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  1. On the fourth day of Christmas The AG gave to me Four hours of sleep Three vote counts Two NPC deaths And a penguin in a pool of blood Brightness Kareana, Captain and Radiant, surveyed the scouts trickling in a few at a time and worried. She kept track of the numbers in her head - almost everyone was back, now, thank the Almighty. She’d spent the entire afternoon pacing and wondering how many would end up returning at all. This had been a simple scouting mission, to get the proto-Radiants to make ties and work as a team in preparation for more difficult tasks. When she put the group together, she hadn’t anticipated any issues - she hadn’t even brought more than a few guards, since twenty-odd Radiants was quite the force in itself and the Highprinces hadn’t the troops to spare. She’d sent for more, but they’d take a while to get here even if politicking didn’t tie them up, and she wasn’t sure they’d even be useful. It had been a simple scouting mission, and then there had been three deaths in the span of a day and a half. Two Sympathisers already known and taken care of, but... there might be more. She didn’t know how many more. And given Locke’s death, she knew this was probably just the beginning unless they were found, and fast. Mentally, she again thanked whoever had killed Naihar, much as she hated to be grateful for any death. Had he not died, had the killings just started without warning... well. At least this way they had some chance. If they were very, very careful. She sipped her steaming soup, frowning over at Brana. The girl was shell-shocked, clearly - and though it wasn’t quite as obvious, she suspected Purrl or Merinira might be too. Taladir, well... she glanced over at the fire where Taladir was telling his tall tales. Taladir was coping just fine, it seemed. Taladir sat near the small cooking fire, telling his tale - with a few grandiose touches, of course. “And then I told ‘er I wasn’t scared of no Odium whatever, come at me!” There were suitably awed gasps, from all but... one man was frowning and squinting at him. “Oi, what’s your problem?” Taladir challenged. The man narrowed his eyes. “I happen to know,” he said as if imparting a great secret, “that the area in which you were scouting is continually filled with the most noxious fumes, poisoned air rising from the depths of the city to take us all. It hasn’t reached here yet, but when it does, oh, when it does...” Taladir blinked. “Uh... what kinda fumes? I didn’t smell nothin’.” “The most vile kind! For they cause fever-dreams in the brain, hallucinations, of whatever you most want to see. Something the city makes to try in its twisted way to keep its citizens happy, of course. And so you saw what you most wanted - Arauna, Odious and dead.” “But... we brought her back here,” Taladir said. “Still dead. And we all saw that blast of dark magic, not just me!” “Bah,” the man scoffed, but was cut short by a few boos. “None of your nonsense tonight, Krask!” someone else called out. “Taladir, go on, we want to hear your story! What happened next?” Taladir grinned, back on familiar ground. “Well, you see, next that girl’s eyes just widen in fear, and she turns to run - she’s heard of me, scared to even face me...” Later that night, Taladir ran into Krask as he was heading to the latrine. Literally - the man bumped into him, clearly paying no attention to his surroundings, and Taladir could hear him... counting, under his breath? He didn’t even stop looking up at the ceiling when Taladir ran into him, either. “Hey, what’s your problem?” Taladir said. Krask jumped and looked at him. “What? Don’t go startling me like that! I was trying to check whether the number of ceiling rings was perfect, and you interrupted me. Now I’ll have to start all over again!” “You didn’t believe that Arauna was a Sympathiser. You thought I was breathing some kind of gas. What’s your problem?” Taladir repeated, ignoring the man’s nonsense. “Oh, I believe she was a Sympathiser,” Krask replied. “As for the rest...” he looked around, as if to make sure no one was looking, then leaned closer. “I’ll tell you, but not here. Too many listening walls.” Taladir rolled his eyes. “Fine.” It wasn’t like he couldn’t take the spindly man in a fight if it came to that, and he doubted it would. Krask was just a bit... off his rocker. Besides, what was life without a bit of a risk? Krask led him into a nearby corridor, then around a few sharp turns, looking nervously right and left each time he did so. Finally, they came to a stop in what looked like a perfectly ordinary stretch of hallway to Taladir. Krask knocked on one wall, then the other, listening afterwards each time, then nodded in satisfaction. Even so, he beckoned Taladir especially close and was nearly whispering when he spoke. “You see, I know she was a Sympathiser, I just don’t believe she died. She couldn’t have - she’s out there somehow, she faked her own death and is just waiting to come back and kill you when you’re least expecting it!” “...Nah, she’s really dead,” Taladir responded after a moment. “I saw her bleed out and everything, and her corpse is even in the camp for you to look at.” Krask squinted. “I don’t believe you. Noxious fumes, remember? But... just in case you are right... I guess I might as well do the job myself.” “What?” Taladir asked. His only answer was Krask whipping out a knife, impossibly fast, and driving it up into his chest, where it slipped underneath his ribcage to hit his heart. The man smiled in response. “Don’t worry! You’ll have a fantastic life, I’m sure - the Tranquiline Halls even have chickens!” What. With Taladir dead, Krask felt it was high time to investigate the rumours he’d heard from various credible sources about a spren which lived at the heart of Urithiru. The ceiling rings confirmed it, if that fool hadn’t messed up his count—it coincided precisely with the floor he’d need to start his search on, and if he was right, the lift system on the thirty-eighth floor was an excellent starting point for quickly getting to the heart of the tower. When he arrived and found that the lift itself had disappeared, Krask knew it was no coincidence. It was simply to dissuade the faint of heart. He got to work with a vengeance. He set his sack at the top of the lift, trusting that nobody would be on watch in this remote section of the abandoned city to see anything incriminating in it—however, he would have to be quick to make it back to the meeting point by dawn, even if there weren’t typically nighttime sentinels in this area—the walls could be telling Kareana of his whereabouts any minute. Quickly tying a support system around himself with the rope from his bag, and fastening it securely to the column above the shaft of the lift, he jumped off into darkness, feeling himself fall and be caught in a buoyant net by the rope tied around him. The rope was tight, but still allowed him movement, and hadn’t cut his circulation either. Krask grinned—an almost perfect beginning. He slowly felt his way down the shaft, which ran the closest to the center of the tower as he could find. If the spren wouldn’t kill him on the spot, it would be here that he would make his great discovery. Imagine Odium’s pleasure at delivering a spren of that size into his hands! His special knowledge would finally be validated, and those fellow Sympathisers of his who mocked him behind his back for his supposed insanity would learn their lesson. As he descended, he could almost fancy he saw a faint light towards the bottom of the shaft, barely a speck, but there nonetheless. The spren was there! His hands worked faster on the rope. He had to reach it before daybreak, or all his work would ruined. A sudden gust of fire and wind came from high above, roaring down the shaft at high speed. I knew those storming walls were out to get me! Krask thought, with a healthy degree of indignation. Further thoughts of the walls or the spren were driven out of his head as the front end of the fiery blast struck his rope at full force. Krask watched in horror as the threads were burned away in an instant, the pressure on his body being relieved as he fell freely into the empty shaft below the lift, gravity working strongly enough that the odd storm of fire and dust failed to catch him before he was hurled into oblivion. Glancing down and seeing nothing but darkness and that pinprick of light growing ever larger, Krask reasoned it would be a very long fall and an even shorter landing on top of a hostile deity, and resigned himself to his fate. Perhaps the spren had got the better of him in the end, but the Mother’s work would be completed by those who survived him. Let the Lord of Chaos rule, he prayed, and opened his eyes. The pinprick of light...was a square? And it was rapidly growing, too. Krask flew out of the shaft into open air, striking bottom in the peaks of the mountains below the tower city as the first sunlight stretched over the horizon, and the third servant of Odium in Urithiru was no more. A particularly curving and uneven section of passageways on the thirty-seventh floor forced Nolan to his hands and knees after falling for the third time on an uneven ledge of rock or a sharp turn which left some area of the floor four feet lower than its surroundings. Among the designs the ancient Radiants had used in the city’s construction, this was one of the most baffling to him—there was no reason for these inconsistencies in an area which they would be using. Unless, of course, you put Skybreakers and Windrunners on this level, who use Lashings to get everywhere. Then the joke’s on an invading army—like you. The wry thought put a smile on his lips, which was quickly erased upon remembering the corpses of Naihar and Locke. Regardless of one’s loyalty to Odium, the city was dangerous, and though he was not a one-man army, that didn’t mean he shouldn’t be careful on these scouting trips. He had no desire to see his throat slit in the middle of a more important mission, and if that meant crawling on his belly to get around while he was mapping the area for Brightness Kareana, so be it. Footsteps—normal footsteps—echoed in the passage above him. Nolan froze, then quickly rolled to one side of the wall, hoping he had been as quiet as possible in doing so. He was supposed to be the only scout in this section of the city for the day! Perhaps someone had gone to fetch him? But it was too early in the day for that, if his stomach wasn’t lying to him; he’d not even felt the need for lunch yet. Swallowing, he chanced a glance up the passageway, and came face to face with a grinning Radler. Relief flooded him. “Thank Adonalsium!” Nolan cried, springing to his feet and embracing his partner. “I’m not sure how in the Almighty’s tenth name you got back here, but I thought I was getting killed. You should really stop doing that to me.” The silly grin was still pasted on Radler’s face as he replied. “Well, it was your decision to crawl like a slug through here so you couldn’t tell a hawk from a handsaw in the distance, though you’re correct about it being a storming impossible job to get over here. It took me the better part of two days to find you, so let’s walk. The path evens out ahead, and I may have found something important.” “For...Domand?” Nolan replied uneasily, and received a grim nod. “One of his fancies, or something actually important?” Radler’s face had definitely lost its grin. “The latter. Come on, you’ll see.” Without further comment he strode up the passageway, his Stormlight illuminating the way ahead, and casting strange shapes into the wall—red and purple marbled veins. Nolan frowned. They had been green further back in the passage, no? He swung his light around, and felt, rather than saw, a shadowy dot flit by him on his right as he did so. Was he going insane? Peering, he saw the veins behind him bleeding to a blotched violet or stark crimson, the green receding rapidly. Something was definitely wrong now. He spun back around to call to Radler, who was about twenty paces ahead of him, when he glanced backwards and saw the same shadowy material coalesce into a figure wielding a knife, and a host of its fellow shadows emerge from the twisted walls. With a yell, he began to sprint up the passageway, away from his assailant, when he felt an impact in the small of his back. Pain flared, then was abruptly cut off; instead, a torpor seized his muscles, and he fell onto the stone floor for the fourth time that day. Dimly, he could see Radler wielding Stormlight ahead, the other shadowy figures retreating, or being torn apart by rays of light. Or was that another light he saw? He was so tired. It would be so much easier if he just drifted off to sleep. A short rest...that sounded excellent. The din of conflict in his ears receded, and Nolan, scholar, Bondsmith, and Worldhopper, dozed off for the last time. Chartreuse Penguin (Taladir) was a Loyal Knight Radiant Worldhopper! Ivory Dragonfly (Krask) was a Odium Sympathiser Worldhopper! Nolan was a Loyal Knight Radiant Bondsmith! Edgedancer Messages “You are sneaky, little bird. The reptiles are scaly and the frogs are slimy. Kill Odium, my friends.” “GREETINGS CITIZENS I AM THE STORMFATHER AND I HAVE AN IMPORTANT MESSAGE FOR YOU %96C6 2C6 D64C6ED :? E9:D 82>6] z:== E96 v|D]” Day 2 has begun! It will last 46 hours, until 4 AM Eastern Standard Time (or Fifth Mean Time, if you prefer) on 31 December 2019. PMs are open. There is a lynch today with no vote minimum to kill. Please thank and/or upvote El did her help with the writeup. (She did Taladir’s death.) Player List Amber Vulture: Jashi, Stormwarden 2. Amethyst Scorpion: Jesh, Lost Axehound 3. Chartreuse Penguin: Taladir, Gambler Radiant Worldhopper 4. Coral Swan: Germaine, Scholar 5. Cream Tuatara: Dfyan, Scholar 6. Emerald Falcon: Sein, Inquisitive 7. Indigo Weasel: Adhom Inem, Ardent 8. Ivory Dragonfly: Krask, Conspiracy Theorist Sympathiser Worldhopper 9. Magenta Albatross: Jonan Wikim, Lost Axehound (Gren) 10. Mauve Crocodile: Sernes, Paranoid Scout 11. Mint Heron: Sam, Once a Darkeyes 12. Onyx Flamingo: Kir, Kleptomaniac Scout 13. Opal Lion: Tnaidar, Scout 14. Pearl Chameleon: Purrl, Adolin’s Former Girlfriend 15. Plum Rhinoceros: Logalog, Scholar 16. Quartz Zebra: Arauna Khadal, Adolin’s Former Girlfriend Sympathiser Worldhopper 17. Saffron Iguana: Merinira, Scout 18. Sage Kangaroo: Gilglin, Ardent (Devotary of the Mind) 19. Salmon Meerkat: Cadamum, Ghostblood Recruit 20. Scarlet Octopus: Max Mercury, Past Lives 21. Sunburst Toucan: Tafud, Slightly Crazy 22. Taupe Gecko: Brana, Scholar 23. Turqoise Gorilla: Bomer, Gambler 24. Violet Axolotl: Adi, Anxious
  2. Ellarel would not be attending the feast tonight. All those months worked and spheres saved to purchase a havah styled in the latest fashion and an appointment with a hair stylist squandered in a matter of hours by a few suspicious nobles. The medics had not been able to attend her immediately, as they were busy tending the more life-threatening wounds of Kholin soldiers injured during the day’s fighting. Still, Ellarel was a lighteyes, and within a few hours her broken bones had been splint and a bed provided. The attending medic assured her that she would be walking again in a few weeks. That was several weeks too late for Ellarel. Tonight had been her best chance of getting to meet Adolin, but now that opportunity had passed. Perhaps she could apply to be a scribe for the Kholins. They had been willing to take care of her injuries, so at least they knew who she was. She resolved to try once the Ghostbloods were crushed and her broken bones healed. Perhaps the Almighty would smile on her once again. The medics had let her keep the knife she’d used to kill Brightness Hymnyes. The blade was still too bloody to put back in her safepouch, so the weapon lay on the bed next to her unbroken arm. Ellarel replayed the memory of piercing Hymnyes arm in her head, imagining that she would do the same to the cowards who had attacked Highprince Sebarial. She barely even noticed when a young man wearing Kholin blue strode into the tent, escorted by four members of the Cobalt Guard. Adolin paused when he saw that one person receiving medical attention was not a member of the Kholin army, or even the Kholin warcamp. He walked closer to her bed in the corner of the tent. “Where did you sustain your injuries?” he asked. Ellarel jolted upright, making her head swim and sending blinding flashes of pain shooting up her broken arm and leg. She had gotten to meet Adolin Kholin after all! She tried to take in every detail through blurry eyes. His crisply tailored Kholin uniform, newly donned after the day’s battle. His exotic blonde-black hair, the same colour as hers. His piercing blue eyes, looking directly at her. The closest member of the Cobalt Guard, swinging a knife down towards his neck. Ellarel screamed and grabbed the knife with her left hand, pain momentarily forgotten as she leaped out at the traitorous bodyguard. Alarmed, Adolin stepped out of the way, narrowly avoiding the strike from behind. The Ghostblood’s blade kept going, embedding itself deep into Ellarel’s heart. The last thing she saw before being whisked away to Shadesmar was Adolin rushing off to apprehend the assassin. --------------------------------------------------------------------------------------------------------------------------- “I must congratulate you, Darrel,” the smooth voice of Arrdel came to Domand’s ears, his accent refined and perfectly in tune with the strange speech of Roshar—then again, he was a native. “You came here yourself to ensure that a conflagration was stirred up. Well, you certainly succeeded, but this hardly seems to be the work you intended.” He chuckled softly to himself, rubbing his hands together against the chill of the night air. Domand inclined his head gravely as they walked on, a shadow to the casual eye, though inwardly he seethed. What was Arrdel doing away from his tasks in Marabethia? And how did he think he could maintain the paper-thin glass of Alethkar against the repeated hammer blows of the coming Desolation? The stupidity of the Alethi elite could hardly be pinned upon him. “It will have to do, Arrdel,” he spoke aloud. “My subterfuge has united the country, in an odd sort of way, but any unity is better than none, and while they did unite in fear and not fraternity, the former will often produce the latter. You know why I do what I do—Cultivation watches this planet, but indirectly, and a challenge from the Father of Hate may break her in the end. The only way to stop Odium’s attack is deterrence. And for that we need a Unifier, one which I intend to create out of this mess, who can pick up Honour and thrust Odium away from this system, before he causes more harm than he already has.” “Drive him away? Like the Oathpact?” Arrdel retorted. “It is a frail patch on an old wound. Eventually, we will need to let it scar for it to heal at all.” Darrel looked at Arrdel, aghast. One of the ASWA’s most significant triumphs in thousands of years—the Oathpact keeping Odium bound to Braize—was a “frail patch?” “You overstep yourself,” he said flatly. “Honour and Cultivation can and must check Odiun’s growing strength. I care not for how it is done, so long as it is. However, if you believe an immediate war with casualties in the millions will solve Shardic disputes properly, then perhaps you do not belong in this group anymore.” Arrdel’s eyes flashed, but he said nothing more. “Let us hope that you are right, and that the Ghostbloods provide the distraction and the unifying force we need for this, then. For now, I must return to Marabethia. I must say, I have missed you in the field of work lately—it is good to see you getting your hands dirty now, instead of the Council of Seven. Peace be with you and your works.” “And also with you and yours,” Darrel whispered into the cold night, pacing his way back to the stone bunker in his solitary camp. -------------------------------------------------------------------------------------------------------------------------------------- Elandera was killed! She was a Noble with a Pain Knife! Day 2 has begun, and will end in approximately 47 hours, at 9 PM EST on Friday 15 November. Spanreed PMs begun during the Night may be used at Day; however, new ones may not be created. Also, questions about your items are best asked at a time not equivalent to two minutes from rollover. Thank you for your cooperation. Good luck! Player List:
