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  1. MR38: The Council of Elrond The light of the clear autumn morning was now glowing in the valley. The noise of bubbling waters came up from the foaming river-bed. Birds were singing, and a wholesome peace lay on the land. Elrond rang the warning bell, announcing that the Council would be starting soon. The faces around him were grave, and right to be so. The situation was far more dire than he wished it to be, but it seemed that such was ever the fate of Middle-Earth. At last, the ring bearer arrived, and Elrond bade them sit on his right in a place of honor. With every seat now filled, he rose to his feet, and the chamber fell silent. `You have all done well to come,' said Elrond. `You will hear today all that you need in order to understand the purposes of the Enemy, and how he has brought about the troubles which called you here. There is naught that you can do, other than to resist, with hope or without it. But you do not stand alone. You will learn that your trouble is but part of the trouble of all the western world. The Ring! What shall we do with the Ring, the least of rings, the trifle that Sauron fancies? That is the doom that we must deem. `That is the purpose for which you are called hither. Called, I say. though I have not called you to me, strangers from distant lands. You have come and are here met, in this very nick of time, by chance as it may seem. Yet it is not so. Believe rather that it is so ordered that we, who sit here, and none others, must now find counsel for the peril of the world. `Now, therefore, things shall be openly spoken that have been hidden from all but a few until this day. And first, so that all may understand what is the peril, the Tale of the Ring shall be told from the beginning even to this present. And I will begin that tale, though others shall end it.' Then all listened while Elrond in his clear voice spoke of Sauron and the Rings of Power, and their forging in the Second Age of the world long ago. A part of his tale was known to some there, but the full tale to none, and many eyes were turned Elrond in fear and wonder as he told of the Elven-smiths of Eregion and their friendship with Moria, and their eagerness for knowledge, by which Sauron ensnared them. For in that time he was not yet evil to behold, and they received his aid and grew mighty in craft, whereas he learned all their secrets, and betrayed them, and forged secretly in the Mountain of Fire the One Ring to be their master. But Celebrimbor was aware of him, and hid the Three which he had made; and there was war, and the land was laid waste, and the gate of Moria was shut. Then through all the years that followed he traced the Ring; but since that history is elsewhere recounted, even as Elrond himself set it down in his books of lore, it is not here recalled. For it is a long tale, full of deeds great and terrible, and briefly though Elrond spoke, the sun rode up the sky, and the morning was passing ere he ceased. Of Númenor he spoke, its glory and its fall, and the return of the Kings of Men to Middle-earth out of the deeps of the Sea, borne upon the wings of storm. Then Elendil the Tall and his mighty sons, Isildur and Anárion, became great lords; and the North-realm they made in Arnor, and the South-realm in Gondor above the mouths of Anduin. But Sauron of Mordor assailed them, and they made the Last Alliance of Elves and Men, and the hosts of Gil-galad and Elendil were mustered in Arnor. 'The Last Alliance was victorious, yet it did not achieve its end. Sauron was diminished, but not destroyed. His Ring was lost but not unmade. The Dark Tower was broken, but its foundations were not removed; for they were made with the power of the Ring, and while it remains they will endure. Many Elves and many mighty Men, and many of their friends. had perished in the war. Anárion was slain, and Isildur was slain; and Gil-galad and Elendil were no more. Never again shall there be any such league of Elves and Men; for Men multiply and the Firstborn decrease, and the two kindreds are estranged. And ever since that day the race of Númenor has decayed, and the span of their years has lessened. 'In the North after the war and the slaughter of the Gladden Fields the Men of Westernesse were diminished, and their city of Annúminas beside Lake Evendim fell into ruin; and the heirs of Valandil removed and dwelt at Fornost on the high North Downs, and that now too is desolate. Men call it Deadmen's Dike, and they fear to tread there. For the folk of Arnor dwindled, and their foes devoured them, and their lordship passed, leaving only green mounds in the grassy hills. 'In the South the realm of Gondor long endured; and for a while its splendour grew, recalling somewhat of the might of Númenor, ere it fell. High towers that people built, and strong places. and havens of many ships; and the winged crown of the Kings of Men was held in awe by folk of many tongues. Their chief city was Osgiliath, Citadel of the Stars. through the midst of which the River flowed. And Minas Ithil they built, Tower of the Rising Moon, eastward upon a shoulder of the Mountains of Shadow; and westward at the feet of the White Mountains Minas Anor they made, Tower of the Setting Sun. There in the courts of the King grew a white tree, from the seed of that tree which Isildur brought over the deep waters, and the seed of that tree before came from Eressëa, and before that out of the Uttermost West in the Day before days when the world was young. `But in the wearing of the swift years of Middle-earth the line of Meneldil son of Anárion failed, and the Tree withered, and the blood of the Númenoreans became mingled with that of lesser men. Then the watch upon the walls of Mordor slept, and dark things crept back to Gorgoroth. And on a time evil things came forth, and they took Minas Ithil and abode in it, and they made it into a place of dread; and it is called Minas Morgul, the Tower of Sorcery. Then Minas Anor was named anew Minas Tirith, the Tower of Guard; and these two cities were ever at war, but Osgiliath which lay between was deserted and in its ruins shadows walked. 'So it has been for many lives of men. But the Lords of Minas Tirith still fight on, defying our enemies, keeping the passage of the River from Argonath to the Sea. And now that part of the tale that I shall tell is drawn to its close. For in the days of Isildur the Ruling Ring passed out of all knowledge, and the Three were released from its dominion. But now in this latter day they are in peril once more, for to our sorrow the One has been found. Others shall speak of its finding, for in that I played small part.' Then he fell silent, and the others began to tell their tales. Welcome to MR38! Housekeeping The game will begin Friday, November 8, at 8:00am Eastern Time. Cycles will last 47 hours and end at 7am Eastern, with the new cycle posted at 8. PMs: You may PM other players one-on-one so long as you include me. Group PMs are not permitted. Secrets: None Impartial Moderator: Contact @little wilson if you have any issues with the game. Lynch Rather than death, lynches (or 'elections') in this game result in the player elected being added to the Fellowship of the Ring. Upon election, their alignment will be revealed and they will be removed from the game. The game will end when seven members have been elected. Two votes on a player are required for an election to occur. A tied vote will result in all tied candidates being elected. If there are more players tied than seats left, RNG will be used to determine who fills the last slot(s). Alignment Free People of Middle-Earth: You have come to the Council of Elrond to ask counsel in these trying times, and have been asked to choose a Fellowship of the Ring to go east and destroy it forever. You win if the Corrupted have fewer than three members in the Fellowship at the end of the game. Corrupted Servants of Sauron: Perhaps you came to this Council, but the sight of the ring made you lust for its power. Perhaps you were already Sauron's before you set foot in Rivendell. Either way, you want the Ring, and will not let it be destroyed. You win if there three or more of your members are elected to the Fellowship. You have a private doc in which to communicate, but no kill - instead, you may nullify one player's vote as a group action. (This will be revealed in the vote count, including their name missing.) (Numbers are subject to change based on player count.) Cosmetic Roles This game is intended to be focused on RP, so below are listed some possible roles to get you started. Please let me know if you know you won't RP at all - you're perfectly welcome, and I'll have free reign over those characters in writeups. (You RPing would be better if you can, though!) There is no prize for using these roles, but you are encouraged to do so! We aren't using strict LotR canon (obviously), so feel free to make up your own story as to why you're here. (Eg, if someone wants the Ringbearer to be a dwarf, go for it! I don't care. ) Ringbearer: The One Ring hangs heavy around your neck. Through great peril, you've brought it here at last. Now you have been granted a respite from your travel, and are enjoying the peace and beauty of Rivendell. The Ring tires you to keep, but you will go on if you must. (Note: Only one person may claim this role, for obvious reasons. ) Ringbearer's Companion: You came here with the Ringbearer, defended them against danger beyond your dreams, and you're incredibly relieved to be safe at last. You worry for the health of the Ringbearer if they keep the Ring, but will follow them to the ends of the world if you can. Clandestine Attendee: You aren't supposed to be in this Council. You're currently hiding and watching, hoping no one spots you, but the stories being told are too fascinating to keep away! (Note: this role can stack with most others.) Ranger: You protect the Northern lands from the evils that stir in the dark. You are here because wicked things have been growing more frequent and more deadly of late, and the Rangers may need help soon in stemming the tide. Heir Uncrowned: You are the descendant of Elendil, rightful heir to the throne of Gondor and Arnor. You bear Narsil which is broken, and fate has brought you here to play a role which you do not yet know. (Note: again, best that this is only one person.) Dwarf of Moria: You, somehow, managed to escape the terror that is in Moria. You have come to tell of how that terror has been awoken again, and because you did not know where else to go. Dwarf of the Lonely Mountain: You come from Dain who leads the dwarves of the Lonely Mountain. Life has become more troubled of late, with dark things happening - perhaps a messenger of Sauron appearing, even. Elrond's Council: You live here, in Imladris, and have proven your wisdom over the centuries to Elrond. You are here for your wisdom, for Elrond trusts you and values your counsel. Man of Gondor: Something compelled you to come here, perhaps a vision or a dream. All you know is that here your questions will be answered, and perhaps you can find help as well. Gondor has been attacked in greater numbers of late, and Mordor is active again. You hold for now, but you know you cannot last forever. First Finder: You don't hold the Ring at the moment, but you are the one who found it first, and held it for many years before passing it on and coming to live in Rivendell. You feel a bit of obligation, now - you started this, you ought to finish it. Elf of Lorien: You have come from Galadriel in Lothlorien, bearing a message from her of great import. In her wisdom, she sees many things, and her knowledge will be important to the Council. Elf of Mirkwood: You come from the Mirkwood, from Thranduil, with urgent tidings. Perhaps Gollum has escaped - perhaps something else! Elf from the Havens: You are from the far west, from Cirdan in the Grey Havens. You came to Imladris to talk with Elrond about sailing to the West, but are invited to this council for your wisdom. One of the Wise: You are a great being, long skilled in the arts of magic and power, and have fought Sauron since the dawn of time. You are the one who recognized the Ring for itself, and ensured it was brought here. Player List Quicklinks
  2. MR38: Cycle 1 - Who Will Take The Ring? Elrond looked at the council before him. If these are who must decide the fate of Arda, I truly hope that the strands of fate somehow twist them together that they can succeed, for I cannot see the way. Those scattered around the room were a motley collection. They had come from across Middle Earth: Kavan and Bombur spoke of Dale and the Lonely Mountain, and Phellom of troubles in Mirkwood. The Rangers, Beren Adaeldah and Striker, were no strangers to his sight, either. But the halfling Scar, the Ringbearer, was wild and strange to his sight. At least Astranwir the Blue was a comfort to him. Perhaps Saruman had been corrupted, but Astranwir had always been an aide and a friend. But aloud, he said, “The Ring must be sent to the Fire, to Mount Doom from whence it came. Some of you must do this. If we are agreed that it must be destroyed, then the only matter remaining is to choose the bearers. “It will be a path of greater peril than perhaps any of you have yet faced. Do not take this burden lightly. And should the quest go astray... Middle Earth may fall to Sauron forever.” He looked slowly around the chamber. “Who will do this?” MR38 has begun! GM PMs should be sent out within the next five minutes. (Writeup may get more added to it later.) Cycle 1 will last 47 hours, until 7am Eastern time. As a reminder, the lynch is different in this game. Please read the rules, they’re very short. PMs are open but must include me and only two players. Wilson has asked not to be included. Player List Good luck! EDIT: The numbers as originally stated in the rules are correct. The Fellowship has seven spots on it, and the Corrupted win if three spots are filled by its members.
  3. Welcome to LG53: The Fate of the Forum. This is a Semi-Blackout game of Spambots vs. Eliminators. Our dear Admin Chaos has given me the information about several Spammers who have infiltrated our forum, and are impersonating members of our community. He has tasked us with removing them. Luckily, we Eliminators have an advantage. We know all about the abilities of the Spammers, but the Spammers are unfamiliar with us. Spammer Roles: (Not all roles will be included) Vodiyehi: Has a script that can make thousands of posts per day. If Vodiyehi targets you, no one else will be able to do so. Only Votes and Lynches will be able to target a player. Babaji: Has access to Near Eastern magic that can inspire love or hate. If they target you with love, you will end up joining them. Luckily the cooldown for this is yearly, so they’ll only be able to get one of us before we get them. If they target you with Hate, you will die, no matter what. This can also only be used once. SookeSiled: Posts lots of corrupted URLs and infects computers. If they target you, everyone on the forum who didn’t use their computer will also target you that night. Beirst1928: Built one of the Best Firewalls known to man. Immune to everything except the Lynch. Temptation: Absolutely terrifying with Code. They get into the code and corrupt it. If they target you, your action will do exactly what you didn’t want. You will accidently ban a player instead of protect them. Or you will accidentally reveal your IP address instead of PM them. Or something. And then they will know what and who you are. Vashikaran: They’re rather good at deleting code, so if they target you, there is a good chance that your account will be temporarily disabled. The Spammers do have their own server to talk in, and as a group can get an account deleted every Weekend. I’ll be doing my best to hunt them down myself, so hopefully they won’t all be in play. But I will check in at 11:59 PM PST every Week to check who you guys have vote on, and that player will be banned. Mechanics and House Keeping: Open PM’s. Cycles are split into 2 Turns: Weeks which have a lynch, and Weekends when the Spammers get their Kill. Tied Lynches are decided at Random. At least 0 votes are needed for a lynch. Not all village roles are unique. Quick Links:
  4. LG33: Aftermath - Death (This was supposed to be put in a few turns ago but since I hadn’t done it until now, it might as well go here.) The Crockery stood bleak and cold on a sunny day in autumn, seeming to drain light from its surroundings. A solitary figure stole up to the building and knocked, making ripples of sound pass through the air, hollow and unheeded. “Yes?” the warden’s voice drawled. “Something for El’the Alveron, sir,” the voice replied softly. “Letter from his parents or something, not that he’ll be able to read it!” he snorted, and the warden laughed with him. “Come on, bring it in then,” the Warden said. “Mind your step, this way...” The Skindancer smiled, wearing a pretty little boy’s face, stolen off of the streets for the moment. Not like anyone would notice, or care. It followed the Warden down stone hallways, looking curiously around. It heard voices, coming through the walls all aroudn it. He even knew a few. Notable among them was Stryker Nox, whose voice was only recognisable through its unique timbre. Its words and tone were... “please, sir, help? I’m lost, I don’t know where I am. Can you help me? I’m lost...” It shook its head, moving onwards. Stryker might be recoverable someday, but unlike Locke, his insanity was fullblown and unusable to them, for the moment. Locke was the focus here. The Warden stopped and chose a ring without even loking at his ring of seemingly identical keys. He inserted it with a loud, metallic click into the door, and opened it cautiously. “Ah, come to rescue me from this poor excuse for a prison cell?” a voice drawled in a perfect, haughty nobleman’s tone. The Skindancer smirked. Locke had never liked his Cealdish body, and his mind had gotten a little confused in the transfer, so he simply remained very, very Vintish. “Letter from your parents, sir,” it said, hoping Locke would recognise him. Locke went still, then turned to meet its eyes. He nodded, once. Then he slapped his hand on the table. “Well? Bring it here, boy. I won’t get up on the whim of a servant boy!” It put the letter on the table, hesitating for a moment. The letter wasn’t important, of course. Locke had... a gift, perhaps, if one could call it that. His creation of insanity was focused, shaped. If played precisely the right way, he could shape others to his ends for a time, before anyone noticed they were insane. The price, unfortunately, was a bit of his own sanity. All Locke needed was for the Warden to enter the cell, pulling the Skindancer away from Locke. “Don’t go getting too- uuungh,” he said, eyes rolling up in his head. Locke glanced imperiously at the Skindancer, who backed away quickly, and then crouched over the Warden. “I am Vintish,” he said, words dropping unnaturally heavily from his mouth. “I am not insane, and deserve to be freed. I have far more power than you, and it would benefit you to release me.” He smirked and spoke normally to the other Skindancer. “See you in a couple days. Show yourself out, would you?” It grinned back and ducked out the door, soon skipping down the steps of the Crockery and into the world again, with nary a soul the wiser. After that, things started going downhill. Locke emerged, of course, victorious. But he found the University still, and quiet. Only a few students even attending anymore, so many were insane, dead, or expelled. In fact, he soon came to realise that he was the only non-Master at the school left. That wasn’t useful at all. He needed other students, people who would follow him, who weren’t ostracised or insane. And those were difficult to find. Naturally, they could still try to simply make everyone else go insane, but that was boring, and Locke preferred dramatic plans. Besides, the still-alive students were getting warier, staying in their homes and buying irritating amounts of protection. Finally, the last straw came. Cluny had been doing his best to keep Locke sane and on track, and reining in his megalomania. When Cluny, too, died... Well. Things got interesting. Locke was still an El’the, after all. And a Sympathist, too. Doors began to be stuck shut and unopenable but by carving holes through them. There were holes in the floor leading down to nothingness, fires bursting out of nowhere, water pouring from a solid ceiling in the middle of a meeting of the Masters. No one seemed to care, though. Or not enough. They were all in Imre, partying and not paying a whit of attention to the University. Well, except Chalks, who had wandered out when the Warden went completely insane and unlocked every prime-numbered door. (Fortunately, most of them were empty.) So Locke decided to be dramatic. On a cloudless night, one of the last warm days of fall, a barge sailed slowly down the river and moored just near the bridge in Imre. Every riverside tavern was full to bursting with expelled students and townsfolk celebrating the recent lack of deaths (mostly because they wanted an excuse to celebrate, in all honesty), but the river itself was dark and still. A glimmering was seen in the night. Or would have been, if anyone had been paying enough attention to notice. But no. No one noticed until the first boom split the air, and a stream of sparks soared high into the sky, heralding the golden outline of... a letter. L. Those who weren’t too drunk to do so rushed outside at the urging of their friends, staring up at the lines hanging in the sky. There was another boom, and another letter rose up in a stream of golden sparks. O. R. They stared up at the letters slowly joining the first L (which wasn’t even fading yet). LORD LOCKE ALVERON Then the letters exploded and blinded everyone looking at them on the riverfront, just for entertainment. There was, in fact, one sober person in the entire riverfront, who was shaking her head at the antics of the fireworks. “I think this has gone on rather enough,” she commented to the assassin sitting next to her, eating ice cream. “I’d rather agree,” he said, smiling. At first he’d been such a closedmouth boring person, but Dele had eventually gotten him to open up like she eventually did for anyone she came into contact with. “Be a dear and go deal with him, mister?” she asked. “Usual payment, plus smoothies afterwards!” The assassin laughed, looking down at the petite little heiress. At first, putting up with her antics had only been a necessary burden, but he was growing to enjoy them. “Smoothies it is,” he agreed, hoisting himself to his feet. “Mind giving me a lift?” She giggled and waved her fingers at him, speaking Wind through a mouthful of ice cream. He grinned, feeling the wind whisking him ofrom the ground. He absolutely loved this feeling of flying. When he touched down on the stones of the University, Locke was only just returning from his little expedition. He’d cleaned up - couldn’t bear to have the stench of soot and grime on him. It would not do for a nobleman to appear less than perfect. He’d decided, in any case, that that would be his grand finale for here. Once he left, the University would be entirely ruined, without a single student, and while it would recuperate, that would take months or years. And Locke had a different plan. Something far more important. He’d packed his bas last night, and soon enough he woul dbe off to Vint, to take power there and extend the power of the Vintish Empire throughout the whole of the known world! Unfortunately, he didn’t quite get that far. While he’d been preoccupied with imagining the glory of the soon-to-be-Empire, the assassin came up behind him and jabbed an iron dagger into his neck. The assassin stood back, watching with satisfaction as Locke dissolved into a pile of screaming ashes. “I do hope that’s the last of them,” he muttered. Louder, knowing Dele’s Wind was still nearby, he said, “Dele, dear? Those smoothies sound absolutely wonderful.” HE heard a giggle, and was whisked off his feet again. THUS ENDS THE SECOND INSTALLMENT OF HOLLY AND IRON Come back next year, for the third iteration! The Students have won! The Skindancers have lost! Orlok was killed! He was a Skindancer who had studied in Sympathy! Burnt was attacked by Skindancers, but didn’t die! Final Player List 1. Queensteph - Vintish Noblewoman Student Master of Archives 2. Randuir (Telar Pike) - Yllish Commoner Student 3. Hemalurgic Headshot (Noremac Quwester) - Aturan Nobleman Skindancer Master Physicker 4. Aonar (Aodhan Breacadh) - Edema Ruh Skindancer in Naming 5. Wilson (Sloan Walker) - Cealdish Commoner Student 6. Straw (Medicus Novis) - Yllish Commoner Student 7. Paranoid King (William Opuscule) - Yllish Commoner Student in Physicking 8. Ornstein (John Springer) - Aturan Nobleman Student in Physicking 9. Jondesu (Vell) - Yllish Commoner Insane Student in Archives and Sympathy 10. Drake Marshall (Greyson) - Cealdish Commoner Student in Physicking 11. Assassin in Burgundy (Jurdaan Longfell) - Yllish Commoner Student 12. Burnt Spaghetti (Dele Fajro) - Vintish Noblewoman Student in Naming 13. Orlok (Locke Alveron) - Cealdish Commoner Skindancer in Sympathy 14. Magestar (Magestar) - Vintish Nobleman Insane Student 15. Alvron (Stryker Nox) - Cealdish Commoner Insane Skindancer in Alchemy and Artificery 16. Arinian (Darian) - Aturan Nobleman 17. Stick (Stick) - Aturan NobleStick Student in Archives and Physicking 18. Darkness Ascendant (Balthazar Myrrh) - Yllish Commoner Student 19. Cluny the Scourge (Cluny) - Aturan Nobleman Skindancer Master in Arithmetic 20. Silverblade (Ryth) - Cealdish Commoner Student 21. Amanuensis (Esuan) - Yllish Commoner Student 22. BrightnessRadiant (Amelia) - Aturan Noblewoman Student in Rhetoric & Logic and Archives 23. Eolhondras (Eolah) - Yllish Commoner Student 24. STINK - Yllish Commoner Skindancer in Linguistics 25. Hael (Glavion) - Edema Ruh Insane Student 26. Sart (Titud) - Edema Ruh Insane Student in Rhetoric & Logic 27. Joe (Chalks) - Yllish Commoner Insane Student in Rhetoric & Logic and Linguistics Docs Master Spreadsheet Spec/Dead Doc Skindancer Doc Game Thoughts (more may come later but some explanations are needed now) GM Mistakes There were a lot of these, unfortunately. It’s a big game, and such things are bound to happen. Some of them were minor (like Drake PMing someone while he was expelled) and didn’t affect the game. I won’t mention most of those because there were plenty and I don’t think I could even remember them all. The major ones were as follows (in no particular order): 1. University actions allowed in Imre. By the time we realised that this wasn’t supposed to happen, it already had for about a cycle, unfortunately. This would’ve changed the game significantly - Burnt, for instance, could’ve either used Wind or amassed the protection she had. Not both, or not in such a short time. It might have also reduced the traffic in the Grey Man and overall allowed the Skindancers to have more of an advantage over the village in the late game. 2. Wind could spy on the Skindancer doc. This was a bad call, and I didn’t like it from the start. Let me clarify, quickly: Burnt asked to spy on anything Aonar said “not in public”. Which she didn’t actually intend to include the doc, but I read it as worded that way because she did want that. I vacillated a long time on whether that should be allowed at all, but finally allowed this: Each message of Aonar’s sent in the eliminator doc (there were about 15 of Aonar’s that turn, only 3 of which were truly incriminating) had a 5% chance of being overheard. Normal PMs had a 50 or 75% chance (can’t remember which, but it doesn’t matter enough to look it up). Burnt happened to roll one of those, and thus caught out Aonar. What Aonar pointed out later was that Burnt should’ve had to use Holly or Iron in order to spy on that doc, because the Skindancers would’ve been protecting themselves with Fae magic. This would’ve been a much better ruling had I thought of it, but I didn’t. Secondary note: Burnt only used that power once again (on a villager), and after that stopped doing so because she was uncomfortable with having that power. For which I thank her, and I agree. The reason I was so uncomfortable with this ruling is that it compromises the security of hte eliminator doc. This is a terrible idea, generally. One of the most important advantages the eliminators has over the village is perfect, non-public communication in which you can (usually) trust every member. Compromising that makes it much more difficult for the eliminators to do anything because they can’t communicate nearly as effectively. Thus, compromising the doc is a Bad Idea. I don’t think I’ve ever seen it turn out well, particularly when the evil team isn’t informed that they could be compromised (LG26 and Rae comes to mind, for instance). 3. Steph shouldn’t have been raised yet. This one is... complicated. Essentially, the first time Steph could’ve been raised to Master (assuming that there’s the same turn delay as with other elevations, which isn’t necessarily supposed to be the case) was when she was at the Grey Man in Imre, and thus not attending the University. Now, the rules state that if you’re not attending the University you cannot be a Master. You’re replaced with an NPC until you come back (or the next PC if there’s one available, and then you’re second in line). So, probably, Steph shouldn’t have been raised for another turn. If that had been the case, I’m nearly certain she would have been expelled by the Skindancers, who would’ve been (nearly) safe at that point. She wasn’t, because I (probably) mistakenly said that she should be raised anyway, thinking about how any other elevation can be raised while in Imre. This resulted in a few hours’ delay later on while I tried to figure out how to set it the most right. (I ended up just making her pay tuition, rather than deelevating her, basically because the call had already been made and while it was rather detrimental to the Skindancers as is, the call was done and I could’ve change it. Just like I couldn’t have changed the spy-on-Skindancers call after I’d made it. GMing is irritating like that.) Other Problems with the Game/Changes for Next Game First of all, yes, there will be another run of this. Come back in a year or so and play! Wilson and I have already discussed it extensively and started making the spreadsheet (which will be so much better than the current one is). Right. Problems we noticed with the game, some of which have fixes and some of which do not yet. Social Classes Vints have a lot of power. Seriously. A lot. And the 33% increase to tuition does nothing, particularly if they don’t even go to the University and just stay in Imre, spending substantially less than they would on tuition, and able to buy a great deal. So we’re introducing a 25% chance of being roleblocked each turn, unable to go to Imre and only having the general action period available. Hopefully that is enough. Similarly, Edema and Cealdish are very poor and it’s rather difficult for them to do anything. Particularly if Edema Talent Pipes stats are particularly low, which some were. That doesn’t exactly make sense flavourwise, so we’re adopting Hael’s suggestion of a base stat for them. They won’t be guaranteed to get the Pipes, but they’ll all at least have a decent chance. Cealdish have their discounts increased to 20%, as well, and I believe the Aturan detriment to arcane fields has been increased. If anyone has any suggestions on further improvements, those would be welcome! Cealdish, for instance, still only makes a difference in Imre, and otherwise has no effect. I’m not certain whether that’s enough for them or not. There’s also a question of how harsh those penalties should be just because of the question of how equal the game should be. Should every player be on equal terms, or is it okay to have some more powerful than others? Vints still are without doubt more able to do things than Edema Ruh, without worrying about money or having to deal with tuition reductions. Et cetera. University Fields So, the three arcane fields that aren’t Naming are all getting a boost. One person went into Sympathy. Orlok. Because there was an exploit (also getting fixed - you can now not take a loan out from Devi if you’ve defaulted already on one. He was going to become Master, give someone else Malignant Sympathy protection, and have one of them take out huge amounts of money and never pay it back because they didn’t need to worry about mommets.), rather than because he wanted it as a whole. So, this field needs a bit of extra attraction. A couple possibilities have been raised - the one I’m currently leaning towards is that mommets can target players, rather than only people who were killed. To use an Upgraded Mommet like that, though, significantly increases your insanity bonus (as you’d expect of something which can kill). Someone else raised another possibility, though, which I can’t quite remember right now... @GMs from last game? Nearly certain it was one of you three. Alchemy and Artificery were similarly underpopulated. These are difficult fields because not only do they increase your insanity, but also you can only practice them while attending the university and they don’t grant any additional action periods. Next time around, you’ll have a shared item-creation period, so that regardless of the general action you can always (while attending) be making more items. Arithmetics might also be changed, though we’re not certain how yet. It’s nearly entirely passive actions, which is boring for the Arithmetician. Naming is an interesting one. So... we ruled, this game, that you couldn’t learn new Names once expelled, on the basis that every other field can’t learn new abilities, so Naming shouldn’t be able to either. Which makes sense. The counter to this, however, is that it means that Namers can safely use all of their names without being afraid of more insanity. If Burnt had been able to learn new names, she would definitely have one by now. She used Bone four times, meaning a 100% chance of learning a new name, and so would have had at least a 1/12 chance of going insane for up to twelve turns. Maybe more, had she used the new Name and received more Names. If she had gone insane, the game would’ve been essentially won for the Skindancers. She is the only reason they lost. So that did have a material impact on the game. What it means in general is that Namers, once expelled, can use any of their names with impunity and not have any risk of going insane. I’m... not sure that’s any more balanced than letting them learn new Names. Thoughts on this would be appreciated. I’m not sure which way is actually better for the game. Also, not a problem, but I’m really sad no one got Plum Bobs or Bonetar. That would’ve been such fun. Imre Black Market First of all, two people placed contracts in the entire game. Two. And neither were taken. I am sad. Besides that, though, the Bodyguard/Assassin prices need significant tweaking. Or rather, the formula does. Because they remained too low for too long - had the prices been the same as last game, they’ve have been about 10 Talents higher. (They weren’t because base stock is based on number of players, and we had more this game.) So that was something of an issue with way too many Bodyguards and Assassins in the game. Oh, also. Bodyguards and Assassins will also probably have an upkeep fee. This’ll mostly come into play with Bodyguards, where you’ll have a (probably small) fee to pay each turn to keep them around. Apothecary There was a ridiculous amount of protection in this game. The Horse and Four’s increase to 40% protection, the lower price of Bodyguards, and Grams, primarily. So Grams are getting increased to 20 talents. Other than that, this is fine. Eolian The Eolian isn’t getting changed, but I’ll use this space as an excuse to point out that Lopen has horrible dice and the first four rolls for the Eolian were all failures. Including two who had a ridiculously high chance of success (12 or 13 out of 15, I think). Poor Wilson and Eol. Devi’s Was not used at all. Well... I think it was used once. Only change is that you can’t take a loan out if you’ve defaulted on a previous one. Gambling Den This is a new thing! To flesh out Imre, there will be a Gambling Den. (Credit goes to Alv for the idea.) Won’t fill out the details here, but it should be fun. Other That’s about it for problems with the game. The most major, I’d say, is that there was too much protection in the game. That made it very difficult for the elims late game - everyone had grams or bodyguards, practically. Burnt had two Grams. If she hadn’t been expelled, she’d have taken five turns to actually go insane. As is, it’d take three. Assuming she didn’t buy another bodyguard or gram before then. If anyone saw any other problems with the game or has any other suggestions, please mention them. Most of these were suggested by Wilson or Orlok, as they saw firsthand that these things were problems. More suggestions are always appreciated. Callouts Steph, for being the only Student to achieve Mastery. Randuir, for making ⅓ of the posts in the game when he was alive. (Seriously, you can see it recorded in the spreadsheet. It’s ridiculous.) Hemalurgic_Headshot, for being voted on a ridiculously long time after he became Master and uncomplainable. Aonar, for amazing RP and terrifying Naming suggestions that I’m sad I didn’t get to see. Wilson, for doing her own thing and ignoring the University despite her class. Also for being my surrogate mod and extremely helpful, after her death. And for creating this game in the first place! Straw, for original (if not terribly helpful) posts of graphs and pie charts. Paranoid King, for doing your best not to be a mayor. Ornstein, for... making no sense? Jondesu, for playing even while travelling/hospitalised, and doing pretty well until he went insane. Drake, for being the most involved in keeping to the spirit of the books. Assassin, for saying nothing and then dying. Burnt, for being the only person to stop the Skindancers from winning, and also for all of the ice cream dates with assassins. Orlok, for doing the absolute best he could with very limited materials late-game. Magestar, for a rather excellent character for me to play with. Alvron, for wanting his character to have the mind of an innocent child once he went insane. Arinian, for buying the only Bloodless in the entire game. Stick, for having an awesome death (and coming really, really close to surviving, too). DA, for an awesome character until he had to drop out. :/ Cluny, for somehow surviving almost the entire game despite heaps of suspicion the entire time. Silverblade, for being sabotaged first turn, escaping, and then doing nothing. Amanuensis, for being on the streets for the entire game (excepting Term 1), and somehow surviving every single time until killed by an Assassin. I dub thee Queen of the Mercenaries. Brightness Radiant, for learning a lot this game and learning that tunnelling is a bad idea. Eolhondras, for a fantastic music submission and hten not getting it anyway. Also for blocking an attack and knowing that Alv did that, and then neither you nor PK ever saying anything about it. >> Stink, for successfully and correctly calling out Cluny for being unsportsmanlike before I even knew there was a problem. Thank you. Hael, for being a good sport about being Edema Ruh and rightly calling out Jondesu for not realising that. Sart, for (along with Joe), going into Rhetoric and Logic. I was sad when you went insane, because R&L was mine last game and I wanted to see someone use the Law of Contraposition. Joe, for excellent order submissions even when insane. There’s a lot of chalk drawings inside the Crockery now. And to my co-GMs! Drought, for having slightly better dice than Lopen, adn staying up later than you should in order to help out. And finally, Lopen, who deserves more credit for running this game than I do. I made the spreadsheet and did writeups, but he’s the one who actually input and output all the PMs, dealt with Imre, and so on. He very likely did more work than myself and Drought combined, and I could not have run this game travelling like I am without him. Enormous thanks to Lopen for being a fantastic co-GM. Things I Learned Mods are nice. I’m getting a lot better about making calls, but I’ve now GMed or co-GMed 10 games (officially; counting what I did for LG32 and to a lesser extent LG18 and LG20-21, you could reasonably say 11) and I still used Wilson extensively once she died. Part of that was because she created this game, but part is also just because outside, unbiased advice is really, really helpful. Use your mods, everyone! That’s what they’re there for! Writeups were fun this game. I strayed away from the Life theme, which is rather sad. I should’ve used it for a QF, perhaps, with significantly fewer writeups than the ~20 required this game. Pity, that. I did like the tone of this game’s writeups, though, and the mix of seriousness and silliness. Sometime I’ll bring Varda back and flesh out her character a little more, because I was unsatisfied with it, but otherwise this game was good. I wasn’t terribly good at actually getting the writeups done on time, though. Which is okay, I know, but I dislike it immensely. There were reasons - mainly school and then travelling - but that doesn’t mean I don’t have a responsibility to get them done. So I apologise about that. Lastly, don’t GM games while travelling! Playing them is fine (for me, at least). I’ve done it plenty before. But the only other time I was travelling was for QF18, which was much less complicated and the writeups for the second half of that game never got finished. GMing while travelling is very, very difficult. Having to do a writeup late at night after seeing 2-3 attractions in a day is not something that I wanted to do, and often I just fell asleep instead. (As with this aftermath, for instance. I lay down to start writing, fell asleep instead, and woke three hours later enough to tell Lopen/Drought to say that the game is over, and I’d post the aftermath when I finished it.) I do not recommend it. At all. Well. I had a ton of fun this game, and I hope all of you did. There a lot of rough spots and mistakes in the game, but the ultimate aim is to have fun, and that much I hope was achieved. See you all next time!
  5. LG19: Twinborn City After seeing your peaceful village collapse- literally- with infighting and treachery, you fled to a nicer place with many companions. You attracted other twinborn with your promise of equal rights for everyone with allomantic and feruchemical powers. Although you had to exile a few dissidents, it's been quiet here. But then everything changed when the Fire Nation attacked. you found a dead body in the city, stabbed through the heart. Were you the murderer, or will you be a victim? There's only one way to find out. Factions Day and Night Map Actions Items Powers Allomancy Enhanced Allomantic Powers Feruchemy Kandra Blessings and Info Very Rare Occurrences If you were in LG11, most of the rules will be familiar to you, however, a few have changed. Kipper and Elbereth and I are GMing this game. The game will start one week after this was posted, on Tuesday 29 March. Rollover time will be determined then or between now and then.
  6. I have a theory that the Shards correspond with the 16 Metals of Allomancy and Feruchemy. I have no idea if this applies to Hemalurgy, I'm assuming for now that it does not. Anyway, the method I have used to gain evidence to support my claim is to take the different ways metals are classified and try to equate them to factors influencing Shards and their magic systems, such as Connection. After an epiphany while studying the Feruchemical table, I have figured out how Shards can be Realmatically oriented, as is done in the Feruchemical table. I'm not touching the Spiritual Feruchemical aspects, as the Spiritual Shards have not had enough screen time to get any conclusions. Anyway, a Shard's Realmatic orientation affects what people do to use the magic system. Honor, the Shard I have equated with pewter, has people interact with the Surges by physically inhaling Stormlight. Preservation's magic system involves physically swallowing metals, while Ruin's involves physically stabbing someone with a metal object. That's all for the physical Shards, Cadmium and Bendalloy being the Shards of Preservation and Ruin respectively. It should be noted that Cadmium and Bendalloy are in fact Feruchemically physical metals. Cognitively, things get interesting. Endowment is a Cognitive Shard, requiring Awakeners to form a picture in their minds of what they want their Awakened objects to accomplish. Devotion, also a Cognitive Shard, requires that Elantrians occasionally put themselves into the correct frame of mind, like Aon Omi requiring people to have positive feelings for the people in the room. Dominion, interestingly, equates with brass, which is a Feruchemically Physical metal. The symbols that seem prevalent among all forms of Selish magic seem to be more important here, being essentially branded with the symbols. Forgery also has physical symbols, but all Selish magic is a mix of Devotion and Dominion, AonDor and Dakhor are simply the most pure forms. I actually had this theory for a while, but the Selish Shards were messing me up. Also, if anyone has any theories about the relationship between Shards and the metals, PM me. I will be more than happy to examine your theory.