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Long Game 7: The Annealing of Luthadel


Wyrmhero

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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.

 

 

 

General Rules
Skaa have infiltrated the Noble Houses of Luthadel, and The Lord Ruler has decided to allow the nobility to redeem themselves in his eyes for allowing this to happen by letting them root them out and send them to his Inquisitors. The game starts on Day 1.

 

While the main objective is to kill all the opposing side, that doesn't mean it's the objective that will necessarily be followed. The presence of the skaa is a good excuse for a House War to flare up, and the House that comes out on top will be in a very strong position...
 
Each day there will be a lynch, and each night a character may make two actions - One of which is a metal use, the other is a special action. All characters will have one of the eight metals as a role or be a Mistborn. The Tineye is the only way for PMs to be used.
 
Characters may also become injured over the course of the game: Injured characters make one less action the next night (they may choose which to forgo) and have a 50% chance for their vote to be ignored the next day. If they are injured again, they die. The injury otherwise heals after two more nights (so if you are injured on Night 2, you heal after Night 4's actions have all taken place).

 

Night actions occur in the following order: Voting Manipulation, House Powers, Protection, Information, Attacks. Voting Manipulation actions occur during the day cycle, while all others happen at night. All abilities occur simultaneously during their priority step, though in some cases randomness may decide the specific order of kills.

Victory Conditions
The Skaa win if they outnumber all the Nobles. The Nobles win if they kill all the Skaa - if you can really call that a win on its own. As befits the nobility of The Final Empire, each House has the secondary objective of being the most populous House at the end of the game.
 

Skaa
Skaa Mistings (and possibly even Mistborn) have infiltrated the Houses, and plan to destabilise them from within and cause a devastating House War. They get their own Google document to write in as well. While a skaa may reveal themselves, they may not reveal the identities of the other Skaa. One of them may use a Skaa Kill Action as their special action each night.

 

If a Skaa ever becomes in charge of a House, they may use a special action to destroy any House Power that their House is able to use. This will not be noted in the writeup, though the next player who would have obtained that House Power will find out that it has been destroyed. They will not find out what that House power does. This counts as a House Power action.
 
Day Voting
Every day, the players vote for a character to be sent to the Inquisition to be interrogated. Their alignment, powers and House will be revealed on death. Votes are not secret. During this cycle, Voting Manipulation metals (brass and zinc) may be used by PMing the GM with this action. A character who is sent to the Inquisitors cannot use their powers to save themselves.
 
Night Deaths
Lynches will confirm a player's metal, House and whether or not they are part of the Skaa faction. Killing a player who is injured (or Coinshot kills with Superior Weapons) will not reveal their alignment. Skaa kills will be obvious, but will not fully confirm their loyalties to The Final Empire. Only deaths will be revealed; injuries caused in the night are hushed up.

 

Houses
Each player secretly belongs to one of the noble Houses (canon or not) in Luthadel, each with their own Google document to plot on. If the House Lord chosen has a family name already, that name will be used for the House. The House Lord is not a safe role. These Houses may be Great Houses, or Lesser Houses, and the rules differ slightly for each.

 

Lesser Houses are smaller than the Great Houses, and will have two players within them. One of the players will be chosen at random to be the House Lord, but they will not be known. This only really matters in the case when the House has gained a power by killing off a Great House. There is no need for these players to declare an heir.

 

In each of the Great Houses, one of the players is chosen to be the Lord of the House at random at the start of the game, and is known publicly to all the players as well as to which House they belong to. On the first cycle a House Lord is in command of a Great House, or when their heir dies, they should send in who they have chosen from their House to be Lord in the event of their death, via PM. Publicly stated heirs will not be accepted. If there is no heir, or the heir dies at the same time as the Lord of the House, then one is chosen at random. Heirs may be changed once after this initial choice via a PM. This does not use an action.
 

House Powers
Each Great House has one or two associated powers, which can be used as a special action by the Lord of the House (and only them). The House power is secret information. These actions sometimes require a target, but are all activated, and each can only be used once a night.

 

Whenever a House is killed off, if a noble finished the last player off then their House gains that House power, regardless of whether they belong to a Lesser or Great House. If this was by a lynch, a random player who voted for the lynchee will have it gifted to their House. If a Skaa kill action was responsible, or the player chosen is a Skaa, then the power is lost. House Powers may be any of the following:

 
  • Loyal Terrisman - At each House ball, the stewards go off to gossip and talk about their masters. Usually this sort of thing gives very little useful information, but you treat your steward well enough that he feels duty-bound to check information carefully or to lie to his peers. As such, this power allows you to spread lies more efficiently, one each for two different players (upgraded [Lie] action), or gain true information about two different players (upgraded [Truth] action. Information still must be given for this).
  • Weaponry - The House empowers a player with its superior weaponry, and upgrades an action. Steel attacks with this action kill rather than wound. If the player uses a Skaa Kill Action, a random player in the household is injured in addition to that kill. If a Skaa Coinshot uses both actions, both will be upgraded accordingly.
  • Hazekillers - The House employs the best Hazekillers known to mankind, and reduces the damage from an attack action on a targeted player down by one level. Can only be used on members of your own House.
  • Blanket Sooth - The House employs Soothers from a branch family, and can have their Soothers follow a player to their Keep and Sooth the Allomancers within. A player from the House that player belongs to, chosen at random, will find that any metal power they use this night/day cycle will fail, and will be informed of that if they attempt to use it.
  • Metal Poisoning - The House bribes the metallurgists in the city to produce substandard metals. The Lord of the House names a metal when using this ability, and the metal is announced publicly the next day cycle. The following night, any player who used that metal in that day's full cycle becomes injured regardless of protection, after all actions have taken place. Previously injured players do not die from this. The same metal cannot be chosen twice. When a metal has been chosen, that metal is no longer usable, even if another player or House gains control of it.
  • Obligation - The House employs their good relations with the Canton of Finance to create a contract with a player and force them into an action. The House asks them a question with an answer of 'yes', 'no', 'myself', or the name of a player or House. That player (and that player alone) must abide by the answer they give, if possible. If they do not, or they do not answer within the first 24 hours of the next day cycle, then they may not take any action related to that question. If the question asked is not about a future action, true information will be given instead.
  • Genealogy - The House may use their lower-level contacts in the Canton of Inquisition to check the credentials of a noble, living or dead. The clerks will then report back on their bloodline (i.e, their House and whether they are secretly Skaa) in a discrete manner without informing the Inquisitors themselves.
  • Broad Investments - The House has its fingers in so many pies that it may actually use the other House powers. However, each power used this way may only be used once per game by any House which has or gains this power. One each has been utilised once, then this House power is no longer usable. If this House uses the Metal Poisoning power during the same cycle as another House, the abilities do not stack if the same metal is chosen.


 
Informants
Each night cycle, the players may visit an informant in the city as a special action. All information is added to the pool at the same time and then information is drawn out afterwards for all players at the same time. This is an Information action.

 
  • Informant [Truth]

A player may offer up information which is confirmed to be true about a player of a game-relevant nature, and that information is added to the general pool of knowledge. Knowledge may include your own Allomantic powers (Mistborn must say that they are Mistborn), a target of yours on a previous night and the metal used on them, your House, the presence of a Kandra in your House or even your House power if you are in charge of it.
 

A player who visits the Informant may ask about two different players, and is told information about those players depending on what secrets those players have put in. If there is not enough information on a player to give the searcher new information (players cannot get repeat information, though multiple players from the same House can), then they get a fact about the player from the GM. You may ask for information on a dead player, but be aware that their Allomancy and alignment is automatically revealed on their death. You will not get any information from the GM if there is not enough information for you to receive on that player.

  • Informant [Lie]

You may instead choose to pass false information to the Informant. If you do so, it will be added to the general pool as before, but you will not receive information back. This false information may be about any player.

 

Repeated or obvious information to the informant (such as visiting an Informant or multiple people giving the same House Power for a single House) counts as useless information, and will not get you information. It will not be added to the pool, however.

 

 

Metals
Similar to previous games, the metals play an important part as one of your actions each night, and all characters will have one of these roles. There are no passive metals. Zinc and Brass count as that cycle's actions.

 
  • Pewter - While burning pewter, you add an extra layer of health to yourself. If you are uninjured and are attacked, you become 'partially injured'. This has no detrimental effects. If you are attacked again, you become injured as normal. When you stop burning pewter, these injuries catch up with you and have their normal effects. In addition, there is a 25% chance that any character who attacks the player becomes injured, regardless of whether the Pewterarm is injured or not. As this is not an attack action, it cannot be prevented by Iron or Hazekillers.
  • Tin - Allows the character to target a player to set up a PM between them both. The PM is set up by the GM at the end of the Night cycle. This PM may be continued even if the player does not use Tin the next night.
  • Iron - Protects a character from one Attack Action, such that a kill injures them instead and an injury is nullified. Cannot be used on the same player twice in a row.
  • Steel - Injures target player, or kills them if they are already injured.
  • Copper - Hides the powers of themselves and another player for that night and the next day, and protects both from the effects of brass and zinc the next day. They begin the game protecting themselves on the first Day.
  • Bronze - Detects a character's metal if they use it this night or the next day, but not their alignment or House. If the target is Smoked, they will discover that the character didn't use a power that night. In addition, they detect any metals used on that target that night, unless the user of that metal is Smoked. Note that this includes Steel being used on that player, despite the fact that this action technically takes place before the attack.
  • Brass - Soothes a vote made by a player not protected by copper, cancelling it out.
  • Zinc - Redirects a vote at the expense of your own. If the target is protected by copper, the entire action fails and your vote will not be lost.
  • Mistborn - Each Day cycle, the Mistborn will be given a random set of paired metals. One of these metals may be used this cycle. Mistborn also start the game with one bead of atium. The first time they would die at Night (or become injured while burning Pewter), they burn this automatically and escape injured instead (or partially injured if burning Pewter). If they would be targeted by a Seeker or use an action on a Seeker's target on a Night when they used this bead of atium, they will show up as Mistborn (or the presence of a Mistborn will be given to the Seeker).



Kandra
Some Houses may have access to these wondrous shapeshifters, which will not be controlled by any of the players. Kandra may only be targeted by the Iron, Steel and Skaa roles, and thus their vote cannot be changed, and they can be injured and 'killed' like any other player. If a Kandra is killed, or if they are the last member of their House, then their contract is considered complete and they are removed from the game.
 
Kandra are effectively controlled by the Lord of the House - They will vote alongside them during the Day Cycle, but will not be shown in the write-up (similar to people who are rioted to elsewhere).

 

A Kandra may also be ordered, as a Lord's Special Action, to devour the bones of someone who died at night. The Kandra will then report an action taken by a random ally of that player that cycle and who it was used on. If a Skaa's body is devoured, the information returned may be of the other Skaa players rather than the House claimed by that body. The Kandra reports information like this until told to devour another body or removed from the game. At this point, the previous body is removed from the game. Kandra may also spy on each other. This is an Information action.

 

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 :P.
  • 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! :)

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Edited by Elbereth
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Kassel signing up. I'll figure out his personality/backstory later; I just had the name because...eh, World Cup. :P

 

Edit: I admit I also wanted the faint amusement of being the first to sign up for King's game. As for the family name, I'll go with the House, later on, I reckon.

 

Edit 2: Alright, alright. Kassel Erikell, amateur philosopher (logician) and a general dabbler. As far as public knowledge is concerned, Kassel is a distant cousin, rather than from the main line of descent. Despite his general tendency to muddle along, it seems House Erikell entrusts him with a surprising measure of responsibility...

Edited by Kasimir
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Alden Izenry, at your service. While not overly important himself, he manages mines and plantations in the far reaches of the Final Empire for House Izenry, and often makes deals with the Great Houses to oversee projects that are farther afield. Due the amount of time Alden spends travelling, he also often acts has a clandestine courier for members of the Great Houses.

 

Of course, he is at least a little more important than he looks, seeing how he was summoned to a meeting involving several of the  most powerful families in Luthadel.

 

This is going to be a very interesting Game, I think. 

Edited by AonarFaileas
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"Fien Urbain, at your service," the young gentleman said with a formal bow, announcing himself to the host of the Heron House Ball. He had been unsure what to make of the strange invitation, and by the looks of it, everybody else was equally as confused as him, as they stood around in small groups, impatiently gossiping and awaiting to see who would all arrive before the Ball officially began.

 

Dressed to impress, Fien had made sure that even if The Lord Ruler himself stepped through those doors, there could be nobody who could say that House Urbain was unfashionable. House reputation was the most important thing, he understood. For why else would the Lord Ruler encourage such competition between the houses? It was a challenge to see who was the best and could come out on top. Fien didn't know about anybody else who had gathered, but he personally knew he was willing to do whatever it took to win. He didn't know what type of game he was playing, yet, but he vowed that he wouldn't lose. Him, and his House, couldn't afford to.

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Asyr Tuy calmly walked into the room. His enemies were huddled in groups, discussing their strange invitations. He chose to ignore them for now. Their conversation bored him. It didn't matter why they were gathered here; he only intended to profit from it. He smiled as he saw a young man, foppishly dressed, standing by himself, trying to fit in

 

"Ah, there you are!" Fien looked around, before his eyes narrowed as he saw the 51 year-old man approaching him. "Look. I could ask you what your name is, or where you're from, but frankly, I don't care. You need an ally, and I can provide that. I know you don't trust me. Hell, you shouldn't trust me. But, it would be a mistake to turn down my offer" Asyr gestured to the gathering crowd. "This pack of wolves will tear you apart unless you can defend yourself. I could protect you, if I wanted to. Sadly, I don't think I will. I could be persuaded to change my mind however. Tell me, why are you so important? I've done my research. You're a small house, yet you somehow get invited to play with the big boys. Why? If you can explain, you have my friendship. Stick with me, and your house will multiply tenfold. So tell me. Won't you?"

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Fien snorted in disdain as some elderly stranger walked up to him and fumbled his way through political subtlety and blundered straight into rude accusations, interrogating him for information and backhandedly offering some sort of alliance.

No doubt so he could stab me in the back at the soonest convenient moment, Fien thought to himself, I do hope not all people at this Ball are as lacking in tact. But still, he might as well play along for now.

He looked the stranger up and down, trying to fit the description of the old man with known key figures around the city and to place a name to the face. After a minute, he shrugged and figured the man must not have been that important if he couldn't immediately recognize him. "I don't know who you think you are, exactly, nor how you got invited here either, but you are right about one thing. I don't trust you."

 

With that, Fien Urbain turned on his heel and strode off in the other direction, towards one of the empty tables. He still wanted to wait for more people to arrive before be began interacting with anybody, let alone nobodies. Besides, he thought with a smile,  it'll make them keep coming to me, and not the other way around.

 

So, as a young noble, Fien is of course pretty much arrogant and aloof. We'll see how this RP develops. O.o

Edited by Gamma Fiend
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Lord Hadrian Penrod claims he was recently ousted from his house by a half-breed skaa rioter that stole his identity. Only by severing all of his ties to the nobility save for a few personal connections was he able to escape to Luthadel with his skin and a House to stay with. Part of the reason for his ejection was a tendency to ignore local politics; a mistake that he is quickly realizing could lead to his sudden death in the much more vicious locale forming around House Heron.

 

First game for me everyone, hopefully I figure this out pretty fast and get to kill some pesky skaa (or noblemen, depending)

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A young man walked over and sat at and empty table not far from Alden. Giving him a sidelong glance, he looked to see if he'd be worth talking to. His purposefully slumped posture suggested arrogance and affluence, but he was clearly deeply interested in whatever was going on. He was a little younger than Alden himself; likely somewhere in hie early twenties, and obviously from one of the Great Houses given his curt dismissal of the other, older gentleman. However, his clothes, while clean and fashionable, were most definitely not the best that money could buy, placing him somewhere lower on the food chain. Likely Urbain, maybe Haught or Buvidas.

Hmm... probably not worth my time. Even Lord Urbain himself didn't hold any particular influence over the greater Houses, and Alden wasn't going to deal with a haughty brat for a dodgy chance at an advantage. Had he been a Lekal, an Elariel or someone else higher up, maybe it would've been worth it. If there was one thing you learned quickly in Alden's trade, it was what contracts weren't worth pursuing.

Alden sighed, swirling the wine in his glass absentmindedly. It was terrible timing, coming back to Luthadel when he had. If he'd just been able to spend a few more days in the Remote Dominance, he might have missed this whole fiasco in it's entirety.

House Heron, summoning all the Great Houses, ally and enemy alike, to a ball meant that something big must be happening. Even though they weren't a Great House themselves, even a Venture would think twice before denying a summons from House Heron. It was said that Lord Heron had some sort of hold over the Obligators. All that anyone knew for sure was that no one could make a trade deal in Luthadel if Heron didn't want them to.

More and more people were slowly filing in and taking seats as the ball began, of major and minor Houses alike. It appeared that Alden wasn't the only person Lord Heron had asked to come personally. Hopefully Heron had a good reason to call this many nobles together. Put too many Luthadel nobles in a room together, and someone was was bound to get hurt.

Here's a player List as of now: (I may or may not keep this updated.)

Players:
1. Kassel Erikell (Kasimir)
2. Tonul Venture (Tulir)
3. Alden Izenry (AonarFaileas)
4. Fien Urbain (Gamma Fiend)
5. Asyr Tuy (a smart guy)
6. Jain Araragi Phantomhive (Lightsworn Panda)
7. Hyrun Tormander (The Only Joe)
8. Ashette Cett (Ashiok)
9. Hadrian Penrod (Araris Valerian)

10. Kaldin Fathvell (Kal Dell)
11. Finch Fain (LeftInch)
12. Quitania Elariel née Raisaal (Quitecontrary)
13. Wandrin Nuvidas (New One)
14. Racine Morinthe (twelthrootoftwo)
15. Sylinia Seeris (Theorymaker)
16. Cadri Raisaal (Shivertongue)
17. Mesist A'Lees (Metacognition)

18. Mailu Willen (Mailliw73)

19. Ren Gardre (Renegade)

20. Jae Kastner (Jaerle)

21. Cat Lekal (Lukat)

Edited by AonarFaileas
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Lord Hyrun Tormander is signing up. (Upvote for getting the Refrence.) He and his house have long held dominance in the Southern Dominace, and are moving to take control of Luthadel Politically. More RP later.

 

Err... Game of Thrones? Tormund? I dunno.

 

I seem to have forgotten to include a last name. In that case, my surname is Araragi. Jain Araragi (upvote for those who get the reference).

 

And, like I said above, for those of you dreading my erratic playstyle, you need not worry anymore. I'm playing this one as tactically and quietly as possible. Maybe I can live through this one.

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Quitania Elariel née Raisaal stepped into the ball fanning herself slowly, and walked almost gliding on the shiny marble floors. Her teal gown embroidered in dark crimson and silver diamante swished softly as she looked at the guests who arrived. She was early, and originally didn't plan on attending the Heron House ball, but duty called.

These were dangerous times, but to speak of the danger made one appear weak, and that, Quitania was not. She had been widowed twice, and rumoured to have killed both her husbands, but nobody could prove anything since both of them died behind locked doors, and during the time she was away from the keep.

Too young by far, she was still in a position to make a good match. But that remains to be seen if any of these fops were even worthy of her ambition.

She nodded to her steward to go and took a drink from a roving servant and put it down without drinking. She sat in a corner with her back to the wall, to see who else deemed it necessary to answer the summons.

EDIT: Name and house colors.

Edited by Quitecontrary
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Amazing things, limelights, Kassel thought, studying the brilliant-white radiance shed by the heated quicklime, redirected onto the looming keep with the cunning use of mirrors. Sothar had written a treatise on the use of quicklime in warfare; used in a lost recipe for making flames that ignited under water. A shame that the treatise, along with most of Sothar's work, made for fairly dry reading.
 
He heard the soft, muffled thump of a landing.
 
"Drax," Kassel said, turning around. "You really shouldn't be around here. You'll give the Heron Hazekillers a scare."
 
Drax made a rude sound. "One Heron Hazekiller, led on a merry chase," he said, folding his arms across his chest. He bent down and picked up the dropped clip, the tendrils of his mistcloak shifting with the movement. "Stop worrying and go inside."
 
"You came by just to tell me that?"
 
Drax shook his head. "Been counting," he said. "Looks like Heron invited pretty much all of Luthadel and then some."
würfeln
"For what reason," Kassel said. "That's the question." He let out a deep breath through his teeth as he counted the carriages in the keep courtyard. He thought he recognised the livery of Houses Urbain and Venture. Something big, then.
 
Drax shrugged. "A storm's coming," he said, most unhelpfully. "Best you go inside now."
 
"Wouldn't want to be late," Kassel nodded, adjusting the hang of his suit. More carriages were pulling up to the keep courtyard; figures emerged, aided by footmen, some followed by Terrismen stewards in their distinctive robes. He counted a few obligators as well, grey-sleeved. Time to see what Heron's got up his sleeve.

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Wandrin Nuvidas swaggered into the room, leaning heavily on a gaudy cane.  He then stood up straight and pointed the cane directly at a well-dressed young man he had never seen in his life.  

 

"You are a mistborn. I can see it in your eyes." Wandrin smiled as the people around him reacted with laughs and snorts of derision.  How they must wish they were as brilliant as he!  How boring it must be to have a simple, normal mind.  

 

He spun about and pointed his cane at an old man. "And you... are secretly a WOMAN!"  

 

Wandrin walked away quickly.  He always left before they told him whether his deductions were accurate.  Why wait?  Wandrin knew that he was always right, because nobody had ever told him he was wrong.  

 

He stopped abruptly and turned.  He waited for a moment while his Terris servant caught up to him.  

 

"Tell me I'm smart, Bwin" said Wandrin.

 

Bwin sighed.  "You are smart, Lord Wandrin."

 

"How smart?"

 

"So very, very smart.  Really quite brilliant."

 

Wandrin grinned.  "I thought so."

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I'm changing my House name from Araragi to Phantomhive (this is the last time I'll change it. I swear). Anyone get that reference?

 

Jain was happily playing Solitaire, ignorant of the ruckus that was called a party that was occurring around him. Beside him, the toy panda sat propped up with another game of Solitaire before it. Jain didn't really know why he had set tit up in such a comical fashion. He had just felt an urge to do so.

 

Passerbys cast strange looks at the exotic and weird black and white toy, muttering among themselves. Something about the cute and cuddly toy gave off an aura of... menace. Jain himself knew it was perfectly harmless and normal. It was just a toy, after all. 

 

Glancing to his side, Jain frowned. The cards before the toy were now neatly stacked up in correct order and type - a finished game of Solitaire, in short. 

 

So maybe not an exactly normal toy.

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I got it, Black Butler

 

Fain looked up from his game of hearts, surveying the ballrooom. New people steadily came in and people in the corners got more interesting as time went by. The other players were all cloaked and hooded, not unusual for Finch's games of Hearts. As the last round finished Finch stood up nodded to the others, and went went over to grab some water before starting his patrol around the edge of the room.

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So, can each House have only one player? I haven't seen any two players in the same House.

 

I was planning to use the House I created in MBI, Raisaal, but it seems dear QuiteContrary has beaten me to it...

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