  3. I apologize for the lack of a writeup I simply have too much homework and various things to do. - - - Day 2 has begun! The Day will end on Saturday, September 7, at 12:30 PM PDT. Butt Ad Venture has died! They were a Village Smoker. Here are the rules. Player list:
  4. Morning Edition 2 The Elendel Daily Newsworthy Content for Every Octant! The 24th of Doxil, 68, Morning Price 2 Clips Night of Murders Shocks City! Officials can reveal that not only are they now investigating the death of Miumounder (reported in yesterday’s evening edition), but two more members of House Heron’s meeting have been found dead as well. The two new deaths – Snip Exeutor and Tessona – do not initially seem connected to each other or to Miumounder’s, but for their link to House Heron. Constables are currently assuming these murders to be related, but do not believe that the same person has carried out all three murders, as each has been different. Miumounder’s death has been stated to be an accident by the coroner that examined his body - the official report has concluded that the liquor he purchased had been accidentally contaminated and created a poison - but the circumstances around the death itself have thrown that into questioning. An anonymous source has revealed that the constabulary are considering whether to request a second examination of the body, and are currently proceeding under the assumption that his death was malicious. Despite this, they state that the owner of the bar and the staff are not charged with any crimes and are not being considered as anything more than witnesses. Snip Exeutor was found stabbed inside his home, with entry forced. He was alive when discovered, but passed away at the scene before medical help could arrive. No obvious items were taken from his home, indicating that this was a potential murder attempt rather than a robbery gone horribly wrong. His home has been cordoned off while it is dusted for prints and other investigation by the newly established ‘forensics’ department of the constabulary. It is hoped that new scientific methods will shed light on clues that more traditional methods might show. Tessona was also stabbed last night, but on the way home, in a quiet but open part of the city. This murder was carried out much earlier yesterday than Snip Exeutor’s, but her body was only discovered this morning. No items from her person appear to be stolen, indicating that this too was not a crime of theft turned ugly. It is unknown whether this killing was due to a Spiked assault or a vigilante taking matters into their own hands; Tessona was a noted and devout follower of Splinterism. As such, constables are currently working on the theory that she was killed for her faith, either being seen as a traitor by the extremist Spiked for working against them, or that another individual made the mistake of conflating Splinterism with support for the Spiked and their goals, and took matters into their own hands in an illegal manner. The investigations into all three deaths continue. Krea Erikeller Commercial Advertisements Personal Advertisements Obituaries Other Headlines this Morning Previous Editions Day 2 has begun! Night 2 will begin at 7PM GMT on Tuesday 6th November. Snip Exeutor/Snipexe was a Noble! Tessona/Devotary of Spontaneity was a Noble! Player List
  5. Day 2: Cryptic Crypt The investigators sat down right in the Oracle's shop and spent the entire day poring over the strange clues that they had found, but despite all their best efforts couldn't make any sense of them. They were so enigmatic and baffling that it began driving some of the investigators just a little mad. After they realized that poring wasn't doing any good, They tried pouring sauce on the clues, but quickly realized that that was a poor idea. Eventually they gave up and Oyh grew so frustrated that he grabbed the table and flipped it over. It made an odd hollow thumping sound as it hit the floor. The investigators glanced at each other, then shoved the table out of the way and threw aside the rug to reveal a trap door in the floor. Opening the door they discovered a rickety staircase descending into the gloomy darkness. Cautiously, they lit an oil lamp and made their way down the stairs. If the room upstairs had been a living nightmare of disorganization, the cellar is where it went to die. Literally. The dank cellar was stuffed full of coffins, sarcophagi, caskets, urns, and catafalques. There was no organization to the mess, with the various burial boxes piled atop one another in a haphazard fashion with some leaning at angles against the walls. There were heaps of bones everywhere- none of them fresh, fortunately- piled on the floor and atop the caskets. A deeply unsettling feeling permeated the entire place, as if someone was standing right behind you, breathing on your neck. "That can't be hygienic..." *The Witness mumbled. He turned away in disgust and noticed a small folded note pinned to the wall addressed to "The Investigators." Cocking an eyebrow, he unfolded it and scanned the note. "You've got to be kidding me," he said. The note read: *Snipexe's character Day 2 has begun! Here are your Oracle clues: Player List: (Players who have used their Attempts are highlighted in purple) Link to the spreadsheet Link to the Rules
  6. Day 2: Phantom Thief Waern was awoken by a crash in the night. An almighty thunderous smashing, shattering and splintering that reverberated through his ears and made him sit upright in his bed. “Lord Ruler, what was that?” he asked, throwing the duvet off and quickly throwing on a cloak over his nightclothes. Had they come for him? Did the skaa wish to try and face him for the key to escape? Well, he would not face them unprepared. From under his pillow, he grabbed a pair of obsidian daggers, tucking them in the belt, before unlocking his bedroom door and peering out. The corridor was empty, which was as much a relief to him as it was a disappointment. He lit a candle and crept out, following the source of the noise. He stepped carefully and slowly, every footstep on the cold stone ground prickling his skin. He shielded the light of the candle with his hand, every moment he remained hidden potentially crucial. A light shone ahead of him, as someone hooded and cloaked left a room and made to follow down the corridor in front of him. Waern crept down the corridor after them, and was pleased to be rewarded for his caution. As they turned to investigate the other light source in the corridor, he started to walk more briskly. The hooded figure was surprised and stood paralysed, as if unsure what to do. Then they dropped their candle to shroud them in darkness, and ran. Waern grinned and sped up into a run, relishing the pursuit. This was what he was here for, this was his purpose in life, the hunting of the enemies of The Final Empire. All that he could think of was the chase now, the fact that his prey was running before him, and the promotion that was dangling tantalisingly before him. There was a second crash as Waern tripped over a protruding chair leg in the atrium and collided with the wall of furniture. This was followed by a secondary crash as more wood shattered and fell on him, an avalanche of chairs falling down as if to bury him. “Lord Ruler, what the hell is this?!” he yelled, even though it was unlikely anyone would hear him and come to see what was happening. “Uh… sorry sir...” a voice said from under a few chairs. As his candle rolled towards Waern, it faintly illuminated the face of Joe underneath them.. “Obligator,” Waern said, mustering up as much indignation as he could manage in order to hide his embarrassment at the situation, being knocked to the floor and defeated by furniture, “I asked you already; what the hell is this? That racket was you earlier, I assume?” “Well, sir,” Joe said, his mouth rattling off, “seeing as you said no-one was to leave, I thought it would be a good idea to blockade the door as well, so that no-one could even try to pick the lock, sir… Unfortunately, while I was placing the last chair on top, sir, it kind of… Fell on me…” “It kind of fell on you,” Waern repeated, sighing as he shuffled around. Ah, good, there was some give here. He just needed a bit of exertion… Lord Ruler, it was far too early to deal with this. No, it was always too early to deal with this. “Yes, sir,” Joe nodded. “You’re just lucky I’m not stuck here.” He said, heaving himself up and dislodging more chairs. “Though you have stopped me from capturing our likely suspect.” He brushed off some splinters off his coat. “Sorry sir!” Joe said, groaning a little as more of the debris displaced by Waern fell on him. “Uh, sir?” “What?” Waern said, sighing as he picked the candle holder up, and then picked the candle up carefully to place within it. There was no point in running after them now. Whoever it was, they would have disappeared by now. “Can you help me out of here, sir?” Waern made a show of considering it, before walking away. “Sir!” “You can lie there and think about what you’ve cost us,” Waern yelled back. “Maybe someone will be sympathetic enough to free you in the morning.” “Uh… Very good sir!” Waern shook his head and returned to the room that the figure had appeared from. His face fell when he realised what room it was. “No, no!” The heavy metal door remained open, the lock damaged and jammed, displaying all that lay inside the vault. Boxings littered the floor haphazardly in a pile, a fortune tossed aside as though it was worthless. Waern ran inside, scooping up the coins and throwing them aside as he searched for the real prize this room was meant to securely contain. He found it eventually, a small wooden box. The lock was broken on the box too, and he futility tipped it upside down, as though that would make the atium it used to contain magically reappear. The thief had stolen their atium. That meant that either the skaa was just trying to hurt them financially, or they were going to use them as covert bribes. The first was annoying but seemed like a poor end to years of hiding amongst them, but it would certainly get him into trouble if anyone found out outside these walls. The second though was downright dangerous, and could lead to a cull of this outpost if every bead was not fully accounted for. No, there was a third potential use here, he realised, with dawning horror. While it was not common knowledge amongst the general nobility, the Steel Ministry knew a lot more about the allomantic arts than they did, and the Inquisition’s knowledge dwarfed even that. The most threatening possibility of all was that the skaa was a Seer, able to use the most powerful metal to see the future. Even without the use of other metals like a Mistborn, they would be almost impossible to kill, and could easily kill anyone here in a fight. Waern growled and glared at the box, and contemplated throwing it as hard as he could against the wall, just for the cathartic release. Instead, his rage gave way to a sigh of despair, and he let the box fall out of his hands to the ground. He stayed like that for a moment, before rising slowly to his feet. He contemplated calling everyone together to inform them, but dismissed it. There was little that could be done for now. He’d tell everyone else in the morning. Well, it already was the morning. He’d tell everyone else when it wasn’t quite so early, then. For now, he needed to go back to bed. He doubted though that he would get any sleep. Day 2 has begun! It will end at 21:00 BST on Saturday 14th. There is a Tineye alive, so PMs may be continue to be sent. For the new players who are unfamiliar with our/my writeups, I will just take a moment clarify that the presence of Joe in this writeup at the same time as a mysterious figure appearing means nothing for his alignment. These writeups are just a fun bit of story, and never contain any relevant information you need unless noted otherwise. As GM, the only times I will ever confirm the alignment of a player in this game are privately to the player in their PM at the start of the game, and publicly on the player's death. Players Quick Links:
  7. Day 2: Shipping Disputes Beet Asper was annoyed. His contact hadn't showed in days. Lord Ruler, what did it take to get reliable suppliers in this country town. It was almost like there was a manor-wide crackdown on Allomantic metals or something. He hated moving out here from Luthadel. But tonight, he was hopeful. Just maybe, his contact would show and he'd be able to get some metals for his buyers. They were almost starting to think he was holding out on them, and that certainly wouldn't be healthy. And when you'd been around as long as he had, you learned to value your health. A dark shape moved under the nearby tree. Beet almost jumped, before realizing that he was waiting for just that sort of thing. He called out. "Lord Ruler, man. You nearly killed me. Maybe give a guy a little warning next time before you just sneak up on him." The plain looking man stepped out of the shadows. "Only almost? Pity. Guess I'll have to try again." His hand flickered and something glinted. Beet had just enough time to realize that it wasn't his contact before the glass dagger took him in the throat. As he gasped his last breaths, his killer walked over, joined by another figure, hooded and cloaked. "Sloppy work. You might have given our whole operation away." The first assassin might have said something back to defend himself. But if he did, Beet Asper never knew. ------------------------------------------ Day 2 has begun! It will end at 10:30 PM, Mountain Daylight Time, June 4th. Beet Asper (Ornstein) was killed! They were a Metallurgist! Player List: Marv (Hemalurgic_Headshot) Barry Allen (The Flash) Jeff (Manukos) - short for Jeffonimo Lance (Ecthelion III) - The Second Nameless Booken (Paranoid King) - a victim of the "common word + en" method of naming Village Seeker Garshin (Yitzi2) Ribis (cloudjumper) - the bored second son of a noble from the Remote Dominance Stick McStick (_Stick_) Remart (Jondesu) Beet Asper (Ornstein) - an old timer who knows his stuff Metallurgist Locke Tekiel (OrlokTsubodai) - a scion of a well - respected noble house Absolen (StrikerEZ) - a skaa worker in the Conrad fields Jay (DroughtBringer) - a blind young man attempting to keep his blindness a secret Boris (Elenion) - a guard known for laziness and general apathy Hadrian Penrod (Araris Valerian) - hoping to ascend to Ruin Mehir (Metacognition) - a mute and paranoid guard Cluny (Cluny the Scourge) - a man who believes he is a rat with a spearhead on his tail Valbar (TheMightyLopen) - who always gets ignored despite his large stature Mila (BrightnessRadiant) - a girl from the country Sorren Karidor (Dalinar Kholin) - an old guard who's been here longer than any of you whippersnappers Argyle (Sart) - a very clumsy man
  8. LG21: To Reforge a God Background: Since the last two wars with Odium, the Cosmere has finally had peace. The 16 Shards are now able to turn again to their own pursuits - creation or destruction, as it suits their Intents. But the greatest conflict since the Shattering brews on the horizon. Hoid, the discredited leader of the 17th Shard, is rumored to have returned. The last letter he wrote since he left the Cosmere to parts unknown hinted at his desire to end the rule of the Shards entirely, and reforge that from which they Shattered. The name can be heard floating on the Rosharan highstorms. It curls with the mists in Scadrial. The colors of Nalthis whisper it to the Returned. Adonalsium. Through the length and the breadth of the Cosmere, the message travels, leaving consternation in its wake. The final conflict of the divided Cosmere approaches. The end of the order of uncounted millennia looms. The Shards gather their forces for one last stand. Will they be able to defeat Hoid and end his goal of reforging Adonalsium once and for all? Or will Hoid take his final vengeance on that Coalition? Only one thing is certain. The Cosmere will never be the same again. Factions: Shardic Coalition: For untold millennia, you have supported the rule of order in the Cosmere. Hoid and his interference has brought you only two costly wars, and the insolent fool didn't even have the decency to face his punishment for warmongering. Now, he has returned, and you must stop his plan to bring about the return of Adonalsium at any cost. The Coalition wins after killing all members of the 17th Shard, as well as Odium and Autonomy and their Champion(s)/Agent(s). 17th Shard: You have been brought into Hoid's great plan for the worlds of the Cosmere. He was there when Adonalsium was Shattered, and he intends to be there when the God is reborn. To bring his plan to fruition, you must gather up the Shards from their original holders. Unfortunately, they are not likely to surrender them peacefully. To win, you need to outnumber the members of the Shardic Coalition. (Autonomy, Odium, Survival, and any Champions of Odium/Agents of Autonomy do not count towards either faction for purposes of outnumbering.) In addition, the 17th Shard has a sudden death win condition - if at any time, members of the 17th Shard hold all 10 Unshattered Shards, the game is immediately over and they win. If Cultivation is Shattered, this sudden death win condition is no longer possible. The 17th Shard have a doc to conspire in, and have a Faction kill. In addition, there are three Shards who have separate win conditions. These will be described in the Roles section. Roles: All players may make up to three actions in a turn (spread out over day and night cycles). The following count as actions: using a Shardic action or investment ability, using a minor role ability or Faction kill, investing in another player, passing a Shard to another player, moving to another planet. Voting in the thread does not count as an action. Planets and PMs: There will be 7 worlds available: Scadrial, Roshar, Nalthis, Sel, Taldain, Yolen, and First of the Sun. Each of these worlds will have a PM associated with it. Anyone on that world may use the PM freely. Other than these planet PMs and PMs that may be created by Devotion, no PMs between players are allowed. Order of Actions (Day): Secret Votes Redirect Vote/Action Investment Non-specific Shardic Abilities and Meta-Roles Lynch Order of Actions (Night): Redirect Action/Roleblock/Destroy Planet Investment Conversion Non-specific Shardic Abilities and Meta-Roles Protection and Healing Poison Mastrell Awakener and Analyst scans Attack Actions Worldhopping The game will start Saturday, 5/14/16, at midnight, Mountain Daylight Time. Day Cycles will be 48 hours, Night Cycles will be 24 hours. Future turns will end at midnight, MDT, on the appropriate day. Writeups will be posted as soon as is convenient following that.
  9. The snow and the ash from the nearby and aptly named Ashmount, Tyrian, fell together in a swirling mesh of black and white. It made it even more difficult to see anything at a distance. After only a 15 meters, everything just looked like static on a television screen. But the people of Tyrian Falls didn't need to be able to see to know what was out there. Every year, like the worst alarm clock in history, they knew that another band of Koloss was steadily trudging towards them. And they knew all about the Spiked hiding in their midst, attempting to sabotage their preparations. You'd think that they'd all just leave, but for some strange reason, it seemed that they couldn't; as if they were cursed by some evil, unseen hand. As the snow and ash fell and an impending sense of doom settled onto the shoulders of the fair people of Tyrian Falls, they all stopped whatever they were doing to stand and curse the sky together: "Leave us alone, Metacognition!" Guess what everyone? It's that time of the year again! Three cheers for our second year here on the illustrious 17th Shard and it's been a great year, if I do say so myself. Thank you all for being a part of it and for making these games as amazing as they've been. Our little sub-forum here wouldn't be the same without all of you. So you guys all know what's coming; it's time for our Anniversary Game! Unfortunately, the Admins didn't get back to us in time about the Anonymous Accounts at this point in time, so we're going to see if maybe this time, the village of Tyrian Falls can get a little redemption. If the Spiked wind up winning again, I'm officially calling this village cursed! But before we get to that, I'd like to give you maniacs some updates as to a few things we're changing for our next year here and also some things to look forward to too! First up, with as many people as we have playing anymore and how many awesome people who have stepped up to GM games for us, we're updating the schedule for how and when the games will begin. The new schedule is in effect as of now. So what is the new schedule and how does it differ from our last schedule? I'm glad you asked! Before, the way we staggered games looked something like this: -LG1, QF1 in the middle of LG1, MR1 after QF1 finishes and as LG1 ends. LG2 starts after LG1 ends and the cycle continues. I did a simple graphic for it (not to scale by any means) a long time back that I'll include here: But, with how the subforum has grown, this is what we'll be working with going forward: Instead of setting the MRs and QFs schedules to be based on the LGs, they operate independently. QF1 is followed by MR1, which is followed by QF2 and so on. On the other hand, the LGs would stagger. LG1 would start, run for 5 cycles (this is just a starting number and we will adjust it if that seems like it is too long or too short of a delay) and then LG2 would start and repeat ad infinitum. As I did above, I did a quick visual of what we're looking at: We feel that this will make it so that there's not as long of a wait before someone gets to run their game. Which means we could probably use some more QF GMs, so if anyone has any ideas, feel free to sign up! Due to how this schedule is set up, it means that we won't be able to avoid holidays as much, but I think that will be a minor problem. If you have any questions or comments on the new schedule, please feel free to contact either myself, Wilson, or Gamma! That's the major news. We're discussing on reformatting a few of the threads to use them more effectively and you guys should be on the look out for something we're calling the SEAcropolis in the near future too! I think you guys will like what we have in mind for the future. Now, onto our second Anniversary Game! I'll be posting all the rules and roles and stuff below. Sign ups will last until the evening Dec. 25th. That's right, my Christmas present to all of you is your roles and alignment! This also allows us to circumvent the worst of the holiday distractions as well and leaves us with only a small bump once New Years rolls around, so this is as accessible as we could make it. So without further adieu: AG2: The Return of the Koloss! Oh no! Koloss have begun advancing on your little town, Tyrian Falls! Since The Lord Ruler died, they seem to be acting with a mind of their own. Unfortunately for you, your town is a way point between Fadrex City and Luthadel. That means you have a stockpile of metals, but that's probably why they targeted you in the first place. On the other hand, you have a large collection of metals. You might be able to hold them off, but it seems like someone (or a conspiracy of someones) seems to be undermining your defenses. Somehow, before the Koloss arrive, you have to rid your town of these dissenters; those that are spiked. Until then, you won't be able to mount an effective defense for your town. If you fail, everyone dies, so you better not fail! Factions: Some people within the town have been hiding a few secrets; some of them are Mistings, so you have help in your battle versus the forces of Ruin. Although some of them may be spiked. Why can't anything be easy? Roles: We'll be starting on a Night round (sorry to whomever likely gets killed before they even really get a chance to play!) This is due to the fact that that was how it was before and I think it will give people a chance to establish some RP before the game actually starts (which always helps make the write ups better, IMO). Order of Actions for the Night will be: -Smoker -Seeker -Lurcher -Coinshot/Kills Days will be 48 hours long (ending roughly around 1 AM EST unless this schedule needs to change). Nights will be 24 hours long. No hints will be given in the write ups. Allegiance and Roles will be reveal upon death. That should be about everything! If I missed something that you would like clarified, please, let me know either via PM or here in thread and I'll do my best to answer any questions. Let the games begin and again, thank you all for another great year! Quick Links:
  10. The Empty Throne Part 1: The Barrow Barons With Steelheart dead, the remaining Epics are running amok as they try to wrest control of the city of Newcago from their rivals. You and a group of others have taken refuse inside the now vacant Enforcement Headquarters to wait out the chaos that grips the city. Unfortunately you aren’t the only ones with that idea as some of the former barrow barons have taken it upon themselves to grab control of the HQ and make it their base of operations. Day cycles last 48 hours, night cycles are 24 hours long. Extensions can be requested. Roll over is at 4pm NZDT / 3am GMT / 8pm PDT (I think I got the conversions right.) Write ups will be simple as I am, unfortunately, not as creative as the past GMs. Updated player lists will be posted at the start of each day. Night Action Order: Enforcer/Streetperformer/Illusionist/Neutralizer, Protections, Kills then Scouting. Win Condition: Find and kill the Barrow Barons. Lose Condition: Allow the Barrow Barons to outnumber everyone else. Note: No group can win as long as the Serial Killer is alive. Except for the Serial Killer that is. Barrow Barons have a doc to conspire in as well as a nightly group kill. GM is to be included in all PMs Each day cycle players must send a PM to the GM telling them which room they are to spend the night in. Any who don’t claim a room will be stuck sleeping in the hallways. At the start of each night cycle the GM will PM each player with the names of the other players that are in the same room. The names of those who are in the hallway will be posted in the main thread. You cannot post who you are sharing a room with until the following day cycle. Abilities/roles/PMs can only be used on those in the same room as yourself or those in the hallway. Example: Steelheart is in the Barracks with Frank and Steve. Firefight and Gillian are in the Armoury. Bob is wandering the hallways looking lost. Steelheart can only attack/PM Frank, Steve or Bob. Gillian only has Firefight and Bob for company. Poor Bob has no one to play with unless someone contacts him first. Should both Gillian and Steelheart contact Bob then Bob can pass messages along. However Bob cannot use any abilities on anyone as they aren’t in the same room. Rooms: (Rooms may be added or removed depending on player numbers) Armoury Barracks Mess Hall Officers Lounge Training Room Shooting Range If any wish they can use their night action to search the room they are in. There may or may not be something to find. For example if someone was to search the Officers Lounge they may find a fully/partly charged sidearm which allows a set number of kill attempts or they may find an empty whiskey bottle. Roles: Serial Killer: You are an insane genius. You worked out how to become an epic, all you need to do is kill enough people. After all everyone knows that epics kill indiscriminately, so that must be how they gained their power, right? As such you have two abilities. You can kill once per cycle, day or night, or you may instead stalk up to two people a cycle and find out what roles they have. You must also choose a signature to leave behind as a sign of your kills. i.e. a red rose. Note, if you choose to use your abilities during the day then your vote won’t be counted. Win Condition: Kill everyone. Civilian: You are a normal civilian and have no special abilities however your voice is that of the people. This could be the chance you have been waiting for. Prove yourself to the right people and they will surely reward you. Arms Dealer: Somehow you got caught up in the mob and have found yourself trapped inside the Enforcers HQ. Luckily you still have some of your inventory. Once a night you can give a one shot gun to another for them to use the next night. Enforcer Chief: You can provide protection detail to one player of your choice for one night cycle. (You protect one player from all actions taken both by and against them. Target is not informed that they are protected. Cannot self target. Rich Civilian: You have money, you have influence and you left it all outside. Whoops. However your vote counts double as many still listen to you. Street Performer: You are a master at sleight of hand and misdirection tricks. Once per night cycle you may redirect any action directed against one player to another of your choosing. (You must pm the gm with the name of the target you want protected as well as the target for the redirected actions.) Smoothtalker: You can sell anything. In fact you have already sold Steelhearts skull on numerous occasions. Once a day you may change anyones vote to whatever you want. (Including a no vote) Doctor: You are a trained physician and can provide medical protection to one person for a full cycle. (Once per night cycle you can choose to protect another from any one attack for that night and the following day. Protects from lynching. Cannot self target.) Scout: You are an expert in stealth. Once every night you may spy on another player and discover what actions they take. Sniper: You are a former Enforcement sharpshooter. One kill attempt each night. Invisibility: You are able to turn completely invisible for a limited amount of time. Once per night you can follow a target and find out what actions they take. Precognition: You can see the future. Once per night you may either protect yourself or another from one attack. Matter Disruptor: You can turn any organic matter to dust. One night kill attempt per cycle. Flame body: Your entire body can be turned into living flame, protecting you from attacks. Once every second night cycle you can protect yourself from any and all attacks but must rest during the next cycle. (Invulnerable from all attacks for one night cycle, but cannot protect self again next cycle.) Neutralizer: You can neutralize anyones actions once per night. If no actions are countered this will cancel the targets vote on the following day. Mitosis: You are able to make clones of yourself. You may order your clone to undertake one of the following each cycle. Note: you cannot take the same action in consecutive cycles. Follow a player and learn what actions they take. (Night only) Attempt to kill another player. (Night only) Protect you or another from one attack. (Night only) Distract another so any action or vote they take fails. (Day or night) Strong-arm another’s vote to one of your choosing. (Day only) Illusionist: You can change the appearance of what actions others or yourself take once each night. Example: Player R uses their kill attempt on Player F. The Illusionist can make it look like they protected Player F instead. The action still happens as normal but it won’t show up to any who happen to be spying on Player R at the time. Note: This changes the actions appearance only not the target.