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Found 12 results

  1. Ularid was exhausted. Physically, he hadn’t had to exert himself in combat for years, although the Plate had made everything easier. No amount of armour could erase the the sheer panic he’d felt when Tintallë had swung her second Blade to sever his spine, or the sickening shock of Tintallë driving her Blade through her own throat. Ularid found himself reliving those moments continuously as he sat alone in his tent that night. He stamped his foot angrily. He was supposed to be good at this. A master of wiping unwelcome memories from his conscious mind. These days, he managed to never think of how his former home had looked as it was being razed or the screams of the dying, soldiers and civilians alike, or- he shook his head violently and stood up. He needed to be outside, never mind the danger. Salas had just set, and Ularid could barely see anything in the moonless darkness. Instead, he was treated to yet another recap of the duel’s final moments. He began to sprint through the camp, heedless of any chasms that might be in the area. Running away never solved his lingering resentment towards Gavilar, but it did allow him to dodge the massive arrow that sailed through the air behind him. He froze, as incapable of motion as he’d been while in shattered Shardplate waiting to die. The second arrow whizzed right in front of his face, close enough to clip his nose. Only a Grandbow, or perhaps a ballista, could have fired a projectile of that size. Ularid’s old combat instincts reasserted themselves and he dove to the ground, hiding behind a nearby tent. Surely his attacker wouldn’t notice him or the slowly dripping blood now pouring onto the ground. Holding his nose with his left hand, Ularid slowly snuck into the tent, careful not to startle any of its occupants. All of them were fast asleep, and none stirred at the presence of an intruder. Slowly, he eased himself behind one of the beds, out of the line of fire for a bow. He drew his knife, prepared to defend himself should the assailant come to finish him off. He sat there for hours, crouched on his hands and knees waiting for an attack that never came until he collapsed unconscious as his weariness finally caught up to him. Sometimes, the quietest people live the longest, Brightlord Arilar mused as he watched the undercurrent of bustling activity in the warcamps, and I have been talking far too much recently. Certainly, it was unlike Arilar to place himself in what he dismissed as “real politics,” the changing of opinions, personal conversations, and generally dangerous intrigue which his masters seemed to relish with unwarranted enthusiasm. He was a silent observer, listening, listening, but never raising his voice more often than he had to. When he did, it was sharp, direct, and quickly forgotten—little wonder he escaped the notice of most, and could retain his position as an active listener with ease. His masters liked it that way. Spying on the Kholins was dangerous, and the ability to keep one’s head down was central in such a task. Yet he had broken from his usual pattern, this time. This time, his words would not so easily be ignored by his enemies. And the increased presence had done what for him? Put a target on his back. Arilar sighed, pivoting to face the too-noisy “stalker” behind him. His footpad started, but produced a short, sturdy sword in his right hand almost faster than Arilar could track. In his left came a throwing knife, which left his hand with equal speed. Arilar flattened himself, feeling the steel bend the air around his head—he had just missed that—and unsheathed his own weapon, scrambling to face his attacker. So the Kholins had found out about him after all. He chopped down with the two-handed sword he had, which the footpad barely sidestepped, and a corner of cloth from the man’s jacket came free, exposing the open skin of the shoulder. On it was tattooed three interlocking diamonds. Excellent, Arilar fumed, now the group that hates the king is after me. He swung his sword up again, this time to parry, and the two held that position for a brief second, swords locked. And then a sudden pain flared in Arilar’s side, and he looked down, feeling his sword drop from numb fingers. With his spare hand, the Ghostblood had taken another knife from his belt and plunged it into him. Arilar sank, dropping to his knees as his assailant straightened. “You’ll...never win know,” he gasped out. “Whoever you are…” The figure’s hand flew up to the mask, tearing it off in one fluid motion. Recognition dawned instantly, and despite his mortal wound Arilar pushed himself to his feet. “You!” he bellowed. “How, after everything, could—” The sword swung again, almost lazily, and further words from Arilar’s head were cut short as it rolled to the ground. Aman was attacked by a Grandbow, but survived! Araris was killed by the Ghostbloods! He was a Noble with a half-Shard, a painrial, and a Spanreed! Day 5 has begun! It will end in approximately 45 hours on Sunday 24 November, at 9 PM EST. Good luck! Player List:
  2. Aname Plees took the stairs 2 at a time, leaving the poor doctor behind in his living room, yelling after her. He said it was the second door on the left. She skidded to a stop before it, just barely avoiding slamming it open. She breathed in, then opened the door quietly. "Oh hey Aname! Here to check up on me?" Aname exhaled loudly, and laughter bubbled up before she quelled it. Of course he was alive, the doctor had said he survived. "Hello Oramen. How are you feeling?" The older gentleman was sitting in a bed, bandaged almost beyond recognition, yet still beaming in the morning light. A long wooden pole had been tied to one arm in order to keep it straight, and it looked like his leg had the same treatment under the blanket. "Definitely been better. But I'm alive! That never happens!" She came all the way into the room and shut the door behind her. She walked over to his bed, hesitated as she realised she didn't want to hurt him on accident, then dragged a rickety chair over. "The Doctor said you walked all the way here from Tin Street?" She glanced at his leg again. It definitely had a pole strapped to it. Oramen nodded sagely. “And a long walk it was, but I couldn't die! I had to keep moving, had to Survive! Something protected me Aname." She settled into her chair backwards, leaning forward onto its backrest and looked him right in the eyes. “Tell me everything.” "So, late last night, we were all at the great inn, the one where Jenny accidently dropped a whole pot of soup on Marley, remember that? Anyway, Era jumped onto a table and said 'Yo dudes, we gotta find the Mistborn, and it's totally Doma, so everyone go kill him' and we all tried to! He had just been standing in the corner, but turns out, he was just a cardboard cutout! I didn't even know we had those yet!" Aname blinked. Cardboard? Yet? "But Era was like 'oh no he got away! Everyone go run around and chase him down, except me, because I'm an old lady!' So I grabbed that old dude Astick and say 'yo dawg, I bet Doma's hiding in the old Canal!' Oh hey, did you know that one of Astick's legs is made of wood? Pretty cool for an old dude. But he said 'no way, if Doma is a mistborn, he'll be high as a kite! We should check out the tallest rooftops in the city!' And I was like 'great idea man,' so we were on top of Keep Hastings. You know where that is right?" Oh, he was looking at her like he was waiting for something. This was difficult to follow. "Uh, how does he walk with a wooden leg?" "I know right? But so on the roof of the Keep, we saw a dude sleeping, and Astick was all like, 'haha found you now Zane! Now we're going to kill you!' But then the figure looked up, and we realized it was Zane, and we remembered, we're just like, an old