Bolvaoir – The Twisted Lands
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Bolvaoir – The Twisted Lands
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:
Characters:
Weather:
Creatures:
Locations:
Technical:
Rewards:
Miscellaneous:
Additional Design Notes:
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:
- Currently, Bolvaoir is here:
Characters:
- Spoiler:
- 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.
Weather:
- Spoiler:
- 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.
Creatures:
- Spoiler:
- -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
Locations:
- Spoiler:
In the Deeplands:
-The Temple of Thunder
-Soulchiller Cave
-Inferno Crater
Elsewhere:
The Dead Saltmarshes
Aegis Tree Groves
Guardian Ruins
Technical:
- Spoiler:
- Areas of Bolvaoir 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)
Some static areas are safety zones. Because the landscape is likely to have changed if you log out for any period of time, unchanging points where the player avatar can be placed are needed.
Rewards:
- Spoiler:
- -Better XP yield than the rest of Gielinor. This can be justified because it’s impossible to grind a particular skill. What you’re training on could disappear in an instant and so other more reliable methods of training will retain their niche – this sort of XP gain is more opportunistic.
-Hmm... How should I kill this
Picture the situation. You're casually strolling through the salt marshes of Tideswallow in Bolvaoir when you're confronted with a giant dragonfly. It's big, it's hungry and it wants to kill you. You ready your sword, prepared to battle it to the death - but wait! Is this the best way to kill your foe? You see a nearby tree which you could use to set up a trap. You've heard rumors that a dragonfly's exoskeleton is valuable, but if you kill it using a sword, you may damage it...
So this introduces another feature I want in Bolvaoir - choice when killing your monsters. As demonstrated in the example above, you could use either combat or hunter to kill a dragonfly. The two techniques, however, yield different results. Hunting a dragonfly will reward you with its exoskeleton, whereas battling it will allow you to access a drop table of herbs and other items.
The idea is to promote thinking on your feet, experimentation and variety. Not only may you be unsure about which method is more rewarding to you, you might not have the levels for one method, or your personal situation might make one choice better than the other (example - if you're low on health, it might be better to hunt the dragonfly than take more damage in battle).
-One entrance, and better rewards deeper into Bolvaoir. Exploring all the way to the far side of Bolvaoir will be tough and should be rewarded
Miscellaneous:
- Spoiler:
- -Teleports and transport. You can teleport out – this is important to avoid becoming trapped or spending hours trying to find your way out. I also want a system where you can teleport to people on your friends list, because otherwise it’ll be difficult to find buddies and do any sort of group activity (which would be a shame). To avoid abuse, the friend tele only works if both players are in Bolvaoir and has a cooldown of two hours. However, I feel teleports to fixed locations would detract from the explorative feel, so I don’t want any other teleports into Bolvaoir
-No quests set in Bolvaoir. Due to the shifting nature of the land, trying to complete a linear storyline would end up being either highly frustrating for the player, or technically difficult for the developer. If you go into Bolvaoir with one specific goal in mind, you’re likely to emerge disappointed, and this needs to be considered when making content for it
-Bolvaoir is not dungeoneering
Additional Design Notes:
- Spoiler:
- -Moans that appear in the air, scream made in a forgotten language, walls with texts that you can read, or ancient books or diaries you can read, you can sometimes fall inside a ruin.
-We could see a ghost from time to time, or a group of them
-May also have some war in Bolvaoir. The native races could be fighting for territory or artifacts. They may employ you as a mercenary and give you spoils of war, or you might unwittingly get caught in the middle of one of their battles. Just some additional variation/backstory.
-The ancient civilisation on Bolvaoir was not wiped out by Dragonkin, nor the God Wars and had nothing to do with Zaros.
Last edited by Slayer Noir on Thu Jun 07, 2012 12:51 am; edited 10 times in total
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
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.
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.
Slayer Noir- Partisan
- Number of posts : 1248
Re: Bolvaoir – The Twisted Lands
May also have some war in Bolvaoir. The native races could be fighting for territory or artifacts. They may employ you as a mercenary and give you spoils of war, or you might unwittingly get caught in the middle of one of their battles. Just some additional variation/backstory.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Do you yourself know the full backstory of Bolvaoir?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Bolvaoir – The Twisted Lands
No. I think a good way to guarantee mystery in the backstory of Bolvaoir is for me to not know it myself.
I do/will know aspects - particularly the more recent history. And I do know some of the things that are not in Bolvaoir's backstory. For example, I know that the ancient civilisation on Bolvaoir was not wiped out by Dragonkin, nor the God Wars and had nothing to do with Zaros. I've identified them as common theories people will come up with and so will make efforts to dispel them.
I do/will know aspects - particularly the more recent history. And I do know some of the things that are not in Bolvaoir's backstory. For example, I know that the ancient civilisation on Bolvaoir was not wiped out by Dragonkin, nor the God Wars and had nothing to do with Zaros. I've identified them as common theories people will come up with and so will make efforts to dispel them.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
D: D': You promised there'd be Zaros D': D':
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
No promises were made. I said I'd see if I could fit Zaros in somewhere. And I still will, but there's no guarantee I'll find anywhere I wanna put him.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Hey I thought of a NPC for Bolvaoir, he'd be called the Storyteller, and he would tell you myths from Bolvaoir in the form of cutescenes, like it?
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
Waaaaay ahead of you, Dusk
"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. "
Not 100% sure I like the idea of cutscenes. I need to think about that some more - if I'm honest, I didn't even consider it...
"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. "
Not 100% sure I like the idea of cutscenes. I need to think about that some more - if I'm honest, I didn't even consider it...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Hmm... How should I kill this
Picture the situation. You're casually strolling through the salt marshes of Tideswallow in Bolvaoir when you're confronted with a giant dragonfly. It's big, it's hungry and it wants to kill you. You ready your sword, prepared to battle it to the death - but wait! Is this the best way to kill your foe? You see a nearby tree which you could use to set up a trap. You've heard rumors that a dragonfly's exoskeleton is valuable, but if you kill it using a sword, you may damage it...
So this introduces another feature I want in Bolvaoir - choice when killing your monsters. As demonstrated in the example above, you could use either combat or hunter to kill a dragonfly. The two techniques, however, yield different results. Hunting a dragonfly will reward you with its exoskeleton, whereas battling it will allow you to access a drop table of herbs and other items.
The idea is to promote thinking on your feet, experimentation and variety. Not only may you be unsure about which method is more rewarding to you, you might not have the levels for one method, or your personal situation might make one choice better than the other (example - if you're low on health, it might be better to hunt the dragonfly than take more damage in battle).
So, is this a good idea? Will it achieve my objectives of increasing variety, experimentation and quick thinking?
Picture the situation. You're casually strolling through the salt marshes of Tideswallow in Bolvaoir when you're confronted with a giant dragonfly. It's big, it's hungry and it wants to kill you. You ready your sword, prepared to battle it to the death - but wait! Is this the best way to kill your foe? You see a nearby tree which you could use to set up a trap. You've heard rumors that a dragonfly's exoskeleton is valuable, but if you kill it using a sword, you may damage it...
So this introduces another feature I want in Bolvaoir - choice when killing your monsters. As demonstrated in the example above, you could use either combat or hunter to kill a dragonfly. The two techniques, however, yield different results. Hunting a dragonfly will reward you with its exoskeleton, whereas battling it will allow you to access a drop table of herbs and other items.
The idea is to promote thinking on your feet, experimentation and variety. Not only may you be unsure about which method is more rewarding to you, you might not have the levels for one method, or your personal situation might make one choice better than the other (example - if you're low on health, it might be better to hunt the dragonfly than take more damage in battle).
So, is this a good idea? Will it achieve my objectives of increasing variety, experimentation and quick thinking?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Yes it does, and, I was toying with this idea, well two in fact, but how about if you add some temple trekking elements to Bolvaoir. NAd I was thinking that,in bolvair you could find small "towns" wich are on gian rafts, as Bolvaoir is always changing this could work, and hte way the habitants react would change according to their location in Bolvaoir, like it?
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
Yes... If I added in razones specially designed for water, I could have a floating town that seemingly drifted around Bolvaoir. I like it, it's odd, but odd works in Bolvaoir.
As for temple trekking, what elements do you think I should add?
As for temple trekking, what elements do you think I should add?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Things like havingto fix a bridge, the horror attack, helping to save people, things like those
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
Without trying to directly copy, I'll put in some rappearings that are similar
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Yeah, well all of that were jsut suggestions, ideas if you want, you could incorporate your ideas of killing them with hutner, perphas a group of travelers could ask you to give them a dragonfly exoeskeleton to make a raft, or something like that. Also, what were razones again? Because you might like to change the word
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
To remind you:
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)
I see no reasons to change the words. They're just shortenings of what the actual technical features are. It's a convenience. I don't want to say Random Appearing Zones over and over when I could say razones.
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)
I see no reasons to change the words. They're just shortenings of what the actual technical features are. It's a convenience. I don't want to say Random Appearing Zones over and over when I could say razones.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
It's that razones is reason in spanish
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
Is that really the end of the world? It's not like it's anything rude in spanish
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
It can cause confusion
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
Odds are any word I make up will mean something in another language. It doesn't bother me, I'm clearly speaking English and not Spanish, and if you follow the concept of shifting terrain diligently, it'll be clear what razone means...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Ok, well, any update on this?
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: Bolvaoir – The Twisted Lands
You mean in terms of new content? Nothing at the moment, I'm afraid.
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
I have an idea. Maybe instead of trying to slap on Bolvaoir (I know this is a little late) on to some desolate location of the map no one cares abouts, why not have it located so far south that the map cannot represent it. To me with having it as an extension to the Feldips or Piscatoris, ruins the mystery because based on the outline of the land you can estimate where you are. To make Bolvaoir truly mysterious there should be no map at all.
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: Bolvaoir – The Twisted Lands
If we were to do that, it would have to be too far North or West, purely because in Gielinor, stuff gets hotter and more tropical the further south you go, and I've already started building a climate suited to its northern location
I'd like to ask this: I wanted Bolvaoir to be connected to a landmass so
1. It didn't feel entirely isolated from the rest of RuneScape, like dungeoneering
2. Players could chance across it - just accidentally wander in or something
Could you find ways of still achieving that under your system?
I'd like to ask this: I wanted Bolvaoir to be connected to a landmass so
1. It didn't feel entirely isolated from the rest of RuneScape, like dungeoneering
2. Players could chance across it - just accidentally wander in or something
Could you find ways of still achieving that under your system?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Fairy Rings.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Bolvaoir – The Twisted Lands
Fairy rings (which require Fairy Tale 2 to use and a Dramen Staff if you haven't done Fairy Tale 3) would be quite the blow to accessibility...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Bolvaoir – The Twisted Lands
Requires partial completion of FT2, it's not a very high requirement, all low-mid level players should meet that requirement
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
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