Armageddon General Discussion Board

General => World and Roleplaying Discussion => Topic started by: The Great Corn on October 27, 2019, 01:11:52 PM

Title: Morin's Village
Post by: The Great Corn on October 27, 2019, 01:11:52 PM
So, I know Tuluk is probably never coming back, sucks I know. But, I was wondering why nothing seems to ever happen with Morin's? In the help file it talks about how its a Kadian town, how the falcons are there, and there's a growing presence of Sun-Legion.. So why not do that? Think it would be pretty fuckin' cool to play as a legionnaire in a 'frontier' town like that, and the falcons always seemed cool. Just wondering what you guys thought about it.
Title: Re: Morin's Village
Post by: mansa on October 27, 2019, 01:18:27 PM
I played a character there recently, and I had these issues:

No player apartments, so I couldn't store my items.
No warehouse*, so I couldn't start a player-created clan.
No place to 'practice fighting'


Once there's some sort of player housing / clan housing, more people could come play, IMO.
Title: Re: Morin's Village
Post by: Alesan on October 27, 2019, 02:49:37 PM
I don't see this ever happening unfortuntately, as the staff seem predominately interested in only managing southern (Luirs and southward) areas of the game for the forseeable future. I think the closest I can recall to any kind of word about the north is when there were vague plans to release information about Tuluk after a number of months. Everything north of Luirs seems intentionally left to its own devices.
Title: Re: Morin's Village
Post by: Bebop on October 27, 2019, 04:21:13 PM
Please just bring Tuluk back instead of putting work into the Outposts.  :l
Title: Re: Morin's Village
Post by: Vex on October 27, 2019, 05:09:47 PM
It's an unusual design decision, that Luirs has such limited housing, Morins has no housing, but both have banks.

Red Storm has an incredible amount of housing for it's relative size, yet not bank, despite a full spread of GMH presence.

Allanak has the most housing, yet a full half of it is relegated to gemmed/specific clans, of which the latter, already has its own private and secured storage, and are more often than not empty.

All it takes for regular PC activity to develop, is private space (apartments), storage (bank, apartment) and opportunity. Only Allanak and Luirs check all these boxes, despite steady interest in RS and Morins for 'fringe' interests.

Luirs really, really needs more pc housing, too.
Title: Re: Morin's Village
Post by: Doublepalli on October 27, 2019, 06:04:50 PM
Morins is the new Red Storm for those who don't fancy Allanak!
Title: Re: Morin's Village
Post by: ShaLeah on October 29, 2019, 04:37:45 PM
Tuluk will return.

Keep working the numbers. You can all make it happen.

Then we can have Allanak back and we can come take them over so they can start acting properly.

#bringbacktherighttuluk
Title: Re: Morin's Village
Post by: Harmless on October 29, 2019, 04:47:31 PM
Why not help?

#bringbacktheshaleah
Title: Re: Morin's Village
Post by: ShaLeah on November 01, 2019, 02:53:28 PM
Quote from: Harmless on October 29, 2019, 04:47:31 PM
Why not help?

#bringbacktheshaleah

(https://media.giphy.com/media/5gw0VWGbgNm8w/giphy.gif)
(https://media.giphy.com/media/HrWu04MHLrpAI/giphy.gif)

Title: Re: Morin's Village
Post by: SmashedTregil on November 01, 2019, 04:08:38 PM
Quote from: Bebop on October 27, 2019, 04:21:13 PM
Please just bring Tuluk back instead of putting work into the Outposts.  :l

Please don't bring Tuluk back until its theme is different enough to be worth all the time of it being shut down.
Title: Re: Morin's Village
Post by: Barsook on November 01, 2019, 04:15:21 PM
Quote from: SmashedTregil on November 01, 2019, 04:08:38 PM
Quote from: Bebop on October 27, 2019, 04:21:13 PM
Please just bring Tuluk back instead of putting work into the Outposts.  :l

Please don't bring Tuluk back until its theme is different enough to be worth all the time of it being shut down.
Title: Re: Morin's Village
Post by: ShaLeah on November 01, 2019, 04:49:52 PM
Quote from: Barsook on November 01, 2019, 04:15:21 PM
Quote from: SmashedTregil on November 01, 2019, 04:08:38 PM
Quote from: Bebop on October 27, 2019, 04:21:13 PM
Please just bring Tuluk back instead of putting work into the Outposts.  :l

Please don't bring Tuluk back until its theme is different enough to be worth all the time of it being shut down.

No. It doesn't need to be different. It needs to be the same.

This disagreement isn't meant to start a debate. Tuluk was NEVER the problem. Nor was its culture. The problem was players not enforcing its brutality, not using its control effectively. The 'happy hippy tree hugging north' illusion was not meant to be a reality. That's what it was. It was supposed to be a living nightmare. Constant petrifying fear behind a mask of beautiful tranquility.  The longevity of the characters showed us how it wasn't.

We need a bigger playerbase to warrant its opening. 
Title: Re: Morin's Village
Post by: JohnMichaelHenry on November 01, 2019, 07:15:13 PM

[/quote]
We need a bigger playerbase to warrant its opening. 
[/quote]

I been playing a lot lately and it is still difficult at times to find interaction. Just bring back undertuluk and leave aboveground ruins with lots of places to find artifacts so folks can fight over the turf.

Title: Re: Morin's Village
Post by: Krath on November 02, 2019, 10:56:50 AM
#CloseMorins #MoreInteractionAndPcsInTheBigThree
Title: Re: Morin's Village
Post by: SmashedTregil on November 02, 2019, 01:42:05 PM
#destroy allanak!
Title: Re: Morin's Village
Post by: ShaLeah on November 02, 2019, 02:37:30 PM
Quote from: Krath on November 02, 2019, 10:56:50 AM
#CloseMorins #MoreInteractionAndPcsInTheBigThree
#preach
Title: Re: Morin's Village
Post by: Krath on November 03, 2019, 10:15:35 PM
Quote from: SmashedTregil on November 02, 2019, 01:42:05 PM
#destroy allanak!

I see what you did there and applaud you.
Title: Re: Morin's Village
Post by: Greve on November 10, 2019, 09:29:18 PM
Close Morin's or re-open Tuluk. One or the other. The current situation is a net negative to the game.
Title: Re: Morin's Village
Post by: Thomoto on November 11, 2019, 12:55:33 AM
Morins is boring and pretty much worthless aside from lumberjacking and long ass lived PCs hiding there.
Close it and bring back tuluk, good idea but there wouldn't be much difference as not allot of people go there to begin with, so tuluk would just be a larger replacement for morins. So we need more players first off for it to make a difference.
Title: Re: Morin's Village
Post by: Hauwke on November 11, 2019, 02:45:22 AM
Quote from: Thomoto on November 11, 2019, 12:55:33 AM
Morins is boring and pretty much worthless aside from lumberjacking and long ass lived PCs hiding there.
Close it and bring back tuluk, good idea but there wouldn't be much difference as not allot of people go there to begin with, so tuluk would just be a larger replacement for morins. So we need more players first off for it to make a difference.
If Tuluk was announced to return, I imagine at least a dozen or more players would return. Seeing as that they left because it closed.

Tuluk is an entirely separate beast to Morins, it is a city. It has taverns, It has slums, it has stores and it has  bank and it has a set cultural expectancy.

I just never gelled with it when I was younger and it was open, but if it were, I would certainly give it a go.
Title: Re: Morin's Village
Post by: Alesan on November 11, 2019, 10:34:11 AM
Personally I think we're more likely to see Allanak become the only playable settlement than anything else. The north is not supported by the staff at all. When you see a list for which staff heads which area of the game, the word "north" is not present.

Which kind of sucks for those social players who need to get away from the "same old people" of the south when they make a new character.
Title: Re: Morin's Village
Post by: Barsook on November 11, 2019, 11:46:41 AM
Don't we have the Outpost? Couldn't we call the "north"? I'm not trying to snarky here.
Title: Re: Morin's Village
Post by: Alesan on November 11, 2019, 12:14:32 PM
Quote from: Barsook on November 11, 2019, 11:46:41 AM
Don't we have the Outpost? Couldn't we call the "north"? I'm not trying to snarky here.

You certainly could, if you wanted to.
Title: Re: Morin's Village
Post by: Medena on November 11, 2019, 02:00:17 PM
I quite like Morin's and would be sad if it were to close.  It's a place that isn't Allanak.  It's a place that isn't Luir's (Allanak Lite IMO because everybody there seems to know everything that's going on in 'nak). 

I had a 38 days played character who was mainly based out of Morin's so I saw a lot of ups and downs there in that time.  During the up times it felt like a community with shared perspectives and concerns and, at times, even had factions within those who frequented the fire there.  I'd agree that staff don't seem to give it much love but that's okay, it doesn't really need much.  One thing, however, that used to annoy me was the rumour board there.  Boards are a great way to engender a sense of community and give a local flavour but instead of fostering that, staff often deleted posts.

Some apartments there would be nice but I'd settle for storage lockers.  It's damn hard for hunters and crafters to carry all their stuff around all the time.

Title: Re: Morin's Village
Post by: zeia on November 11, 2019, 04:03:44 PM
Quote from: Hauwke on November 11, 2019, 02:45:22 AM
If Tuluk was announced to return, I imagine at least a dozen or more players would return. Seeing as that they left because it closed.


I was going to say the same thing. Alot of oldies I use to see around, stopped playing when Tuluk closed.
I understand the reasoning behind it closing, push everyone to play in one place down in Nak.. But many people loved playing IN Tuluk BECAUSE of Tuluk. It's a different life, a different energy there than it is in Nak. Staff use to tell me off because majority of my toons were played in Tuluk, but, I tried Nak several times and couldn't get on with it, I still do not like it really, but, it's the only main placement left.
I have always been pro bring Tuluk back, but, it is never going to happen until more players start playing, and, that isn't going to happen very easily because with technology as it is, everyone is more about console and pc games than roleplay games.
Thus, I would imagine, Tuluk will never return. The 'North' in general is flopping in a bad way anyways, barely any staff input, the main running 'The Garrison' is clinging on for dear life, when wr all knows its been a failure since the start, so, I've been waiting for the game world to shrink again to push those clinging on to up north, to be shoved down south.
Title: Re: Morin's Village
Post by: X-D on November 11, 2019, 04:59:07 PM
Would not work Zeia, Any time you shrink or force you simply lose players while others move to different areas, often causing the game to be even more diffuse.
Title: Re: Morin's Village
Post by: perfecto on November 17, 2019, 06:02:19 AM
/hp100/HP100/
Over a thousand views and nobody has said what needs to be said?
What a hit
I'm stunned                                           (reel lock stunned)
/hp 02/HP100/

Ya know the Immortals?  They love this game!  I'd argue they love it more than even you and me combined.  They love our ideas! Our ideas help to shape the world and things to come.   They love to work on the game (behind the scenes) and surprise us with great new updates that blow our hair back!  For that we love them!  They are masters of their craft...

Guess what they love?                             Players!

Not the kind that "wish up" asking for cool swords to be hidden in secret caves, or for templar fancy pants to go easier on them.
Ow.. /hp 01/HP100/ I've done this myself in the past, that's why it hurts me.

Nope.. What they actually want is for US to be the change!  They want us to bring them solutions, not question/problems.
They want story-driven characters that change the world around them.  How do you all think the world ended up like this so far?
It's not all death and blood in the sands I assure you, sometimes folks build things..

If 10 PC's made their next characters based out of Morins, with some background in Forestry?   "Oh hi there, you seem really smart with chopping logs" meets "Oh yeah, I'm pretty good, but not as sharp as that guy" also runs into "Hey again fellas, say? any of you find a place to hang yer axe yet?"  Build it and they will come.. 

Hell Kadius might even see an opportune opening there and push Nenyuk out of the way!

~Kadius Lofts~  Starting in the mid first-born-childs


In conclusion!
(a foreign presence contacts your mind)

Huh, that's weird..  anyway, as I was saying..

Build it and they will..... (you're eyes cross and you begin drooling at an alarming rate)
/-11hhp/100/
                              /\\_____//~-_                        _-~\\__
                             (~)       ~-_ ~-_                  _-~ _-~   
                            (~)           ~-_ ~-_            _-~ /-~     
Welcome to Armageddon!     (~)              `~-_ ~_======_--~~ __~       
                          (~)               _~_\__\____/__/_--\ ~`-_   
                           \           _-~~            _-~~~-_ \_  ~-_ 
Title: Re: Morin's Village
Post by: Akariel on November 25, 2019, 02:37:04 PM
I'm Akariel and this is my favorite post on the Citadel.

Quote from: perfecto on November 17, 2019, 06:02:19 AM
/hp100/HP100/
Over a thousand views and nobody has said what needs to be said?
What a hit
I'm stunned                                           (reel lock stunned)
/hp 02/HP100/

Ya know the Immortals?  They love this game!  I'd argue they love it more than even you and me combined.  They love our ideas! Our ideas help to shape the world and things to come.   They love to work on the game (behind the scenes) and surprise us with great new updates that blow our hair back!  For that we love them!  They are masters of their craft...

Guess what they love?                             Players!

Not the kind that "wish up" asking for cool swords to be hidden in secret caves, or for templar fancy pants to go easier on them.
Ow.. /hp 01/HP100/ I've done this myself in the past, that's why it hurts me.

Nope.. What they actually want is for US to be the change!  They want us to bring them solutions, not question/problems.
They want story-driven characters that change the world around them.  How do you all think the world ended up like this so far?
It's not all death and blood in the sands I assure you, sometimes folks build things..

If 10 PC's made their next characters based out of Morins, with some background in Forestry?   "Oh hi there, you seem really smart with chopping logs" meets "Oh yeah, I'm pretty good, but not as sharp as that guy" also runs into "Hey again fellas, say? any of you find a place to hang yer axe yet?"  Build it and they will come.. 

Hell Kadius might even see an opportune opening there and push Nenyuk out of the way!

~Kadius Lofts~  Starting in the mid first-born-childs


In conclusion!
(a foreign presence contacts your mind)

Huh, that's weird..  anyway, as I was saying..

Build it and they will..... (you're eyes cross and you begin drooling at an alarming rate)
/-11hhp/100/
                              /\\_____//~-_                        _-~\\__
                             (~)       ~-_ ~-_                  _-~ _-~   
                            (~)           ~-_ ~-_            _-~ /-~     
Welcome to Armageddon!     (~)              `~-_ ~_======_--~~ __~       
                          (~)               _~_\__\____/__/_--\ ~`-_   
                           \           _-~~            _-~~~-_ \_  ~-_
Title: Re: Morin's Village
Post by: Delirium on November 25, 2019, 03:28:14 PM
TBH, that leaves a bit of a sour taste in my mouth, as I was part of a group of northern-based PCs who tried to get something going in Morin's, and was told point-blank that there would be no staff support for Morin's.

Players can only get so far in the build it and they will come scenario.
Title: Re: Morin's Village
Post by: kahuna on November 25, 2019, 05:14:19 PM
Quote from: Delirium on November 25, 2019, 03:28:14 PM
TBH, that leaves a bit of a sour taste in my mouth, as I was part of a group of northern-based PCs who tried to get something going in Morin's, and was told point-blank that there would be no staff support for Morin's.

Players can only get so far in the build it and they will come scenario.

And you're not alone. The push for players to do things is a narrative all too familiar here. There has to be DMs bringing the world alive and running plots/campaigns or else it's just a bunch of players doing nothing. Not to say that players can't do some things, we have systems in place such as crafting, combat and such, however, anything beyond the idea of a player simply being an antagonist of a plot/storyline would require staff approval/assistance/intervention.

I as a player also don't appreciate being told that I need to go make stuff happen for it to happen. I'm here to play my characters to the best of my ability not organically create a plot that traditionally and historically speaking will go no where.
Title: Re: Morin's Village
Post by: HavokBlue on November 25, 2019, 06:19:09 PM
The reception you're going to get from staff on any given idea or plot or project is going to depend on who is on staff at the time and what their given priorities and work load are. There are a lot of ideas we come up with as players that may be well-received by the relevant staff, but they could be working on too much already. Conversely, it might be the impetus to get the ball rolling on something. I've had my own share of ideas gently (and not gently) rejected for reasons that sometimes made sense to me and sometimes didn't, but there's no reason not to communicate goals and desires and intentions to staff.

Title: Re: Morin's Village
Post by: Riev on November 25, 2019, 08:22:05 PM
I feel that is the 'sour taste' though.

Try. Who knows, maybe the inconsistency of staff rules and regulations will fall in your favor. Communicate, because maybe THIS time someone will be for what you've done.

Delerium's post hits me hard, because the Oil and Strigil rollout was done by a Northern "clan" that, while fun to include the Byn to help the rollout, was a northern staff-clan that wasn't PC-led or run. At that time, the North wasn't being "supported", but interesting new code was rolled out with Morin's as an initial base.

Only to try that with PCs and be told that the North is not supported.
Title: Re: Morin's Village
Post by: Aruven on December 01, 2019, 10:23:21 AM
Quote from: Delirium on November 25, 2019, 03:28:14 PM
TBH, that leaves a bit of a sour taste in my mouth, as I was part of a group of northern-based PCs who tried to get something going in Morin's, and was told point-blank that there would be no staff support for Morin's.

Players can only get so far in the build it and they will come scenario.

The best part is the general 'pretending not to know' this, like there already hasn't been a wave of people who came in, threads about this, timeline promises never fulfilled by staff. Shit that can be specifically linked and quoted here if enterprising people felt the need.

If you still play the game, give up on this. This is never happening; the people that made the tuluk you knew, that shaleah hates, they are gone. They arent coming back to revitalize Tuluk, and the people that left the game then are never coming back either.
Title: Re: Morin's Village
Post by: tiny rainbow on December 01, 2019, 11:51:35 AM
Quote from: Aruven on December 01, 2019, 10:23:21 AMthe people that made the tuluk you knew, that shaleah hates, they are gone.
I have seen things, really detailed things, that I am sure are from staff about Tuluk, that lead me to be sure that is not truuue! :) There's some interesting stories you'll probably never hear about stuck inside Pride and Prejudice Country!
Title: Re: Morin's Village
Post by: Aruven on December 01, 2019, 12:42:16 PM
Quote from: tiny rainbow on December 01, 2019, 11:51:35 AM
Quote from: Aruven on December 01, 2019, 10:23:21 AMthe people that made the tuluk you knew, that shaleah hates, they are gone.
I have seen things, really detailed things, that I am sure are from staff about Tuluk, that lead me to be sure that is not truuue! :) There's some interesting stories you'll probably never hear about stuck inside Pride and Prejudice Country!

If the staff that originally created and cultured Tuluk returned to the game, revamped and revived it, and we got the players that left in frustration back, I would stand corrected and admit I was wrong about the game direction for the northlands. I shall continue to hold my breath for another few years.
Title: Re: Morin's Village
Post by: mansa on December 01, 2019, 03:05:45 PM
Quote from: Aruven on December 01, 2019, 12:42:16 PM
...
If the staff that originally created and cultured Tuluk returned to the game, revamped and revived it, and we got the players that left in frustration back, I would stand corrected and admit I was wrong about the game direction for the northlands. I shall continue to hold my breath for another few years.

What version of Tuluk?

The original one?
The one after the dragon destroyed it?
The one after the elementalists destroyed it? 
The one after the Allanaki/Tuluki war ?
The one after the Rebellion ?
The revised one that shrunk it?
The one after the rains in Tuluk that destroyed UnderTuluk?
The one after the Shadow Artists got introduced?


Tuluk has had more changes to the zone than any other city over the lifespan of this game. Every old version of Tuluk is gone forever, and the new version of Tuluk will be different.
Title: Re: Morin's Village
Post by: Riev on December 01, 2019, 08:52:56 PM
I'd be fine with "the playable one"
Title: Re: Morin's Village
Post by: ShaLeah on December 01, 2019, 09:56:38 PM
Quote from: Aruven on December 01, 2019, 10:23:21 AM
... the tuluk [....] that shaleah hates..

I don't hate tuluk, at all.

I think the interpretation and execution of the Tuluk that WAS, the one people mourn, was not brutal and did not fit the theme.


How it was written it should have fit. As it was played, it wasn't.  If I  hate anything...? It's that those players who *might* have played the normal (by the docs) citizen weren't visible among the cheery, long lived stepford wives that got to create beautiful things, collect wealth, friendships, power and influence ALL OVER THE KNOWN.

And I wholeheartedly disagree that those players are gone.  They are alive and well and their existence is 100% evident in some ways the world has changed.

Title: Re: Morin's Village
Post by: Blanc de Ocotillo on December 04, 2019, 12:09:13 PM
I always thought Tuluk was Newbie land. I hope when they reopen it they entirely gut the culture for a lengthy list of reasons ranging from my person issue with the Caste system to it just always feeling like Arm lite up there.  I do think we could benefit with a Second city but I would rather have something entirely different. Like a City that isn't HUMAN dominated and full of 'more different' Templars, run by yet a even 'more different' Sorcerer King. It would be nice to see a HighLady  :P Every single city and town in Arm is run by a dude...just saying.

P.S. I do like the hand tattoos..that's basically it though. 
Title: Re: Morin's Village
Post by: triste on December 04, 2019, 12:20:38 PM
Quote from: Blanc de Ocotillo on December 04, 2019, 12:09:13 PM
It would be nice to see a HighLady  :P Every single city and town in Arm is run by a dude...just saying.

Bit of a tangent but woooo 100% agreed (other points are good too). My favorite part of Dune were the Bene Gesserit and for a setting where men and women are supposedly equal this would help flesh that part of the setting out.
Title: Re: Morin's Village
Post by: Riev on December 04, 2019, 04:03:09 PM
I don't know who "runs" Luir's or Morins, or Blackwing for that matter...

but while Muk Utep may be the Sun King, I think a female High Precentor has been running things for him for a good many years, ever since she took the 'crown'.

I think there are some canonically powerful ladies, but it may be more of a "Find out IC". I've heard theories over the years that make me quiver.
Title: Re: Morin's Village
Post by: Blanc de Ocotillo on December 04, 2019, 05:20:26 PM
Quote from: Riev on December 04, 2019, 04:03:09 PM
I don't know who "runs" Luir's or Morins, or Blackwing for that matter...

but while Muk Utep may be the Sun King, I think a female High Precentor has been running things for him for a good many years, ever since she took the 'crown'.

I think there are some canonically powerful ladies, but it may be more of a "Find out IC". I've heard theories over the years that make me quiver.

I am aware..but its a 'speculative maybe' that's  'subject to a change'  in opinion of whom ever is currently staff sometimes and the Find out IC thing is a bit of a cop-out..In this case for example. I really just want to see something all its own and completely unique about a second city. I also think Humans by in large a pretty crappy people as a race.   ;)
Title: Re: Morin's Village
Post by: ShaLeah on December 04, 2019, 05:39:55 PM
Maybe the Sandlord is actually a SandLady.
There are matriarchal tribes but that's another thread to be made, no?
Title: Re: Morin's Village
Post by: HavokBlue on December 04, 2019, 06:57:38 PM
A certain take-no-prisoners badass smelly gith responsible for one of the more significant shakeups of the last few years too. Maybe she's still out there...

Quote
1646 (Year 29 Age 22)
An unknown force gathers and binds together the disparate gith warbands languishing in the southern Tablelands. Under this new chieftain the once languishing gith presence in the Pah experiences a revival – settled tribes are raided to extinction, byways through the desert become gith-ridden death-traps as the gith menace begins to spread.

1647 (Year 30 Age 22)
The N'kala are slaughtered to a man by a bold night raid by a gith warband, marking the first incursion into the northern Tablelands by gith in several Kings Ages.

Unchecked, the gith warbands become bolder, surging forth from their old territories to erect crude stockades and barricades in the northern Pah. Sporadic skirmishes cause this offensive to falter, but not collapse. These toeholds allow gith free reign across the Tablelands – many small human and elf tribes are exterminated, with those that survive joining an exodus from the Pah.

1648 (Year 31 Age 22)
During a migration of their camp, the Soh Kah, Azzah Kah is slain in single combat with a gith swathed in the red robe of an Allanaki Templar.

Ravaged by gith raiding and ashen defilement, the oasis known as the Gem begins to wither – its water turning putrid and its soil sterile.

In retaliation for a magickal attack on their camp, the Sun Runners launch a daring raid on the gith mesa. Few return – but the fires burn for days.

Word spreads amongst the displaced tribal peoples of 'Ghorog' – a she-gith wearing the red robe of the black pit. The tally of the slain by her hand and the hordes she leads grows with each telling.
Title: Re: Morin's Village
Post by: Dresan on December 23, 2019, 04:28:40 PM
As someone who loved Tuluk, I don't think bringing it back is the answer.

Instead I feel Luirs still has untapped potential.

Not to derail, but something that I want to see would would be like to see is Luirs taken over by a re-invigorated Tuluk. The NPC army force turning it into a tuluki outpost maybe managed by one or two nobles, who's job would be to begin to plot and spy on allanak, maybe make friends with the 'brutes' in redstorm. The plots they would be coming up with would be a bit more high level than harassing commoners hunting in the outskirts though. At the same time bringing back much of the culture of tuluk to the outpost as they hold the 'frontlines', mixing it in with the tribal culture present there(remember tuluk always had a tribal area anyways).

Kurac would still operate there but no longer in charge of their own home, with the internal security managed by Tuluk legionaries npcs. They would still have the kuraci fists(PCs) to help secure trade routes and such. Going back to balancing business and the politics between tuluk and allanak.

This would give Allanak an old enemy poking at its gates again, giving some people to experience the culture of tuluk (with nobility having partisans,etc), and another place to run away to if things get too crappy in allanak who will appreciate trouble caused. All this without having a full blown city with branches of the same merchant houses, mercenaries,etc.  Granted this would suck for gemmers and a bit more so for hidden magickers but every other role would benefit. 
Title: Re: Morin's Village
Post by: Hauwke on December 23, 2019, 04:33:50 PM
The immediate problem I have with that, is that anyone with any level of power heading to Luir's always just turns it into their own playground.

Any time there is a super successful GMH PC there, they have far, far too much power there.
Title: Re: Morin's Village
Post by: Dresan on December 23, 2019, 05:01:10 PM
Quote from: Hauwke on December 23, 2019, 04:33:50 PM
The immediate problem I have with that, is that anyone with any level of power heading to Luir's always just turns it into their own playground.

Any time there is a super successful GMH PC there, they have far, far too much power there.

I don't have a problem with a sponsored role having power in any given area, for example templars.

My problem is that GMH have no reason or ability to get into conflict with allanak. Thus at best they feel limited to harassing low level unaffiliated PCs or small groups who play in the area. Tuluki nobility however would have both the motivation and the backing to create those higher level plots with the people around them, looking for those allies and connection to help them achieve something bigger.
Title: Re: Morin's Village
Post by: Hauwke on December 23, 2019, 06:03:14 PM
That's true, it just always feels awkward as hell when some low ranking player Kuracci is kicking people out of Luir's for being a half-elf or something. It just feels way more flex than it should because the only people to have the ability to say otherwise are equally low ranking people who are beholden to them.

If they were replaced by Nobility, I suppose it would feel a little more inline with the game for me, but it still feels weird.
Title: Re: Morin's Village
Post by: Dresan on December 25, 2019, 12:19:15 AM
Their motivations are different.

GMH has always felt they are all about making profit as they balance the politics of various groups and factions. Something which was a lot more fun with both tuluk and allanak around. It is because of this I've come to believe GMHs managing Luirs is not that great of an idea with the current state of tuluk. Again something feeling like they've been reduced to messing with smaller groups or merchant in the area instead of trying to keep themselves from being crushed by the giant city states playing in the sandbox.

The motivation for tuluki nobility would be the absolute downfall of Allanak. Thus the scope and playing field is much larger and broader.

For example, I can see southerners visiting luirs feeling quite welcomed since they are potential spies and pawns for nobility stationed there. Raiders impeding trade southern trade routes is something GMHs would care about, but nobility wouldn't care about this, they might want to meet these people and invite them to the outpost. This would infuriate GMHs but without any control of the outpost they would be back to imposing their will in the wilderness or from the shadows.

Tuluk lost the last clash, they would be weaker, so alliances with other small against what they would begin advertising is a common enemy is probably something they would work towards. Even if its just to use these groups like disposable minions in their plots and schemes to weaken the the entire city of 'nak with no cost to Tuluk who may still be recovering.

I think some things would play out in Allanak a lot differently if they actually had to begin considering the potential for sabotage with their city, or with their public operations. Again less about killing of grebbers or aides, and more causing mass riots, infrastructure damage or great economical/resource loss.

Anyways my point was, if I would like to see a little more from Luirs before we focus on Morins.
Title: Re: Morin's Village
Post by: Delirium on December 25, 2019, 10:31:50 AM
*waves a tiny "either bring back or take over Tuluk but please quit letting it languish in limbo" flag*
Title: Re: Morin's Village
Post by: Alesan on December 25, 2019, 10:51:36 AM
Just drop a volcano on it and be done with it.
Title: Re: Morin's Village
Post by: Dresan on December 25, 2019, 02:38:24 PM
Quote from: Delirium on December 25, 2019, 10:31:50 AM
*waves a tiny "either bring back or take over Tuluk but please quit letting it languish in limbo" flag*

We cannot have Tuluk back in the way it used to be, the city is now outdated compared to many other places. There is no comparing tuluk to allanak after years of upgrades, with rinth, redstorm and rooftop just to name a couple things which are accessible by choosing allanak. Not to mention all the problems Tuluk had within the city, with some of its themes and templars.

We certainly need the culture, the plots and the threat that came from Tuluki PCs. I would love to be a shadow artist working in allanak, reporting to the nobility in luirs. But an entire city, who's shops and goods have already been integrated into other locations, and that duplicating jobs found in other location to make it function. No.

Again as someone who loved Tuluk, who only played there until about the very end, it was a wonderful place for its time. Unfortunately if you opened the city back up, it would feel completed lackluster compared to any other location.
Title: Re: Morin's Village
Post by: Grogerif on December 25, 2019, 07:02:09 PM
Like some have said.  I would be fine with just destroying Tuluk.  It's the limbo that annoys me.  Give us ruins, or just a strange empty city filled with deadly critters.  Even some strange magick that harms anybody who enters.   Give us a mystery to unravel, a foe to hate, or even a giant hole in the ground that will never be understood.   Fill the void with anything.
Title: Re: Morin's Village
Post by: only_plays_tribals on December 25, 2019, 07:12:22 PM
I would vote for magick crater of doom with bonus if it spews out spooky NPC's and stuff from time to time, and maybe even throw some cool forage in there, or like.. you know whacky gicker shit. Something bad happens and some of us get horribly abominated by magickal-nuclear fallout when Tuluk explodes into hate filled shards of ethereal glass or something. Lets do it. I'm down.
Title: Re: Morin's Village
Post by: Dracul on December 26, 2019, 05:35:50 PM
Crater of magick doom and or spillage of nasties that are problematic...something. I'm a fan of this general direction.
Title: Re: Morin's Village
Post by: ShaiHulud on December 28, 2019, 01:52:13 AM
Staff regulate the amount of players for most clans already, just allow some for a 'Tuluki' clan to do one thing or another.
The city doesn't have to be fully reopened for that.
Title: Re: Morin's Village
Post by: Alesan on December 28, 2019, 09:41:38 AM
I think we would have more luck suggesting things that do not involve having staff assigned to oversee anything called "north" or "Tuluk".
Title: Re: Morin's Village
Post by: Strongheart on December 29, 2019, 02:34:01 AM
Quote from: Alesan on December 28, 2019, 09:41:38 AM
I think we would have more luck suggesting things that do not involve having staff assigned to oversee anything called "north" or "Tuluk".
+1
Title: Re: Morin's Village
Post by: The7DeadlyVenomz on February 13, 2020, 04:31:47 AM
You know, assuming staff is pretty set in their plan to not bring back Tuluk, it's a perfect place to create a "dungeon", D&D style. Tuluk finally dies IG, and in the ruins are untold treasure, and untold horror. Don't bother making it "beatable", make it explorable with a high risk of death, and make it profitable. Make it tell a story in room descriptions, old writing, old treasure. Create new NPCs that are incredibly unlikely to be beaten, that are cleverly scripted, and tell their own story. Give it a staff-played "boss" that keeps it from being over-run, like some of the bosses we saw during the Echri storyline.

Zalanthas doesn't have a dungeon. Why not allow Tuluk to do one last, great thing, and give Zalanthas its dungeon?
Title: Re: Morin's Village
Post by: MatisseOrOtherwise on February 13, 2020, 07:05:23 AM
Quote from: The7DeadlyVenomz on February 13, 2020, 04:31:47 AM
You know, assuming staff is pretty set in their plan to not bring back Tuluk, it's a perfect place to create a "dungeon", D&D style. Tuluk finally dies IG, and in the ruins are untold treasure, and untold horror. Don't bother making it "beatable", make it explorable with a high risk of death, and make it profitable. Make it tell a story in room descriptions, old writing, old treasure. Create new NPCs that are incredibly unlikely to be beaten, that are cleverly scripted, and tell their own story. Give it a staff-played "boss" that keeps it from being over-run, like some of the bosses we saw during the Echri storyline.

Zalanthas doesn't have a dungeon. Why not allow Tuluk to do one last, great thing, and give Zalanthas its dungeon?

Y'know... This'd actually be super fucking neat.

Addendum: The BBEG dungeon boss is just Muk Utep, also good fucking luck killing him with anyone except like, 40 kitted out PCs all logged in at once doing their best.

To make up for the lack of Tuluk coming back in full, we should expand Luir's a shit ton, make it less of an outpost and more of a town. Not Allanak levels (city), but definitely with its own culture, music, regular pitfights, etc etc etc.
Title: Re: Morin's Village
Post by: Miggy on February 13, 2020, 03:49:04 PM
https://gdb.armageddon.org/index.php/topic,53056.msg999706.html#msg999706