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  1. Elak Dehlin, a man of great power In his riches he hated the Tower As he helped Moiraine He grew less insane Yet his expression was always dour. He despised witches within Tar Valon Yet he and Moiraine had started to bond ‘Gainst Callor’s advice (Which really was nice) He started helping guide her course along. Yet he too was a merchant in the North, And his dyes and his woollens he brought forth He sold quite a few But even he knew He stayed for people, and not money’s worth Despite all this he often was blamed Seven men stepped forward and him named Though only three stayed, The others were swayed And Dehlin was consigned to the dark flames. I’m very sorry rollover took so long this time. The blame for this can be placed entirely at my feet. I’ve set rollover at 22:00, later than I usually am awake past, especially to be staying up until 23:00 or 23:30 organising cycle results and posting the new thread, after doing the writeup. The initial reason for this was that I had schoolwork and finals coming up like many others, and pushed rollover back so I’d have enough time for those; however, the havoc it’s wreaked on my sleep schedule, considering I get up before 5:00, simply isn’t working anymore, and I fell asleep compiling rollover last night. To solve this problem, I am moving rollover to 21:00 EST (2 GMT), one hour earlier. I sincerely apologise if this messes with everyone’s schedules, but this seems the best way for me to find a balance of time. To account for the delay, and change in rollover times, this cycle will be extended to end Thursday the 13th (which conveniently solves another problem that had complicated 21 EST rollover for me, namely, 19:30 church which takes a while). Result PMs will be sent in a little bit. With all that being said.... Night 3 has begun! It will end in less than 48 hours’ time at 21:00 EST, or 2 AM GMT, December the 13th. MetaTerminal was lynched! He was part of Moiraine’s Circle. Vote Count: MetaTerminal (3): Randuir, Karnatheon, Cadmium Compounder, Amanuensis, Droughtbringer, Ark1002, Mr Doctor Furamirionind (1): Hemalurgic Headshot, MetaTerminal BrightnessRadiant (1): Young Bard Rathmaskal (1): Steeldancer Mr Doctor (1): Furamirionind randuir (1): Mark IV The Eye has 36 health remaining. The current layer of defence has 1 health remaining, and is the Second Ring. The Blight is currently attacking for 9. Kanker has been killed. Poxx will Send Runner N4 unless stopped. Please remember that PMs are closed. 1. Steeldancer (Ookla the Positive) as Ookla the Positive, an orphan with a cheery outlook on life. 2. randuir as Evelyn, an Aiel Wise Woman and well-wisher 3. Karnatheon (Ookla the Ring) as Brendan Vallerune, a gleeman totally unrelated to Jeordwyn 4. Cadmium Compounder (Ookla the Duck) as Miumpounder, a cobbler with an abiding hatred of Altarans 5. xinoehp512 (Ookla the Phoenix) as Alkoo, a reclusive Ogier tucked away in encyclopaedias Roleless 6. Amanuensis as Nikel Fain, a man hell-bent on killing his father (totally normal) 7. Droughtbringer as Month-Long Drought, a prickly old noblewoman who only eats dried fruit 8. Rathmaskal as Jeordwyn Dormond, an Illianer gleeman who juggles knives through his enemies 9. Devotary of Spontaneity (Ookla the Heretical) as Rhodin, a countercultural Aiel whose views are about to go mainstreamPerrin Aybara, Emond’s Fielder 10. Young Bard (Ookla the Unprepared) as Jancey, a reluctant soldier who signed up to obey his father’s will 11. Mark IV as Lars, an inquisitive young nobleman 12. Snipexe (Ookla the Sceptical) as Exepins, a scribe who will eventually admit to the superiority of British spellings Hardy Fal Dara Warrior 13. Furamirionind as Keisa, a grizzled veteran of the Borderland Wars, with a scar on his forehead to show for it 14. Hemalurgic Headshot (Ookla of the East) as Skern Mundy, a man from the East with many skills 15. Ark1002 (Ookla the Dragon Reborn) as Shifting Shadows, a shifty, shadowy Wolfbrother 16. STINK, a formless thread in the pattern with less than 24 hours to identify himself before the Creator does 17. MetaTerminal (Ookla the Cited) as Elak Dehlin, a merchant with severe paranoia about the One Power Moiraine’s Circle 18. BrightnessRadiant as Fifi 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!
  2. Evening Edition 3 The Elendel Daily Newsworthy Content for Every Octant! The 25th of Doxil, 68, Evening Price 2 Clips Tekiel Appeal Begins in Disarray Shocking scenes inside the courthouse today, where House Tekiel's appeal against the findings of an independent inquiry into their business practices began this morning. House Tekiel was charged with negligent business practices a few days ago, as an inquiry found unsafe and in many cases questionably legal working practices, as well as the abuse of loopholes in regulations intended to keep factory staff safe. They were given a fine, but Lord Tekiel utilised their right to appeal the findings, delaying the fine and possibly resulting in an overturn of the fine and inquiry results, if House Tekiel is found to be correct. The appeal began this morning, with representatives of House Tekiel and the Tekiel workers in the hearing. Lord Tekiel was not present, and could not be reached for official comment, though many close to him report that he has been incensed by his workers and their new 'union'. A man wearing an old Mistcloak burst into the courtroom where the hearing was being held, claiming that he was The Survivor come again to the world, and that he would 'cast down the nobility and distribute their ill-gotten gains to the general public'. When officials attempted to apprehend the man, one of the appeal panel declared that they knew the man in question, and named him as one 'Camon Tonnestor', a carriage driver, amateur dramatic, and historical reenactment enthusiast. The man was led away from the scene and arrested, but ultimately released after a few hours. When asked why he did this, Mr Tonnestor stated that 'I'd always wanted to do something like that. Like The Survivor woulda done. Denouncing all the nobles like the Tekiels and their getting rich off the working peoples' labour.' A Tekiel representative, Louik Tekiel, gave a statement outside of the courtroom, where he condemned Mr Tonnestor's actions, and stated that when court resumed, they would be raising a complaint that the man had unfairly prejudiced the appeal panel against his House, and that he would be pressing the Constabulary to arrest the man for his actions. This complaint was dismissed by the panel, as they stated 'Mr Tonnestor's actions are an exaggeration and were clearly not intended to be taken seriously'. Louik Tekiel responded to this with strong and colourful language, which let to him being found in contempt and ordered to excuse himself from the appeal. When Master Tekiel refused, he further accused the panel of accepting bribes from 'skaa malcontents', and made several remarks about their heritage. This roused much of the room into a fury, and it was only with the hastily-sanctioned use of Soothers within the courtroom that a riot was averted. The appeals panel has requested that everyone forget the sorry event ever happened, and has ordered Louik Tekiel to remove himself from the appeal process permanently, and send a more suited individual to represent his House. House Tekiel has stated that, since this outburst, Louik Tekiel has had his part of any inheritance transferred to a more suitable heir. The appeal is still ongoing. Garrik Urbain Commercial Advertisements Previous Editions Other Headlines This Evening Night 3 has begun! It will end at 7PM GMT on Saturday. Day 3 however will not begin until 7PM on Sunday, as I am out all of Saturday and Monday, so this conviniently lets the Day cycle fall around Monday and avoids Saturday. No-one was lynched! Avi/Elandera is Influential during next Day. The number of Tineyes alive >0, so PMs are allowed. please stop them at rollover tomorrow, though. That is, 24 hours from this post. I've been asked if I will allow Actions for periods when people know they aren't going to be around. I'm very hesitant to do this, as I don't like the idea of it giving a false impression of activity/inactivity, but I have decided I will allow it once per person. Assassinate Votes Praise Votes Total Influence Player List
  3. Marne called the Synod to order. The experience was unreal for him. Today, their scheduled monthly meeting was to be held, yet in the chaos of the hunt for Spiked, none of the agenda seemed relevant. Budgets, news of the surrounding world, minutes of their last meeting together—none of that mattered anymore. The Synod’s finances were immaterial if they were unable to survive the onslaught of the Spiked. The only news that mattered of the surrounding world was how close the Lord Ruler was to knowing that Tathingdwen was the last outpost of Feruchemy. And the last meeting’s concerns were a trifle compared to the crisis each Synod member now faced. The Synod, at least, had recognised that the current situation merited strong leadership, and had striven to act accordingly. Marne, however, realised something else. He had lost control of the Terris, and the Synod could no longer check the rising tide of suspicion. The Synod’s credibility had shattered, if not when the news of the Spiked reached their ears and they had failed to act, then instead when Valwyn had been killed and revealed to have a Pewter spike embedded within him, a typical Synod aristocrat—and a Spiked servant of the Lord Ruler. However, whatever control the Synod had ever held over the Terrismen was slipping, and essentially gone. The Terris had not heeded Marne when he had called for a nonviolent response to the Spiked. The Terris had not heeded the Synod when they executed one of its members, despite the protests of those who knew him. And the Terris had not even heeded Olaf, who commanded their respect for wilfully rejecting the Lord Ruler, when he too had stood up for the condemned. So it was that Marne stood at the head of a toppling aristocracy, Olaf at his side, with the man pensive as ever. Robbed of its effective power, the Synod, its numbers greatly diminished by the attacks of Spiked and innocent alike, sat in a half-circle around him, waiting patiently. Marne rose to speak. “My friends, I believe the first order of business that we have to attend to is not the typical item on our monthly agenda, yet with the recent turmoil, it has become the only concern of this body for quite a while. With the Spiked having infiltrated our very congregation, the Synod has held emergency meetings, stirred up the Terris populace, and attempted to judge the accused, in an effort to contain and resolve this situation. I admire everyone who sits on this council for their dedication to this task for the past week.” Taking a deep breath, Marne continued. “However, given that the Spiked pose such a serious threat, and since the Synod is so integral in resolving any and all threats the Terris face, I believe it is wise to assess how well we are controlling this...situation. And I must say, I believe we have lost all control.” A subdued mutter ran throughout the room. Marne pressed onward. “I do not mean that we have lost all our power. However, we do not exercise the degree of control over the Terris that we normally hold. Neither my efforts nor those of Olaf have stopped the bloodshed, despite our high positions, and at this point, they are unlikely to. Therefore, I see only two things that can be done. “The first is to allow these killings to continue. I dislike this greatly. All you know my distaste of violence to decide arguments. However, the Terris will kill regardless of my stance on the current trials. All that remains for us is to pick battles that are more winnable, and to serve as seasoned voices in the proceedings. Our influence in that manner may be of greater help. “The second is also against my liking, but was suggested by Olaf. Would you like to explain it to the Synod, Olaf?” Marne asked. The thin man nodded, rising from his seat and facing the congregation. “I’ve leveraged some connections as the leader of House Ffnord, and it turns out one of the spies assigned to this city in my network knows an assassin, a deadly Coinshot. His services are expensive, and I do not think our wallets could withstand more than one use of his...talents, but should we as the Synod decide that someone merits removal, we have a means with which to do so.” He sat back down, impassive as ever, and the whispers of the Synod drifted up to Marne, conveying a mixture of distaste and excitement. Marne fought down an urge to weep. Here was a group of men he had known his whole life. Now some were dead, some were Spiked, and the others, including him, were resorting to coins in the dark and mob rule to preserve their institution. Hardly what he had envisioned when he took the oath as the leader of the Synod, five years previously. Hurriedly dismissing the meeting, Marne turned away from the Synod as the tears trickled down his face, and the trials outside the meeting-house of the Synod commenced. --- HanTor had never told his fellow Spiked that he was not, in fact, a Ferring. Nor was he a human. The Lord Ruler had wanted someone who could be trusted to obey his commands unflinchingly, and as his personal Kandra was away on a separate mission, HanTor had been assigned to the job. As a Fifth Generation Kandra, HanTor had spent most of his life in the Homeland, but his skills at crafting a body were not diminished by his inexperience with the outside world. He was more practiced with his True Body of quartzite perhaps, but he adapted quickly, if not happily, to the more fragile bones of humans. As the protégé of his Second Generation tutors, he had learned a lot about the Terris people and their traditions, enough to fool even his companions so long as he kept quiet. The most pressing problem had been gaining Feruchemical powers, for no Kandra possessed those abilities and he would rather avoid faking it, even with the Blessing of Potency granting him some of the strength and stamina of a Pewter ferring could gain. HanTor had therefore been smuggled into Tathingdwen a night early, searching for an isolated Ferring whose life he could steal. HanTor could not disobey the First Contract, even on a personal mission for the Father, so he had been forced to rely on an infiltrator who had been in place long before the Spiked had arrived. He never saw his contact’s face, even as he stood and watched while they tortured an isolated Sparker’s deepest secrets out of him. HanTor hoped never again to see a human pierced with so much metal that they resembled nothing so much as a pincushion. A simple pair of spikes was all well and good, and an exception could be made for the brass spike that had now been inserted into his shoulder, but metal was meant to go on the inside of a body, not protrude from the flesh. HanTor shuddered as his contact limped away with a sack of spikes and discarded bones thrown over one shoulder. He hoped the rest of his team would be more sensible and less … violent. HanTor found that he regretted Valwyn’s death. There were the obvious reasons of course; his death meant their infiltration of the Synod had been exposed, there was one fewer member standing between HanTor being forced to choose between his mission and the First Contract’s prohibition of killing humans, they would have to move out of the caverns that reminded him of the Homeland, and HanTor would be forced to speak up more despite not being confident in his ability to properly imitate a man he’d only known for an hour. Yet beyond all these practical reasons, what HanTor found he missed most about the deceased Spiked was the loss of a man who had treated him as an equal. He knew that this was only because he was disguised as a human, but he found himself resenting the Terris people who had killed Valwyn. Cleansing Tathingdwen of Ferrings was no longer merely a mission to him. Alongside his remaining companions, he would avenge the death of the first human to ever respect him as an individual. The next day, HanTor formally began his campaign of vengeance. The Sparker whose bones he wore had been a recluse, which limited HanTor’s ability to publicly act. Nevertheless, he worked to fill the void left by Valwyn’s death, quietly suggesting to the townspeople which Ferring should die next, contributing more to the secret conferences his fellow spiked held. For most of the day, his new plan of action was successful. The Synod, splintered by the loss of two of its members, one of them a traitor, did nothing to prevent the chaos spreading through the village. Accusations were being tossed every which way, and it appeared no-one could come to an agreement. Then, everything went wrong when Citona suddenly declared herself to be a member of the Synod and announced her intention to kill HanTor. Where before anarchy had reigned, the villagers were suddenly all too eager to obey the dictates of an authority that had been found to be corrupt just the previous night. As the angry villagers converged on HanTor, he tapped his Zincminds, draining every drop of power he had amassed during his stint as a Ferring. Instantly, his mental processing sped up, beyond even what he imagined a Blessing of Presence would do for him. In the few seconds remaining before he could be consumed by the mob, he crafted a last, desperate speech. “My friends!” he cried out. “I am not your enemy. I-.” His words were cut off as an irate Ferring smashed a chair into his head. The impact caused no harm, but it served as a signal to the rest of the group. Quartzite would have been able to resist the trampling of feet and the crushing blows of furniture and garden implements, but human bones were not nearly as sturdy. The initial attacker leaned over HanTor’s broken body. “You realize of course that you don’t have any friends. You never have, and now, you never will.” When Marne came out later to view the carnage, he found HanTor still alive, but immobile from having his entire skeleton fractured. HanTor tried to cry out to the Synod leader, but his shattered jaw rendered the sound as an unintelligible moan. Marne seemed to understand, though. He rummaged through HanTor’s pulped organs, finally managing to pull out the three spikes that granted him life, sapience, and power. Marne began the walk back to the Synod with the artefacts, leaving HanTor’s corpse lying in the field. Kidpen was lynched! He was a Spiked Zinc Ferring (Sparker)!! Vote Count: Kidpen (4) randuir (2) Cadmium Compounder (1) Worldhopper from Yolen (1) phattemer (1) Sart (1) Night 3 has begun! It will end in 24 hours, on Monday the 20th of August, at 9 PM EDT. Please note something—I’ve been occupied, and have had little time to post rules questions in-thread, but if you successfully double-fill your metalmind, please send in a fill order at the beginning of the Day or Night turn immediately following your double-fill, to confirm that you wish to fill your metalmind. 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 Village Steel Ferring 6. Bort as Tee Mai, a tailor specialising in offensive clothing 7. Cadmium Compounder as Ethin Hallil, a cadmium Feruchemist and SCUBA diver 8. _Stick_ as Stick, President of the Tathingdwen Tautological Society of Tautology 9. Jondesu as Remart, a man back from vacation armed with vaguely ominous statements 10. Kidpen as HanTor, a lonely Kandra that’s definitely not Spiked, nope Spiked Zinc Ferring 11. Elandera as Era, an old woman who claims to have been alive before the reign of the Lord Ruler Village Pewter Ferring 12. Snipexe as Snip, a fabric cutter in the local quilt shop Village Iron Ferring 13. Worldhopper from Yolen as Tarin, a Sparker with a wonderful, awful idea 14. Alvron as Izzy Dedyet, who is not dead, feels happy, and thinks she'll go for a walk Village Full Feruchemist 15. Phatterner as Citona Vinid, a seemingly faithful follower of the Lord Ruler 16. Ark1002 as Kardik, a Full Feruchemist 17. Araris Valerian as Valwyn, an honest rug merchant Spiked Pewter Ferring; Rug Merchant 18. Coop772 as Irion, a Full Feruchemist with hidden potential Village Copper Ferring 19. Sart, a stuttering Nameless
  4. Valwyn, esteemed member of the Terris Synod and the most successful and lucrative rug merchant in the land, was most happy with the recent upturn in business. Of all the Spiked, he was the one who had truly settled into the aura of Tathingdwen, with his wares being peddled throughout the city, and his position as an influential, capitalistic aristocrat firmly entrenched. Most especially pleased was he when Marne had called the Synod into the safehouse with the rough wooden flooring, by his own suggestion. A full purse indeed made for a light heart, and Valwyn’s heart was especially light as he strolled down the quiet alleyways of Tathingdwen. His disguise was complete—there was little reason to suspect him, and with a hand on the lever of the Terris economy, and a hand on its political lever—the Synod—he would ensure the victory of the Lord Ruler. As he walked towards his shop, a voice sounded behind him, a fell whisper carried by the night air. “Rug merchant,” came the sibilant hiss. Valwyn whirled around, scanning for the source of the rasping voice. “Did you ask for me?” he said, still looking for the intruder. He did not know who would dare disturb a Synod member on their nighttime walk, but the voice did not seem to harbour good intentions, and he would need to face his stalker. He turned, peering into the murky blackness of the night sky, seeing nothing. The whisper came again, its origin obscured by the shadows facing him. “Rug merchant...” the whisper still came. Valwyn shuddered. “Face me directly!” he challenged, then immediately felt foolish. Of course the man would not face him directly. He was a nighttime killer as well, and a good killer never let their victim respond. He tensed, then tapped Pewter, his adrenaline fueling his enhanced bulk. Stepping forward, he began to prowl in the general direction of the voice, issuing from near his shop. “Rug merchant,” a vehement and insisting voice sounded from beside him, malice dripping from every syllable. Startled, Valwyn whirled, but he could not stop the keen steel blade, wielded by a pink-gloved man, from swinging out of the unnatural shadow and taking off his head. It rolled, coming to a stop beside the door. A man with badly dyed pink leather gloves, from which a black steam rose and blended with the silver mist, stepped into the harsh glare of the streetlight surrounding him. His form radiated pure hatred, and his eyes were consumed by it. Slowly, the man removed his hood, bending down and plucking the object from underneath the forearm of Valwyn. He had known it, and this was mere confirmation. Working on the same Synod did not make one an ally. Grinning with the face of one whose beliefs have been vindicated, a thin Pewter spike was raised slowly into the air, its black silhouette blocking the street lamp. “You can never trust a rug merchant,” Darrel hissed one last time, as his form faded back into the mists and smoke. Izzy Dedyet knew that her fellow Synod members disapproved of her faith in the Gods of Luck and Chance. Though they never condemned her belief for fear of alienating a Full Feruchemist, Izzy’s colleagues had always pointedly ignored any suggestions that involved leaving matters up to chance. Worse, they had banned the sale of animal crackers after that one time a failed sacrifice had caused the fire to consume their meeting place. After weeks of waiting, the merchant from the Western dominance had finally arrived, bringing with him a full crate of animal crackers. A brief use of steel had been sufficient for Izzy to rush out to meet the merchant, then return without anyone noticing her absence. As night fell, Izzy consulted her book. She was planning to kill a Spiked tonight, and intended to call upon the Gods of Luck and Chance to ensure that she made the right decision. Shockingly, the book provided no tips on determining whether a Terris was secretly a servant of the Lord Ruler. It did, however, provide a ritual designed to help its user complete a personal quest. Izzy decided that the utter annihilation of the spiked counted as a worthy mission. Carefully, Izzy took five boxes of crackers out of the crate. Horse, dog, mistwraith, koloss, and skaa. Izzy frowned at that last one, but the book was very specific. A horse guaranteed speed, that Izzy would be able to kill her target before anyone else did. The dog to ensure that her victim would lack loyalty to the Synod. The mistwraith, both a symbol of fear and, along with Mistborn, the unquestioned rulers of the night. The koloss sacrifice would allow her to smash through any defense, though few but another full Feruchemist should be able to challenge her. Finally, the skaa, representing the insignificance of her life in comparison to the good of Tathingdwen. One by one, Izzy placed the five boxes of animal crackers strategically around the ritual pyre. The ritual was complete, and Izzy sat back to hope her hard work would pay off. The Gods of Luck and Chance were subtle, never directly interfering in the lives of mortals, choosing instead to manipulate events beyond the reach of sapient thought. Nevertheless, as the fire began to expand and consume the animal crackers, Izzy remembered that Snip had died for making a quilt that, judging by the poor ferrings innocence, had been intended to frame the man. Yet, there was another shop in Tathingdwen that performed embroidery. Why commission a quilt to frame an innocent without acquiring a rug for the same purpose? Perhaps because the rug maker was evil. It was worth checking out, at any rate. Tapping speed, Izzy made her way to Valwyn’s shop. Izzy arrived at the Pulling the Rug just in time to see a pink gloved man pull a spike out of Valwyn’s corpse. So the Gods of Luck and Chance had been right, after all. While she was here, she supposed she should search the store for any clues, or perhaps Valwyn’s fellow traitors. Tapping pewter, she walked up to the door and ripped it out of its hinges. It was dark inside the Pulling the Rug, but the darkness was no match for tin-enhanced senses. Izzy strode confidently through the empty store, pausing when she heard a noise from the back of the shop. The stone door opened easily, revealing a wooden room with only a large circular stone block for furnishing. The room contained a solitary individual, though only their head and shoulders stuck out from the hole in the floor. Izzy recognized them at once, but didn’t have time to say anything before the figure grinned, set the room alight with a torch they had been holding in their right hand, then disappeared down the hole. Izzy tapped speed again in an attempt to catch up to the Spiked, but she was too slow. The spiked dragged the stone block back over the hole and disappeared underground. Tapping pewter in an attempt to move the block proved ineffective, as the block fit so smoothly there was no place for her to get a grip. She checked the way she’d come in, only to find it similarly shut. By now, the flames had consumed most of the room. The only safe place now was the stone trapdoor, so Izzy stood on it, jumped in the air, and tapped every last bit of weight stored in her ironminds. The floor collapsed underneath her, revealing the extensive cavern the Spiked had evidently excavated underneath Tathingdwen. After a brief moment of surprise, she began to fill her ironminds to cushion her fall, but she still landed far more heavily than a coinshot would have. As she attempted to regain her balance, a blade pierced her from behind. Izzy gasped inaudibly and tapped gold, but the wound failed to close around the oddly colored sword. The next blow took off her head. Alvron was slain by the Spiked! He was a Village Full Feruchemist, and a member of the Synod! Thanks to Devotary for his death scene. Araris Valerian was killed! He was a Spiked Pewter Ferring and Filthy Rug Merchant, and was a member of the Synod! Day 3 has begun! It will end in seventy-two hours, on Sunday the 19th of August, at 9 PM EDT. 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 Village Steel Ferring 6. Bort as Tee Mai, a tailor specialising in offensive clothing 7. Cadmium Compounder as Ethin Hallil, a cadmium Feruchemist and SCUBA diver 8. _Stick_ as Stick, President of the Tathingdwen Tautological Society of Tautology 9. Jondesu as Remart, a man back from vacation armed with vaguely ominous statements 10. Kidpen as HanTor, a lonely Kandra that’s definitely not Spiked, nope 11. Elandera as Era, an old woman who claims to have been alive before the reign of the Lord Ruler Village Pewter Ferring 12. Snipexe as Snip, a fabric cutter in the local quilt shop Village Iron Ferring 13. Worldhopper from Yolen as Tarin, a Sparker with a wonderful, awful idea 14. Alvron as Izzy Dedyet, who is not dead, feels happy, and thinks she'll go for a walk Village Full Feruchemist 15. Phatterner as Citona Vinid, a seemingly faithful follower of the Lord Ruler 16. Ark1002 as Kardik, a Full Feruchemist 17. Araris Valerian as Valwyn, an honest rug merchant Spiked Pewter Ferring; Rug Merchant 18. Coop772 as Irion, a Full Feruchemist with hidden potential Village Copper Ferring 19. Sart, a stuttering Nameless Also, by the way, @Devotary of Spontaneity needs to post something so everyone can upvote her for all the work she’s put in to this game. She’s been a tremendous help with writeups and sending out PMs and logging actions for the entire game. If she doesn’t post anything soon, please indiscriminately upvote her recent posts.
  5. Night 3: Cast In Blood “Sir?” Someone shook him. He refused to budge, to acknowledge their existence. The darkness was cool, and quiet, and the wider world was not. “Sir, wake up.” He groaned and pushed the hand away, desperate for just another moment to recover from the lack of sleep last night. “Sir, we need you to be awake,” the voice said again, jolting him more harshly. He opened his eyes, ready to curse his awakener, and instead winced. The light was blinding, and Waern closed his eyes in futile protest. “What do you want?” he eventually said, forcing himself to keep his voice as calm as possible. “We’ve made a decision, sir,” Nickel said. “Variel and Straw are taking him to the chamber now.” “Oh, good.” Waern replied, wishing they’d just got on with it themselves. He hauled himself up, hands placed against the wall to steady himself. “Well… I suppose I’d better go and interrogate him… Who is it, anyway? Who do you think it is?” “Sart,” Cyfna said. “He’s been acting oddly lately. Could be something there.” “Could be,” Waern agreed. “And if it isn’t?” “At this point, sir, I think we’ve all accepted this is not going to be a clean victory,” Cyfna replied. “While some of us might be happier with this than others,” and at this, she spared a glare at Locke, “I don’t see any other way forward.” “No, that’s true,” Waern nodded. “Well, if Sart is a loyal servant of The Lord Ruler, then he should die happy, knowing that his death brings us one step closer to the truth.” He dusted his coat down and checked his belt for the dagger. Good, it was still there. He wasn’t going to leave it again, that was for certain. "The Final Empire was birthed in blood, and we must all be glad to give our own to let it continue." He rubbed the back of his neck, where it had gone stiff from how he was sitting. “Well, I suppose I’d better get to it,” he said. “Then I’m going to bed. And I don’t want to be disturbed tonight, you hear? Even if one of you is being murdered right outside my door and clawing the wood apart trying to get in, I’m not opening my bedroom door for anyone. I intend to sleep like the dead after this is done. Goodnight.” Sart was a Smoker! Sart (4): Locke (Orlok Tsubodai), Hadrian (Araris Valerian), Jaina (little wilson), Cyfna (Elbereth) Arranae (2): Sheon (Seonid), Sart Edguardo/Paranoid King (1): Alrin (Arinian), Pix (Lemonelon) Pix/Lemonelon (1): Edguardo/Paranoid King Night 3 has begun! It will end at 21:00 BST on Wednesday 18th. There is 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. The Everstorm has come. Heralds and Voidbringers alike are returning. The Vengeance Pact has broken, shattered like the Plains themselves. Some Highprinces flee, returning to their princedoms, trying to prepare as best they can. Others rally to Dalinar’s call, fighting their way across the near impassable Plains to the Oathgate, and Urithiru. Your small group once belonged to Highprince Thanadal’s camp, but now you are searching desperately for the Oathgate, hoping against hope that you arrive before you succumb to the elements. Bound together by adversity, you would like to believe you can trust each other. Not all is as it seems, however. Trouble has been drawn to your expedition like rotspren to a wound. Bridges collapse, chulls die; your progress has been hindered left and right. And it’s beginning to seem as if it might not all be coincidence… Factions: Roles: Mechanics: Welcome to LG13! Sign-ups are starting now, and will end on July 13th, at 11:00 PM CDT. (This will also be the regular roll-over time.) Check back to this post fairly often; I'll try to keep an up-to-date player list, as well as rule clarifications and links to various write-ups. If anything comes up, or you've got any questions about the Fair Play Rules, (which you should probably go give a read, if you haven't already) the impartial mod for this game will be Little Wilson. Feel free to ask any questions you might have, and if you're interested in being part of the Spec Doc, just send me a PM. Player List: Sani (The Only Joe) - Lighteyes who once scribed for Dalinar Kholin. Justin (Peng the Just) - Former slave. Sheon Idris (Seonid) - Selish Worldhopper. Ableah Edr (Haelbarde) - Woefully without description. Another Selish Worldhopper, of a clan of Selish Worldhoppers. Etam (Metacognition) - Scout. Madon (Mailliw73) - Crem collector. Bartholomew the Blind (Bort) - midget barbomancer/Worldhopper. The Roszo (Renegade) - Herdazian who is determined to be more impressive than his glowing cousin. Adamir (Adamir) - Darkeyes who is convinced he's from another world. Seixa (phattemer) - Yet another Selish Worldhopper,* and once (pseudo-)Priest of Shu-Korath. Kip Sturm (Kipper) - Smart Alec Woefully without description. Ace (Macen) - Delusional man with a tiny hammer, believes that he's a Brightlord and a Radiant. Jain (Lightsworn Panda) - A panda. In a desolate wasteland. (Maybe he's Thanadal's exotic Shin pet?) Em C. Palah (Emerald101) - Emuli potter. (Needs Ace's hammer.) Citrona Vinid (Shallan) - Scadrian-Elantiran Worldhopper and noble who will not be questioned. Wannan (Herowannabe) - Darkeyed soldier. Alive, and assumed to be immortal, seeing how he isn't dead. Eradin (eramit) - Best darkeyed spearman in Thandal's army. Wol (Araris Valerian) - Old ardent who might know how to spell his own name. Findilti Findilt (idolevy) - Delusional man who thinks he's a Knight Radiant. Orlok (OrlokTsobodai) - Woefully without description. Plurn Burn (Feligon) - Engineer who is woefully ignorant of fabrials. Dow (dowanx) - Woefully without description. Eo (Spooky Eowyn) - Apparently Thaylen with fake eyebrows. May or may not be a Selish Worldhopper. Akirsefatafesrika (Bridge Boy) - Blasphemous pretend soldier. Smeagol (leiftinspace) - Obsessive midget Universehopper. Kazaaakplethkilik (Paranoid King) - Supposedly famous thief and Worldhopper. Alvonoha (Alvron) - Ardent, and owner of a strange cat. Catquisitor!?! Cla (Clanky) - Horneater who loves drinking contests. Torren (twelthrootoftwo) - Recalcitrant conscript, and spy for Roion. *Don't ask why there are so many Selish Worldhoppers, despite the danger involved in traversing the Selish and Rosharan Cognitive Realms. It's complicated. F.A.Q.s: 1. Why does Progression come last in the Order of Actions? Progression comes last in the Order of Actions because you are not meant to be able to use it to protect yourself, and I don't want people working around that. Additionally, as Progression is a healing power, it makes logical sense for it to occur after the kill has been made, so there is something to heal. 2. Will Division and the Eliminator Kill be distinguishable in the write-up? Are people saved by Progression revealed in the write-up? Yes they will. However, in the case of Progression, it is only made known that someone was saved from a kill, not who was saved. This holds true for players saved by Abrasion and Tension. (Progression will be distinguishable from kills blocked by Abrasion or Tension, though.) 3. Which actions will players be informed of if they are targeted by them? They will be informed of Division, the Diagramist Kill, Progression (if it saves them from a kill), Illumination, Transportation (if it successfully redirects an action) and Adhesion (if it successfully blocks an action, although this will be indistinguishable from action failure for other reasons). 4. Does someone with Transformation have to specify whether they are looking for a player's Alignment or Role? Yes, you will have to specify which you're looking for. If someone forgets to specify, I'll flip a coin to see which they get.