All right, time to hit that keyboard again...
Some of you veterans may remember this, although it's possible you may have not. As part of my two-in-one-time-frame plan (you will see later on in the week), I will now be restarting my Grubb Migration story. However, I will start from the beginning, in which I have revised some elements of the chapters. Some of it is just grammar, others is essential information. For example, the setting has completely changed. Most of the text is the same. But nevertheless, it is much more sasitifying for me to look back at it. I will try and update weekly, if not every other week. So, here you guys go, here's the new Grubb Migration!
The Grubb Migration
By: T.J.Harrison
All characters belong to OWI. By no means is this to be used for profit.
Prologue:
So you think you know the Grubb story. In how they were defeated by Sekto. How they searched for a hero. How Stranger saved them. Well, let me tell you something. There is something
you don’t know.
Well, but enough "You think you know everything" talk. Sit down and drink some tea and relax. Before Stranger came and solved everything, some Grubb tribes didn’t want to fight Sekto’s forces. They wanted to escape before anything else bad happened. So off the three tribes went, into an unknown land seen by Grubbs. One of them was called Spotted Wolvark. They had no place to go, so they tried to migrate to any water-like place. The Grubbs figured that south east was the where all the water was, since the Mongo River traveled there.
They were dead wrong. Turns out, a desert called Levuly’s Valley was south east of Mongo Valley and the group was stuck. No water in sight means no easy-to-catch fish. And no fish means that they needed to adapt. Adapting would take some time. And that meant slow moving. Grubbs had to live in Levuly’s Valley.
Levuly’s Valley was a dry desert that grew pillars of brown stone that rose higher than Magog Cartel factories. Cacti and shorter stone blocks were scattered all throughout the desert. Very much like Scrabania, Scrabs roamed all over the desert, creating fear of small critters in the valley. Rain has not blessed the ground in nearly a centuary, depriving every being from water. However, pools of water lay under the earth in the sinking land, all of which are known by the inhabitants.
Not much else is known about the valley, except that it was once was the Mundachee tribe’s giant training ground. But when the Glukkons came, they convinced the Mudokons to either work for them or die. And after most of the survivors of the tribe had left, the Industerial family tore away all the remains of the precious artifacts that the Mundachee tribe left. Only a small number of Mudokons are left.
For Grubbs, there were some good things about Levuly’s Valley. Mudokons had settled in Levuly’s Valley to train for chanting combat boot camp. They were nice neighbors when they needed help. Also, wild Scrabs didn’t hunt Grubbs in the village. That made life easy. However, there were many problems. One, Mudokons were not very friendly toward the Grubbs if they did not need help. Second of all, there was a bounty hunter named Kivay. He believes that he owns Levuly’s Valley and rumor has it that he is being paid by Glukkons to hunt down Scrabs and sell them to meat factories. No one has a clue what he has in store for the Moolah, but it has to be for no good. Third of all, Kivay’s minions are called Drats. Drats are called this because when you see them, you say drat.
Drats are Oddworld’s devils. Their faces look like a hound dogs and have blood red eyes that are far too close to each other. On the top of their heads, they have two huge slightly curved horns and smaller ones on the bottom. Their chin has some sort of breathing tube on it. No one knows why it’s there, except that it is used for sucking the energy out of creatures. Drats do this to dead animals, but they love to do it on those who are still alive. They have lengthy bodies, but always show their ribs. They have blood red stomachs too. Drats also have enormous bat-like wings that have canine-ish-like fingers at the points of the wings. Creeping from the fingers were demonish claws. Drats finally had huge, three bird-like legs with claws-for-feet with a long, pointy tail. For some reason, Drats pertained mystical powers that have not been completely discovered to every aspect by Drats themselves, like Mudokons. This description make Grubbs all the more horrified.
Grubbs also have to look out for sligs. Some were sent out to get Scrabs themselves for Glukkons. They often sit on large weapons on the top of mountains that sit on it and the Sligs shoot Scrabs and sometimes Drats, down. Grubbs are all seen as getting in the way, so Sligs like to take a chance by shooting at them whenever they could. Luckily, only 8 Sligs from the Magog Cartel at this time period were recently sent out. Only 2 of them were seen in the desert. The last thing Grubbs have to worry about are Scrabs. When individuals scouted for water, they may have came across a Scrab. You can see how this is something to be terrified about. But now, there worries is just about started.