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Author Topic: Gelenson Age 2, Round 19: Not sure what to say! (3 Slots open)  (Read 13466 times)

Johnfalcon99977

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #210 on: February 13, 2011, 12:37:17 pm »

Reaper. I command your turn to come about!
« Last Edit: February 14, 2011, 08:25:02 pm by Johnfalcon99977 »
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squeakyReaper

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Re: Gelenson Age 2, Round 14: Dur Hur (3 Slots open)
« Reply #211 on: February 13, 2011, 01:39:27 pm »

Yessss masterrrrr

I just forgot to move after Ricky edited.  Eheh.  One moment.

Rolled an 8 + 3.  11 points.  I command the Huddus to create another city, Woodja.  They're all for practical naming of places, and its purpose is to harvest the dead trees in Frisilin.  The forest still mysteriously grows these large trees which seem completely resistant to the snow, and in fact thrive off of them..  they are leafless, however.  I also create an order in the Torts that worship the Tortisia continent.  They have evaluated it and spend their spare days wondering when it will re-awaken it, and carry it to the Tort's promise land.  These are called the "Ressurectionists".

Spoiler (click to show/hide)

1 point left, turn over.
« Last Edit: February 13, 2011, 01:47:22 pm by squeakyReaper »
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Johnfalcon99977

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #212 on: February 14, 2011, 06:33:26 pm »

You go through your turns so fast!

I have troble keeping up!

Edit: 11 + 3 gets me 14.

Humans keep expanding, founding Gaulitica and Huntian.

Spoiler (click to show/hide)

I have 3 points left.
« Last Edit: February 14, 2011, 08:16:47 pm by Johnfalcon99977 »
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Johnfalcon99977

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #213 on: February 15, 2011, 04:21:55 pm »

Ahem.

I believe it is Ricky's turn.
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squeakyReaper

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #214 on: February 15, 2011, 04:23:25 pm »

I propose the house rule that only major cities are labeled.  Tinier villages are assumed to exist here and there, but only proper cities will be made.  For every city, we can assume at least five farming villages exist, or camps, or hamlets, or etc.
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Johnfalcon99977

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #215 on: February 15, 2011, 04:35:50 pm »

I propose the house rule that only major cities are labeled.  Tinier villages are assumed to exist here and there, but only proper cities will be made.  For every city, we can assume at least five farming villages exist, or camps, or hamlets, or etc.

I was already assuming this, right when the first species was created.
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squeakyReaper

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #216 on: February 15, 2011, 04:36:33 pm »

Ah, alright.  Didn't want to jump to conclusions without passing it by the GM.
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Ricky

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #217 on: February 16, 2011, 02:59:16 pm »

rolled a 9

i skip turn
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Johnfalcon99977

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #218 on: February 16, 2011, 07:56:04 pm »

"Go, Reaper!"
*Throws pokeball at ground*
"Use post turn!"
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Ultimuh

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #219 on: February 16, 2011, 07:56:53 pm »

Wow, the humans sure are busy here.
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squeakyReaper

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #220 on: February 16, 2011, 08:13:03 pm »

Bwuh it's my turn already.  Rolled a 10 + 4 + 1.  15 points.

I command the Ressurectionists (3) to found a city on Tortisia.  "Slumber" is the cult's headquarters, and they study the land rigorously.  While they are aggressive for Tort standards, they are far from war-like in the city.  They utilize their knowledge of weaponry to make this a militaristic fort-city, however, and it is not peaceful to passer-byers as Tide is.  (4 points to advance Slumber to this status).  8 left...

I create a sub-race of Humans, the "Tu-Humans", and they head far west.  (4 points)  Wanting to avoid their creator as much as possible, they flee all the way to Frisilin.  They found a group of camps in the Tundras, with the main city being "Exadin".  They are incredibly hostile to the rest of the world, especially other humans, and commonly assault traders going through the pass.  I command Silver (1 point) to start patrolling the pass, and he accept tribute in return for defense against these wannabe brigands.  3 points left.



Please PM me during my turns, I get those easier.  xD
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Johnfalcon99977

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #221 on: February 16, 2011, 08:50:10 pm »

Start making cities differen't colors so we can tell with race they belong to.

(Note: Humans have not met any other species but them selves. I plan on making them meet with the Artielens....)
(....)
(....)
(....)
(....There will be blood.)

Edit: I roll a 7. Becomes 10 with bonus. Becomes 13 with leftover.
Moar cities are coming. Nu-Humans love to expand.
« Last Edit: February 16, 2011, 08:54:41 pm by Johnfalcon99977 »
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squeakyReaper

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #222 on: February 16, 2011, 08:57:23 pm »

Are you fine with the Tu-Humans?  Just wanted more racial diversity in the west.
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Johnfalcon99977

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #223 on: February 16, 2011, 09:13:01 pm »

Are you fine with the Tu-Humans?  Just wanted more racial diversity in the west.
As long as they didn't say anything about other races to home. The Nu-Humans think there dead now and the Des-Humans don't know shit about anything.
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squeakyReaper

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Re: Gelenson Age 2, Round 15: Expanding and Trurtle Cults! (3 Slots open)
« Reply #224 on: February 16, 2011, 09:14:36 pm »

Are you fine with the Tu-Humans?  Just wanted more racial diversity in the west.
As long as they didn't say anything about other races to home. The Nu-Humans think there dead now and the Des-Humans don't know shit about anything.

That's cool.  I imagine them being the most hostile and pissed off about the whole exodus thing.  Sort of a group of extremists who want nothing to do with anything else, especially other humans.  They went to somewhere they thought no one in their right mind would be around.  Imagine their surprise when they find a dragon there...
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