Mini 1259: RPG Mafia (GAME OVER)


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Mini 1259: RPG Mafia (GAME OVER - SCUM WIN)

Post Post #0 (isolation #0) » Wed Oct 05, 2011 7:59 pm

Post by AurorusVox »

Image
AurorusVox Presents

RPG MAFIA


Game Links


Pre-game - Opening Flavour | Rules | Classes | Playerlist | FAQ | News

D1 - Daystart | VC1 | VC2 | VC3 | VC4 | VC5 | VC6 | VC7 | Lynch

D2 - Daystart | VC1 | VC2 | VC3 | VC4 | VC5 | VC6 | VC7 | Lynch

D3 - Daystart | VC1 | VC2 | VC3 | Crusade | VC4 | VC5 | VC6 | VC7 | VC8 | VC9 | Lynch

D4 - Daystart | VC1 | VC2 | VC3 | VC4 | Lynch

D5 - Daystart | VC1 | Lynch

Endgame
Last edited by AurorusVox on Mon Nov 14, 2011 6:37 am, edited 43 times in total.
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Post Post #1 (isolation #1) » Wed Oct 05, 2011 8:01 pm

Post by AurorusVox »

RPG Mafia Opening Flavour

There are two ways to read the opening flavour for RPG Mafia. I would recommend downloading the opening flavour as an RPG game file! To do this;

(1) Download the game from MediaFire.
(2) Run the self extracting .exe file
(3) Open the folder. Inside you will see a file called "game.exe" with an icon that looks a little like a unicorn. Run that file.
(4) Once the game is running, the "Z" key is used to select options and progress through dialogue.

EDIT v2: I've reuploaded the file with the RTP included. It should run properly without you needing to install the RTP yourself now, but knowing technology, I'm sure something will go wrong.


Failing that, I've included most of the text below as well.

---


For centuries, there was no better place for an adventurer than the Kingdom of Malura. Their liege, Salarenzo, was a kind and just king, and even amongst those who fell on the wrong side of his laws were people who admired him for his level headedness and kindness to those in need. His lands were cursed with monsters that roamed freely, but the heroes of the Kingdom helped to keep them in check. After all, you could make good money as an adventurer, and even the townsfolk enjoyed a moderate income from the sale of weaponry and spell books. Inns were a flourishing business, and the town guards were rarely troubled by the demonic creatures wandering too close.

The people had once prayed to the gods to banish the monsters, but their prayers had never been answered. At least the heroes were making a difference. And so, over the years, the people began to forget about the gods, and pay more heed to the accomplishments of mankind, until, some one hundred years ago, the gods rebelled.

The priests tell us that it was man’s hubris that incited the gods. According to the ancient scriptures, the gods drew their power from the continual worship of their people, and those who still preached the gods’ will could sense that they were beginning to weaken. If they did not act soon, their time would be coming to its end.

Something had to be done. But the King, enamoured as he was with the strength of his people, ignored the pleas of the priests.

The stories tell of how Lioar and Gogith, the two most powerful beings in the world, joined forces. Of how their rivalry and hatred for one another was quelled under the shared threat they faced in the Era of the Heroes. Of how, all across the Kingdom, from the northernmost tips of the Irium Woods to the sandy shores of Rook’s Coast, the ground and sky split in two, as a Great Rift opened.

The monsters that had lived and died in Salarenzo’s kingdom were nothing compared to the horrors that crept out from the Rift. All across the Kingdom, whole swathes of adventurers fought, but very few survived. None were able to face the sheer magnitude of the gods’ combined wrath, as demons more powerful than any had faced before spilt out into the world. None, that is, except for the Order.

The Order. A collection of retired heroes, legends in their own day. These men and women, scholars and barbarians alike, of holy or dark paths, had nothing left to lose. They ran into the fray. And they fought it back. They pushed the threat into retreat, until they reached their origin, the Pale Void, seat of the gods. Fighting still, flashes of steel and fire, the Great Rift was closed.

The heroes had forced the creatures into the Pale Void, and sealed themselves in there with them. No one knew what happened inside. No one dared imagine. No one dared even speak of it.

The threat was over, but it seemed that the gods had achieved their goal. Thousands of heroes lay slain or dying. Those that remained were shaken to their core, hanging up their staves and shields. Through fear of further retribution, the people of Salarenzo turned back to their gods, their tongues resting silent on the topic of the heroes that had given their lives. The priests were pleased, as they felt their gods’ power swell once more, as they drew on the fears and prayers of the humans that worshipped them.

Though they never enjoyed the same fame, heroes and adventurers began to make a return, around the turn of the century forty years ago. People rarely sent them out on quests anymore, for fear of incurring the wrath of their god, but they sometimes let them sleep in their barns, remembering, if only faintly, the great feats once accomplished under their banner. Sometimes, a merchant would require a particular item from another town; sometimes, ships needed a little extra muscle at sea; sometimes, a little boy got lost in a cave and needed rescuing. Heroes mostly spent their time culling the local monster population, though fighting back against the monsters without official backing from the King meant that adventuring was not as financially rewarding as before. Many heroes no longer wore the fine armour of days gone by, but tattered cloaks the keep the cold away whilst they slept on cold stone floors.

Then, three years ago, the ancient King Salarenzo passed away.

His son, Aurorus, took up the throne. Aurorus was respected as a devout worshipper and excellent tactician. No one had suspected that at his very core lay a paranoia so great that it could destroy the world.

He still remembered the horrors of the Great Rift. His fiancée, Lineara, had been slaughtered by a creature that had crept through, an abomination against whom the Heroes provided little protection. When he had been a young boy, he had wanted to be an adventurer; in fact, his father had employed Gharris Soryuju, one of the senior members of the Order, to act as his personal trainer. But where had Gharris been when he had needed him the most? Heroes could do nothing. Heroes were worthless. Heroes were responsible for the death of his beloved. He finally understood why the gods had left him alive.

He issued a decree.

Heroism was made illegal. Anyone caught in possession of an unauthorised weapon or spell book would be immediately arrested, and, dependent on the severity of their adventuring, would suffer anything from fines, to jail time, to death. The Royal Guard were uncomfortable carrying out these orders, but any soldier who made this known was immediately stripped of his rank and thrown into a cell. Eventually, the guards started to believe Aurorus’ hype, and were worked into a frenzy. The heroes would be the downfall of the Kingdom once more. They would cause more bloodshed than they could ever prevent. It was their fault that the Rifts had opened in the first place! Finally, the guards no longer used the word “hero.” They instead said “traitor.”

As we join our adventurers, almost all heroes have been wiped out; they either retired willingly once more, or else were dealt with through the Courts. But, beyond the borders of the outer reaches of the kingdom, lay a town where the Royal Decree had no hope of being successful. Llaranastra was a walled city that for centuries had stood as a fortress successfully barring entry to the kingdoms to the North. To cross the border with an army in tow would have been tantamount to declaring war; as such, it remained isolated from the probing fingers of the Royal Guard.

Llaranastra was the last home of the heroes.

Heroes flocked there from all over the kingdom, searching for the safety afforded by its history and its defences. Aurorus was not ignorant; he knew that the heroes were gathering here. His mind reeled as he considered what plots were being hatched behind those walls. Not only was he worried about a second retribution of the gods, he now feared a backlash from the collected heroes; with the might of the Northern Kingdoms behind them, he could see his rule rapidly slipping away. He knew he couldn’t assault the city; it was too defensible, and he had already thinned the ranks of his own army. He’d require a more subtle approach.

Walking down to the lowest levels of the jails where the inmates were held before their execution, he dangled a key before him. He looked at the heroes, no more than shells of their former selves, and selected three of them. He gave them their instructions. They were to make it to Llaranastra unhindered; and when they got there, they would slowly kill each and every hero within its walls. It was that, or die here on the cold stone floor tonight. He would make sure they did not receive their final blessings, did not have a chance to confess their sins. He looked them each dead in the eyes, and asked this simple question;

“Are you in?”
Last edited by AurorusVox on Sat Oct 08, 2011 2:00 pm, edited 2 times in total.
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Post Post #2 (isolation #2) » Wed Oct 05, 2011 8:04 pm

Post by AurorusVox »

AurorusVox's Ruleset
(stolen with modifications from VasudeVa)

Please read over the rules carefully, especially the Theme Specific rules.


On Gameplay


  • 1. I have the final say in any form of dispute.
    2. Although I am a handsome moderator, I am not infallible. Feel free to point out any mistake by PMing me or by a bolded message in thread.
    3. The moderator lieks
    Pansy Purple (#8800BF)
    for important things. Don't use that colour. This is a modkillable offense.
    4. All game-related communication between the mod and players STAY between the mod and the players. Breaking this rule results in modkills.
    5. All game-related communication between players STAY in the thread
    unless explicitly stated otherwise in Role or Class PMs
    . Talking about the game outside of the thread without the mod's approval is a modkillable offense.
    6. The mafia faction will have daytalk enabled for the duration of the game.

    7. Falsifying the mod is a modkillable offense. I am the judge of whether I have been falsified or not.
    8. Small or invisible text as a secret communication is disallowed. Cryptography is also disallowed.
    9. Loopholes are bad and dick-ish. Modkills may ensue.
    10. Modkills revert the player's role into a Neutral Survivor. The player then dies a painful death, losing the game for themselves and embarrassing their family.


On Voting, Activity and Deadlines


  • 1. Please aim to post at least once a day. (The more the merrier!)
    2. V/LAs are to be announced in thread and bolded.
    3. Players who don't post in 48 hours will be prodded. Players have 24 hours to respond to a prod or they will be force replaced. Players may request prods on a specific player via a bolded message in thread.
    4. A 'three strikes and you're out' rule on prods and replacement is enforced. That is, three prods and you're force replaced.
    5. This game has two week deadlines at the beginning of each game day. Keep in mind that your mod is a very busy (and very handsome) man so I may be a little flexible on this. There will be deadline countdowns to help enforce timely conduct.
    6. Votes/Unvotes may be done either by bolding your Votes or using Vote tags. If you don't use tags, Colons (:) make my life a lot easier. Usernames may be shortened but it has to be easily discernible. Example: VOTE: AV
    7. Unvotes are nice but not required.
    8. Lynches need a majority (half the number of living players +1) to go through
    unless explicitly stated otherwise
    .
    9. A No lynch needs 50% of the votes.
    10. A No Lynch will happen at deadline without a full lynch majority.
    11. Once you're dead, please don't post
    unless explicitly allowed by the mod
    . I will allow one Bah! style post, so long as it contains no game related information.
    12. Since some skills allow dead players to continue posting, I would ask that you do not share role-related info in the Dead QT.

    13. The Lynched may speak during Twilight (ie. before the mod posts the death scene).
    14. Players will flip with their alignment and class
    but there will be no information on their skill point distribution
    .
    15. Play to Win!


Theme Specific Rules


  • Setup

    1. This is a 13p Mini Theme.
    2. There are no third parties, cults or jesters.
    3. The setup is 10:3.
    4. The town will be known as "Traitors". The mafia will be known as "Heroes".


  • Class Distribution

    1. All players will receive a blank Role PM with their alignment as detailed below.
    2. Players will have 48 hours to send me an ordered list of preferred Classes.
    3. Players may submit as many or as few classes as they wish. If you do not submit any preference - or if you miss out on your listed preferences - you will be given whatever class is left over at the end.
    4. The thread will be locked, but the "Heroes" (mafia) are able to talk during this time.
    5. Once all the preferences are in, I will distribute the roles, matching as many people with their first preference as possible.
    6. Classes are not tied to alignment. Heroes and Traitors have an equal chance of getting every class.


  • Skill Distribution

    1. Each class has three unique Skill Trees, and each Skill Tree has three levels.
    2. All players are given three skill points to spend as they see fit.
    3. Each level costs a single skill point.
    4. After receiving their class, all players will have 48 hours to notify me of which skills they wish to learn.
    5. If you do not submit a list of skills, skill points will be distributed randomly.
    6. The thread will still be locked, but the "Heroes" (mafia) are able to talk during this time.
    7. Skill points cannot be redistributed or altered once the game has begun.


---


Below is a sample Traitor (town) role PM. Ten players will receive this PM.

AurorusVox wrote:Welcome to RPG Mafia,
Andrius
!

You are a
Traitor
to your King and country, and have fled to the walled city of Llaranastra in a final act of survival.

You are aligned with the Traitors and win when all the threats to the Traitors have been eliminated and at least one Traitor remains alive.


Please confirm your alignment and submit a list of preferred classes to me via PM within 48 hours.
More information on the classes and the way that they are assigned can be found here.

Good Luck!



Below is a sample Hero (mafia) role PM. Three players will receive this PM.

AurorusVox wrote:Welcome to RPG Mafia,
Empking
!

You are a
Hero
, a glorious soldier who fights for the King's cause. You have travelled to the walled city of Llaranastra to track down and kill the Traitors that betrayed your King.

Whilst you live, you can talk with your scumbuddies
VasudeVa
and
SpyreX
at any time in this QT.

You also have access to a factional night kill. The night kill can be submitted by any living Hero-aligned player in addition to any other actions that they can take that night. Kills can be submitted by PM'ing the mod, or by
Bolding
it in the QT, but if no kill is submitted, no action will be taken.

You are aligned with the Heroes and win when your faction comprises at least half of the total number of players, and nothing can prevent as much from happening.


Please confirm your alignment and submit a list of preferred classes to me via PM within 48 hours.
More information on the classes and the way that they are assigned can be found here.

Good Luck!


---


Final Notes


Andrius
will be my Back-Up Mod and go-to guy in times of action resolution crises. I will be forwarding him all role choices and night actions, as well as the secret document containing all of my mod notes.

Last but not least, I'd like to extend a huge thank you to both
Andrius
and
Empking
for helping me to balance the setup and classes! They have spotted things that slipped past me, and have helped to come up with some interesting skill ideas, as well as navigating around any potentially game-breaking strategies. Thanks, guys!
Last edited by AurorusVox on Thu Oct 06, 2011 8:44 pm, edited 3 times in total.
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Post Post #3 (isolation #3) » Wed Oct 05, 2011 8:09 pm

Post by AurorusVox »

ClassesYou can find all of the information about the classes online in the interactive RPG Mafia Codex (SWF) or by downloading the RPG Mafia Codex (PDF). Alternatively, if you want a less snazzy version, the information is contained in its entirety below.

PROTECT AND SEVER: THE ALUA VANQUISHER

Spoiler: Background
Image

The Alua Vanquishers tower above other men, great hulking soldiers in dark steel armour, ready to cleave bodies in two at the bidding of their master. Indeed, the Alua is an organisation of mercenaries for hire, who protect the interests of whoever pays them the most gold. Their training ground, the Alua Keep, is the stuff of legends. Based in the northern mountain range of the Sixteen Claws, trainees are taught how to fight as one man armies, ready to assault enemy forces or protect a single target.

At one time, this service was commonly used by the noble elites who had not yet grasped the skill of swordplay, and needed a little more help getting from place to place unmolested. But, at one point in their blood-soaked history, the Vanquishers were used as pawns in the game of interfamilial rivalries, and things grew out of hand – two Vanquishers facing off against one another was not something the Alua condoned. The battle wreaked havoc as the very streets became a warzone, stalls and storefronts smashed as the broad sweeping blades clashed with dark steel shields. Eventually one Vanquisher pinned the other; but he refused to kill his brother, ignoring direct commands from the nobleman who had hired him.

“We do not kill our own kind.”

Enraged at this disobedience, the nobleman sprung upon his Vanquisher, pulling a knife from within his robes. The flimsy weapon could do very little, and the Alua instinctively responded to the threat. The nobleman died instantly, and the Vanquisher was arrested for murder.

After this, the Alua fell out of favour. No one wanted to hire a giant that wouldn’t obey them. Not even the struggling merchants were comfortable bringing an Alua on their journeys across bandit-infested roads in fear that the mercenaries would turn on them!

Though they continued training, their numbers dwindled. They stopped recruiting – not that there were many soldiers eager to sign up – and slowly faded out of memory.

---


When the Great Rift opened, however, the Alua made a comeback. They sent swathes of their soldiers out alongside the regular armies of the King, stood beside mages and monks, and battered every monster that came within their sight. The swirling blades and charging shields were a sight to behold; each Vanquisher could destroy groups of ten, fifteen, even twenty monsters at a time with a well timed swing of their huge weapons. It was a truly deadly dance.

When the most twisted demons stepped out from the Pale Void, the Vanquishers were the only warrior to remain unshaken; they stood firm and ran towards their foes, full of courage and lust for violence. After all, many of the Alua worshipped Gogith, the Living Shadow, who taught that instincts – however animalistic or primal – must be embraced above all else. Those that sought Gogith’s guidance in battle were run through with a desire for destruction and bloodshed, seeking murderous thrills to prove that they themselves still breathe.

Of course, as the greater demons poured out, the Alua fell.

But the Alua had not been rash. Though they had sent many of their experienced warriors into the fray, a significant number had been kept behind. Salarenzo acknowledged the great skill and sacrifice of the Alua, and proposed a deal to those who still lived; rather than surviving on scraps taken from the monsters plaguing the towns to the North – as they had been doing for decades – the King offered the Alua a royal contract; they would fight as elite generals in the Royal Guard, they would support the king’s barons in defence of their own townships, and most importantly, the top Alua generals would serve as the King’s personal guardians. In return, they would be kept well funded, and could begin to expand their order once more.

---


And so it came to pass that when Aurorus passed his decree, he had the Alua at his disposal. But he was concerned; he knew that a Vanquisher had disobeyed his master once before, with dire consequences. He had to pick carefully; would the Vanquisher do his bidding, or would he be betrayed?
Spoiler: Skills
Intimidate
(infliction; night activated; unlimited)
Level One:
Your very presence strikes fear into your target’s heart, making any action that they take fail tonight. They will be told that they were intimidated, but not by whom.
Level Two:
Your very presence strikes fear into your target’s heart, making any action that they take fail tonight. They will not be told that they were intimidated.
Level Three:
Your very presence strikes fear into your target’s heart, making any action that they take fail tonight. They will become an incoherent wreck, and take on the Paranoia infliction.

*Special Note: The
Paranoia
infliction means that for one day phase, the player can only vote for players who have voted for them.


Vanquisher’s Vengeance
(passive)
Level One:
Having been lynched and sensing your death is at hand, you lash out, killing the person who hammers you.
Level Two:
Having been lynched and sensing your death is at hand, you lash out, killing one player from those on your wagon.
Level Three:
Having been lynched and sensing your death is at hand, you lash out, killing any player of your choosing.

*Special Note: You
cannot
choose to not kill.


Bloodlust
(passive)
Level One:
Every time you hammer, you can track one player the following night.
Level Two:
Every time you hammer, you can discover one player’s class during the following night.
Level Three:
Every time you hammer, you become immune to night kills for the following night.

Special Bonus: Vanquisher’s Shield

You can self-protect for one night over the course of the game.


A FLASH OF BLADE IN THE NIGHT: THE ASSASSIN

Spoiler: Background
Image

There is no glamorous brotherhood of assassins in Malura; but there is a hierarchy. Those that need money will often offer their services, but most will get caught before killing their target. Few people put their faith in novice or rookie assassins, but those that get rewarded with a surprisingly competent killer save themselves a lot of money. For this reason, inexperienced assassins tend to work for poorer people with petty rivalries, whose targets are not well guarded – the sort of job that doesn’t even count as an assassination. It is little more than hiring a thug to rough up the competition – though, of course, a little more fatal.

But for those who have the spare cash, or those who require something very special, every town has its vigilante. These masterful Assassins do not linger in one place for long, constantly moving from hiding place to hiding place, but always remaining within the same city limits. After all, knowing the environment is half of the battle; which guards like to sleep during their watch, which torches tend to extinguish in a strong wind, which shadows stretch the furthest from street to street. Contacting an assassin can be tricky; most spend their days taking on regular jobs, working as labourers or shopkeepers, drinking in the inn or paying a visit to the brothel. For all intents and purposes they are normal citizens of the township. But each assassin has his own contact method; it might be a red sash tied to the waist of the interested party, or a blue hat hooked over a chair in the inn; the buyer might be asked to stroll three times around a fountain anti-clockwise, or request a particular denomination of coin when purchasing a particular item from a particular shop. Some of the methods are, of course, completely false – no more than the product of wild rumours run amok. And the call will rarely be answered immediately; it should not be surprising that guards looking to pin a murder or ten on an assassin might attempt to contact the rogue themselves. The very best of assassins scout out their client before they scout out their victim.

Assassins’ methods of killing can be as varied as the assassins themselves. Some prefer poison, some prefer hidden blades, and some prefer to make a spectacle of the whole thing. Many consider themselves refined killers, better than the thuggish brutes who clobber with clubs and fists, but they are not immune to the pull of gold and certainly can get caught by what they would consider the slow and stupid guards. One on one, the assassin must rely on speed and subterfuge to outsmart or outpace his opponent; generally slender and sprightly, the assassin can’t withstand too many direct attacks.

---


When the Great Rift opened, it did not affect the assassins all that much. There were a small number of opportunistic merchants and the like who wanted to kill off their competition whilst everyone was distracted, but few assassins felt the need to go to the front. And since no one really sung of assassins’ exploits, it wasn’t as if the gods themselves had an issue with the killers.

So too, when Aurorus declared his decree on heroes, the assassins were unaffected, not least of all because no one knew their real identities. Thugs and criminals carrying swords or cudgels were often arrested after being searched for unauthorised weaponry, but the clever assassins themselves concealed their arms.

Indeed, when the time came to send warriors to Llaranastra, some people even said that they saw the King pacing around a fountain with a red sash tied to his waist...
Spoiler: Skills
Stealth
(buff; night activated; vari-shot)
Level One:
Melding with the shadows, your votes do not show on the vote count for the duration of the next day (1x)
Level Two:
Melding with the shadows, your votes do not show on the vote count for the duration of the next day (2x)
Level Three:
Melding with the shadows, your votes never show on the vote count (∞)

Neurotoxin
(infliction; night activated; vari-shot)
Level One:
Creep up behind a target player and inject a toxin into their nervous system, delaying any action they take during the night phase until the following night (1x)
Level Two:
Creep up behind a target player and inject a toxin into their nervous system, delaying any action they take during the night phase until the following night (2x)
Level Three:
Creep up behind a target player and inject a toxin into their nervous system, delaying any action they take during the night phase until the following night (∞)

Assassinate
(active; day activated; one-shot)
Level One:
Sometimes you just need to kill for a bit of gold; publicly force a lynch through on a player currently at L-1.
Level Two:
Sometimes you just need to kill for a bit of gold; publicly force a lynch through on a player currently at L-2.
Level Three:
Sometimes you just need to kill for a bit of gold; publicly force a lynch through on a player currently at L-3.

*
Special Note: This skill cannot be used in a situation where a mislynch would result in an immediate scum victory.


Special Bonus: Silent Strikes

If you are
Stealthed
, you can choose to perform
Neurotoxin
during the day, and
Assassinate
can be performed secretly by PM’ing the mod.


HONOUR IN BATTLE: THE BARBARIAN IMMORTAL

Spoiler: Background
Image

The barbarian tribes of Southern Malura, brutish warriors who carved out an existence on the barren Plains and sandy shores of Rook’s Coast, had arrived by boat some four hundred years ago. They once called an outlying island, known to Malurians as Whalestone, their home, before a tsunami threatened to wipe them out of existence. A few hundred barbarians made it into boats, crossing the Malurian Ocean and landing at Rook’s Coast; they proceeded to rampage through the coastal fishing villages, setting up their own civilization amongst the dunes and harassing any that dared come too close.

However, the monarchy and scattered barbarian tribes co-existed peacefully enough since the reign of Salarenzo’s great-grandfather, Urbantus, who took the throne some two hundred and fifty years ago. Urbantus was a diplomat with a silver tongue, and had managed to organise a truce with the barbarian’s Great Warlord, Jihnu. It hadn’t been easy; the two rulers had engaged in combat, much to the displeasure of the king’s advisors. But, surprising all in attendance, Urbantus bested the barbarian, a mortal blow for a culture built on warfare. In truth, it was the King’s superior weapons and armour, thick white-gold plate forged in the royal smithy, that had given him the inevitable edge.

“Give. Now.”

The King knew that to refuse would be to ruin any chance of alliance. And yet he also knew he had something that the barbarian wanted. He couldn’t just hand it over without getting anything in return. And so he offered a deal; “I will show you how to make your own; but in return, you must respect our position at the head of this Kingdom and allow our citizens and merchants free passage through your lands.”

Though he was wild, violent and short-tempered, the Warlord knew that he had been defeated, and had little choice than to submit to the King, entering into a truce that has held ever since.

---


When the Great Rift opened, the barbarians sent their Immortals to fight alongside the rest of the kingdom’s forces. Battle-tested and ready, the barbarian warriors were the most revered soldiers across all the lands of Malura. To hold the title of Immortal, a barbarian warrior must have fought in over one hundred battles, skirmishes or duels, having never lost once; testament to their power and longevity, the barbarians had nearly a thousand such warriors.

But faced with the demons of the Pale Void, they failed to live up to their name; falling in great numbers, the civilized world and the barbarians bled as one.

Jinhu himself, now nearly five hundred years old, stood amongst the ranks of The Order, fighting back the horrors with the very weapons that Urbantus had taught him to forge all those years ago. But in the aftermath of the battle, the barbarian tribes were left scattered and without a clear leader. Their golden age as the most renowned warrior force had come to a faltering end; with no one to unite them, fighting erupted on a small scale across all the Plains, each rookie warrior vying for that most glorious position at the head of all tribes. Soon, however, very few warriors were left standing, and once the blood had dried, the barbarians as a whole were left as little more than a series of disconnected farming villages. Some tribes fell back into their old ways, harassing the Kingdom’s citizens that came too close, but many simply lived out their lives in relative peace and quiet.

---


But, true to their nature, the barbarians were the first to pick up their weapons and go out on the hunt once more. Their god was Huroa, the Bringer of Warfare, after all. The barbarian mystics, reading the seasons and the weather, did not believe that the Great Rift opened as a vengeful act of god; they thought it was a challenge sent by Huroa to test them, a challenge that they had failed. It seemed natural that they would begin to satiate his desire for destruction once more by seeking out further violence. Still disunited, they never managed to regain their former glory, but without a doubt the Plains were amongst the safest places in the whole Kingdom. Once the barbarians returned their weapons to their hands, very few monsters survived to stalk the lands.

And so it was with a great sense of dread that the Royal Guards handed over the decree. Unsurprisingly, the barbarians fought back; they had respected the rule of the Kingdom because for a long time they had no reason not to. But now, this was an abomination against their god! Yet the Royal Guard swept through each village, overwhelming the barbarians through sheer number; Aurorus had expected resistance, and dispatched a great number of his men accordingly. Some of the barbarians fell into chains, but many fell into their graves. The barbarians were not really the sort of people to be taken to the jails in any other way.
Spoiler: Skills
Survivor
(passive)
Level One:
Your determination to persevere means that you take one extra vote to lynch for the duration of the game.
Level Two:
Your determination to persevere means that you take two extra votes to lynch for the duration of the game.
Level Three:
Your determination to persevere means that you take three extra votes to lynch for the duration of the game.

*Special Note: This skill can never raise your lynch threshold above "n-1", where n is the current number of players.


Battlescars
(passive)
Level One:
Your familiarity with dangerous combat means that you can survive one kill attempt.
Level Two:
Your familiarity with dangerous combat means that you can survive two kill attempts.
Level Three:
Your familiarity with dangerous combat means that you can survive all kill attempts.

Last Stand
(passive)
Level One:
You are so hard to kill that if you do ever get killed or lynched, you can still post for one further game-day. You can no longer vote and do not count towards your alignment's number for the purposes of win conditions.
Level Two:
You are so hard to kill that if you do ever get killed or lynched, you can still post for one further game-day. You can no longer vote, but you do count towards your alignment's number for the purposes of win conditions.
Level Three:
You are so hard to kill that if you do ever get killed or lynched, you can still post for one further game-day. You can also still vote, and you do count towards your alignment's number for the purposes of win conditions.

*Special Note: Further kills will not work on you during Last Stand. You cannot take any other actions during this time, and will die when the day ends. This cannot be prevented.


Special Bonus: War Games

If the you reach L-1 without getting hammered, you will survive for one additional day if you make a
Last Stand
during the following day phase.


SMOKE AND MIRRORS: THE BARBARIAN MYSTIC

Spoiler: Background
Image

The barbarian tribes of Southern Malura, brutish warriors who carved out an existence on the barren Plains and sandy shores of Rook’s Coast, had arrived by boat some four hundred years ago. They once called an outlying island, known to Malurians as Whalestone, their home, before a tsunami threatened to wipe them out of existence. A few hundred barbarians made it into boats, crossing the Malurian Ocean and landing at Rook’s Coast; they proceeded to rampage through the coastal fishing villages, setting up their own civilization amongst the dunes and harassing any that dared come too close.

Though the Barbarians were a warfaring peoples, they still had a set of spiritual, religious beliefs. The witchdoctors known as Mystics were an integral part of Barbarian life, and indeed, Jinhu had employed a Mystic as his second in command since taking over the barbaric throne. The Mystics advised that they had been forced to flee Whalestone because they were not yet ready to face the god whose coming the tsunami foretold.

That Barbarian god was Huroa, the Bringer of Warfare. Some say his coming was brought about in a moment of ecstasy during the sexual encounter between the sky and the land; others say he lives in the whistles of the winds; still others talk of a great wave crossing the ocean, within which Huroa plots his next war. The stories vary in content but one thing remains consistent; the place of the Mystic as mouthpiece of the god.

When the Great Rift tore the sky in two, the Mystics knew that it would not end well. And yet, they would not advise the Warlord to remain in place, nor would they attempt to redirect the Immortals. To do so would be to spit on the face of their culture, and to turn away from the god who had made them strong. The Mystics collected their battlestaves and war wands, and set out alongside the Immortal army to face their death.

Jinhu himself, now nearly five hundred years old, stood amongst the ranks of The Order, fighting back the horrors with the very weapons that Urbantus had taught him to forge all those years ago. But in the aftermath of the battle, the barbarian tribes were left scattered and without a clear leader. Their golden age as the most renowned warrior force had come to a faltering end. Once the blood had dried, the barbarians as a whole were left as little more than a series of disconnected farming villages. Some tribes fell back into their old ways, harassing the Kingdom’s citizens that came too close, but many simply lived out their lives in relative peace and quiet.

---


The Mystics, reading the seasons and the weather, learned that Huroa had sent the Great Rift to test the barbarians’ resolve and capabilities in the face of insurmountable enemy forces. They knew nothing of the reasons offered concerning Lioar or Gogith, and if they had, they would have laughed. Huroa was not concerned with the petty matters of man – as long as his people were fighting, what did he care who drew the most attention? He became strong as they became strong, and to curtail their fighting spirit was to slice his right hand clean off. The Barbarians re-armed themselves; they would continue to fight.

The Mystics could see a great red cloud on the horizon; blood would be spilt, and alliances would be drawn. The future of the Barbarian people hung in the balance; it looked as though very few of them would survive. It would be down to a couple of great warriors – swordsmen and spellcasters equally – to push through to the other end of the coming troubles. They had fled once before, and the Barbarians were not a people to be called cowards again. The Mystics steeled themselves. It would do no good to interfere here; let the danger strip the people of their weaknesses, let those who were not strong enough fall to the blades of whatever was waiting around the corner. Only the best would persevere, and only the best would survive. Many Mystics knew that they were not prepared for combat; but that it only took one or two strong warriors to defeat an army of inferiors.

When the Royal Guard attacked, the Barbarians fought back.
Spoiler: Skills
Mortal Coil
(buff; night activated; one-shot)
Level One:
Choose a single player to hex; if they are killed or lynched, you will die in their place; if you are killed or lynched, they will die instead. Lasts for the current day and night phase.
Level Two:
Choose a single player to hex; if they are killed or lynched, you will die in their place; if you are killed or lynched, they will die instead. Lasts for the current and next day and night phases.
Level Three:
Choose a single player to hex; if they are killed or lynched, you will die in their place; if you are killed or lynched, they will die instead. Lasts for the duration of the game.

Mystic Eye
(active; night activated; vari-shot)
Level One:
You read the messages of nature to discover who visited a target player tonight (1x)
Level Two:
You read the messages of nature to discover who visited a target player tonight (2x)
Level Three:
You read the messages of nature to discover who visited a target player tonight (∞)

Smoke and Mirror
(buff; any time; vari-shot)
Level One:
A fundamental illusionist trick, you reflect any action used on you during the current day or night phase back onto its user (1x).
Level Two:
A fundamental illusionist trick, you reflect any action used on you during the current day or night phase back onto its user (2x).
Level Three:
A fundamental illusionist trick, you reflect any actions used on you during the current day or night phase back onto its user (∞).

*Special Note: A reflected skill does not affect the Mystic. Skills that last more than one round are not reflected if
Smoke and Mirror
is used after their initial use.


Special Bonus: Pale Message

You can leave a message to be publicly posted by the mod upon your death.


A TALE WHISPERED ON THE WIND: THE BARD

Spoiler: Background
Image

Bards were once very common throughout Malura. They were also a very varied people; some were heroes who had seen battle first-hand, and who had decided to recount their epic feats to those unable to face the battlefield, whilst others were spreaders of rumour and hearsay picked up in one town and embellished in another. Still more fabricated their tales, weaving together the most fantastic and exciting threads of drama in order to entertain their listeners and earn some gold.

Unsurprisingly, Bards tended to move around a lot; the same stories, even when drawn from an impressive repertoire, can begin to dull over time. Moving onto new cities offered the Bard a constant freshness and ever increasing opportunities to experience the world. A Bard telling of his or her own exploits naturally benefited from ever changing environments and the lack of commitment that this offered, whilst a story creator could gain inspiration from his time away from the city.

As might be expected from such a carefree life, Bards rarely allowed themselves attachment to one particular person or place. Most had as many lovers as they do fines at inns, tending as they did to slip out before paying their tabs in most cities they stayed at – although there always used to be a kind of honorary pact between the innkeepers and the entertainers, since the custom a good Bard could bring to an inn was often more valuable than the money for the room itself, usually justifying their sneaky and hasty exit.

Bards were not only masters of the spoken word, many were also gifted musicians, capable of memorising melodies after hearing them but once on a whole range of instruments. Their music had a subtle effect on those who heard it, seemingly speaking to the heart and toying with the emotions of the listener. A number of Bards were renowned for holding the handcuffs at bay with a well timed tune and a well crafted lie.

---


When the Great Rift opened, many Bards flocked to it; most had seen smaller rifts before, and some had even partaken in or witnessed their closing. Such battles always provided fantastic narrative material, and no Bard wanted to lose the edge other his competition by missing out.

None had quite expected the massacre that they witnessed in those early days of the skirmish. The monstrous creatures that burst out of the Pale Void maurauded through the assembled warriors, dealing out death and maiming those that were not fortunate enough to perish immediately. The beasts had no notion of the Bards as non-combatants, and those that had never fought before were overrun and swiftly killed. Those that had been adventurers in their youth or those who still carried a sword in one hand and a lute across their back managed to live a short while longer, but the unexpected strength of the first waves of beasts was simply too much.

Some of the Bards managed to escape, hide, or meet up with other fragmented groups of heroes, and some, who had had a longer journey, turned up after the slaughter of the first few days. It is by the determination of these few men and women that a coherent record of the battle remains; those heroes that survived often knew only their own particular series of fights, whilst the Bards could supply an overview of the whole war. They also helped to keep morale high, recounting the days victories, whilst their tales of the losses gave the warriors confidence that their deaths – should they come – would not be in vain, and their battle would not be forgotten.

---


But after the Great Rift closed, no one wanted to hear the Bards’ tales of heroic deeds – it was that sort of behaviour that had angered the gods in the first place. The Bards nearly slipped out of existence, and with them, the great stories of the past. Only one or two Bards continued to ply their trade, writing their stories down when no one would listen. Most others just played their instruments, though their music lacked the heart that had made it so special before.

When Aurorus took the throne, it was the Bards who received the harshest punishment. The court’s Royal Minstrel had first inspired Aurorus’ love for heroes, and he now felt that it was the Bards who bore the greatest responsibility for the gods’ hatred of men; after all, if anyone represented a culture of hero admiration, it was the Bard. They were stripped of their instruments, and those who protested had their tongues cut out.
Spoiler: Skills
Silvertongue
(active; day activated; vari-shot)
Level One:
You can persuade people of something that is true, having one true statement modconfirmed in-thread (1x).
Level Two:
You can persuade people of something, even if it isn’t true, having one lie modconfirmed as true in-thread (1x).
Level Three:
You are an expert at lying and deception, and can choose which player – if any – you wish to appear to have visited at night, as well as being able to mask any factional kills you make as another role’s kill flavour (∞).

Discord
(active; night activated; one-shot)
Level One:
Orchestrate a confusing tune, swapping two players' targets tonight.
Level Two:
Orchestrate a confusing tune, swapping three players' targets tonight.
Level Three:
Orchestrate a confusing tune, swapping four players' targets tonight.

Silence
(infliction; day; one-shot)
Level One:
You stun a player with sound-waves, preventing them from using any one word of four or more letters for the rest of the game.
Level Two:
You stun a player with sound-waves, preventing them from using any two words of four or more letters for the rest of the game.
Level Three:
You stun a player with sound-waves, preventing them from using any three words of four or more letters for the rest of the game.

*Special Note: Players who break this post restriction will lose their vote for the current day phase


Special Bonus: Reverberations

If
Silence
is used the day after
Discord
, all players whose actions were successfully swapped will also be afflicted with the post restriction of
Silence
for one day.


A SAMARITAN’S PUNISHMENT: THE HIGH PRIEST

Spoiler: Background
Image

The Brotherhood of the Light were the most dominant religious order in the Kingdom, united as they were under the banner of Lioar, their guiding god. The Monarchy itself worshipped Lioar as its primary deity, because Lioar was supposed to represent justice and protection, truth and honour. Although each of the three surviving gods had a church within Yallum, the city of the Royal Court, Lioar’s was the most impressive, a structure built entirely out of white marble and glass. A great shining beacon stood atop its roof, allowing pilgrims to find their way to it with ease, even at their darkest hour.

The Brotherhood allowed no member to perform another violent act, and so were irrevocably estranged from the Templars who shared their god. Once, far it the past, it is supposed that the Templars and the Brotherhood had belonged to the same Holy Family, marching as one into battle. For though the Brotherhood were pacifists, their faith invested them with the power to heal almost any wound, and prevent even the most fatal of blows. Indeed, their protective abilities extend to the many churches built in Lioar’s honour, which have stood firm under the assault of weather and siege for thousands of years.

The Brotherhood is the paragon of a meritocracy. Those who worship Lioar, but offer little else, remain no more than acolytes. It is up to each member to take it upon themselves and find their own way of contributing, whether that be through helping those in need, volunteering at various healing centres, building churches, spreading the word of Lioar, or a whole host of other good deeds. As an acolyte distinguishes himself, he is gradually allowed to lead sermons and ceremonies within the church, eventually rising to the level of Priest, High Priest, and Archpriest. The leaders of the Brotherhood are the White Council, whose members frequently move between their seats there and their position as an Archpriest.

---


When the Great Rift opened, the Brotherhood of Light did not take up weapons, for that would have been acting against their whole belief system. Nor did they move against Lioar; the White Council determined that his participation in the war was either a test for his supporters, or a move intended to protect him from the attacks of his fellow gods. That said, they did lay their healing hands upon the wounded that fell during the battles. But the creatures of the Rift proved too strong, breaking past the fighters and tearing into the priests who stood at the rear. Lioar did not come to save them, and much of the Brotherhood fell with no means of defending themselves.

When The Order pushed the creatures back into the Pale Rift, the remaining members of the White Council went with them. It is said that their assistance was crucial; though The Order were strong, they were mortal, after all. One Council member, Archpriest Morgan, remained behind to organise the relief effort, but with most of the Brotherhood dead, it was not particularly effective.

Convinced that Lioar’s true anger had been directed at the Templars, the Brotherhood of Light persisted with its activities after the Rift had been closed. It was with a heavy heart that Aurorus ordered his Royal Guards to arrest the passive priests; many had led sermons from within the very church where he first learnt about the gods. But he couldn’t allow petty feelings of remorse divert him from his path; to do so would be to put the entire Kingdom in jeopardy.

It wasn’t a risk he was willing to take.
Spoiler: Skills
Heal
(active; night activated; vari-shot)
Level One:
Lay healing hands upon a target player, protecting them from death tonight (1x).
Level Two:
Lay healing hands upon a target player, protecting them from death tonight (2x).
Level Three:
Lay healing hands upon a target player, protecting them from death tonight (∞)

Blessing
(buff; any time; one-shot)
Level One:
Bless a single player, making them appear aligned with the town for the current night phase (1x).
Level Two:
Bless a single player, making them appear aligned with the town for the current night phase (2x).
Level Three:
Bless a single player, making them appear aligned with the town for the current night phase (∞).

*Special Note: The targeted player will appear aligned with the town regardless of the sanity of the investigation.


Faith
(buff; day activated; one-shot)
Level One:
Investing all your faith in a single player as your saviour, you publicly prevent that player from being lynched in the current day phase.
Level Two:
Investing all your faith in a single player as your saviour, you secretly prevent that player from being lynched in the current day phase. Lynching that player will allow the day to continue.
Level Three:
Investing all your faith in a single player as your saviour, you secretly prevent that player from being lynched in the current day phase. Lynching that player will end the day.

Special Bonus: Blind Faith

The High Priest will always appear aligned with the town, regardless of his or her true alignment, and regardless of the sanity of the investigation.


RIDERS OF THE COSMIC SKIES: THE MONK

Spoiler: Background
Image

Monks are a rare breed in the Kingdom. Turning away from all civilisation and order, the Monk is the prototypical hermit. But more than this, Monks are amongst the only people in the whole Kingdom who do not worship a god.

The Monks atheism allows them to concentrate solely on the natural world. They believe that the world was created through a chain reaction of cosmic energies, and that it only exists as a counter-balance to the chaos of the skies. Whilst the skies arbitrarily create and destroy matter at an unbelievable pace, the world gradually and purposefully expands. Unlike the believers of the gods, the Monks think that when we die, our soul does not transcend existence and reach a higher plane alongside the gods; rather, our body forms one with nature, which is slowly tipping the scales in favour of our world as it amasses more energy from the deceased. When the world possesses greater energies than the chaotic cosmos that birthed it, the skies will be wrenched from their positions, plummeting earthwards, crushing the planet and causing another series of chain reactions that will birth a new world. The Monks are the only ones who will be able to ride the waves of the skies to this new world, allowing them to pass the story of the birth of the world down the generations, until the next time, and so on, ad infinitum. The legends of the Monks claim that this is how they came to exist on this planet, and how they alone understand the secrets of the world.

Preparation for the end of this world and the start of the new one is understandably a daunting task. The Monks must steel their bodies and their minds, and spend much of their lives meditating and training themselves to endure harsh punishment. Their meditative state enables them to see the tipping of the equilibrium, and is often brought about by consuming the sweetened liquid of various plants found in the Irium forests. As such, the Monks habitat tends to be localised in this area. Their theories about the world rarely spread further than their own confines.

---


It should come as no surprise that the Great Rift was ambiguously received by the Monks. Initially, they celebrated the tearing of the sky as the ending of the world, as the scales finally being overturned. But when the world remained stable, their understanding was shaken. Untold amounts of bodies had been offered up during the war – why then had the world not collapsed inwards? One of the eldest Monks, Esiah the Timeless, suggested that this was a test, a challenge. If they could get inside the Void, they would be transported upwards to the Cosmos itself, where they could observe the destruction of the planet from afar.

As it stood, the Monks worked with the Order to fight back the slew of Rift demons. Many died along the way, but a significant number pushed through into the Rift itself. No one knows where they went when it shut – though they certainly did not get to witness the end of the world.

---


It is unclear how the legends of the Monks lived on after it seemed that all of them had perished or been sealed within the Void. It is rumoured that deep within Irium forest, the trees steal secrets; perhaps a traveller, losing his way, learnt of the legends in this way, and, convinced by their allure, set about preparing for the end. Maybe a few Monks, so isolated from the world, had no idea that the Rift Void had opened, and lived on, oblivious, for over a decade. Or perhaps Esiah had left some Monks behind, in case she had been wrong. However their legends survived, they remained a hidden and guarded secret for many years. Aurorus did not even know that they existed, until a drunken Monk stumbled into two Royal Guards combing through Irium Forest. At first, the Monk was arrested for his inappropriate behaviour, but soon, the new King figured out that he too was a hero.

This signalled the start of the hunt for all remaining Monks. Being atheists, they were the lowest of the low, as far as Aurorus was concerned; none that were caught were spared, and all were sentenced to death.
Spoiler: Skills
Dual Fists
(buff; day activated; vari-shot)
Level One:
Your training allows you to strike with two fists at once, giving you a double-vote during a day phase of your choosing (1x).
Level Two: Your training allows you to strike with two fists at once, giving you a double-vote during a day phase of your choosing (2x).
Level Three:
Your training allows you to strike with two fists at once, giving you a double-vote for the duration of the game (∞).

*Special Note: The two votes do not have to be placed on the same person.


Irium Nectar
(active; night activated; vari-shot)
Level One:
Weaving in and out of sobriety, you can choose whether to watch, protect, track or block your target (1x)
Level Two:
Weaving in and out of sobriety, you can choose whether to watch, protect, track or block your target (2x)
Level Three:
Weaving in and out of sobriety, you can choose whether to watch, protect, track or block your target (3x)

Meditation
(active; any time; vari-shot)
Level One:
Enter a state of meditation, restoring the natural balance of things and removing any infliction effect from a single targeted player (1x).
Level Two:
Enter a state of meditation, restoring the natural balance of things and removing any infliction effect from a single targeted player (2x).
Level Three:
Enter a state of meditation, restoring the natural balance of things and removing any infliction effect from a single targeted player each day/night cycle (∞).

*Special Note: The following are considered "Infliction" effects; Intimidate, Neurotoxin, Silence, Necrosis, Life Drain, Sear, Shadowsnare, Devout Pact.


Special Bonus: Serenity

The Monk cannot be affected by Infliction effects.


GATEKEEPER OF THE DEAD: THE NECROMANCER

Spoiler: Background
Image

In the darkest corners of the kingdom, the Necromancer creeps. Turning their hands to dark, illegal, demonic magic, these accursed souls reside on the very border between life and death. They spend their days alone with the ghosts of the recently deceased, spirits who whisper their rotten secrets to any ear that takes an interest in them, sometimes divulging more than they should. Necromancers use the knowledge they gain to augment the power they reap from the souls of the dead; knowing the circumstances of a death, they proceed to torment those who were involved, whether it is focussing on loved ones or enemies of the deceased, drawing strength from the fear and horror that these pseudo-hauntings inspire.

Their power is not infinite, however. The Necromancer cannot summon a human soul to flesh forever, and the pursuit of the secret of immortality has cost many a Necromancer dearly. Often living alone wherever shadows dwell, Necromancers must frequently test their powers on themselves; bringing a dead frog back from the abyss is far easier than the same feat would be on a humanoid. A great many Necromancers die at their own corrupt hand, and of those that survive, most suffer an unshakeable bond to the afterlife and the corpses that litter the floor around them, preventing them from ever leaving the demonic circle in which they cast their experiments. A Necromancer who can push through this and emerge the other side unscathed is one of the most feared magi in the entire kingdom, for once they have conquered the pull of death, little else can hope to stop them.

An ultimate aim of many Necromancers’ pursuit of dark magic is to build an army of the undead, resurrecting the same soldiers again, and again, and again, until they overwhelm their enemies through sheer unkillable force. Necromancers are not picky; they will just as soon turn a slain Barbarian against its people as they would funnel the power of a Priest to keep them safe. A Necromancer surrounded by the death of the powerful is formidable indeed; but the brevity of their control, weakened as they split their focus amongst multiple targets, seriously undermines the potential for the Necromancer to construct a truly dangerous force.

One of the only times that such a despicable feat was possible was during the battle of the Great Rift. The screaming of the dead, piercing the ears of the Necromancers at such sheer volume and number, forced them into action. Emerging from their nooks and crannies, the Necromancers converged at the Rift, channelling their power and sparking life amongst the thousands of bodies that lay strewn across the ground. It was a terrifying sight; the jerky movements of the recently deceased as they bore down on the creatures, falling to bloodied blows, but standing back up, struck fear into the heart of the gods themselves. Never had the gods seen mere mortals tamper with the balance of death on such a scale! But the Necromancers could not endure the fight for long; though they surpassed all of their own expectations, the burden of reanimating corpse after corpse finally took its toll, and those that did not retreat from exhaustion fell under the strain, bodies twitching limply as their life force seeped away.

---


By the time he made his Royal Decree, it was difficult for Aurorus to track down the Necromancers. They had slithered back to their hiding places; their short time amongst the living had convinced them that things were better the way they were before. Residing once again amongst the cracks of society, Aurorus had no idea how many Necromancers practiced the dark art, nor did he really know where to find them; he only knew that they were a dangerous threat, not only to the gods, but also to his own kingship. What if they united again, and came at him with full force? He didn’t stop to consider how unlikely that would be.

When a Necromancer was eventually discovered, it was more by luck than anything. A team of Royal Guards would be sweeping an area, and stumble upon their filthy huts, or unconver the marks of a demonic circle on the ground. Some of the Necromancers, tied to the afterlife as they were, could not run very far. Those that were free attempted to run, but not used to the need to escape pursuit, were quickly caught and arrested.
Spoiler: Skills
Commune
(active; night activated; vari-shot)
Level One:
Peering into the ether, you rend a soul back from the brink, allowing you to talk to a dead player during the next day and night phase (1x).
Level Two:
Peering into the ether, you rend a soul back from the brink, allowing you to talk to a dead player during the next day and night phase (2x).
Level Three:
Peering into the ether, you rend a soul back from the brink, allowing you to talk to a dead player during the next day and night phase (3x).

*Special Note: The skill can be used multiple times in one night, but each dead player will receive a separate QT. Communed players can no longer access the Dead QT.


Revival
(active; any time; vari-shot)
Level One:
Giving a deceased soul a living manifestation, you command them to reuse their last used ability on, or confer a random passive bonus to, yourself (1x).
Level Two:
Giving a deceased soul a living manifestation, you command them to reuse their last used ability on, or confer a random passive bonus to, yourself (2x).
Level Three:
Giving a deceased soul a living manifestation, you command them to reuse their last used ability on, or confer a random passive bonus to, yourself (∞).

*Special Not: You can only use
Revival
on a dead player once.


Necrosis
(infliction; night activated; vari-shot)
Level One:
Select a target player, corrupting their flesh; if they are protected during the night, they will die instead (1x)
Level Two:
Select a target player, corrupting their flesh; if they are protected during the night, they will die instead (2x)
Level Three:
Select a target player, corrupting their flesh; if they are protected during the night, they will die instead (∞).

Special Bonus: Spirit’s Guidance

Any
Revivals
used on a player that you have previously
Communed
are free.


A NOBLEMAN’S UNDEATH: THE NIELWARREN

Spoiler: Background
Image

Many years ago, there was an uprising against the throne. The Nielwarrens, an overly prosperous and incredibly wealthy noble family, wardens of the North of Malura and overseers of Linport, Malura’s busiest shipping town, attempted to lead an army against the king. It was a brutal civil war, with the rebels sending a triple-pronged attack through the mountains and to either side. Thousands of lives were lost. But whereas the Nielwarrens’ army was motivated by the weight of the purse, the king’s guard fought with a sense of duty and honour; and though the Nielwarrens made it all the way to the steps of Yallum, they could not penetrate the walled city. They had lost a good many of their men to the treacherous swamps to the North of Yallum, and could not assault the steep steps which led to the inner city and the throne of the king. The rebellious army was pushed back, until they reached the Midmal mountains; some fled into the Shade, whilst others – wise as they were to the dangers of the darkness – opted to surrender. But the Nielwarrens were too proud; the remaining family members dove deep into the Midmal mountains.

No one knows how they got lost; the Mines went only a short way into the mountainside at that time. Some claim that the walls must have moved, and trapped the family in the labyrinthine catacombs hidden behind the rocks. The tunnels have now, of course, been charted – stretching for miles, they were decorated with bones of creatures both known and unknown. It is not clear if these decorations existed before the Nielwarrens stumbled in, or whether it was the Nielwarrens themselves who placed them there.

But what is clear is that they were not the first creatures to move through the underground darkness.

The Nielwarrens were attacked by a creature – or group of creatures – who have never been seen on the surface, and have only been glimpsed underground. There are those who claim that the creatures died with the first bite of the Nielwarrens, that human flesh was poisonous to the creatures and the sightings beneath the ground have been tricks of the light or fantasies of the imagination. But the creatures undoubtedly have existed, for how else would the Nielwarrens have become the monsters that eventually left the mountains over one hundred years later?

Skin pale, teeth sharpened, hair long and wild, eyes red and glowing – but most importantly, senses and movements which were superhuman. The Nielwarrens never again produced offspring, but their line lives on today; something under the ground turned them into undying creatures of death and decay.

The Nielwarrens were not monsters, however. They still dressed, talked, and acted like humans. But they shied away from the surface, and preferred to live beneath the ground. Though they may not have become the Kings and Queens of Malura, they were certainly the Lords of the Midmal Mountains. The mines only stretched as far as the Nielwarrens would allow, and anything taken away for use would be taxed – ores and minerals were taken away in return for fine food and clothes. Occasionally, the Nielwarrens would throw outrageous orgies, deep underground, with invitations extended to only the select few.

But they also held a darker secret. Miners often went missing once or twice a month; sometimes they returned, shaken and confused, and sometimes they were never seen again. It was whispered that the Nielwarrens were draining their life force to remain young and beautiful. This has never been proven conclusively one way or the other.

---


When Aurorus felt his throne slipping away, his advisors warned him of the Nielwarrens. It was possible that they would rise up against him if he showed any weaknesses. He considered his options, and decided that something bold had to be done.
Spoiler: Skills
Bone Tongue
(active; night activated; vari-shot)
Level One:
You study the bones of the dead, gaining insight into how they were killed (1x).
Level Two:
You study the bones of the dead, gaining insight into how they were killed (2x).
Level Three:
You study the bones of the dead, gaining insight into how they were killed (∞).

Death Absorption
(active; night activated; one-shot)
Level One:
Slipping amongst the carts carrying the latest dead bodies, you can spend one skill point to gain one of the abilities of a target dead player.
Level Two:
Slipping amongst the carts carrying the latest dead bodies, you can spend two skill points to gain two abilities from up to two dead players.
Level Three:
Slipping amongst the carts carrying the latest dead bodies, you can spend three skill points to gain the abilities of up to three dead players.

*Special Note: Skill shots that have already been used up cannot be absorbed.


Life Drain
(infliction; night activated; unlimited)
Level One:
You suck the life out of a target player, funnelling any passive boosts they have to you instead for one day and night cycle.
Level Two:
You suck the life out of two target players, funnelling any passive boosts they have to you instead for one day and night cycle.
Level Three:
You suck the life out of three target players, funnelling any passive boosts they have to you instead for one day and night cycle.

Special Bonus: Tethered Spirit

If you are
Communed
by a Necromancer, you keep your QT open permanently and are allowed to make three posts per dead player during each day phase. You may not vote or take any other actions.


A BURNING TRUTH: THE RED WIZARD

Spoiler: Background
Image

Hidden in a magical tower, standing amidst the waves of the Tunturu Seas, surrounded by deadly sharp rocks, the Seared Scrolls were guarded by powerful beings that transcended the limits of human potential; the Red Wizards of Enku.

The Seared Scrolls mysteriously arrived one day in a monastery dedicated to the worship of Enku, god of the Maurauding Chaos; legend tells that it was designed to punish or test the faith of his disciples, for none could glance upon its runes without succumbing to the burning fire that erupted inside of them. The only one who seized control of the immense power of the scrolls was a humble priest called Hao’jin. He was immediately declared The Chosen One, and heralded as the envoy of Enku sent to walk amongst man. But the only spark inside of him was that of the flame; Enku was silent. Hounded for a message that he could not relay, Hao’jin fled the monastery where he had grown up, seeking a safe haven where he could relax and pray without a hundred eager brothers breathing down his neck.

The message came, eventually.

Hao’jin snuck back into the monastery six years after leaving it. He smirked at the statues and paintings that had immortalised his story – it was supposed that Enku had turned Hao’jin’s body to ash and reincarnated him as his right man in the Rift. They couldn’t imagine that their saviour would have abandoned them.

No one since Hao’jin ahd attempted to read the Seared Scrolls. They were kept locked away behind thick metal bars, the complex security system enough to deter even the most persistent thief.

But they did nothing against Hao’jin, whose red-hot palms melted the bars easily, allowing him to push his way through and reclaim the scrolls. The first stage of Enku’s plan was complete.

The second part was just as simple; before he left the monastery, Hao’jim summoned up a fiery inferno, incinerating the priesthood in one fell swoop. The ashes blew far on the wind, scattering all over the Kingdom. Those upon whom the ash settled shuddered, as though they had been touched by Enku himself; they slowly began to suffer strange compulsions, drawn towards a central point, and these urges increased in intensity, until they became unbearable. Ten years after Hao’jin obliterated his former home, he received his first student.

As the years passed, more and more people sought him out, converging on the tower he had spent over half a decade building. The rocks separated the committed and the strong from the curious and the week; the seas doused any flames that grew too wild. Hao’jin taught his students well; without the clergy’s pressure, he thrived, gradually exposing them to the Seared Scrolls and sharing his secrets. In time, the Red Wizards were all masters of the flame.

---


Enku’s involvement in the Battle of the Great Rift was no reflection of his relationship with the Red Wizards; he was simply a chaotic and mischevious god, who fought just because he could. When the Red Wizards set the other gods’ lesser minions ablaze, he congratulated them manically, before chasing them away with flames of his own. The real problem for the Red Wizards, however, were the Rift creatures known as Depth Stalkers. Monsters of the Rift’s deep seas, they swarmed the tower, attacking it in great number and almost bringing it to the ground. The threat to the Sacred Scrolls was too serious to pass off as a chaotic god’s wild behaviour; Hao’jin, so long unaccustomed to following another’s commands, put his pride aside, and walked into the Great Rift along with The Order. The rest of the Red Wizards were tasked with defending and rebuilding the tower, and above all else, keeping the scrolls safe.

---


Aurorus was fully aware of the Tower; though the Red Wizards rarely stepped outside of its confines, and were very much academics on the surface, he could not risk that they were doing more than learning and praying to Enku. What if they were actively preparing a challenge to the throne – or worse yet, to the gods themselves? He did not trust Enku would deal with them until it was too late, and then the whole kingdom would again be in danger!

The Red Wizards had been slowly wilting away without Hao’jin’s guidance – the newer students were much less stable and confident in their abilities. When the Royal Guard launched their unexpected assaults on the Tower, the fragmented response of the remaining Red Wizards was not enough to repel them.
Spoiler: Skills
Ember Shield
(passive)
Level One:
Surrounding yourself with flames, anyone who dares visit you will get burnt, revealing how many times you have been visited tonight.
Level Two:
Surrounding yourself with flames, anyone who dares visit you will get burnt, revealing the names of the abilities have targeted you tonight.
Level Three:
Surrounding yourself with flames, anyone who dares visit you during the game will get burnt, revealing the names of the players that visited you tonight.

Firebomb
(buff; night activated; one-shot)
Level One:
Placing an explosive fireball in front of a target player, anyone who tries to harm that player during the current night phase will suffer your wrath and die in their place.
Level Two:
Placing an explosive fireball in front of a target player, anyone who tries to harm that player during this or the next night phase will suffer your wrath and die in their place.
Level Three:
Placing an explosive fireball in front of a target player, anyone who tries to harm that player at any point during the game will suffer your wrath and die in their place.

Sear
(infliction; night activated; unlimited)
Level One:
Set a target player alight with a magical flame, enabling you to follow the blazing trail and see who they visited that night.
Level Two:
Set a target player alight with a magical flame, enabling you to follow the blazing trail and see who they visited that night, and see who their target visited the next night.
Level Three:
Set a target player alight with a magical flame, enabling you to follow the blazing trail and see who they visited that night, and see who their target visited the next night; and also see who their target visited the night after that.

*Special Note: Only one
Sear
can be active at any given time.


Special Bonus: Ignite

Using
Sear
on a player who has a
Firebomb
placed in front of them will cause the fireball to explode, killing that player.


A SHADOW IN DARKNESS: THE SHADEWALKER

Spoiler: Background
Image

Surrounded by the colossal Midmal Mountains, The Shade is so named since the sun very rarely reaches it; only brief glimmers of light filter through to illuminate the way forwards. The Shade divides the Kingdom in two, the Capital and major sea ports to the South and the frontier and woodland communities to the North; the danger of crossing The Shade has exacerbated already cool relations between the two. The only alternatives to the direct route through the Midmal Mountains are the long, expensive and exhausting tracks leading around them. Most of the Southern Malurians never step foot in the Northern Lands, and the reverse is equally true.

To move outside of the faded glow of the sun is a death sentence in The Shade. In the near-constant darkness, a multitude of inhuman creatures lurk, ready to drain those that encroach upon them of their vitality. The thick shadows snuff any torches or flames that might ward off the darkness; the only hope is to stay within the slender beams of light. Devices have been designed to predict where the sun will land; a contraption of metal and glass that the sun shines through, the shifting rays projecting onto an estimated map, allowing the user plan their journey, for example. Yet these devices can be very inaccurate; no one has a full map of the lay of the land beneath the darkness, and it is rumoured that it too changes in response to the light. Weather is another problem, though many crossers will consult a sage or witch doctor before crossing to determine when the best time to attempt it is. But even with all of these precautions, crossing The Shade is inadvisable, and there are few who will make it to the other side.

For those who deem the crossing important enough – generally merchants for whom the route between the Midmal Mountains is the most direct trade road – an alternative exists: the Shadewalkers, mysterious magi that call the darkness of The Shade their home. Often the Shadewalkers will prowl the outer reaches of their domain, helping those that want to cross The Shade in return for food, money and pleasures of the flesh. The most successful families of Shadewalkers have arranged repeated deals with merchants which keeps them in good supply of all three of these things. They know the Shade, and are capable of guiding those that do not through its few sunlit passages. Even if the sun was suddenly obscured, the beasts of The Shade were little match for the black magic of the Shadewalkers, who drew their power from the very darkness itself.

---


There are conflicting stories about the Shadewalkers’ origin; many of those on the outside believe that they are demons, birthed from deep within the shadows, sent by the dark god Gogith to spy on humankind. Others speculate that the Shadewalkers are ghosts of those who have died in The Shade, returning to ensure that no one else suffers their fate. The Shadewalkers themselves do not speak to outsiders of their history; they alone know that it is through prayer to Gogith that their powers arise, and that it is life in The Shade that compounds such powers. For to pray is not enough; one must be committed to a life of darkness to sustain the stress that Gogith’s magic offers. Indeed, those born inside The Shade are blessed in Gogith’s name, and each successive generation grows in strength, as their bloodline is hardened by the shadows.

Parents would frequently threaten their children with tales of the Shadewalkers, and more often than not, they too believed the stories that they told. But whilst it was true that the Shadewalkers embaraced the black magic granted to them by their god, and whilst it was true that they were more at home in the darkness than the daytime, they were not, at their core, an evil people.

Well, not as far as they were concerned, at least. To the Shadewalkers, evil was a sacrifice of the true self; masking desire and basic compulsions under a veneer of civility and moral standards is a corruption of that which we feel most deeply in our souls. The Shade offers them the place to act as they wish, without the sneers of the rest of the Kingdom. Some have been known to hunt out the Shadewalkers in an attempt to join their community, though it is not clear how successful these attempts have ever been.

---


When the Great Rift opened, many creatures appeared in The Shade. At first they were held back by the Shadewalkers with relative ease, confronting them on their own turf. Yet the dark magic called upon by the Shadewalkers, once their greatest weapon, was eventually their downfall. They had been betrayed by their god Gogith; the very shadows began to fight back, taking on monstrous forms that feasted on their every spell. The Shadewalkers slowly choked under this insurmountable weight of darkness. Those that survived later swore that they saw the god himself dancing about gleefully as the bodies fell.

---


There was no way that Aurorus could arrest the Shadewalkers; not only could he not send his troops into The Shade and expect a result, but they were integral to the economy of the Kingdom. And so, he devised a plan; he sent word to the Shadewalkers that he would be destroying the Midmal Mountains, flooding the area with light and destroying their way of life – unless their strongest mage would stand before him and agree to do his duty for the King.

As he signed the letter, the King’s fingers shook. It was a huge risk he was taking.

Would they respond?
Spoiler: Skills
Conceal
(buff; night activated; unlimited)
Level One:
Pick a target player to conceal in shadow and choose whether that player’s actions cannot be tracked, watched or blocked tonight.
Level Two:
Pick a target player to conceal in shadow and choose two from whether that player’s actions cannot be tracked, watched or blocked tonight.
Level Three:
Pick a target player to conceal in shadow; that player’s actions cannot be tracked, watched or blocked tonight.

Shadow Snare
(infliction; night activated; one-shot)
Level One:
Choose a player overnight to wrap in shadows. Anyone voting for that player can no longer change their vote for the rest of the next day. The targeted player will be publicly known.
Level Two:
Choose a player overnight to wrap in shadows. Anyone voting for that player can no longer change their vote for the rest of the next day. The targeted player will be privately told that they have been targeted.
Level Three:
Choose a player overnight to wrap in shadows. Anyone voting for that player can no longer change their vote for the rest of the next day. The targeted player will not be told that they have been targeted.

*Special Note: The Shadewalker can target him/herself.


Eclipse
(active; day activated; one-shot)
Level One:
Cause the shadows to obscure the sun and publicly end the current day phase. No lynches will occur.
Level Two:
Cause the shadows to obscure the sun and secretly end the current day phase. No lynches will occur.
Level Three:
Cause the shadows to obscure the sun and secretly end the current day phase. The person with the most votes at the time the action is submitted will be lynched.

*
Special Note: This skill cannot be used in a situation where a mislynch would result in an immediate scum victory.


Special Bonus: Heart of Darkness

Any skills used by the Shadewalker the night after
Eclipse
has been used will be treated as though they were one level higher.


A HOLY VOW ABOVE ALL ELSE: THE TEMPLAR

Spoiler: Background
Image

The Templars are a group of holy warriors who are well known throughout the Kingdom, and were perhaps the only force that could have rivalled the barbarian tribes at their height of power. Fanatics of their faith, the Templars travelled from city to city spreading the holy word, vanquishing the monstrous abominations that stood in their way, dedicating every bloodied blow to Lioar, the god of Light, and the protector of the holy path.

But the life of a Templar is much more than being a white knight in shining armour. They have to give themselves utterly to the cause; there is no space for connection with anyone in their life but Lioar. It is very lonely, and the isolation has driven many Templars insane. Unable to walk the holy path any longer, they become Blasphemers, heretics and betrayers of the way of the Templar. A large part of the Templar activity is hunting down the Blasphemers, and punishing them for their sins against Lioar. Though they once fought side-by-side, the Templars retain no emotional connection with their former allies that might stay their righteous blades.

Because of the intense strain the Templar lifestyle puts on its acolytes, the higher up the hierarchy one looks, the more unstable the Templars become. The line between speaking in tongues and speaking in gibberish is a thin one, and some orders that have been carried out in the name of Lioar could qualify as having either at their origin. Fifty years ago, every Templar in the Kingdom converged at the behest of the Grand Paladin Lomazar, and all were tasked with building a church that could be seen from the highest mountain ranges of the Embolus Tundra. Needless to say, such a task was nigh on impossible; the view from the mountains was constantly obscured by heavy white snowclouds. Nevertheless, the Templars accepted their task unquestioningly, and proceeded to deforest the entire area. What was once a lush woodland soon became a wasteland housing a half-built church; Lomazar died before its completion, and the new Grand Paladin corrected his predecessors words – each person should make of their heart so large a church that Lioar could see their faith even if he were stood atop the distant Embolus mountains; the message was to be taken metaphorically, and construction on the church ceased.

---


When the Great Rift opened up, the Templars were understandably confused. Hadn’t they been doing the work of their god for him? Spreading his word, even where it fell on deaf ears, was surely what he had wanted? But no, Lioar was concerned that the Templars were getting more attention for their feats and exploits than he himself, that their fleeting presence was corrupting his influence in the very world he helped to create. That was not right. They had to be punished.

The Templars would not rise up against Lioar in the battle of the Great Rift; instead they withdrew and humbly hung up their arms. They turned to prayer, rejecting adventuring forever. From here on out, the Templars would be a cloistered order, reading and transcribing the feats that Lioar himself had performed when he once walked the earth.

But Lioar massacred them all.

He appeared to them, clothed in a light so bright that their blood vessels burst. He spoke to them in a voice so penetrating that their bones shattered into pieces. He submerged them in an aura of such wrathful vengeance that their flesh was incinerated, bursting into white flames and dripping to the floor.

The Templars were no more.

---


But perhaps the madness of Lomazar was cosmically inspired after all. A humble Priest of Lioar, making his way through the wastelands on a pilgrimage, happened across the half-finished church on the one year anniversary of the Templar’s massacre. He recalled the story of the holy warriors, and as he turned to leave, noticed a chest, buried beneath years of leaves and grime. Inside the chest were Lomazar’s own sacred armaments. He reached a hand out to touch the cool white metal, and suddenly his body crumpled. He felt the spirit of the old Grand Paladin possess him; and in that brief instant, the Templars were reborn. The ex-priest crusaded across the lands, gathering disciples and followers to inaugurate into the order as he went.

When the King declared the Templars an illegal order, some of the holy warriors turned their weapons over without argument; though their order was sacred to them, obedience was one of the virtues that they preached. Those that protested or tried to reason with the king were promptly arrested. Others, however, fought back, many dying to allow their brethren the chance to flee to the walled city of Llaranastra, where they thought they would be safe.
Spoiler: Skills
Devout Pact
(infliction; day activated; one-shot)
Level One:
Choose another player and make a holy vow to see them vanquished; you both take one less vote to lynch for one day.
Level Two:
Choose another player and make a holy vow to see them vanquished; you both take one less vote to lynch for two days.
Level Three:
Choose another player and make a holy vow to see them vanquished; you both take one less vote to lynch for the duration of the game.

*Special Note: This skill cannot lower a player's lynch threshold below L-1


Crusader
(active; day activated; one-shot)
Level One:
Bring a sword imbued with divine power down on your foe, publicly killing them during the day.
Level Two:
Bring a sword imbued with divine power down on your foe, secretly killing them during the day.
Level Three:
Bring a sword imbued with divine power down on your foe, secretly killing them during the day and gaining the
Holy Aura
buff, preventing inflictions for the current day and night cycle.

*
Special Note: This skill cannot be used in a situation where a mislynch would result in an immediate scum victory.


Divine Word
(active; night activated; vari-shot)
Level One:
Receive guidance from your god, informing you of a target players' alignment (1x).
Level Two:
Receive guidance from your god, informing you of a target players' alignment (2x).
Level Three:
Receive guidance from your god, informing you of a target players' alignment (3x).


Special Bonus: Blaspheme

If you ever kill another player or lynch the target of your
Devout Pact
, you go insane, altering the sanity of your
Divine Word
.


NO HONOUR AMONGST THIEVES: THE VAGABOND

Spoiler: Background
Image

Every kingdom has its petty thief underclass; those that cling to the edges of society and break, steal and con their way through life. Malura was no different; some of its cities – especially the port towns – did have problems with pickpocketing and looting. Mostly, though, the thieves stole no more than they needed to live, since very few had the contacts to sell stolen goods and turn a real profit.

Thieves in Malura were not treated harshly. Salarenzo had understood that these were simply people who had no other way to survive; true, they could have joined the Royal Guard if they could steal a sword to practice with, or indeed leave their dank homes behind them in search of adventure. But the relatively quieter life of a nimble pickpocket appealed to the majority of the impoverished more than the violent possibility of death out in the field. Salarenzo wasn’t going to conscript them against their will, and he didn’t care for the legions of dungeons that some of the other kingdoms maintained in order to keep society clean of its roguish elements. Shopkeepers and merchants, of course, were less happy about this, but they were often compensated for lost produce. In a way, letting the thieves roam free was a kind of charity from the king, but not such an open gesture that the people of the kingdom complained about it.

---[/center]

But amongst the underclasses, things were not so easy-going.

Stronger, older, tougher thieves would often steal from the youngest; thuggish brutes who had come together to raid a farm for the night’s dinner would stab each other in the back to stay fed for an extra day; it was a very tough life, even without the law chasing you.

But some younger vagabonds were gifted. They had agility, stamina, intelligence – they ran circles around the thuggish elements and, sometimes, decided to take on something more.

Some of these self-proclaimed master thieves set off across the kingdom to loot the big wide world of its possessions – battling monsters on the way like a veteran hero. Though they were not as strong or tough as a warrior, and though they possessed no magical abilities, the rogues were fast and tireless, capable of using their rudimentary weapons to slice and dice their way out of danger. Some others ran away to sea and a life of piracy on the Malurian Ocean, assailing ships and merchants bringing foreign goods to shore. Some used their wealth to buy brothels or gambling houses, some bribed their way into more fortune, and some actually paid themselves out of poverty and into a stable life. But the truly masterful vagabonds, those who had not betrayed their roguish way of life, remained in the grimy streets, where they plotted their next, bigger, better heist.

Indeed, some vagabonds broke into noble houses, stealing family artefacts and heirlooms, not for the profit – though they did make a handsome amount – but for the challenge. The more well guarded the loot, the more rewarding swiping it out from under the noses of the guards would be.

Well, one pair of sibling thieves had their eyes on the greatest heist of all.

They would steal the King’s crown.

---[/center]

Though it was never publicly acknowledged, the pair managed to get to the gates of Yallum with Aurorus’ crown. It was only due to the recently introduced on the spot checks, intended to uncover heroes in hiding, that they were caught by the guards. They were promptly arrested and brought to the castle, the guards throwing the siblings roughly to the floor at the feet of the King.

“Very impressive work.”

The King turned the crown over in his hands, and put a finger on his lower lip. It was obvious that he was thinking deeply about a concerning matter. His eyes narrowed, and he motioned for the pair to be allowed to stand. “I could use someone like you.”

The King’s royal Advisor spluttered and whispered into the King’s ear, but Aurorus snarled and held up his hand. “Enough! I have seen talent in this young pair and I am not going to turn it away lightly. I have a proposal...”
Spoiler: Skills
Sidestep
(passive)
Level One:
Having your reactions tested day-in, day-out, you easily avoid the first action used against you.
Level Two:
Having your reactions tested day-in, day-out, you easily avoid the first two actions used against you.
Level Three:
Having your reactions tested day-in, day-out, you easily avoid all actions used against you.

*Special Note: This cannot prevent the scum’s factional night kill.


Mimic
(active; night; vari-shot)
Level One:
Watching another player carefully, you copy any action that they take and use it on another player (1x).
Level Two:
Watching another player carefully, you copy any action that they take and use it on another player (2x).
Level Three:
Watching another player carefully, you copy any action that they take and use it on another player (∞).

*Special Note: This skill cannot copy the scum's factional night kill.


Pickpocket
(active; night activated; unlimited)
Level One:
Steal something useful from a target player’s pocket, informing you of the player’s role.
Level Two:
Steal something useful from a target player’s pocket, informing you of the player’s role, and reducing a random skill of theirs by one level until the next night phase.
Level Three:
Steal something useful from a target player’s pocket, informing you of the player’s role, reducing a random skill of theirs by one level for the rest of the game.

Special Bonus: Second Wind

If you successfully sidestep an action, your next skill use will be resolved first and therefore cannot be interfered with in any way.


Note: Some skills marked "∞" become passive skills, whilst others gain unlimited uses. If you are not sure which, ask me to clarify!
Last edited by AurorusVox on Sat Oct 08, 2011 10:35 pm, edited 6 times in total.
THE LEMON LIVES! - Cabd
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Jack of All Trades
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Posts: 9257
Joined: March 12, 2010
Pronoun: He/Him

Post Post #4 (isolation #4) » Wed Oct 05, 2011 8:14 pm

Post by AurorusVox »

Playerlist


Full health

Hinduragi
, Malurian Cosmic Monk, King's Hero, Survived

kiwieagle
, Wandering Bard, King's Hero, Survived



KO'd (dead)

Pinkie Pie
, Schizophrenic Necromancer, King's Hero - Lynched D1

Mastin2
, Fifth Generation Shadewalker, Traitor to King and Country, Killed N1

Junpei
, High Priest of the Brotherhood of Light, Traitor to King and Country, Lynched D2


Timeater
, Maths Teacher/Assassin, Traitor to King and Country, Smited D3

Riceballtail
, Aspiring Red Wizard, Traitor to King and Country, Lynched D3

Mist Beauty
, Lord Stravein Nielwarren, Traitor to King and Country, Killed N3

PeregrineV
, Plainstribe Barbarian Mystic, Lynched D4

Oversoul
, Vagabond Sibling, Traitor to King and Country, Killed N4

Shadow Dancer
, Blasphemous Templar, Traitor to King and Country, Lynched D5

Staeg
, Alua Vanquisher, Traitor to King and Country, Killed N5

Fate
, Sixth Puktu Plainstribe Barbarian Immortal, Traitor to King and Country, Endgamed


Unused Party Members (replacements)

1. Lupus Vega
2. Albert B. Rampage

Glitched (modkilled)

None - and let's keep it that way!
Last edited by AurorusVox on Mon Nov 14, 2011 6:40 am, edited 16 times in total.
THE LEMON LIVES! - Cabd
User avatar
AurorusVox
AurorusVox
He/Him
Jack of All Trades
User avatar
User avatar
AurorusVox
He/Him
Jack of All Trades
Jack of All Trades
Posts: 9257
Joined: March 12, 2010
Pronoun: He/Him

Post Post #5 (isolation #5) » Thu Oct 06, 2011 7:48 am

Post by AurorusVox »

FAQ

I've decided to compile (and paraphrase) any mechanics-related questions that people have asked in order to clear it up for everyone in the event of an ambiguous term or concept. If anything you read here makes you want to change your preferences, please let me know within the initial 48 hour period.

---

Picking classes and skills


Q: Can I just pick any class, even considering the danger of some being picked by almost every one and some not at all?

A: You can pick whatever you want, but remember, it's a preference. There is no guarantee you'll get your first choice. I'd recommend sending in at least two or three back up choices in case you miss out on your first one. How you decide to order your choices is up to you ^^

Q: Are classes given out first-come first-serve?

A: No; all classes will be distributed once all the preferences are sent in, or the end of the 48 hours, whichever comes sooner.

Q: Do players start with all skills at Level 1?

A: No; all skills start at effectively Level 0 (unusable), and must be purchased with skill points in order to use. Skill distribution occurs at the start of the game, where all skill points will be spent at once. I might consider introducing a levelling/experience system in the future if this game goes down well!

Q: Is there any way to gain additional skill points during the course of the game?

A: Nope - the three skill points that you spend at the start of the game are all you have.

Q: Can I use multiple active skills in the same night?

A: No: passives can be triggered during the same night that you use an active skill, but two active skills cannot be used simultaneously. However, the mafia ARE able to submit a night kill alongside any other night action they have.


Particular class skills


Q: Can the Alua Vanquisher's "Intimidate" block the mafia night kill?

A: Yes, it can.

Q: Does a lynch count as a kill attempt for the purposes of "Battlescars"?

A: No, only direct kill attempts count (so any killing skill or the mafia night's kill).

Q: Does the Barbarian Mystic's "Smoke and Mirrors" reflect mafia night kills?

A: No, it only affects individual class skills.

Q: How does the Vagabond's "Mimic" work?

A: You will pick two players; one to target with "Mimic", and a second to target with the mimicked skill. You won't be told what skill you've copied. Please note that this skill cannot copy the mafia's factional night kill.

Q: Is the result of "Ember Shield" made public, or is it only known by the Red Wizard? What triggers this result?

A: The result is only known by the Red Wizard him/herself. (S)he will be told the results the end of the night phase, before I unlock the thread for the start of the day. There is no need to activate the skill as it is a passive bonus that will last for the duration of the game.

Q: What the heck is "critical strike" as mentioned in the Assassin's "special move"?

A: This was accidentally left over from when the Assassin had a different skill. It's been edited now, and allows "Neurotoxin" to be used during the day phase as well as allowing "Assassination" to be performed secretly.

Q: Can you explain how the Necromancer's "Spirit's Guidance" works?

A: Sure: if you've previously "Communed" a player, and later use "Revival" on them, it won't cost a shot of the skill. You can do this even after your Commune QT has closed. You still need at least level 1 in "Revival" to do this, of course. I also want to clarify that you can only use Revival on each dead player once.

If the Shadewalker uses "Eclipse" at Level 3, does his passive allow him to use another ability as if it were level 1?

A: No, it simply raises any abilities you already have to one level higher for that night.

Q: How does the Bard's "Discord" skill work?

A: It allows you to swap targets within the confines of the skill, i.e.:

1.
A <---> B
2.
A ---> B ---> C ---> A
3.
A ---> B ---> C ---> D ---> A
OR
A <---> B
and
C <---> D


Other Questions


Q: Will this be full-reveal?

A: Kinda. People will flip with their alignment and class - but there will be no information on where they distributed their skill points. I've added this rule to the top for future reference, thanks for pointing out its absence!

Q: Did you know that running game.exe produces the following error message: "RPGVX RTP is not found"?

A: I did not expect this to happen. I have added the RTP package to the OP, but its also that link just there, so uh, feel free to click on either!

Q: Did you know you messed the BB Code for Bard and High Priest in the OP?

A: No, but thanks for pointing it out. It's now fixed.


See, I don't bite! So any questions, just PM me.
Last edited by AurorusVox on Fri Oct 07, 2011 11:48 pm, edited 4 times in total.
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Post Post #6 (isolation #6) » Thu Oct 06, 2011 10:38 am

Post by AurorusVox »

Important News


Replacements

Gandalf and Katsuki will be playing as a Hydra for this game.
I withheld Gandalf's slot's role PM
while I figured out who - if anyone - was hydra'ing with Katsuki, as it wasn't very clear in the Sign-up Queue whether it would be Gandalf or Fate.
I am now contacting Fate to ask him to replace Gandalf's original slot.

Fate replaces Gandalf!

Update 1.0

I'm going to extend the pre-game phase until ~6pm GMT in light of the situation above. Sit tight, I'll be sending you all your Classes soon!

Edited Skill

I was reading through the classes in-thread today and noticed that one of the Bard skills listed was from an older version of the setup. Please be aware that I have now edited it so that it is in line with the newest version. The change was brought in before the game hit sign-ups, but must have slipped past me when I was editing the class list. The correct version of the skill was listed in both the SWF and PDF files that I linked, so if you've accessed those, then you have already read the proper version of the skill. All class lists are now the same, and I apologise for any confusion this may have caused.
Spoiler: Silence
Silence
(infliction; day; one-shot)
Level One:
You stun a player with negative sound-waves, preventing them from using any one word of four or more letters for the rest of the game.
Level Two:
You stun a player with negative sound-waves, preventing them from using any two words of four or more letters for the rest of the game.
Level Three:
You stun a player with negative sound-waves, preventing them from using any three words of four or more letters for the rest of the game.

*Special Note: Players who break this post restriction will lose their vote for the current day phase


Update 2.0

All Classes have been distributed. I will open the game thread when I have received all skill point spreads, or after 48 hours (~7pm GMT on Monday 10th October), whichever hits sooner. If you don't tell me which skills you want, I'll spend them for you randomly, so make sure you send me something!
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Post Post #7 (isolation #7) » Mon Oct 10, 2011 7:45 am

Post by AurorusVox »

A Red Dawn


The old man stirred in his sleep as the sun filtered past the dull window’s defences. A single ray pierced the gloom and landed on the scar that ran from his right jaw across to his nose. The shimmering light made the faint pulse of his veins seem all the more lively; made it seem as though the blood once more coursed through his body with vigour and purpose, as though he was once again standing against insurmountable odds on the battlefield, destined to die, but chancing to live.

He rolled over clumsily, back into the darkness, and the illusion was broken. He was no more than a haggard old man, hiding in a dirty inn from the people he had served over the last forty years of his life. What’s worse, he was hiding in a country he despised. He frowned in his sleep as he recalled those days, weeks, and months, so very many years ago...

When the Great Rift had opened, he had been a young man living in Darway, a self-sufficient and resilient town located on Maluria’s Northern border. He was a gifted swordsman, who had recently fulfilled a childhood dream of joining the Royal Guard in service of his King and country. But seeing the creatures tear through from the Pale Void and into this world, his duty became a nightmare. Ashamed at his cowardice but powerless to act any differently, he had fled. He ran far to the North, stumbling through the Lost Forest until he fell, broken and bleeding, upon the gates of Llaranastra. He begged for refuge and assistance alike, seeking a friendly hand to help him start a new life, or a strong one to lead an army against the creatures laying waste to his old one.

Of course, they had refused him entry. He was wearing the regalia of Maluria after all. It was said that the walled city had stood as a bulwark against invasion for centuries, and they were not about to invite a soldier of the South inside without good reason. The old man’s insistence that he had good reason had fallen on deaf ears, and he still felt that bitterness to this day. They had refused to help him on all accounts, and worse yet, chased him back into the Lost Forest. If he hadn’t known of the haunting of the Lost Forest, he may have stayed there. But he knew better, and set off back the way he had come. By some miracle, the battle was over when he reached Faymead.

Over the intervening years, he had maintained the charade that he had defended Faymead against its assailants, and was rapidly promoted through the ranks for his alleged heroic deeds. It was said that he had singlehandedly closed the void within Faymead, though this is undoubtedly untrue. But his guilt weighed on him, and the old man proceeded to fulfil his duty with twice as much conviction to make up for his deception. Soon, all those who lived Shadeside knew the name of Andrius, the Riftcleanser of Darway. But when Prince Aurorus succeeded his father Salarenzo, Andrius was forced to flee once more.

This time, he abandoned his armour. Posing as a feeble baker, Andrius was ushered into the walled city whilst the Royal Guards he had once commanded ransacked his land in search of him. Aurorus told them that they could not allow a single anonymous hero to live free, let alone one as famous as the Riftcleanser of Darway. To his great frustration, the newly crowned King discovered that the old man had eluded capture.

Andrius stirred once more, reacting subconsciously to a creaking floorboard. The light no longer lingered upon his face; instead a shadow fell across him as someone entered the room and moved quickly from the doorway to his bed. A flash of violence: the old man’s eyes snapped open for a brief moment before he was dragged away by the cold clutches of death.


Andrius, Riftcleanser of Darway, Traitor to King and Country, Killed N0


---


The past few weeks had seen a significant number of bodies piling up. It didn’t take long to realise that they were all refugees from Maluria. There are very few of you left now. The Llaranastrian guards eye you all with suspicion, but they’re hardly concerned with your fate. It seems it will be up to you all as individuals to find out why you’re dying, and put a stop to it.
Last edited by AurorusVox on Mon Oct 10, 2011 9:10 am, edited 5 times in total.
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Post Post #8 (isolation #8) » Mon Oct 10, 2011 7:49 am

Post by AurorusVox »

Day 1 | Votecount 0


AbdielMother
(0)
BabySpice
(0)
Fate
(0)
flinter
(0)
Hinduragi
(0)
Junpei
(0)
kiwieagle
(0)
Oversoul
(0)
PeregrineV
(0)
Pinkie Pie
(0)
Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (13): AbdielMother, BabySpice, Fate, flinter, Hinduragi, Junpei, kiwieagle, Oversoul, PeregrineV, Pinkie Pie, Riceballtail, Shadow Dancer, Timeater



With 13 alive, it is 7 to lynch

Deadline is
8:00pm GMT, 24th October 2011
. That's in (expired on 2011-10-24 15:00:00).
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Post Post #27 (isolation #9) » Mon Oct 10, 2011 9:22 am

Post by AurorusVox »

Day 1 | Votecount 1


AbdielMother
(0)
AurorusVox
(1) - Pinkie Pie
[L-6]

Baby Spice
(0)
Fate
(1) - Shadow Dancer
[L-6]

flinter
(0)
Hinduragi
(0)
Junpei
(0)
kiwieagle
(0)
Oversoul
(0)
PeregrineV
(0)
Pinkie Pie
(3) - Hinduragi, Fate, Oversoul
[L-4]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (8): AbdielMother, Baby Spice, flinter, Junpei, kiwieagle, PeregrineV, Riceballtail, Timeater



With 13 alive, it is 7 to lynch

Deadline is
8:00pm GMT, 24th October 2011
. That's in (expired on 2011-10-24 15:00:00).
Last edited by AurorusVox on Tue Oct 11, 2011 4:37 am, edited 1 time in total.
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Post Post #146 (isolation #10) » Mon Oct 10, 2011 6:47 pm

Post by AurorusVox »

Day 1 | Votecount 2


AbdielMother
(0)
Baby Spice
(0)
Fate
(2) - Shadow Dancer, Junpei
[L-5]

flinter
(0)
Hinduragi
(2) - flinter, Fate
[L-5]

Junpei
(1) - kiwieagle
[L-6]

kiwieagle
(0)
Oversoul
(1) - Pinkie Pie
[L-6]

PeregrineV
(0)
Pinkie Pie
(3) - Hinduragi, Oversoul, Timeater
[L-4]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (4): AbdielMother, Baby Spice, PeregrineV, Riceballtail



With 13 alive, it is 7 to lynch

Deadline is
8:00pm GMT, 24th October 2011
. That's in (expired on 2011-10-24 15:00:00)
Last edited by AurorusVox on Tue Oct 11, 2011 4:37 am, edited 1 time in total.
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Post Post #204 (isolation #11) » Tue Oct 11, 2011 4:36 am

Post by AurorusVox »

Day 1 | Votecount 3


AbdielMother
(0)
Baby Spice
(0)
Fate
(3) - Shadow Dancer, Junpei, Riceballtail
[L-4]

flinter
(0)
Hinduragi
(1) - flinter
[L-6]

Junpei
(1) - kiwieagle
[L-6]

kiwieagle
(0)
Oversoul
(1) - Pinkie Pie
[L-6]

PeregrineV
(0)
Pinkie Pie
(4) - Hinduragi, Oversoul, Timeater, Fate
[L-3]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (3): AbdielMother, Baby Spice, PeregrineV



With 13 alive, it is 7 to lynch

Deadline is
8:00pm GMT, 24th October 2011
. That's in (expired on 2011-10-24 15:00:00)
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Post Post #303 (isolation #12) » Tue Oct 11, 2011 7:02 pm

Post by AurorusVox »

Day 1 | Votecount 4


AbdielMother
(0)
Baby Spice
(0)
Fate
(2) - Shadow Dancer, Riceballtail
[L-5]

flinter
(0)
Hinduragi
(2) - flinter, PeregrineV
[L-5]

Junpei
(1) - kiwieagle
[L-6]

kiwieagle
(1) - Timeater
[L-6]

Oversoul
(1) - Pinkie Pie
[L-6]

PeregrineV
(0)
Pinkie Pie
(3) - Hinduragi, Oversoul, Fate
[L-4]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (3): AbdielMother, Baby Spice, Junpei



With 13 alive, it is 7 to lynch

Deadline is
8:00pm GMT, 24th October 2011
. That's in (expired on 2011-10-24 15:00:00)


AbdielMother has requested replacement.
Last edited by AurorusVox on Wed Oct 12, 2011 6:20 am, edited 1 time in total.
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Post Post #304 (isolation #13) » Tue Oct 11, 2011 7:06 pm

Post by AurorusVox »

In post 225, Timeater wrote:If someone is silenced, can that person say the silenced words through other means? I only ask because this skill is begging to be worked around. The more you restrict it, the more kinda ridiculous it becomes. There are a handfull of ways to work around it, not just the binary method I suggested. So whats the verdict?[/b]

Since cryptography is banned, I feel that using special substitutions like binary to say the word is treading on those rules as well as the restriction of the Silence skill. To play to the spirit of the game, I would expect the player to avoid saying the word using codes like Binary too.
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Post Post #340 (isolation #14) » Wed Oct 12, 2011 6:22 am

Post by AurorusVox »

Day 1 | Votecount 5


AbdielMother
(0)
Baby Spice
(0)
Fate
(3) - Shadow Dancer, Riceballtail, Junpei
[L-4]

flinter
(0)
Hinduragi
(1) - PeregrineV
[L-6]

Junpei
(2) - kiwieagle, flinter
[L-5]

kiwieagle
(1) - Timeater
[L-6]

Oversoul
(1) - Pinkie Pie
[L-6]

PeregrineV
(0)
Pinkie Pie
(3) - Hinduragi, Oversoul, Fate
[L-4]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (2): AbdielMother, Baby Spice



With 13 alive, it is 7 to lynch

Deadline is
8:00pm GMT, 24th October 2011
. That's in (expired on 2011-10-24 15:00:00)


Activity

Currently searching for a replacement for AbdielMother.
Prodding Baby Spice.
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Post Post #391 (isolation #15) » Wed Oct 12, 2011 11:40 am

Post by AurorusVox »

In post 361, Timeater wrote:
AV: Can you silence the word "vote"?

Yes, but I would nevertheless accept it as part of a vote. Example;
"
Vote: Andrius
" would be fine.
"I want to vote Andrius" would not.
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Post Post #416 (isolation #16) » Wed Oct 12, 2011 11:59 am

Post by AurorusVox »

In post 393, Timeater wrote:
@AV - err so it WOULDNT block votes? Or would it null itself out? I'm confused.

The word "vote" would be allowed if it was used simply for the mechanics of voting.
But if the word "vote" was used in
any other context
, the player would lose the ability to vote, just the same as if any other word had been said.
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Post Post #429 (isolation #17) » Wed Oct 12, 2011 12:08 pm

Post by AurorusVox »

Day 1 | Votecount 6


AbdielMother
(0)
Baby Spice
(0)
Fate
(4) - Shadow Dancer, Riceballtail, Junpei, Pinkie Pie
[L-3]

flinter
(0)
Hinduragi
(1) - PeregrineV
[L-6]

Junpei
(1) - flinter
[L-6]

kiwieagle
(0)
Oversoul
(0)
PeregrineV
(0)
Pinkie Pie
(5) - Hinduragi, Oversoul, Fate, Timeater, kiwieagle
[L-2]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (2): AbdielMother, Baby Spice


Pinkie Pie is at L-2!



With 13 alive, it is 7 to lynch

Deadline is
8:00pm GMT, 24th October 2011
. That's in (expired on 2011-10-24 15:00:00)


Activity

Currently searching for a replacement for AbdielMother.
Prodding Baby Spice.
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Post Post #432 (isolation #18) » Wed Oct 12, 2011 12:09 pm

Post by AurorusVox »

In post 419, kiwieagle wrote:
AV, does the Bard have any ability to mondconfirm another player's statement?

The Bard can only modconfirm his own statements.
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Post Post #457 (isolation #19) » Wed Oct 12, 2011 7:03 pm

Post by AurorusVox »

Mist Beauty replaces AbdielMother! Welcome!
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Post Post #467 (isolation #20) » Thu Oct 13, 2011 4:09 am

Post by AurorusVox »

Prodding Riceballtail
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Post Post #497 (isolation #21) » Thu Oct 13, 2011 10:18 am

Post by AurorusVox »

Mastin2 replaces Baby Spice! Welcome!
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Post Post #498 (isolation #22) » Thu Oct 13, 2011 10:23 am

Post by AurorusVox »

Day 1 | Votecount 7


Fate
(4) - Shadow Dancer, Riceballtail, Junpei, Pinkie Pie
[L-3]

flinter
(0)
Hinduragi
(1) - PeregrineV
[L-6]

Junpei
(0)
kiwieagle
(0)
mastin2
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(0)
Pinkie Pie
(6) - Hinduragi, Oversoul, Fate, Timeater, kiwieagle, flinter
[L-1]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (2): mastin2, Mist Beauty


Pinkie Pie is at L-1!



With 13 alive, it is 7 to lynch

Deadline is
8:00pm GMT, 24th October 2011
. That's in (expired on 2011-10-24 15:00:00)
Last edited by AurorusVox on Thu Oct 13, 2011 10:35 am, edited 1 time in total.
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Post Post #600 (isolation #23) » Thu Oct 13, 2011 8:00 pm

Post by AurorusVox »

Day 1 | Votecount 8


Fate
(3) - Riceballtail, Junpei, Pinkie Pie
[L-4]

flinter
(0)
Hinduragi
(1) - PeregrineV
[L-6]

Junpei
(0)
kiwieagle
(0)
mastin2
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(0)
Pinkie Pie
(7) - Hinduragi, Oversoul, Fate, Timeater, kiwieagle, flinter, mastin2 [Lynch]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (2): Mist Beauty, Shadow Dancer


Pinkie Pie has been lynched!



With 13 alive, it is 7 to lynch

Deadline is
8:00pm GMT, 24th October 2011
. That's in (expired on 2011-10-24 15:00:00)


---



It had been a long and arduous journey. Shunned by its travelling party, the ragged figure had been forced to follow some distance behind. It would give them the Plague, they said. It was clear that they did not trust it. Yet, entirely unaccustomed to the company of other living beings, it had welcomed the chance to spend most of its nights alone.

But of course, the thing that you have to understand is that it was never truly alone. The figure – hunched, slender, faceless – was always surrounded by the soft hum of the Rift Void, a place beyond comprehension for most mortals. It spoke to itself constantly. Stranger yet, it considered itself not a single being but a multitude of forces, stitching together life with death with undeath. On nights of a frost moon, it would trace its fingers across ancient runes in the air, leaving a faint haze where the Rift was disturbed. On days of humid and oppressive heat, it would spread its venom wherever it trod, choking the life and colour from the surrounding nature. The air itself was stale with rank decay.

Then, one day, not long after they had arrived at their destination, it heard the murmurs of the dead. Their message echoed in its ears.

It was next.

It had no eyes to give its secrets away. Yet it somehow acted differently, now. Whereas before it had remained beneath the ground until it was called upon, the air seemed so hot and heavy. It had to go topside.

This was a mistake.

It had only been in the city at night before. Never had it reared its head during the daytime. It had not expected the hordes of people that it encountered; and they had not expected
it
. At first the people fled. But soon, they hunted. They hunted for this monster that wore a mask of skin, this monster whose very presence corrupted the earth around it. Unable to fight back alone, it tried to call on the spirits, to offer them flesh once more. But they did not listen.

Instead, they watched their former master die. As its wretched soul floated down amongst the vengeful departed, the whole of Llaranastra heard the dead creature’s chilling scream.



Pinkie Pie, Schizophrenic Necromancer, King’s Hero, Lynched D1



---

It is now Night 1. All actions are due to me by
16th October, 08:00AM GMT
. That's in (expired on 2011-10-16 03:00:00).
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Post Post #601 (isolation #24) » Sat Oct 15, 2011 11:02 pm

Post by AurorusVox »

A Waking Scream


His journey had been one of quiet discomfort. Never one to complain about his problems, he had suffered in silence, losing a small part of himself with every step that he took, but pushing on nevertheless. His very home was at stake, and the lives of all of those who lived under his protection. He
would not
let them down.

But too long spent in the daylight had weakened him, until he felt no more than a mere mortal, a worthless husk of flesh and bone. Reaching the city, he was filled with despair. But come dusk, he steeled his resolve, and drank the shadows. He extinguished his own hopes of survival, snuffing the light that lived inside of him, and replaced it with utter darkness. He embraced the eclipse within himself, turning his own demons into power, a power that he hoped could save his people. He felt Gogith's hand suffocating him, and he strained against his impulse to fight back. He knew then that he would die. His god was going to kill him, because he was weak. He did not have the strength to survive in this city, nor the strength to kill or the strength to protect. The blackness overwhelmed him.

The blind darkness was lifted. His eyes opened slowly, and he felt himself throb painfully with renewed strength. Though he was not nearly as powerful as he had once been, he felt the familiar whisper of the dark silken shadows swirling around him. They awaited his command.

This was a revelation. He thought that the people of The Shade could not exist outside of its cold, cool fingers of shadow. But here he was - far to the North - and he still felt the dark power running through his veins. Could Gogith's blessing be extended to all who sought it, whether they stand beneath moon or mountain? Or was he chosen, gifted power in the light to serve his god and save his race? He did not know. But there was one thing that he was sure about: he would use this strength to gather an army against the King, overturn his corrupt regime, and free his people from the fear of destruction.

---


It was a young girl, carrying a bucket of fresh water to the tavern master, who first saw him.

A dark mess of tattered robes, sticky thick blood seeping out of his broken body, one hand clutching at nothing. His black eyes were turned skywards, shining in the daylight, but dull with death. He was surrounded with shattered fragments of glass, and high above him, a broken window confessed to the crime. But this was no accident, no suicide. This was murder.

The girl was stunned for a moment. The bucket clattered onto the ground, the water pouring out and mingling with the blood. The girl's eyes slowly drifted downwards, to where the blood was beginning to stain her shoes.

She released a howling scream.



mastin2, Fifth Generation Shadewalker, Traitor to King and Country, Killed N1
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Post Post #602 (isolation #25) » Sat Oct 15, 2011 11:08 pm

Post by AurorusVox »

Day 2 | Votecount 0


Fate
(0)
flinter
(0)
Hinduragi
(0)
Junpei
(0)
kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(0)
Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (11): Fate, flinter, Hinduragi, Junpei, kiwieagle, Mist Beauty, Oversoul, PeregrineV, Riceballtail, Shadow Dancer, Timeater



With 11 alive, it is 6 to lynch

Deadline is
11:00am GMT, 30th October 2011
. That's in (expired on 2011-10-30 06:00:00).
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Post Post #632 (isolation #26) » Sun Oct 16, 2011 3:29 am

Post by AurorusVox »

@Hindu
- thief is called "Vagabond" here.

PEDIT: Explanation ninja'd ^^"

Passive skills mean any skill that's called "passive", or active buffs;

PassivesVanquisher's Vengeance
Bloodlust
Level 1-2 Stealth (if it is active when you target the Assassin)
Level 3 Stealth
Survivor
Battlescars (unless it has been used up)
Last Stand
Mortal Coil (you swap with whoever you have targetted)
Ember Shield
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Post Post #638 (isolation #27) » Sun Oct 16, 2011 3:32 am

Post by AurorusVox »

Day 2 | Votecount 1


Fate
(0)
flinter
(0)
Hinduragi
(0)
Junpei
(2) - Fate, Hinduragi
[L-4]

kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(2) - Shadow Dancer, Oversoul
[L-4]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (7): flinter, Junpei, kiwieagle, Mist Beauty, PeregrineV, Riceballtail, Timeater



With 11 alive, it is 6 to lynch

Deadline is
11:00am GMT, 30th October 2011
. That's in (expired on 2011-10-30 06:00:00).
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Post Post #642 (isolation #28) » Sun Oct 16, 2011 3:33 am

Post by AurorusVox »

@Fate: Yes, but not what skill level
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Post Post #646 (isolation #29) » Sun Oct 16, 2011 3:36 am

Post by AurorusVox »

@Fate: But not what skill level


(edited this into the first answer post >_>)
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Post Post #674 (isolation #30) » Sun Oct 16, 2011 4:00 am

Post by AurorusVox »

In post 611, Fate wrote:I sure as
fuck
know it wasn't TOWN that did it after D1

Fate has lost his vote for the remainder of the day.
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Post Post #737 (isolation #31) » Sun Oct 16, 2011 4:44 am

Post by AurorusVox »

Day 2 | Votecount 2


Fate
(1) - Junpei
[L-5]

flinter
(0)
Hinduragi
(0)
Junpei
(2) - Hinduragi, Oversoul
[L-4]

kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(1) - Timeater
[L-5]

PeregrineV
(1) - Shadow Dancer
[L-5]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (5): flinter, kiwieagle, Mist Beauty, PeregrineV, Riceballtail



With 11 alive, it is 6 to lynch

Deadline is
11:00am GMT, 30th October 2011
. That's in (expired on 2011-10-30 06:00:00).
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Post Post #814 (isolation #32) » Sun Oct 16, 2011 6:33 am

Post by AurorusVox »

Day 2 | Votecount 3


Fate
(0)
flinter
(2) - Junpei, Timeater
[L-4]

Hinduragi
(0)
Junpei
(3) - Hinduragi, Oversoul, flinter
[L-3]

kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(1) - Shadow Dancer
[L-5]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (4): kiwieagle, Mist Beauty, PeregrineV, Riceballtail



With 11 alive, it is 6 to lynch

Deadline is
11:00am GMT, 30th October 2011
. That's in (expired on 2011-10-30 06:00:00).
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Post Post #870 (isolation #33) » Sun Oct 16, 2011 8:41 am

Post by AurorusVox »

Day 2 | Votecount 4


Fate
(0)
flinter
(1) - Junpei
[L-5]

Hinduragi
(0)
Junpei
(5) - Hinduragi, Oversoul, flinter, Timeater, kiwieagle
[L-1]

kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(1) - Shadow Dancer
[L-5]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (3): Mist Beauty, PeregrineV, Riceballtail


Junpei is at L-1!



With 11 alive, it is 6 to lynch

Deadline is
11:00am GMT, 30th October 2011
. That's in (expired on 2011-10-30 06:00:00).
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Post Post #900 (isolation #34) » Sun Oct 16, 2011 9:54 am

Post by AurorusVox »

@Oversoul

It's been less than 12 hours since the thread opened, I think its a little premature for a prod ^^"
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Post Post #974 (isolation #35) » Sun Oct 16, 2011 12:15 pm

Post by AurorusVox »

In post 946, Junpei wrote:Wait, you think that Bone Tongue will actually tell us which ROLE is the killer?

mod, can you confirm this?

Neilwarren would receive a flavour hint as to the role of the killer; not the name of the role itself.
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Post Post #981 (isolation #36) » Sun Oct 16, 2011 12:25 pm

Post by AurorusVox »

Day 2 | Votecount 5


Fate
(1) - Mist Beauty
[L-5]

flinter
(1) - Junpei
[L-5]

Hinduragi
(0)
Junpei
(5) - Hinduragi, Oversoul, flinter, kiwieagle, Shadow Dancer
[L-1]

kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(0)
Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (3): PeregrineV, Riceballtail, Timeater


Junpei is at L-1!



With 11 alive, it is 6 to lynch

Deadline is
11:00am GMT, 30th October 2011
. That's in (expired on 2011-10-30 06:00:00).
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Post Post #1039 (isolation #37) » Mon Oct 17, 2011 4:14 am

Post by AurorusVox »

In post 1036, Timeater wrote:@AV - Do you know if you get reflected?

No, you don't get told directly that your skill was reflected, but you can infer it dependent on the nature of the skill:

Some examples:
(1) If I were a cop, I would get a result on my own alignment, since my investigation had been redirected onto myself. I would know I'd been reflected.
(2) If I were a vig, I would wind up dead the next day because my shot would have been reflected back at me. I might infer that this was the case.
(3) If I were a Mafia Framer, I would appear guilty to cops that night. However, I would
not
be told that the skill was used on me instead of my target.
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Post Post #1042 (isolation #38) » Mon Oct 17, 2011 4:32 am

Post by AurorusVox »

I don't really want to talk about specific role-on-role interactions.
I will say that I'm using NAR, and that you can probably figure it out from that.
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Post Post #1044 (isolation #39) » Mon Oct 17, 2011 4:46 am

Post by AurorusVox »

Sure, maybe I need to clarify what the equivalents would be:
I'm treating a Delayer as a type of Roleblocker, and a Reflector as a type of Redirector.

You can use NAR to figure out the rest. I mean, that's what I used to work through role interactions when making the setup. It's not like I'm hiding anything, I just don't want to say "This is what will happen when X" because its up to you as players to come to those conclusions yourself.
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Post Post #1046 (isolation #40) » Mon Oct 17, 2011 5:05 am

Post by AurorusVox »

No problem.
I've spent a lot of time with the setup so I have a very clear understanding of what skills are treated as in terms of NAR. I forget sometimes that I need to make it a bit more explicit for you guys as players ^^"
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Post Post #1089 (isolation #41) » Mon Oct 17, 2011 7:18 am

Post by AurorusVox »

Day 2 | Votecount 6


Fate
(0)
flinter
(1) - Junpei
[L-5]

Hinduragi
(0)
Junpei
(4) - Hinduragi, flinter, kiwieagle, Shadow Dancer
[L-2]

kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(1) - Mist Beauty
[L-5]

Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (4): PeregrineV, Riceballtail, Oversoul, Timeater


Junpei is at L-2!



With 11 alive, it is 6 to lynch

Deadline is
11:00am GMT, 30th October 2011
. That's in (expired on 2011-10-30 06:00:00).
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Post Post #1207 (isolation #42) » Mon Oct 17, 2011 10:31 am

Post by AurorusVox »

In post 1115, Oversoul wrote:
AV, can one scum member, regardless of how many teammates he has, submit the kill order AND perform his own action?

This has already been answered, but yes, one scum member can perform the kill and another action in the same night.
Is there another question? You said "questionS" plural so I feel I've missed one.

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Post Post #1227 (isolation #43) » Mon Oct 17, 2011 10:44 am

Post by AurorusVox »

Day 2 | Votecount 7


Fate
(0)
flinter
(1) - Junpei
[L-5]

Hinduragi
(0)
Junpei
(4) - Hinduragi, kiwieagle, Shadow Dancer, flinter
[L-2]

kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(1) - PeregrineV
[L-5]

PeregrineV
(0)
Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (4): Riceballtail, Oversoul, Timeater, Mist Beauty


Junpei is at L-2!



With 11 alive, it is 6 to lynch

Deadline is
11:00am GMT, 30th October 2011
. That's in (expired on 2011-10-30 06:00:00).
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Post Post #1329 (isolation #44) » Mon Oct 17, 2011 7:05 pm

Post by AurorusVox »

In post 1307, Mist Beauty wrote:
Mod, the player with the firebomb in front of them has no clue about it, how long it stays, and when it is gone, right?

Correct.

---

In post 1320, Timeater wrote:
@AV


Special Bonus: Blind Faith
The High Priest will always appear aligned with the town, regardless of his or her true alignment, and regardless of the sanity of the investigation.


That doesn't apply to death reveals, right?

Correct. But man, I wish it did.
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Post Post #1330 (isolation #45) » Mon Oct 17, 2011 7:09 pm

Post by AurorusVox »

Day 2 | Votecount 8


Fate
(0)
flinter
(1) - Junpei
[L-5]

Hinduragi
(0)
Junpei
(6) - Hinduragi, kiwieagle, Shadow Dancer, flinter, Timeater, Mist Beauty [Lynch]

kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(1) - PeregrineV
[L-5]

PeregrineV
(0)
Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (2): Riceballtail, Oversoul


Junpei has been lynched!



With 11 alive, it is 6 to lynch

Deadline is
11:00am GMT, 30th October 2011
. That's in (expired on 2011-10-30 06:00:00).

---


He did not fight back.

There were vicious rumours being spread about the quiet, unassuming man dressed in white. It did not help matters that the Brotherhood of Light was unwelcome across the Malruian borders. Centuries ago, they had conducted a campaign to bring the Light to those who they felt walked in shadow. It had not gone well.

The Northern Kingdoms had been disunited in those days, little more than a sparse collection of small townships and greedy individuals. But what they lacked in formal strategy, they more than made up for in ferocity. The priests had been chased from town to town by soldiers for whom violence was a way of life: the pampered priesthood's confounding words were no match for the certainty of battle-tested steel.

Those old hatreds were still alive today. The Northern citizens had treated this man with little patience, and even less respect. They said that his was a path of grand delusion, and laughed at the suggestion that his god would receive him into glorious light upon his death. With such attitudes already prevalent within the walls of Llaranastra, it was easy for the Malurians to be blinded to his good will. They banded around him, brandishing their hot anger and lust for bloody justice. He forgave them all silently, saying a prayer for himself. He knew he would not escape alive, but also knew that he would be leaving this world for a better place, somewhere where he could live out his days without fear or anger.

He gave them his final words aloud. He was ready.



Junpei, High Priest of the Brotherhood of Light, Traitor to King and Country, Lynched D2



---

It is now Night 2. All actions are due to me by
20th October, 07:00AM GMT
. That's in (expired on 2011-10-20 02:00:00).
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Post Post #1331 (isolation #46) » Wed Oct 19, 2011 10:25 am

Post by AurorusVox »

Apologies, guys, but I think I'm going to have to start D3 later than I'd hoped.

I'm out earlier than usual tomorrow, and so the daystart will probably be delayed until I get back, some time around 6-7pm GMT. If I get anything done tonight, I might be able to post it all super-fast tomorrow in the morning, but it's more likely that I'll stay in bed for an extra ten mins instead ;)
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Post Post #1332 (isolation #47) » Thu Oct 20, 2011 10:34 am

Post by AurorusVox »

A Silent Morning


Before the sun has even thought about rising, the Llaranastra marketplace is a bustling hive of activity.

Merchants and visiting farmers set out their stalls, warming their hands around fresh food, smoking from the hot coals. Small children run water from the well to the inns, receiving a copper token in return. Fat moustachioed men and tall lumbering women sell toys and sweet things to them, whilst old women with walkingstick arms cluck and shoo as the young ones bound about the streets.

Guards changed posts every hour or so; it was said that the Llaranastrian guards had no predetermined time during which this change would occur, to prevent those with a view to a quick profit from capitalising on routine. Their silver armour clunked and clattered as they climbed the walls and toured the streets.

As always, there were the Criers, shouting their apocalypse threats from street corners, each with a version their own. Guards hurried them along where they could, but often it was easier to let them shout themselves hoarse and be done with it. Mixed in amongst the yells of the rest of the city, these doomsayers' voices made little difference.

But even with all this disturbance, today's morning sounded somehow quiet.

There were no crowds, no screams, no shouts of bloody murder.

In fact, there was no death at all.



No one died N2
Last edited by AurorusVox on Sun Oct 23, 2011 10:04 pm, edited 1 time in total.
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Post Post #1333 (isolation #48) » Thu Oct 20, 2011 10:40 am

Post by AurorusVox »

Day 3 | Votecount 0


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(0)
Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(0)

Not Voting (10): Fate, flinter, Hinduragi, kiwieagle, Mist Beauty, Oversoul, PeregrineV, Riceballtail, Shadow Dancer, Timeater



With 10 alive, it is 6 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).
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Post Post #1356 (isolation #49) » Thu Oct 20, 2011 12:23 pm

Post by AurorusVox »

@Timeater

In post 3, AurorusVox wrote:
Life Drain
(infliction; night activated; unlimited)
Level One:
You suck the life out of a target player, funnelling any passive boosts they have to you instead for one day and night cycle.
Level Two:
You suck the life out of two target players, funnelling any passive boosts they have to you instead for one day and night cycle.
Level Three:
You suck the life out of three target players, funnelling any passive boosts they have to you instead for one day and night cycle.


Since this skill is night activated, it affects the day and night following the skill's use. So for example, if it was used on N1, it would affect D2/N2.
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Post Post #1390 (isolation #50) » Thu Oct 20, 2011 1:25 pm

Post by AurorusVox »

@Hindu: Nope.
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Post Post #1392 (isolation #51) » Thu Oct 20, 2011 1:27 pm

Post by AurorusVox »

Day 3 | Votecount 1


Fate
(0)
flinter
(1) - Timeater
[L-5]

Hinduragi
(0)
kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(0)
Riceballtail
(0)
Shadow Dancer
(0)
Timeater
(1) - flinter
[L-5]


Not Voting (8): Fate, kiwieagle, Mist Beauty, Oversoul, PeregrineV, Riceballtail, Shadow Dancer, Hinduragi



With 10 alive, it is 6 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).
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Post Post #1478 (isolation #52) » Thu Oct 20, 2011 8:51 pm

Post by AurorusVox »

In post 1418, Fate wrote:Jesus fuck youre confirmed town Mist you don't need to post so much

Fate has lost his vote for this day phase
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Post Post #1479 (isolation #53) » Thu Oct 20, 2011 8:52 pm

Post by AurorusVox »

Day 3 | Votecount 2


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(0)
Riceballtail
(1) - PeregrineV
[L-5]

Shadow Dancer
(1) - Timeater
[L-5]

Timeater
(1) - flinter
[L-5]


Not Voting (6): kiwieagle, Mist Beauty, Oversoul, Riceballtail, Shadow Dancer, Hinduragi



With 10 alive, it is 6 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).
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Post Post #1534 (isolation #54) » Fri Oct 21, 2011 9:15 am

Post by AurorusVox »

Day 3 | Votecount 3


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(0)
Riceballtail
(2) - PeregrineV, Timeater
[L-4]

Shadow Dancer
(0)
Timeater
(1) - flinter
[L-5]


Not Voting (6): kiwieagle, Mist Beauty, Oversoul, Riceballtail, Shadow Dancer, Hinduragi



With 10 alive, it is 6 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).
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Post Post #1591 (isolation #55) » Fri Oct 21, 2011 12:30 pm

Post by AurorusVox »

Streaming through the windows of a small brick building, the morning sun dries the ink on thirty crisp parchments. Children sit in rows. Some are attentive, some gaze out into nothingness, whilst others whisper tales behind their hands. Their writing is uneven, messy, and hurried, but they seem content. Striding to and fro before them is a slender young man, a teacher of numbers, who instructs them in how to count, bargain and save their coppers - a valuable lesson for the urchins who have had to learn to rely on themselves. This man provides his classes for free, to all those who would learn. And there are many: this is but one class amongst numerous he will see today. Perhaps this work takes its toll on him - there is a dark rim beneath his eyes, and he clearly has slept very little - but the fluidity with which he moves about the classroom suggests that he is barely affected by this, as though he is a regular creature of the night. Posing a question now, he stops moving, to cock an ear.

While the students struggle with the numbers, he suddenly thinks back to his own youth, a time in his life that he had suppressed for so long. He remembers faintly the night he killed his deranged drunkard father: that was his first assassination. Shortly after, he fled the kingdom of Maluria with his mother. She did not make it to Llaranastra alive: he told the travelling party that the cold smothered her, but really, it had been his fault. In a moment of weakness, he had confided in her about his patricide. The shock and horror had bitten right through her pure heart.

A shout comes from the doorway, bringing him back to the present. Thirty-one heads turn in unison.

Silhouetted against a blazing light stands a man dressed entirely in white armour. Something glimmers in his hand.

"For the Light!" he shouts, making a circular gesture with his hand. Within seconds, he is upon the young teacher.

The teacher dodges the first strike of the intruders weapon, a vicious downwards sweep that would have cleaved him in half. Children are screaming. Involuntarily, his eyes dart to the children, his mouth opening to shout that they flee. The intruder presses forwards with the pommel of his weapon. The teacher spins away just in time. His leg buckles beneath him. In that instant, he is beheaded.

---


Many will mourn the passing of this teacher, but most will forget him. They never truly knew him, and he had no friends, no family.

Such is the life and death of an Assassin, after all.



Timeater, Maths Teacher/Assassin, Traitor to King and Country, Smited D3
Last edited by AurorusVox on Sun Oct 23, 2011 9:57 pm, edited 2 times in total.
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Post Post #1592 (isolation #56) » Fri Oct 21, 2011 12:30 pm

Post by AurorusVox »

Day 3 | Votecount 4


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(0)
Riceballtail
(1) - PeregrineV
[L-4]

Shadow Dancer
(0)

Not Voting (7): kiwieagle, Mist Beauty, Oversoul, Riceballtail, Shadow Dancer, Hinduragi, flinter



With 9 alive, it is 5 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).
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Post Post #1616 (isolation #57) » Sat Oct 22, 2011 1:12 am

Post by AurorusVox »

Day 3 | Votecount 5


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(1) - kiwieagle
[L-4]

Riceballtail
(1) - Hinduragi
[L-4]

Shadow Dancer
(2) - PeregrineV, Hinduragi
[L-3]


Not Voting (5): Oversoul, Riceballtail, Shadow Dancer, flinter, Mist Beauty



With 9 alive, it is 5 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).
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Post Post #1634 (isolation #58) » Sat Oct 22, 2011 9:49 am

Post by AurorusVox »

Day 3 | Votecount 6


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(0)
Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(1) - kiwieagle
[L-4]

Riceballtail
(3) - Hinduragi, Oversoul, Shadow Dancer
[L-2]

Shadow Dancer
(2) - PeregrineV, Hinduragi
[L-3]


Not Voting (3): Riceballtail, flinter, Mist Beauty


Riceballtail is at L-2!



With 9 alive, it is 5 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).


Mist Beauty is V/LA for 2-3 days.
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Post Post #1680 (isolation #59) » Sat Oct 22, 2011 9:15 pm

Post by AurorusVox »

Day 3 | Votecount 7


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(1) - Mist Beauty
[L-4]

Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(2) - kiwieagle, Riceballtail
[L-3]

Riceballtail
(3) - Hinduragi, Oversoul, Shadow Dancer
[L-2]

Shadow Dancer
(2) - PeregrineV, Hinduragi
[L-3]


Not Voting (1): flinter


Riceballtail is at L-2!



With 9 alive, it is 5 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).
Last edited by AurorusVox on Sun Oct 23, 2011 7:57 am, edited 1 time in total.
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Post Post #1683 (isolation #60) » Sun Oct 23, 2011 12:40 am

Post by AurorusVox »

In post 1681, Shadow Dancer wrote:Uh?
@mod: Is High Proest a Death-Godfather?
Would surprise me if he were.

Nope, his flip is unaffected by "Blind Faith". The "godfather" element only affects investigations.
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Post Post #1692 (isolation #61) » Sun Oct 23, 2011 7:57 am

Post by AurorusVox »

Day 3 | Votecount 8


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(2) - Mist Beauty, flinter
[L-3]

Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(1) - Riceballtail
[L-4]

Riceballtail
(4) - Hinduragi, Oversoul, Shadow Dancer, kiwieagle
[L-1]

Shadow Dancer
(2) - PeregrineV, Hinduragi
[L-3]


Not Voting (0): no one!


Riceballtail is at L-1!



With 9 alive, it is 5 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).
Last edited by AurorusVox on Mon Oct 24, 2011 1:33 am, edited 1 time in total.
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Post Post #1720 (isolation #62) » Mon Oct 24, 2011 1:32 am

Post by AurorusVox »

Day 3 | Votecount 9


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(1) - flinter
[L-4]

Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(1) - Riceballtail
[L-4]

Riceballtail
(4) - Hinduragi, Shadow Dancer, kiwieagle, Oversoul
[L-1]

Shadow Dancer
(2) - PeregrineV, Hinduragi
[L-3]


Not Voting (1): Mist Beauty


Riceballtail is at L-1!



With 9 alive, it is 5 to lynch

Deadline is
10:30pm GMT, 3rd November 2011
. That's in (expired on 2011-11-03 17:30:00).
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Post Post #1743 (isolation #63) » Mon Oct 24, 2011 9:25 am

Post by AurorusVox »

Day 3 | Votecount 10


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(1) - flinter
[L-4]

Mist Beauty
(0)
Oversoul
(0)
PeregrineV
(1) - Riceballtail
[L-4]

Riceballtail
(5) - Hinduragi, Shadow Dancer, kiwieagle, Oversoul, Hinduragi
[Lynch]

Shadow Dancer
(1) - PeregrineV
[L-4]


Not Voting (1): Mist Beauty


Riceballtail has been Lynched!


---


He hadn't even wanted to come to Llaranastra.

The young man, dressed in thick red robes, had just wanted to be somewhere safe. Somewhere where he could remain undisturbed and continue with his work. Every book in the vast library of the Red Tower had been lost during its sacking, and he was trying to rewrite the seminal texts of his studies. The ultimate aim was to recreate the Scorched Scrolls: he knew not whether such a feat was even possible, but he had to try. The magical scrolls magnified power and streamlined latent abilities: sent down from above, they were the ultimate test for a Red Magi, and were the true source of the magi's transgression of human limitations.

The Elders of Enku had hoped that he would eventually take the lead on training up new recruits, and rekindle the sense of power that had once burned so brightly in their tower. Pah, so much for that! But he nevertheless desired to preserve his order's history and techniques: he, as was the case with all who followed in Enku's wake, believed that once we have passed from this world, our body slowly disintegrates and floats as ash across the surface of the planet, sparking a tiny ember of magical ability within the very young. Who knew - maybe the murder of every other wizard was in fact a cleansing, and would lead to a newer sect rising, like a phoenix, from the smouldering remains of the old. And maybe, like Hao'jin before him, the new magi would come to him. He had to be prepared for just such an outcome.

But others in this bustling city had noticed his reservations. They mistook his studiousness for secrecy. When they pressed him for an answer - why was he so reluctant to talk about what he was doing in his dingy room at night? why did he tend to withhold comment on the goings on of the city? who was he, really? - he simply shook his head and walked away. Well, he had turned from their suspicions for the last time.

The crowd cornered him in a dark alley. His eyes darted left and right, looking for an escape route that didn't exist. He began to sweat, the claustrophobia burning hotter than any flame. The crowd advanced. He knew what they were capable of. Well, he still had his red magic, he could still -

The heavens conspired against him. At that moment, the clouds burst asunder, and a heavy rain started to beat down on the city. His flame was extinguished; the pain sent him into a howling rage, convulsing and frothing at the mouth with agony.

They had suspected him because he refused to speak up, but the screeches and cries he now made were unbearable. It chilled the very bone, scraping against the ear and sending hot vibrations throughout the body. The noises grew louder and louder.

When they killed him, it was to silence him forever.



Riceballtail, Aspiring Red Wizard, Traitor to King and Country, Lynched D3



It is now Night 3. I am going to be V/LA until Friday, so tonight will be a special extended night phase. Deadline for actions is Friday 28th October, 9:30pm GMT. That's in (expired on 2011-10-28 16:30:00)
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Post Post #1744 (isolation #64) » Fri Oct 28, 2011 12:14 pm

Post by AurorusVox »

A Swarming Terror


How does one kill that which is already dead?

As a pale sun rose above the walled city, so too did a sickening fear spread its wings and soar overhead, sending shivering waves of terror through all who stood beneath its shadow. No one could explain this chilling feeling of disgust, this overwhelming poison that made them gag on the very air itself. But all felt it within them: as though an unholy power had released itself unto their souls, piercing them, plaguing them.

Dogs, cats, horses; all manner of creature who dwelt in the city that morning let loose their pitiful howls: they bucked, whinnied, fled - they would not draw within fifty feet of the city centre. Those men and women with sense followed suit, steering clear without knowing why. But five young men - brave or stupid or naive - pushed through their fears. They walked through silent and empty streets.

The silence was broken with their screams.

They were never seen again.

---


The fear dissipated soon after. The townsfolk cautiously edged towards the town centre, hoping to uncover along the way some indication of where the great shadow of fear had come from. But all they found was the torn scraps of a fine silken shirt, a broken iron cane, and a bloodied velvet cape bearing the emblem of the ancient house of the Nielwarrens.

Indeed, there had been whispers of one of the great Mine Lords walking the streets of Llaranastra, but most had supposed it one of many customary ghost tales and scary rumours told to the young, as the season of plentiful harvest came to its end. Few had truly believed he was really here, and certainly none had expected to find him dead.

Though, of course, they never did find the body...



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Post Post #1745 (isolation #65) » Fri Oct 28, 2011 12:14 pm

Post by AurorusVox »

Day 4 | Votecount 0


Fate
(0)
flinter
(0)
Hinduragi
(0)
kiwieagle
(0)
Oversoul
(0)
PeregrineV
(0)
Shadow Dancer
(0)

Not Voting (7): Fate, flinter, Hinduragi, kiwieagle, Oversoul, PeregrineV, Shadow Dancer



With 7 alive, it is 4 to lynch

Deadline is
00:30am GMT, 12th November 2011
. That's in (expired on 2011-11-11 19:30:00).
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Post Post #1769 (isolation #66) » Sun Oct 30, 2011 9:06 am

Post by AurorusVox »

Day 4 | Votecount 1


Fate
(0)
flinter
(2) - Fate, kiwieagle
[L-2]

Hinduragi
(0)
kiwieagle
(0)
Oversoul
(0)
PeregrineV
(0)
Shadow Dancer
(0)

Not Voting (5): flinter, Hinduragi, Oversoul, PeregrineV, Shadow Dancer


flinter is at L-2!



With 7 alive, it is 4 to lynch

Deadline is
00:30am GMT, 12th November 2011
. That's in (expired on 2011-11-11 19:30:00).
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Post Post #1788 (isolation #67) » Tue Nov 01, 2011 8:14 pm

Post by AurorusVox »

Prodding...AurorusVox? Gulp.


Also prodding Oversoul
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Post Post #1822 (isolation #68) » Wed Nov 02, 2011 11:37 am

Post by AurorusVox »

Prodding Hinduragi


...

AurorusVox casts Slowga on Activity!
A critical hit!
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Post Post #1843 (isolation #69) » Thu Nov 03, 2011 6:21 am

Post by AurorusVox »

Day 4 | Votecount 2


Fate
(0)
flinter
(1) - Fate
[L-3]

Hinduragi
(0)
kiwieagle
(1) - Shadow Dancer
[L-3]

Oversoul
(0)
PeregrineV
(0)
Shadow Dancer
(2) - kiwieagle, Oversoul
[L-2]


Not Voting (3): flinter, Hinduragi, PeregrineV


Shadow Dancer is at L-2!



With 7 alive, it is 4 to lynch

Deadline is
00:30am GMT, 12th November 2011
. That's in (expired on 2011-11-11 19:30:00).
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Post Post #1861 (isolation #70) » Fri Nov 04, 2011 6:56 am

Post by AurorusVox »

Midpoint Alert! You've got just over a week 'til deadline.
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Post Post #1868 (isolation #71) » Sat Nov 05, 2011 12:17 pm

Post by AurorusVox »

Prodding flinter, Oversoul, PeregrineV and Shadow Dancer...

Game Activity is at low health! AV uses Super Activity Potion!
It is not very effective...
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Post Post #1873 (isolation #72) » Sat Nov 05, 2011 11:11 pm

Post by AurorusVox »

Day 4 | Votecount 3


Fate
(0)
flinter
(3) - Fate, Oversoul, Hinduragi
[L-1]

Hinduragi
(0)
kiwieagle
(1) - Shadow Dancer
[L-3]

Oversoul
(0)
PeregrineV
(0)
Shadow Dancer
(1) - kiwieagle
[L-3]


Not Voting (2): flinter, PeregrineV


flinter is at L-1!



With 7 alive, it is 4 to lynch

Deadline is
00:30am GMT, 12th November 2011
. That's in (expired on 2011-11-11 19:30:00).
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Post Post #1883 (isolation #73) » Mon Nov 07, 2011 5:19 am

Post by AurorusVox »

I'm going to have to look for a replacement for Flinter. She hasn't responded to the Prod PMs and has not posted on the site for almost four days...

-searching-
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Post Post #1884 (isolation #74) » Mon Nov 07, 2011 5:32 am

Post by AurorusVox »

A NEW PLAYER APPROACHES!

Staeg replaces Flinter effective immediately!
Please welcome him!

I'll extend the deadline by three days due to the replacement.
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Post Post #1890 (isolation #75) » Mon Nov 07, 2011 7:22 am

Post by AurorusVox »

Day 4 | Votecount 4


Fate
(0)
Hinduragi
(0)
kiwieagle
(1) - Shadow Dancer
[L-3]

Oversoul
(0)
PeregrineV
(1) - Staeg
[L-3]

Shadow Dancer
(1) - kiwieagle
[L-3]

Staeg
(3) - Fate, Oversoul, Hinduragi
[L-1]


Not Voting (1): PeregrineV


Staeg is at L-1!



With 7 alive, it is 4 to lynch

Deadline is
00:30am GMT, 15th November 2011
. That's in (expired on 2011-11-15 19:30:00).
(please note: deadline extended due to replacement)
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Post Post #1925 (isolation #76) » Mon Nov 07, 2011 2:42 pm

Post by AurorusVox »

Day 4 | Votecount 5


Fate
(1) - PeregrineV
[L-3]

Hinduragi
(0)
kiwieagle
(0)
Oversoul
(0)
PeregrineV
(4) - Staeg, Fate, Shadow Dancer, Hinduragi
[Lynch]

Shadow Dancer
(1) - kiwieagle
[L-3]

Staeg
(1) - Oversoul
[L-3]


Not Voting (0)


PeregrineV has been Lynched!


---


Things were becoming tense in Llaranastra.

As the body count grew, the Malurians camped within the city walls began to leave the safety of their taverns less frequently. They shied away behind heavy oak doors, keeping to the shadows of isolation; or stayed only in well-lit public places which they perceived as a sanctuary from the plague of violence that had swept the city. But even here, the streets stank of putrid blood and decaying flesh. The gravediggers had long ago given up trying to stem the tide, and now, bodies were left to decompose in the streets. The bustle of the market was replaced by the chittering of rats and ravens, feasting on the day's dead and dying.

One person in particular felt ill at ease in the metropolis. Dressed in a tattered and ragged cloak, a deep shade of midnight and decorated with glittering runes, the hunched figure walked trance-like between the trees, as though searching for some invisible prayer to guide his way. Beneath a peaked cowl, his hair fell in long braids, thick twists of grey flecked with white, knotted with a delicate grass ribbon at the bottom. They rustled as he walked, and swayed silently as he paused at each tree, laying a hand upon the bark and muttering under his breath.

But there were few trees here, in a city made from stone and fire, a far cry from the soil and grass of his homeland.

As he began the cycle again, people began to murmur under their breath. They wondered why he spent his days moving between the same trees, why he was touching the bark, who he was trying to commune with; there was talk of dark and forbidden magical arts, and the suspicion grew rapidly. There were those who claimed that the hunched man was preparing some kind of ritual, walking a precise summoning circle between the trees in order to contain the demon he hoped to draw from the Pale Void. Others claimed his ravaged appearance was just one of many that he could utilise; should he wish to blend in slaughter innocent civilians, he could do so and never be identified.

Perhaps accounting for their popularity, these rumours were largely true; he was preparing for a ritual, and he could take on different forms should he so choose. But the ritual was not to summon a demon, nor was his hunched stature an illusion of form. He rarely hid his disabilities in the Plainstribe, where his ability to overcome the shackles of his physique brought him higher esteem than any of the able-bodied barbarians. More to the point, the ritual was purely cognitive: the old man knew that he was dying and that if he did not watch out, his time was drawing increasingly closer. The old man sighed: a year ago, he had been ready for the changes that would inevitably come as he continued to defend younger men - or, as was more frequent, as they defended you. Now, though, he believed that he had a purpose in this city, and was determined to outlive his time in order to see his purpose fulfilled.

He thought that by looking to the future, he could outmanoeuvre the threads of Fate.

He was very, very wrong.

As the ritual drew to an end, he saw only blood. He did not know what his purpose was in this city where nature was his only ally, but he did know that his time was upon him. The embers of the great oak tree that had stood guardian of the Llaranastrian crypts fluttered on the wind, blown by the same wind that had sighed for the Mystic's coming death. As they frenziedly caved his skull in, they did not even notice that he came to them willingly, believing that the will of nature finds a way in all ways, and that it must have been his purpose to die on this day...



PeregrineV, Plainstribe Barbarian Mystic, Traitor to King and Country, Lynched D4



It is now Night 4. Deadline for actions is Thursday 10th November, 2:30am GMT. That's in (expired on 2011-11-09 22:30:00)
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Post Post #1926 (isolation #77) » Mon Nov 07, 2011 2:43 pm

Post by AurorusVox »

As the sun dips below the horizon, a hoarse voice is heard echoing on the wind...


PeregrineV wrote:I'm sending this from beyond the grave to tell you that you all suck.

That is all.

(What? Fine!)

The spirits are nudging me to provide you with a useful message as you continue to hunt scum. Since I had some time after my hammer, I did that somewhat, so instead I'll leave you with more questions after my few comments.

Comment: Why Shadow's reluctance to quickvote Staeg, yet was able to quick vote me? Suspicious. Read Shadow for scum meta here: http://www.mafiascum.net/forum/viewtopi ... 54&t=17877

Comment: Why was mastin2 killed night1? I don't know him as a player, so most likely, as scum, would not have selected him. Since scum did, I would guess it's an older player who has played with him before and knows that more time might be dangerous for them. Otherwise, of his 5 reads at the beginning, all were town except Shadow.
So why kill him and not someone else?

My build was 3 in Smoke and Mirrors. But, for some reason, I was either roleblocked or pickpocketed every single night.
The roleblock could have been to stop the NK, but it also could have stopped the tracker/protection I could have done.
No one ever attempted the NK on me. If they did, and it was reflected back at them, then they have night kill protection, since there was no death night2.

In summary, I can only leave you with more questions that town needs to ask and insist on answers. I don't know who scum is, and my suspects are already as stated in the thread the entire game. Perhaps you can read my posts now. :lol:
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Post Post #1927 (isolation #78) » Wed Nov 09, 2011 11:08 am

Post by AurorusVox »

I won't be on to unlock the thread at the official night deadline (and probably won't have access until over 12 hours later), but all actions are still due in by Thursday at 2:30am GMT (roughly 4 and a half hours from the time of this post). Any actions received after the deadline will be ignored.
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Post Post #1928 (isolation #79) » Thu Nov 10, 2011 6:44 am

Post by AurorusVox »

A Sibling Lost


She had only wanted to find and rescue her brother from his misguided path. Everything else, well, that came secondary. If she became rich or dethroned a tyrant along the way, well hey, that was just happy profit. But so far, she had failed to achieve anything. The only person she had found who might have known where her brother was had ended up dead before she could ask a single question of him. Of course, she had to keep a low profile - it wouldn't do to attract too much attention and wind up dead herself. But she cursed the fact that each and every night, though she had uncovered some interesting facts, it was nothing more than she already knew. Malurians were here, seeking refuge from a mad king. Whether they were trying to eke out an existence as outsiders in a guarded city, or put together a rebellion to retake their place in a homeland that had rejected them, these people were all the same: none could help her.

Her luck was about to change.

She spotted a familiar face - her own, sharing the same eyes and hair, but older, stubbled, and half-hidden beneath a dark hood. She could not see the whole, but she was certain - it was him! Her brother! She called out, raced after him, pushed others aside in her haste, as he stole down dark and deserted backstreets, alleyways where not even the rats would tread. Despite her swiftness, he seemed to stay always ahead of her: she growled in frustration, clambered high onto the rooftops, and dropped silently before him.

He had not been alone.

As the sun rose, that was where they found her body, her hair matted with blood, her bright blue eyes now vacant, staring upwards into an unforgiving sky.

---


Later that same afternoon, another body was found, a bottle of uncorked poison gripped tightly in the hand. Foam dribbled down the lightly stubbled cheeks and chin. Half of the face was burned away, but a bright blue eye still stared out of an open socket.



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Post Post #1929 (isolation #80) » Thu Nov 10, 2011 6:44 am

Post by AurorusVox »

Day 5 | Votecount 0


Fate
(0)
Hinduragi
(0)
kiwieagle
(0)
Shadow Dancer
(0)
Staeg
(0)

Not Voting (5): Fate, Hinduragi, kiwieagle, Shadow Dancer, Staeg



With 5 alive, it is 3 to lynch

Deadline is
5:45pm GMT, 24th November 2011
. That's in (expired on 2011-11-24 13:45:00).
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Post Post #1960 (isolation #81) » Thu Nov 10, 2011 10:47 am

Post by AurorusVox »

Day 5 | Votecount 1


Fate
(0)
Hinduragi
(0)
kiwieagle
(1) - Shadow Dancer
[L-2]

Shadow Dancer
(1) - Hinduragi
[L-2]

Staeg
(0)

Not Voting (3): Fate, kiwieagle, Staeg


Shadow Dancer is at L-2!
kiwieagle is at L-2!



With 5 alive, it is 3 to lynch

Deadline is
5:45pm GMT, 24th November 2011
. That's in (expired on 2011-11-24 13:45:00).
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Post Post #2026 (isolation #82) » Fri Nov 11, 2011 12:15 pm

Post by AurorusVox »

Day 5 | Votecount 2


Fate
(0)
Hinduragi
(0)
kiwieagle
(1) - Shadow Dancer
[L-2]

Shadow Dancer
(3) - Hinduragi, kiwieagle, Fate
[lynch]

Staeg
(0)

Not Voting (1): Staeg


Shadow Dancer has been lynched!


---


The madness was becoming unbearable. This once proud warrior was now no more than a tarnished and tattered husk. His pallid flesh hung in loose folds from his hollow cheekbones, his vacant white eyes set in sunken grey sockets. Framing this haunted face was his wild and greasy hair, falling in long clumps about him. Beneath his cracked and dented armour, filthy and pungent rags could be glimpsed. People walked past quickly, seeing his insanity and worrying that his condition was contagious.

He spent his days muttering silent prayers to a god whose name no one recognised. Nor did he recognise the figures who moved around him. They appeared to be no more than shadows dancing behind a mist so thick that it threatened to choke him.

But there were those who remembered his face. Behind the rabid and twisted mask he now wore, you could faintly make out the face of the faithful Templar who had first arrived in the walled city. But they also recalled that he had slaughtered an innocent soul, a humble teacher of numbers. Well, if he was capable of that, who was to say what more he may have done? The rust-coloured blood that flecked his white blade and platemail had not escaped the Malurian's notice...

Then again, it was unclear whether he'd have been able to inflict any great harm upon another person, or if he'd have been more dangerous to himself. In the end, when his suffering was mercifully brought to an end, it was in fact unintentional.

Lurching sideways in the darkness, the Templar stumbled straight into the barrel-like chest of another warrior. He raised his eyes slowly in apology, and screamed. The face was one he had seen before in his dreams, come back to haunt him. He reached for his sword, to banish the nightmarish horror that stood before him, and was immediately knocked backwards by the reflex defensive blow of a veteran fighter. It wasn't supposed to be fatal: but frail from insomnia and psychosis, the Templar stumbled. His arms pinwheeled, he looked up to the sky, heard a whisper through the clouds, and let it all go.

As blood oozed out of his mangled white helmet, this warrior of light finally flickered out and faded...



Shadow Dancer, Blasphemer Templar, Traitor to King and Country, Lynched D5



It is now Night 5. Deadline for actions is Sunday 13th November, 11:15pm GMT. That's in (expired on 2011-11-13 19:15:00)
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Post Post #2027 (isolation #83) » Fri Nov 11, 2011 10:43 pm

Post by AurorusVox »

To clear up any confusion for those still alive: Fate did indeed say "fuckin" but that is not the word he was banned from saying. He was not allowed to say "fuck". Yes, fuckin contains the word fuck, but it is NOT the same word, and so he still had his vote.

There is a precedent for this. When he first lost his vote, before saying "fuck", he said "fucking" a couple of times, and did NOT lose his vote until he said "fuck" on its own. I did bold the word "fuck" when I took away his vote, so this should have been clear.
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Post Post #2028 (isolation #84) » Mon Nov 14, 2011 6:34 am

Post by AurorusVox »

The Final Dawn


The severed head still wore its antlered helm.

The black plate glistened in the dancing sunlight of a new dawn. It was said that the ebon plate that made up this armour was the finest in all of the Kingdoms; resistant to piercing and thrusting, slashing and hacking, it could apparently turn aside any blade and protect the wearer from all harm. Despite a history that justified these claims, the Alua armour had finally failed.

The man wearing the armour had taken a great risk to come to the city, where he survived much as his mercenary ancestors had done: moving from place to place with their swords and their shields, serving those that paid well. He had turned aside from the King himself, walking out of the throne room to the astonishment of the Royal Guards. Five of the King's best soldiers had been no match for him: yet he had finally met his end in single-combat. It was a fitting end for a warrior, to be sure, but the Alua had never expected to be vanquished himself. It had perhaps been this confidence that had led to his death.

His snapped spine hung limply from a gaping hole where his neck should have been, and the lowest part of the helmet was covered with blood, dripping in rivulets between the fingers of the man who held it upon a wooden staff, puddling on the floor. He was wearing a flowing white robe, his hair was shaved, and around his neck were a string of beads, signifying him as a Monk of the Cosmic Order. Beside him, reclining lazily and strumming a lute with a sardonic grin, was a man wearing a feathered hat and rough stubble upon his cheeks. He played a series of chilling notes, and with a solemn voice, began to sing:

"We who were once down in the cells
Have brought about justice and good;
We alone have faced seven hells,
If only you passers-by understood.

Well let me now share my rhyme and my song,
It'll cost a spare copper or two -
Stay just a moment, it won't take long
Whilst I tell our heroic tale true.

Traitors the lot of 'em, filth worse than scum,
Fled from their country and king:
Pay me my coin sir, and whilst I strum,
You'll not regret that I sing.

A reversal of fate and fortune alike,
We who were once condemned
Have had both the courage and wits to strike,
And brought this revolt to its end.

Want to know more, sir? I do implore, sir,
Just a copper or two is truly enough!
My fee is but humble, and with this ensemble,
I won't disappoint, that isn't a bluff!"

---



These notes awakened a huge and irate man. He emerged with his battleaxe at the ready. He looked at these two men, so openly displaying their violent acts, and knew that it was they who stood against him in battle.

"HEAHEAUHEAHEA! I WILL DESTROY YOU BOTH!" he roared. "I WILL NOT BE DEFEATED!"

The monk thrust his staff, blood spraying outwards and covering the eyes of the great Barbarian fighter. He was not one to cower from a fight, but even he struggled to fight blind. He lowered his axe to wipe the sticky crimson substance from his eyes. At that moment, the Bard leapt into battle with daggers in each hand, piercing the huge barbarian's chest.

"HEAHEHAUEHAUE!" the barbarian manically shouted, blood pouring from the puncture-wounds. "I WILL NOT GO DOWN SO EASILY! THIS IS BUT A SCRATCH!"

The bard stumbled backwards in disbelief. He watched as the monk delivered two strikes with his palms to the unarmoured temple of the barbarian. The axe whistled downwards, just missing the shimmering form of the monk, who ducked and weaved and avoided every strike. Blood continued to trickle out from his body, but the barbarian fought on. It was as though...as though he truly
were
immortal!

But...it wasn't truly real, was it? The Bard recalled stories of such feats of strength, of men whose lives continued beyond their own death: decapitated, these men continued fighting still. He had always thought that they were stories of fantasy and myth - never had he suspected that they might actually be based in truth!

The barbarian roared once more and thundered towards them, raging like a bull on heat. But he was sluggish now, and his blow was easily evaded by the Bard. Sheathing his daggers, the bard reached for a black long sword, stolen from the Alua that they had dispatched the night before. He struggled to lift the blade, the pure weight of it straining his arms. A second axe strike whipped down at him, and the blow shattered the sword. A shard of black metal shot out and lodged itself in the barbarians throat. No longer could he roar, but still he fought on, gurgling and drowning in his own blood.

The monk delivered another blow, crushing his jaw, splitting his head horizontally, teeth flying everywhere. The barbarian swung his axe wildly. The monk looked into the red eyes of the Immortal, and thought he saw there the face of death itself. The axe struck a wall, sticking place. The barbarian tried to pull it out, but had not the strength. He could not let go of his weapon, even as the monk swept his staff swiftly, shattering the arm at the elbow. There was no more that the barbarian could do but sit there, grasping his weapon, as his life force drained out of him.

Even in death, they could not pry open his titan-like grip, and as his spirit joined his people in the sky beyond the sky, his hands held that waraxe for all of eternity...



Staeg, Alua Vanquisher, Traitor to King and Country, Killed N5
Fate, Sixth Puktu Plainstribe Barbarian Immortal, Traitor to King and Country, Endgamed D5


kiwieagle, Wandering Bard, King's Hero, Survived
Hinduragi, Malurian Cosmic Monk, King's Hero, Survived



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Post Post #2029 (isolation #85) » Mon Nov 14, 2011 6:34 am

Post by AurorusVox »

Epilogue


The Bard never returned to the throneroom of King Aurorus to reclaim his "reward." He instead fled further North, spreading his lurid tales amongst the people of the Northern Kingdoms. After all, he remembered the glimmer of madness in the King's eyes on that day that felt an age ago: he knew that nothing but the cold arms of death awaited him in Maluria. He never remained in once place for very long, always fearing that the King would dispatch a second party to search and kill him. But this was a life that he had always known. Some twelve years later, he would die from a plague that infested a small farming town, but during those years, he had bedded many women and drank much ale. He had few regrets.

As for the Monk, he too was too cynical to return directly to King Aurorus. But he did strike out for Maluria, recruiting along the way a number of new followers to maintain his beliefs in the Cosmos. Having established a settlement in the allegedly haunted woods that bordered the two kingdoms, he made his way towards the King. He found the Kingdom a very different place from that which he left: the Brotherhood of Light was being led by a puppet of the King, and were executing all those who did not swear oaths to Lioar's Light. No one dared stand up against them: and how could they? No one who remained in the kingdom had the strength. All of those who might have made a stand had been killed or arrested. They run rampant through the countryside, in packs of eight or more, building ever larger churches to please the power-mad king. Before the Monk had even reached Aurorus, he was beheaded for blasphemy by a battalion of just such Priests.

The King had gotten what he wanted. His Kingdom was in ruin.
THE LEMON LIVES! - Cabd
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Post Post #2030 (isolation #86) » Mon Nov 14, 2011 6:43 am

Post by AurorusVox »

I'd like to thank everyone for playing! I hope you all enjoyed it!

I'm now ready to bear whatever rage you have, so please rant and complain to your heart's content. I'm also hoping you'll tell me what you liked and what you didn't like, and suggest any roles that you would like to see appear or disappear if a sequel is run.

I'll post my thoughts in a bit, along with all the class flavour PMs and QTs for those of you who are interested.
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Post Post #2040 (isolation #87) » Mon Nov 14, 2011 7:32 am

Post by AurorusVox »

RPG Mafia: Class Actions


D1


Kiwieagle
Silences
Fate with the word "fuck"


N1

Hinduragi
kills
mastin2
Mastin
Conceals
Fate, making him unblockable for a night.
Flinter
Intimidates
PeregrineV, blocking his actions for one night
Timeater uses
Neurotoxin
on PeregrineV, to no effect
Peregrine uses
Smoke and Mirrors
, but is blocked.
Junpei
Heals
PeregrineV, protecting him from death for one night
Hinduragi uses
Irium Nectar
on Fate, protecting him from death for one night
Mist Beauty
Life Drains
mastin2, to no effect.
Mist Beauty
Life Drains
Fate, and gains the Battlescars and Last Stand passive bonuses until the start of D3.
Mist Beauty
Life Drains
Oversoul, to no effect.
Oversoul
Pickpockets
Timeater, reducing his Neurotoxin's skill level by 1 for one night, and gaining an "Assassin" role-cop result.
Oversoul
Sidesteps
Mist Beauty's action, and gains the
Second Wind
bonus for N2.
Shadow Dancer uses
Divine Word
on Mist Beauty, gaining an Innocent result.

D2


Fate loses his vote due to
Silence
.


N2


Flinter
Intimidates
Timeater, blocking his actions for one night.
Timeater uses
Neurotoxin
on Fate, but is blocked.
Peregrine uses
Smoke and Mirrors
, to no effect.
Oversoul
Pickpockets
PeregrineV, reducing his Smoke and Mirrors skill level by 1 for one night, and gaining a "Barbarian Mystic" role-cop result.
Shadow Dancer uses
Divine Word
on Fate, gaining an Innocent Result.
Mist Beauty
Life Drains
Riceballtail, gaining the Ember Shield passive bonus until the start of D4.
Mist Beauty
Life Drains
flinter, gaining Vanquisher's Vengeance until the start of D4.
Mist Beauty
Life Drains
Hinduragi, to no effect.
Hinduragi uses
Irium Nectar
on Fate, protecting him from death for one night
Hinduragi avoids Life Drain due to his
Serenity
class skill.
Riceballtail is told that Mist Beauty visited him tonight due to
Ember Shield
.


D3


Shadow Dancer uses
Crusade
on Timeater.
Hinduragi uses
Dual Fists
to gain an extra vote.


N3


kiwieagle
kills
Mist Beauty
Flinter
Intimidates
PeregrineV, blocking his actions for one night.
PeregrineV uses
Smoke and Mirrors
, but is blocked.
Mist Beauty
Life Drains
Fate, and gains the Battlescars and Last Stand passive bonuses until the start of D5.
Mist Beauty
Life Drains
Shadow Dancer, to no effect.
Mist Beauty
Life Drains
Fate, and gains the Battlescars and Last Stand passive bonuses until the start of D3.


D4


Fate loses his vote due to
Silence
.
PeregrineV posts a message using his
Beyond the Pale
class skill.


N4


kiwieagle
kills
Oversoul
Staeg
Intimidates
Hinduragi, to no effect.
Hinduragi avoids Intimidate due to his
Serenity
class skill.


N5


Hinduragi
kills
Staeg
Staeg
Intimidates
Fate, to no effect.
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Post Post #2041 (isolation #88) » Mon Nov 14, 2011 7:33 am

Post by AurorusVox »

RPG Mafia: Class Flavour/PMs


Necromancer
Spoiler: Class History
Image

In the darkest corners of the kingdom, the Necromancer creeps. Turning their hands to dark, illegal, demonic magic, these accursed souls reside on the very border between life and death. They spend their days alone with the ghosts of the recently deceased, spirits who whisper their rotten secrets to any ear that takes an interest in them, sometimes divulging more than they should. Necromancers use the knowledge they gain to augment the power they reap from the souls of the dead; knowing the circumstances of a death, they proceed to torment those who were involved, whether it is focussing on loved ones or enemies of the deceased, drawing strength from the fear and horror that these pseudo-hauntings inspire.

Their power is not infinite, however. The Necromancer cannot summon a human soul to flesh forever, and the pursuit of the secret of immortality has cost many a Necromancer dearly. Often living alone wherever shadows dwell, Necromancers must frequently test their powers on themselves; bringing a dead frog back from the abyss is far easier than the same feat would be on a humanoid. A great many Necromancers die at their own corrupt hand, and of those that survive, most suffer an unshakeable bond to the afterlife and the corpses that litter the floor around them, preventing them from ever leaving the demonic circle in which they cast their experiments. A Necromancer who can push through this and emerge the other side unscathed is one of the most feared magi in the entire kingdom, for once they have conquered the pull of death, little else can hope to stop them.

An ultimate aim of many Necromancers’ pursuit of dark magic is to build an army of the undead, resurrecting the same soldiers again, and again, and again, until they overwhelm their enemies through sheer unkillable force. Necromancers are not picky; they will just as soon turn a slain Barbarian against its people as they would funnel the power of a Priest to keep them safe. A Necromancer surrounded by the death of the powerful is formidable indeed; but the brevity of their control, weakened as they split their focus amongst multiple targets, seriously undermines the potential for the Necromancer to construct a truly dangerous force.

One of the only times that such a despicable feat was possible was during the battle of the Great Rift. The screaming of the dead, piercing the ears of the Necromancers at such sheer volume and number, forced them into action. Emerging from their nooks and crannies, the Necromancers converged at the Rift, channelling their power and sparking life amongst the thousands of bodies that lay strewn across the ground. It was a terrifying sight; the jerky movements of the recently deceased as they bore down on the creatures, falling to bloodied blows, but standing back up, struck fear into the heart of the gods themselves. Never had the gods seen mere mortals tamper with the balance of death on such a scale! But the Necromancers could not endure the fight for long; though they surpassed all of their own expectations, the burden of reanimating corpse after corpse finally took its toll, and those that did not retreat from exhaustion fell under the strain, bodies twitching limply as their life force seeped away.

---


By the time he made his Royal Decree, it was difficult for Aurorus to track down the Necromancers. They had slithered back to their hiding places; their short time amongst the living had convinced them that things were better the way they were before. Residing once again amongst the cracks of society, Aurorus had no idea how many Necromancers practiced the dark art, nor did he really know where to find them; he only knew that they were a dangerous threat, not only to the gods, but also to his own kingship. What if they united again, and came at him with full force? He didn’t stop to consider how unlikely that would be.

When a Necromancer was eventually discovered, it was more by luck than anything. A team of Royal Guards would be sweeping an area, and stumble upon their filthy huts, or unconver the marks of a demonic circle on the ground. Some of the Necromancers, tied to the afterlife as they were, could not run very far. Those that were free attempted to run, but not used to the need to escape pursuit, were quickly caught and arrested.


Spoiler: Class PM
You were one of the first Necromancers caught by the Royal Guard, mostly due to your own incompetence. Though you are a confident wielder of unholy magics, you are less capable when it comes to alchemy. Having tested a potent new poison on yourself, you ended up rooted to the spot with paralysis when the Royal Guards came across you. Unable to flee, you were escorted to the dungeons and thrown into a dank cell. The King came down to survey the prisoners one morning, and you seized your chance – you told the King that you would resurrect his dead fiancé if he let you free. His eyes darkened. After a moment, he told you that he had something else in mind.


Spoiler: Death Scene
It had been a long and arduous journey. Shunned by its travelling party, the ragged figure had been forced to follow some distance behind. It would give them the Plague, they said. It was clear that they did not trust it. Yet, entirely unaccustomed to the company of other living beings, it had welcomed the chance to spend most of its nights alone.

But of course, the thing that you have to understand is that it was never truly alone. The figure – hunched, slender, faceless – was always surrounded by the soft hum of the Rift Void, a place beyond comprehension for most mortals. It spoke to itself constantly. Stranger yet, it considered itself not a single being but a multitude of forces, stitching together life with death with undeath. On nights of a frost moon, it would trace its fingers across ancient runes in the air, leaving a faint haze where the Rift was disturbed. On days of humid and oppressive heat, it would spread its venom wherever it trod, choking the life and colour from the surrounding nature. The air itself was stale with rank decay.

Then, one day, not long after they had arrived at their destination, it heard the murmurs of the dead. Their message echoed in its ears.

It was next.

It had no eyes to give its secrets away. Yet it somehow acted differently, now. Whereas before it had remained beneath the ground until it was called upon, the air seemed so hot and heavy. It had to go topside.

This was a mistake.

It had only been in the city at night before. Never had it reared its head during the daytime. It had not expected the hordes of people that it encountered; and they had not expected it. At first the people fled. But soon, they hunted. They hunted for this monster that wore a mask of skin, this monster whose very presence corrupted the earth around it. Unable to fight back alone, it tried to call on the spirits, to offer them flesh once more. But they did not listen.

Instead, they watched their former master die. As its wretched soul floated down amongst the vengeful departed, the whole of Llaranastra heard the dead creature’s chilling scream.


Shadewalker
Spoiler: Class History
Image

Surrounded by the colossal Midmal Mountains, The Shade is so named since the sun very rarely reaches it; only brief glimmers of light filter through to illuminate the way forwards. The Shade divides the Kingdom in two, the Capital and major sea ports to the South and the frontier and woodland communities to the North; the danger of crossing The Shade has exacerbated already cool relations between the two. The only alternatives to the direct route through the Midmal Mountains are the long, expensive and exhausting tracks leading around them. Most of the Southern Malurians never step foot in the Northern Lands, and the reverse is equally true.

To move outside of the faded glow of the sun is a death sentence in The Shade. In the near-constant darkness, a multitude of inhuman creatures lurk, ready to drain those that encroach upon them of their vitality. The thick shadows snuff any torches or flames that might ward off the darkness; the only hope is to stay within the slender beams of light. Devices have been designed to predict where the sun will land; a contraption of metal and glass that the sun shines through, the shifting rays projecting onto an estimated map, allowing the user plan their journey, for example. Yet these devices can be very inaccurate; no one has a full map of the lay of the land beneath the darkness, and it is rumoured that it too changes in response to the light. Weather is another problem, though many crossers will consult a sage or witch doctor before crossing to determine when the best time to attempt it is. But even with all of these precautions, crossing The Shade is inadvisable, and there are few who will make it to the other side.

For those who deem the crossing important enough – generally merchants for whom the route between the Midmal Mountains is the most direct trade road – an alternative exists: the Shadewalkers, mysterious magi that call the darkness of The Shade their home. Often the Shadewalkers will prowl the outer reaches of their domain, helping those that want to cross The Shade in return for food, money and pleasures of the flesh. The most successful families of Shadewalkers have arranged repeated deals with merchants which keeps them in good supply of all three of these things. They know the Shade, and are capable of guiding those that do not through its few sunlit passages. Even if the sun was suddenly obscured, the beasts of The Shade were little match for the black magic of the Shadewalkers, who drew their power from the very darkness itself.

---


There are conflicting stories about the Shadewalkers’ origin; many of those on the outside believe that they are demons, birthed from deep within the shadows, sent by the dark god Gogith to spy on humankind. Others speculate that the Shadewalkers are ghosts of those who have died in The Shade, returning to ensure that no one else suffers their fate. The Shadewalkers themselves do not speak to outsiders of their history; they alone know that it is through prayer to Gogith that their powers arise, and that it is life in The Shade that compounds such powers. For to pray is not enough; one must be committed to a life of darkness to sustain the stress that Gogith’s magic offers. Indeed, those born inside The Shade are blessed in Gogith’s name, and each successive generation grows in strength, as their bloodline is hardened by the shadows.

Parents would frequently threaten their children with tales of the Shadewalkers, and more often than not, they too believed the stories that they told. But whilst it was true that the Shadewalkers embaraced the black magic granted to them by their god, and whilst it was true that they were more at home in the darkness than the daytime, they were not, at their core, an evil people.

Well, not as far as they were concerned, at least. To the Shadewalkers, evil was a sacrifice of the true self; masking desire and basic compulsions under a veneer of civility and moral standards is a corruption of that which we feel most deeply in our souls. The Shade offers them the place to act as they wish, without the sneers of the rest of the Kingdom. Some have been known to hunt out the Shadewalkers in an attempt to join their community, though it is not clear how successful these attempts have ever been.

---


When the Great Rift opened, many creatures appeared in The Shade. At first they were held back by the Shadewalkers with relative ease, confronting them on their own turf. Yet the dark magic called upon by the Shadewalkers, once their greatest weapon, was eventually their downfall. They had been betrayed by their god Gogith; the very shadows began to fight back, taking on monstrous forms that feasted on their every spell. The Shadewalkers slowly choked under this insurmountable weight of darkness. Those that survived later swore that they saw the god himself dancing about gleefully as the bodies fell.

---


There was no way that Aurorus could arrest the Shadewalkers; not only could he not send his troops into The Shade and expect a result, but they were integral to the economy of the Kingdom. And so, he devised a plan; he sent word to the Shadewalkers that he would be destroying the Midmal Mountains, flooding the area with light and destroying their way of life – unless their strongest mage would stand before him and agree to do his duty for the King.

As he signed the letter, the King’s fingers shook. It was a huge risk he was taking.

Would they respond?


Spoiler: Class PM
When the King sent word of his plans to destroy the Midmal Mountains, you were incited with rage. As a Fifth Generation adult Shadewalker, you were by far the strongest of those living in The Shade, but without your home, you would be powerless, and have nowhere to live in the way that your god demanded. The King had demanded that you stand before him and do his bidding in order to save your home, but you could see that he feared you, and you knew that he would eventually decide to destroy the mountains anyway. You listened to his demand; a team were being sent North to Llaranastra, last home of the heroes, to kill those that had fled the King’s latest crusade, and he wanted to send you with them. It sounded as though he was worried they would try to overthrow him – well, let them! Without the paranoid King on the throne, your home would be far safer. And so you decided to set off to see if what he feared was true; before you gave the King an answer, you swept your cape and disappeared into the darkness.


Spoiler: N1 PM
You reach into the shadows, and retrieve a fistful of darkness. It curls around your fingers, runs up your arm, begins to sweep across your whole body. But you shake your head. It is not for you. Not tonight.


Spoiler: Death PM
You sent your shadows out to do your bidding and protect a man that you felt you could trust. Alas, even Gogith’s dark blessing is frail here, far away from the thick and heavy darkness of The Shade, and your good deed has left you utterly defenceless. You feel weaker every second. You decide to set off outside, to sit beneath the moonlight and let the fingers of the shadows energise you, hoping to rekindle that connection that you felt with the ebony swathes on your first night in the city.

In the hallway outside your room, a familiar figure greets you. You nod your recognition, and make to move past; but the figure slams a hand into the wall.

“I cannot let you leave.”

You realise what this means moments too late. Your body slumps to the floor, the light drains from your eyes, your curse falls silent on your lips.

You are welcomed into eternal shadow.


Spoiler: Death Scene
His journey had been one of quiet discomfort. Never one to complain about his problems, he had suffered in silence, losing a small part of himself with every step that he took, but pushing on nevertheless. His very home was at stake, and the lives of all of those who lived under his protection. He would not let them down.

But too long spent in the daylight had weakened him, until he felt no more than a mere mortal, a worthless husk of flesh and bone. Reaching the city, he was filled with despair. But come dusk, he steeled his resolve, and drank the shadows. He extinguished his own hopes of survival, snuffing the light that lived inside of him, and replaced it with utter darkness. He embraced the eclipse within himself, turning his own demons into power, a power that he hoped could save his people. He felt Gogith's hand suffocating him, and he strained against his impulse to fight back. He knew then that he would die. His god was going to kill him, because he was weak. He did not have the strength to survive in this city, nor the strength to kill or the strength to protect. The blackness overwhelmed him.

The blind darkness was lifted. His eyes opened slowly, and he felt himself throb painfully with renewed strength. Though he was not nearly as powerful as he had once been, he felt the familiar whisper of the dark silken shadows swirling around him. They awaited his command.

This was a revelation. He thought that the people of The Shade could not exist outside of its cold, cool fingers of shadow. But here he was - far to the North - and he still felt the dark power running through his veins. Could Gogith's blessing be extended to all who sought it, whether they stand beneath moon or mountain? Or was he chosen, gifted power in the light to serve his god and save his race? He did not know. But there was one thing that he was sure about: he would use this strength to gather an army against the King, overturn his corrupt regime, and free his people from the fear of destruction.

---



It was a young girl, carrying a bucket of fresh water to the tavern master, who first saw him.

A dark mess of tattered robes, sticky thick blood seeping out of his broken body, one hand clutching at nothing. His black eyes were turned skywards, shining in the daylight, but dull with death. He was surrounded with shattered fragments of glass, and high above him, a broken window confessed to the crime. But this was no accident, no suicide. This was murder.

The girl was stunned for a moment. The bucket clattered onto the ground, the water pouring out and mingling with the blood. The girl's eyes slowly drifted downwards, to where the blood was beginning to stain her shoes.

She released a howling scream.


High Priest
Spoiler: Class History
Image

The Brotherhood of the Light were the most dominant religious order in the Kingdom, united as they were under the banner of Lioar, their guiding god. The Monarchy itself worshipped Lioar as its primary deity, because Lioar was supposed to represent justice and protection, truth and honour. Although each of the three surviving gods had a church within Yallum, the city of the Royal Court, Lioar’s was the most impressive, a structure built entirely out of white marble and glass. A great shining beacon stood atop its roof, allowing pilgrims to find their way to it with ease, even at their darkest hour.

The Brotherhood allowed no member to perform another violent act, and so were irrevocably estranged from the Templars who shared their god. Once, far it the past, it is supposed that the Templars and the Brotherhood had belonged to the same Holy Family, marching as one into battle. For though the Brotherhood were pacifists, their faith invested them with the power to heal almost any wound, and prevent even the most fatal of blows. Indeed, their protective abilities extend to the many churches built in Lioar’s honour, which have stood firm under the assault of weather and siege for thousands of years.

The Brotherhood is the paragon of a meritocracy. Those who worship Lioar, but offer little else, remain no more than acolytes. It is up to each member to take it upon themselves and find their own way of contributing, whether that be through helping those in need, volunteering at various healing centres, building churches, spreading the word of Lioar, or a whole host of other good deeds. As an acolyte distinguishes himself, he is gradually allowed to lead sermons and ceremonies within the church, eventually rising to the level of Priest, High Priest, and Archpriest. The leaders of the Brotherhood are the White Council, whose members frequently move between their seats there and their position as an Archpriest.

---


When the Great Rift opened, the Brotherhood of Light did not take up weapons, for that would have been acting against their whole belief system. Nor did they move against Lioar; the White Council determined that his participation in the war was either a test for his supporters, or a move intended to protect him from the attacks of his fellow gods. That said, they did lay their healing hands upon the wounded that fell during the battles. But the creatures of the Rift proved too strong, breaking past the fighters and tearing into the priests who stood at the rear. Lioar did not come to save them, and much of the Brotherhood fell with no means of defending themselves.

When The Order pushed the creatures back into the Pale Rift, the remaining members of the White Council went with them. It is said that their assistance was crucial; though The Order were strong, they were mortal, after all. One Council member, Archpriest Morgan, remained behind to organise the relief effort, but with most of the Brotherhood dead, it was not particularly effective.

Convinced that Lioar’s true anger had been directed at the Templars, the Brotherhood of Light persisted with its activities after the Rift had been closed. It was with a heavy heart that Aurorus ordered his Royal Guards to arrest the passive priests; many had led sermons from within the very church where he first learnt about the gods. But he couldn’t allow petty feelings of remorse divert him from his path; to do so would be to put the entire Kingdom in jeopardy.

It wasn’t a risk he was willing to take.


Spoiler: Class PM
You are a mid-tier High Priest, with hopes of attaining a seat on the White Council one day. When King Aurorus began to entice some members of The Brotherhood of Light to abandon their prayerbooks, you remained behind at the church, following the example of your Archpriest, who outright refused to give in to Aurorus’ threats and promises. The King’s response was to send his Royal Guards to attack the Church. They did so without much enthusiasm, and it was clear that they felt uncomfortable turning against the Brotherhood. And so, when one of the Royal Guards came across you, you took your chance to flee. You have no doubt that he could have buried his blade in your back as you passed, but fortunately, he did not.


Spoiler: N1 PMs
Gathering your prayer beads in your hands, you feel the power of Lioar surging through your whole body. But you cannot use that power selfishly for yourself; you must share it out with others as befits the Brotherhood of Light. You have found someone who you feel deserves your protection, and move quietly through the streets to find him.

---


Something is terribly wrong – you can feel the darkness in the air, the stench of murder and violence, choking out whatever faint light survives in a faithful worshipper’s trembling fingers. You tuck your prayer beads into your silk robe, and hurry down the steps of the greystone building you are residing in. Your suspicions are confirmed by a high-pitched scream of fright...


Spoiler: Death Scene
He did not fight back.

There were vicious rumours being spread about the quiet, unassuming man dressed in white. It did not help matters that the Brotherhood of Light was unwelcome across the Malruian borders. Centuries ago, they had conducted a campaign to bring the Light to those who they felt walked in shadow. It had not gone well.

The Northern Kingdoms had been disunited in those days, little more than a sparse collection of small townships and greedy individuals. But what they lacked in formal strategy, they more than made up for in ferocity. The priests had been chased from town to town by soldiers for whom violence was a way of life: the pampered priesthood's confounding words were no match for the certainty of battle-tested steel.

Those old hatreds were still alive today. The Northern citizens had treated this man with little patience, and even less respect. They said that his was a path of grand delusion, and laughed at the suggestion that his god would receive him into glorious light upon his death. With such attitudes already prevalent within the walls of Llaranastra, it was easy for the Malurians to be blinded to his good will. They banded around him, brandishing their hot anger and lust for bloody justice. He forgave them all silently, saying a prayer for himself. He knew he would not escape alive, but also knew that he would be leaving this world for a better place, somewhere where he could live out his days without fear or anger.

He gave them his final words aloud. He was ready.


Spoiler: Death PM
You hear a voice whispering in your ear.

"Follow me," it says.

"Am I not yet dead?" you ask.

"You are dead. But there is still much to be done. Come. The Glory of Lioar awaits!"


Assassin
Spoiler: Class History
Image

There is no glamorous brotherhood of assassins in Malura; but there is a hierarchy. Those that need money will often offer their services, but most will get caught before killing their target. Few people put their faith in novice or rookie assassins, but those that get rewarded with a surprisingly competent killer save themselves a lot of money. For this reason, inexperienced assassins tend to work for poorer people with petty rivalries, whose targets are not well guarded – the sort of job that doesn’t even count as an assassination. It is little more than hiring a thug to rough up the competition – though, of course, a little more fatal.

But for those who have the spare cash, or those who require something very special, every town has its vigilante. These masterful Assassins do not linger in one place for long, constantly moving from hiding place to hiding place, but always remaining within the same city limits. After all, knowing the environment is half of the battle; which guards like to sleep during their watch, which torches tend to extinguish in a strong wind, which shadows stretch the furthest from street to street. Contacting an assassin can be tricky; most spend their days taking on regular jobs, working as labourers or shopkeepers, drinking in the inn or paying a visit to the brothel. For all intents and purposes they are normal citizens of the township. But each assassin has his own contact method; it might be a red sash tied to the waist of the interested party, or a blue hat hooked over a chair in the inn; the buyer might be asked to stroll three times around a fountain anti-clockwise, or request a particular denomination of coin when purchasing a particular item from a particular shop. Some of the methods are, of course, completely false – no more than the product of wild rumours run amok. And the call will rarely be answered immediately; it should not be surprising that guards looking to pin a murder or ten on an assassin might attempt to contact the rogue themselves. The very best of assassins scout out their client before they scout out their victim.

Assassins’ methods of killing can be as varied as the assassins themselves. Some prefer poison, some prefer hidden blades, and some prefer to make a spectacle of the whole thing. Many consider themselves refined killers, better than the thuggish brutes who clobber with clubs and fists, but they are not immune to the pull of gold and certainly can get caught by what they would consider the slow and stupid guards. One on one, the assassin must rely on speed and subterfuge to outsmart or outpace his opponent; generally slender and sprightly, the assassin can’t withstand too many direct attacks.

---


When the Great Rift opened, it did not affect the assassins all that much. There were a small number of opportunistic merchants and the like who wanted to kill off their competition whilst everyone was distracted, but few assassins felt the need to go to the front. And since no one really sung of assassins’ exploits, it wasn’t as if the gods themselves had an issue with the killers.

So too, when Aurorus declared his decree on heroes, the assassins were unaffected, not least of all because no one knew their real identities. Thugs and criminals carrying swords or cudgels were often arrested after being searched for unauthorised weaponry, but the clever assassins themselves concealed their arms.

Indeed, when the time came to send warriors to Llaranastra, some people even said that they saw the King pacing around a fountain with a red sash tied to his waist...


Spoiler: Class PM
By day, you are a humble teacher of numbers. But by night, you are a sly, quick, and cunning young man who makes his money by taking the lives of others. Your love for coin is matched only by your lust for fine women and warm wine. You live, work and kill in Llaranastra, and much of the money that you claim as bounty for your assassinations is spent in the city’s shady brothels and inns. Recently, you’ve noticed that there have been a lot of people dying. You wonder to yourself whether there might be another assassin moving into town...You decide to investigate these deaths, before you lose all of your business to a rival!


Spoiler: N1 PMs
Dusk settles on Llaranastra, and you suddenly feel more alive, taking to the shadowy streets of this great walled city. You are accustomed to the lay of the land here, treading softly from one dark corner to another, flattening yourself up against the buildings to avoid the eyes the night. You have in your hand a potent toxin that you have spent years crafting - and you intend to make use of it.

---


You rest easy tonight, in this city that you call home. You realise now that the deaths you have seen are not the work of a master assassin, threatening to take your place, but the result of some pseudo-political crusade against refugees from the South. Well, you don’t know how to feel about that; are they fleeing oppression or justice? You can’t be sure. You decide to let the whole thing blow over.

That changes when you realise that one of the bastards has stolen from you. You wake in the morning, reach into your pocket, and discover your blade is missing. You retrace your steps, searching the foreign quarter, looking for the missing weapon. If it were to fall into the wrong hands, you could be ruined. Part-way through your search, you hear a piercing scream...


Spoiler: N2 PMs
Once more, you slither through the sidestreets of Llaranastra, searching for the dagger. It seems you will have to make do without for tonight.

"Never mind that," you hiss to yourself. You still have your poisons, and you can still administer it, albeit less effectively. A good job too - you are determined to put a halt to the chaos that has lain in the wake of these forsaken Malurians' infighting since the day they arrived. Wherever they tread, they cause a scene, which is bad for business. Every rich merchant in the city has upped their guards! Why, just today, an incited crowd of them beat a priest to death! Sure, sure, you were part of that crowd, but a man can't let his appetite for violence rust or he'll risk losing his edge.

You dismiss these wandering thoughts, and take to the shadows, directed now towards one purpose.

---


Fortune smiles on you tonight! You have just found your dagger, discarded amongst the rubble of a building in ruins. You had almost heard the glimmering steel on the air, the faint whistle of your weapon calling out to its rightful owner. You gathered it up, dusted it down, and slipped it in your pocket.

Feeling invincible, you stalk through the crowds with a wicked smile lighting your soul. At every turn, you see a potential assassination. There, a guard turns his back for just too long; there, a man places his goblet on a table behind him whilst entertaining a beautiful young lady; there, a merchant is working underneath a canopy that could quite easily break and fall. The urge to strike out at random is creeping into the darkest corners of your mind...

With these thoughts in mind, you barely see the gauntlet careening towards your face. It strikes you squarely in the jaw. You reel from the pain, as an antlered figure roars at you violently. You scurry to your feet and career down a sidestreet, but the hulking steel monster gives chase: fortunately, you are faster, but unfortunately, you twist your ankle in your haste. You escape the soldier easily enough. Yet you will be unable to get much further tonight.


Spoiler: Death Scene
Streaming through the windows of a small brick building, the morning sun dries the ink on thirty crisp parchments. Children sit in rows. Some are attentive, some gaze out into nothingness, whilst others whisper tales behind their hands. Their writing is uneven, messy, and hurried, but they seem content. Striding to and fro before them is a slender young man, a teacher of numbers, who instructs them in how to count, bargain and save their coppers - a valuable lesson for the urchins who have had to learn to rely on themselves. This man provides his classes for free, to all those who would learn. And there are many: this is but one class amongst numerous he will see today. Perhaps this work takes its toll on him - there is a dark rim beneath his eyes, and he clearly has slept very little - but the fluidity with which he moves about the classroom suggests that he is barely affected by this, as though he is a regular creature of the night. Posing a question now, he stops moving, to cock an ear.

While the students struggle with the numbers, he suddenly thinks back to his own youth, a time in his life that he had suppressed for so long. He remembers faintly the night he killed his deranged drunkard father: that was his first assassination. Shortly after, he fled the kingdom of Maluria with his mother. She did not make it to Llaranastra alive: he told the travelling party that the cold smothered her, but really, it had been his fault. In a moment of weakness, he had confided in her about his patricide. The shock and horror had bitten right through her pure heart.

A shout comes from the doorway, bringing him back to the present. Thirty-one heads turn in unison.

Silhouetted against a blazing light stands a man dressed entirely in white armour. Something glimmers in his hand.

"For the Light!" he shouts, making a circular gesture with his hand. Within seconds, he is upon the young teacher.

The teacher dodges the first strike of the intruders weapon, a vicious downwards sweep that would have cleaved him in half. Children are screaming. Involuntarily, his eyes dart to the children, his mouth opening to shout that they flee. The intruder presses forwards with the pommel of his weapon. The teacher spins away just in time. His leg buckles beneath him. In that instant, he is beheaded.

---



Many will mourn the passing of this teacher, but most will forget him. They never truly knew him, and he had no friends, no family.

Such is the life and death of an Assassin, after all.


Spoiler: Death PM
The pain never comes.

Just as the sword slashes clean through your neck, you are surrounded by light.

Then it is extinguished, and you fall, downwards, downwards, into death.

Into

nothingness.


Red Wizard
Spoiler: Class History
Image

Hidden in a magical tower, standing amidst the waves of the Tunturu Seas, surrounded by deadly sharp rocks, the Seared Scrolls were guarded by powerful beings that transcended the limits of human potential; the Red Wizards of Enku.

The Seared Scrolls mysteriously arrived one day in a monastery dedicated to the worship of Enku, god of the Maurauding Chaos; legend tells that it was designed to punish or test the faith of his disciples, for none could glance upon its runes without succumbing to the burning fire that erupted inside of them. The only one who seized control of the immense power of the scrolls was a humble priest called Hao’jin. He was immediately declared The Chosen One, and heralded as the envoy of Enku sent to walk amongst man. But the only spark inside of him was that of the flame; Enku was silent. Hounded for a message that he could not relay, Hao’jin fled the monastery where he had grown up, seeking a safe haven where he could relax and pray without a hundred eager brothers breathing down his neck.

