| AMIA ARCHIVE https://www.amiaworld.net/phpBB3/ |
|
| We be Goblins: The Blackfang Marauders https://www.amiaworld.net/phpBB3/viewtopic.php?f=148&t=86287 |
Page 1 of 1 |
| Author: | Fimbulvetr [ Tue, May 03 2016, 14:34 PM ] | ||
| Post subject: | We be Goblins: The Blackfang Marauders | ||
The Blackfang Marauders ![]() The Brokentooth goblins of the Amia Frontier have long struggled to hold lands once theirs to hunt and roam. For a time, the Kobolds in the east had united them beneath a banner of hatred. Yet now? Their people fracture once more. The goblins sent to settle the reclaimed caverns have fallen under the purview of a High Priest, who has broken ties with the Goblin King of The Bramble Wood. Adventurers from Cordor prey on both groups, whilst Gibberlings encroach from the south, seemingly without number. The Yellowfang, encroach ever more boldly. Few hobgoblins stay with no wars to lead. Ogrillion concern themselves less with the Brokentooth as more bloody, plunder-filled opportunities lie elsewhere. It is time, to change their fortunes.
A few ideas about faction objectives:-
|
|||
| Author: | davis114 [ Wed, May 04 2016, 0:36 AM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
Man, this would take a lot of work to get off the ground, but I really like it. Especially the inevitable clash with it being so close to Cordor and Bendir. A lot of possibilities. Kudos. |
|
| Author: | Fimbulvetr [ Wed, May 04 2016, 8:53 AM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
I agree, it would mean a lot of work. Though honestly, in the perfect world of my imagination, I see the Marauders as having Orogs and Hobgoblins too - so you'd feel like the elite of the evil scumbags... It's just a case of people wanting to play a proper, dirty monster. Another step would be expanding the caverns to have the other goblin idols. The bugbear god for example is fantastic for a barbarian... He encourages his followers to take the heads of their foes and present them at his altar. Likewise the Hobgoblin god is basically Goblin-Red knight.. With a torture fetish. |
|
| Author: | robbi320 [ Fri, May 06 2016, 22:55 PM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
One thing I think is absolutely awesome about this is the thought of like ten goblins all attacking a small trade caravan. The gobolins controlled by players, rather than DMs... Something makes me just absolutely adore that thought. Well, anyway, I like this idea and felt like just backing this up, since it seems like a lot was done in PMs. I like the general idea, because first, there is literally a single person I know made a goblin. And he is only on randomly and has many alts. Second, I always felt like the brokentooth cave was a bit weird. As a spawn, it has the least benefits I know of (not counting the weird drow spawns). They sell strong weapon poisons there. Which aren't really that much better than the weak ones. Other than that, I would love to see them made useful in some way. And travel there is a real pain IMO. You need to walk to Cordor and travel from there. So, any attempted improval is awesome! In total, there are 18 goblins, 3 hobgoblins, 2 ogrillions and 3 wolves. Apart from the goblins, I feel like all the numbers could be a bit more... It seems like too little to have a "king" (and don't you dare say "but, there are many more you just don't see!") Let's make goblins great again! I'm sorry. |
|
| Author: | speedgrab [ Tue, Jul 05 2016, 16:43 PM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
As someone who for a few years played a goblin, it's extremely fun if you can get the numbers all on at once. Dill Buck-tooth was the one i played. Some of my more memorable times were playing with the other goblins while we were all still lower levels. Being cowards from the main adventuring population while still being menaces to newer toons. One of the main issues is the fact your playing a monstrous race, as a monstrous race. You'll probably get into a fair bit of Pvp so you need to get players whom are okay with that. Respect the ruling and be good when you've lost or when you've won. Though personally through all of that i had more fun playing as a hassle than a threat. Unfortunately i'm restricted with play times so don't want to get into anything factiony for a while. I do recommend Goblin RP though for people. Lie, cheat and menace the island! |
|
| Author: | robbi320 [ Tue, Jul 05 2016, 20:34 PM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
Well, thanks for the bump, speedgrab. Since Fimbulvetr is taking a break from Amia, I just wanted to gauge the interest in this (again). So, if anyone still is interested in this, please hit me up in a PM. |
|
| Author: | Fimbulvetr [ Mon, Feb 20 2017, 11:20 AM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
Bumpity. Going to be much more active and pushing on this particular point:- Blatant Self-Advertisement wrote: Obviously, find me in-game for the RP's. If anyone's playing goblinoids in general, I'd love to see a load of filthy greenskins running about! |
|
| Author: | Opustus [ Mon, Feb 20 2017, 15:45 PM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
Go go Goblins! I like your concept, but I think it has one grave fault which might be vital to its success: Your faction objective and the suggested plotlines do not directly involve and include the server's active constituents. I think you need to reorient the "main thing" to be more inclusive: embark on a campaign to inhabit a city, forge alliances with evil factions to overthrow a faction. Right now it seems like you only intend to interact with a lot of NPCs, which would require considerable DM oversight and might not actively involve PCs as a whole. Negotiations with L'Obsul for trade sounds like a step in the right direction, though. I would recommend stating a clear objective that tries to solve the aforementioned issues and which would connect your faction firmly to existing RP. EDIT: I didn't mean that your plan couldn't work out. I just mean that seems to require the commitment of a DM and several players; the latter would be facilitated by gaining more traction by making yourself visible in Amia by way of interaction with other people. If you are aiming to run a campaign, I think your plan is sound. If you are looking for longevity and self-perpetuation, I think you will need to adjust the plan. Then again, people are strange and whatever can happen! I wish you the best of luck with your faction. |
|
| Author: | Commie [ Mon, Feb 20 2017, 16:32 PM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
Yeah, speaking from experiance your best bet to getting your faction "legitimized" is by working with other players/other factions, using what you have IG to do it. |
|
| Author: | Fimbulvetr [ Tue, Feb 21 2017, 16:31 PM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
I hadn't thought about it from a longevity stand point and you're both right. We'll try to take it all on board, thanks for the feedback! |
|
| Author: | Fimbulvetr [ Thu, Feb 23 2017, 14:21 PM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
Changes:-
Something more to this effect, though I'd image the reality will be in many ways different. |
|
| Author: | thetangerinetornado [ Thu, Feb 23 2017, 17:50 PM ] |
| Post subject: | Re: We be Goblins: The Blackfang Marauders |
*Thumbs up* |
|
| Page 1 of 1 | All times are UTC |
| Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |
|