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I haven't been part of the forums when WoR was released so forgive me if this has been done before. I'd like y'all to give input about Adolin's sense of morality, because frankly I've started believing he doesn't have a personal sense of moral code. We need evidence that he has a conscience and that his actions are drived by his innate sense of right and wrong, and not by social ideals or his family's laws/code. To clarify, this is not an Adolin bashing thread, I want to see logical arguments and parts in the books. I know that we do not have a lot of Adolin POV, so that will probably lead to a lot of misleading and assumptions, but either way whatever parts we can use that indicate what drives his sense of moral are most welcome. EDIT: CLARIFICATION!!!! My point for making this thread isn't about what you and I think about his morality, but to define where his morality stands. I believe his morality is 'I'd everything to keep the Kholin family in power' and I ask people to give counter examples from the books that show his personal moral code, where he does something that does not give power to the Kholin family, but he does it either way because he thinks it's the right thing to do. I added the Sadeas murder as a second question, in order to see where people stand in terms of how moral it is to kill an unarmed evil man. If my comments on Sadeas' murder anger you please do not comment on them. We clearly disagree. My point is not to disagree, but to agree on a common ground, which can only be parts from the books. /CLARIFICATION!!!! ============================================================================================================= I'll start with his worst bit. Sadeas' murder. 1. He is troubled that the "world has shifted" with the discovery of Urithiru. Specifically his position within society is changing. Is this so important to him that it gives him an identity crisis? 2. He describes himself as being a powerful man being charitable in betrothing "a relatively minor scion of a distant house". Does he stay betrothed because he wants it or because it was initially the charitable, and now socially logical thing to do? 3. He wanted to kill Sadeas beforehand and his presence challenges his sense of control over himself. He even visualizes Sadeas' face as bloody before he murders him. We also have another part before this scene that shows that he wanted to kill Sadeas before, but the only thing stopping him was "it would undermine the very laws and codes Adolin’s father was working so hard to uphold" edit: It was premeditated, not 'in the heat of passion'. 4. Something clearly snapped within him. It's just not irrevocably enraged. Is there a 'yet' implied here ? Is this foreshadowing to his future? 5. This wasn't 'in the heat of passion' but clearly in cold blood. There is no remorse there and he knows it himself as he does it. Removed because I messed up the quoting! 6. He thinks he is a worse man than his father. I this the moment of this realization or has he already done other things that made him conclude to this beforehand? Also, we see him placing his father as his moral code. If his father's placement changes, what will that do to him? 7. Again he doesn't recognize Sadeas as a person or someone that he personally knows but 'a highprince', that's how society views him. He clearly detaches himself from the connection to the victim. 8. He is considering of retrieving the Shardblade later on, either for the fortune, himself or father. I'd personally bet on 'for his father'. 9. He is cool headed enough to not get blood on his clothing, cut off his cuffs and erase all evidence that proved that he was there in the first place. Another evidence of cold blood.
Xaladin posted a topic in Stormlight ArchiveCould this be a way to trap the Unmade or would it mean **shiver** that someone else would be driven to commit suicide?
Corruption in the Senate? The Elendel Daily. 7th of Doxil, 194 Rumors have been flying fast and furious of corruption in the senate. Senators have been accused of embezzling senate funds, offering incentives to their own houses, vanishing troublesome opponents, and otherwise acting in shady and illegal ways. In an effort to deal with the situation, Governor Macmuller has called a conference, inviting several dozen senators and close friends to determine what should be done. It is unknown which senators he has invited, but we at Elendel Daily will be sure to report their names to you as soon as we discover them! Constable-General Yosef, of the first precinct is in charge of security at the conference, and was quoted as saying, “ Will personally see that any corrupt Senator is brought to justice.” Yosef is noted to be a close friend of the Governor, and has a history of overkill when it comes to threats to the Governor. We pity anyone foolish enough to break the peace of this conference. The newspaper was crumpled into a ball and thrown into the hearth as the reader yelled in frustration. “Why can’t he just leave well enough alone?” Two senators sat in the office, one patient, the other scared. Patience relaxed at the desk, while Scared paced by the hearth. Both knew their illegal dealing would come to light at this conference they had been invited to. “Don’t worry. I have plans to ensure he won’t discover us.” Patience unlocked a drawer on the desk and withdrew a vial of liquid. “I’ll have my aide slip a few drops of this into his drink, and he’ll die a quick, painless, natural death.” “We’re already suspected of smuggling and embezzlement, now you want us arrested for murder?!” “It’s either murdering him now, or life in jail and dishonour on our houses. The choice to me seems obvious. Macmuller must die. And when I replace him as governor, our illegal dealings can be easily swept under the rug.” Scared sank down into one of the chairs before the desk and sighed. “Fine. We’ll do it. But this better not backfire.” “No one will ever know. And if they do, we’ll remove them, as we’ve removed all the others. Quick Fix rules are in effect. Each turn will be 24 hours long, and will feature a lynch. There are two teams, The Senate, who must arrest or kill all the Corrupt senators, and The Corrupt Senators, who must Arrest or kill all the Senators. The game will begin on Tuesday, at 9pm PST. (One week, and about 5 hours from this post.) The Lynch: Classic rules. At least two votes to be lynched. If a player is lynched, she is sent to the Holding Cells beneath the Senate. Alignment will be revealed upon being arrested. Ties are a bit different. In the case of a tie. I will flip a coin for each player. If Tails come up, that player is arrested. If Heads comes up. That player is freed. Yes, this means that multiple players can be arrested per cycle. At least four votes need to be involved in a tie for the coin flip to happen. So if two people are tied, they each need to have two votes or more. But if four or more people are tied, they only need one vote or more to have a coin flipped. (If you’re careful, you can get every player arrested in the first cycle.) If a Player is successfully lynched, the Constables confiscate all their items except the bags of boxings. All boxings owned by the Constables will be distributed among the voters of a successful lynch. The Holding Cells: Where the Lynched players are. They all get a doc to communicate in. Players who have not been arrested or killed can start PM’s with these players. A list of who has a PM with what player will be posted at the start of each cycle. Unarrested players can still use items on jailed players. Jailed players can use those items against other jailed players. PM’s: Make sure to include me. Pm’s can only be one-on-one. You can have as many as you want. Roles: Corrupt Senator: Can communicate with their fellow corrupt in a doc. They do not have a group kill action. Senator: No special actions. Governor: You have three Votes. You can split them up, or put them all on the same person. Nobody starts with this role. Players must instead vote for a player to receive this role. The vote must be made in purple.The player to become Governor must have a majority(More than half) of all players votes. The Governor cannot be affect by any items, except the Execution (See; Bags of Boxings) Items: Players may use each item once. They may use all of their items at the same time, or save them. Once an item is used, it is given to the player it was used against. EX: If Mailliw drugs Wilson, then Wilson will be given the drugs, and can choose to drug someone else the next turn. You cannot give a player an item. If a Player is killed by the Dagger, the dagger and all other items will go to a random person who voted for them. If nobody voted for the player, then all items will be confiscated by the Constables. There are multiple of each item. Each player will start with at least one item If a Player is arrested, their items will be confiscated by the Constables. Dagger: One kill action. (Alignment will not be revealed) Drug: A Drugged player may not talk in thread or in PM’s for one turn. Drugged Players will not be listed in the writeup. Ledgers: Look through another Senator’s papers, and discover whether or not they're corrupt. Medical Kit: Prevent one attack against a player. (Does not protect from Lynches) Search Warrant: Steals all items and Gold a player has Bag of Boxings: 1 bag: Change someone’s vote. 1 bag: Talk to an arrested player without your name being posted. 3 bags: Buy a random item from the Constables 3 bags: Bribe a player to target someone with their item. 5 bags: Buy a specific item from the Constables. 15 bags: Bribe the Constables to execute the Governor. Cannot be blocked. 30 bags: Bribe the Constables to execute all other players. You win. Your team does not. Some prices will be determined by the number of players in the game. Order of Actions: Search Warrant Pretty Much Everything Else Lynch All other Kills Quick Links:
It is the advent of industry on Scadrial. With developments in machinery and mass production, connecting the farthest reaches of the Elendel Basin is becoming easier than ever. To promote this era of revolution, House Gardre has developed and produced a new steam train, dubbed The Steelway Express. This locomotive is capable of pulling hundreds of passengers, as well as valuable supplies, to a choice destination. Of course, these “valuable supplies”, including several crates of gold and aluminum, are also the target of a group of bandits, who are not afraid to kill in order to have their way. Not only that, but they are unnaturally good with disguises… Not to worry! You and your fellow passengers happen to be rather adept in the art of inquisition. All you need to do is figure out which of the passengers in the car are the bandits, and kill ‘em off. Simple, right? The Game You are a passenger aboard The Steelway Express, being held hostage by the vicious group of bandits known as the Coinshot Clan. While reports of their Allomantic powers are suspect, they have a number of firearms, making them a force to be reckoned with. There are no special roles in this game; all players are either regular Passengers or Coinshot Clan members. The goal for the Passengers is to find the members of the Coinshot Clan amongst them and lynch them, while the goal for the Coinshot Clan is to outnumber the Passengers and take control of the train and its cargo. Cycles in this game are referred to as a “Stations” for RP purposes, and are 24 hours long. During each cycle, the passengers will discuss who they think is suspicious, and vote to lynch them upon reaching the next Station. Tied lynch votes will result in one of the highest-voted players being killed, randomly. One of the Coinshot Clan members will be selected each cycle to kill a target (with the kill action rotating in a repeating pattern). The Coinshot Clan does not get a google doc to communicate in, but can send 1 PM to the player making the kill each cycle (however, neither player can reply to this PM). Other PMs set up directly between players are not allowed in this game, but separate PM groups will be set up by the GM each cycle for every train car. Coins & Payment Actions Everyone will begin with a certain number of coins (which will vary from player to player). Every cycle that a player posts something (relevant to discussion), he/she receives one coin. One additional coin will be earned if that player has a vote placed on someone at the end of the cycle (regardless if their vote becomes nullified). Players may not give coins to one another (everyone’s too greedy to be charitable), and all coins are given to the conductor upon death (i.e. removed from the game). The universal usefulness of currency can come in handy. Each cycle, you may choose to spend coins to perform one of the following actions. The player making the Coinshot Kill may still perform a Payment Action. (Note that these actions occur before coin payouts each cycle.) Postal Service [1 Coin]: Hires a messenger, allowing you to send a message to the GM, to be anonymously delivered to the player of your choice after the cycle is over. Medical Service [3 Coins]: Targets another player, giving them emergency medical services in case they are wounded. If the target player was attacked, their death will be prolonged by one cycle, and the use of this ability will be shown in the write-up. If the player was not attacked, you still pay the 3 coins. A player cannot have their life prolonged for more than 1 cycle in a row. Assassination [? Coins]: Every few cycles (randomly determined), you will be informed that there is an Assassin that can be hired. Each player may bid a certain number of coins to have the Assassin kill a target player (you cannot choose to make the Assassin target no one). The player who bid the most coins has their kill go through, while all others who bid will have their coins returned to them. If it is a tie, and both players choose different Assassination targets, the Assassin will become conflicted and will make no kill. (Both players will be reimbursed if this occurs.) The Assassin kill takes place simultaneously with the Coinshot Clan kill. Seating Arrangements [2 Coins]: Allows you to choose which car you will be placed in for the following cycle, rather than being seated randomly. Choosing to be seated in the Vault Car costs 6 coins, rather than 2. Train Cars Each cycle, all players will be evenly split up into a number of different train cars. The car that a player will be placed in will be randomized, unless they use the “Seating Arrangements” action. Each train car will have its own separate PM group in which to speak, and all players in each train car will be able to participate in a certain activity, exclusive to that car (see below). Buffet Car: The Buffet Car is where players may bake foods, which some may consider a delicacy. In here, you may choose to bake a hearty meal for any other passenger in the Buffet Car (via PM to the GM), causing that passenger to unwillingly pay you 1 coin for your delightful culinary skills, unless they have no coins to give. All baked good transactions between players occur simultaneously at the end of the cycle. You will be informed of who baked food for you once the cycle is over. Passenger Car: The Passenger Car is supposed to be a place for passengers to relax, but during these shenanigans, tensions are rather high. Luckily, the conductor has come around with a gambling game that might cheer you up. (Then again, it might not.) Each player can choose to pay x number of coins, in the hopes of getting rewarded 2x coins at the end of the cycle. However, there’s a catch: the payout for everyone in the car will only go through if the total number of coins paid in the car is less than y coins (y varies from cycle to cycle). If the combined number of coins bet by everyone in the car is at least y coins, not only does nobody receive the payout, but the conductor takes all of the coins bet! Caboose: Here at the rear end of the train is a little car in which the people have big aspirations. All players in the Caboose may vote for any player in the Caboose PM. The player with the most of these votes is kicked off of the train, effectively role-blocking any actions and votes that they took this cycle (however, they can still be affected normally by other actions taken against them). In the case of a tie in votes, one of the top-voted players is randomly selected to be kicked off of the train. The player who was kicked off will not be revealed in the write-up. Vault Car: While it might not have the most scenic view, the Vault Car allows passengers to travel in relative comfort and security. Players inside of this car are immune to all actions taken by players outside of the Vault Car (excluding the lynch vote). Players inside may still use actions on players outside of the car. Unlike the other cars, players are not randomly placed into this car. Instead, they must pay 6 coins in order to take a turn in the Vault Car. Action Sequence Caboose role-block→Payment Actions (except Assassination)→Coin Payouts (including Buffet & Passenger Cars)→Lynch→Kill Actions So, welcome to QF 8! I'm sure you're all surprised to see a Mistborn game without any Allomancy; I felt like changing things up a bit. Signups for the game will conclude on Saturday, June 20th. If you have any questions/clarifications about game rules, please don't hesitate to ask! Also, if you cannot join the game for whatever reason, but wish to watch, PM me if you would like to join the Spec doc. As this is a QF, there won't be any need for pinch-hitters in this game. Player List Write ups: