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#1
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
#2
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.
#3
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.
#4
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.
#5
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.
#6
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.
#7
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.
#8
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.
#9
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.
#10
General Discussion / Re: "- Removed Tuluk and Luir'...
Last post by eska - May 01, 2024, 10:25:49 AM
As long as my char is not locked in Allanak, I would come and go as I like. If I get bored with people, I will just ride out to hang out with the people in Red Storm or gith in the Red Desert.

It is a good thing to staff to focus on one region for the new season. All I want is to be able to keep my char when seasons change.