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  #81  
Old October 4th, 2005, 01:19 AM
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Default Re: The Council of Wyrms - 5 spots open

I do think this is a cool idea, and wyrms are fun ; ), but i'm going to have to bow out - I just won't have the time, sorry.

so c'tis is now open.
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  #82  
Old October 4th, 2005, 03:01 AM

High_Priest_Naresh High_Priest_Naresh is offline
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Default Re: The Council of Wyrms - 5 spots open

I'm still Caelum right?
and just tell me when you need that pretender
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  #83  
Old October 4th, 2005, 11:40 AM
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Default Re: The Council of Wyrms - 5 spots open

we get one, we ose one :/
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  #84  
Old October 4th, 2005, 01:27 PM
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Default Re: The Council of Wyrms - 5 spots open


Might never get 17 players all at once. And if we do, it's all more likely that people will drop out, ask for delays as they travel, etc.
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  #85  
Old October 4th, 2005, 04:00 PM
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Default Re: The Council of Wyrms - 5 spots open

Would you accept a completely MP-n00b? I have, however, been reading the boards for a while and practice SP with the Conceptual Balance mods (the new, 5.0 version). I might need some help setting up for multiplayer, such as knowing -exactly- where to get the mods for the game. I would be happy to participate as a voting member; I love political games, and I loved reading the Yarnspinners wiki. I'm most familiar with Ulm, but I'm liking Vanheim atm (it's still open, right?)
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  #86  
Old October 4th, 2005, 07:20 PM

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Default Re: The Council of Wyrms - 5 spots open

Newbs are welcome. You are not the only newb already signed up for this game. This may be a newb-friendly game anyway in that the Council will likely not cut any breaks for the experts.

Of course, you know by now that you must take a wyrm pretender to participate as a voting member. Wyrms are good for newbies in that they are so durn sturdy, they can live through the occasional attacking mistake. They can even survive all the way across the map when retreating, which is something very few non-flying pretenders can do. Plus the wyrm allows you to get any magic you want or none at all. I have recenty been testing the magic-less wyrm for these game settings and he does surprisingly well. For if a wyrm without magic dies, he loses no magic when he returns!

Vanheim is yours. That should be a decent race for these settings in that they can do a good bit of blood hunting when needed. Also the Smiths give you magic diversity for the necessary site searching.
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  #87  
Old October 4th, 2005, 07:29 PM
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Default Re: The Council of Wyrms - 5 spots open

Hi Panther:

I agree with Cainehill that I would not worry toooooo much about having a full house. If no one jumps in my Friday, I say that we get moving!

Pasha
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  #88  
Old October 4th, 2005, 09:03 PM
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Default Re: The Council of Wyrms - 5 spots open

I'd like in as Arco.
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  #89  
Old October 5th, 2005, 01:04 PM

High_Priest_Naresh High_Priest_Naresh is offline
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Default Re: The Council of Wyrms - 5 spots open

Im a noob!!!
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Chloe I will remember as always yet love is fickle and past loves fly out of mind in a matter of days

jut like Rosanna
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  #90  
Old October 5th, 2005, 01:47 PM
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Default Re: The Council of Wyrms - 5 spots open

We have noticed.


sorry, couldn't resist
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