English and Lore

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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Re: English and Lore

Post by Diarmuid »

I was wondering about elves as well. I have a "good/light" armor set in my dungeon, and wished to tie it to some lore in the descriptions for athmosphere and immersion. I currently wrote it as having belonged to an ancient elven hero, but as there weren't any references to elves I wasn't sure.

Do you know if there's another race in the Grimrock universe suitable as a substitute for what elves typically represent in high fantasy?
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Asteroth
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Re: English and Lore

Post by Asteroth »

Heh, I have never delved into grimrock lore other than playing the game. Have not even seen these maps I've seen mentioned. But I prefer to think of it as different and not having elves/dwarves/orcs but instead having it's own array. For one thing there isn't really good/evil this way, race wise. Obviously mods are different and can take there own view of the world. Mine certainly will.
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Kuningas
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Re: English and Lore

Post by Kuningas »

I assumed that Ranwyn is the capital or at least a major city in the kingdom of Conwyn, judging from the similarity in name. Then again, there is Congam, which sounds similar too, and judging from it's proximity to the trade route is a trading town of some kind.

That's the way I use them in my (still unfinished) mod, which actually takes place in Ranwyn.
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juho
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Re: English and Lore

Post by juho »

Xanathar wrote:
Doubt #2 (about Lore):
Are there any set of canon/lore references for Grimrock apart objects in the main game and our beloved list of modding gods ? I think we miss some basic informations like what races do exist (apart from the canon 4) ? Do elves exist in the Grimrock world (of which we have two fantastic Daniv wallsets ) ?
There are no Elves, dwarfs or "traditional/generic" orcs in world of Grimrock. The lore is quite open for additional races, but I can confirm that there's been some talk here in the office about rat race.
Merethif wrote:I always imagine Nex Isle as similar to ancient Greece (both in climate and lifestyle). Somehow, after reading flavour text on Sword of Nex and Toorum note, I've always seen it as matriarch society with theocracy government.
That's pretty close what we had in mind.
Diarmuid wrote:Do you know if there's another race in the Grimrock universe suitable as a substitute for what elves typically represent in high fantasy?
In place of elves, you can refer to "ancient long gone high civilization"
Kuningas wrote:I assumed that Ranwyn is the capital or at least a major city in the kingdom of Conwyn, judging from the similarity in name. Then again, there is Congam, which sounds similar too, and judging from it's proximity to the trade route is a trading town of some kind.
Conwyn is at the edge of Kingdom of Theraen. Nothampton is the capital of Kingdom of Theraen. Capitals are marked with a ring around the dot in the map.
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Komag
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Re: English and Lore

Post by Komag »

Kuningas wrote:I assumed that Ranwyn is the capital or at least a major city in the kingdom of Conwyn, judging from the similarity in name. Then again, there is Congam, which sounds similar too, and judging from it's proximity to the trade route is a trading town of some kind.

That's the way I use them in my (still unfinished) mod, which actually takes place in Ranwyn.
It's possible you're looking at the old version of the map that used to have Conwyn as the name of the kingdom, but the updated official map has the name as Theraen, with Conwyn as just one of the cities, Ranwyn is another city, and Congam, and Nothampton is the capital. In the original game the description of the grim caps mentions the head cook at Nothampton palace likes to use them in his soups
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Xanathar
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Re: English and Lore

Post by Xanathar »

Thanks juho, a lot of answers! So it seems I have to do some find+replace in my dungeon.lua :lol:

But, honestly, what's your feeling on this ? I mean, are you (or AH) comfortable with (or even in favor of) mods being based on the Grimrock world, or do you prefer them to be based on their own lore/world so not to create conflicts and inconsistencies or unwanted details ? I'd love to have a mod part of that world, but I don't want to step on your toes.


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Komag
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Re: English and Lore

Post by Komag »

I would think that it makes total sense to base mods on the Grimrock lore we have available. If something ends up conflicting with whatever sequel may come, so be it. And I think most players would prefer to play mods that are part of the same universe/world for a more consistent story/immersion factor
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Neikun
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Re: English and Lore

Post by Neikun »

And yet, there is a certain je ne sais quoi to mods that create their own universes.
I would encourage both n.n
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Komag
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Re: English and Lore

Post by Komag »

Yes I have to agree, both is good :)
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Asteroth
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Re: English and Lore

Post by Asteroth »

Yeah, I like to see diversity of worlds. If someone makes a sci-fi world (or fantasy for sci-fi games) it's actually good to see how a game looks in a different genre sometimes. However I also like to go home. When I said mine will take its own view, I mean will essentialy be an alternate reality of the grimrock world. Same races and basic setting, but its own timeline and events that can't really be compatible with others.
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