[CR@W] the Bannermen [Complete] - House of Fire (TOFU) Wins!

Finished challenges between two competitive clans.

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TX AG 90
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Re: CLAN REALMS at WAR: the Bannermen [Turn 11 Clan Submit D

Post by TX AG 90 »

When a Lord's ransom is paid and he is released, does he spawn back at his original castle or is he placed outside of captors castle?
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Re: CLAN REALMS at WAR: the Bannermen [Turn 11 Clan Submit D

Post by IcePack »

TX AG 90 wrote:When a Lord's ransom is paid and he is released, does he spawn back at his original castle or is he placed outside of captors castle?


Auto goes to the nearest castle controlled by the clan. He will not spawn at a city even if it's closer. Consider it as the ransom had been paid and is brought back to the king to show he is alive etc and can receive new directions and leave on his way from there.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 11 Clan Submit D

Post by IcePack »

Interesting theories submitted on the bard songs so far
Of course I can't comment on them ;) but interesting to hear regardless ;)
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Re: CLAN REALMS at WAR: the Bannermen [Turn 11 Clan Submit D

Post by IcePack »

Approx 8 hours left to submit
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 Clan Submit D

Post by IcePack »

Update is done. Lots of activity. The bards are busy singing the praises of different Houses
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 Clan Submit D

Post by IcePack »

Yikes. So I just learned I'm doing some ungodly horrible split shift type stuff I normally don't get assigned to all week. I'm going to do my best to not have it interrupt anything, but basically I'll be out of the house 4am-11pm. There's only so many days I'll be able to get home @ 11pm, update until 2am and leave @ 4am again and not risk the safety of myself / the crews.
Currently I have no way of updating during my 4-7pm "break" since I won't be home but I'll look into how I would be able to do so.

If I can get that worked out, there will be minimal interruption.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 Clan Submit D

Post by hopalong »

dont burn yourself out! better to take your time, then have little errors sneak in, and have to redo entire turns.
(i keep trying to find mistakes ... one day, you will err!!!).
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 Clan Submit D

Post by Vid_FISO »

with only 5 hours off, couple of beers and sleep, an internet game isn't worth dying for!
If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 Clan Submit D

Post by IcePack »

8-) I'll be ok :) we will get thru it without much issue I think. I'll probably steal someone's laptop for the 4-7pm period and hot spot it using my iPhone.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 Clan Submit D

Post by ElricTheGreat »

IcePack wrote:8-) I'll be ok :) we will get thru it without much issue I think. I'll probably steal someone's laptop for the 4-7pm period and hot spot it using my iPhone.



Call in sick for each of the early shifts and then show up feeling a little better for each of the 2nd half of the shifts??

:lol: :lol: :roll: :roll: :-s
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 Clan Submit D

Post by IcePack »

Just over 4 hours to submit your turns.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 IP Update Day

Post by IcePack »

Turns will be updated tomorrow midday instead of the usual night time update. I'll have to use up more of my "update" window then usual this week.
For now, the bards will sing tonight...
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 IP Update Day

Post by IanG7 »

IcePack wrote:Turns will be updated tomorrow midday instead of the usual night time update. I'll have to use up more of my "update" window then usual this week.
For now, the bards will sing tonight...



Thanks for the great effort on this event. It's quite the undertaking for you and we appreciate it. Really fun stuff.

=D> =D>
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Re: CLAN REALMS at WAR: the Bannermen [Turn 12 IP Update Day

Post by IcePack »

Thanks, and no problem. Normally my schedules pretty predictable so this came as somewhat of a surprise. But there's some long and uninteresting local reasons why I have to be working so suffice to say unless there are unexpected natural disasters around here often I should not get surprised to often from here on out :D
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Re: CLAN REALMS at WAR: the Bannermen [Turn 13 Clan Submit

Post by IcePack »

*mumbles incoherantly at 130am*

ok...update complete. submit your turns by 2400 CCT please (Wedneday March 1st)

-----

We are here to tell you a story
A story of Neds Revenge
They paid their debts, Red
with their Blood
And now their House has ended.

- the Bards singing of the killing of all 3 Lannisters in one night
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Re: CLAN REALMS at WAR: the Bannermen [Turn 13 Clan Submit

Post by IcePack »

Turn 14 clan submit day due Saturday @ 2400 CCT
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Re: CLAN REALMS at WAR: the Bannermen [Turn 14 Clan Submit D

Post by Donelladan »

Is there any interest in being the lord with the most fame ? Or it's only the fame for our house that matter at the end.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 14 Clan Submit D

Post by IcePack »

Donelladan wrote:Is there any interest in being the lord with the most fame ? Or it's only the fame for our house that matter at the end.


No it just benefits the House. When all is said and done if there are other stuff I have laying around as bonus prizes I may throw some bonus stuff in there but for now just houses.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 14 Clan Submit D

Post by rockfist »

grt will be so disappointed ;)
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Re: CLAN REALMS at WAR: the Bannermen [Turn 14 Clan Submit D

Post by IcePack »

I promise I'll win one of those Siege! games eventually. Beware.
I've just been warming up!

-----

Seperate note, I'm pretty sure I hit 1,500 PM yesterday related to CR@W in just a month + a few days :o
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Re: CLAN REALMS at WAR: the Bannermen [Turn 14 Clan Submit D

Post by IcePack »

Q: I don't see any rules describing these supernatural occurrences?
A: There isn't anything specifically mentioning this type of activity beyond that the realm is a dark and mysterious place.

Battle, diplomacy, intrigue, secrecy, and the unknown await you in...Clan Realms @ War!


It falls under the "unknown" catagory. This game is meant to be dynamic and mysterious etc. Game mechanics may (or may not) be revealed through some of the story line. Some decisions can be educated and others will be gut checks for Houses to see if they feel it's important etc.

It's important to note these are pretty minor occurrences (it's not going to happen all the time and it won't be so important it fully changes the game)

These are supposed to be fun interesting twists that Houses must deal with during their quest to explore and conquer the mystery of the Realm.

Q: Can you be attacked by these "things"?
A: Potentially. ;) Game mechanics for the ghosts have not been revealed, the only information you have to work with right now is doing nothing you may receive a curse, 3 GP will quiet them, or 5 GP they will hold you in their favor.

Q: Is it possible that a Lord maybe driven crazy by another House, or poisoned / wounded by something different than another Lord like a barbarian tribe or relic?
A: No, both opposing Lords and Barbarians can only kill through battle. Relics are positive bonuses you receieve for finding ancient artifacts during exploration of varying benefit, placed randomly through the map.
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Re: CLAN REALMS at WAR: the Bannermen [Turn 14 Clan Submit D

Post by IcePack »

OH - also if you or your House haven't voted here yet. Please do so when you get a chance. Voting ends on the 6th and will be recorded. I'll be "taking the temperature" of how people feel through the game 2-4 times

This sorta thing takes a lot of time and effort and commitment on lots of people's parts, plus we commit prizes etc so I would like to get a clear idea of how people feel as we go through this new game. Obviously the end will be the biggest factor but early on is not far behind that learning how people feel.

The better feedback I get, the more likely I can get prizes and time etc slotted to potentially continue (or discontinue) the series (or focus elsewhere) to make the clan area more interesting for you all.

Thanks
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Re: CLAN REALMS at WAR: the Bannermen [Turn 13 Clan Submit

Post by JPlo64 »

IcePack wrote:Turn 14 clan submit day due Saturday @ 2400 CCT

SO turns are due tonight, in 22 hrs or so?
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Re: CLAN REALMS at WAR: the Bannermen [Turn 13 Clan Submit

Post by IcePack »

JPlo64 wrote:
IcePack wrote:Turn 14 clan submit day due Saturday @ 2400 CCT

SO turns are due tonight, in 22 hrs or so?


Yes reminder went out cuz I wasn't sure if I was going to be able to send one today. But it's due in ~14 hour now
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Re: CLAN REALMS at WAR: the Bannermen [Turn 14 Clan Submit D

Post by IcePack »

About 30 mins left to submit your turns.
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