The message came, eventually.

Hao’jin snuck back into the monastery six years after leaving it. He smirked at the statues and paintings that had immortalised his story – it was supposed that Enku had turned Hao’jin’s body to ash and reincarnated him as his right man in the Rift. They couldn’t imagine that their saviour would have abandoned them.

No one since Hao’jin ahd attempted to read the Seared Scrolls. They were kept locked away behind thick metal bars, the complex security system enough to deter even the most persistent thief.

But they did nothing against Hao’jin, whose red-hot palms melted the bars easily, allowing him to push his way through and reclaim the scrolls. The first stage of Enku’s plan was complete.

The second part was just as simple; before he left the monastery, Hao’jim summoned up a fiery inferno, incinerating the priesthood in one fell swoop. The ashes blew far on the wind, scattering all over the Kingdom. Those upon whom the ash settled shuddered, as though they had been touched by Enku himself; they slowly began to suffer strange compulsions, drawn towards a central point, and these urges increased in intensity, until they became unbearable. Ten years after Hao’jin obliterated his former home, he received his first student.

As the years passed, more and more people sought him out, converging on the tower he had spent over half a decade building. The rocks separated the committed and the strong from the curious and the week; the seas doused any flames that grew too wild. Hao’jin taught his students well; without the clergy’s pressure, he thrived, gradually exposing them to the Seared Scrolls and sharing his secrets. In time, the Red Wizards were all masters of the flame.

---


Enku’s involvement in the Battle of the Great Rift was no reflection of his relationship with the Red Wizards; he was simply a chaotic and mischevious god, who fought just because he could. When the Red Wizards set the other gods’ lesser minions ablaze, he congratulated them manically, before chasing them away with flames of his own. The real problem for the Red Wizards, however, were the Rift creatures known as Depth Stalkers. Monsters of the Rift’s deep seas, they swarmed the tower, attacking it in great number and almost bringing it to the ground. The threat to the Sacred Scrolls was too serious to pass off as a chaotic god’s wild behaviour; Hao’jin, so long unaccustomed to following another’s commands, put his pride aside, and walked into the Great Rift along with The Order. The rest of the Red Wizards were tasked with defending and rebuilding the tower, and above all else, keeping the scrolls safe.

---


Aurorus was fully aware of the Tower; though the Red Wizards rarely stepped outside of its confines, and were very much academics on the surface, he could not risk that they were doing more than learning and praying to Enku. What if they were actively preparing a challenge to the throne – or worse yet, to the gods themselves? He did not trust Enku would deal with them until it was too late, and then the whole kingdom would again be in danger!

The Red Wizards had been slowly wilting away without Hao’jin’s guidance – the newer students were much less stable and confident in their abilities. When the Royal Guard launched their unexpected assaults on the Tower, the fragmented response of the remaining Red Wizards was not enough to repel them.


Spoiler: Class PM
You are a student of the Red Tower, a highly able and intelligent young man with a burning passion for power. When the King’s men assaulted your sanctum, you saw your allies falling around you, the glinting steel of the Royal Guards approaching, a window facing a sheer 30ft drop to the sea below – and took your chance. Diving underwater was painful, both from the impact and the water itself dousing the fire within you, but you survived, washing up on the shores of the Northern Kingdom. It wasn’t long until you reached Llaranastra...


Spoiler: N1 PM
You remove your robes and settle into bed, summoning a protective circle of flame as a matter of routine. The scattered embers surround you while you sleep, allowing you to rest easy in the knowledge that any intruder would end up horribly burnt, leaving them as easy pickings the following day...

...The following morning, you wonder aloud if the heat somehow drives people away – it seems that so far, not a single person has dared to cross you and your
Ember Shield
. You receive an unexpected reply from the misty morning – a scream from the streets behind you...


Spoiler: N2 PM
So far, you have kept mostly to yourself. These foreign lands do not agree with you, and removed from your studies, you feel somewhat lost. The books offered you a shield against the world, an armour to encase your awkward social ability. The heaving crowds of this populous city - quite frankly - set your teeth on edge. You retired to your bedchambers, willing the world to leave you in peace.

Well, the world doesn’t always listen to our prayers. The flames surrounding your room tonight have been extinguished. Someone - or something - has crept upon you during the night. You awake with a startle, the name of the trespasser burning at the forefront of your mind:
Mist Beauty
.

Your flames are weakened. You stumble into the daylight, feeling nauseous and empty. It seems you won’t be getting that peace after all.


Spoiler: Death Scene
He hadn't even wanted to come to Llaranastra.

The young man, dressed in thick red robes, had just wanted to be somewhere safe. Somewhere where he could remain undisturbed and continue with his work. Every book in the vast library of the Red Tower had been lost during its sacking, and he was trying to rewrite the seminal texts of his studies. The ultimate aim was to recreate the Scorched Scrolls: he knew not whether such a feat was even possible, but he had to try. The magical scrolls magnified power and streamlined latent abilities: sent down from above, they were the ultimate test for a Red Magi, and were the true source of the magi's transgression of human limitations.

The Elders of Enku had hoped that he would eventually take the lead on training up new recruits, and rekindle the sense of power that had once burned so brightly in their tower. Pah, so much for that! But he nevertheless desired to preserve his order's history and techniques: he, as was the case with all who followed in Enku's wake, believed that once we have passed from this world, our body slowly disintegrates and floats as ash across the surface of the planet, sparking a tiny ember of magical ability within the very young. Who knew - maybe the murder of every other wizard was in fact a cleansing, and would lead to a newer sect rising, like a phoenix, from the smouldering remains of the old. And maybe, like Hao'jin before him, the new magi would come to him. He had to be prepared for just such an outcome.

But others in this bustling city had noticed his reservations. They mistook his studiousness for secrecy. When they pressed him for an answer - why was he so reluctant to talk about what he was doing in his dingy room at night? why did he tend to withhold comment on the goings on of the city? who was he, really? - he simply shook his head and walked away. Well, he had turned from their suspicions for the last time.

The crowd cornered him in a dark alley. His eyes darted left and right, looking for an escape route that didn't exist. He began to sweat, the claustrophobia burning hotter than any flame. The crowd advanced. He knew what they were capable of. Well, he still had his red magic, he could still -

The heavens conspired against him. At that moment, the clouds burst asunder, and a heavy rain started to beat down on the city. His flame was extinguished; the pain sent him into a howling rage, convulsing and frothing at the mouth with agony.

They had suspected him because he refused to speak up, but the screeches and cries he now made were unbearable. It chilled the very bone, scraping against the ear and sending hot vibrations throughout the body. The noises grew louder and louder.

When they killed him, it was to silence him forever.


Nielwarren
Spoiler: Class History
Image

Many years ago, there was an uprising against the throne. The Nielwarrens, an overly prosperous and incredibly wealthy noble family, wardens of the North of Malura and overseers of Linport, Malura’s busiest shipping town, attempted to lead an army against the king. It was a brutal civil war, with the rebels sending a triple-pronged attack through the mountains and to either side. Thousands of lives were lost. But whereas the Nielwarrens’ army was motivated by the weight of the purse, the king’s guard fought with a sense of duty and honour; and though the Nielwarrens made it all the way to the steps of Yallum, they could not penetrate the walled city. They had lost a good many of their men to the treacherous swamps to the North of Yallum, and could not assault the steep steps which led to the inner city and the throne of the king. The rebellious army was pushed back, until they reached the Midmal mountains; some fled into the Shade, whilst others – wise as they were to the dangers of the darkness – opted to surrender. But the Nielwarrens were too proud; the remaining family members dove deep into the Midmal mountains.

No one knows how they got lost; the Mines went only a short way into the mountainside at that time. Some claim that the walls must have moved, and trapped the family in the labyrinthine catacombs hidden behind the rocks. The tunnels have now, of course, been charted – stretching for miles, they were decorated with bones of creatures both known and unknown. It is not clear if these decorations existed before the Nielwarrens stumbled in, or whether it was the Nielwarrens themselves who placed them there.

But what is clear is that they were not the first creatures to move through the underground darkness.

The Nielwarrens were attacked by a creature – or group of creatures – who have never been seen on the surface, and have only been glimpsed underground. There are those who claim that the creatures died with the first bite of the Nielwarrens, that human flesh was poisonous to the creatures and the sightings beneath the ground have been tricks of the light or fantasies of the imagination. But the creatures undoubtedly have existed, for how else would the Nielwarrens have become the monsters that eventually left the mountains over one hundred years later?

Skin pale, teeth sharpened, hair long and wild, eyes red and glowing – but most importantly, senses and movements which were superhuman. The Nielwarrens never again produced offspring, but their line lives on today; something under the ground turned them into undying creatures of death and decay.

The Nielwarrens were not monsters, however. They still dressed, talked, and acted like humans. But they shied away from the surface, and preferred to live beneath the ground. Though they may not have become the Kings and Queens of Malura, they were certainly the Lords of the Midmal Mountains. The mines only stretched as far as the Nielwarrens would allow, and anything taken away for use would be taxed – ores and minerals were taken away in return for fine food and clothes. Occasionally, the Nielwarrens would throw outrageous orgies, deep underground, with invitations extended to only the select few.

But they also held a darker secret. Miners often went missing once or twice a month; sometimes they returned, shaken and confused, and sometimes they were never seen again. It was whispered that the Nielwarrens were draining their life force to remain young and beautiful. This has never been proven conclusively one way or the other.

---


When Aurorus felt his throne slipping away, his advisors warned him of the Nielwarrens. It was possible that they would rise up against him if he showed any weaknesses. He considered his options, and decided that something bold had to be done.


Spoiler: Class PM
You are one of the eldest Nielwarrens, an ancient old man and patriarch of the family, who nevertheless continued move with the energy of youth. Old rages flared when you heard of Salarenzo’s passing and the appointment of his son as King – the young Prince wasn’t half the man his father was, it was an insult to the Kingdom! When Aurorus’ decree was issued, you realised how weak the King truly was. You’d also heard rumours that a force was amassing against him to the North, in a walled city called Llaranastra. If you could just help them to tip the King off the throne, your family could rise up and snatch it away before anyone had even realised you were even involved...


Spoiler: N1 PM
You tug on your rich velvet cloths, licking your lips with the tip of your tongue while you study the heartbeats of those all around you. This city is a feast. You see plenty of strong, muscular men and agile, sleek women, inviting you to their chambers, dark whorehouses, decorated with gold and silk. You decide that tonight, you will taste the delights of Northern cuisine...

Later that night, having taken your fill, you wander back amongst the refugees. Of course, they try to hide the fact that they hail from South of the Border, but there is no fooling your nose. You suddenly yearn for something familiar, and slip into a few select taverns, taking your chances on the sleeping bodies of some of Maluria’s finest. You care not whether they are here to kill or aid you – you only care for strong lifeblood, something to sustain you over the coming days and nights...

A night’s visits done, you lay down to rest as the sun rises. You need very little sleep. An hour or so later, you jolt awake to the sound of a scream, and the smell of blood...


Spoiler: N2 PM
Ah, the carefree life of an immortal man. You revel in the lifeblood of another, a red mist of lust clouding everything you do. In a rash moment of primal impulse, you commission three male prostitutes to satisfy your needs.

The night is yet young. You slither around, silent as a Cave Snake. The heat of the living throbs all around you, making you sweat with anticipation. You yearn in your loins, but you must contain yourself. There is more important work afoot tonight.

You embrace the night’s darkness, hunting your prey with precision. By morning’s greeting, you are satiated.


Spoiler: Death PM
You feel stronger each day: consuming the life essence of the strong all around you has imbued you with a power beyond your imagination. Mining folk were all well and good for survival, but this - this was truly living! Yesterday, you had bathed in a soul of pure red flame, its embers still flickering in the night's darkness now, before its wielder had been cut down in plain sight of the city watch. They had done nothing - NOTHING! - because of the power they felt emanating from the crowd, emanating, you were sure, from you.

Well, tonight, you have new plans: you will feast on a powerful barbarian, a banquet of blood that will - you dare whisper to yourself - culminate in your ascention as a god! You will make the change from undying to unkillable! True immortality awaits!

Perhaps you are half crazed. You care not. You care now only for power. You track down your target, and sup of his blood. His life energy will soon work its way through your system and fill your body with the power it holds. Godhood is mere hours away!

Still hungry, you leap upon the first fool who wanders into a dark alleyway in which you lay, waiting in ambush.

The hot sting of alcohol courses through his veins, dulling your senses. Perhaps that is why you drank too deeply. Perhaps that is why you didn't hear your assailant until he was already staring at you partaking of your feast. Perhaps that is why he managed to crush your skull.

You flee. You leap from street to street, head ablaze with pain. This can't be happening - you are the lord of the Midmal Mountains! You are the rightful king of Maluria! You are a god!

You collapse on the floor. You notice that your legs have disintegrated behind you, faint wisps of your aged life floating up into the sky. The wind licks at your face, and that too begins to crumble.

The flames that flicker around you - a reminder of your strength - whisper the name
Spoiler: kiwieagle
, and it is that name that haunts your final thoughts.

It takes the whole night for your body to disappear, and as the sun rises, you have left this world completely.

There is no godhood here. Only silence.


Spoiler: Death Scene
How does one kill that which is already dead?

As a pale sun rose above the walled city, so too did a sickening fear spread its wings and soar overhead, sending shivering waves of terror through all who stood beneath its shadow. No one could explain this chilling feeling of disgust, this overwhelming poison that made them gag on the very air itself. But all felt it within them: as though an unholy power had released itself unto their souls, piercing them, plaguing them.

Dogs, cats, horses; all manner of creature who dwelt in the city that morning let loose their pitiful howls: they bucked, whinnied, fled - they would not draw within fifty feet of the city centre. Those men and women with sense followed suit, steering clear without knowing why. But five young men - brave or stupid or naive - pushed through their fears. They walked through silent and empty streets.

The silence was broken with their screams.

They were never seen again.

---



The fear dissipated soon after. The townsfolk cautiously edged towards the town centre, hoping to uncover along the way some indication of where the great shadow of fear had come from. But all they found was the torn scraps of a fine silken shirt, a broken iron cane, and a bloodied velvet cape bearing the emblem of the ancient house of the Nielwarrens.

Indeed, there had been whispers of one of the great Mine Lords walking the streets of Llaranastra, but most had supposed it one of many customary ghost tales and scary rumours told to the young, as the season of plentiful harvest came to its end. Few had truly believed he was really here, and certainly none had expected to find him dead.

Though, of course, they never did find the body...


Barbarian Mystic
Spoiler: Class History
Image

The barbarian tribes of Southern Malura, brutish warriors who carved out an existence on the barren Plains and sandy shores of Rook’s Coast, had arrived by boat some four hundred years ago. They once called an outlying island, known to Malurians as Whalestone, their home, before a tsunami threatened to wipe them out of existence. A few hundred barbarians made it into boats, crossing the Malurian Ocean and landing at Rook’s Coast; they proceeded to rampage through the coastal fishing villages, setting up their own civilization amongst the dunes and harassing any that dared come too close.

Though the Barbarians were a warfaring peoples, they still had a set of spiritual, religious beliefs. The witchdoctors known as Mystics were an integral part of Barbarian life, and indeed, Jinhu had employed a Mystic as his second in command since taking over the barbaric throne. The Mystics advised that they had been forced to flee Whalestone because they were not yet ready to face the god whose coming the tsunami foretold.

That Barbarian god was Huroa, the Bringer of Warfare. Some say his coming was brought about in a moment of ecstasy during the sexual encounter between the sky and the land; others say he lives in the whistles of the winds; still others talk of a great wave crossing the ocean, within which Huroa plots his next war. The stories vary in content but one thing remains consistent; the place of the Mystic as mouthpiece of the god.

When the Great Rift tore the sky in two, the Mystics knew that it would not end well. And yet, they would not advise the Warlord to remain in place, nor would they attempt to redirect the Immortals. To do so would be to spit on the face of their culture, and to turn away from the god who had made them strong. The Mystics collected their battlestaves and war wands, and set out alongside the Immortal army to face their death.

Jinhu himself, now nearly five hundred years old, stood amongst the ranks of The Order, fighting back the horrors with the very weapons that Urbantus had taught him to forge all those years ago. But in the aftermath of the battle, the barbarian tribes were left scattered and without a clear leader. Their golden age as the most renowned warrior force had come to a faltering end. Once the blood had dried, the barbarians as a whole were left as little more than a series of disconnected farming villages. Some tribes fell back into their old ways, harassing the Kingdom’s citizens that came too close, but many simply lived out their lives in relative peace and quiet.

---


The Mystics, reading the seasons and the weather, learned that Huroa had sent the Great Rift to test the barbarians’ resolve and capabilities in the face of insurmountable enemy forces. They knew nothing of the reasons offered concerning Lioar or Gogith, and if they had, they would have laughed. Huroa was not concerned with the petty matters of man – as long as his people were fighting, what did he care who drew the most attention? He became strong as they became strong, and to curtail their fighting spirit was to slice his right hand clean off. The Barbarians re-armed themselves; they would continue to fight.

The Mystics could see a great red cloud on the horizon; blood would be spilt, and alliances would be drawn. The future of the Barbarian people hung in the balance; it looked as though very few of them would survive. It would be down to a couple of great warriors – swordsmen and spellcasters equally – to push through to the other end of the coming troubles. They had fled once before, and the Barbarians were not a people to be called cowards again. The Mystics steeled themselves. It would do no good to interfere here; let the danger strip the people of their weaknesses, let those who were not strong enough fall to the blades of whatever was waiting around the corner. Only the best would persevere, and only the best would survive. Many Mystics knew that they were not prepared for combat; but that it only took one or two strong warriors to defeat an army of inferiors.

When the Royal Guard attacked, the Barbarians fought back.


Spoiler: Class PM
You listened to the whispers of nature, and understood: the Royal Guards were coming to destroy your village, and it would be up to you to prepare the people for battle. You felt a sense of purpose that you had never experienced before; as though the outcome of the skirmish with the guards had been predetermined. Guided by your strategies, the village repelled the oncoming soldiers long enough to meet up with the larger body of the tribe. What happened next was out of your control, and you invisibly slipped away, leaving the guards far behind. You could feel that something much more important lay somewhere ahead...somewhere to the North.


Spoiler: N1 PMs
This city is baffling. You're not used to so many people - your village was a small, humble place. But the whispers of nature are guiding you now, and they tell you to have patience. Fine, you say to yourself, you will wait; but you are not going to do so without protection. You decide to use a little black magic...

---


Before you can set upon the final mystical ritual, a tall dark soldier smashes through your door, brandishing a black sword and wearing a horned helm. The soldier rams their forearm into your throat, pushing you against the wall and placing the point of their blade just beneath your jaw. You close your eyes, ready for death; but the pain never comes. The soldier spits on the floor, then releases the pressure on your throat. You slide to the floor as the hulking great soldier turns away with a flourish and leaves you, a quivering wreck on the floor.

You spend the rest of the night shaking in the corner, worrying that the demonic warrior might be back. But you are suddenly snapped out of it when you hear a scream. Beneath the shrill cry is the voice of your purpose...


Spoiler: N2 PM
Your frustration at the interruption of your ritual last night maybe contributed to you breaking focus tonight. You had discovered a location that would enable you to perform your task without fear of being found, and were hurrying there as hastily as your short, stocky legs could carry you. On the way, you must have dropped the scroll you began the process with yesterday, for when you reached into your pocket, you found only the folds of your thick cloth.

Sighing deeply, you retrieved a new scroll and set about your task. Black candles, spiralling smoke, and mystical runes carved into mud and stone alike - you summon a cloak of smoke all about your person, a living cloud that yearns for living matter. You satiate its hunger: a mouse, caught just hours ago, is dropped into the fingers of shifting darkness. The process is a long one, but worthwhile: anyone who draws near will be sucked inwards, and justice will be exacted upon them. The smoke shifts, accepting the offering. A mouse falls to the floor, tiny skeleton glistening with blood.


Spoiler: N3 PM
Another night follows another death. You have forseen all in shapes concealed behind shadows: if only they were clearer! You rue your immaturity, and wish the gods had gifted you the sight of your ancestors.

Nevertheless, you prepare yourself for the grand ritual. If the future is to be shrouded in mystery, so too will you be.

Yet, again, the moonlit night has a different idea. The great horned soldier has decided to pay you a second visit. The brute knocks your door aside, sweeps up the burning candles, and crushes them in a single hand, a slender wisp of smoke emerging from a clenched gauntlet: there will be no spells cast tonight.

Come daybreak, you curse his name, but a great emptiness dwells inside. Fear has burrowed inside you, and not from the visit last night: something far worse is afoot.


Spoiler: Death Scene
Things were becoming tense in Llaranastra.

As the body count grew, the Malurians camped within the city walls began to leave the safety of their taverns less frequently. They shied away behind heavy oak doors, keeping to the shadows of isolation; or stayed only in well-lit public places which they perceived as a sanctuary from the plague of violence that had swept the city. But even here, the streets stank of putrid blood and decaying flesh. The gravediggers had long ago given up trying to stem the tide, and now, bodies were left to decompose in the streets. The bustle of the market was replaced by the chittering of rats and ravens, feasting on the day's dead and dying.

One person in particular felt ill at ease in the metropolis. Dressed in a tattered and ragged cloak, a deep shade of midnight and decorated with glittering runes, the hunched figure walked trance-like between the trees, as though searching for some invisible prayer to guide his way. Beneath a peaked cowl, his hair fell in long braids, thick twists of grey flecked with white, knotted with a delicate grass ribbon at the bottom. They rustled as he walked, and swayed silently as he paused at each tree, laying a hand upon the bark and muttering under his breath.

But there were few trees here, in a city made from stone and fire, a far cry from the soil and grass of his homeland.

As he began the cycle again, people began to murmur under their breath. They wondered why he spent his days moving between the same trees, why he was touching the bark, who he was trying to commune with; there was talk of dark and forbidden magical arts, and the suspicion grew rapidly. There were those who claimed that the hunched man was preparing some kind of ritual, walking a precise summoning circle between the trees in order to contain the demon he hoped to draw from the Pale Void. Others claimed his ravaged appearance was just one of many that he could utilise; should he wish to blend in slaughter innocent civilians, he could do so and never be identified.

Perhaps accounting for their popularity, these rumours were largely true; he was preparing for a ritual, and he could take on different forms should he so choose. But the ritual was not to summon a demon, nor was his hunched stature an illusion of form. He rarely hid his disabilities in the Plainstribe, where his ability to overcome the shackles of his physique brought him higher esteem than any of the able-bodied barbarians. More to the point, the ritual was purely cognitive: the old man knew that he was dying and that if he did not watch out, his time was drawing increasingly closer. The old man sighed: a year ago, he had been ready for the changes that would inevitably come as he continued to defend younger men - or, as was more frequent, as they defended you. Now, though, he believed that he had a purpose in this city, and was determined to outlive his time in order to see his purpose fulfilled.

He thought that by looking to the future, he could outmanoeuvre the threads of Fate.

He was very, very wrong.

As the ritual drew to an end, he saw only blood. He did not know what his purpose was in this city where nature was his only ally, but he did know that his time was upon him. The embers of the great oak tree that had stood guardian of the Llaranastrian crypts fluttered on the wind, blown by the same wind that had sighed for the Mystic's coming death. As they frenziedly caved his skull in, they did not even notice that he came to them willingly, believing that the will of nature finds a way in all ways, and that it must have been his purpose to die on this day...


Spoiler: Death PMs
A strange humming noise surrounds you. It seems to originate from the sleek white mist that has suddenly descended from the skies to envelop the landscape. You reach out to touch one of the slender threads of fog, but your hands do not move.

You look down and see the whole world spread out beneath your feet. You realise that you have passed from the realm of mortals, but before you can embrace your death, you have one final message to whisper on the winds...

---


Your energies finally disperse, and you become a thousand blossoms of white smoke, drifting through the void and mingling with the great whorl of nature. You will return to this world: when Huroa rides the waves of nature across all the lands and skies, you will surge alongside him, as all of your people coalesce into his weapon and his shield.

But until then...


Vagabond
Spoiler: Class History
Every kingdom has its petty thief underclass; those that cling to the edges of society and break, steal and con their way through life. Malura was no different; some of its cities – especially the port towns – did have problems with pickpocketing and looting. Mostly, though, the thieves stole no more than they needed to live, since very few had the contacts to sell stolen goods and turn a real profit.

Thieves in Malura were not treated harshly. Salarenzo had understood that these were simply people who had no other way to survive; true, they could have joined the Royal Guard if they could steal a sword to practice with, or indeed leave their dank homes behind them in search of adventure. But the relatively quieter life of a nimble pickpocket appealed to the majority of the impoverished more than the violent possibility of death out in the field. Salarenzo wasn’t going to conscript them against their will, and he didn’t care for the legions of dungeons that some of the other kingdoms maintained in order to keep society clean of its roguish elements. Shopkeepers and merchants, of course, were less happy about this, but they were often compensated for lost produce. In a way, letting the thieves roam free was a kind of charity from the king, but not such an open gesture that the people of the kingdom complained about it.

---


But amongst the underclasses, things were not so easy-going.

Stronger, older, tougher thieves would often steal from the youngest; thuggish brutes who had come together to raid a farm for the night’s dinner would stab each other in the back to stay fed for an extra day; it was a very tough life, even without the law chasing you.

But some younger vagabonds were gifted. They had agility, stamina, intelligence – they ran circles around the thuggish elements and, sometimes, decided to take on something more.

Some of these self-proclaimed master thieves set off across the kingdom to loot the big wide world of its possessions – battling monsters on the way like a veteran hero. Though they were not as strong or tough as a warrior, and though they possessed no magical abilities, the rogues were fast and tireless, capable of using their rudimentary weapons to slice and dice their way out of danger. Some others ran away to sea and a life of piracy on the Malurian Ocean, assailing ships and merchants bringing foreign goods to shore. Some used their wealth to buy brothels or gambling houses, some bribed their way into more fortune, and some actually paid themselves out of poverty and into a stable life. But the truly masterful vagabonds, those who had not betrayed their roguish way of life, remained in the grimy streets, where they plotted their next, bigger, better heist.

Indeed, some vagabonds broke into noble houses, stealing family artefacts and heirlooms, not for the profit – though they did make a handsome amount – but for the challenge. The more well guarded the loot, the more rewarding swiping it out from under the noses of the guards would be.

Well, one pair of sibling thieves had their eyes on the greatest heist of all.

They would steal the King’s crown.

---


Though it was never publicly acknowledged, the pair managed to get to the gates of Yallum with Aurorus’ crown. It was only due to the recently introduced on the spot checks, intended to uncover heroes in hiding, that they were caught by the guards. They were promptly arrested and brought to the castle, the guards throwing the siblings roughly to the floor at the feet of the King.

“Very impressive work.”

The King turned the crown over in his hands, and put a finger on his lower lip. It was obvious that he was thinking deeply about a concerning matter. His eyes narrowed, and he motioned for the pair to be allowed to stand. “I could use someone like you.”

The King’s royal Advisor spluttered and whispered into the King’s ear, but Aurorus snarled and held up his hand. “Enough! I have seen talent in this young pair and I am not going to turn it away lightly. I have a proposal...”


Spoiler: Class PM
You stood before the King, caught red-handed with his stolen crown in your possession. But he seemed amused – excited even. He told you that he had a proposal: he would lock one of you in his dungeon, while the other was to travel to Llaranastra and kill off any heroes that they found there. When you returned, he promised to pardon you both for your thievery. As a sign of good faith, he was willing to let you decide which would remain in chains and which would go to fight; you were chosen as the one to remain behind. Overhearing the King tell his Advisor that he would have you both confined to the dungeons on your sibling’s return, however, you worked on your escape, stealing the keys from the guard and fleeing in the black of the night; you would go to Llaranastra, try to find your brother, and convince him to return home. If you had to face the King’s men there, then so be it.


Spoiler: N1 PMs
You wandered the streets of Llaranastra aimlessly. This city was bigger than any you'd seen before. It was overwhelming, and worse still, you've yet to uncover even a single sign of your brother since you turned up at the city gates. Over the course of today, however, you think you might have gained your first break. You've seen two people you think look somehow...familiar. You decide to slip a sneaky hand into one's pocket, and see what comes out...

---


You slip your hand into a pocket, and then as fast as a whore’s virginity, you are gone. Scrambling atop a roof, you sit down to study your prize; an ornate dagger, with a slender blade and small hilt. It takes you a moment to realise that it is an
Assassin’s
dagger.

You shudder at the thought of being caught with this in your possession, and decide to return it at the next possible opportunity. You sit in the crook of a rooftop chimney, staying far away from the probing eyes and fingers of those who would discover you, and drift off into a hazy sleep. The next day, you spot the same man walking down a narrow side street. You decide to follow him, when your attention is grabbed by a squealing scream some small distance to the East...


Spoiler: N2 PMs
You feel energised from the rush of battle, the blood pounding in your ears as you dash from sidestreet to sidestreet, snatching glimpses of the guards and citizens between the buildings. Your world is ablaze and you don't want to rest for a single minute.

Just like old times, you suddenly have the urge to prove your superiority over those around you by stealing from under their very noses. You think you've seen someone who would make an easy target, and set off, quick as a silver skyflash, to cause havoc - forgetting, if only for tonight, the reason for your stint in these foreign lands...

---


Filled with energy, you deftly slip a hand in the pocket of a passing man; he walks with a shuffling gait, hurrying into the falling dusk, shrouded in tattered cloaks weaved with strange runes. Spiralling away, you are a ghost in the crowd, skipping amongst Llaranastra’s citizens with infinite glee.

Finding a secluded spot, you sit down to analyse your takings. It seems to be some sort of scroll that you’ve never seen the likes of before. You tap it with your finger, and the intricate foreign lettering that moments ago graced the surface of the parchment dissolves entirely, the scroll turning to dust and smoke, falling apart in your fingers. You remember hearing inn-rumours of a merchant philanthropist who approached a village of Plainstribe Barbarians, intending to take the instruments of reading and writing to civilize the savages. His supposedly “civilised” tools were confounded by the paradoxical nature of the
Barbarian Mystics
, who crafted their darkest secrets on magical papers with the help of their long-forgotten magicks. Unless the figure you passed was a thief like yourself - and judging from his awkward strides, you found that unlikely - you realised that you’d found just such a Mystic, far, far from his home.


