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Found 13 results

  1. Hello SE, and congratulations on somehow surviving another year of murders and bloodshed. Welcome to Anniversary Game 6/Anonymous Game 7: We Shall All Be Changed. Before discussing the game itself, however, I have several important announcements to make on behalf of the moderating team, and would encourage all of you to fully read through them. The first and most pressing matter is that of the moderation team itself. Unfortunately for all of us, both @Orlok Tsubodai and @Alvron have felt that their schedules no longer permit them to serve as effective moderators for the subforum, and have decided to step down. Needless to say, this is very saddening, as both have given years of service to SE and its community, helping to shape it into a better place, and both the logic and clarity of Orlok and the (sometimes lurking) activity of Alv will be missed on the moderating team and the subforum. We wish them the best of luck as they dedicate themselves to their respective pursuits, and hope that they will find the time to occasionally sneak back into a game or two. Their replacements on the moderating team will be @Elbereth, the other GM for this game, and @Devotary of Spontaneity, and I am confident that both will be excellent additions who will help Wilson and I tremendously in the coming years. El brings with her a wealth of experience in conflict resolution and a veteran perspective as two other long-time players depart, and Devotary’s keen sense of balance and impartiality will also be welcome in game balance review and our thankfully infrequent moderation. With changes in the moderation team, our game balance committee is also undergoing a shift in membership. We are pleased to welcome both @Amanuensis and @STINK back into the committee, and to receive @Elandera, @Araris Valerian, and @Sart as its new members who will be helping with game review. The committee will also be taking on responsibilities such as keeping the GM spreadsheet updated, revising the rules and Lexicon to reflect a post-AG2 understanding of SE, and giving additional feedback in the Art of Game Creation thread—undertakings which moderation has historically wished to be able to do, but there never seems to be enough hours in the day. With the revitalised committee, however, we hope to see these changes finally be made. The final significant alteration to SE policy is with respect to the SE Discord server established by @A Joe in the Bush and currently owned by @little wilson. While the Discord has been incredibly successful on its own merits, its well-being and the casual community fostered there have come at the expense of the subforum’s health and the activity of socialising institutions such as spectator and dead docs, PMs, and the games themselves, which have experienced a falling-off in activity recently. Therefore, to stem community migration to the server, we are officially divorcing it from the subforum—it will be removed from the General Rules thread, the #game_creation channel will be archived to incentivise participation in the largely defunct Art of Game Creation thread, and we ask that you not invite new members to the Discord, but instead encourage them to remain in the subforum and use the games and docs for social interaction. With these changes, we hope to revitalise the SE community and bring personal discussion and RP back into the games. It might surprise you, but you are allowed to talk about your life or begin off topic discussions in docs and PMs, and doing so actually helps both the community and the games. That should be it for sweeping structural changes, so onto a couple of smaller points. First, the variety of GMs in the spreadsheet for upcoming games is depressingly low, and we’d love to see more people creating and running games. With the reinvigorated committee and mod team, there are plenty of people eager to help out if you have a game idea you’re looking to refine, including El and I, and we’ll get you signed up on whichever list you’d like. (And once it comes to actually GMing, there are plenty of experienced players happy to help you co-GM.) So please contact us if you have any ideas you’d like to see run. Second, we’re implementing automatic spectator lists, which you can sign up for to be immediately PMed a spec doc for any game you’re not participating in, hopefully further incentivising people to contribute to spec docs. Finally, after a break during AG5, we are back to handing out non-Sanderson game passes, and will be distributing 3 or 4 after the game to worthy recipients. We won’t be revealing exact criteria, but worthy players are likely to be active, thoughtful and sensible players who foster discussion and community within the games. Just a thought. /announcements Oh no! Although Dalinar Kholin has successfully re-founded the Knights Radiant upon the formerly lost city of Urithiru, there looks to be an insurgent faction of the new Knights sympathetic to ODIUM, the Lord of Hate. While you’re aware of their existence, a small group of cornered individuals with mystical powers and incentive to kill...well, that can be a dangerous thing. Besides, should the Knights fall, who will guard Roshar when the Final Desolation begins in earnest? Factions: Roles: Cosmetic Roles (please read before signing up): Housekeeping: Each Day turn will be 48 hours long, with a simple no-vote-minimum lynch. The player receiving the most votes at the end of the Day turn will be killed; should there be a tie, a random player from among those lynched will die. Each Night turn will be 24 hours long, allowing the various factions and Radiants to submit orders. An inactivity filter of two cycles will be enforced. This is subject to change based on player count. To reiterate, PMs are open so long as an Edgedancer is alive. Please remember to include both @Elbereth and myself in any PMs made. Rollover will occur at 4 AM EST (-4:00 UTC) and may be posted by either El or myself. Due to writeups and the need to send PMs, this will typically take about an hour. Please be patient and bear in mind that there are likely thirty of you to keep tabs on. This game is a completely anonymous game. Please sign up by PMing both @Elbereth and myself with the title “AG6 Signup Request: [Your Name Here]” and include your chosen character and Cosmetic Role (details above) in the PM. Do not tell anyone whether or not you are playing the game. This both makes identity-guessing more fun and ensures the integrity of any voting we may do at the end of the game for non-Sanderson passes. If you wish to spectate, please PM us in a similar manner, and do not reveal that you are doing so. To facilitate anonymity, this thread will be locked, and we urge any discussion about rules changes to be made in the Q&A/Meta Discussion thread. At the start of the game, you will be issued an anonymous account. There are a number of rules associated with the use of an Anonymous Account. Please follow them carefully. Given the potential for abuse of Anonymous Accounts, any rule breaking using the accounts will be dealt with harshly. 1) Do not change the password of the anonymous account you are issued. Wilson (the IM), El and I will have access to all anonymous accounts for the duration of the game. 2) Do not use the anonymous accounts to PM any non-anonymous account, other than the accounts of the GMs. Please do not use your normal accounts to PM anonymous accounts. 3) Once again, do not tell any other player or individual associated with SE whether you are playing or not playing the Anonymous Game. Player identities will be revealed after the game, not on the death of their avatar. Players must not reveal their own identity after their death, until the end of the game, including in the dead/spec doc. Players wishing to spectate rather than play should PM El and myself for a link to the spectator doc. Questions and rules clarifications should be submitted in your sign up PMs, and will be posted by myself in the signups thread. 4) Do not change anything cosmetic about the accounts, including member title, username, signature, and avatar. Good luck to all, and we hope to get this thing started in about a week. Quick Links:
  2. Domand had not come to the Shattered Plains, for once, to stop chaos, but to begin it. It would please neither his inferiors nor himself—which was, of course, why he had to do it. The ASWA was highly selective with its field agents, in the general case, but to the bewilderment of all, an exception had been made for him. An untried initiate, sent to the Shattered Plains to preserve order in a situation which hung on a knife’s edge? Who could count on such a one to uphold the integrity of this crucial mission, in the most probable vortex for a Shardic conflict since the...unfortunate… levelling of Scadrial? Nobody in the Council of Seven expected him to succeed. Darrel’s wisdom had been called into question, and only his invocation of the sole privilege to send out field agents except by unanimous consent of the Council had stifled the staunch opposition of Lerdal and Radler. Funny, how the vote had failed by one member. It always did, when matters were important. Dominion purred, pleased with Darrel’s expansion of authority, but Domand quickly shoved the Shard down and away from his mind. It was a tool. He could not afford to be borne away by the Intent, especially with so much work left to do. The Council was subdued; that was the important part. With Domand safely on Roshar, the real work could now begin. Beginning to count to ten already in his head, he moved through the still night air, weaving towards the bunk of Highprince Sebarial. Shrouded in darkness as he was, he would be hard to spot, and those who saw him should take little notice anyway—it was part of the magic of the cloak, but also partly human nature. Who cares about a nighttime wanderer, when you yourself were one if you were out to notice him? Rounding the last corner and finding himself immersed in pitch blackness, Domand summoned his Shardblade, weaving it experimentally through the air in front of Sebarial’s bunk. It would take all his willpower to take this next step. He hated being obtrusive, hated overt violence, yet certainly did not hate Sebarial. He lifted the Blade, arm trembling slightly as the point was raised, quivering, into the air. God Beyond save us, he thought. And then plunged the Shard through the stone wall. Kay watched with narrowed eyes as a man shrouded in darkness walked past her hiding spot, looking both determined and rushed. A poor combination, that. At least, for whoever the Almighty willed that the man should meet. She chided herself inwardly for attempting to reason out the result of the man’s visit. Nothing is knowable apart from the Almighty and his Heralds, she thought, reciting the first article of the faith of the Devotary she had always been a part of. It was her job to carry out the will of the Almighty and his Heralds—which, incidentally, involved a removal of the king (at this time; who knows what the Almighty may require of you tomorrow?). His embrace of practices such as a hierarchy based on eye colour and the maintenance of ardents who invented Callings and Glories at random had destroyed the kingdom and brought the Almighty’s disapproval. Worse, he sought no guidance from the Almighty or from the Heralds in this troubled time, but rather forged ahead as if not to bother with such “myths.” They would see how mythical they were, if the Almighty did not continually will that their existence be maintained. Heretics these days weren’t just outside the devotaries. Except when they were, like that detestable woman Jasnah Kholin... Her thoughts abruptly snapped back to the walking man, who she had lost track of. Moash would be disappointed in her; how was she supposed to discover who shadowy visitors to highprinces were if she could not even keep track of them for three feet? Kay could not let herself be seen, however, so she crouched further down behind a crem-coated boulder, peering intently at the wall behind which the man had vanished. And screamed as a thin line of light appeared in it, and a hole gradually widened. Sebarial was under attack. And the man she had seen wrapped in shadow was none other than a Shardbearer. Highprince Sebarial, It is with exceeding joy that I write to you, knowing that the dastardly attempt against your life last night was a failure, and that you are in good health, if somewhat shaken (like us all). I do not know who the Shardbearer was or why they had occasion to attack you, but it should rightfully make us all fear for our safety. I understand your concerns that the assassin could have killed you but chose not to, but such conversations are not for the public ear. We will have speech together at the next banquet regarding this. Until then, I will instruct my Cobalt Guard to double their watch against any hint of an attempt against any life in these warcamps. With your aid and vigilance, I am confident we can crush this threat beneath our heels. Elhokar, King of Alethkar My apologies for a shortened writeup; I will hopefully get the chance to fix that tomorrow. Regardless, welcome to LG61: A Radiant Light! The rules are in this doc, and are nicely formatted. If you want immediate formatting-free access, use the spoiler below: Yeah, it’s a lot. I suggest you read over it a few times before the game starts, and send me rule clarifications before the game starts in earnest. Please? It makes me a happier GM. Signups will last a week, and will close Saturday 2 November at 9:00 PM EDT (-5:00 UTC), unless an extension is required. Please sign up if you are able, as the game will be much more fun with a lot of people, as I can do cooler things with item and role distribution. Also, the way the faction system works means that you’re almost guaranteed to be in a doc, and with a team who will help you understand the rules and collaborate with you on them, which always makes SE more fun. (And will probably alleviate some of the stress from looking at that giant ruleset. ) My wonderful co-GMs are @Devotary of Spontaneity and @Snipexe. Don’t be surprised to see them in your PMs, in thread issuing clarifications, etc. And be sure to upvote them both for agreeing to work with me on such a crazy game. Player List: Rule Clarifications and Modifications: Quicklinks:
  3. The Tower of Nebrask stood tall above the plains, wild chalklings flowing out from its every crevice. It had stood for ages untold, and soon its master plan would be coming to fruition. Elsewhere, the survivors of a traitorous plot were devising a scheme of their own. “Where’s Caccoo Moreau?” asked Aiden. “Dead.” replied Kadal softly. “The Forgotten got to him.” “What are we going to do?” prompted Aiden. “We’ve lost so many already.” “I have a plan.” interrupted Mya. “We’re going to end this war, once and for all.” “I’ve already told you, Mya, it won’t work! We don’t have enough manpower!” yelled Kadal. “That’s where they come in…” Mya explained. Elsewhere, a group of classmates were reminiscing about their time at Armedius Academy. “It’s hard to believe it’s been this long since we’ve gotten together.” remarked Tendin Throk. “Feels like yesterday we were all fighting in the Melee.” added Vao Temer. “I still should have won that.” bitterly replied Joseph. “Matist was nearly down for the count, but then,” “Yeah, yeah, we know.” interjected Pete Gazon. They had all heard the story by this point. “Speaking of Matist, where is he?” asked Slavista. “Schmoozing it up with the bigwigs no doubt.” responded Miffed. “Jeesh, don’t they know that this is important? We’re here to remember those we’ve, we’ve...” Apla trailed off, tears welling up. Elysian put a hand on Apla’s shoulder. “We all miss them.” “Hey, let’s not all be down in the dumps! We’re here to celebrate their lives, not mope around.” complained Drake. Raising his glass, Jeeves proposed a toast. “To our good friends. May we meet again in the Master’s halls.” The remaining alumni responded with a hearty “Here, here!” Elsewhere, in the halls of Central Command, the Forgotten planned their next move. “Status report!” barked Samuel Kessen. “Thing are going according to plan.” replied Wyatt. “Isaac has dropped the hammer on the Fifth brigade, and Cole has subverted supply lines for the Sixth.” “What about our stragglers?” continued Samuel. Tory Farth fielded that question. “Don’t worry about them. Shanice has already gotten several of our operatives to monitor them.” He shook his head. “The fools plan plan to coerce an Armedius Alumni group into joining them, and then mount a desperate attack on the Tower. We’re one step ahead though, and have had Matist convert several of his classmates. With all of our sabouters, there’s no way the offensive succeeds.” “And you’re sure the conversion was successful? We’ve had too many mistakes lately. We can’t afford another.” demanded Samuel. “Of course, they were successful.” Joel replied. “Ronald was a fluke. That man never had his lid screwed on right to begin with. You haven’t had any problems with Jain, have you?” “No, of course not.” Sam broke out in a sinister smile. “How long have we waited for this? Nothing will go wrong. At long last, it is time for our revenge.” The Forgotten’s eyes glowed white. Elsewhere, a giant squid was on a mission. He plodded across the land, one thing on his mind. It was time for it to smash. The Tower was waiting. All the pieces were on the board. And now, after all these years, it was time for the game to end. Welcome to Long Game 57, The Tower of Nebrask. This is the conclusion of the 5 other Rithmatist games in this sub-forum. I'm Sart, your GM. @Ax's Boyfriend is helping me out as a co-GM. This game will be starting on July 8th, at 8:00 PM CDT. Rules: Player List: Quick Links:
  4. “We’ve all been fools before,” said Demandred softly. “But this folly has been a pervasive one. I do not know why you have failed to trust me, Sammael, particularly when this snivelling creature was once Lews Therin’s servant. Or maybe...he was Lews Therin himself?” Sammael raised an eyebrow, and said nothing. It certainly appeared more reasonable to him that Demandred was the traitor here. Nothing had been seen of his movements before his sudden reappearance in Amadicia, to fight the Dragon. At least they knew where Asmodean had been. As the other man began approaching Asmodean, Sammael readied a weave of fire and flung it at his erstwhile ally, just as Demandred’s hand gripped Asmodean’s shoulder. The Mask of Mirrors around him flickered and failed, revealing the face of a ruddy youth whose eyes contained the memories of another man, long since dead. The Dragon. Rand al’Thor wasted no time, rolling away from the oncoming blast of flame and preparing a final weave to end Sammael, who stood exposed and shocked. Yet something existed between him and the Source. A slick boundary. He spun to Demandred, whose face, wreathed in agony, bore a grim smile and look of satisfaction. “I will not say avenge me, Sammael,” he croaked. “But your eyes should now be clear. Kill him.” Amethyst Scorpion was lynched! Scorpion (2): Falcon Falcon (2): Scorpion, Hyena Emerald Falcon was killed! He was Demandred the Forsaken! Cycle 9 has begun! It will end in about 23.5 hours, on Tuesday 28 April at 9 PM EDT. Due to low playercounts, there is no longer a lynch. This cycle is shortened to 24 hours. Get your orders in on time, please, as it should be relatively straightforward system of picking the best way to kill your enemy. Good luck! [Player List] Amber Vulture Semirhage Amethyst Scorpion Azure Mouse Graendal Charcoal Hyena Chartreuse Penguin Moghedien Coral Swan M’Hael Cream Tuatara Lanfear Emerald Falcon Demandred Fuchsia Ostrich Mesaana Indigo Weasel Aran’gar Ivory Dragonfly Moridin Magenta Albatross Rahvin Mauve Crocodile Shaidar Haran Melon Dingo Osan’gar
  5. Callor, Child of the Light and personal retainer to the Lord Captain Commander, Pedron Niall, stepped into the open plain. Or, at least, what was now an open plain. What the scene of carnage around him had been before was all but impossible to determine. It was those Aes Sedai witches, he knew, and not all female ones too; the eyewitness reports of the scouts which had been sent back did not deny the presence of male channelers, even under the shadow of the Hand of the Light. A truly frightening prospect, yet one he would have to stomach. The Children would need to redouble their vigilance against the witches and other Darkfriends, if the world had any chance of surviving these troubling times. Of course, few rulers saw the wisdom of this course of action, and those who did—mostly in Amadicia and Arad Doman—did so in fear of Niall’s armies instead of true belief. True belief would come later, he presumed, when they realised the vast scope of the threats against them. But for now, Callor was in the dark about what the future or even the past held. And judging from the expressions of the men and women who were slowly ringing him, they did not either. But such explanation as could be given, would. Welcome to MR41: Lord of Chaos! The rules should be fairly simple to explain, as it’s blackout, so just a few basic guidelines: - This MR runs on a single 48-hour cycle. Most players have one action a turn. - The setting is Wheel of Time. Most players will be channelers. The specific site is the nation of Amadicia in a location which was recently utterly destroyed by unknown forces. - A few other rules will be released C1, including those guiding PM usage. - The game needs exactly 14 players to run, and is anonymous. You may sign up either in this thread, or via a PM to myself and my co-GM @StrikerEZ entitled “MR41 Signup Request: [Your Name Here].” Please refer to the anonymous account rules, which govern your usage of the accounts and are replicated below for your reference. (I’m going to be a bit more lax about Rule #3, but the others remain in full force.) Given the restricted player counts, there will be a strictly enforced two-cycle inactivity filter. If you sign up, please participate. Anonymous Accounts There are a number of rules associated with the use of an Anonymous Account. Please follow them carefully. Given the potential for abuse of Anonymous Accounts, any rule breaking using the accounts will be dealt with harshly. 