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Found 4 results

  1. No-one knows why the Deepness does what it does. It spreads over the land, casting its blight, seemingly for no other purpose than to disrupt humankind. Many say that it has no consciousness - that it is simply a force of nature. I do not believe this. Particularly as we have made our journey, it is though I can feel it. Watching me. And then there were incidents like last night. Much of the Terrisman’s jewellery was seemingly spirited away in the night. The guards standing by the camp noticed nothing unusual. Furthermore, the Terrisman seemed greatly perturbed by this - they refused to carry on until a full search had taken place, which turned up nothing whatsoever. I began to get a sense that this jewellery may have some relevance to their unusual abilities - indeed, the Terrisman seemed much more conservative in using their abilities after the event. The only conclusion I can come to is that the Deepness was involved. I do not know why - indeed, if his goal was to stop the expedition, I do not understand why he would not throw out the remainder of the Terrismans jewellery, cutting short our mission entirely. I fear, in this, we may be dealing with forces far beyond our understanding. As it is, we are able to limp forward, albeit at a slightly reduced pace. I can only hope that this is the last of the trials we face along the road. Welcome to MR33 - Danger in the Terris Peaks! Signups are open for the next week, until 6pm, Thursday, 7th February, AEST. One Cycle will occur every 48 hours. Lynch rules apply as normal - ties will result in no lynch. PM’s are open this game. There are two groups - the Alendi Loyalists and Rashek’s Lackeys. The Loyalists aim to kill all of Rashek’s Lackeys, and Rashek’s Lackeys aim to outnumber the Loyalists. There is also an independent, The Deepness, who has the goal of whittling down the Loyalists and the Lackeys down to at most three players combined, making them desperate enough to use the power of the well (they have the ability to kill once each cycle to achieve this). If they achieve this, and are alive at the end of the game, then they win and both other sides lose. Roles: Feruchemists - Feruchemists may store charges and use those charges at a later time. You may only store one charge each cycle, however, you may expend as many charges from a single metal as you have stored on a given turn: Pewter/Strength: When storing charges, your vote will not be counted. When tapping charges, whoever you vote for will have an extra vote placed on them per 2 charges spent. (The writeup will not display the missing/extra votes in the vote tally.) Tin/Senses: When you store a charge of Zinc, you may not talk in PM’s for the next cycle. When tapping a charge of Zinc, you may target a player and spy on the contents of a random PM they are in. Bronze/Wakefulness: When you store a charge of Bronze, you may not perform an action for the next cycle. When you tap a charge of Bronze, you may perform an extra action that cycle (tapping Bronze does not count as an action). Decoy - You have a duty to protect those who need it. Target a player - Any actions targeted at that player will target you instead. Doctor - People are so fond of sticking knives into each other - more work for you cleaning it all up afterwards. Target someone - if they were going to die that night, they won’t anymore. Defender - Sometimes, offence is the best defence. You swore that Alendi would reach the peaks, and you are willing to do whatever it takes to achieve that. You get to kill a player each cycle. Debonair - You ooze charisma, and that means people listen to you. Target a player, and their vote is shifted to another player of your choice. Desperate Packman (to be honest, I just want all the roles to start with D at this point) - After the debacle with the metalminds, you intend to keep an eye out around camp and make sure nothing like this happens again. Target a player, and you can see whoever targeted them that night. (Please note: Just because a role is listed here does not guarantee that it will be present in the game when it starts.) Signups: Roadwalker - Honorable Dietrich Drake Itiah - De Itiah au Powerful Ark - {Defiantly unnamed} Shqueeves - {Delinquent without a name} Fifth Scholar - Duilin Droughtbringer - Droughtbringer Xinoehp - Dedne Elandara - Declan, the Detailed Devotary - Daedi CadCom - Fourth Letir ShaneRockes - Dave, the Terrible Liar Snipexe - Dr. Snip Walin - Nawl Steeldancer - {Despondent that they don't have a name} Clarifications: {None just yet} Quick Links:
  2. Dallek walked through the hall, pondering the dilemma he would soon face. His assassins were to kill those invited to the discussion. Important members of the Northern government. Their deaths will cause an outrage. The goal, however, is that that outrage will be directed at the Hunters. They would stand no chance when the full might of the North stands against them. But that's looking into the future. For now, it simply must be decided how best to solve the initial goal. Some of the Northerners already have medallions, which will likely prove problematic. It's almost certain that some will need to be brought. But which ones? *** Role PMS should've all been sent out. Please let me know if you have not received yours. The IM is Alvron. Player List:
  3. Marne walked towards the cell where the former Spiked ringleader, Olaf, was held. With no former need for a real jail, the cell in which Olaf was kept was simply a locked basement in one of the Synod’s old hideouts. Marne found the arrangements inadequate. Any servant of the Lord Ruler, Spiked or not, former or current, was dangerous. Deadly. And he was about to negotiate with one. Descending the dusty staircase, each wooden board creaking underneath him as he stepped, he nodded to the guards, a Windwhisperer and a Brute, who silently nodded back and stood aside, allowing Marne to pass. Stepping down onto the floor, Marne again nodded at the Feruchemists guarding the stairwell, who stood, tromping up to the top of the staircase. Though the Windwhisperer could tap hearing, Marne found paranoia unnecessary still. Refusing to trust his own men, who he had known and worked with for many years, was indeed a sure sign that the Lord Ruler has finally come—sowing dissension and mistrust amongst the ranks of the Synod. He would not have that; he would trust, until trust proved folly. He would also need to trust the man in front of him. Olaf seemed to fully occupy the spacious wooden basement. His lurking presence, with an air of anticipation as he sat on the edge of his cot, fingers splayed, seemed to extend beyond him and fill the room. It unnerved Marne, but little could be done about that. He would have to work with this man, if he had any hope of catching the Spiked in their midst. “Olaf,” he began. The skinny man across from him raised a bony, long finger, indicating silence, and Marne abruptly shut up. Olaf spoke, thin and raspily. “I don’t know their names,” he said simply. Marne frowned, thrown off. “What?” “Their names,” Olaf repeated. “That’s why you’ve come, isn’t it? You want the names of all the Spiked in my group. That’s not the way this works. I remember nothing from when the spikes are in. Faces, people, even events, it’s all gone.” Marne blinked. “I’m supposed to take you at your word?” Olaf smiled, though it was devoid of humour. “You could torture me, but you’d find the same thing, and I’m completely within your power anyway. I have no reason to lie to you, Marne of the Synod. You can overpower me, and perhaps outsmart me. But I don’t know the names. The spikes, they...do something, to a person. I don’t know how the Lord Ruler does it, but living with those spikes is like having a different person in you, who can’t remember what the other person does. I know I attacked you, and that I removed my spikes, but I can’t tell you much more.” Olaf looked up, a glint in his eye. “I would, however, be happy to help you hunt them. The other Spiked. I have no love for the Lord Ruler, and it seems that helping you is the only way either of us will emerge from this alive.” Marne weighed Olaf’s words. The man may be lying, he thought. But if he is not...his brains will be an important asset, and his unique skills will make him a formidable ally. Besides, who do I want watching him? An assortment of random Ferrings, or myself? Marne looked at Olaf. Trust. He would trust this man, for now. Because trust was one of the few things that remained left to him. “I accept your offer, Count,” he said. “Let us go then, and do what we must to allow us both to come out of this alive.” Reaching out, Marne grasped Olaf’s hand. It was a small step, and might not have been the wisest. But any asset would help now. Now that Spiked were abroad… And trust was needed now, more than anything. Count Olaf has been converted to the Synod! Day 1 has begun! It will end in 48-ish hours, at 9 EDT on Sunday, August 12. Player List: 1. Rathmaskal as Laksam, an ash sweeper from the Eastern streets 2. Xinoehp512 as Ereheman Tresni, a man with his priorities backwards 3. Steeldancer as Steel, the fastest sculpture of a squid wrought entirely in steel in all of Tathingdwen 4. Randuir as Zihel, a worldhopper looking for his twin brother 5. I think I am here as Itiah VI, a missionary on a mission 6. Bort as Tee Mai, a tailor specialising in offensive clothing 7. Cadmium Compounder as Ethin Hallil, a cadmium Feruchemist and SCUBA diver 8. _Stick_ as Stick, President of the Tathingdwen Tautological Society of Tautology 9. Jondesu as Remart, a man back from vacation armed with vaguely ominous statements 10. Kidpen as HanTor, a lonely Kandra that’s definitely not Spiked, nope 11. Elandera as Era, an old woman who claims to have been alive before the reign of the Lord Ruler 12. Snipexe as Snip, a fabric cutter in the local quilt shop 13. Worldhopper from Yolen as Tarin, a Sparker with a wonderful, awful idea 14. Alvron as Izzy Dedyet, who is not dead, feels happy, and thinks she'll go for a walk 15. Phatterner as Citona Vinid, a seemingly faithful follower of the Lord Ruler 16. Ark1002 as Kardik, a Full Feruchemist 17. Araris Valerian as Valwyn, an honest rug merchant 18. Coop772, as Irion, a Full Feruchemist more comfortable around his friends 19. Sart, a stuttering Nameless
  4. Day 4 The storm passed. The bridge awoke to Gaz slamming the door open. Horns played in the distance. "You idiots! Get up! You're on bridge duty, and the scouts have spotted a Gemheart! Out! Out! Now!" The bridgemen stirred themselves quickly, knowing that punishment would follow if they didn't hurry. All except for one man. Gaz stormed over to the his bed. "GET UP YOU SORRY CHULL-RIDDEN... oh." Div's face had turned purple. He was no longer breathing. He had been poisoned. "Well then, stop standing around, and MOVE!" Shouted Gaz. "I'll send some members of Bridge 17 to help you carry the bridge. They're too large, anyway." The bridgemen hurried to their bridge, and stood to deliberate who should stand where. Jondesu was killed! He was a Tough Unlucky Con Artist! Drake has received the Unremarkable vote! PM's are closed. Thanks to Steeldancer for the write-up! SPECIAL ANNOUNCEMENT - This Cycle we're doing things a little differently. Considering you really don't trust anyone, your normal schedule for who goes in the front of the bridge is up for debate. There's 5 empty spots at the front of the bridge, and you all need to decide who goes there when you charge the plateau where the gemheart, and more importantly for you, the Parshendi, are waiting. You can place anywhere from 1 to 5 players on the front as your lynch, but understand that the more crew members on the front, the better chance for each of the individuals to survive the charge. Also, it's a long way to the plateau, so you have 48 hours instead of 24. A player needs 2 votes on them to be placed at the front of the bridge. Have fun! Player list: