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  1. Era leaned most of her weight on Astick’s bony shoulder as she carefully climbed onto the wooden crate. She settled herself, then accepted her cane as Astick handed it up. “Bless you sir.” Astick grinned a toothless grin and gave a little bow as he backed away. Era grasped the cane tightly before her, and stood ramrod straight. “We’re at an important crossroads here, so you young’uns listen up.” She waited as people began to quiet, elbowing others into paying attention. “Luthadel is beset by enemies, both on the outside and the inside. Lekal’s goons are running around in the Survivor’s mist, killing us left and right, and we have a group of Rogue Mistborn trying to kill them, mostly by killing any of us that even might be taking Lekal’s coin. We all have a few people we suspect have their pockets full, but that’s no longer the issue. We have to find the most dangerous of our enemies first, as they’ll be killing us the sooner. So I’d like to call a vote.” She raised her cane and pointed at three people. “Astick, Doma, and Varuun.” Astick, the nice old man started, and mouthed “but I helped you.” Varuun carefully made his way towards her, then stood with hands clasped, watching attentively. Doma leaned against the wall, making no moves. “I’m fairly certain, given everything we’ve seen since Lekal’s arrival, that one of those three is Zane the Mad. Does anyone disagree?” Amid the low rumbling of assent, Laila, the Noblewoman who had been so outspoken against Elend, stood up on her own table with the help of a servant. Era cursed under her breath. Anyone but her, please, let me die of old age before I hear that pretentiousness again. “I agree that the Mistborn must be hunted. And I would like to direct everyone’s attention to Varuun.” Everyone looked at the man, who looked back stoically. “Everyone has seen Zane the Mad before. He was used as a messenger when our ‘noble King’s Father arrived to assume his place. And yet, none of us can find a man who looks like Zane anymore.” She pointed dramatically at the man again, emphasizing her words. “This man can change his appearance faster than anyone I know. I once saw him duck into an alley, and come out with a different color of skin! He’s a master of disguise! Far more likely to be Zane than Astick!” “Hear hear!” Astick called out, shaking his cane at Varuun. Huh. That was actually somewhat logical, if hard to verify. “Well, I tend to agree. Varuun needs to go.” Snip and Makail both yelled out their agreement. Varuun cocked his head. “Why do you lie to defend Astick so much Laila? Are you so desperate to kill me? Did you not hear the excellent arguments posed by the honorable Era?” He turned and nodded to the old Terriswomen. “Your argument is correct madam. Zane is the greatest threat to everyone in this city, and out. Killing me would only hasten his slaughter of everyone in this building.” Era hesitated as the man’s eyes burned into her. But before she could say anything, Astick spoke up. “Laila is right, you heard her, Varuun is extremely suspicious, and needs to be killed before he kills anymore of us!” Era looked back and forth between the two of them. Varuun nodded his head, directing her gaze to Doma, still leaning against the wall, not intervening whatsoever. She made a snap decision. “It’s Doma. It’s definitely Doma.” Varuun turned to the room at large. “Doma is Zane everyone. Aname, Ford, will you help me restrain him?” Ford looked to Era, who nodded. He stepped up. “I will. We will deal with You and Astick later.” Aname slowly shook her head. “I think it’s Laila, I think she’s Vin. That’s why she dislikes Elend so much, she abandoned him.” Makail stepped up in her place, ignoring her words. “I’ll help.” The three strode purposefully towards Doma, who continued to not move. Ford and Makail both lunged forward, each grabbing an arm, Varuun was a step behind, and grabbed the man’s neck, slamming him backwards into the wall. The two dimensional body fell away, leaving each of them awkwardly holding an appendage. Varuun tilted the papery head of Doma sideways, then looked around the room, mouth agape. “What, what is this?” Ford knelt, and picked up the thin body. “It weighs practically nothing! Was he ever even here?” “Well no one just stand around!” Era’s shout snapped them to attention. “Don’t let him survive! Go out there and find him!” A Divine Image Cruelty has a human heart, And Jealousy a human face. Terror the human form divine, And Secrecy the human dress. I know you checked this Fura The human dress is forgéd iron, The human form a fiery forge, The human face a furnace sealed, The human heart its hungry gorge. —William Blake Rathmaskal was lynched, but survived! Vote Count: Rath (4): Elandera, Fura, Devotary, HH, Ada Devotary (3): Maill, Snip, Stick Maill (1): Lumthanks for vote consistency HH (1): Arkyou too Ark Night 4 has begun! It will end in about 22-23 hours on Tuesday 28 May at 9 PM EDT (-4:00 UTC). PMs remain open at Night. Please abide by all restrictions on them. Good luck! Player List:
  2. Evening Edition 4 The Elendel Daily Newsworthy Content for Every Octant! The 26th of Doxil, 68, Evening Price 2 Clips Governor Wilson Confirms Death of Spiked Murderer The Elendel Daily is able to report that one of the Spiked murderers that have been plaguing Elendel this past week has been killed. Named as one 'Kalfaix', ostensibly a travelling magician, his body was discovered in an alleyway by Izenry Ironworks' Factory, along the 5th-6th Canal. He had been stabbed through the neck, and the Spike embedded within his body had been removed and placed upon his lap, in what Constables are calling 'a mockery of justice'. "We must remember," said Inspector Alvern at a conference this afternoon, "that regardless of the identity of the killed individual, murder is still murder. It is not the duty of the public, or even the constabulary, to enact judgement upon individuals. Any punishment must come from a court of law, empowered by the city and its peoples to make judgement after a fair and thorough hearing of all facts involved within a case. While the end result would have still been an execution, there is a vast gulf of difference between the state doing so, and a vigilante who has neither all the facts of the case, nor the authority of the city behind them." In response to a question of whether the individual was one of the murderers within the city, the Inspector stated that "a corpse alone does not provide evidence either way." He then continued when pressed further, saying, "we have no evidence that this individual has killed anyone, nor whether they are in fact a hemalurgist. It is indeed possible that the Spike was forced upon him, rather than him choosing it. Unfortunately, with his death, we cannot question the individual - another reason as to why this is such an unfortunate end to this particular case." When asked whether there were more out there, the Inspector gave a nod. "We believe there are a few more individuals out there, but unfortunately we have little to go on. We will be conducting a thorough search of Kalfaix' belongings and the lodgings he was using within the city to find any information we can that might lead to the arrest of others." The final question asked was whether he believed there was a connection to the poor health of Lord Heron, and the so-called 'contest' to find these Spiked individuals. "While we have no evidence for that," he replied, "at this point in our investigation it would be unwise to rule anything out." House Heron has declined to comment. Garrik Urbain Commercial Advertisements Obituaries Previous Editions Other Headlines This Evening The Immortal Kalfaix/MetaTerminal was a Spiked! Quintus/Jondesu is Influential during the next Day. Night 4 has begun! It will end at 7PM GMT on Wednesday 14th November. There are a nonzero number of Tineyes in this game, so PMs may be resumed. Assassinate Votes Praise Votes Total Influence Player List
  3. With the uncertainty regarding the identity of the new Synod head, the remaining Synod members did not dare to address current issues. Far better to wait for direction before making important decisions, especially considering the wide gulf in ideologies between the two leading candidates. Instead, they turned to address older business that had been ignored in favor of more urgent matters. Darrel, as a neutral party in the election, was currently the Acting Head of the Synod. In his hands, he held a complaint written in a very familiar hand. Darrel could almost hear Valwyn’s voice as he read the notice aloud. “Esteemed colleagues,” the letter began. “I hereby submit a motion to remove the tentacled steel sculpture from the premises. It is an unsightly blemish and is blocking access to the roads. As per paragraph three, section five of legal code, ornaments that obstruct the roads are to be removed with all deliberate speed by the ash sweepers. I request that this action be carried out at once. Yours respectfully, Valwyn.” Darrel lowered the paper and gazed around at his fellow Synod members. Most of them looked disinterested in the proceedings. “Valwyn is dead, and a traitor besides. Do we really have to deal with this?” one asked. “That steel sculpture isn’t even a hindrance anymore. It can move quite quickly when it wants to, and is apparently smart enough to vote,” opined a second member. A third member suddenly cut in, apparently interested. “What if it’s spiked, though? We’d never be able to tell under all that steel.” “That’s ridiculous,” shouted the first speaker. “There’s no way anyone managed to spike a whatever-it-is. We need to focus on finding the real Spiked, not entertaining the fancies of a deceased enemy!” Darrel looked on sadly as the two Synod members’ argument descended into bickering. Under Marne’s leadership, the two had tolerated each other despite their substantial differences in opinion. Now, without a respected head of the Synod, their icy politeness had burned faster than one of Olaf’s fires. “Stop!” he ordered. “We’ll go talk to the steel sculpture and see what it has to say for itself.” Sighing heavily, the four members trudged outside. Not for the last time, Darrel wished Marne were still in power, or at least that Olaf and Leidene would at least feign civility and join in discussions. Steel enjoyed life in Tathingdwen, accusations and biases notwithstanding. As a Ferring, and one incapable of posing as a Terris steward, the village was the only safe place for him. No matter how any whispers of suspicion or disgust came his way, Steel always tried to help his adopted homeland. Lately, he noticed the whispers getting worse. Sometimes, villagers would even proclaim loudly that he was the cause of their troubles. Steel didn’t understand why the villagers would harbor hatred for a noble squid when there were Spiked on the loose, but he never expressed those opinions. Better to keep quiet and prove his loyalty through his actions, he felt. Now, seeing almost the entire Synod heading in his direction, Steel found himself reconsidering his decision. He didn’t run, though he could easily have outpaced the Synod members. He’d seen what had happened when Snip had tried to run, and besides, the village needed him here. To run would be to abandon his duty. Instead, Steel rapidly filled and tapped brass, melting his facial features and reforging them into an expression that humans apparently found to be aesthetically pleasing. This done, he sat back and waited. Darrel stared at the steel sculpture. That face, was it, was it smiling? Such an odd expression on a tentacled monstrosity. Feeling slightly foolish he addressed the beast. “Uh, steel… thing, we, my colleagues feel there is a possibility you may be Spiked, so, we’ve come to investigate.” Steel said nothing, but melted and reformed it’s eyes in an attempt to signal agreement. Creeped out, Darrel nodded. “O-okay then. Um, we’re going to have to check whether any metal is piercing your flesh. Now, I realize that now seem to be made of metal, and that you don’t appear to actual have any flesh, so actually, I don’t even know what we’re supposed to do.” Steel looked up at Darrel with something akin to pity. The poor man was evidently unsuited to leadership. Meanwhile, two of the Synod members had began a new argument. Ignoring Steel, they began to loudly debate the respective merits of Leidene and Count Olaf, and how the pair had agreed that Tathingdwen would have to be abandoned. The shouting drew a crowd over to see what the commotion was about, but the newcomers soon forgot the argument in favor of shouting at Steel. “Who let that thing into our village,” one shouted, wielding a bloody splintered table leg. Steel recoiled, though he harbored no fear of the makeshift club. Emboldened, the villager stepped forward and smashed the leg against one of Steel’s tentacles. The wooden leg broke in two, leaving Steel unharmed. Enraged, the Ferring tried a fist, smashing knuckles into Steel’s eyes. Though Steel felt nothing, the attacker cried out in pain. “The evil brute attacked me,” the aggressor lied. Steel was confused. It wasn’t his fault he had been hit. The milling crowd harbored no such confusion. They mobbed Steel, and though their various weapons were just as ineffective as the instigators table leg and fists, Steel could do nothing to stop them from picking him up. Nothing, that is, except tap brass. Lightly at first, for Steel had no wish to seriously harm the crowd. As the mob began to carry him towards the nearby waterfall, Steel began to panic. He tapped brass more intently, until Terris began to scream in agony as their skin came in contact with blisteringly hot metal. The leaders attempted to drop Steel, but found themselves pushed forward by the inexorable momentum of the crowd. Realizing that his plan had failed, Steel ceased his efforts. The falls were now in sight. Steel, like all squids, enjoyed the water, but he disliked the looks of the rocks bristling pointedly far below. His only chance, he figured, was to forge himself into a useful shape before he hit the rocks. He began to fill brass instead, to provide him with plenty of heat for the task. Just as the chilled metal began to be uncomfortable, Steel was hurled over the edge. As Steel plummeted, he realized that he disliked heights. This thought flitted through his find as he began to melt down his tentacles and form himself into a ball for impact. The boulders below looked even more lethal from this height, he noted, so he dissolved his eyes. They wouldn’t be necessary, he reasoned, a second before his spherical form smashed into the first rock. CRACK! Steel felt the blow reverberate through his core, but he was still alive. He sank into the water, relieved. When he attempted to tap heat to begin reforging his body, he found that his metalminds had been lost. Stuck in his spherical form, Steel was whisked away by the rapids, unable to return home. Olaf continued on his nighttime walk, past the charred ruins of Marne’s hideout and further into the alleyway in which it was set. After the sturdy wooden houses on either side, the alley led into squatter settlements where the poorer citizenry of Tathingdwen lived in small stone huts. Among the paupers and beggars lining the sidewalks, one very important woman lived in the alleyway, an older lady of sixty. Former leader of the Synod for one day, covert member of an arsonist group, and a hopeless lover of dogs, Shirley U. Jest squatted on her porch, watching Olaf as he approached. With surprise, Olaf saw that the sun was coming up behind Jest’s house. How long had he been awake? Pushing aside his fatigue, Olaf turned to the older woman and bowed reverently. Jest had been his mentor, and the leader of the splinter faction that Olaf had joined as a young man, when he stopped fighting fires and began to start them. Now, he hoped to receive direct answers from her, amidst the turmoil and murkiness surrounding the Synod and its congregation. “Ms. Jest,” he began, but the old woman raised her hand for silence, cutting him off. “I’ve lived sixty years, Olaf,” she rasped with the voice of one accustomed to constant smoke inhalation. “I don’t have that much longer here on this brown earth, and I’d hate for you to waste any more of it on your formalities. You’ve come here because you want something. What is it?” Despite himself, Olaf grinned widely. He missed Jest’s blunt answers and no-nonsense approach to life. He was surprised that he had fallen into diplomatic niceties so quickly, but as a member of the high nobility, and then a companion to Marne, who talked around an issue more than Olaf did, Olaf figured that the people around him were mostly to blame. He began again. “I need counsel,” he said simply. “The Synod can no longer keep control of its members, with the discovery of traitors in their midst, and I’m caught up with them, for good or ill. However, they’ve been insane recently: they just deposed Marne—” “Good riddance,” Jest interjected. “Just because he quickly shut down your failed coup doesn’t mean he’s a terrible person. Besides, I had told you that it was too early to try to move against the Synod. Anyway, they’ve also used my Coinshot assassin to remove someone, and now they’re leading the rest of the Terris to kill each other in search of Spiked. I’m not sure if I’m entirely on board with the direction they’re taking.” Jest snorted. “What happened to your devotion to chaos? The Synod will tear itself apart, Marne will die, and there’s one less secret society to have to keep track of. Sure, that fool of a Lord Ruler will keep consolidating power, but he’s got all of it anyway, so no big deal there. The Olaf I knew five years ago would have welcomed these changes with open arms. What happened?” “I respect the people on that Synod, Jest. Marne is a good man, despite your refusal to acknowledge that, and the Synod itself is full of people who honestly want to help each other. Now, though, I’m not sure that it can hold together.” Jest waved her arms in frustration. “Why did you let yourself be drawn in by that group? I don’t care how much you want to make up for what you nearly did to Marne, or how good you think those people may be. If you want to help them, the best thing to do is stay out of their affairs. They’ll live or die on their own.” “That’s not an option,” Olaf stated quietly. “I can’t abandon them now. I need to see if the Synod can draw itself back together, if the Terris can survive the Lord Ruler. And if they can, I need to be a part of that. But first I need to get them there. So I repeat my earlier question to you: what should I do?” Jest sat in silence for a minute, looking down at the dirt and ash roads. Olaf tapped his foot, unnerved by his mentor’s silence. After what seemed like an eternity, Jest drew her head up, her sharp gaze piercing Olaf. “You’re actually serious about this?” “Yes,” Olaf responded, with as much confidence as he could muster. Jest sighed again. “Fine. I can only tell you one thing, then. If you’re bound and determined to save this Synod group, then you need to lead it. Marne is gone from his position of power, from what I understand, and even though you may consult with him you need to take on the task of leading the Synod. It will unite and direct them, provided you give them something to do.” Olaf blinked. “Even if I get the position, what could I even unify them around?” Jest flashed a rare grin. “Why, what you’re best at, of course. Arson.” Twelve hours later, eight of which Olaf had spent sleeping, the Terris people gathered in front of the Synod building to elect their new leader. Split almost equally between two factions, which fiercely debated the merits of each candidate to the unconvinced, each of the gathered Feruchemists were on edge after the death of the steel sculpture. Olaf had left Marne to organise a quick campaign and platform for him, and he had to admit that the man had done good work, given his time constraints. It seemed that Olaf actually had a decent chance of winning with a message of unity, if he played his cards correctly before votes were cast. However, the camp in favor of Leidene was well organised, sporting signs and waving articles claiming that Olaf was an undercover Spiked. He had been forced to defend himself from the unsubstantiated allegations, and that had weakened his positive message. Leidene sat across from him on the steps, looking slightly disconcerted. Olaf could not tell if the articles that had been printed had actually been directly ordered by her. Either way, he was going to have to keep an eye on her. Silence began to spread across the crowd of Terris as Darrel, the acting head, walked up the steps towards the two candidates. Marne muttered a word of support in Olaf’s ear, then went to sit with the rest of the Synod. Beside him, Darrel had reached the top step, and began to speak. “Ladies and gentlemen of the Synod,” he announced. “After a careful counting of all ballots submitted, it is my pleasure to present to you your new Synod leader: Count Olaf!” Olaf felt relief flood through his body. He moved dumbly to shake Leidene’s hand, still overwhelmed, and felt his legs propel him towards the Synod house. Marne had sprinted ahead, and was waiting at the door with an enormous grin on his face, beaming like a proud parent. Darrel was more deadpan, but still excited by the tense nature of his posture. Most of the other Synod members merely seemed trepidatious. Having the meeting immediately follow the election had not been Olaf’s idea, but was supported by the Terris, who wanted to see mwhat their new leader would do. However, rebuffed at the door by the Brutes and Steelrunners guarding the Synod, the crowd slowly dispersed, and silence filled the Synod meeting-room as the members sat down and waited, a nervous silence filling the air. Finally, Darrel broke it. “So...what’s our plan to save Tathingdwen?” Olaf grinned widely. “Arson.” Steeldancer was lynched! He was a Village Brass Ferring (Firesoul)! Steeldancer (3) Jondesu (2) Count Olaf was elected as the leader of the Synod! The Synod has gained the following ability: Arson-Each member of the Synod may vote to burn something down. If by the end of a night phase a majority of living Synod members have voted for the same target, that structure will be burned down. The use of this ability will be noted in the writeup. This has no in-game effect. Night 4 has begun! It will end in 24 hours on Thursday, August 23rd at 9 PM EDT. [url=https://www.pending.me.uk][/url] Player List: 1. Rathmaskal as Laksam, an ash sweeper from the Eastern streets Village Steel Ferring 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 Village Brass Ferring 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 Village Zinc Ferring 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. Night 4: Traitor “You know, Quintus...” Waern said as he sat on the interrogation table, wiping the knife down with a cloth and placing it beside him. “I hate this place. Not specifically this place, mind. Just what it represents to me. I enjoy being the Prelan, I just wish it wasn’t here, so far away from decent civilisation. We’re all that’s here that stands between the rule of law and utter anarchy. It’s a heavy responsibility, but it’s not an enjoyable one.” He sighed and pushed himself off the table. He grabbed the knife and dropped it into a bucket of water. He watched the red mist rise from the blade, as it slowly ascended to the surface of the water. “And why is someone of my skills, of my talents, banished here? Because of some poxy, libellous rumour. Something that no-one in their right mind would believe. No-one did believe!” he corrected himself. “Which makes it even more of a mockery than it already is!” Quintus didn’t say anything, staring at him silently. Not that he could say anything, there was a cloth stuffed in his mouth to stop the screaming. Waern cupped his hands in another bucket of water and splashed water onto his face. He rubbed his hands together underwater to clear away more of the blood. “You’re wondering what it was, of course. Well, I see no harm in telling you. The rumour – utterly false, I might add – was that I fathered a child with a skaa. Of course, you can see how ridiculous it is that I, a Prelan of the Canton of Inquisition, would have been lax about that sort of thing.” “But, of course, even though there was not a shred of evidence, and I personally always made sure to kill any skaa women, it was taken as a sign of something. Perhaps that I was politically weak, to be accused of that in such a way. Maybe they did believe it, but couldn’t prove it, and didn’t want to make a move on me without being sure. Either way, I was considered a disgrace to the Canton and shipped out here.” “Of course, I suppose that makes it somewhat amusing that we find ourselves dealing with someone’s real bastard child. I hope that when we do find them, that’s a talker. I hope their noble parent is still alive, too. They won’t get the easy way out, I assure you. I’ll take my time, savouring the moment, the intense pleasure in wringing their heretical neck until their eyes pop out of their sockets and-” he paused, aware that he was clenching his fists around an imaginary neck. He took a breath and continued to wash the blood away. When he trusted himself to speak again with a level voice, he couldn't help but chuckle just a bit. “I’m glad you’re dead, Quintus. It makes it so much easier to talk about these things.” Quintus (Jondesu) was a Coinshot! Quintus/Jondesu (4): Hadrian/Araris Valerian, Variel/StrikerEZ, Jaina/little wilson, Armina/Arranae Locke/Orlok Tsubodai (2): Sheon/Seonid, Edguardo/Paranoid King Variel/StrikerEZ (1): DarianHammersmith Edguardo/Paranoid King (1): Alrin/Arinian Alrin/Arinian (1): Straw Night 4 has begun! It will end at 21:00 PM BST on Saturday; However, the next Day will not begin until Sunday at the same time, as I am busy GMing a Mistborn roleplaying group . There is a Tineye alive, so PMs may be continue to be sent. Players Quick Links:
  5. 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.
  6. 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:
  7. 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:
  8. 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
  9. The Empty Throne Part 1: The Barrow Barons With Steelheart dead, the remaining Epics are running amok as they try to wrest control of the city of Newcago from their rivals. You and a group of others have taken refuse inside the now vacant Enforcement Headquarters to wait out the chaos that grips the city. Unfortunately you aren’t the only ones with that idea as some of the former barrow barons have taken it upon themselves to grab control of the HQ and make it their base of operations. Day cycles last 48 hours, night cycles are 24 hours long. Extensions can be requested. Roll over is at 4pm NZDT / 3am GMT / 8pm PDT (I think I got the conversions right.) Write ups will be simple as I am, unfortunately, not as creative as the past GMs. Updated player lists will be posted at the start of each day. Night Action Order: Enforcer/Streetperformer/Illusionist/Neutralizer, Protections, Kills then Scouting. Win Condition: Find and kill the Barrow Barons. Lose Condition: Allow the Barrow Barons to outnumber everyone else. Note: No group can win as long as the Serial Killer is alive. Except for the Serial Killer that is. Barrow Barons have a doc to conspire in as well as a nightly group kill. GM is to be included in all PMs Each day cycle players must send a PM to the GM telling them which room they are to spend the night in. Any who don’t claim a room will be stuck sleeping in the hallways. At the start of each night cycle the GM will PM each player with the names of the other players that are in the same room. The names of those who are in the hallway will be posted in the main thread. You cannot post who you are sharing a room with until the following day cycle. Abilities/roles/PMs can only be used on those in the same room as yourself or those in the hallway. Example: Steelheart is in the Barracks with Frank and Steve. Firefight and Gillian are in the Armoury. Bob is wandering the hallways looking lost. Steelheart can only attack/PM Frank, Steve or Bob. Gillian only has Firefight and Bob for company. Poor Bob has no one to play with unless someone contacts him first. Should both Gillian and Steelheart contact Bob then Bob can pass messages along. However Bob cannot use any abilities on anyone as they aren’t in the same room. Rooms: (Rooms may be added or removed depending on player numbers) Armoury Barracks Mess Hall Officers Lounge Training Room Shooting Range If any wish they can use their night action to search the room they are in. There may or may not be something to find. For example if someone was to search the Officers Lounge they may find a fully/partly charged sidearm which allows a set number of kill attempts or they may find an empty whiskey bottle. Roles: Serial Killer: You are an insane genius. You worked out how to become an epic, all you need to do is kill enough people. After all everyone knows that epics kill indiscriminately, so that must be how they gained their power, right? As such you have two abilities. You can kill once per cycle, day or night, or you may instead stalk up to two people a cycle and find out what roles they have. You must also choose a signature to leave behind as a sign of your kills. i.e. a red rose. Note, if you choose to use your abilities during the day then your vote won’t be counted. Win Condition: Kill everyone. Civilian: You are a normal civilian and have no special abilities however your voice is that of the people. This could be the chance you have been waiting for. Prove yourself to the right people and they will surely reward you. Arms Dealer: Somehow you got caught up in the mob and have found yourself trapped inside the Enforcers HQ. Luckily you still have some of your inventory. Once a night you can give a one shot gun to another for them to use the next night. Enforcer Chief: You can provide protection detail to one player of your choice for one night cycle. (You protect one player from all actions taken both by and against them. Target is not informed that they are protected. Cannot self target. Rich Civilian: You have money, you have influence and you left it all outside. Whoops. However your vote counts double as many still listen to you. Street Performer: You are a master at sleight of hand and misdirection tricks. Once per night cycle you may redirect any action directed against one player to another of your choosing. (You must pm the gm with the name of the target you want protected as well as the target for the redirected actions.) Smoothtalker: You can sell anything. In fact you have already sold Steelhearts skull on numerous occasions. Once a day you may change anyones vote to whatever you want. (Including a no vote) Doctor: You are a trained physician and can provide medical protection to one person for a full cycle. (Once per night cycle you can choose to protect another from any one attack for that night and the following day. Protects from lynching. Cannot self target.) Scout: You are an expert in stealth. Once every night you may spy on another player and discover what actions they take. Sniper: You are a former Enforcement sharpshooter. One kill attempt each night. Invisibility: You are able to turn completely invisible for a limited amount of time. Once per night you can follow a target and find out what actions they take. Precognition: You can see the future. Once per night you may either protect yourself or another from one attack. Matter Disruptor: You can turn any organic matter to dust. One night kill attempt per cycle. Flame body: Your entire body can be turned into living flame, protecting you from attacks. Once every second night cycle you can protect yourself from any and all attacks but must rest during the next cycle. (Invulnerable from all attacks for one night cycle, but cannot protect self again next cycle.) Neutralizer: You can neutralize anyones actions once per night. If no actions are countered this will cancel the targets vote on the following day. Mitosis: You are able to make clones of yourself. You may order your clone to undertake one of the following each cycle. Note: you cannot take the same action in consecutive cycles. Follow a player and learn what actions they take. (Night only) Attempt to kill another player. (Night only) Protect you or another from one attack. (Night only) Distract another so any action or vote they take fails. (Day or night) Strong-arm another’s vote to one of your choosing. (Day only) Illusionist: You can change the appearance of what actions others or yourself take once each night. Example: Player R uses their kill attempt on Player F. The Illusionist can make it look like they protected Player F instead. The action still happens as normal but it won’t show up to any who happen to be spying on Player R at the time. Note: This changes the actions appearance only not the target.