should be a skill. It should be something only the Mogrul can use, perhaps because they have innate magic (similar to goblins) and their powers don't actually come from an external/spiritual source.
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Post by Zectiox Mon Apr 11, 2011 10:32 am

well it sounds beter with "they speak mogruul" right. but maybe "this blade is Mogrulic" or "this blade is Mogruul".. yeah I would use Toban as well.


It would be hard to make it a skill (a class yes but not a skill) well it suits these mogruls, trolls, goblins are all some similarities to our Mogruls I think.. Smile
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Post by The Empty Lord Mon Apr 11, 2011 10:35 am

For some reason our discussion on mogruul/mogrulic made me think of Armadyl. I don't know if he has any official denomyn, but I've always found "Armadylian" really long-winded. But then again, I also say "Saradomist" instead of "Saradominist"... :L
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Post by Zectiox Mon Apr 11, 2011 10:41 am

oh I say Saradomian Tongue not Saradomist.. well maybe... He's a Saradomian-follower / he is a Saradomist.. its the same thing, the one longer the other shorter Tongue
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Post by Dark Avorian Mon Apr 11, 2011 10:45 am

Everything in the official lore says Saradominist, Zamorakian, Guthixian as the religious demonyms... I think the key is that Saradomin is a gods name and you can't actually do anything except add a prefix or you distort the name
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Post by The Empty Lord Mon Apr 11, 2011 10:46 am

Ummm... both Saradomian and Saradomist are the same length. But I like Saradomian... never heard that one before. Actually sounds good to say. Grin

I only say Saradomist because I couldn't be bothered with the extra syllable. But I do get the concept behind it. It's like CHRISTian. (although that's a poor example since it's not built around a name, it's built around a title... actually, I don't know if that makes it a bad example)

Armadylian just sounds lame though. Sounds like an animal. Not that it doesn't cool as an animal name, just it doesn't sound religious. Although, I think the game still says "of Armadyl" in most contexts... I don't think I've ever seen a denomyn. Confuse

Bandosian... e'yeah.


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Post by Dark Avorian Mon Apr 11, 2011 10:51 am

The god is Saradomin, not Saradom, therefore any twisting of his name to fit is a corruption of the holy syllables.
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Post by The Empty Lord Mon Apr 11, 2011 10:53 am

Pfft... aluminium, aluminum... corruption of words for the sake of a syllable isn't unheard of. Wink
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Post by Dark Avorian Mon Apr 11, 2011 11:39 am

because Aluminum is a god?
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