[P] Everything about Mogruls

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[P] Everything about Mogruls

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

First topic message reminder :


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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Re: [P] Everything about Mogruls

Post by Dragon78114 on Mon Jan 17, 2011 9:37 am

3mptylord wrote:Why wouldn't Consulate 2 just access the forest themselves? Given they are closer, and are apparently mutual with Consulate 3...

Because that was a bad example. The consulates will have small or no similar borders. The circle where every consulate touches it neighbor evenly will rarely happen.

It's a neat idea, sorta combine them?

For example, there should be a central city in the older dynasties - perhaps not the newer ones (although if it's new/the first, it would be the capital).

Sure, with over time cities can develop, but there are no set amount of settlements that can develop within a Consulate. There could be a town set where the Shamans from each Consulate can meet in a formal building, but that is optional. Remember, these were set up to best utilize the land. Wink

The mogrul lived in caves, and when they first began to expand they went inwards - building burrows and undercities. After which, they went outwards... into the valleys, into the forests, whatever was outside. In mine, the additional towns were more population relief or to border resources (such as farmland or a forest).

Well, there's no stopping a group of mogruls to set up an underground Consulate. Wink

Farms, after all, aren't controlled by villages/towns - they're controlled by the farmer who tends them, who lugs the stocks into town to sell on market. It's not a resource the town has, it's a resource one individual has. He may trade them for meats or clothes.

I understand, but being in the Dynasty, the farmer has a means and an audience to sell and/or trade the things he grew. The Shamans are really just monitor the land they have control over and provide spiritual guidance They don't necessarily command farmers to trade, unless it is a desperate situation..

But having each residency having it's own shaman who has jurisdiction over that tribe is good.

Thanks! Smile

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Re: [P] Everything about Mogruls

Post by Dragon78114 on Mon Jan 17, 2011 9:45 am

Zectiox wrote:we could have a old mogrul city underneath the ground. (why not?)


Of course! Tongue

It probably should be like the mecca of Mogrul Society, but they must be in the mountain Dynasty...down in the south in the more flat parts it'll be a little more challenging to make a cave if there is no rock to begin with.
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Re: [P] Everything about Mogruls

Post by Zectiox on Mon Jan 17, 2011 3:53 pm

Dragon78114 wrote:
but they must be in the mountain Dynasty...down in the south in the more flat parts it'll be a little more challenging to make a cave if there is no rock to begin with.

yeah ofc. that would be the perfect place to place it (in the mountain Dynasty)
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Re: [P] Everything about Mogruls

Post by 3mptylord on Mon Jan 17, 2011 10:24 pm

Sure, with over time cities can develop, but there are no set amount of settlements that can develop within a Consulate. There could be a town set where the Shamans from each Consulate can meet in a formal building, but that is optional. Remember, these were set up to best utilize the land. Wink

Over time? I think I've determined the issue between the two concepts. I'm already at the stage where smaller locations would have been swallow by cities. Also, no, they were set up for sanctuary or a home... economic reasons came after survival reasons. Further establishments would have been for resources. This is why they lived in caves - because they are natural, prior to any skills.


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Re: [P] Everything about Mogruls

Post by Dark Avorian on Mon Jan 17, 2011 11:33 pm

Economics reasons are survival reasons on a grand scale. Resources are needed to survive...
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Re: [P] Everything about Mogruls

Post by MorbiusMonster on Tue Jan 18, 2011 12:55 am

It's the town of Lupine!
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Re: [P] Everything about Mogruls

Post by 3mptylord on Tue Jan 18, 2011 1:18 am

Dark Avorian wrote:Economics reasons are survival reasons on a grand scale. Resources are needed to survive...

Food would be the primary resource... having shelter means your hiding from something, thus, food.

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Re: [P] Everything about Mogruls

Post by 3mptylord on Tue Jan 18, 2011 1:18 am

MorbiusMonster wrote:It's the town of Lupine!

I thought it was Tuscan and Florence?

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Re: [P] Everything about Mogruls

Post by Dark Avorian on Tue Jan 18, 2011 1:39 am

3mptylord wrote:
Dark Avorian wrote:Economics reasons are survival reasons on a grand scale. Resources are needed to survive...

Food would be the primary resource... having shelter means your hiding from something, thus, food.

Yes, because the only thing people eat is meat, and the only thing one needs is...um...nothing...?
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Re: [P] Everything about Mogruls

Post by MorbiusMonster on Tue Jan 18, 2011 1:41 am

It's how Lupine looks. A large town by the sea, with hills behind it.
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Re: [P] Everything about Mogruls

Post by 3mptylord on Tue Jan 18, 2011 2:48 am

Dark Avorian wrote:Yes, because the only thing people eat is meat, and the only thing one needs is...um...nothing...?

When did I ever say meat? Prey needs to hide from predators - whether they themselves are also predators, or gathers, I didn't specify. When you set-up a home not being mauled is more important than having terrain suitable for farming or mining - given they don't know those skills yet. Mining is the first they developed, which took them inwards... living in caves meant they had that first resource.

I'm not objecting to economics being the reasons they spread out, but survival is reason they anchored.


At some point it's just going to come down to poetic license. I get the impression you're playing the "they miraculously had the ability to plan right from the offset" card, and I'm playing the "they miraculously advanced in technology, fast enough they still had their ancestral roots".

