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Post by legendary on Apr 19, 2015 17:02:40 GMT -5
3) Tuluki characters will soon be more outcast than gickers due to the threat of them being agents of the new mindslave Faithful. Afterall why would city-states or outposts want Tuluki people around when they could be carrying whatever mind parasites are being employed in Tuluk itself? You would think so, but this isn't the case at all. The current clans in Allanak are trying to recruit anyone associated with former Tuluk clans and many of the common PCs are accepting them with open arms. From what I've seen, even the southern Templarate is being benevolent towards them, to the point of giving them money to help them get a new start in Allanak, as though the sacking of Allanaks fort by Tuluki forces isn't still fresh in the minds of everyone.
It's my understanding new Atrium leader is hand picking friends from Tuluk and bringing them into the clan with staff blessings. Inked Tuluks laughing and having conversations with gemmers in the Gaj, drinking with money paid to them by Allanaki Templars.
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Patuk
Shartist
Posts: 552
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Post by Patuk on Apr 19, 2015 17:17:32 GMT -5
Um. What? Logs? That's retarded.
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Jeshin
GDB Superstar
Posts: 1,515
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Post by Jeshin on Apr 19, 2015 17:40:13 GMT -5
Based on my sources -some- Tuluki characters they fled south are being well treated but that is some and not all. Also the Atrium role might be overdoing their welcoming, but to my knowledge no staff animations have come in and said what the powers that be want done to the tuluki's its all players right now.
I also imagine that due to the OOCness of tuluks closing they might be trying to go easy on the putout player population.
EDIT - But I agree that a certain fear of Tuluki's bringing whatever is happening to Tuluk with them when they flee should begin to manifest if things worsen in Tuluk like they should be with the impending April 27th deadline.
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Patuk
Shartist
Posts: 552
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Post by Patuk on Apr 19, 2015 18:29:28 GMT -5
Christ, that's dumb.. It's like we've gone from one extreme to the other(see: Red Ranger's red robe appearance thing and what started it off) with this. I don't think people in Tuluk should be killed on sight ir whatever, but any Tuluki who knows gemmers are what they are should stay faaaaar away from them, and southern templars being forthcoming to foreigners(or really anyone) is outright.. Bizarre.
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Post by sirra on Apr 19, 2015 19:12:25 GMT -5
So Tuluk's IC justification for people to flee and for it to be closed to players is that Faithful are abducting people by the 1000s and turning them into mindslave zombies. Mindless zombies with no original thoughts of their own milling around Tuluk... So it's business as usual, then.
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Post by sirra on Apr 19, 2015 19:13:46 GMT -5
Honestly? I wouldn't have closed it. If I truly believed it was that much of a drag on staff energies, I would have just unstaffed it. ICly, the nobles would have withdrawn -- probably for fear of some illness -- and would be handling their affairs over the Way. If I was really trying to discourage playing up there, I'd actually write an illness script. It'd have a chance of striking whenever you went into Tuluk, but you could build up an immunity/tolerance, so people who genuinely wanted to stay there could. I'd rather a volcano landed on it, and turned it into a pollution-fouled, treacherous wasteland. I just hate that everything is so easy up there, and all is plentitude and frolicking bards, when it's so unlike Dark Sun.
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Post by picklehead on Apr 19, 2015 22:23:29 GMT -5
My favorite version of Tuluk was the loose conglomeration of villages that existed during the days of the occupation. That's how they should have left it and that's the direction they should have gone with this; returning it to a loosely-tied collection of villages. Something about that just created the perfect feel for the north, for me at least.
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tedium
Clueless newb
Posts: 164
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Post by tedium on Apr 20, 2015 2:39:30 GMT -5
Honestly? I wouldn't have closed it. If I truly believed it was that much of a drag on staff energies, I would have just unstaffed it. ICly, the nobles would have withdrawn -- probably for fear of some illness -- and would be handling their affairs over the Way. If I was really trying to discourage playing up there, I'd actually write an illness script. It'd have a chance of striking whenever you went into Tuluk, but you could build up an immunity/tolerance, so people who genuinely wanted to stay there could. I'd rather a volcano landed on it, and turned it into a pollution-fouled, treacherous wasteland. I just hate that everything is so easy up there, and all is plentitude and frolicking bards, when it's so unlike Dark Sun. Dark Sun has something like Tuluk. There is a city in a forest where they live prosperous lives by Dark Sun standards. A Sorcerer Queen of a city-state has positioned herself as a Forest Goddess and uses her powers to spread the forest. Her Templars also proselytize her nature cult throughout the known and pressure smaller villages into joining her Faith. Nobles are chosen by the Sorcerer Queen rather than by hereditary inheritance. Within the city is a circle of bards (literally, it's a drum circle). She also lives in a giant tree called the "Sunlight Home". However, these are all superficial differences and not indicative of the RP that has been established in Tuluk. The Cult of the Sun King is not a religion that people actively spread, and its enforcement is dramatically different than the Dark Sun equivalent. Rather than a narcissistic tyrant who demands love and adulation from his followers, Utep's has no practical presence. Unless you're about to get PK'd by a Lirathan, or it's an RPT, you may never be influenced by the Sun King's Cult. As a result, the average player's understanding of Tuluk comes from their first-hand experience, which is generally plentitude and frolicking. Full disclosure: I hate Tuluk. Very little about it makes sense to me. Having said that, I must admit that it has tremendous potential. It is ultimately crippled by that lack of identity, never becoming more than a mish-mash of ideas that people thought were cool. It it less than the sum of its parts. Nevertheless, if staff had given marching order aimed around establishing an identity or culture, it could have been a great contrast to Allanak and a boon to the game world.
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Post by pinkerdlu on Apr 20, 2015 8:44:52 GMT -5
3) Tuluki characters will soon be more outcast than gickers due to the threat of them being agents of the new mindslave Faithful. Afterall why would city-states or outposts want Tuluki people around when they could be carrying whatever mind parasites are being employed in Tuluk itself? You would think so, but this isn't the case at all. The current clans in Allanak are trying to recruit anyone associated with former Tuluk clans and many of the common PCs are accepting them with open arms. From what I've seen, even the southern Templarate is being benevolent towards them, to the point of giving them money to help them get a new start in Allanak, as though the sacking of Allanaks fort by Tuluki forces isn't still fresh in the minds of everyone.
It's my understanding new Atrium leader is hand picking friends from Tuluk and bringing them into the clan with staff blessings. Inked Tuluks laughing and having conversations with gemmers in the Gaj, drinking with money paid to them by Allanaki Templars. Beyond hilarious
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grumble
GDB Superstar
toxic shithead
Destroyer of Worlds
Posts: 1,619
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Post by grumble on Apr 20, 2015 17:23:05 GMT -5
teh path wuz clered 4 this kynd uv thyng bai rovyng rinthy gank skwads. wyth teh preeveeus bunch it nver wuld hav hapend. i thynk it a gud tihng that teh powurs that b du not fele teh nede 2 hedbut all problums 2 deth.
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Deleted
Deleted Member
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Post by Deleted on Apr 20, 2015 19:27:02 GMT -5
Full disclosure: I hate Tuluk. Very little about it makes sense to me. Having said that, I must admit that it has tremendous potential. It is ultimately crippled by that lack of identity, never becoming more than a mish-mash of ideas that people thought were cool. It it less than the sum of its parts. Nevertheless, if staff had given marching order aimed around establishing an identity or culture, it could have been a great contrast to Allanak and a boon to the game world. It's the kind of place that would make a good book but a horrible platform for roleplay. The setting's primary feature is that people don't talk about anything unusual that happens, and the all-powerful police can read your mind and do literally whatever they want to you without any need for restraint. It's hard to fathom the ignorance it must take to think this is a good idea in a game where social interaction is instrumental to the entire concept, and where the ability to keep secrets is required in order for plots to function. It's some of the worst game design I have ever seen.
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Post by sirra on Apr 20, 2015 19:34:38 GMT -5
I'd rather a volcano landed on it, and turned it into a pollution-fouled, treacherous wasteland. I just hate that everything is so easy up there, and all is plentitude and frolicking bards, when it's so unlike Dark Sun. Full disclosure: I hate Tuluk. Very little about it makes sense to me. Having said that, I must admit that it has tremendous potential. It is ultimately crippled by that lack of identity, never becoming more than a mish-mash of ideas that people thought were cool. It it less than the sum of its parts. Nevertheless, if staff had given marching order aimed around establishing an identity or culture, it could have been a great contrast to Allanak and a boon to the game world. Very cogently put. Pretty much the best defense for a potential Tuluk I've ever read. Although, I still wish it had remained the way it was during the Occupation. Or at least, if it had to become a rival city-state, to be more the way you described it and less the way it became. And even if like the above poster put, it would make for a better book than gameplay, I still think virtually any direction but the one they went, would have been an improvement.
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my2sids
Displaced Tuluki
Posts: 341
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Post by my2sids on Apr 20, 2015 19:39:10 GMT -5
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Post by BitterFlashback on Apr 20, 2015 20:00:38 GMT -5
I can't believe Rath lifted a line from Watchmen, from one of the most badass characters, to describe Tulukis.
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my2sids
Displaced Tuluki
Posts: 341
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Post by my2sids on Apr 20, 2015 20:02:46 GMT -5
I can't believe Rath lifted a line from Watchmen, from one of the most badass characters, to describe Tulukis. I think that's part of the problem to have that attitude.
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