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Bolvaoir – The Twisted Lands

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Post by Slayer Noir Sat May 19, 2012 10:50 pm

First topic message reminder :

Bolvaoir is a constantly changing realm. Shifting tides regularly engulf its lower lands, the beasts don’t stay in one place and the unpredictable weather can render rivers swollen and roads impassable.

But there’s more; something altogether more sinister. The lands seem to twist themselves, beyond what can be explained by natural forces: towns appear and disappear suddenly, caves and dungeons seem to rearrange themselves upon every visit, bridges seem to build and unbuild themselves and the trees don’t seem content with staying in one place.

The vast lands are littered with the ruins of an ancient race. Noone knows how or why they disappeared, but it seems something wiped them out extremely quickly and precisely. The few inhabitants of Bolvaoir refuse to speak of them, and no outsider knows why.


So, this is Bolvaoir, a land designed to inject some mystery, adventure and wanderlust back into Runescape. It does this in several ways:
It’s constantly changing: no two visits will ever be the same, so you don’t know what to expect when you visit
It’s vast: It’s really big and settlements (when they choose to appear) are scarce
You’re meant to get lost: the minimap fails you in Bolvaoir, and it’s marked as uncharted on the world map. Furthermore, it has features that’ll put you in unknown places – occasionally a fog bank will roll in and your lost character will emerge elsewhere, and entrances and exits to dungeons rarely seem to add up
Hard to reach areas. It’s important to have areas that can only occasionally be accessed, so that dedicated players retain wanderlust for longer
Atmosphere. One way or another, it'll have a really mysterious atmosphere

Location:
Spoiler:

Characters:
Spoiler:

Weather:
Spoiler:

Creatures:
Spoiler:

Locations:
Spoiler:

Technical:
Spoiler:

Rewards:
Spoiler:

Miscellaneous:
Spoiler:

Additional Design Notes:
Spoiler:


Last edited by Slayer Noir on Thu Jun 07, 2012 12:51 am; edited 10 times in total
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Post by Slayer Noir Wed May 23, 2012 8:50 pm

Oh my god. Why does everyone think this needs to be dungeoneering???



In other news, I have decided on placement for Bolvaoir

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Post by The Empty Lord Wed May 23, 2012 9:03 pm

Umm, I only object to the fact you've destroyed the eagle's head shape of peninsula... I think you should at least leave a little bit of water there. Wink

Slayer Noir wrote:Oh my god. Why does everyone think this needs to be dungeoneering???

Too many parallels? Even down to the new currency, which you can easily make persistent. So Much Win

I think they're just doing it to tease you. Wink
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Post by Slayer Noir Wed May 23, 2012 9:10 pm

There was an eagle's head in that peninsula?
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Post by The Empty Lord Wed May 23, 2012 9:21 pm

You couldn't see the beak? And general head-shape of it?
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Post by Slayer Noir Wed May 23, 2012 9:23 pm

No... Confuse
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Post by MorbiusMonster Wed May 23, 2012 10:51 pm

To the west of Piscatoris lies a vast expanse called the Great North, spanning the length of the land. The land is one of survival, with the very structure changing everytime you visit.

You start at the Aegis tree, a small stockpile of supplies waiting, just for you. Once you have that, set off on your adventure. By collecting more supplies and building more, you can go further into the unknown, many strange quests awaiting you, their location changing all the time, what may be available one time, might not show up the next.

What course will you be led on? Perhaps to gather some supplies for some needy hermits? Discover an ancient civilization from this strange place of Bolvaoir? Or maybe just save the day? The course of your journey can take many turns.

Set off for the unknown and discover new things in an infinitely expanding dimension, set a course for the Great North.
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Post by Slayer Noir Wed May 23, 2012 10:52 pm

Are you telling me this or suggesting this?
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Post by Slayer Noir Thu May 24, 2012 1:28 am

Technical:

Areas in Bolvaoir can fall into one of 5 categories:

Static: Static areas never change and can always be accessed. Any large enough static area could serve as a safe area, eg Guardian Ruins
Unmoving but Changable (unbchas): These areas never move but are subject to change, eg The Dead Saltmarshes
Randomly Accessible (raccessibles): These areas never change in appearance or move, but at times they may be unreachable, eg Soulchiller Cave
Randomly Appearing (rappearings): These are features that randomly appear and disappear. They constantly move around the map and aren't guaranteed to exist at any given time, eg Aegis Tree Groves
Random Appearing Zones (razones): These are areas where a rappearing appears. They are designed to graphically integrate with them (ie, the shape of a razone is the same as that of a rappearing)


Does this system look like it could work?

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Post by Duskcurse Thu May 24, 2012 7:33 am

SO I was thinking, you wanted mystery, you could add moans that appear in the air, scream made in a forgotten laguanje, walls with texts that you can read, or ancient books or diaries you can read, you can sometimes fall inside a ruin.

ANd hey, you could add the Varrock Museum into this, and you could make a Skaldrun liek figure for htis place, so there is more lore
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Post by Slayer Noir Thu May 24, 2012 8:06 am

Mm. That sounds like it'll add a great ambiance. Given that weather changes, I don't think screams and moans would be appropriate on a nice sunny day, but when the weather takes a turn for the worse these would add really really great effect.

And the Varrock Museum could definitely collect artifacts. I like that a lot.
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Post by Duskcurse Thu May 24, 2012 8:44 am

Well on sunny days you could have childrens singing, and we could see a ghost from tiem to time, or a group of them
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Post by Handeath Thu May 24, 2012 10:02 am

I just thing that you could get Dungeoneering experience as you explore the land. Daemonheim is simply a (currently the) way to get Dungeoneering Xp. I agree with Morb that Dg will eventually become Exploring/Survival, and I think Bolvaoir is a good way to continue the progression. *shrug*

Anyway, I personally like the plane near Feldip Hills.
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Post by Duskcurse Thu May 24, 2012 11:40 am

Yeah, Bolvair could be kinda like a middle stage
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Post by Slayer Noir Sat May 26, 2012 3:03 am

I need to note down some ideas before I forget them:

Deepland Landmarks

The Temple of Thunder
Soulchiller Cave
Inferno Crater


Characters

Vau.
Vau was a Guthixian warrior in the late 3rd age. Legend has it he established the Slayers as an organisation which specialised in destroying the strange monsters of the other armies. He ventured into Bolvaoir searching for a legendary artifact known simply as The End. Writings from the ancient ruins in Bolvaoir suggested it had the power to end the God Wars. However, despite his various adventures through Bolvaoir, he never found it, and simply disappeared one day. Rumors suggest he wasn't human.

Galveron.
Galveron is a sort of guide figure in Bolvaoir. He'll appear randomly and give you trivia and advice about Bolvaoir, as a means of expanding on Bolvaoir's backstory. Being a non-native, he won't refuse to talk about the ancient race of Bolvaoir.

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Post by Duskcurse Sat May 26, 2012 6:11 am

Me aproves, but this needs Zaroz *ponders*
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Post by Slayer Noir Sat May 26, 2012 6:17 am

I think we know too much about Zaros now. I want something new in the backstory. Stuff we don't know anything about.
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Post by Duskcurse Sat May 26, 2012 10:32 am

How come we know "too much" about Zaros now, I mean, we don't know the doctrines of his religion nor we can make an accurate guess based on the information we have, we don't know what was his domine, kinda how Guthix is the god of Balance and Bandos the god of war, we don't know what kind of followers he had, etc
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Post by Slayer Noir Sun May 27, 2012 7:27 pm

I dunno. Sometimes, when playing through Runescape, it feels like everything is related to Zaros.

I wanted some mystery here - to let a player's imagination decide the facts about Bolvaoir, rather than everyone deducing the same/similar facts. If we put Zaros in, it would tell us too much - not only that he was there, but then that the ruins were from the second age, that they were wiped out when the other Gods removed traces of Zaros in the early god wars, and stuff like that. I want players to stumble across something new, not an existing God.

Also, Zaros's territory was all to the east, and Bolvaoir is very far to the west. It would be illogical.
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Post by Duskcurse Mon May 28, 2012 3:56 am

That's what makes it mysterious *shifty eyes*
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Post by Slayer Noir Mon May 28, 2012 4:37 am

I'll see if I can fit in something Zarosian somewhere for you.


In the meantime, I'd like to note down a few ideas, before I forget them:
-Dragonflies. I saw one while out jogging the other day and it occurred to be just how cool they are. I want some to be in Bolvaoir
-Ents. A fantasy creature that for some reason Runescape doesn't seem to have expanded upon much, I'm toying with the idea of putting ents into Bolvaoir
-Rogue Elves. Considering Bolvaoir's proximity to the Elven Lands, this is a possibility
-Whispids. Trying to create mystery and wanderlust, it's vital that I introduce some never-before-seen monsters. Whispids are evil manifestations of fog and mist that only appear in certain weathers and feast upon souls
-Nequam. Nocturnal creatures from my scrapped Agility Caves idea find a new home in the caves of Bolvaoir
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Post by Handeath Mon May 28, 2012 5:05 am

This has just dawned on me, but how do players know the names/titles of monsters whom they have never seen before? (creatures in Daemonheim come to mind.)
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Post by Slayer Noir Mon May 28, 2012 5:35 am

Perhaps they don't, but what we see in writing is from the player's perspective rather than the character's perspective, if you get what I mean

That, or the character isn't human, but another species possessing powers such as innate monster identification and the ability to respawn
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Post by Dark Avorian Mon May 28, 2012 5:56 am

#becausewe'resecretlyguthix
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Post by Duskcurse Mon May 28, 2012 7:13 am

I think this music would really fit bolvaoir https://www.youtube.com/watch?v=fhNIt8YisIk
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Post by Duskcurse Mon May 28, 2012 7:19 am

This one could also work https://www.youtube.com/watch?v=hoE2fxQL7g4&feature=relmfu

Or atleast the 3 first minutes more or less
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Post by Slayer Noir Tue May 29, 2012 10:15 am

While we both know Runescape could never steal the music from another RPG, I really like the feel. I think it creates the atmosphere I'd like to create when the weather's bad in Bolvaoir.

On a related note, I think I should start listing weather modes for Bolvaoir. Different whether will make different things happen in Bolvaoir, for example whispids won't appear on sunny days, but the question is, do I want a lot of different weather types that have overlapping features, or just a few which are totally unique from one another?

Anyway, here's a list of weathers so far
-Sunny
-Blizzard
-Gale
-Foggy
-Thunderstorm

Also, I want night and day in Bolvaoir.
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