1) Do not change the password of the anonymous account you are issued. The IM and the GMs will have access to all anonymous accounts for the duration of the game being played. 2) Do not use the anonymous accounts to PM any non-anonymous account, other than the accounts of the GMs or the IM. Please do not use your normal accounts to PM anonymous accounts. 3) Do not tell any other player or individual associated with SE, whether you are playing or not playing the Anonymous Game. Player identities will be revealed after the game, not on the death of their avatar. Players must not reveal their own identity after their death, until the end of the game, including in the dead/spec doc. Part of the attraction of anonymous games is keeping identities obscured, and we'd like to eliminate any chance of information becoming known that undermines the integrity of the anonymity. 4) Do not change anything cosmetic about the accounts, including their member title, username, signature, and avatar. 5) Anonymous accounts have been restricted from posting outside the Roleplaying subforum, but must not be used to post in any thread other than the thread of the game they are currently being used in. If you would rather not play, you are welcome to publicly or privately request a spec doc. Signups will close in a week’s time on Thursday 9 April at 9 PM EDT. If we get enough players before this, the game will still start on schedule, but signups will remain open so anyone who still wants to play can join as a pinch-hitter. Good luck! I will keep a running count of the number of players signed up here: 14 (updated 07:17 Tuesday 7 April) Quicklinks:
  6. Welcome to Mid-Range game 40! It takes place about five years before the events of Skyward. A group of Disputers have decided it is time to change the Defiant culture with a little defiance of their own. Rules doc, for better formatting Alignments: Defiant Defense Force - Your job is normally to aid in the effort of battling Krell, but a new threat has risen in the cavern depths that demands your attention. A small number of Disputers - an eccentric counter-culture movement - aim to cripple the DDF. You must stop them before it threatens the survival of the entire Defiant League. The DDF wins when all the Disputers have been arrested or killed. Disputers - Defiant culture has gone too far. The jingoistic teachings are indoctrinating the citizens, and often leading them straight to their deaths. You are members of the DDF who are tired of seeing your friends killed because they feel it is their obligation. While you understand and sympathize with the fight against the Krell, you believe there is a better way. You believe now is the time to start the change and stop the hero-worship of the DDF and First Citizens. The Disputers win when they reach parity with, or out number the DDF members. The Disputers have access to a kill every cycle. Any member can use their role action to submit the kill. General Rules: 48-hour cycles, day/night combined No vote minimum to make an arrest PMs are closed, unless player possesses a radio To create a PM, message the GM with the target. If it is a valid target, the GM will open the communication line at the end of the turn. (See Radio item for further) One role action and one item action per cycle Roles: Items: When a player is arrested or killed, all items are taken back to the quartermaster to be available for purchase. Chits will be distributed randomly among those involved in the arrest or death. Sign-ups will close at 10 p.m. PST on Sunday, February 16. @Devotary of Spontaneity is the IM this game! Player List Quick Links Rule Clarifications and Updates
  7. Jastes Lekal took one last look at the smouldering ruins of his home. Family gathered around him, he peered between the lightly falling flakes of ash, as the skaa rebels began to plunder the fire-ridden frame which had once been his mansion. He muttered a curse to himself. What had he been thinking? Giving mere skaa any sort of power? Of course it would come to this, in the end. Blame Elend Venture he would for planting the idea, but had he really been so blinded as to allow representative assemblies by the working peoples? Yes, he had, apparently. But he would not be repeating these same mistakes. He intended, indeed, not to make any idealistic commitment such as that ever again. Fingering a brass earring, Lekal turned to the pitiful, scattered regiment of noble-blooded guards and the few skaa who had had the sense to retain their connections to true nobility in the aftermath of the rebellion. He could trust—or he hoped he could trust—these men. Sticking with somebody who lost power tended to mark you as loyal. Facing them, with a soft, insidious voice seeming to whisper in the dark corners of his mind, he spoke. “I have a plan to recover from this blow.” A few eyebrows went up, but the men said nothing, so Lekal continued. The voice in his head seemed to give him the guidance he needed. “We will make a play for the city of Luthadel itself.” That got reactions. Gasps, mutters, groans. He let them pass—indeed, he revelled in them. His plans would shake the world. “I have access to a force larger than any our enemies can muster—a force which will kill without mercy, fight without pain, and conquer for us. It simply must get into the weakened city. I have a special task for a select few of you…” Trapped. That was how Elend Venture felt. Trapped, and abandoned. Dockson reported that Cett had left the city, which should have been welcome news. Clubs’ spies had even heard credible rumours that Straff Venture was finally dead. That should have made Elend caper with glee. But neither, ultimately, mattered as much as the price he had paid. Vin was gone. A final report, given by a somber Ham, was the worst of the three. The Mistborn Zane, one of his father’s lackeys, had kidnapped Vin. Kidnapped her! He would not believe reports which said that Vin had gone willingly, whatever Ham’s insistences. She couldn’t have. Sazed and Tindwyl had tried to calm him on this matter, but it didn’t work. Elend’s mind raced, trying to figure out how to apprehend the pair. He laughed bitterly. Outpace a pair of Mistborn? Better luck trying to clean the ash off a roof with a pebble. He would need something to draw Zane back, a threat he couldn’t ignore. His plan had been the Atium stash, but they were no closer to that then when they’d first begun. Perhaps he would need to send more men looking for it, now that the city was nearly his again. Elend surveyed the map on his desk. If his father was dead, the threat from the north was mostly finished. An alliance with Cett meant the south and east were mostly his, too. There remained only the west, and that was in good hands with Jastes Lekal. His former confidant would likely be overseeing a happy populace, and would be willing to help Elend find Vin. He sighed. Not much of a victory, but a small one. He’d take it. Unfortunately, it brought him no closer to Vin. Suddenly, the hallway door burst open, revealing a huffing Spook. “Wasing the coming of here,” he gasped out, “finding the moving of Uncle, wasing the seeing of army. Big army.” He spread his hands to indicate size. “Ising the marching of here. West.” Elend’s heart clenched. Another army? Cett’s men had nearly wiped out his supporters the first time. He took a deep breath. Perhaps this, however, would be the threat that drew Zane—and therefore Vin—back to him. He smiled wanly. Perhaps Lekal was not overseeing a content skaa populace after all. Even so, he would force himself to meet and counter this threat as well. It would be the least he could do. Welcome to LG55: Disquiet. With the recent demise of Cett’s Infiltrators at the hands of the Unstable Mistborn, Zane, he and Vin have hoped to begin a new life away from the turmoil in Luthadel. However, their joy is short-lived. Another man with aspirations of taking the city, Jastes Lekal, has arrived, this time with a koloss army at his back. To help weaken the city against his force, he too has sent his Subordinates into Luthadel to topple Elend Venture, the man who currently holds the city. Despite their unwillingness, both sides are now in the conflict, for better or worse. The rules of this game may be accessed here. You may also use the spoiler underneath here, but I make no promises as to the quality of the formatting. Rollover will be at 9:00 PM EDT, or UTC -4:00, at least for now (this may change depending upon my schedule). Signups will close on Thursday 16 May, at 9:00 EDT. (That’s about ten days from now, and marks the end of the busy period in my life. ) Player List: Rules Clarifications: Quick Links: Good luck to all.
  8. The watchman shivered, desperately trying to rekindle his campfire. The wood was too cold and damp for his efforts to have any effect, and he groaned in anger. It had been like this for days. He was tired of the cold, tired of the snow, tired of this hard life on the front lines. As if to mock him, he felt a snowflake brush against his cheek. He swore to the Master. A breach in the circle would mean certain disaster. He grabbed his lantern, and grimaced. It was leaking. Spares were hard to come by, so he decided to keep using the shoddy light source, at least for tonight. The watchmen patrolled the perimeter, looking for any breaks. He was almost done, when he realized something odd. He hadn't seen a single Wild Chalkling. Normally there would be at least half a dozen scouts checking for any weak spots, and yet he hadn't seen any. He considered reporting it, when something reached around his throat. He didn't even have a chance to respond before his neck was deftly snapped. As he fell to the ground, his lantern exploded on the ground. Flames quickly followed the trail of oil it had been leaving behind. His killer whirled around, as the flames quickly ran towards the lantern's usual position, the camp's commissary. The cabin erupted into flame, immolating much of the camp's supplies. As the platoon rallied to save what little they could, the Forgotten slipped among them. Soon enough, one of the soldier's would find the poor watchmen's body, and then the killing would start. The camp didn't realize it yet, but most of them wouldn't be surviving the night. Welcome to Mid-Range 34: Death by Lantern Light. This is a re-run of Mid-Range 27, and is set in the Rithmatist universe. I'm your GM, Sart, and @Seventh Saint is our Impartial Moderator. Ruleset: The game will be staring on Thursday, March 28, at 7:00PM Eastern Time. Here's a timer Player List: Quick Links:
  9. Greetings everyone, and welcome to Armedius Academy's 35th annual Melee! I'm your host, Tom Middleton. And I'm your co-commentator, Ron Howard. You can smell the scent of chalk dust in the air, eh, Ron? Absolutely, Tom. Armedius's finest Rithmatists will be taking the field shortly. This should be a fight for the ages. Indeed. Each and every one of these students has a shot at the gold. However, there can only be one winner. Ron, would you mind going over the rules for anyone just joining us? Of course Tom. The Rules: This is a free-for-all game, which means there are no teams this game. Your goal is to be the last player standing. In the event of a tie, the player with the most kills wins. This game takes place in two phases: the Preparation phase, and then up to 9 Rounds in the Game phase. Preparation Phase: In the preparation phase, students decide on what strategy to use, and form temporary alliances. This phase will last 48 hours, and begins once the game starts. In this phase, PMs are open. Feel free to contact anyone you like to talk strategy. Please include both myself and the impartial moderator when making these PMs. In addition, you must choose a defense to use in the main event. These will be explained later. Rounds: After the Preparation Phase, Round 1 will start. Each Round lasts 24 hours, and PMs are closed during them. Each round, you can submit one of these three actions: Line of Forbiddance: Defend a player, usually yourself, from one attack Line of Vigor: Attack another player Line of Making: Swarm a player with chalklings. During the next round, they will be unable to take any actions. Defense: During the Preparation Phase, you may choose one of the following Ballintain Defense: You cannot draw Lines of Forbiddance, but your LInes of Vigor deal double damage Matson Defense: Choose a player when you draw this defense. You learn what Defense that player is using. Taylor Defense: You cannot take any actions during Round 1. If you survive the first round, you gain an extra life. Miscellaneous: @Alvron will be our impartial moderator. The game will be starting Tuesday, January 8th at 4 PM Eastern Standard Time. Well put Ron. Let's sit back and watch as the contestants enter the stadium. Player List: Quick Links:
  10. Callor stepped out of the thick woods ringing Fal Dara, his white cloak with the golden sun making a splash against the darkly covered thicket that previously enveloped him. He felt vaguely uncomfortable standing there exposed, in the open between two nexuses of evil. The whitewashed tower, with its shiny exterior that fooled most, but was still full of rot within, was closer than the Dark One’s prison. However, Shayol Ghul seemed to emanate his madness. By means of the Blight spreading surely and slowly over the Blasted Lands and encroaching on the northern kingdoms, the Dark One advanced, and a strong hand was needed to intervene that did not belong to Tar Valon witches. And Callor knew whose hand that would have to be. Smiling at his orders from the Lord Captain Commander, he took to the road fully, prepared for his presence to be announced to the Keep he neared. Let them! Agelmar would be as wet clay in his hands when he saw what the Children could do. A few minutes of warning would change nothing. The Light would shine on and protect those who resisted the Dark One at all times. And Pedron Niall stood for the Light. The guardsman on the walls of Fal Dara Keep blinked. A party had appeared, essentially out of nowhere, on a stretch of clear road empty a second earlier. He frowned, motioning his fellows to hold the gates against the newcomers. Peering closer, he was unsurprised to see an Aes Sedai and a Warder among their number, even if the man looked familiar. The guardsman tried to place him, but the name was slippery on his tongue, and he could not grasp it. Those thoughts were driven from his head by the Aes Sedai, who serenely reached into one of her pouches and showed Agelmar’s sigil, a token of entry. Having little other choice, he let the Warder and his Aes Sedai in, glancing at the others as they passed. Mostly youth, though seemingly an Ogier among them, and an older gleeman. He did not know for what purpose they were there, but the woman had flashed Agelmar’s sign, and as such was to be allowed entry. Curious about the new arrivals, but unable to abandon duty, the guardsman contented himself with watching the north road, and the Blight as it crept slowly closer. Pain. Pain was all Aginor felt, from head to toe. A constant reminder of his failure. A constant reminder that his recklessness had trapped him at the surface of the Wheel for three millennia, while eras came and went. The pain stayed with him for all those millennia, and it did not vanish with his release. Yet despite this pain, Aginor was determined to see that his body would have advantages. He straightened, shrivelled skin screaming in protest from the treatment, and looked towards the Spine of the World. His eyes, at least, were sharp enough to see the mountain range clearly, even as far away as they were, and the dark shapes in that direction coming towards him. Squinting, he made a pretense of studying the mountain ranges. Maybe its formations would be the key to finding what he searched for. Somewhere in there lay the Eye. He just needed to come upon it. Aginor chuckled aloud, loud enough for Balthamel, similarly shrivelled, to raise an inquisitive eyebrow. She did not see what he did. Looking directly at him, moving in his direction with purpose, the shadows materialised: a small contingent of Darkfriends came before him, kneeling. Then Aginor truly smiled. It’s been a month-long drought (or should I say Blight ), but welcome to MR32: The Blight Encroaches! This game, if you didn’t catch it from the RP, is a Wheel of Time game set at the end of The Eye of the World. The Forsaken are trying to destroy, overwhelm, or use the Eye to cut off the fledgling Dragon, al’Thor, from using it against the Great Lord of the Dark. Meanwhile, the Light is frantically defending the Eye against the encroachments of both the Blight and Forsaken, and seek to drive them back and kill them to strike a major blow on behalf of the Light. This game will start at Fal Dara Keep and move back towards the Eye as it continues. My co-GM for this game will be Elandera (@Ookla the Rogue). Our Impartial Moderator is @Alvron. All of the rules for this MR may be found here, in this Google doc. If anyone has any rules questions (and I imagine they do), please do not hesitate to ask. I’ll be saving the first post for a player list and rule clarifications. It is worth noting that the rules are not technically set in stone, as the game balance committee might want me to make tweaks, so until they pass the game, consider this ruleset unfinished. That said, I will try to keep all of you updated on the status of the ruleset until it is confirmed. Actually, I lied about that doc having all the rules. I did not address one set of rules: those pertaining to Ooklas. I am aware that the Ooklas are a wonderful festive way to celebrate Sanderson (having assumed the role of one myself), but they can cause issues regarding identity in SE. I’d hate to have mere confusion about names and identities derail lynch discussion or confuse action orders, and as such am placing the following guidelines for Ookla users: 1. If you changed your name to an Ookla, please place your usual name within your title. 2. If you changed both your name and profile picture, please conclude all your posts with a boldfaced line that states your regular name. Players that only changed their name are not required to do this but are strongly encouraged to, to help out your GMs. (You always have our best interests at heart, right? ) 3. Once the game has begun, do not change your name or profile picture any longer. 4. When voting to lynch on an Ookla, cast your vote in the following format: Regular Name (Ookla Name). For instance: “I vote Fifth Scholar (Ookla the White-Cloaked) for imposing pointless Ookla restrictions.” Also, it might help a lot of people could just generally refer to others by their usual names. 5. Please just call me Fifth. My Ookla name is just for RP. Thank you for cooperating with all of the above, and I’m confident that if everyone tries to adhere to it, we shouldn’t have identity-confusion issues. Signups for this game will close Thursday 6 December 2018, at 10:00 PM EST. (Rollovers in general will be around 10 PM EST.) The countdown site is broken, so do math if you need an exact number. Quick Links:
  11. LG27 - Strife in Ankh Morpork The GM apologizes for their extreme laziness, and intends to fix this appalling lack of RP in the next 24 hours. Note: The rules are subject to change during signups. If I decide to change a rule, I will underline the change and notify the thread of the changes. Any suggestions to improve the game before it begins will be welcome, and may or may not be welcome. I've tried to include as much about life in Ankh-Morpork as well, but if you think I've missed something obvious, mention it and I'll see if I can insert the role smoothly into the game. General Rules Days are 48 hours long. Nights are 24 hours long. Rollover time will be at 6:00PM AEST. Signups end on Thursday 20 October 6:00 PM AEST, and the game begins an hour later. Vote in red, retract in green. Players are able to perform 3 actions a Cycle, with up to 3 messages counting as one action. Doctor12 will be GM’ing the game with me. Order of Actions: Protect/Roleblock Actions Wages received Thieving Assassination Money sent to Assassin’s Guild Kill Actions Scan Actions Item Name Changes Item Trading. Clacks messages are revealed to Clacks Workers Transferring Money Independent Roles Patrician - The Patrician has the win con of learning the roles and alignments of every player alive at the end of the game, and survive the game. Due to your extensive scan network, you may discover the role type of a player each cycle (i.e. scan role, kill role, protect role, roleblock role), and the action they took the previous night. If one of your targets performed a scan, you will also be informed of the scan results. The Patrician can be deposed by a majority vote in the Guilds Doc at any time (the Patrician will then be executed). New Patricians are elected following the old Patrician's death in the Guilds Doc, again by majority vote. Post Office Master - Runs the Post Office. Has the win con of making the Post Office more successful than the clacks. If the Post Master dies, Post Office messages will increase from 1 penny to 3 pennies per message (however, they still won't be read by anyone other than the participants in the PM.) Clacks Master - Runs the Clacks. Has the win con of making the Clacks more successful than the Post Office. If the Clacks Master dies, Clacks messages will be made night-only. Monarch - the player who is the Monarch may have any additional role at the same time at the start of the game, with the exception of the Patrician. The monarch has an alternate win con of being elected Patriarch and being crowned. There is also a hidden faction of Monarchists who also have this goal. If the Monarch is elected Patriarch, the game ends with a Monarchist win, and all other faction goals, including the Faction Leader survive goals, fail. Unlicenced Thief - You run on the rough side of the law - stealing is a profession available exclusively to Guild Members. Once per cycle, you may attempt to steal something. However, if you are observed, you will be Arrested and not allowed to post or perform actions for two Cycles, and the money you took off your victim will be returned. To win, you must survive the game and have more than 15 coins in your pocket (remember, the Unlicenced Thief still may work as a Clacks Worker or a Post Officer.) Cut Me Own Throat Dibbler – Once per cycle, you use your incredible powers of persuasion to make someone give you a penny in exchange for one of your Sausages-in-a-Bun. They’ll become violently sick and be unable to complete their actions that cycle, but more importantly, you’ll have earned a penny! Win Con: End the game with 10 pennies or more. (C.M.O.T. doesn’t work for either the post office or the clacks.) Factions There are 4 factions in the game: The Assassins' Guild, the Thieves' Guild, the Night Watch, and the University Students. In addition, the Monarchists are also mixed in with the other factions, and do not know who the other Monarchists are. There are specialised roles in each Guild, however, not every specialised role listed may be included. Plain roles - roles with no particular power, are possible. The Assassin's Guild: The Assassin's Guild is the closest thing to an Eliminator faction in this game. Every Day Cycle, people may hire the Assassin's Guild to inhume (kill) someone. The Assassin's Guild is free to choose between the offers that are presented to them, however, they may not kill a player that someone has not commissioned them to kill (Assassins Guild members may not commission their own kills). Advertiser - The Advertiser is in charge of making sure that everyone is aware of the guilds prices and agenda, permitting them to suggest prices to kill certain players, which will be placed in the quicklinks next to the player names at the beginning of the next cycle. Once place, the suggested kill prices will remain next to the players name for the rest of the game unless the Advertiser chooses to update or remove it. The Thieves' Guild: The Thieves' Guild may target 2 people to thieve from each night. However, players can gain immunity from thieves if they choose to pay 25% of their current gold each cycle in a levy. The Thieves Guild will be informed of which players they can target each cycle. (They also may not target the same person on 2 consecutive nights.) Depending on which thief targets them, other effects may also occur. When you target a player, all the money and items are stolen, unless an item has a special ability to do otherwise. Pickpocket - The pickpocket only steals a players money and not their items, however, they may target an extra player each night. Banker - “Take a penny from a man, and he’s poor for a day. Make a man open a bank account, and he’s poor for the rest of his life.” Instead of stealing all their money at once, you steal 2 pennies initially, and then one penny per turn until either the Banker dies or the game ends. These pennies may not go toward the Tax. Highway Thief - The direct way is best. Threaten them with your knife, and you never get any trouble. If someone has an item that protects money or items from being stolen, it is ineffective against the Highway Thief. In addition, the Lookout role may also be included. Every Cycle, the Lookout may detect all the items a target player has. The Night Watch: The Night Watch, the outcasts of society, found their compatriots among the cobblestones and empty streets of Ankh-Morpork at night. Each night, you may arrest someone, roleblocking their actions and all actions against them. Sam Vimes - As someone who is cynical of all around you, you gain immunity from an action each night. As someone who is very selfless, you also give away much of your money to those who can't afford it, so you may call upon a player not to perform an action 3 times throughout the game because of their gratitude to you, although you earn 15 pennies less each cycle. Corporal Carrot - As someone who everybody trusts, you have extraordinary sway over people. Every cycle, you may shift a vote to vote with you. Angua - As a Werewolf, you are able to sniff out the role type of a player once every second cycle. Unseen University: The University of Ankh-Morpork trains students in the way of arcane magics. Unfortunately, most of the students are more interested in getting drunk and visiting various… seamstresses rather than focusing on their studies, so it’s up to those left to do what they can. The Librarian - The University discovered that late returns dropped by nearly 100% when you had a 200 pound orangutan to answer to. Every turn, you may compel someone to change their action target player to someone of your choice. The Luggage - The Luggage does it's best to protect it's owner - each night, all actions directed against the Luggages target are instead directed at the Luggage. If a kill action targets the Luggage, the attacker will die instead. However, if the Luggage or their target is targeted, the Luggage will not be able to vote or perform actions the next Cycle. Rincewind - Coming Soon! (I intend to put this role in before the signups end due to popular demand.) Guild Leaders Guild Leaders gain the alternate win con of surviving the game. The Head of the Assassin's Guild, Head of the Thieves' Guild, and the Patrician may post and see the doc. The Captain of the Night Watch may view the Doc, but mot post in it, and the Head of the Unseen University may post a message once per cycle through magic (also known as the GM), but may not view the Doc. In the Guilds Doc, all Leaders (not including the Patrician) are anonymous, referred to by their faction title, i.e. Head of the Assassin's Guild. Guild Leaders retain all skills and abilities they had before, however, when those abilities are used, there is a 20% chance for each ability that you will be recognised when you are performing an ability, in which case, the action you took will be revealed in the write-up. (Note: Residual effects, such as the Banker’s Thieving, are not included in this. If a Guild Leader dies, the next Guild Leader is elected randomly, unless a player within the Guild aided in the Guild Leader's death, in which case, they will be elected. (There will be no indications of which of these two it is.) It is also possible to depose a leader within the Guild Doc by voting them out (useful in cases of inactivity, etc.) in favour of a replacement by voting for a candidate you hope to replace the Guild Leader with in green. A majority vote in favour of the new candidate is necessary. Post Office and Clacks (a.k.a. PM Rules) People will be assigned randomly to either work at the Post Office or the Clacks, and under ordinary circumstances, you will receive 3 pennies a cycle. Clacks workers automatically get one action deducting from them when they work in the Clacks towers, however, they are able to read some of the messages sent through the Clacks (the messages will be divided equally between Clacks Runners). Post Officers do not have an action deducted from them, however, they also are not informed of any messages that are sent with the Post Office. Clacks Messages can be sent at any time, and will cost 2 pennies, while Post Office messages can only be sent at night, and cost one penny. Each individual post in a PM counts as a message. It is possible to have both kinds of messages in a PM, so please specify before each message which kind of message you're sending. The Post Office and Clacks compete with one another. As such, if you are a Clack worker and aid in the death of a Post Officer, or vice versa, you will receive a 2 penny bonus in your wage the next cycle, though if you aid in the death of one of your own, you will have a penny deducted from your wage the next cycle. Items & Trade You are permitted to trade items with other players in exchange for money or other items. Doing so will cost an action for both players, unless someone gives an item away for free, in which case, only the giver will need to submit an action. Both players need to clearly state the terms of the trade to the GM in the GM PM in the same cycle for the trade to take place. There is no way to verify the authenticity of an item if you are attempting to trade. If you are informed of an item that exists, there is probably an item with that name, but it’s purpose is not necessarily what the other player says, nor are item names necessarily an indication of what an item may do (particularly if the item was designed by Bloody Stupid Johnson). The GM will allow you to change the name of items at the cost of an action. Upon the death of a player, any items they had will go up for a public auction, in which only the item name is revealed. Alright, that's my game. Have fun, everyone, and merry killing! Clarifications: Q: Can you reveal your identity if you're a Guild Leader in the Guilds Doc? A: Yes, but it's not obligatory. (Actually, I stipulate that you can't confirm it with RL/OOG information, etc. for obvious reasons. You're more than welcome to lie if you so choose.) Q: What are messages? A: Messages are single posts within a PM. A bunch of other clarifications which I will transfer soon, for now seen here. Player List: Quick Links:
  12. Iadon’s rule over Arelon is still new and unstable. The chaos of the new government is fanning the rumours of discontent in the newly goddless nation. The King’s paranoia grows with each pasing hour. Trusted friends, loyal servitors and skilled agents are all suspect in his diseased mind. He has taksed his son, Raoden, the crown prince, with the duty of investigating the ones he believes to be capable of overthrowing him. No one truly believes there is opposition to the Merchant-King, but all must bow to his mad whims. LG rules are in effect. All actions happen simultaneously. There is a 5 turn inactivity Filter.The Citizenry win when all the Eliminators are dead. PM's are Day only. Known Roles: Legionnaire - Chooses a player to Interrogate and Roleblock/protect next night. ChayShan Practioner - Can attack one player per Night. Retired Pirate - Can survive one attack or lynch per game. Bodyguard - Can protect one player from an attack per night. Merchant - Can cancel a vote. Duke - Can add a secret vote to the lynch. Dula - Can investigate a player and learn if they are an eliminator. Beggar - Can choose a known role from the dead players to become. Noble - All other citizens are nobles. They have a collective extra vote. More complicated Rules. These are the same rules, just in a lot more detail. Game Starts:
  13. Winter is ending, snow falling hard all around. The mountain passes have been covered in snow, keeping you all stuck in the Duladel trading outpost you visited late in the season. Hopefully the winter will be short, but now, a new pressure has arisen. Mai, a lonely trader, not one to talk much, was found outside the outpost, flayed and sacrificed. You know the signs, Followers of the Jeskeri Mysteries are stuck in the outpost with you, making their sacrifices daily. Snowed in, you have no chance but to find them and kill them before they kill you. All Traders: Must submit one vote through a PM to the GM(Mailliw73), once during every cycle hour period. These votes will be made public at the end of the period, and the most voted for player will be sent to die in the snow. You may vote however you wish in the thread, but the vote received in the PM will be your official vote. Anyone who does not either talk to the Outpost’s Owner(the GM), come to the community dinner meetings, or meet with other traders for two consecutive days will freeze in their rooms. Follower of the Mysteries: The followers of the Jeskeri Mysteries must each send one vote for sacrifice via PM to the GM (Mailliw73) per cycle in addition to their normal vote. The most voted for player, in this fashion, will be sacrificed for their own mysterious purpose. Priest of Jesker: The Priest of Jesker is a learned man, and can identify the sacrifice of the Jeskeri Mysteries, having tried to root them out in the past. The Priest may investigate one other player per day (by contacting the GM) to learn if they are a follower of the Mysteries or not. Jindoeese Soldier: The Jindoeese Soldier is trained in the art of ChayShan and can guard one player at night. Anyone who attacks the trader whom the Soldier is guarding will be fought off and the protected trader will not die. Rulo: The Rulo is the fool who managed to get himself stuck in a trading outpost he had no business being in. He’s a bit kayana, so every night he scrawls a message somewhere in the outpost, too bored to sleep. Seon Holder: The Seon Holder makes it so that anyone can send messages(PMs) to any other living players. As long as a Seon Holder is alive, there is no limit to PMs, except that the GM must be included in all of them. The game will start on Monday, November 23rd, at 3:30 MST. Cycles will be 24 hours long. Rollovers will be at 3:30 PM MST/10:30 PM GMT. Spec doc available upon request. The order of actions is as follows: Rulo Message Soldier Lynch Priest Sacrifice Quick Links: