Author Topic: Morin's Village  (Read 2123 times)

The Great Corn

  • Posts: 52
Morin's Village
« 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.

mansa

  • Posts: 9754
Re: Morin's Village
« Reply #1 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.
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Alesan

  • Posts: 351
Re: Morin's Village
« Reply #2 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.

Bebop

  • Posts: 4058
Re: Morin's Village
« Reply #3 on: October 27, 2019, 04:21:13 PM »
Please just bring Tuluk back instead of putting work into the Outposts.  :l

Vex

  • Posts: 238
Re: Morin's Village
« Reply #4 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.
"Mortals do drown so."

Doublepalli

  • Posts: 300
Re: Morin's Village
« Reply #5 on: October 27, 2019, 06:04:50 PM »
Morins is the new Red Storm for those who don't fancy Allanak!

ShaLeah

  • Posts: 5380
Re: Morin's Village
« Reply #6 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
I'm taking an indeterminate break from Armageddon for the foreseeable future and thereby am not available for mudsex.
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In law a man is guilty when he violates the rights of others. In ethics he is guilty if he only thinks of doing so.

Harmless

  • Posts: 2813
Re: Morin's Village
« Reply #7 on: October 29, 2019, 04:47:31 PM »
Why not help?

#bringbacktheshaleah
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ShaLeah

  • Posts: 5380
Re: Morin's Village
« Reply #8 on: November 01, 2019, 02:53:28 PM »
I'm taking an indeterminate break from Armageddon for the foreseeable future and thereby am not available for mudsex.
Quote
In law a man is guilty when he violates the rights of others. In ethics he is guilty if he only thinks of doing so.

SmashedTregil

  • Posts: 196
Re: Morin's Village
« Reply #9 on: November 01, 2019, 04:08:38 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.
Peering into the darkness, your voice uncertain, you say, in sirihish:
     "You be wary, you lot. It ain' I who's locked 'p here with yeh. it's the whol
e bunch of youse that's locked down here with meh."

Barsook

  • Posts: 8012
    • The Sense of Openness
Re: Morin's Village
« Reply #10 on: November 01, 2019, 04:15:21 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.

ShaLeah

  • Posts: 5380
Re: Morin's Village
« Reply #11 on: November 01, 2019, 04:49:52 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. 
I'm taking an indeterminate break from Armageddon for the foreseeable future and thereby am not available for mudsex.
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In law a man is guilty when he violates the rights of others. In ethics he is guilty if he only thinks of doing so.

JohnMichaelHenry

  • Posts: 194
Re: Morin's Village
« Reply #12 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.

“Imagination is more important than knowledge. For knowledge is limited to all we know and understand, while imagination embraces the entire world, and all there ever will be to know and understand.”
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Krath

  • Posts: 2589
Re: Morin's Village
« Reply #13 on: November 02, 2019, 10:56:50 AM »
#CloseMorins #MoreInteractionAndPcsInTheBigThree
Armageddon is best when it's actually harsh and brutal, not when we're only pretending that it is.

SmashedTregil

  • Posts: 196
Re: Morin's Village
« Reply #14 on: November 02, 2019, 01:42:05 PM »
#destroy allanak!
Peering into the darkness, your voice uncertain, you say, in sirihish:
     "You be wary, you lot. It ain' I who's locked 'p here with yeh. it's the whol
e bunch of youse that's locked down here with meh."

ShaLeah

  • Posts: 5380
Re: Morin's Village
« Reply #15 on: November 02, 2019, 02:37:30 PM »
#CloseMorins #MoreInteractionAndPcsInTheBigThree
#preach
I'm taking an indeterminate break from Armageddon for the foreseeable future and thereby am not available for mudsex.
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In law a man is guilty when he violates the rights of others. In ethics he is guilty if he only thinks of doing so.

Krath

  • Posts: 2589
Re: Morin's Village
« Reply #16 on: November 03, 2019, 10:15:35 PM »
#destroy allanak!

I see what you did there and applaud you.
Armageddon is best when it's actually harsh and brutal, not when we're only pretending that it is.

Greve

  • Posts: 174
Re: Morin's Village
« Reply #17 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.

Thomoto

  • Posts: 124
Re: Morin's Village
« Reply #18 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.
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Hauwke

  • Posts: 1973
Re: Morin's Village
« Reply #19 on: November 11, 2019, 02:45:22 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.

Alesan

  • Posts: 351
Re: Morin's Village
« Reply #20 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.

Barsook

  • Posts: 8012
    • The Sense of Openness
Re: Morin's Village
« Reply #21 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.

Alesan

  • Posts: 351
Re: Morin's Village
« Reply #22 on: November 11, 2019, 12:14:32 PM »
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.

Medena

  • Posts: 1296
Re: Morin's Village
« Reply #23 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.

Quote from: J S Bach
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zeia

  • Posts: 543
Re: Morin's Village
« Reply #24 on: November 11, 2019, 04:03:44 PM »
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.
Pride means nothing when you're crawling on the ground.

X-D

  • Posts: 5688
Re: Morin's Village
« Reply #25 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.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

perfecto

  • Posts: 903
Re: Morin's Village
« Reply #26 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!     (~)              `~-_ ~_======_--~~ __~       
                          (~)               _~_\__\____/__/_--\ ~`-_   
                           \           _-~~            _-~~~-_ \_  ~-_ 
The glowing Nessalin Nebula flickers eternally overhead.
This Angers The Shade of Nessalin.

Akariel

  • Administrator
  • Posts: 615
Re: Morin's Village
« Reply #27 on: November 25, 2019, 02:37:04 PM »
I'm Akariel and this is my favorite post on the Citadel.

/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!     (~)              `~-_ ~_======_--~~ __~       
                          (~)               _~_\__\____/__/_--\ ~`-_   
                           \           _-~~            _-~~~-_ \_  ~-_

Delirium

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  • Posts: 12057
Re: Morin's Village
« Reply #28 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.
"There are no happy endings, because nothing ends." - Schmendrick

kahuna

  • Posts: 202
Re: Morin's Village
« Reply #29 on: November 25, 2019, 05:14:19 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.

HavokBlue

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  • Posts: 6496
Re: Morin's Village
« Reply #30 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.

All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

Riev

  • Posts: 5611
Re: Morin's Village
« Reply #31 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.
Masks are the Armageddon equivalent of Ed Hardy shirts.

Aruven

  • Posts: 2524
Re: Morin's Village
« Reply #32 on: December 01, 2019, 10:23:21 AM »
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.

tiny rainbow

  • Posts: 61
Re: Morin's Village
« Reply #33 on: December 01, 2019, 11:51:35 AM »
the 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!

Aruven

  • Posts: 2524
Re: Morin's Village
« Reply #34 on: December 01, 2019, 12:42:16 PM »
the 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.

mansa

  • Posts: 9754
Re: Morin's Village
« Reply #35 on: December 01, 2019, 03:05:45 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.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Riev

  • Posts: 5611
Re: Morin's Village
« Reply #36 on: December 01, 2019, 08:52:56 PM »
I'd be fine with "the playable one"
Masks are the Armageddon equivalent of Ed Hardy shirts.

ShaLeah

  • Posts: 5380
Re: Morin's Village
« Reply #37 on: December 01, 2019, 09:56:38 PM »
... 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.

I'm taking an indeterminate break from Armageddon for the foreseeable future and thereby am not available for mudsex.
Quote
In law a man is guilty when he violates the rights of others. In ethics he is guilty if he only thinks of doing so.

Blanc de Ocotillo

  • Posts: 130
Re: Morin's Village
« Reply #38 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. 

triste

  • Posts: 78
Re: Morin's Village
« Reply #39 on: December 04, 2019, 12:20:38 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.
I don't have much time to play currently but will do my best to maintain https://tristearmageddon.github.io/arma-guild-picker/, message me if something there needs an update.

Riev

  • Posts: 5611
Re: Morin's Village
« Reply #40 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.
Masks are the Armageddon equivalent of Ed Hardy shirts.

Blanc de Ocotillo

  • Posts: 130
Re: Morin's Village
« Reply #41 on: December 04, 2019, 05:20:26 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.   ;)
« Last Edit: December 04, 2019, 05:34:05 PM by Blanc de Ocotillo »

ShaLeah

  • Posts: 5380
Re: Morin's Village
« Reply #42 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?
I'm taking an indeterminate break from Armageddon for the foreseeable future and thereby am not available for mudsex.
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In law a man is guilty when he violates the rights of others. In ethics he is guilty if he only thinks of doing so.

HavokBlue

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  • Posts: 6496
Re: Morin's Village
« Reply #43 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.
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.