Houses

Choose your people. Build your community. Compete with the others.

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Factions (later known as Houses) were introduced in Tale 8 and were modified over the following tales. Due to consistent player feedback they are being removed for Tale 12 — the information below only applies to Tale 11.

What are Houses?

Houses are a recent concept in A Tale in the Desert, designed to enhance your gameplay with strategy. Upon gaining Citizenship from your Peasant status, you leave the Passage to Egypt by cart. But before setting off to the Egyptian mainland you must choose a House. Which group of people will you be a part of?

Rewards await your interactions and cooperation within your adopted house and form a basis for your starting location. Success gains new powers to erect community buildings and house-specific compounds while also letting you participate in other public works projects and partake in special community events. Houses are not designed to restrict your gameplay style — they're there to help introduce you to your nearby neighbours.

House progression

Another source of rewards comes with helping your house prosper. As you contribute to research projects and your fellow citizens' art and thought installations, you receive rank points. The top-ranking players each week will be promoted to a more senior position. Become idle and face the risk of demotion.

Elders

Become an Elder and have the power to expel members of your house, or invite new players from another house to join your family. To be an elder, you are elected by your peers. Be aware that your power is limited in its uses, however — use your executive actions wisely.

The Meshwesh

The Meshwesh

Nomad hunter-pastoralists who coalesced their tribes into one. They live off cattle, sheep, and camels, and family is their life — with grand visions of power.

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The Hyksos

The Hyksos

Wealthy and learned, ruling from Avaris. Money buys power; their people are happy and secure. Archery is their most popular sport.

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The Kush

The Kush

A militaristic kingdom from the south — always ready, always watching. Religious, ceremonial, and patient in a chess-like game of conquest.

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