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Re: [P] Everything about Mogruls

Post by Dark Avorian on Tue Jan 18, 2011 3:20 am

One problem with your interpretation: I'm not playing an absolute card, nor am I excluding anything that might reasonably happen. The only thing I'm saying is that once a civilisation develops technique B that vastly improves quality of life but requires resources from place C, they probably aren't going to just make a lot of outpost towns near place C, they probably will develop a city there. Similarly I'm the one saying, "Hey they might trade, cuz ya know that's what happens," which only excludes the "Hey they might be isolated fucktards" which isn't so reasonable.
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Re: [P] Everything about Mogruls

Post by 3mptylord on Tue Jan 18, 2011 3:53 am

I'm not playing an absolute card, merely what seem to be the two sides of the argument.

If the resource they require is wood, developing a city near woodland and you will very shortly be a city in the middle of farmland/open ground. So it doesn't really matter where you build the city, you will be commuting at some point.

Besides, Pallis is newer than earth... emerge from caves onto woodland. Trees are cut down to make homes... the woodland will virtually press against residencies the entire time. There's not that many consumables to be made from wood that require to chop down the whole tree at mogrul's technological level. You don't need paper.

Stone and metal too. Although, stone more so. Weapons are probably more consumable, and thus metal might be a more precious resource. But with the size of Pallis, we're talking England discovering metalworking and France expecting them to share. No, France can purchase weaponry if they're visiting, perhaps espionage the tech... but unless you find your own and do it yourself, carry on with spears. I.E. metal would not be a common resource. (This being between dynasties, not consulates).

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Re: [P] Everything about Mogruls

Post by Dragon78114 on Tue Jan 18, 2011 5:11 am

3mptylord wrote:Stone and metal too. Although, stone more so. Weapons are probably more consumable, and thus metal might be a more precious resource. But with the size of Pallis, we're talking England discovering metalworking and France expecting them to share. No, France can purchase weaponry if they're visiting, perhaps espionage the tech... but unless you find your own and do it yourself, carry on with spears. I.E. metal would not be a common resource. (This being between dynasties, not consulates).

Exactly what I had in mind.

3mptylord wrote:At some point it's just going to come down to poetic license. I get the impression you're playing the "they miraculously had the ability to plan right from the offset" card, and I'm playing the "they miraculously advanced in technology, fast enough they still had their ancestral roots".

Um... They didn't. It was a progression of their society which they developed. You said they were not neccesarily violent, so they wouldn't be dominating, so I had the impression that the mogrul were more intelligent than they seemed. Their use of technology could be fairly limited like the current trolls of Runescape, but in essence be more advanced. I would imagine a complex society already made. Think about Egypt or early Mesopotamia. Although they were very ancient cultures they developed government and civilization.
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Re: [P] Everything about Mogruls

Post by 3mptylord on Wed Jan 19, 2011 3:56 am

I'm not opposing to government, culture or technology. Confuse

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Re: [P] Everything about Mogruls

Post by Zectiox on Wed Jan 19, 2011 4:40 am

I like everything about the dynasty and the other stuff. Do we find a home for the other 2(3) dynasties, or do we put 2 in the mountains, 1 in the swamp and one near the coast? Tongue
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Re: [P] Everything about Mogruls

Post by 3mptylord on Wed Jan 19, 2011 7:28 am



Those locales?

P.S. That random segment was just a closer scale version I started ages ago... it's not really relevant at all.

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Re: [P] Everything about Mogruls

Post by Zectiox on Fri Jan 21, 2011 5:10 pm

Y E S ! finally! Ive been waiting on this map for... some time Grin

I would like to put the Hrekim Dynasty in the northern mountains of Toba (what do we call the mountains btw, tired of talking about mountains ;D we need a name)

this is awesome

maybe the "Qumado" Dynasty near the coast (Qumado means something like Sea..)

the Celahir Dynasty in the southern mountains of Toba. (Celahir means silence or empty

Amdór Dynasty in the top northleft corner of Toba. (Amdór means that something is a Myth, or something)

more coming
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Re: [P] Everything about Mogruls

Post by 3mptylord on Fri Jan 21, 2011 11:04 pm

This isn't exactly a new map, all I did was add arrows. Tongue

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Re: [P] Everything about Mogruls

Post by Zectiox on Sat Jan 22, 2011 12:00 am

No i know it isnt a new but improved so we know where to put them : )
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Re: [P] Everything about Mogruls

Post by Zectiox on Mon Jan 31, 2011 7:28 am

... so how are we doing so far with these mogruls? Grin im a bit lame, having a exam in a few weeks... thats why I'm kinda... offline Neutral

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Re: [P] Everything about Mogruls

Post by 3mptylord on Thu Feb 10, 2011 2:55 am

Did we start doing mogrul stories?

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Re: [P] Everything about Mogruls

Post by Zectiox on Tue Feb 22, 2011 2:46 am

No but we could? Or.. Damn ive been inactive... Exams incoming so.. Sigh
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Re: [P] Everything about Mogruls

Post by 3mptylord on Tue Feb 22, 2011 2:51 am

Haha, same. Tongue

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Re: [P] Everything about Mogruls

Post by Zectiox on Tue Feb 22, 2011 2:53 am

Getting mail on my samsungs galaxy s, so trying to answer when finding time
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Re: [P] Everything about Mogruls

Post by Dragon78114 on Tue Feb 22, 2011 3:46 pm

I'll think about it, but school is eating all my time.... Sigh
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Re: [P] Everything about Mogruls

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