The Grin Tribe

Started by WriterX, August 12, 2014, 02:22:29 PM

Previous topic - Next topic

WriterX

Background

There comes the time in the life of every monster that others will be attracted to its strength, cunning or reputation. In the case of Grin the rallying call for some monsters was his magnificent Rothe Pot, for others his prowess with the blade, and for others yet the promise of war.

Grin has arrived to this region of the Underdark searching for worthy prey, over the course of just a few weeks he has established himself and learned much of the regions many tribes. Now that he has grown and trained, and spoke with many travelers he believes it is time for a new Tribe to arise, and challenge the others for control of the region.

What is this all about?


The Grin Tribe is a bit of an experiment, a shdowcase and an adventure. I had the pleasure of testing and using one of the Monster Lairs and I would like to show other player what is currently possible, how the Monster Lair system works, and to prove (in essence) that it is now possible for Monsters to survive and prosper even with an army of adventurers just around the corner.

The other purpose of the Grin Tribe is to form a "Sanctuary" for Monsters, where on a very crude and tribal level trade, warfare and faith could be "created". I hope that this will lead others to have similar ideas, and perhaps in the future we will find legendary kobold, goblin or orc tribes forming and opposing Sanctuary, and perhaps even the Dread.

Who can join?

Races: Monster Races are openly welcome. Most "humanoid" races may also join, but Elves, Dwarves and Gnomes might find themselves surrounded by creatures that would gladly gut them in their sleep (and later eat them).

Alignment: Evil and Neutral. Lawful and Good characters could find themselves at odds with the creatures surrounding them.

Class: Any Class, except Paladin.

A note on Druids: Druids are typically "Keepers of the Balance" and they might act as advisors to a Tribe, rather than being active members. Furthermore the direction in which the Tribe as a whole might be heading in could make Druids oppose the Tribe

Non-Apped Kobolds and Goblins: You are free to come in and act as part of the Tribe. It would be nice however if the Kobold or Goblin you played was your "main".

Why Join the Tribe?

-Try playing a Monster in a safer environment

-You thought Lower feels free? Try running around bare chested while making grunting noises!

-RP a Monster, gather with other Monsters, create your own Lore, Religious Rights and in general, play a Monster!

Clear Problems/Disadvantages

Because of the Tribe's location you will have a very hard time doing the usual Rat Farming quests and similar low level quests that may be usually found in the Lower. There will be limited access to merchants and traders (which does not mean you can't be a trader between Sanctuary and the Grin Tribe!). Lastly, the area is relatively dangerous. Because of this certain weaker monsters (Goblins, Kobolds) could have abruptly short lives due to random mob spawns.

Interested?

If you have questions or would like more information send me a PM, or catch me in IRC!

el groso

I endorse this for several reasons. Long life to Grin Fort!

NecronomiconV

Grin Team is Win Team