THE KHRE TRIBELANDS

Started by Random_White_Guy, April 19, 2016, 09:15:17 AM

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Random_White_Guy

THE KHRE TRIBELANDS[/b]

While it's some time away from fruition I've begun making a move with some PC involvement in different angles in the approach of reviving an old EFU tradition - The Tribeland. While mycopolis has served for a lot of ways it's uniquely positioned to be something very few PCs endeavor towards outside from the occasional call or attempts to meet newcomers. In EFU:1 there were some sandy caverns off the Lower Gate which was a congregation space. In EFU:A Camp of Gaeseric the Unyielding became a nexus and hotspot for stewardic, explorer, hunter, barbarian and otherwise rebel or outcast to congregate. In EFU:M the caverns adjacent to the grove in the scars was a widely frequented lair space.

With the shift to EFU:R though there has been a very tangible opinion formed by PC and DM alike that Nature on EFU is in sort of a skewed and weird place- So I'd like to try a hand at making some shifts to change that. Over the coming weeks I hope to turn the Crossroad Caverns and its adjacent areas into the hunting and tribal grounds of a growing community of naturefolk. I've met a few people IC but more are always welcomed and as things get more expanded I'd like to try and shift the dynamic that a lot of people feel for Nature.

The main issues I'm hoping to address are

- Isolation: Plain and simple playing in Nature has a sort of pleasant hermit aspect to it but at the same time it can get both tedious and difficult. A more public presence in these natural areas beyond the Hub of Sanctuary but still close enough in more than one way presents a chance for either increased conflict or increased interaction/trade/etc and overall more roleplaying.

- The negative reputation of Nature There's a ton of rich, compelling, and very fun stories that can come out of Nature characters. Hunters, totemic warriors, shaman of beasts or plant or blood, druidic either stewards or unaffiliated circle-defiers, even a variety of Natural based clerics which at times are overlooked given the situation of Nature on EFU. More than a few PCs believe Nature is a death-sentence for fun. The truth though couldn't be any different!

-A new (or perhaps old) spin on Dunwarren? What a lot of people who are newer to the server don't know is that Gaeseric the Unyielding was actually a prominent figure in the First Sanctuary! Even seated upon the Council (Which was akin to the Directorate). Granted his role over all four chapters has wildly changed as he has REFUSED TO YIELD it still holds some merit. While the Dunwarren Machine has been played up a lot as the big-bad-bully of the Underdark for Nature PCs in EFU there's also that small matter of the giant evil empire of illithids who are overtaking the planet on a global scale.

I am not saying by any means PCs should start rolling Druids with Engineer checks (Unless you're making super cool tree-houses and traps swiss family robinson style). Just another angle to push. Some drudic/tribal sorts could be well for the salvation of Mankind from the hands of the horrific dread and other aspects which overlays the Machine angle.

- Tribal Roleplay. The intention is to quite literally becoming more or less barbarians at the gates. Sanctuary though super insular for so in the chapter but with the push outwards, the various "War" metaplots, and the growing hostility of the Dread Empire I feel like there's an opportunity to exploit the extremely fearful and potentially overwhelmed Sanctuary. Madmen howling past the gates with strange ritual shamans, druids, and big great axes present a great dynamic to the more orchestrated Sanctuary or the rambunctious lower.

Granted this is by no means expected to be a catch all and I'm expecting (and hoping) for some resistance and strife to come out of this idea.

Current PCs or new welcomed.

Alignment: ~ANY~! Nature has a lot of roles and a lot of crazy variety of potential paths to pursue. Though likely more chaotic leaning there's great reason that Lawful and Neutral alike can fit in. Good, neutral, evil also all could find a place.

Class: Any except perhaps Wizard? Though it'd be very possible to play some scholar trying to learn and study the tribe ala Jane Goodall. Bard (Tribal sages and skalds). Druids, Barbarians, Sorcerers (Non-necromantic with a tribal spin) , Clerics (Chauntea, Auril, Malar, Grumbar, etc.), Explorer/survivalist Rogues, Rangers of all walks of life, Nomadic or hermit Monks spewing philosophy while sparring and hunting with the more chaotic leaning PCs,  Fighter (Fugitive/Vagabond/Self-Taught/etc).
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Random_White_Guy

The basic areas pursued if it helps stoke any concept ideas:

- The Windy Canyon: A few dangerous areas for more rugged naturalists but also very hilly/rocky/hostile terrain but also some crazy dangerous summons.
- The Frozen Cave: Auril/Ish glacier guy/etc ahoy? Super flavorful area with some history in the setting.
- The Low Caves: Waterways there for water-themed PC Rp, Druid grove there for Druidic gatherings, proximity to the Canal and Dark Lake, low/mid ragnge quests
- The Spider Caves: potential seedy druid lair, sending area, access to the Dark Lake, mid range quest
- The Narrows: Closed space for all kinds of low level antics to hang out and easy travel to the Dark Lake for RP or Questing or Exploration or etc.

Along the crossroads as well there's all real aspects of the nature biome which makes it a uniquely positioned area. There's the start of the Scamander for fishing and water types, many rothe spawns in each area for hunting RP for sustenance or just fun, frozen areas, semi-arid caverns, etc.

All this can be reached without even making it to the Low Road which I think offers a lot of cool potential for natural RP and involvement while still proximity to the larger server as a whole.

#Treehuggers on IRC is the base nature channel, no real reason I can see to try and make another channel.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Valo56

People should definitely get it on this. Being a wildling is incredibly fun. But the thing is you have to be willing to go out there alone at times and just enjoy the PvE aspect of EfU. Relentlessly explore, take chances, and rock that Favored Enemy: Aberration. After I played a Malarite Druid who actually lived in the Lowerdark and was built to kill Beholders, I found it almost boring to go back and live in Sanctuary.

In the end it comes down to this: Nature is only boring if you are boring.

QuoteWhile the Dunwarren Machine has been played up a lot as the big-bad-bully of the Underdark for Nature PCs in EFU there's also that small matter of the giant evil empire of illithids who are overtaking the planet on a global scale.
This. A million times this. Joining RwG, either as another tribal or as just a regular "team nature" PC is a great chance to get involved in fighting the Dread.

NothingGoldCanStay

I seriously disagree with this in very passionate ways. It's not the duty of the players to try and "fix" nature... And doing so by trying to bend the moral grounds of Nature just riles me in ways that keep me from keeping my mouth shut about it.

This concept may be for some people, but those people probably aren't very good druids.

Big Orc Man

I agree that this would make them less-than-perfect druids, but I think that actually makes this a lot more interesting than a group of insulated tree-worshipers.

Imperfect representations of classes and faiths are usually way more interesting than safe, down-the-middle rehashes.

The best paladin of EFU:R fell, and the best guard of EFU:R was booted out unceremoniously!

Spiffy Has

I played Yorrick much like this. Cherish the wilds while seeking the security of Sanctuary. It's not a perfect fit, but it works.

Random_White_Guy

To clarify a few things since people have been asking - This is a concept that isn't going to be one of my usual breaking neck out the gate. It's something due to my RL situation will hopefully have time to simmer and grow slowly.

I'll do my best to address the interest people have been showing which is great.

However my play schedule is fucking decimated courtesy of school. Also my forum account is still broken so I can't receive or send PMs.

I do my best to stick around on IRC so people can contact me but the best chance really is-

Mon/Wednesday before 4 PM (GMT-6), Tues-Thurs after 4 PM (GMT-6), and usually after midnight late US timezone.

Playtimes are way more sporadic than my IRC times so can't really nail down any time "Best" chance to meet. If you've got OOC questions feel free to spam tells if you see me IG or ask away here.

With luck my schedule will open up more but if not-

Well. My PC's a nomadic tribal who hunts for beast and battle so easily explainable as to why he's not very easy to find :D

As always IC stuff you're welcome to use the letter forum for.
 
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Random_White_Guy

Just gonna casually and somewhat shamelessly toss this out but-

QuoteNew alternative class kit for druids:

- Primordial Druid -
"In the wake of devastation and destruction, some druids have begun to believe that the only way the world can be renewed and balance restored is for the world to be reverted to the primordial slime. By washing away the abominable horrors by a tide of ooze, new and natural life will begin anew.

As druid, except:
  • Summoning theme set to ooze (currently takes a reset, fix on its way)
  • Animal companion works similarly as Ooze Devout ooze familiar (degrade tool, can be fed, etc.)
  • 25% acid immunity at level 8
  • Access to minor slime form polymorph at level 5, more powerful slime at 8
Selectable through the crafting menu and additional class perks . Must be a non-good druid.

Not all Primordials have to be Ghaunadauran!

Many tribal cultures have doomsday prophecy and phenomenon and the Great Lake Beast of the Dark Lake does have massive digestive oozes in its guts!

Always possibility for the mighty and corrosive Leech Totem chewing on the impurities and sucking the filth of the world as it grows bloated and fat with ~ichorous splendor~ The fetid and dank Low Caves near the waterway and druid grove or the murky and soggy bank of the scamander in the Crossroads would be perfect for an intrepid leech primordial.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips