[P] Everything about Mogruls
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Duskcurse
Zectiox
6 posters
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[P] Everything about Mogruls
First topic message reminder :
The Mogrul
The Mogrul
A thread for the Pallis Project about Mogruls.
We got so far clear over Dynasties and some other stuff.
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
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: [P] Everything about Mogruls
Ill give a suggestion in a minute
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: [P] Everything about Mogruls
Zectiox wrote:Ill give a suggestion in a minute
Any ideas, since mine were so kindly struck down?
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: [P] Everything about Mogruls
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.
EDIT: But the vast majority include tensions between many different groups of Mogrul and the various creatures in Toba.
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: [P] Everything about Mogruls
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?
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?
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?
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?
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: [P] Everything about Mogruls
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.
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.
Re: [P] Everything about Mogruls
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...
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...
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: [P] Everything about Mogruls
why should the story be simple?
think big when you are beginning to plan!
think big when you are beginning to plan!
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: [P] Everything about Mogruls
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.
Dark Avorian- Templar
- Number of posts : 3550
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Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: [P] Everything about Mogruls
Why not include all three? The elf storyline did that!
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: [P] Everything about Mogruls
whatever... -.-
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: [P] Everything about Mogruls
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)
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.. Suggestions?
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)
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.. Suggestions?
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: [P] Everything about Mogruls
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 )
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.
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 )
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.
Re: [P] Everything about Mogruls
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?
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?
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: [P] Everything about Mogruls
"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.
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.
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.
Re: [P] Everything about Mogruls
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..
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..
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: [P] Everything about Mogruls
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
Re: [P] Everything about Mogruls
oh I say Saradomian not Saradomist.. well maybe... He's a Saradomian-follower / he is a Saradomist.. its the same thing, the one longer the other shorter
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Re: [P] Everything about Mogruls
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
Dark Avorian- Templar
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Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: [P] Everything about Mogruls
Ummm... both Saradomian and Saradomist are the same length. But I like Saradomian... never heard that one before. Actually sounds good to say.
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.
Bandosian... e'yeah.
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.
Bandosian... e'yeah.
Re: [P] Everything about Mogruls
The god is Saradomin, not Saradom, therefore any twisting of his name to fit is a corruption of the holy syllables.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: [P] Everything about Mogruls
Pfft... aluminium, aluminum... corruption of words for the sake of a syllable isn't unheard of.
Re: [P] Everything about Mogruls
because Aluminum is a god?
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
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