guy with a wooden leg and a broke nobleman, and how were we gonna defeat a Mistborn? Oh hey, can I Borrow some money to pay the Doctor? I'll pay you back later." Aname nodded, still trying to process what he was saying. Wasn't Keep Hasting on Machmuller street? "Awesome, I owe you one! So Zane is like 'come on guys, I was taking a nap, I was having a great dream where my dad got eaten by dogs, and now I'm gonna kill you for waking me up!' And he grabbed Astick's wooden leg and ripped it off, which is how I learned it was wooden, and then he smacked Astick in the head with it! Knocked him right off the rooftop! He just went up and then down, screaming like he was dying or something! So Zane turns to me, and I'm just praying to someone, whoever, to save me, and then a door bangs open, and a dozen Lekal soldiers pour onto the roof to fight Zane! I'm thanking the Lord Ruler for sending soldiers to save me, but one of them sees me and shoves me off the roof as well! I fall through the mist, perfectly quiet cause I'm brave like that, and smash into a cabbage cart at the base of the keep. I'm laying there, and I can hear Astick right next to me, moaning about how in his day, kids didn't throw their elders off of roofs or whatever. But then we hear a voice, is real spooky, and it says 'Yo dudes, it's not your time to die yet, you gotta go tell everyone that Steeldancer reports that devotary is lying about being Conrad, and that his team believes that Hemalurgic headshot is Zane. Kill HH before you kill Mailliw. I have asked Young Bard if he role claimed, but he has not yet responded.' Then we walked here." "You walked here." Aname raised an eyebrow at him. "Astick was missing a leg, and you guys had both fallen from the roof of a Keep. But you walked here." Oramen nodded. "I think I deserve a Keep named after me, since I found where Zane sleeps ya know?" She nodded and stood, reaching forward to pat him.on the head. "I will go tell Elend to give you a Keep. You just keep resting. Okay? Okay good. Buh bye!" Introducing a New RP Challenge: So I realise that despite getting to do some cool writeups along with Joe (all credit to Joe here, by the way), I’ve not been giving you guys a ton of opportunities to interact with the story. Usually as a GM, I’ll have one character that I develop throughout, or I’ll do a pattern of writeups or something to keep RP coming, but I’ve been more inconsistent this game. So, instead...we’re going to have a little fun with this. I will now be commanding the Hostile Mist Spirit. This cycle, the Mist Spirit has decided to go around and steal a small, personal item from every player. Whenever I have time in this cycle, you will receive a PM that details the item you lost, with a short paragraph of RP along with it. Respond in-thread to the loss, in RP, with any potential plans to regain your item or a long contemplation on how you’re going to accept this loss (or anything else you want to do with it, if it makes sense to your character and to the story). I will give arbitrary points and awards to players who have good RP at the end of the game, up to and including small statues, Emerald Broams, and other assorted odds and ends. Most importantly, though, I just want you all to have fun with this and hopefully liven up the thread a bit more. Straw was attacked, but survived! _Stick_ was attacked, but survived! Day 5 has begun! It will end in about 46-47 hours on Thursday 30 May at 9 PM EDT (-4:00 UTC). There is a lynch today, with no vote minimum required to kill. Please remember that PMs remain closed during the Day. Good luck! Player List:
  3. “Get the new soldier fitted in liv’ry!” The captain said to the new “deliv’ry.” Jancey was his name He wasn’t the same For in fighting his spirit was shiv’ry But his intuition proved itself keen From the beginning he’d claimed that he’d seen A Darkfriend within Yet thinking him dim Others thought Jancey himself was unclean After three days of frequent complaining Fifi was questioned, with Jancey claiming “Forsaken is she!” And then they did see The fair mask under which she’d been feigning Yet once the Forsaken was nearly dead Between both rivalry came to a head As Jancey stabbed her Fifi gasped, “You cur, I’ll have Aginor kill you in my stead!” Neither watch nor alarm nor the wolf’s howl Could stop Darkfriends from taking up the prowl O’er Jancey in tent Was sung a lament For a young life cut short by play most foul. A Brief Eulogy For the Fourth and Fifth Rings Author: The Green Man “…” Please thank the Green Man for his extensive commentary on this matter. We’ll see him at the Sixth Ring! Hey, at least that first nasty-looking creature bounced off the wall he set up trying to kill one of those Eastern people. Day 5 has begun! It will end in 23 hours’ time at 21:00 EST, or 2 AM GMT, December the 16th. Young Bard was killed! He was a Fal Dara Warrior. Hemalurgic Headshot was attacked, but the attack was deflected. STINK has been pinch-hit by A Joe in the Bush! Please welcome Joe. Everyone else, please maintain a good level of activity. I understand it’s difficult with finals and holidays and busy lives, but a more active populace makes for a better game. The Eye has 36 health remaining. The current layer of defence has 6 health remaining, and is the Sixth Ring. The Blight is currently attacking for 10. Two Creepers of the Blight have appeared! Their names are Nailicis and Nogard, and they will Send Runner N6 unless stopped. Screwtape is still alive, and will Send Runner D6 unless stopped. In addition, Wormwood is still alive, and will Send Runner N5 unless stopped. Poxx has Sent Runner, and is now dead. Randuir IsRand will continue attacking people tonight unless stopped. As will his new Creature friend, BrEn Memorium, which has now appeared. There is a lynch today. Emond’s Fielders Message: Please remember that PMs are closed. 1. Steeldancer (Ookla the Positive) as Ookla the Positive, an orphan with a cheery outlook on life. 2. randuir as Evelyn, an Aiel Wise Woman and well-wisher 3. Karnatheon (Ookla the Ring) as Brendan Vallerune, a gleeman totally unrelated to Jeordwyn 4. Cadmium Compounder (Ookla the Duck) as Miumpounder, a cobbler with an abiding hatred of Altarans 5. xinoehp512 (Ookla the Phoenix) as Alkoo, a reclusive Ogier tucked away in encyclopaedias Roleless 6. Amanuensis as Nikel Fain, a man hell-bent on killing his father (totally normal) 7. Droughtbringer as Month-Long Drought, a prickly old noblewoman who only eats dried fruit 8. Rathmaskal as Jeordwyn Dormond, an Illianer gleeman who juggles knives through his enemies 9. Devotary of Spontaneity (Ookla the Heretical) as Rhodin, a countercultural Aiel whose views are about to go mainstreamPerrin Aybara, Emond’s Fielder 10. Young Bard (Ookla the Unprepared) as Jancey, a reluctant soldier who signed up to obey his father’s will Warrior of Fal Dara 11. Mark IV as Lars, an inquisitive young nobleman 12. Snipexe (Ookla the Sceptical) as Exepins, a scribe who will eventually admit to the superiority of British spellings Hardy Fal Dara Warrior 13. Furamirionind as Keisa, a grizzled veteran of the Borderland Wars, with a scar on his forehead to show for it 14. Hemalurgic Headshot (Ookla of the East) as Skern Mundy, a man from the East with many skills 15. Ark1002 (Ookla the Dragon Reborn) as Shifting Shadows, a shifty, shadowy Wolfbrother Emond’s Fielder; Fal Dara Warrior 16. A Joe in a Bush, a formless thread in the Pattern with less than 24 hours to identify himself before the Creator does 17. MetaTerminal (Ookla the Cited) as Elak Dehlin, a merchant with severe paranoia about the One Power Moiraine’s Circle 18. BrightnessRadiant as Fifi Balthamel 19. Mr Doctor as Antor Vadenfort, a Illianer Warder without an Aes Sedai 20. Sart as Shirley U. Jest, a Cairhienen noblewoman who takes life far too seriously Good luck to all!
  4. Morning Edition 5 The Elendel Daily Newsworthy Content for Every Octant! The 27th of Doxil, 68, Morning Price 2 Clips Governor Announces Water Cleanliness Policies This morning, the Elendel Fish Market was closed down for health and safety reasons, after it was discovered that the fish had ingested copious amounts of soot and dirt, and were declared unfit for human consumption. Not only this, but on the coast, fishers and other early-morning workers reported seeing large quantities of dead or dying fish and cephalopods. In light of this, Governor Wilson has announced that additional measures will be taken to clean up the canals within Elendel, and other city water sources. After the Catacendre, we believed that dredging the canals every day would no long be a necessary task. The Ashmounts are gone, no longer required to keep humanity alive in the face of a bright and cruel, and thus Ashfalls no longer plague our skies, killing plants and clogging up rivers and streams. But, expert scientific witnesses have warned, we are creating our own ashfalls thanks to advancements in industry and technology. Factories often require water for their processes, which is often drawn from the canal. It is then later returned to the canal as waste water - which is usually unclean and full of dirt and dust and soot. It may not fall from the sky, but these waste products are filling our canals. Barge-owners have complained about water levels within the canals being too low at times to allow smooth progression, but it appears that the issue is not low water levels, but in fact high riverbed levels. Currently, dredging is carried out on the canals infrequently to remove rubbish and debris from the waterbed. While previously this has been all that was required, with factory soot added to the canals, this is no longer enough, and it has been suggested that more frequent dredging would help alleviate this and speed up travel time on the rivers for larger boats. Studies have suggested that this water might be responsible for ill health and disease, particularly among those who obtain water directly from pumps within the city. This morning, Governor Wilson announced a new dredging program, to be carried out monthly to prevent this problem from reoccurring. This will be funded by an additional tax being levied on businesses using large amounts of public water sources for manufacturing, as well as requiring businesses to have a permit to do so. The Governor also announced a new committee to plan for long-term solutions to this problem, to prevent it from reoccurring. Krea Erikeller Commercial Advertisements Personal Advertisements Obituaries Previous Editions Other Headlines This Evening Ookla of Squids/Steeldancer was a Lurcher! Avi/Elendara died from her injuries - She was a Thug. Quintus/Jondesu is Influential this Day. Day 5 has begun! It will end at 7PM GMT on Friday 16th November. Player List
  5. A man without a name, face obscured by his cowl, paced back and forth around the entrance to the Synod. Distrustful of Olaf as a result of the news articles, the Nameless Ferring waited for the Synod to emerge from the crowded building. Hearing talk of arson drift along the breeze that swept through the cool evening air, he began to grow more concerned. What was that Olaf planning to do to the Synod? He sat there for a time, contemplating if he should relocate his house to an area with a ready source of water, when the Synod emerged from their council. They walked purposely down the steps, several brushing against his Terris robes as they descended. Olaf was one of them, and as the man passed, the Nameless tugged on his sleeve. “Um, so, you know, the Synod, they’re, like, planning things, right? I mean, we’re nearly dead here as a congregation, and, um, that’s bad, you know. So, I was wondering if there was, like, something the Synod would do.” Olaf paused, smiling tersely at him. “We’re about to take our first steps—we’re about to burn down the Tathingdwen Tautological Society of Tautology, which we have little patience for in a time when stating the obvious is not enough. We’ve also dealt with Darrel—the man’s hatred for merchants is getting in our way. He’s been sent to burn down Kredik Shaw, by the orders of the Synod.” The Nameless recoiled. “Arson?” he muttered to himself. “Like, um, what’s that supposed to do to, you know, help?” Making sure nobody else could hear him, he continued muttering to himself, rounding a street corner into a narrow alleyway to escape the furtive glances others were shooting him. He kept his face looking downwards, still softly speaking to himself under his breath. So it was that he did not see the hurried approach of Zihel as he tore down the alleyway at top speed, heading towards the Synod building. Completely oblivious, the Nameless stooped suddenly to pick up a stray boxing, and Zihel was unable to check his high-speed rush. Slamming into him, Zihel tapped Pewter, enhancing his bulk to cushion his fall. For his part, the Nameless frantically tapped iron, allowing him to keep an unsteady footing even as the cobblestones cracked underneath him, and Zihel fell awkwardly to the ground. It was then that he noticed the object in Zihel’s hand: a slender Pewter spike. Uncertainty and social awkwardness vanishing in an instant, the Nameless drew in a breath to shout the presence of a Spiked. However, Zihel was too fast. Tapping speed to move faster than his eye could track, Zihel zoomed up to the Nameless and rammed the spike through the Skimmer’s heart. As the Nameless’s life drained away, and Zihel began to tow the corpse, a burst of energy found its way into his almost-dead body. Placing all his remaining strength in his right arm, the Nameless delivered a solid punch to the chin of Zihel, who collapsed, caressing a fractured jaw. At peace finally, he passed from the realm of the living. The Tathingdwen Tautological Society of Tautology was surrounded by a torch-wielding Synod. With its president absent, the building was unguarded, and under the expert guidance of Olaf the Synod had the structure aflame in no time at all. Watching the banner which read “All are Welcome in this Welcoming Society” slowly being subsumed into a pile of ash, Olaf grinned. The exultation of starting a fire was something that a person who had not watched flames devour an unsuspecting piece of land could ever understand. In addition, Olaf had sent a strong message regarding speech that would hopefully be reinforced: speech that is pointless will not be tolerated. Only constructive speech, which could lead to the discovery of Spiked Infiltrators, would be condoned. And with the Terris population at half its initial size, discovery of the Spiked would be vital in the coming days. Three years ago, Zihel had come to this colors-cursed planet hoping to find his brother. Well, not his actual brother, he had died years ago, but the man who called himself Zahel was the closest thing he’d had to family at the time. Apparently, Zahel hadn’t felt the same way, for while he had sent a letter detailing the important scientific research he and his fellow Scholars were pursuing, he hadn’t bothered to let Zihel know their current whereabouts. After months of fruitless waiting, Zihel had set off in search of his brother. Having no real clue where they could have gone, Zihel decided to wander around random planets asking after a tall muscular man, possibly traveling with four others of similar build. He’d tried Threnody first. Nasty place, but the resident Shades might have attracted scholars searching for better ways to animate the dead. After breaking all the Simple Rules and wasting copious amounts of silver without any trace of Zahel, Zihel decided to try a safer planet. Sadly, Zihel was not a good judge of what constituted ‘safe’. After nearly being torn to shreds attempting to reach Sel, he’d stopped by Scadrial, appearing in some sort of mine. The sheer walls were no match for his rope, which he Awakened with the last of his Breath. He was not satisfied with this, for he sympathized with the plight of the slaves. His attempt to free the prisoners enslaved in the mine attracted the attention of the guards. They mercilessly crushed the escape attempt, and Zihel himself was captured. Having noticed the strange behavior of the rope, the guards called in for backup. Zihel was personally escorted to the feet of the Lord Ruler by one of his Inquisitors. Bound in silver manacles, Zihel was forced to bow before the Lord Ruler. A pair of Inquisitors flanked Zihel, the one to his left holding the still-Awakened rope. The second Inquisitor addressed Zihel directly. “Who are you? Where do you come from? How did you get to the Pits of Hathsin?” Zihel looked up briefly, and uttered only two words. “Strangle things.” The remaining color drained from Zihel’s clothes, and the rope immediately wrapped itself around the second Inquisitor’s throat, squeezing tightly. This appeared to have absolutely no effect whatsoever. The constricted Inquisitor merely laughed, and slashed the rope with an obsidian axe. The action drew blood, but as Zihel watched, the gushing flow seized and the wound closed up. The rope fell to the floor in pieces. “What should we do with him, my lord?” asked the no longer wounded Inquisitor. In response, the Lord Ruler began to smile wickedly. Several hours and nine spikes later, Zihel arose from a stone bed. The pain of his newfound spikes hurt almost as much as the knowledge that nine men and women had been butchered beyond all recognition for his sake. The two Inquisitors who had accompanied him before returned, and Zihel was brought back before the Lord Ruler. Feeling he had nothing left to lose, Zihel attacked the Lord Ruler, but was thrown backwards by an invisible force. As Zihel struggled to rise, his fury was obliterated by a crushing wave of numbness. All that was left was fear, which was immediately intensified tenfold, leaving Zihel a gibbering wreck, curled up on the floor. “I trust we have an understanding then?” the Lord Ruler inquired. Zihel merely whimpered in response. “Excellent,” the Lord Ruler announced. “Take him away.” For the next three years, Zihel did the Lord Ruler’s bidding as the Final Empire’s only Feruchemical Inquisitor. He was constantly attended by at least one other Inquisitor. They constantly manipulated his emotions, drowning him in anger and hatred. Under their influence, Zihel murdered hundreds of Skaa, Mistings, and errant nobles. His personality was beaten down until Zihel began to enjoy the bloodlust. Finally, the Lord Ruler deemed him ready for his first mission unaccompanied by an Inquisitor. Numbed by three years of mental torture, Zihel offered no protestations as he was ordered to travel to the Terris Dominance and slaughter any Feruchemists he found there. The quest had not gone as planned. They had found Feruchemists, an entire village of them in fact. After some initial success, the village had fought back, killing Valwyn and HanTor. Zihel felt no particular sadness for their loss, only a sense of irritation that they’d made the job more difficult for him. Rubbing his jaw where the nameless Ferring had punched him, Zihel experienced a similar surge of irritation. That was too sloppy, he thought to himself as he tapped Gold to heal his jaw. He headed back to their new headquarters, envisioning ways he could have more effectively killed the Iron Ferring. Caught up in his bloody reverie, he failed to notice Marne until the other Feruchemist had rushed in and snatched the Pewter spike from Zihel’s grasp. Zihel tapped Pewter in preparation for a fight, but he was too slow to stop Marne from ramming the stolen spike through Zihel’s throat, pinning him to the wall of the alleyway. Zihel tapped Gold, which healed the impact wound but failed to fix the internal damage. He would have to take the spike out first. As he reached to his throat, Marne smashed a Pewter-enhanced fist into Zihel’s forehead. Stunned, Zihel was helpless to prevent, Marne from ripping out every last spike. “You thought you had gotten rid of me when I was deposed, didn’t you?” Marne spat out as he tore away Zihel’s powers. “I’m here to let you know that I will never stop working to protect this village and these people, whether they want me to our not.” He might have said more, but Zihel was no longer listening. Soon, eight bloody spikes littered the cobblestones, leaving only two pewter spikes. The one where his heart had been, which supplied him with healing, and the one through his throat, which granted him death. Surprisingly, Marne’s hand reached for the latter. Zihel dropped to the ground, his metalminds empty, the hole in his throat finally closed. “I know there’s a real person in there somewhere,” Marne said in a much kinder tone of voice. “You can be redeemed as Olaf was,” Marne continued as he grabbed the final spike. “Or not,” he concluded, as Zihel died instantly upon removal of his last spike. Shaking his head sadly, Marne went off to meet Count Olaf, leaving Zihel dead in the alleyway. Sart was killed by the Spiked! He was a Village Iron Ferring (Skimmer)! Randuir was killed! He was a Spiked Full Feruchemist! The Synod has burnt down the Tathingdwen Tautological Society of Tautology! Even if the overwhelming consensus was to burn down Kredik Shaw. Sorry about that, _Stick_. You’re still President. Day 5 has begun! It will end in 48 hours on Saturday the 25th of April, at 9 PM EDT. Player List: 1. Rathmaskal as Laksam, an ash sweeper from the Eastern streets Village Steel Ferring 2. Xinoehp512 as Ereheman Tresni, a man with his priorities backwards 3. Steeldancer as Steel, the fastest sculpture of a squid wrought entirely in steel in all of Tathingdwen Village Brass Ferring 4. Randuir as Zihel, a worldhopper looking for his twin brother Spiked Full Feruchemist 5. I think I am here as Itiah VI, a missionary on a mission Village Steel Ferring 6. Bort as Tee Mai, a tailor specialising in offensive clothing 7. Cadmium Compounder as Ethin Hallil, a cadmium Feruchemist and SCUBA diver 8. _Stick_ as Stick, President of the Tathingdwen Tautological Society of Tautology 9. Jondesu as Remart, a man back from vacation armed with vaguely ominous statements 10. Kidpen as HanTor, a lonely Kandra that’s definitely not Spiked, nope Spiked Zinc Ferring 11. Elandera as Era, an old woman who claims to have been alive before the reign of the Lord Ruler Village Pewter Ferring 12. Snipexe as Snip, a fabric cutter in the local quilt shop Village Iron Ferring 13. Worldhopper from Yolen as Tarin, a Sparker with a wonderful, awful idea Village Zinc Ferring 14. Alvron as Izzy Dedyet, who is not dead, feels happy, and thinks she'll go for a walk Village Full Feruchemist 15. Phatterner as Citona Vinid, a seemingly faithful follower of the Lord Ruler 16. Ark1002 as Kardik, a Full Feruchemist 17. Araris Valerian as Valwyn, an honest rug merchant Spiked Pewter Ferring; Rug Merchant 18. Coop772 as Irion, a Full Feruchemist with hidden potential Village Copper Ferring 19. Sart, a stuttering Nameless Village Iron Ferring
  6. Day 5: Shortsighted Mira sat in her room, on her bed, and listened. From outside, through the window, she could hear the rustling of the trees. She could hear snoring in the room next to her (Lord Ruler it was loud!), and the ping of the bedsprings as she shifted herself, trying to get a better view of the cup in her hand in the faint candlelight that slightly illuminated the dark. As she moved, she could feel the individual rough fibres of the blanket, each minor abrasion feeling slightly harsher, slightly sharper, than it should have. It was poor quality bedding, but it was good enough for Obligators. Comfort was not something they knew. They were not expected to leave a life of discomfort and self-denial, but they weren't going to have soft cotton sheets either. Mira examined the cup held in her hand. There was something off about it, she knew that. The cup contained water and powdered tin, or at least it should have. But appearance told her nothing was strange about it, there was no indication of tampering or contamination that she could see. So why did it make her feel uneasy? She sniffed the water lightly. Yes, there was something there. If it was anyone else that they had tried it on, they would have no doubt been successful. The poison was a clear liquid, she knew that much. Barely any smell. They had been subtle, but clearly they didn't know what sort of Misting she was. But still, she had to admit, if they had got her in that way, she would have deserved it for leaving the water aside to reach room temperature without supervision. She'd be more careful in future. She took the smallest, tiniest sip of the water. She immediately spat it out. Yes, odourless and colourless perhaps, but that didn't stop it from being absolutely rank in taste. But no doubt others would have simply gulped it down without testing it first, and only have noticed it too late. She sighed and got up to get another cup of water. The dimly-lit hallways did not terrify her as they would some others. It was still very bright to her eyes, and her ears were sensitive enough that she would hear anyone approaching long before they even knew she was there anyway. She was in her element, in such poor sensory conditions. She reached the kitchen without incident, and poured the cup of water out. She then threw the cup away, not wanting to have to deal with cleaning out the trace elements of the poison that might be lingering around, and instead poured herself a new glass. She tested that as well, and was satisfied with it. She returned to her room and closed and locked the door again, and not a moment too soon - She was practically run dry of her reserve. She put the water on the cabinet beside her bed and picked a vial from the draw. She removed the stopper and tipped the entire vial into the water, smiling a bit as she watched the silvery metal swirl around in the currents it created. It was always pleasing to watch, though she could never explain why. Somehow, just satisfying. Mira stirred the water with a spoon - Which she used the last of her tin to carefully check that it had no strange poisons on it - and waited for the metal to mix with the water. Then she drank the water, the harsh taste still making her wince even after all these years of ingesting metal shavings, and glad that her senses were dulled so she didn't have to taste it in excruciating detail at the moment. She started to burn tin again, and the world shot into focus. It was dangerous to ingest metals before sleeping, but at this point she considered it a small risk to take compared to being murdered in her sleep because she was surprised. The headache she had coming on would be a small price to pay for safety. The tin she was burning made it more painful, but she managed to block it out as best she could as she lay down on her bed. She felt a bit rough, actually. Nauseous more than anything. It was difficult, but eventually Mira managed to block off the feeling of wanting to vomit and drifted into an uneasy, weary, uncomfortable sleep. 'They poisoned the water,' she thought to herself, in a haze between sleeping and waking, 'why wouldn't they poison the tin as well?' Immediately she was awake again, getting out of bed in a shaky, delirious stumble. Feet trapped in the bedding, she tripped and fell to the ground. She tried to retch, to expel the poison, but the effort was too much for her stomach to produce anything. She crawled a distance towards the door, but every bit closer she got, she felt her strength wane. 'I'll just rest a bit', she said to herself, 'then I'll get help'. She never woke up. Mira (Frozen Mint) was a Tineye! Day 5 has begun! It will end at 21:00 PM BST on Tuesday. Despite Mira's death, there is still a Tineye alive, so PMs may be continue to be sent. Players Quick Links:
  7. 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.
  8. LG17: Heronfall Sixty-seven years ago, Wyran Heron was born, and The Third World of Scadrial died. Nine others were born later that same year. Whether planned by Harmony or not, or perhaps even lingering elements of The Set, ten children were born with great and terrible strengths, each both Allomantically and Feruchemically complete. With powers bordering on the divine, they carved the world up between them through feats of manipulation and cunning and strength. Ten Lord Rulers, with ten Final empires to rule; the Megacorporations of Scadrial. Now the Megacorporations control almost everything. To keep the peace between them and maintain control, each holds a monopoly on some vital aspect of life - food, metals, and so on. Their power is so great that they are even considered to be sovereign countries in their own rights, with none willing to oppose them for fear of their lives being destroyed by the vindictive companies. Those who work for a Megacorp are guaranteed a safe and comfortable life within the family, 'from cradle to grave'. Those that do not, however, are cast to the wayside. They are the Skaa of the Fourth World. But with great power comes great paranoia. Compounding is no longer a secret for the common people, and even Hemalurgy is known of in both the darkest and the brightest parts of the world. There is one thing they fear more than each other - That more of their kind would grow to oppose them, or worse, all the people of the world become gods like them. From this fear grew the Hemalurgically Identified Spirit System. The HISS was designed to track everyone unique via small computerised chips embedded in the skin, acting as spikes to observe and ensure that people did not engage in Hemalurgy. This was not the reason they gave, of course; HISSes are used for every aspect of daily life, including employment, banking and even accessing The Cognitive Matrix. For one reason or another, you despise the Megacorporations enough to be HISSless, one of the forgotten people of the world. What is there for you to do but live in the underworld? But you have less savoury talents than most. You are employed as a Mistrunner, a person employed by the wealthy elite, other Mistrunners, or even sometimes other Megacorporations, for seedy purposes. In your time, you might have been a part of bodyguarding duties, 'retrieving' valuable goods, or even the dangerous task of breaking into and hacking Megacorporation assets. But like the Skaa Rebellion in the tales, you know that it is futile. There are whispers of change on the wind, however. You have a new benefactor, Feis Yolen, a man whom it is rumoured belongs to the most secretive and powerful Mistrunner group in the world - The Seventeenth Shard. And he thinks big. By bringing together representatives from a large number of Mistrunner crews, he hopes to emulate the Survivor himself - Destabilise the establishment, and create a war between the Megacorporations. Then, while they're distracted, he wants to steal the atium that keeps them young and ensures their dominance over the world for many years to come. To that end, they must break into their secure facilities and steal data until they find the location they keep it and the location of the source. But with so many teams in one place, it is inevitable that some will be compromised. The job cannot wait though. The longer it takes, the more likely that the Megacorporations will tighten their hold on the world and kill more Mistrunner crews. The risks are high, but the rewards are greater still. The dingy bar that you are called to for this job is fairly standard for businesses in the underworld. It is dark and poorly lit (though possibly by choice rather than accident or necessity), and there is a lingering smell of strong alcohol in the room. Too strong, in fact. The smell is almost that of pure ethanol, and there is a very real sense that the building would not so much burn as caramelise if a fire broke out. There are no patrons here, or at least no actual ones. It is very obvious that all who are here before you are here for this job. Behind the bar, and surveying the rest of the room with no concealed distaste, is a young woman. It is obvious that she would prefer to be anywhere else; her glares and the wrinkling of her nose at the smell say that much. The other evidence for this is that she is wearing a rather expensive suit, the sort that a higher ranking employee in a Megacorp might wear in order to be noticed. Whenever a drink is ordered, she takes great care when serving it to avoid marking her clothes, slowly filling the glass and placing it between her and her customer cautiously. The service might be poor, but it's quickly forgiven whenever she says that it is a free bar. You take your drink with no small amount of amusement and thanks for the fact that you didn't have to pay for it, and sit with a few people you half-recognise but don't really know. People you have heard of, that you only really know by their Mistrunner handles, their descriptive nicknames. Surveying the room, you also note with some slight sadness that there are fewer of you than you would expect for a job like this. The Lone Shard crackdowns on Mistrunners seem to be having their effect. Returning to your drink and the polite but anxious light conversation that is sprinkling through the room, your mind turns to the job at hand. Your new employer, Feis Yolen, wants to take down the Megacorps, entities that have existed for decades and only become stronger with each passing moment. How it will be done, if it can even be done at all, you have no idea. But at this point, you are past caring. You signed your crew onto this mission because you have a dream of a world without the tyranny of the Megacorporations, and you will go to any lengths to realise it. No matter the cost, you will be free - in this life, or the next. General Rules While the game for the most part runs as a standard Long Game, there is one important addition: Between the Day and Night Turns, there is also a Planning Turn, based on the Resistance deception game. The Day Turn is the same as normal and lasts 48 hours. A vote will be taken and a player lynched, as usual. In the event of a tie, or of no player gathering two votes, no lynch will occur. During the Planning Turn, one player is publicly chosen at random. That player must assemble a team from the living players and inform the GM of their choice in private via their game PM. The Planning Turn lasts 24 hours. If no team is chosen, then the planner is lynched for indecision. The planner does not have to go on the mission. While I will accept Night Actions during the Planning Turn, note that it could be invalidated by the choice of players on the mission, as actions cannot be used on players on the mission. The Night Turn also lasts 24 hours, and for most people is the same as normal. At the start of the mission, the players on the mission will be publicly stated. Players who are on the mission cannot post in the thread, or use or be affected by actions. They must each message the GM via their game PM, informing them of whether they want the mission to succeed or not. If at least one player votes 'no', then the mission fails, and a random loyal crewmember on the mission dies. The players will be informed that the mission failed, but not how many 'no' votes there were, or how people voted. A Loyalist who does not message the GM will be treated as a failure vote, but they will be the one to die rather than one chosen at random. A Traitor who doesn't inform the GM is treated as a success vote. Check the thread to see if you're on the mission! Eliminators Traitorous crewmembers know the identity of their allies automatically, and share a Google doc to conspire on. Each Night, one of them may inform the GM of a player who is not on the mission that they wish to kill. If multiple players are chosen, then the first player who sent the PM will carry out the kill. The Eliminators win if they either outnumber the crew, or if the crew do not have enough players left to carry out a mission. The Eliminators lose if they all die. Roles Flavour-wise, unlike in previous games, your Roles are not based on your character's abilities - Your character may be completely separate from the specialisation of their crew, so feel free to pick whatever Allomantic and/or Feruchemical power you want for the sake of your RP. These Specialisations (as well as the Eliminator kill) cannot target people on the mission. Communications Expert - Your crew is one of the best when it comes to making connections between people in the field. While there is still one Communications Specialist still alive, players may send PMs to each other during the Planning and Night Turns. No PMs may be sent during the Day Turn (as you're all in the bar together anyway, so you may be overheard). As a Night Action, you may also either send an anonymous message to another player through the GM, or send a message to the GM to post in the write-up. Medical Knowledge - Your crew has an extensive knowledge of healing and surgery thanks to its somewhat reckless past, and combined with the advancements 'procured' from Megacorp installations, you can patch anyone up almost instantly. As a Night Action, you may target yourself or another player and save them from death if they would die that Night. Well-Connected - Your crew works best with people, manipulating and misdirecting them into thinking that they want to give you what you want without them ever realising. As a Night Action, you may target another player and... persuade them to see things your way the next day. That player's vote will change to be on another player of your choice. This choice is made during the Day. This change will be reflected in the number of votes in the writeup, but the player will still appear to have voted for their original choice. Temporal Displacement - Your crew consists of many, many Pulsers and Sliders, able to subtly change the flow of time in miniscule ways around people here and there. You may target two players at once each Night Turn. The first will have his action copied onto the second in addition to any other targets it may have. They will be informed of this and the results of both their actions. If a kill is copied in this way, they will be written as separate events in the writeup. Assassins - You're the best at what you do, and what you do isn't very nice. Death is a form of art for you, and you take it very seriously. Each Night, you may target any number of players and take out the key players in their Crew, killing that player. However, if you happen to target an innocent with these attacks, your action will be entirely negated. This attempt is a one-shot use. If you are an Eliminator, you instead get a one-shot kill. Hackers - Your crew is good at sniffing out hidden information from the Cognitive Matrix, no matter where it may be or how many locked doors it is behind. Each Night, you may invade Heron IndustriesTM' computers in a targeted strike, and discover target player's Alignment. Data Gathering - Your people have so much information at your fingertips already, thanks to your plants in the Lone Shard police force and other spies. The problem is just finding it, which will take quite some time, even if you know what you're looking for. Each Night, you may discover target player's Specialisation. False Trails - Your crew is extremely good at covering tracks - both its own, and those of others. Each Night Cycle, you can hide the Alignment and Role of yourself and/or another player during the next Cycle. This causes the target(s) to appear as Non-Specialist and Loyal. Unless stated otherwise by the player, you are assumed to be using this ability at Night on yourself. Non-Specialist - You provide the brute force (or brute intelligence, whichever is required) for the job. While you may not provide a specific strength, your versatility allows you to contribute particularly well to missions. Player List The game will begin on Saturday 6th at 8PM GMT. Quick Links:
  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. In the past, there were many who said that flight through space was a fool's dream. Not because the world above the heavens was unreachable, or thought to not exist (for already people had visited other planets via the Cognitive Realm), but because there was no point to it. Why travel through the void of space to Roshar from Scadrial when one could simply travel through the world of the collective mind and bypass it entirely? Of course, many said that the pursuit of knowledge was reason enough, but in the end what drove the humans of the Cosmere to the stars was the need for raw materials. Scadrial in particular, so advanced and so greedy, ran out of commercially viable metal within five centuries of the world's rebirth. How could the world function without metal for computers, or for structures, or for Allomancers? Metal was transported to the world, harvested from the others. Scadrial became a parasite, a great beast that devoured the flesh of the other planets to sate its ravenous hunger. But the trade was two-way, and as Scadrial grew and grew, so too did the other inhabited planets, their own appetites increasing a hundredfold over the course of a few decades. Eventually, something threatened to give, and when it did, only one of two things could happen: War between worlds, or expansion through the stars. Though tensions rose high between the worlds, co-operation was preferred to outright war. And so began not an arms race, but a space race; war by other means. Governments and businesses alike poured what little they had remaining into research and engineering, designing great behemoths to traverse the astral sea, each with a single goal: To rise above their competitors, and to become the sole entity able to exploit the galaxy's resources. As the situation developed, barriers fell away between races and worlds. Strength through unity and diversity: Forgery to grant powers. Allomancy and Feruchemy, implanted with Hemalurgy to create drives for a ship. Voidbringing to scan for suitable worlds to mine. Elantrians to heal and mend both flesh and metal. Awakeners for all the little tasks that would cost a fortune to employ an army of humans for. And finally, Surgebinders to knit the individual pieces together, and make them a whole. It is the greatest irony that such cohesion only came about through competition. But with competition, naturally, comes about subterfuge. The value of such a project is so high that most, if not all of the players in the game have a budget devoted solely to hacking, copying and deleting the plans of their opponents. In some cases, this silent war has turned violent, with even scientists and engineers turned into casualties. The Heron Industries Mining Concern is at present one of the leaders in the race, but they are beset on all sides. The launch of their first ship has been planned for months, and security has been heavily Invested in. All that remains is to obtain a worthy crew for their ship's maiden voyage, preferably ones loyal to The Heron Mining Corporation, and not to their enemies. Of course, there is a slight problem with this; if any do slip through the net, then it will be down to the crew to find these traitors before they disrupt the mission. The crew will be alone in the depths of space, unable to call on help, with nothing but their own skills and wits to rely on. May Adonalsium help them all. ...It's that time of the year, folks! Yes, that time where Wyrm bites off even more than he can chew than usually and runs an SE game. For those also playing Heirs, I will prioritise dealing with this over Heirs, but it shouldn't come up much due to the Cycles being 4 days each and them having different times. General Rules This plays like a standard game of Elimination. There will be several Traitors sprinkled within the crew, who collaborate on a Google Doc, and the game follows a standard sequence of Day/Night Shifts, with votes being taken in the day, and most actions taking place at Night. Each Day, a lynch will occur if one player has two or more votes, with no lynch occurring in the event of a tied vote. Each Night, the Traitors will be able to kill a player by using an Action. The game continues until either all the Traitors are dead, or the Traitors can successfully overpower and lynch the Captain, either through outnumbering the living loyal crewmembers, or by tricking them and succeeding in voting to lynch him. The game will begin on Friday the 30th of October at 9PM, GM's timezone (GMT). Days and Nights will both take 48 hours each. It will start on a Day Turn. Roles Head of Departments Crew Manifest
  11. It's official: Sign ups are now open for the Elantris game that Tulir and I will be co-GMing! This will be a typical Long Game, and follow all the outlines for that format. Day phases will last 48 hours and Night Phases will last 24 hours (though if it turns out that players need more time for the night phases then we will extend those to 48 hours also). Please review the rules below, and let me or Tulir know if you have any questions about them. Shadows of Elantris Rules Setting For Roleplaying purposes, the entirety of the game will be held inside the King's Palace, centered on the King's court, with the exception of those players who are taken by the Shaod and cast into Elantris. At the beginning of the game, all the players are gathered in the Court to hear a grand announcement to be made by Patriarch Seinalan. Also, if there is anyone who would like to sign on as a "pinch-hitter" (someone who stands by to take over for someone who goes inactive) for whatever reason, please PM me and let me know.
  12. The Simple Rules “Don’t kindle flame, don’t shed the blood of another, don’t run at night.” -The Three Simple Rules The Simple Rules exist for a reason on the world of Threnody. Anybody who breaks these Rules via RP will automatically die at the end of the Cycle. General Rules: Standard Quick Fix Game (QF) Procedure. Fast paced Cycles lasting 24hrs with write-ups including the results of the lynch and any mentionable Actions. As this game is a QF, player activity is not only encouraged, it will be incentivized. As such, inactivity will be penalized, solely due to the speedy nature of the game. This game can run with as little as 12 people, but can also can accommodate for upwards of 20+ players. All players will be only allowed to submit One Action per Cycle. Actions can count as Item-Use, Messaging/Message Interception, distributing rations, or the Convict Kill actionl. The Civilians win if they can find and get rid of all of the Convicts, and the Convicts win if they outnumber the Civilians. Roles/Allignments Civilian: A regular citizen, just at the wrong place at the wrong time. But in the Forests of Hell, it is usually always the wrong place at the wrong time. But living in the Forests means that you aren’t weak, either. You can potentially start with any item. Convict: A member of a group of criminals with a high bounty on your head, you’ve no choice but to leave no survivors wherever you go. One of you will be chosen and notified each Cycle to make a kill (cycling through each member before any repeats are made, and the Gang Leader can also be chosen to make the kill). You can potentially start with any items except for the Murder Hood and the Glowsap. You know all the other Convicts identities, and can communicate with them via Messages. These can be intercepted. Gang Leader: The leader of the Gang of Convicts. All good gangs need a Leader, and you are the perfect man for the job. Nobody has ever seen your face, and therefore don’t know what you look like. You also know how to cover your tracks, so you can’t be Detected by ordinary means. Only death can reveal who you truly are. You can also send One Letter to each of your fellow convicts anytime throughout the game that can’t be intercepted. Any messages after the first one to each of them can be intercepted, however. You can’t start with any Items. The Gang Leader can not be discovered by Glowsap. If investigated, you will appear as a Civilian. They are also eligible to be selected to make the group kill for the night. Game Items*: Some players will start off with certain items, possibly, depending on the number of players and their role. All items will have a limited number of uses to fit into the theme of scarcity of resources in the Forests of Hell, and will not be rechargeable. *For Stats purposes, these Items will count as “Roles” for this game. Fenweed Sap - A minor poison that won’t kill, but will make the victim cloudy headed and dizzy. Will Negate their Action for the Cycle. Will have a limited number of uses. Can only poison one person with one dose per Cycle. The target that gets Poisoned will be informed so, but not who they were poisoned by. Silver Ward: Some players will start out with a set amount of Silver Wards, and these can be used to save Players from Lynches. Each Cycle, you can target someone with a Ward if you still have any, and if that player ends up being lynched, they will be saved instead. It will be mentioned they were saved by in the write-up, but not by who. If you use a Ward on somebody who doesn’t get lynched, the Item will be wasted. Silver Wards are an Active-Use item, not a passive. So you can’t give them to someone to save them from a future lynch. (Think of it like a Lurcher Role but with a limited number of uses, and can only save from lynches). Glowsap: A special sap that glows with a dull violet colored light. This item is used to track people at night and can be used to find the Alignment of a player. (Civilian or Convict). Will give a result of Civilian when used on the Gang Leader. Murder Hood: A tar-lined burlap sack that allows you to put over the head of your victim and bludgeon them to death. Prevents the spilling of blood, thus keeping you safe from Shade retribution. Convicts or the Gang Leader can not start with this item. Rations: This game will introduce the “Rations” mechanic. Rations allow a player to survive throughout the game. You need to eat 2 Rations every Cycle to survive. If you go 1 Cycle without eating enough Rations (2), you will be Hungry. When you are Hungry you can not perform any Actions. If you go another Cycle without eating the proper number of Rations while in the status of Hungry, you will die from from Starvation. Any players who die from Starvation will be mentioned, but nobody who is Hungry will be revealed. Every cycle, all players should make a post and place a vote. ‘No kill’ will not count as a vote. If you vote and post at least once each Cycle, you will receive 3 Rations that Cycle, essentially leaving you with 1 after you eat your allotted Rations for the day. These extra Rations can be saved up. Only posting, or placing a post with only a vote will only net you 2 Rations for that Cycle. You can spend 1 Ration to change your vote after your first initial one each cycle. This can be done any amount of times in one Cycle, spending 1 Ration each time you do so. Rations can also be given by players to other players discreetly, although this still counts as an Action. Messaging: Each Cycle, players can spend 1 ration to send an anonymous letter to be sent to another player. The Ration Cost is a Bribe that you give the Innkeeper to pass along your message. However, any player can also spend 2 Rations to Intercept one Message being sent to a player. (If multiple messages are sent to one player, then one of the Messages is randomly chosen to be Intercepted.) Messages must be limited in size and can not exceed 1,000 characters. If multiple people are attempting to intercept a letter from a person, then the letter(s) will be handed out by chance. The Stack (Order of Actions): Fendweed Sap -> Rations -> Glowsap -> Silver Wards -> Lynch -> Kill Actions (Convict group kill/Murder Hoods) -> Messages ----------------------------------------------------------------------------------------------------------------------------------------------------- Sign-up write-up: This game will be told through the perspective of the Innkeeper telling a story, and all of you are all the Main Characters! How this tale ends depends entirely on you! Sign-ups will last a week! Quick Links: