Author Topic: Morin's Village  (Read 3557 times)

Alesan

  • Posts: 358
Re: Morin's Village
« Reply #50 on: December 25, 2019, 10:51:36 AM »
Just drop a volcano on it and be done with it.

Dresan

  • Posts: 1313
Re: Morin's Village
« Reply #51 on: December 25, 2019, 02:38:24 PM »
*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We cannot have Tuluk back in the way it used to be, the city is now outdated compared to many other places.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.
« Last Edit: December 25, 2019, 02:45:14 PM by Dresan »
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Grogerif

  • Posts: 76
Re: Morin's Village
« Reply #52 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.

Re: Morin's Village
« Reply #53 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.
You begin searching the area intently.
You look around, but don't find any large wood.
You think: "Story of my life."

Dracul

  • Posts: 1080
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Re: Morin's Village
« Reply #54 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.
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ShaiHulud

  • Posts: 258
Re: Morin's Village
« Reply #55 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.
The problem with leadership is inevitably: Who will play God? -Muad'Dib

So let's all go focus on our own roleplay before anyone picks up a stone to throw. -Sanvean

Alesan

  • Posts: 358
Re: Morin's Village
« Reply #56 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".

Strongheart

  • Posts: 286
Re: Morin's Village
« Reply #57 on: December 29, 2019, 02:34:01 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