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Found 4 results

  1. QF52: Dancing in the Mists Jastes, Tensions in Luthadel are running high. The Ventures - don’t tell Elend I said this - seem to be close to breaking apart, the Tekiels were nearly slaughtered, and at least four different nobles have been exposed as Mistborn. One, Shan Elariel, was found dead at Keep Venture, seemingly killed by one of the Ventures' own Mistborn - however, rumors have already begun to spread that it was a setup like the one that took down the Tekiels. One by my House Hasting. Whether that’s true, I have no idea. But I do know that House Elariel wants revenge, and this gives them someone to lash out at. They attacked a caravan of ours, almost out in the open. And to make matters worse, Keep Hasting is hosting this month's ball. We had to bar any Elariel from entering, because… well, I don’t want to say in writing. You never know. But we don’t have enough intel to keep everyone friendly with the Elariels out, and we can't just postpone the ball. It would make us look too weak. Hopefully nothing goes wrong. -Telden Hasting Welcome to QF52: Dancing in the Mists! You've been invited to host the grand ball of Keep Hasting, to kick back, relax, and finalize those pesky alliances that have been so brittle lately. However, beware! Due to recent events, any members or affiliates of House Elariel are barred from the premises, and if found, they will be assumed to be conducting espionage and be thrown out of the keep*. Because, well, they will be conducting espionage. Or worse. So it is your duty as the Hosts of the party to keep an eye out for any suspicious activity and report it to the proper channels. However, we nobles can hardly act in the open - you must be discrete. Inform Lord Hasting quietly. *Floor level may vary. The Hasting Hosts form the Village faction, and must live to eliminate all of the Elariel Eliminators to win the game. The execution has a 2-vote minimum, and ties will result in all players tied dying. The Elariel Eliminators (sorry) form the Eliminator faction, and must reach parity with the Hasting Hosts to win the game. They have a faction doc and a kill every cycle. (If all players are dead by the end of a cycle, it also counts as an Eliminator win.) 0 to 0 is still parity. This game has a simple mechanism: anonymous voting. All votes must be cast through the GM PM, and the vote count (including who voted for who and who didn't vote) and execution-ee will be revealed in the writeup in the next cycle. Any vote, whether Green, Red, or Black, posted in the thread will not be counted, but can be used as an indicator of intentions - but are you sure they're really telling the truth? In addition, during the first cycle, each player may choose one other player. They will then gain a PM with that player for the rest of the game (made by the GM) starting the next cycle. Other than that, PMs are closed. (If two players select each other for PMs, then neither gets to repick.) Other than that, no secrets, no roles, just good old fashioned intrigue. Signups will end on Thursday, April 15th at 12:00 1:00 PM PST, which will be the standard rollover time unless someone yells at me to change the time back. Since I've got pinch hitters... there will be an inactivity filter of 2 cycles. You must post at least once during that time, or you will be replaced by a pinch hitter or killed. Also, @Lotus will be the co-GM and @Araris Valerian will be the IM! What? No, of course this isn't a mechanism for Ash not to spend time making vote counts and watching the thread. Why would you think that? Player List: Spectators/Pinch Hitters: Quicklinks:
  2. “The mind is its own place, and in itself can make a heaven of hell, a hell of heaven…” The harsh environment of the Pantheon islands has gained a new threat. After their success on Patji, the Northern Interests Trading Company have been expanding their foothold in the Pantheon. Experience on Patji has taught a few of their number to survive the cruel jungle, allowing them to explore the islands as freely as the trappers do. Now their gaze has landed on the island of Amaji, and a small party has been sent to scout the island and weaken the resident trappers. The Game: 48 hour cycles, with combined Day and Night turns. Players get one vote and one action per cycle. Actions can include the Trader kill, Trapper special abilities, Aviar abilities (two can be used in one cycle) and giving Aviar to others. Factions: Traders - The Eliminator faction. Familiar enough with the Pantheon to pass as trappers, you are also equipped with advanced weaponry. You get one kill per cycle and can communicate in a doc; you win when your numbers are equal to the Trappers’. Trappers - Native to the Eelakin Isles, you've spent most of your lives in the harsh Pantheon jungle - first on Sori, now Amaji. You win by eliminating the Traders. The surviving Trapper with the most types of Aviar at the end of the game wins a bonus victory. Roles: The jungle has lessons to teach, for those able to learn. Aviar: Players can start with more than one Aviar. Players can have a max of 5 Aviar; up to two can be used in the same cycle. A player can give any number of their Aviar to another player, and they can also be stolen (see below). The first player to vote on the lynch target (excluding retracted votes) will receive one of the lynched player's Aviar at random. Aviar are otherwise lost when their owner dies. Caution: The Pantheon jungle is dangerous, and even the most experienced trappers can't afford to lower their guard. Each player receives a word or phrase (their 'code'), unique to them. They must include this word or phrase in a post a minimum of twice a cycle. Any player who does not has not been cautious enough. The first time is a free pass and will incur a warning. The second time, their code will be strongly hinted at in the writeup. The third time, they will die. If player A believes the code of player B is X, they may tell the GM ('Player B's code is X'). If correct, A steals all of B's Aviar (or as many as possible before reaching the cap). If incorrect, B steals one of A's Aviar. This does not count as your action, though only one guess may be made per cycle. Signups will run for 7 days; the game starts at 30th Jan, 10PM AEDT/11AM UTC/4AM MST Quick Links:
  3. Winter is ending, snow falling hard all around. The mountain passes have been covered in snow, keeping you all stuck in the Duladel trading outpost you visited late in the season. Hopefully the winter will be short, but now, a new pressure has arisen. Mai, a lonely trader, not one to talk much, was found outside the outpost, flayed and sacrificed. You know the signs, Followers of the Jeskeri Mysteries are stuck in the outpost with you, making their sacrifices daily. Snowed in, you have no chance but to find them and kill them before they kill you. All Traders: Must submit one vote through a PM to the GM(Mailliw73), once during every cycle hour period. These votes will be made public at the end of the period, and the most voted for player will be sent to die in the snow. You may vote however you wish in the thread, but the vote received in the PM will be your official vote. Anyone who does not either talk to the Outpost’s Owner(the GM), come to the community dinner meetings, or meet with other traders for two consecutive days will freeze in their rooms. Follower of the Mysteries: The followers of the Jeskeri Mysteries must each send one vote for sacrifice via PM to the GM (Mailliw73) per cycle in addition to their normal vote. The most voted for player, in this fashion, will be sacrificed for their own mysterious purpose. Priest of Jesker: The Priest of Jesker is a learned man, and can identify the sacrifice of the Jeskeri Mysteries, having tried to root them out in the past. The Priest may investigate one other player per day (by contacting the GM) to learn if they are a follower of the Mysteries or not. Jindoeese Soldier: The Jindoeese Soldier is trained in the art of ChayShan and can guard one player at night. Anyone who attacks the trader whom the Soldier is guarding will be fought off and the protected trader will not die. Rulo: The Rulo is the fool who managed to get himself stuck in a trading outpost he had no business being in. He’s a bit kayana, so every night he scrawls a message somewhere in the outpost, too bored to sleep. Seon Holder: The Seon Holder makes it so that anyone can send messages(PMs) to any other living players. As long as a Seon Holder is alive, there is no limit to PMs, except that the GM must be included in all of them. The game will start on Monday, November 23rd, at 3:30 MST. Cycles will be 24 hours long. Rollovers will be at 3:30 PM MST/10:30 PM GMT. Spec doc available upon request. The order of actions is as follows: Rulo Message Soldier Lynch Priest Sacrifice Quick Links:
  4. Good news, you managed to get a job in the finest army this nation has seen or will ever see, under the just Gavilar and his powerful brother Dalinar! Fight for the unity of all Alethkar! Fight for glory! Fight for riches! Fight for Shardblades! ...But it's not that simple. It never is. Hidden in within your army are spies and saboteurs – And not just from one Brightlord's army either! All you know is that the spies have been sent into your army in pairs to ensure secrecy, and that they're from several different armies. Even worse, you've not fought with most of the people around you before, and rare is the soldier who can vouch for someone else here. You don't even know what their job is around the camp, though you can probably guess in some cases. It will take careful thought and cooperation to find the ones that might be secretly planning your deaths... General Rules Events Spies Eye Colour Roles So, welcome to my second game. As before, I will answer any questions on the main thread, so feel free to throw them at me if you want anything clarified. If there are not as many players as I would like, some Role(s) may be left out. Some (Guardsman and Messenger) have also been slightly modified from previous iterations as well. The game will start Sunday 30th, at 8PM GMT. Cycles will last 48 hours each. Quick Links:
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