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Found 9 results

  1. The Ghostbloods were not the only secret society who had infiltrated the nobility of Alethkar, and not all sought political change. Brightlord I.N.’s immediate mission was far more botanical in nature: his goal was to transplant samples of Ashyn flora on Roshar’s rather more inhabitable surface. So far, things were not going well. Roshar as a whole may have been intact, but the Shattered Plains were a terrible place to grow vegetation. Any plants that managed to take root in the bare rock were washed away by the frequent highstorms that were at their most devastating this far east. I.N. had complained to his superiors after every failure, begging them to consider a more arable location for their plan to preserve the dying Ashyn species. Every time, his superiors had refused, saying they couldn’t afford to have their only Rosharan agent give up his position in the Alethi hierarchy. When I.N. brought up the possibility of inserting a second agent somewhere with agriculture, they had not even considered his request, instead demanding that I.N. acquire another of the dwindling number of native plants, submit it for approval, and begin the journey back to Roshar with his precious cargo. Even with the Surge of Transportation and the general nonexistence in the Cognitive Realm of the vast distance between the two planets, the trip back to the Shattered Plains was a lengthy one. One did not physically tire running through the solid expanse representing vague thoughts about space, but making the same run week after week took its toll. As always, his spren Tolb tried to convince him to circumvent his orders. Like all of her kind she was bound by oaths, but she felt there could always be a way to fulfill promises while still undergoing to most reasonable course of action. Last time, she’d persuaded him to try and create a duplicate plant. I.N. was paid well enough to possess emerald broams, and such gemstones could be used as a focus to Transform any material into a plant substance. The results of this experiment had not been especially promising, as being able to produce a plant did not mean he could replicate vegetation perfectly, but he had planted his hybrid species in Jah Keved anyway. He would check on it when he arrived at the Horneater Peaks; perhaps he had been more successful than he’d thought. Just as he was thinking of them, I.N. found himself at the Perpendicularity that led to the top of the Horneater Peaks. Being merely a third ideal Radiant, this was as close to the Shattered Plains as he could get from the Cognitive Realm. Leaping through to Roshar, he summoned Tolb as a shield and began to sled down the mountains. So far, he had never died doing this, and it was certainly the fastest way down. This time, I.N. managed to only obliterate half his bones and didn’t even end up with a concussion, which qualified as a rousing success. After repairing his shattered body with all his remaining stormlight, I.N. ran at normal human speed towards is makeshift garden and stopped with subpar human grace when he saw someone else already there. I.N. recognised the man as an Alethi, one of Leiken’s underlings. I.N. panicked and began to reach out his hand to summon Tolb as a weapon, but the other man raised his hands in a calming gesture. He explained that he was merely a messenger, informing I.N. that the other nobles had voted to strip him of his title and holding in his absence. I.N. remained in shocked silence as the messenger turned to leave, recommending that he stay here and tend to his garden instead of returning to the Shattered Plains. As the man disappeared from view, I.N. couldn’t help but think this was a good idea. And the LORD answered and spake unto them again by parables, and said, The kingdom of heaven is like unto a certain GM, which made an LG for his community, and sent forth his co-GMs to call them that were bidden to the game: and they would not sign up. Again, he sent forth other servants, saying, Tell them which are in Discord: Behold, I have prepared my game: my NPC character and my co-GM’s character are killed, and all role PMs are ready: sign up for the LG. But they made light of it, and went their ways, one to his college work, another to his pressing RL obligations: And the remnant took his ruleset, and entreated it spitefully, and slew it. But when the GM heard thereof, he was wroth: and he sent forth his bot armies, and destroyed those unwilling, and broke up their Discord. Then saith he to his co-GMs, The LG is ready, but they which were entreated were not worthy. Go ye therefore onto the Shard, and as many as ye shall find, invite to the game. So those co-GMs went out into the forum, and gathered together all as many as they found willing, both villager and Eliminator: and the LG was furnished with players. And when the GM came in to observe the players, he saw there a man which had not posted for two cycles: And he saith unto him, Friend, how camest thou in hither not having posted for two cycles twice? And he was speechless. Then said the GM to the co-GMs, Bind him hand and foot, and take him away, and cast him into the spec doc, where there shall be weeping and gnashing of teeth. For many are called, but few are chosen. Brightlord Ekard was sleeping again. As the congregation of nobles discussed who to kill, and seemed intent on disposing of those who spoke up and were suspicious, Ekard felt that the best way for him to carry out Mraize’s work was to simply say nothing at all. Then, he wouldn’t be killed. The solution had worked wonderfully thus far, with Elhokar’s men largely ignoring him. Moreover, he had found an outdoor pavilion which made for an excellent resting place, and carried the additional benefit of being screened from obvious notice. Much trouble—too much trouble—would have to be gone to in order to do anything with him besides criticise his absence and move on. Unfortunately, having closed his eyes earlier last night, Ekard could not use them to discern the unplanned highstorm which brewed above the horizon, moving with unnatural speed towards the warcamps. The Stormfather was determined to punish apathy this time, and Ekard’s own strategem of avoiding notice had worked too well. Not having seen him, all the people of the warcamps fled inside for cover as nature’s wrath was poured out around them. The stormwall hit the warcamps with a deafening rumble. Ekard started, awakened at last, and his eyes widened as he realised the dire straits he was in. He sprinted for the door of the nearest barracks, but was not nearly quick enough; a gust of wind threw his body into the air and over a chasm, and a defiant yell was the last heard of a man who truly placed himself at the mercy—or lack thereof—of the Almighty. Young Bard was lynched, but survived! Vote Count: Bard (3): Aman, Coda, Stink Drake Marshall died of inactivity! He was a Ghostblood with a Spanreed, Pain Knife and Reverser! Night 6 has begun! It will end in 48 hours on Friday 29 November, at 9 PM EST. Everyone have a happy Thanksgiving. For my part, I’m thankful for the chance to moderate and be a part of this wonderful community, and am also thankful for my co-GMs, who have helped tremendously this game. Please show your thanks by upvoting Devotary, who did the writeup for Bard’s not-really-death. EDIT: I’m also thankful for @Elbereth, without whom none of you would know which items deceased players held. Spanreeds may open new PMs during this Night turn at the cost of an action. Good luck! Player List: 1. Elandera as Brightness Ellarel, a flighty scribe who nonetheless remains tethered to the ground Noble 2. Rathmaskal/Young Bard as Brightlord I.N., whose reversed name conceals his role as a secret member of the Knights of Ni 3. Butt Ad Venture as Brightness Hmynyes, a connoisseur of classical Vorin music Noble 4. Xinoehp512 as Brightlord Rashor, a man who determinedly believes that blue wine is a plague from the Voidbringers Thief 5. Araris Valerian as Brightlord Arilar, a recently arrived spy with ties to the Kholins Noble 6. StrikerEZ as Brightlord Nalakor, a professional chull breeder and racer and close friend of the King’s Wit Noble Spy 7. Furamirionind as Brightness Dohila, a lighteyes who insists on wearing only orange and green lace Noble 8. Hemalurgic Headshot as Rat, a pet of Brightlord Joe and a secret worldhopper Noble Pet 9. Sart as Tleir, a Purelaker trying desperately to impersonate the missing Brightness Drella while House Sebarial hunts for her Ghostblood 10. STINK as Jumae III, a Brightlord whose eccentricity in fashion contrasts sharply with a docile and even temperament 11. DrakeMarshmallow as Brightlord Ekard, a man at the mercy of the Almighty Himself Ghostblood 12. Amanuensis as Brightlord Ularid Leiken, a man hunting a chull with a green shell which once insulted his mother 13. Coda as Brightness Dejda, one of Adolin’s former girlfriends who now hates the Kholins with a passion 14. Straw as Brightlord Straw, an effigy of Gavilar which was officially recognised as a lighteyes of the fourth dahn 15. Elbereth as Brightness Tintallë, whose title has come under charges of redundancy by expert Quenya scholars Noble
  2. Zane was not Mad. The longer he stayed in Luthadel, the more certain he became that God was not a broken part of his head. God noticed people before he did sometimes, and knew things he didn’t. No one else could hear God, but God couldn’t hear his thoughts. God had wanted him to kill everyone he had ever seen, except Vin. Zane hadn’t know who Vin was when he first saw her, and had actually been looking forward to a proper challenge with another Mistborn when his father’s army had marched on Luthadel. But he had seen her, and had waited for the order, either from his father or from God, and neither had said a word about her. That night, Zane had left the camp and explored Luthadel. He looked for as many new people as he could, looked at as many people as possible, and God had told him to kill each one of them without fail. He had asked God about it, and God had stayed silent. God never remarked on Vin. He was scared of her. Zane worked hard to earn her favour. He murdered Cett’s minions, he demonstrated that he cared deeply about the things she cared about, he proved himself stronger in every way than his half brother, and finally she had come with him. He was timid, afraid of driving her away. He knew how others saw him, called him Zane the Mad. He worked hard to appear Sane and normal in all his dealings with her. Everything he did was strictly rational, everything he did was calm and controlled. He was not a savage, though he had been once. He was not insane, though others said otherwise. He was not a monster, though he wasn’t sure if anyone truly was. As the two of them carefully hunted down and killed Lekal’s supporters, he searched through records and lore, looking for anything that could be causing the voice in his head. God discouraged him constantly, but he persevered. With Vin’s help, he continued. And then a new voice spoke in his head, but Vin heard it too. The enemy speaks to those whose soul is pierced by Metal. Vin, do not trust those with spikes. And finally, Zane understood. “Somehow, Kelsier has become what the Skaa say he is, a god of some sort.” Vin was pacing back and forth on the secluded rooftop. “He can speak to those of us who have been hemalurgic spikes, like the inquisitors do.” She brushed the earring she had worn for as long as he had know her. “But he isn’t the only one who knows how.” She hesitated, glancing from him to her hands. “I think my brother Reen can as well. I’ve heard his voice ever since he abandoned me, and I know he died soon afterwards.” Zane rubbed his back, feeling at the thick circle of Steel protruding from his Spine. “Who died to make your Earring?” Vin shrugged. “Reen always told me that it was my sister. He found me covered in blood, my mother had killed her and given me my earring and proclaimed me queen of the world. Yours?” “I don’t know. I’ve always had it, and my father told me to ignore it. They tried to remove it once, and I nearly died. Apparently that it was caused me to Snap.” He didn’t remember it, but also didn’t remember ever not having Allomancy.” I Anointed you my Priest Zane. I knew you would be a powerful servant. He didn’t flinch at the voice. It too had been with him his whole life. And apparently the two were connected. “If we remove our Spikes, the Dead won’t be able to control us. Our Demons won’t be able to talk to us.” Vin nodded, coming to stand before him. You will lose a great deal of your power if you do. I gave you your power to serve me Zane! “I am a free man, and you are not God!” He snarled out to the side. Vin stepped back, her hands reflexively going towards her daggers. He wanted to be free of this. She could save him. This was how, this was how he could be free of God forever. “Vin, please, I need you to remove my Spike. I don’t want to hear the voices.” “We’re being hunted Zane, if we do it now, we could very well be caught without the ability to flee.” Listen to her Zane! Hunt them all down and Kill them first! That is why you were born! “No!” She shrunk down away from herself, “No, Vin, please that wasn’t at you, I, please I’m sorry.” He held out his hands to her. “Please Vin, I can’t stand it anymore, take it out of me.” NO! Zane didn’t react this time, and Vin slowly stepped forward. “Alright. Sit down and take your shirt off.” Don’t do this Zane! Zane turned around, and slowly knelt down. This is a terrible idea, you will die! He grabbed the bottom of his shirt and pulled it off above his head. Very few people had ever seen his spike, and none had had a positive reaction to it. Your only purpose in life is to Kill Zane, you are not even a man! He felt Vin’s hand brush down his spine, around the spike, and come to a stop. “This will hurt Zane.” You will be less than everyone if you do this! Your powers will be gone! You will be a wretched human again! Vin gripped his spike. He burned Bronze and felt the pewter pulses coming from her. He burned Pewter, and prepared to burn Duraluminum. “I’m ready.” You are Not! “Okay.” Zane gripped the edge of the roof, and felt Vin burn Duralumin. She yanked. NO! Zane screamed. He burned Duralumin and went through all of his pewter in a flash. The pain all left him, but the hole remained, barely healed at all. He fell forward, and Vin was at his side. She pressed something up to his lips, and he felt pewter dust begin to slide down his throat. He desperately burned it up as it reached his stomach, and the pain receded. “Are you there God?” He waited. Vin stared at him anxiously. No voice. He began to laugh, his whole body shaking with pain, and joy. Sobs wracked him as for the first time, he felt whole. He felt the blood spilling from the hole in his body, but Vin began to wrap a bandage around him. He burned Tin. Everything felt so new. Like the end of an Ashfall. Everything was brighter. Vin’s touch was softer. The stone underneath him was more solid. The voices from the floor below were more united. Oh. “Vin, below us.” He looked over his shoulder at her. Her head was cocked, and her beautiful hair streamed to one side. “I hear them. Can you stand?” Zane grabbed her shoulder for support, and tried to pull himself up. His legs gave way, and he fell to the floor. “Urgh, no. I’ll pull myself along.” The door on the far end of the roof slammed open, and 5 figures, clad in leather and holding thick wooden shields and canes strode out onto the roof. Vin cursed, and pointed up and too their left. “There’s an anchor up there. Let’s go.” She shot away, pulling on Iron. Zane burned Iron, found the anchor, and pulled. He barely got half his body off the floor before he collapsed a foot further than he had been. He blinked, and tried again, flaring his Iron. The Hazekillers were running towards him now. “Zane! Come on!” “I can’t Vin!” He flared his Iron harder, and dragged himself all the way to the end of the roof, smashing his barely responding body into the ramparts. Vin landed in front of him, daggers out. “Riot them then. Make them afraid. I’ll take them.” He could hear the tremors in her voice. More Hazekillers and soldiers were still coming out the far door. There were close to 2 dozen already spreading out around the two of them. Zane smiled. It felt good to smile. And it was an entirely new good. It wasn’t the thrill of an upcoming battle, but the joy of a coming end. “No, Vin, leave. Get to Terris. Thank you for everything.” She didn’t look at him. “I won’t abandon you. I’ve been on both sides of that far too often.” He could hear the tears coming. Zane knew that not all his power came from the Spike. He was better than that. Always had been. And Vin was still wearing her metals. He still had Steel. He inhaled, and then burned it, flared it, ignited it all at once, and pushed. She was above him, and before him, at a perfect angle. She yelped once as he flung her airborne, far from him, far from the earth that didn’t deserve her. Far enough away that she wouldn’t be able to die trying to protect him. His smile never faded as the Hazekillers came forward. “Goodbye, Vin,” he whispered, and the ring closed. _Stick_ was lynched! She was Zane the Unstable Mistborn! Vote Count: Stick (5): Lum, Fura, Snip, HH, Ada Elend Venture (2): Ark, Stick Night 6 has begun! It will end in about 22-23 hours on Monday 3 June at 9 PM EDT (-4:00 UTC). PMs remain open during the Night. Please abide by all restrictions on their use. Good luck! Player List:
  3. Moiraine Aes Sedai her quick rise did devise With her wise allies to organise, scrutinise The Tower as filtered through disguised eyes and spies Which would be synthesised while Siuan supervised Moiraine Aes Sedai her journey revitalised Through the cries of the dying she came to realise Her knowledge of the world she would need to apprise To her allies still fighting the Father of Lies Moiraine Aes Sedai her demise traumatised Still missing Lan’s eyes to watch and scrutinise For possible threats that may rise from dark spies She was pulverised, died, ending her wise advice Night 6 has begun! It will end in 23 hours’ time at 21:00 EST, or 2 AM GMT, December the 19th. Mr Doctor was lynched! He was Moiraine! (I’ll let him explain to you how that equates with him being a severed Warder. I’m not trying to do that. ) Vote Count: Mr Doctor (4): Steeldancer, Randuir, Joe, Furamirionind Furamirionind (2): Mr Doctor, Sart The newly summoned Creature, Rathwearsa Mask, was attacked! It died. There are no more Creatures left! (For now) The Eye has 32 health remaining. No rings of defence are remaining. Rand al’Thor’s Channeling, and Loial’s Treesinging, have been unlocked. The Blight is currently attacking for 11. A correction has been made: Lan was a member of Moiraine’s Circle. I noticed I had not informed the thread when going through last cycle’s writeup, so my apologies if this affects anything too much. I just haven’t been a very on-top-of-things GM this game, which I apologise for. A new Creeper of the Blight has appeared: Plague! It will Send Runner D8 unless stopped. Jadis is still alive, and will Send Runner N7 unless stopped. Nailicis and Nogard are still alive, and will Send Runner tonight unless stopped. Screwtape has Sent Runner, and is now dead. 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 Roleless 8. Rathmaskal as Jeordwyn Dormond, an Illianer gleeman who juggles knives through his enemies Lan Moiraine’s Circle 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 Warrior of Fal Dara 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 Roleless 15. Ark1002 (Ookla the Dragon Reborn) as Shifting Shadows, a shifty, shadowy Wolfbrother Emond’s Fielder; Fal Dara Warrior 16. A Joe in the Bush as Joseph, a man who has mastered the art of squeezing into very small spaces in bushes 17. MetaTerminal (Ookla the Cited) as Elak Dehlin, a merchant with severe paranoia about the One Power Moiraine’s Circle 18. BrightnessRadiant as Fifi Balthamel 19. Mr Doctor as Antor Vadenfort, a Illianer Warder without an Aes Sedai Moiraine 20. Sart as Shirley U. Jest, a Cairhienen noblewoman who takes life far too seriously Good luck to all!
  4. Evening Edition 6 The Elendel Daily Newsworthy Content for Every Octant! The 28th of Doxil, 68, Evening Price 2 Clips Council Condemns Governor's Reaction to 'Vigilante' Killing Early this afternoon, a body was 'handed in' to the Constabulary offices in the 3rd Octant. The body was previously owned by one George Mackleberry, and in what is becoming a recurring theme, he was one of the now-dwindling number of people hoping to inherit House Heron's fortunes. In a shocking twist though, also handed in with the body was a long sliver of metal. Allomantic tests have determined that the metal was invested, and forensics have shown that the spike was previously embedded inside Mr Mackleberry's body. All this has led the Constabulary to conclude that he was one of the murderers plaguing Elendel. Unfortunately, they have also stated that they do not believe this to be the last of them; indeed, they say that the only thing that they can say about the number of Spiked individuals working with Mr Mackleberry and his presumed associated Kalfaix is that there aren't that many of them. Small saving grace that is though, as this small number of individuals, whose numbers are less than a dozen, has caused havoc and spread fear throughout the city. As in the previous case, the Constabulary condemned the use of 'vigilante justice' to enact vengeance against Mr Mackleberry, and have pleaded that no-one else takes the law into their own hands, but instead provides any and all information to the Constabulary. Contrary to this though, the Governor publicly applauded and praised the killer, stating that he was quite disappointed with how the Constabulary were handling the case, and that they had been less than useful. He also added that any private individuals who wish to help prevent these murderers from killing anyone else are more than welcome to do 'what they feel is necessary'. At this, Councillors staged another walk-out, and Councillor Jernaq has told The Elendel Daily that he will seek approval from the Noble Houses to trigger an election of a new governor. Councillor says that Governor Wilson is 'no longer fit to hold office', but denies claims that he wants to be Governor himself, stating 'anyone would be better than [Governor Wilson] right now.' Garrik Urbain Commercial Advertisements Obituary Previous Editions Other Headlines This Evening Night 6 has begun! It will end at 7PM GMT 21st November. There's a Tineye alive still, so PMs may be sent. George RD Mackleberry/Gancho Libre was a Spiked Smoker! Locke Tekiel/Orlok Tsubodai is Influential the following Day. Assassinate Votes Praise Votes Total Influence Player List
  5. Night 6: Blackmail They strapped Armina to the table in the torture chamber, and left her with Waern, trusting him to be able to get the answers they needed. Waern turned his back to her, selecting his tools. He turned back to her, and raised the simple scalpel he had decided to start with. “Did you get my letter?” Armina asked, surprisingly confident, and even cheerful, for someone in her position. Waern froze, the blade hovering slightly above her cheek. “What letter?” he asked, trying to feign ignorance. “The letter I delivered,” Armina replied. “Well, I suppose it was more of a note than a full letter. I didn’t want to waste too much ink on it. Not that it was mine, I stole Locke’s, but it’s the principle of the thing. Speaking of principles, how are yours holding up? Hiding out here, instead of doing your job and hunting that skaa child down...” Waern finally took the breath that he hadn’t realised he’d been holding. “There was no child,” he said sternly. “It was a rumour designed to discredit me, nothing more. In fact, it’s laughable to suggest that a member of the Canton of Inquisition would find themselves in that position.” “You’re right, it is laughable,” Armina nodded as best she could having a tie around her neck to keep her lying down, “and yet here we are. I wonder if they’d kill you immediately or tie you down here first?” “Listen here,” Waern said, the scalpel finding itself at her neck and digging in, drawing blood, “there is not one shred of evidence that this is something that happened, and I would know. I’ve spent my life looking over my shoulder, just in case. If there are any loose ends, I will silence them, and we can pretend it never happened, understood? And you’re looking like a loose end to me right now...” “If-” Armina winced as blood dripped down her face. It wasn’t deep, but it still stung and hurt. “If you kill me, I’ve made… arrangements… for certain details to fall into the hands of someone inclined to do something about it.” “...You’re bluffing,” Waern said, the blade piercing deeper. “And- and if I’m not?” Waern paused, internally weighing his options. Eventually, he let the scalpel drop down to the side, and sighed. He started to undo the ties that kept Armina on the table. “Fine. But the minute I find out where you’ve hidden this information...” “Of course,” she nodded as she sat up, rubbing her neck where the rope had rubbed against the skin. She wiped away the blood on her cheek. “Although, I have hidden it away rather well. I think this will be the start of a very profitable relationship for many years to come.” Waern grunted and sat down on a chair, the colour drained from his face. He looked lost, more than anything. “Cheer up,” Armina said with a smile, as she unlocked the door. “As long as you do what I say, no-one else needs to know.” She closed the door behind her, leaving Waern to sit there alone. Armina was lynched, but survived! Armina/Arranae (6): Alrin/Arinian, Sheon/Seonid, Locke/Orlok Tsuobdai, Marsh/Darkness_, Jaina/little wilson, Sony, Cyfna/Elbereth Pix/Lemonelon (2): Armina/Arranae, Nickel/Aonar Faileas Alrin/Arinian (1): Hadrian/Araris Valerian Locke/Orlok Tsuobdai (1): Pix/Lemonelon Night 6 has begun! It will end at 21:00 PM GMT on Sunday. This does mean that the Turn will be one hour longer, but I'm sure it will be fine . There is still a Tineye alive, so PMs may be continue to be sent. Players Quick Links:
  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 Great Noble Houses of Luthadel have been called to the Heron House ball this week with a purpose - but no-one knows what it is. You eye your friends suspiciously as you gather in the great hall, drinks untouched by everyone. No-one wants to be the first to talk about the possible reasons for gathering here. The first to play their hand is often the first to fall. But regardless of what people are not saying, it is obvious that everyone else is thinking about it too. Some of those here can claim to be the strongest people in the city. Those secretly a part of the Great Houses have known each other since childhood, though they may only guess at their true allegiances. Others have only been in Luthadel a few years, attempting to plant the roots of their House into the great city. All of them are dangerous. Even your own family isn't trustworthy in your eyes. And if you can't trust them, who can you trust? All your House's allies and enemies (at least, those worth speaking of) are gathered here under one roof. You spend just as much time keeping track of your allies as your enemies. After all, you may claim them as a friend, host them at your Keep and support one-another with trade, but doesn't mean they might not kill you tonight to gain favour with another House instead. It's a Noble thing. The rules have changed somewhat from their first incarnation (and from the form currently seen on the game ideas thread), so make sure you read them through again. A couple of things to bear in mind about this game which aren't rules, but more guidelines suggestions and things to bear in mind about how I'll be playing this as a GM: I will not be a presence on most of the docs, due to the fact that there should be a rather large number of them, and I would not be able to keep up with everything all at once. As such, rules clarifications requested in the docs will not be answered. If you want a clarification, as in the thread or by PM if it's sensitive - but be aware that I will post the response on the thread, though not who asked it. None of the rules require me to make a decision - Even the 'fact from the GM' part of the Informant is done at random from all the possibilities that exist. Roleplaying's highly encouraged, considering the nature of this game is more political than most. As is making alliances and stabbing them in the back within the same cycle . Family names would also be good on your characters, as it makes things a bit easier for me - But please make sure they haven't been used already, since that just makes things awkward. The game will start next Monday (21st) at 9PM GMT, unless people request a delay. Likewise, turns will end at 9PM GMT, after which a write-up will be posted in the time-honoured tradition. I would like as many players as possible for this, so you have no reason to not sign up! Oh, and if anyone wants to be a spectator for this game, send me a PM and I'll send you a link to a spectator doc when it begins. That's enough from me, so I'll now let people sign up. Good luck and, above all, have fun! Quick Links: