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Found 11 results

  1. Silent night! Holy night! All is calm, all is bright Round yon Ghostbloods, Hidden with Blade Silent Kill’rs, to the shadows they fade, Sleep in the grave’s embrace; Sleep in the grave’s embrace. Silent night! Holy night! Bridgeman quake at the sight! Brightlords fear of assassins above Ghostbloods laugh as the knife in they shove. Blades, the sharpest, be used! Blades, the sharpest, be used! Mraize put his head into his hands and let out a sigh. Around him the crowd applauded the young Ghostblood. He looked around the tavern, his eyes still refusing to believe what was before them. Someone, who he noted would not be around for much longer, had decided that rather than actually doing their assigned work, that of killing people, it would be a great idea to throw a party celebrating some Thaylen holiday or another, while they should have been out killing people. He slipped the mug of wine into his hands, sipping it through a tube into his mask. It was terrible. But it was better than what was assaulting his ears. Whoever was singing needn’t bother with knives. A few warbling notes, and their victim would kill themselves. He finished his drink, then held it up. He would need quite a few more to stop himself from killing everyone in the room. Domand surveyed the night, looking alternately down by the narrow light of his spheres at his feet, and up at the stone silhouette of the warcamps. A fall was not fatal to one of his talents, but it was inconvenient, and surviving one of them raised questions—as experience had borne out. He picked his way through the crem-covered rock formations which topped the chasms, peering out at the camps. An eerie quiet hung over them. No chull racing; no duels; no screams splitting the night air. It was a nice evening, and he intended to make the most of it. Smiling slightly at himself, and at the nostalgia of being a street vendor in the alleys of Silverlight, Domand began setting up his booth. It was always profitable—only the marketing needed to be changed. No longer Shard-invested items, the technically correct term which made the highly intellectual Silverlight scientists salivate at the prospect of studying them, but “blessed by the Almighty” for these more superstitious people—never mind that Honour was in very few of the things he was selling. The enemy was in more of them, in fact, as he knew himself. As was now a common occurrence at night, a light black steam began rising from the poorly dyed pink leather gloves which Domand wore. He tried not to think of what that meant. He was not here to see if Dominion could hold sway over the Lord of Hate, and he was not about to find out. After his conversation with Arrdel, the Council had largely stopped giving him grief publicly, but if he tried something like that, he’d be lucky to not be killed on the spot by the very group he’d founded. And for good reason. Realising he’d allowed his thoughts to wander, Domand shook his head. I need to stay more alert, he chastised himself. Adonalsium alone knows what could happen on this forsaken world. Indeed, as he stood underneath the black sky, Domand slowly heard a distant yet approaching rumble; looking east, his suspicions were confirmed. A mere line on the horizon now, the stormwall would strike in hours. He sighed, packing his booth back up. It appeared the lasting peace which he sought would still need to be achieved, and the temporary truce keeping the king and the Ghostbloods apart would be torn to shreds by the coming storms. And with nobody any closer to consolidating and creating order, the reaction was bound to be even more violent. Watching the chull who had adopted her after the death of the previous owner, Kay once again questioned why the beings best suited to understanding the Almighty’s will were among the least able to abide by it. Any animal was capable of blasphemy of course, but for the most part they did not attempt to predict the future or otherwise usurp the Almighty’s domain. This chull appeared more intelligent than others of her kind, but she still tended to limit her behaviours to those promised to have a specific outcome. Consuming rockbuds, cremlings, and grain had been declared to provide sustenance, and so eating these when hungry was not heresy. Experimenting was not forbidden either, so long as no firm conclusions were drawn and the outcome remained in doubt. Kay questioned whether her new companion truly understood this second part though, as failing to provide grain upon a plaintive bleat merely led to louder, more insistent cries. Yet Kay was sure that this creature didn’t spend time wondering whether the people who had killed her former master would be caught and executed. Kay tried to avoid these thoughts as well, but every time she saw the chull she was reminded of the circumstances by which they met. There could be no evident solution to this conundrum, as any plan to remedy it would require an attempt to shape the future. It wouldn’t do to imagine the possible steps required to offer the chull’s services to a Highprince as a beast of burden, or return her to the races to find a new rider, or sell her to a chouta vendor for food. Instead, Kay made the decision as she’d been instructed, impulsively and impermanently. Every time, Kay decided to keep her new friend. And every time, the decision became a little easier. Nobody was attacked! Day 6 has begun! It will end in approximately 47 hours, on Wednesday 27 November at 9 PM EST. Should a Night 6 be necessary, it will be 48 hours as well. Americans, enjoy your Thanksgiving with whomever, and don’t worry about getting orders in for SE. Spinach casserole is far more important. An obligatory reminder that spanreeds may not open new PMs. Thanks to Snip for an inventive parody of Silent Night, and to Devotary for continually excellent character development. Good luck! Player List: 1. Elandera as Brightness Ellarel, a flighty scribe who nonetheless remains tethered to the ground Noble 2. Rathmaskal/Young Bard as Brightlord I.N., whose reversed name conceals his role as a secret member of the Knights of Ni 3. Butt Ad Venture as Brightness Hmynyes, a connoisseur of classical Vorin music Noble 4. Xinoehp512 as Brightlord Rashor, a man who determinedly believes that blue wine is a plague from the Voidbringers Thief 5. Araris Valerian as Brightlord Arilar, a recently arrived spy with ties to the Kholins Noble 6. StrikerEZ as Brightlord Nalakor, a professional chull breeder and racer and close friend of the King’s Wit Noble Spy 7. Furamirionind as Brightness Dohila, a lighteyes who insists on wearing only orange and green lace Noble 8. Hemalurgic Headshot as Rat, a pet of Brightlord Joe and a secret worldhopper Noble Pet 9. Sart as Tleir, a Purelaker trying desperately to impersonate the missing Brightness Drella while House Sebarial hunts for her Ghostblood 10. STINK as Jumae III, a Brightlord whose eccentricity in fashion contrasts sharply with a docile and even temperament 11. DrakeMarshmallow as Brightlord Ekard, a man at the mercy of the Almighty Himself 12. Amanuensis as Brightlord Ularid Leiken, a man hunting a chull with a green shell which once insulted his mother 13. Coda as Brightness Dejda, one of Adolin’s former girlfriends who now hates the Kholins with a passion 14. Straw as Brightlord Straw, an effigy of Gavilar which was officially recognised as a lighteyes of the fourth dahn 15. Elbereth as Brightness Tintallë, whose title has come under charges of redundancy by expert Quenya scholars Noble
  2. Era bent, aching at every joint, and knelt at the foot of one of her beloved plants. Water cupped in her hands carefully, she poured it gently onto the brown leaves, watching as they gratefully soaked in the moisture. She scowled. Not only had the Lord Ruler messed up her plants, converting them from green to brown, but now a spirit from the mists themselves had made off with her watering can. This was her solution until a new one could be procured—with Luthadel in the state it was, she suspected it could be a while. No matter. She had outlived old age, attacks from Spiked, the burning of her city. She would survive this as well. Reaching into the bucket at her side again and dousing her hands in the cool water, she felt a light tap on the shoulder. Spinning, she prepared to tap a concealed Pewter metalmind, but the mist spirit simply drew itself away from her, gazing at her curiously. In its hand, it held her silver watering can, and it gazed at Era with a bemused expression on its face. Feeling a surge of relief and joy, Era took the can with trembling hands, then let out a loud whoop of joy, uncharacteristic of her advanced years. Flicking some of the water at the spirit, which recoiled, she set out to the rest of her watering with a renewed vigour and joy. A small miracle, but the first she may have witnessed in decades. Then two figures descended on her deserted field. The first came walking, a long spear in his hand. He was garbed like a soldier, yet oddly carried a variety of small wooden statues at his hip. Their carved faces and forms stared at Era as the rarely seen Doma approached her at a constant speed, in no particular hurry. Era frowned. “Is something wrong, Doma?” “Yes, he answered simply. “My master has ordered your death.” Raising the spear, he slammed it into Era’s chest, and her eyes widened as she hit the dirt row in between her vegetables, tapping Pewter in a desperate attempt to gain the vitality she needed to fight the wound. “Do not...disturb my plantings...” she sputtered as her breath began to leave her. “Had enough...gardens ruined...by callous fools...” Her voice trailed into nothingness as she slowly slipped into unconsciousness, unable to recover from the initial shock of her wound. Doma regarded her for a second, and then gently moved her head off a small lettuce. She had deserved better. Still, orders were orders, and he did not have to like them to execute them. The second figure came flying, a small clip hitting the hardpacked earth as a trailing dark form appeared against the rising sun. Zane. Doma’s heart seethed with rage as the Mistborn descended, and he threw his spear at the flying Mistborn, seeking to impale him. Of all the places for that Mistborn to find him! Suddenly, the Mistborn changed course. Snatching Doma’s spear out of the air and twirling it around, he suddenly Pulled himself toward Doma, spear extended. The two hit the ground, Doma first, Zane’s weight driving his sturdy iron-tipped spear through his heart. As the man gurgled and choked, his life failing him, Zane stood and regarded the neatly planted rows around him, moving Doma’s body, which had fallen in a row of the hardened dirt which Era used as a path, into a more parallel position with the garden. He studied his nemesis’ face for another brief moment, then dropped another coin, soaring back towards the heart of the besieged city. Behind him, a garden stood untouched by the ravages of two conflicts—yet as their blood watered the soil under which they lay, the presence of Era and Doma was already departing that sacred place, leaving for other realms, and the protective hand of the gardener and the calloused hand of the soldier, both shielding and supporting in their own ways, would be gone perhaps forever. Elandera was attacked and killed! She was a Elend’s Loyalist Rioter 1! Rathmaskal was attacked and killed! He was a Subordinate Seeker 2 with an Inserted Hemalurgic Spike! Hemalurgic Spike: While a player holds this item, they may choose to Insert, Remove, or Pass the spike. While the Spike is inserted, the user gains the passive abilities of Thug 2 and Tineye 1, but cannot be Smoked. The extra life from Thug 2 may only be used once. Day 6 has begun! It will end in about 46-47 hours on Sunday 2 June at 9 PM EDT (-4:00 UTC). Please remember that PMs remain closed during the Day. There will be a lynch today, with no vote minimum required to kill. Good luck! Player List:
  3. Skern Mundy, trader from eastern Wastes For the Shadow had potent distaste Him Aiel had taught The Blight must be fought And its great evil repelled face-to-face Once had a demon attacked his wall, Yet yielding not and standing up tall Mundy it repelled While Rand al’Thor felled Creepers advancing, though they were small Yet a second attempt was then made The forces of the Light, though arrayed To defend each other Instead were smothered And Skern Mundy was slain in the raid A gleeman that rarely did smile A oath to fulfill without guile Why did he appear? The answer is clear: To put his devotion on trial. A face made of hard angles and stone A life of fighting Shadows alone Lan was his real name, the one with a claim To Malkier’s empty, long-lost throne As Warder to Moiraine he would fall Keeping back the great Creatures from all And when Mundy fell, he charged with a yell Killing Creatures, and himself, for y’all. So go kill some people in his honour! Day 6 has begun! It will end in 23 hours’ time at 21:00 EST, or 2 AM GMT (whichever comes first), December the 18th. Steeldancer was attacked, but was protected! Hemalurgic Headshot was attacked by Randuir IsRand (again)! He was actually killed this time and is Roleless. Rathmaskal was attacked by BrEn Memorium! He was Lan! Randuir IsRand was attacked, and died! BrEn Memorium was attacked, and died! The newly summoned Creature, Rathwearsa Mask, was attacked! It survived. The Eye has 36 health remaining. The current layer of defence has 7 health remaining, and is the Seventh Ring. The Blight is currently attacking for 11. This is not a typo; the Blight is attacking for eleven. A new Creeper of the Blight has appeared: Jadis! It will Send Runner N7 unless stopped. Nailicis and Nogard are still alive, and will Send Runner N6 unless stopped. Screwtape is still alive, and will Send Runner today unless stopped. Emond’s Fielders’ Message: There is a lynch today. 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 Roleless 8. Rathmaskal as Jeordwyn Dormond, an Illianer gleeman who juggles knives through his enemies Lan 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 Roleless 15. Ark1002 (Ookla the Dragon Reborn) as Shifting Shadows, a shifty, shadowy Wolfbrother Emond’s Fielder; Fal Dara Warrior 16. A Joe in the Bush as Joseph, a man who has mastered the art of squeezing into very small spaces in bushes 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 6 The Elendel Daily Newsworthy Content for Every Octant! The 28th of Doxil, 68, Morning Price 2 Clips Praise Given to Quick Response by Constables In what seems like almost the new 'normal', last night there was yet another attack on a citizen of Elendel. A young man by the name of Burrsir was attacked on his way home from the university. No-one was able to describe the altercation, but whether through chance, help or Burrsir defending himself, the cut was not immediately life-threatening, and the hospital is reporting his recovery and have announced that he will be free to go about his business by time of print. During the events, Burrsir was struck on the head and, due to this injury, cannot recall if any came to his aid, or the identity of his attacker. The Constabulary were at the location of the attack within minutes of the event, thanks to a concerned citizen, who was able to use their Steelpushing capabilities to quickly report the crime to a constable on the street. Upon arrival, first-aiders were able to patch Burrsir up well enough until he could receive further treatment at The Terris Mother Hospital. After being seen by medical professionals, constables questioned him about the attack, but were unable to discover any information immediately pertinent to their investigation. They have requested that any individuals around The Dibbling Cafe in the late evening on 27th Doxil make themselves known to investigators for questioning. Governor Wilson has praised Constables for their speedy response time, and has promised further funding will be made available to the Constabulary to hire Mistings, in particular Tineyes and Coinshots, as a means of raising alarms and alerting them to crimes in progress. This will be run on a trial basis within the 1st Octant, but will hopefully be extended through the whole city. Councillors have questioned where funding will be found for this initiative, as most Mistings are in the employ or members of the various noble families. It has been questioned whether public funding can compete with the amounts that Mistings can earn in the private sector, and whether this is a good use of the City's resources. The Governor responded that public safety was paramount, and that the money for this policy would be taken from the greater Constabulary budget, and that this was simply allowing the Constabulary to hire according to their needs. When asked whether this would mean that there would be less Constables on the street, the Governor declined to comment. Krea Erikeller Commercial Advertisements Personal Advertisements Previous Editions Other Headlines This Evening Burrsir/Coop772 was attacked during the Night, but survived! Day 6 has begun! It will end at 7PM GMT on Tuesday 20th November. Ookla the Curmudgeonly/Araris Valerian is Influential this Turn. Player List
  5. Day 6: Man of Straw Straw woke up to a pain in his chest, and a strange smell permeating his room. He opened his eyes, but it didn't seem to make things all that clearer. His candle had long since burnt out, and the only illumination was coming from the gap under the door. It gave everything a sort of haze, as though the room couldn't quite decide which way around it was going to be. He looked over towards the door, and then there was a sudden flash. Straw closed his eyes, but it was too late to protect them. Spots of light and darkness danced on the inside of his eyelids, and he winced, resisting the urge to rub at his eyes. He blinked a few times, and his eyesight slowly returned to normal. He carefully looked back over to the door, and was able to see a bright light flickering and waving at him. He pushed himself out of bed, groaning a bit at the pain in his chest. He coughed. Was it always this hard to breathe? Darkness masked his eyes even in front of the flame, and he batted it away, wisps of smoke dissipating as his hand cut through them. That would be why his lungs hurt, he realised, and why the room was spinning around. He coughed again, stumbling over to the door. He tripped on something in the darkness, but didn't get up. It was a good thing to be on the floor when there was smoke around. It was easier to breathe down here, and cooler. As he hit the floor, he realised what the fire was feeding on. Lying all around his room like a carpet were clumps of dried, dead plant matter. It crunched under his hand as he pushed himself up onto all-fours to crawl along to the door. "You're-" he coughed, and beat his hand against his chest to try and clear it. "You're kidding me. You're trying to murder me with straw?" The fire started to spread along the ground, finding plenty of fuel in its wake. He wondered when his attempted killer had managed to cover his room in the stuff, and how they'd even gotten in. He carefully pushed himself along to the door and reached up to unlock the door so he could leave. But there was one problem. The door certainly was locked, but the key was nowhere to be found. "Oh," he said, realising how that they'd gained access to the room. "You picked the lock and stole my key." He dropped to the ground so he could breath better, tossing the straw aside as quickly as he could. His hands hurt from the heat and the fire, but it ignored it as best he could; it was either that or start suffocating. His mind raced as he tried to figure another way out of the room. The window wasn't viable, the glass in this place was pretty solid and practically impossible to break. Maybe he could open it, get some more air in, but if they stole one key they would have stolen the window key as well. He'd have to get up and put his head in the smoke just to see if it was there, it would be a pretty big gamble which probably wouldn't pay off. There was a clatter from the other side of the doorway, followed by the sweeping of a foot on the stone floor. Metal rang as a key slipped through the gap between door and floor, before resting by Straw's hand. "You had a change of heart?" Straw asked, heart racing but thankful. Maybe they never intended to kill him, just to scare him. Well, they'd succeeded at that. It didn't mean he was feeling more leniant towards them though. He couldn't promise them the same mercy from himself at this point. He scrambled up to his feet and fit the key into the lock. He covered his mouth with his arm as he coughed. He twisted the key the wrong way first, then hurriedly tried the other way. He put the hand covering his face down to the doorhandle and pulled hard. The door didn't budge, and all he got was a sharp pain through his arm from his efforts. "W-what?" He coughed again, bringing his shaking hand up to look at the key. It was the wrong one. There was laughter on the other side of the door. "Y-you..." He spluttered, the key dropping out of his hand. "You bastard!" he yelled as he collapsed to the ground, every bit of strength left in him given over to his defiance. But he wasn't going to give up and die, not while he could still breathe the fresh air coming in from the corridor. Every second he survived was another second someone could potentially save him. The light from underneath the door started to disappear until it had all gone. Straw stretched out his hand, and prodded carefully. It was a soft fabric, but even as he tried to push it out of the way, it wouldn't budge. They'd locked him in and blocked off his only remaining air supply. Shadows danced in the light of the fire behind him, casting strange shapes on the wall. Sweat dripped down his forehead, splashing onto the stone. The room started to shimmer in and out of focus, and then, finally, it faded away for good. Straw was an Obligator! Night 5 has begun! It will end at 21:00 PM BST on Wednesday. There is still a Tineye alive, so PMs may be continue to be sent. Players Quick Links:
  6. 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.
  7. 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:
  8. 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:
  9. 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
  10. 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.
  11. Special Thanks to Ben McSweeney for making these icons and Awesomeness Summoned for making them available online. On the Isle of Nebrask, there was one simple rule: keep the Circle whole. The Circle was a line of chalk, surrounding the island, containing the wild chalklings. If it broke, they could swarm out, and decimate the United Isles of America. On the Western Front, a new group of Rithmatists were gathering. Their mission was simple: if the line washed out, they had to repair it. Their commanding officer, Tammy Kingswright, addressed the group. “We are defending our homeland today. The Circle may be holding today, but it could fall at any moment. A single raindrop could ruin our line, and destroy our way of life. We’re not going to allow that. Come rain or shine, we will protect this country! Now, who’s with me?” Mid-Range Game 3 is now open for sign-ups! I’m looking for around 20 players, but the more the merrier. This game will start a day after Long Game 8 ends. Rules: Setting: You are part of a group of Rithmatists, battling wild chalklings in Nebrask. However, it appears some of your battalion actually support the chalklings, and are secretly trying to sabotage the front lines. General Rules: This game has the day and night combined into one cycle. Players will vote on who to lynch in the thread, while sending the GM (me) their special action in PMs. PMs between players are not allowed in this game. Each Cycle will last 48 hours. Rithmatics: To combat the chalklings, most soldiers (excluding Non-Rithmatists) use Rithmatics. Each day, you may do one of the following. However, you may not repeat the same action two cycles in a row. Line of Forbiddance: You protect yourself for the cycle. As long as this stays up, you can't be killed. Line of Vigor: Cancel a target player's action. Line of Making: You create a chalkling that will spy on a target player. Unfortunately, chalklings are extremely dumb and can only be given extremely basic commands. Chalklings will walk in a straight line and will only return to you if they run into a wall. If a player was using a Line of Warding or Forbiddance, you will be informed that they were protected. Otherwise, nothing will happen. Line of Warding: The camp gains one defense for the cycle. (See below) Advanced Rithmatics: You can substitute one of these for your special action, if you have been taught them. Line of Revocation: Kill a target player, as long as they aren't protected by a Line of Forbiddance. This is only available to Rithmatic Scholars. Line of Silencing: Cancel a target player's vote. Special Roles: The Forgotten: You command the wild chalklings, and you win once you outnumber the good-guys. Every night, instead of using Rithmatics, one of you can kill a target player. You are also immune to Wild Chalkling kills. Of course, you have access to a Google Doc to formulate plans. Non-Rithmatist: You are clearly crazy. You sneaked onto the front-lines without having any powers! However, you have studied Rithmatics extensively, and have learned about Advanced Rithmatics. Once per game, you can give a target Rithmatist access to these powers. Sentry: As long as you stay alive, you passively give the camp 1 defense. See below for details. You are also immune to the Wild Chalkling kill. This role will be added if we have enough players. Artist: Because you can draw them so well, your chalklings are smarter. When you use Lines of Making, you will learn what special action your target did that turn. Defense: Since the camp is on the front-lines, there is always the threat of wild chalklings invading. The power of the chalklings is equal to the number of Forgotten. The camps defense is equal to the number of people making Lines of Warding plus the Sentry bonus. If the power of the chalklings is greater than the defense of the camp, a random player is killed. This kill ignores Lines of Forbiddance. If the camp's defense is equal to, or greater than, the power of the chalklings, the camp doesn't lose a player. Quick Links: