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#1
General Discussion / Re: What Delf Tribes would you...
Last post by Dresan - Today at 02:28:32 PM
Quote from: Riev on May 01, 2024, 11:21:28 PMTwo Moons is just Templarate Sponsored assassins, and nobody can convince me otherwise.

I know my 'rinth city elf did not trust two moons, and voiced his thoughts that they were in league with the templars a few times. This is certainly an IC problem for them, balancing out the need for protection that comes from being with Allanak with the need to be  free and fully independent.  Being thought up as templar pets does have impact on how people treat them for better or worse, on top of elven pride and all. Again an 'IC problem' as far as I am concerned, that comes with benefits and downsides for the players who try those roles.

I think two moons and sun runners work well and have been successful D-elven tribes. The problem with d-elf tribes is their location to everyone else, 'the Pah'. I was really disappointed thsa Gith wars did little to solve this but I think outside of a season format, the game always had trouble implementing notable changes to the setting. I made a post about it at the time but the idea was the gith wars could have pushed elven and human tribes out of the Pah, and into the red desert and areas between luirs and allanak to survive.

With seasons I would the original idea even further, the old blackwing outpost destroyed, human and elven tribes begin to poor into luirs. With the merchant houses seeing less value and risk at keeping Luirs for a variety of reasons they eventually take a deal to sell holdings of luirs to an alliance of the elf and human tribes with the condition they can still operate there similar to redstorm. Luirs would become run by this alliance of large tribes, while players would stick to playing small delf and human tribes that have no ownership but live around luirs or in the desert between it and Allanak. Luirs would be the last backstop preventing the gith from flowing out of the Pah, with many tribes launching campaigns to try to push back the hordes of gith or just trying to keep them in check.

This would make Luirs truly neutral place to play from or stay in, while at the same time bringing delf and human playable tribes  smack between the two city states, where they are more likely to encounter city players. Not all human and delf tribes would adapts and end up being destroyed, but many would and would be added to playable tribes for players. A lot of design decisions in this game have not promoted integration, rather isolation and niche styles of playing, size of the map doesn't matter, but points of interest do, and by making luirs a common point of interest for not just human and delf tribe but everyone else looking to trade or find refuge you make for a melting pot of interaction.

To answer the original question:
  • Two moon
  • Sun runners
  • Any other delf tribe with flexibility to enter towns and city to trade and make merry.


#2
General Discussion / Re: What Delf Tribes would you...
Last post by Krath - Today at 11:13:43 AM
Silt Winds
Two Moons
Dune Stalkers

Updated: Forgot about Silt Winds
#3
General Discussion / Re: What Delf Tribes would you...
Last post by Tuannon - Today at 11:02:19 AM
Historically, the Al'Seik have reason to avoid Allanak for a bit.
#4
General Discussion / Re: What Delf Tribes would you...
Last post by dumbstruck - Today at 02:51:10 AM
I'm not a fan of the way I see/have seen most of the elves actually play out in any Dark Sun setting.

I think don't open tribes except perhaps Vru'Rihali and Two Moons. Because those are the tribes in the Vrun, and so make the most sense for the opening premise. I know the Rihali are humans. But they're still a tribe that lives in the desert near Allanak. If the Al'Seik still had their camp set up three rooms outside of Allanak's gates I'd be mentioning them for the same.
#5
General Discussion / Re: What Delf Tribes would you...
Last post by Tuannon - Today at 01:02:40 AM
Whoever it is/was who hunt down irresponsible magickers primarily, the Two Moons are too far under Allanaki sway and will never leave the place of being 'protectors of Allanak' in my mind. It was kind of funny to see it degenerate from 'do us favours but ask your own' to 'wait for instructions', but anyway.

I don't think the Sun Runners should instantly get a pass and be included, they're kind of eh.

And Blackwing is too far away, so maybe just three iterations of Dune wardens.
#6
General Discussion / Re: What Delf Tribes would you...
Last post by Roon - Today at 12:05:10 AM
Will there even be d-elf tribes in season 1? I was under the impression that only Allanak-based clans would exist.

Maybe some could open up after a while, like in the second "chapter" of S1. However, I think it would be a shame if they're there from the start, because it'll be important to get as many people as possible in one place. Even if tribes are welcome in Allanak, they're not going to spend any real amount of time there. The tribes' documentation typically says that visiting the city is okay (for the tribes that can) but staying there is not. And with the rest of the world put into stasis, it's limited what a tribe can contribute to the city's roleplaying environment. It's not as if they'll be bringing exciting news from abroad.

If we're being honest, d-elf tribes are almost entirely irrelevant and have been for a long time. At best, they represent an arbitrary hazard to people visiting the Tablelands. It has been quite a few years since any tribe had a significant impact on the game and were a net positive for Armageddon. When tribes have between 0 and 3 players each, they just can't do much, and that has been the case for a long time. It's the kind of thing that might have worked when the game peaked at 60+ players.

It's the season of Allanak, the one big (and probably final) chance to really get the city to be all that it can be. This requires that most players buy into that and do what it takes to keep the wheels turning. If a bunch of people are out playing hunter-gatherer in various tribes, that's directly detrimental to the apparent goal of season 1. While there will always be some who prefer to play lone rangers and roam the world, or live in peace in Red Storm or wherever, I don't think further encouraging it with tribes is the right move.

I want to see no tribes open at the start, and then as time goes on and playing in Allanak over and over again becomes understandably tiresome, maybe it'll be time to add tribes.
#7
General Discussion / Re: What Delf Tribes would you...
Last post by Riev - May 01, 2024, 11:21:28 PM
Allanak is going to need trade points AND enemies.

Two Moons is just Templarate Sponsored assassins, and nobody can convince me otherwise.

Sun Runners are built on trade and are the most populous tribe after absorbing the remnants of the Fangs as well.

I would do something out of left field and either put effort in the Dune Stalkers to be antagonistic, or after 10 RL years or so ... rez the Silt Winds with someone born as a blood descendant of Shattered regrowing the clan over the last couple generations.
#8
General Discussion / What Delf Tribes would you lik...
Last post by shadeoux - May 01, 2024, 10:49:57 PM
The documentation says there are three open at any given time, so Ill choose my three. I am just interested in seeing what Delf tribes
people are wanting to play in, maybe help out the staff in the decision making process.

P.S.
They have to be non-virtual and already coded in the game to limit staffs need to change a lot.

Two Moons - Due to the close nature to Allanak they have.

Sun Runners - While I dislike them as a Delf clan, they would make sense because they are allowed in Allanak and would/could patrol the Pah.

Red Fangs - Because we can all use some dangermouse in the desert and it has been long enough, it's time for their return.
#9
General Discussion / Re: Favourite places to play i...
Last post by Dracul - May 01, 2024, 07:06:48 PM
The mantis valley and the mountains/insert far off place were some of my favorites. I really enjoy the mul outost and redstorm, most of my pcs have been stormers.

There are so many great places, and many regions have their hubs/gathering places.
#10
General Discussion / Re: "- Removed Tuluk and Luir'...
Last post by Riev - May 01, 2024, 12:03:02 PM
Likely won't be able to keep the character when SEASONS change, but they were toying with an idea that if a season is 2-3 RL years, that there would be like CHAPTERS in the middle where you keep your character but the gameworld "updates" and moves forward a short amount of time.