Spoiler: N3 PM
You have worn yourself ragged these last few days. Your fingers are numb, and you still have found no sign of your brother. Tonight, you will recuperate. Perhaps the morrow will bring you better tidings...

...Alas, it brings only the dank stench of fear.


Spoiler: Death PM
You sullenly trudge through the crowded streets of Llaranastra. You have been here for what seems like an age, but you have yet to find a single sign of your brother. Dejected, you cast your thieving ways aside. You half-heartedly raise a hand to a passer-by, but you lose the will and let your hand fall.

That's when you see him.

Your brother, slipping behind a tavern not far from here!

You call out, an excited ring to your voice. He doesn't hear you, but you are off at once, darting amongst the throng of people on their way to who-cares-where, wheeling around traders carrying baskets and urns, sliding over crates left discarded in the street. You catch another glimpse of your brother as you round the corner - he is not far, surely he can hear you? But no, you must catch up, and you decide to take a short cut across the roof of a nearby building. You scramble to the top and within seconds you can see your brother heading down a narrow alleyway. Bounding across the tiles, you fling yourself at a hanging signpost, flip yourself down, and land with a soft crouch before him.

He gasps. You look upon him and recoil in disgust.

Half of his face has been charred. Where once you could see your own reflection is now only grisled flesh hanging in low drooping folds. His bright blue eye is dull and lifeless. The skull beneath his hood is barren and black. His mouth twists open in a permanent snarl.

He turns, shields his face, and mutters; "Run."

"What-?" you stammer, edging closer, holding out your hand to comfort him.

"Run!" he roars, pushing you roughly away. You stumble backwards. That's when you hear it.

Your brother spits a curse at the ground. "It's too late. You are doomed. Goodbye, sweet sister."

"I don't understand," you say quietly. "What's happening?"

But your brother only shakes his head and turns away.

It is the last thing you see as stars explode before your eyes and the world goes black.


Spoiler: Death Scene
She had only wanted to find and rescue her brother from his misguided path. Everything else, well, that came secondary. If she became rich or dethroned a tyrant along the way, well hey, that was just happy profit. But so far, she had failed to achieve anything. The only person she had found who might have known where her brother was had ended up dead before she could ask a single question of him. Of course, she had to keep a low profile - it wouldn't do to attract too much attention and wind up dead herself. But she cursed the fact that each and every night, though she had uncovered some interesting facts, it was nothing more than she already knew. Malurians were here, seeking refuge from a mad king. Whether they were trying to eke out an existence as outsiders in a guarded city, or put together a rebellion to retake their place in a homeland that had rejected them, these people were all the same: none could help her.

Her luck was about to change.

She spotted a familiar face - her own, sharing the same eyes and hair, but older, stubbled, and half-hidden beneath a dark hood. She could not see the whole, but she was certain - it was him! Her brother! She called out, raced after him, pushed others aside in her haste, as he stole down dark and deserted backstreets, alleyways where not even the rats would tread. Despite her swiftness, he seemed to stay always ahead of her: she growled in frustration, clambered high onto the rooftops, and dropped silently before him.

He had not been alone.

As the sun rose, that was where they found her body, her hair matted with blood, her bright blue eyes now vacant, staring upwards into an unforgiving sky.

---


Later that same afternoon, another body was found, a bottle of uncorked poison gripped tightly in the hand. Foam dribbled down the lightly stubbled cheeks and chin. Half of the face was burned away, but a bright blue eye still stared out of an open socket.


Templar
Spoiler: Class History
Image

The Templars are a group of holy warriors who are well known throughout the Kingdom, and were perhaps the only force that could have rivalled the barbarian tribes at their height of power. Fanatics of their faith, the Templars travelled from city to city spreading the holy word, vanquishing the monstrous abominations that stood in their way, dedicating every bloodied blow to Lioar, the god of Light, and the protector of the holy path.

But the life of a Templar is much more than being a white knight in shining armour. They have to give themselves utterly to the cause; there is no space for connection with anyone in their life but Lioar. It is very lonely, and the isolation has driven many Templars insane. Unable to walk the holy path any longer, they become Blasphemers, heretics and betrayers of the way of the Templar. A large part of the Templar activity is hunting down the Blasphemers, and punishing them for their sins against Lioar. Though they once fought side-by-side, the Templars retain no emotional connection with their former allies that might stay their righteous blades.

Because of the intense strain the Templar lifestyle puts on its acolytes, the higher up the hierarchy one looks, the more unstable the Templars become. The line between speaking in tongues and speaking in gibberish is a thin one, and some orders that have been carried out in the name of Lioar could qualify as having either at their origin. Fifty years ago, every Templar in the Kingdom converged at the behest of the Grand Paladin Lomazar, and all were tasked with building a church that could be seen from the highest mountain ranges of the Embolus Tundra. Needless to say, such a task was nigh on impossible; the view from the mountains was constantly obscured by heavy white snowclouds. Nevertheless, the Templars accepted their task unquestioningly, and proceeded to deforest the entire area. What was once a lush woodland soon became a wasteland housing a half-built church; Lomazar died before its completion, and the new Grand Paladin corrected his predecessors words – each person should make of their heart so large a church that Lioar could see their faith even if he were stood atop the distant Embolus mountains; the message was to be taken metaphorically, and construction on the church ceased.

---


When the Great Rift opened up, the Templars were understandably confused. Hadn’t they been doing the work of their god for him? Spreading his word, even where it fell on deaf ears, was surely what he had wanted? But no, Lioar was concerned that the Templars were getting more attention for their feats and exploits than he himself, that their fleeting presence was corrupting his influence in the very world he helped to create. That was not right. They had to be punished.

The Templars would not rise up against Lioar in the battle of the Great Rift; instead they withdrew and humbly hung up their arms. They turned to prayer, rejecting adventuring forever. From here on out, the Templars would be a cloistered order, reading and transcribing the feats that Lioar himself had performed when he once walked the earth.

But Lioar massacred them all.

He appeared to them, clothed in a light so bright that their blood vessels burst. He spoke to them in a voice so penetrating that their bones shattered into pieces. He submerged them in an aura of such wrathful vengeance that their flesh was incinerated, bursting into white flames and dripping to the floor.

The Templars were no more.

---


But perhaps the madness of Lomazar was cosmically inspired after all. A humble Priest of Lioar, making his way through the wastelands on a pilgrimage, happened across the half-finished church on the one year anniversary of the Templar’s massacre. He recalled the story of the holy warriors, and as he turned to leave, noticed a chest, buried beneath years of leaves and grime. Inside the chest were Lomazar’s own sacred armaments. He reached a hand out to touch the cool white metal, and suddenly his body crumpled. He felt the spirit of the old Grand Paladin possess him; and in that brief instant, the Templars were reborn. The ex-priest crusaded across the lands, gathering disciples and followers to inaugurate into the order as he went.

When the King declared the Templars an illegal order, some of the holy warriors turned their weapons over without argument; though their order was sacred to them, obedience was one of the virtues that they preached. Those that protested or tried to reason with the king were promptly arrested. Others, however, fought back, many dying to allow their brethren the chance to flee to the walled city of Llaranastra, where they thought they would be safe.


Spoiler: Class PM
You were a high-ranking Templar, and felt it was your responsibility to try to salvage the tattered remains of the Order. But when the King announced that the Templar’s were an illegal force, the urge to obey his edict was unbearable. You’ve lost count of how many attempts you started walking with the intent of surrendering your sword and shield to his guards. But something nagged at you, and you turned away at the last minute, every time. When you saw what happened to those that dithered, you finally decided it would be better to be free and disobedient than rot somewhere in a cell whilst clinging to the hem of the King’s robe.


Spoiler: N1 PMs
Another glorious day for the legion of Templars! A fresh demon lies slain, and you entire body is filled with the Lioar's Hope! You decide that tonight, you will follow this path of blood as far as it will take you; you kneel and begin to pray for guidance.

---


You hear the words of your god thundering through your ears; it is almost too much to bear. You lower your head to the floor, clench your hands together, grind your teeth. The armour you wear weighs heavily down upon you, you feel you are sinking into the ground, your legs buckle, you sprawl out, convulsing with pain. The voice, the voice is a bright white hot silence, being etched onto your brain. Blood trickles down your face as your eyes begin to bleed. You feel your soul beginning to break –

– when all of a sudden, the pain stops, and you are left with a single word:
Innocent
.

You lie there, shuddering, for the rest of the night. You do not sleep – how could you even bear the thought of dreaming tonight? No. You remain vigilant. You have found someone, who your god deigns to be an innocent. Your duty to the Light has not yet been fulfilled until the scourge of evil has been eradicated.

Hours later, you hear a scream. It is enough to move you to your feet. You recite one last prayer, and head off into the morning light.


Spoiler: N2 PM
You feel somehow more prepared tonight: the ordeals of last night, coupled with the death of a servant of the Light, have steeled you to overcome the pain that direct communication with your god exposes you to.

You were a fool to think it would be easier tonight.

The pain brings you to your knees within seconds. Your ears burst from the pain, and the world goes silent around you. Saliva seeps from your lips, as you lose control of your body. Your legs are slick with urine, your ribs crack in intricate patterns, your tongue swells in your mouth. It is worse than ever before. And all you feel, impaling your soul, is one word:
Innocent
.

With this thought in mind, you fall unconscious.

Day breaks, and you crawl to your feet. You know that to commune with your god again will kill you. You look into the sun’s virgin light, and thank Lioar for all she has done.


Spoiler: N3 PM
Exhausted, torn, and utterly alone.

The voice of your god has left you. Having slain an innocent, you know that you have been abandoned. The blood that stains your blade chokes the light from your view. You toss the white steel aside and pace the room like a man caged.

Eventually, you sit, dejected, and where once you might have prayed, can only whimper in sadness.


Spoiler: N4 PM
Every day is exhaustive. It is a constant fight to remain within the Light. You'd heard of Templar brothers who had given in to their insanity, let the madness take them over their every waking moment, and blasphemed against all that is good and true in this world.

Is this what was happening to you?

You couldn't say. All you know is that each night is stalked by nightmares more twisted than the last, a barbaric parade of violent impulse or perverse lust.

Without your God to guide you...how much longer can you survive?


Spoiler: Death Scene
The madness was becoming unbearable. This once proud warrior was now no more than a tarnished and tattered husk. His pallid flesh hung in loose folds from his hollow cheekbones, his vacant white eyes set in sunken grey sockets. Framing this haunted face was his wild and greasy hair, falling in long clumps about him. Beneath his cracked and dented armour, filthy and pungent rags could be glimpsed. People walked past quickly, seeing his insanity and worrying that his condition was contagious.

He spent his days muttering silent prayers to a god whose name no one recognised. Nor did he recognise the figures who moved around him. They appeared to be no more than shadows dancing behind a mist so thick that it threatened to choke him.

But there were those who remembered his face. Behind the rabid and twisted mask he now wore, you could faintly make out the face of the faithful Templar who had first arrived in the walled city. But they also recalled that he had slaughtered an innocent soul, a humble teacher of numbers. Well, if he was capable of that, who was to say what more he may have done? The rust-coloured blood that flecked his white blade and platemail had not escaped the Malurian's notice...

Then again, it was unclear whether he'd have been able to inflict any great harm upon another person, or if he'd have been more dangerous to himself. In the end, when his suffering was mercifully brought to an end, it was in fact unintentional.

Lurching sideways in the darkness, the Templar stumbled straight into the barrel-like chest of another warrior. He raised his eyes slowly in apology, and screamed. The face was one he had seen before in his dreams, come back to haunt him. He reached for his sword, to banish the nightmarish horror that stood before him, and was immediately knocked backwards by the reflex defensive blow of a veteran fighter. It wasn't supposed to be fatal: but frail from insomnia and psychosis, the Templar stumbled. His arms pinwheeled, he looked up to the sky, heard a whisper through the clouds, and let it all go.

As blood oozed out of his mangled white helmet, this warrior of light finally flickered out and faded...


Alua Vanquisher
Spoiler: Class History
Image

The Alua Vanquishers tower above other men, great hulking soldiers in dark steel armour, ready to cleave bodies in two at the bidding of their master. Indeed, the Alua is an organisation of mercenaries for hire, who protect the interests of whoever pays them the most gold. Their training ground, the Alua Keep, is the stuff of legends. Based in the northern mountain range of the Sixteen Claws, trainees are taught how to fight as one man armies, ready to assault enemy forces or protect a single target.

At one time, this service was commonly used by the noble elites who had not yet grasped the skill of swordplay, and needed a little more help getting from place to place unmolested. But, at one point in their blood-soaked history, the Vanquishers were used as pawns in the game of interfamilial rivalries, and things grew out of hand – two Vanquishers facing off against one another was not something the Alua condoned. The battle wreaked havoc as the very streets became a warzone, stalls and storefronts smashed as the broad sweeping blades clashed with dark steel shields. Eventually one Vanquisher pinned the other; but he refused to kill his brother, ignoring direct commands from the nobleman who had hired him.

“We do not kill our own kind.”

Enraged at this disobedience, the nobleman sprung upon his Vanquisher, pulling a knife from within his robes. The flimsy weapon could do very little, and the Alua instinctively responded to the threat. The nobleman died instantly, and the Vanquisher was arrested for murder.

After this, the Alua fell out of favour. No one wanted to hire a giant that wouldn’t obey them. Not even the struggling merchants were comfortable bringing an Alua on their journeys across bandit-infested roads in fear that the mercenaries would turn on them!

Though they continued training, their numbers dwindled. They stopped recruiting – not that there were many soldiers eager to sign up – and slowly faded out of memory.

---


When the Great Rift opened, however, the Alua made a comeback. They sent swathes of their soldiers out alongside the regular armies of the King, stood beside mages and monks, and battered every monster that came within their sight. The swirling blades and charging shields were a sight to behold; each Vanquisher could destroy groups of ten, fifteen, even twenty monsters at a time with a well timed swing of their huge weapons. It was a truly deadly dance.

When the most twisted demons stepped out from the Pale Void, the Vanquishers were the only warrior to remain unshaken; they stood firm and ran towards their foes, full of courage and lust for violence. After all, many of the Alua worshipped Gogith, the Living Shadow, who taught that instincts – however animalistic or primal – must be embraced above all else. Those that sought Gogith’s guidance in battle were run through with a desire for destruction and bloodshed, seeking murderous thrills to prove that they themselves still breathe.

Of course, as the greater demons poured out, the Alua fell.

But the Alua had not been rash. Though they had sent many of their experienced warriors into the fray, a significant number had been kept behind. Salarenzo acknowledged the great skill and sacrifice of the Alua, and proposed a deal to those who still lived; rather than surviving on scraps taken from the monsters plaguing the towns to the North – as they had been doing for decades – the King offered the Alua a royal contract; they would fight as elite generals in the Royal Guard, they would support the king’s barons in defence of their own townships, and most importantly, the top Alua generals would serve as the King’s personal guardians. In return, they would be kept well funded, and could begin to expand their order once more.

---


And so it came to pass that when Aurorus passed his decree, he had the Alua at his disposal. But he was concerned; he knew that a Vanquisher had disobeyed his master once before, with dire consequences. He had to pick carefully; would the Vanquisher do his bidding, or would he be betrayed?

Spoiler: Class PM

You rose through the ranks of the Alua and eventually were called upon to serve as the King’s Shield, his primary protector and bodyguard. You stood beside the King himself as he told the White Council’s Archpriest of his plans to destroy the heroes that had fled to Llaranastra. You watched as the Archpriest disobeyed the King. You left your weapon at your side as the King demanded that you executed the traitor. You realised too late what you had just done; seeing the madness rising in the King’s eyes, you ran for the door, knocking his guards aside. You understood; you had thrown your life away for nothing. Another soldier had already impaled the Archpriest on his blade – and you would be next in line. Your only hope was to make it to the walled city the King had spoken of, and seek refuge there amongst the other escapees. Together, maybe you could all survive the massacre the King was planning...


Spoiler: N1 PMs
You reach for your sword and stand at the backdoor to the inn, a towering steel monster. Tightening your helm against your pauldrons, you set out on the hunt, ready to put the fear of death into those you perceive as enemies.

---


A scream rings out from beneath your window. You peer down, to see a small crowd gathering. You finish eating the stale hunk of bread the innkeeper had provided when you returned in the middle of the night last night, and reach for your spined helm. Taking up arms in this city does draw attention, but not the kind of attention that forces you to draw your sword. Your intimidating presence is usually enough to act as a shield against trouble.

But that looks like it might be about to change, as you push through the crowds and see the scene lying before you...


Spoiler: N2 PMs
Uncertain about your course, you nevertheless reach for the antlered helm and huge dark sword that have kept you safe since the day you joined the Alua Order. Forged of rare black dionite found deep within the sunken caverns of the Sixteen Claws, Alua arms are said to be the sturdiest and sharpest in all of Maluria. And so they should be: you have fought in more brawls than you care to remember.

There is someone who you think has been acting...suspicious, to say the least. You decide that tonight, you will pay him a visit. Taking a deep breath to steel yourself, you set off into the night.

---


You arise in the morning. Everything is quiet.

Odd, you think. You would have expected a commotion, but nothing disturbs the peaceful flutter of the morning sun. There is not even a single cloud in the sky.

You make to leave your bed, and are suddenly gripped by a cramp that courses throughout your entire body. Your hands twitch, your eyes stream, the world swims. You crash onto the floor, unable to support yourself.

You curse the Light beneath your breath. There is no way you can carry a sword today.

You pray that you will not need it.


Spoiler: N3 PM
The life of an Alua can tend towards repetition, it is true. Even the most gruelling of battles can become commonplace when you strike out the same blows to defeat the same weak enemies every night. But this is, alas, a part of your duty.

You did not take pleasure in intimidating your foes, but you knew it was necessary to keep yourself ahead: with good men around you falling like flies, you needed every advantage you could get.

And so you placed your heavy helm onto your head, and set out to do your work once more.

Come the morrow, however, you understand that the fear you inspired last night has been overcome by something much, much worse. You reach for your sword - even the one night it has spent beyond your reach has been to long - and male your way to the town square, ready to face whatever the day deigned to throw at you.


Spoiler: N4 PM
You reach for your antlered helmet once more. You set out again, hoping to do what you do best: scaring weaker people into submission. With your deep ebony plate mail and your magnificent jet-black sword, you are an imposing figure indeed. You touch the black armour that has protected you so far: it was enough yesterday, but will it be enough on the morrow? You shudder to think, and lay a tighter grip on the pommel of your sword. You will face the day and all that it can throw at you with a brave heart, and a fierce soul.


Spoiler: Death PM
You are wary and unsure of what tomorrow could ever hope to bring. You are on the brink of defeat, and you know it: this is not a familiar feeling, the taste of bitterness and despair in the back of your throat. You look to your shield and throw it aside – what good will it do you? You spit at it, place your helm on your head, and set out once more.

You come across a barbaric man, he who sent the poor crazed templar to his death. You ponder if it was accidental, but take your chance, scream in his face – but it has no effect, he is not scared of you! He roars, raises his war axe. You flee, straight into the open arms of a man dressed in long, flowing white robes. He is carrying a large staff: a monk, a holy priest of no discernible god. You recognise his kind from the forests of Maluria. Perhaps he will give you refuge and guidance where your own gods have not.

When you approach him, he strikes at once, his staff clattering against your helmet, disorientating you. You whirl around, instinctively raise your shield, remembering too late that you had discarded its protection. As you reach for your sword, the staff crashes down and breaks your wrist. You scream out in pain as the final thrust pierces your armour and splinters your heart.

You are dead in a second.


Spoiler: Death Scene
The severed head still wore its antlered helm.

The black plate glistened in the dancing sunlight of a new dawn. It was said that the ebon plate that made up this armour was the finest in all of the Kingdoms; resistant to piercing and thrusting, slashing and hacking, it could apparently turn aside any blade and protect the wearer from all harm. Despite a history that justified these claims, the Alua armour had finally failed.

The man wearing the armour had taken a great risk to come to the city, where he survived much as his mercenary ancestors had done: moving from place to place with their swords and their shields, serving those that paid well. He had turned aside from the King himself, walking out of the throne room to the astonishment of the Royal Guards. Five of the King's best soldiers had been no match for him: yet he had finally met his end in single-combat. It was a fitting end for a warrior, to be sure, but the Alua had never expected to be vanquished himself. It had perhaps been this confidence that had led to his death.

His snapped spine hung limply from a gaping hole where his neck should have been, and the lowest part of the helmet was covered with blood, dripping in rivulets between the fingers of the man who held it upon a wooden staff, puddling on the floor.


Barbarian Immortal
Spoiler: Class History
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The barbarian tribes of Southern Malura, brutish warriors who carved out an existence on the barren Plains and sandy shores of Rook’s Coast, had arrived by boat some four hundred years ago. They once called an outlying island, known to Malurians as Whalestone, their home, before a tsunami threatened to wipe them out of existence. A few hundred barbarians made it into boats, crossing the Malurian Ocean and landing at Rook’s Coast; they proceeded to rampage through the coastal fishing villages, setting up their own civilization amongst the dunes and harassing any that dared come too close.

However, the monarchy and scattered barbarian tribes co-existed peacefully enough since the reign of Salarenzo’s great-grandfather, Urbantus, who took the throne some two hundred and fifty years ago. Urbantus was a diplomat with a silver tongue, and had managed to organise a truce with the barbarian’s Great Warlord, Jihnu. It hadn’t been easy; the two rulers had engaged in combat, much to the displeasure of the king’s advisors. But, surprising all in attendance, Urbantus bested the barbarian, a mortal blow for a culture built on warfare. In truth, it was the King’s superior weapons and armour, thick white-gold plate forged in the royal smithy, that had given him the inevitable edge.

“Give. Now.”

The King knew that to refuse would be to ruin any chance of alliance. And yet he also knew he had something that the barbarian wanted. He couldn’t just hand it over without getting anything in return. And so he offered a deal; “I will show you how to make your own; but in return, you must respect our position at the head of this Kingdom and allow our citizens and merchants free passage through your lands.”

Though he was wild, violent and short-tempered, the Warlord knew that he had been defeated, and had little choice than to submit to the King, entering into a truce that has held ever since.

---


When the Great Rift opened, the barbarians sent their Immortals to fight alongside the rest of the kingdom’s forces. Battle-tested and ready, the barbarian warriors were the most revered soldiers across all the lands of Malura. To hold the title of Immortal, a barbarian warrior must have fought in over one hundred battles, skirmishes or duels, having never lost once; testament to their power and longevity, the barbarians had nearly a thousand such warriors.

But faced with the demons of the Pale Void, they failed to live up to their name; falling in great numbers, the civilized world and the barbarians bled as one.

Jinhu himself, now nearly five hundred years old, stood amongst the ranks of The Order, fighting back the horrors with the very weapons that Urbantus had taught him to forge all those years ago. But in the aftermath of the battle, the barbarian tribes were left scattered and without a clear leader. Their golden age as the most renowned warrior force had come to a faltering end; with no one to unite them, fighting erupted on a small scale across all the Plains, each rookie warrior vying for that most glorious position at the head of all tribes. Soon, however, very few warriors were left standing, and once the blood had dried, the barbarians as a whole were left as little more than a series of disconnected farming villages. Some tribes fell back into their old ways, harassing the Kingdom’s citizens that came too close, but many simply lived out their lives in relative peace and quiet.

---


But, true to their nature, the barbarians were the first to pick up their weapons and go out on the hunt once more. Their god was Huroa, the Bringer of Warfare, after all. The barbarian mystics, reading the seasons and the weather, did not believe that the Great Rift opened as a vengeful act of god; they thought it was a challenge sent by Huroa to test them, a challenge that they had failed. It seemed natural that they would begin to satiate his desire for destruction once more by seeking out further violence. Still disunited, they never managed to regain their former glory, but without a doubt the Plains were amongst the safest places in the whole Kingdom. Once the barbarians returned their weapons to their hands, very few monsters survived to stalk the lands.

And so it was with a great sense of dread that the Royal Guards handed over the decree. Unsurprisingly, the barbarians fought back; they had respected the rule of the Kingdom because for a long time they had no reason not to. But now, this was an abomination against their god! Yet the Royal Guard swept through each village, overwhelming the barbarians through sheer number; Aurorus had expected resistance, and dispatched a great number of his men accordingly. Some of the barbarians fell into chains, but many fell into their graves. The barbarians were not really the sort of people to be taken to the jails in any other way.


Spoiler: Class PM
You are a sixth Puktu Immortal; a warrior who has conquered six different tribes, and now sits as their leader. Many believed that you would eventually rise to fill the space left by Warlord Jinhu if your campaign continued, but you were stopped in place when hordes of royal guards invaded your village. You managed to fight them off, and in doing so defend your honour and your people. But although you are a brave and competent warrior, you’re not stupid; knowing the guards would be back tenfold, you set off North, hoping to survive for as long as you could on your hunting skills alone. Last night, you arrived in Llaranastra, scaled the wall, and dropped silently down into the backstreets.


Spoiler: D1 PM
Something feels...strange.
You put your hand on your stomach. You can feel it vibrating softly. The throbs grow more and more intense, until -
You try to croak out a curse in your native tongue - but no sound comes out.
You choke on the word, your eyes bulge, you slam your fist into a wall.
All to no avail.


Spoiler: N1 PM
A strong and resilient warrior knows the value of rest, and you are both in equal measure. The moment you arrive at your lodgings, you make straight for your room and the sweet breath of oblivion. Let those who would flutter beneath the moonlight like duskmoths have their fun and games. You will recuperate from the day’s activities and begin anew on the morrow...

...But your rest is disturbed by the sound of a scream. You rise, giddy, weaker than you were before. Something is wrong.


Spoiler: N2 PM
You roar with rage as the world swims before your eyes, a weakness that you have never before felt leaving a deep ache within your limbs. You stumble, faltering at the doorway to your abode. Just last night you had thought that a sleeping Immortal was as dangerous as an armed one, but now, you’re not so sure. Light-headed, you clamber upon the bed, and drift off to a tormented sleep.

The next day you rise with the sun, and a warm sensation of strength passes through your rugged body. It seems you have regained your place amongst the ranks of the Immortals, becoming once again a warrior ready to face anything that the world might throw at you.


Spoiler: N3 PM
These Northern folk and their strange customs - women weep and children cry in the night at the sight of blood. They carry away the dead and conceal them in great stone tents. They willingly cut their hair short and lie with just one woman. All of this confounds you, but nothing is as strange to you as the hot weakness you feel sweeping over your body again tonight.

The strength seeps from your body. You stumble sideways and crash into a stall, bringing it to the ground around you. You later wake in the same spot, an angry merchant clucking his nonsense language at you.

All of a sudden, his tongue falls silent. You do not know how to fear, but this northerner does, and you see the horror take hold - a terror whose source he does not recognise.

Well, perhaps you'll track the source. You're tired of feeling so weak, and vow to leave this dreadful place. The men at the gates had refused you once before - no Malurian would step beyond their watch until the murderous mess of the past few weeks had been sorted out - but you knew that if you brought them the killers' heads, the tune they sang might ring differently.


Spoiler: N4 PM
An uneventful night passes. You sharpen your handaxe by firelight, looking to the stars. You feel that soon, it will be too late to free your people from the mad tyrant King who demanded you all lay down your weapons. Throwing your small axe aside, you reach for the enormous great axe that saw you rise to the top of your tribe. You study your face in its rough surface. It is a face of a warrior, of a man who will never give in. You spit on the floor, on the King who has tried to defang you. You roar to yourself, for your will is too strong to be defeated! Not by him! Not by any man!

These thoughts of violence fresh in your head, you slam open the door to your tavern, wrenching it from its hinges. It is time to see what today will bring.


Spoiler: N5 PM
You were weary, resting from the toils of the day and all that had happened, when an antlered man appeared at your lodgings. He tries to shout in your face, to force his imposing presence upon you, but you are not frightened. No mere man of metal can dare terrify one such as you. You scream back, thumping your chest and send him scurrying on his way.

You wonder if this man was a pitiful retribution from your god. You curse his name. You don’t need them. You are a sixth puktu Plainstribe Immortal! You can strike out alone and defeat this world!

When you arise in the morrow, you are greeted by two menacing grins, and an antlered helm upon a pike.


Spoiler: Death Scene
These notes awakened a huge and irate man. He emerged with his battleaxe at the ready. He looked at these two men, so openly displaying their violent acts, and knew that it was they who stood against him in battle.

"HEAHEAUHEAHEA! I WILL DESTROY YOU BOTH!" he roared. "I WILL NOT BE DEFEATED!"

The monk thrust his staff, blood spraying outwards and covering the eyes of the great Barbarian fighter. He was not one to cower from a fight, but even he struggled to fight blind. He lowered his axe to wipe the sticky crimson substance from his eyes. At that moment, the Bard leapt into battle with daggers in each hand, piercing the huge barbarian's chest.

"HEAHEHAUEHAUE!" the barbarian manically shouted, blood pouring from the puncture-wounds. "I WILL NOT GO DOWN SO EASILY! THIS IS BUT A SCRATCH!"

The bard stumbled backwards in disbelief. He watched as the monk delivered two strikes with his palms to the unarmoured temple of the barbarian. The axe whistled downwards, just missing the shimmering form of the monk, who ducked and weaved and avoided every strike. Blood continued to trickle out from his body, but the barbarian fought on. It was as though...as though he truly were immortal!

But...it wasn't truly real, was it? The Bard recalled stories of such feats of strength, of men whose lives continued beyond their own death: decapitated, these men continued fighting still. He had always thought that they were stories of fantasy and myth - never had he suspected that they might actually be based in truth!

The barbarian roared once more and thundered towards them, raging like a bull on heat. But he was sluggish now, and his blow was easily evaded by the Bard. Sheathing his daggers, the bard reached for a black long sword, stolen from the Alua that they had dispatched the night before. He struggled to lift the blade, the pure weight of it straining his arms. A second axe strike whipped down at him, and the blow shattered the sword. A shard of black metal shot out and lodged itself in the barbarians throat. No longer could he roar, but still he fought on, gurgling and drowning in his own blood.

The monk delivered another blow, crushing his jaw, splitting his head horizontally, teeth flying everywhere. The barbarian swung his axe wildly. The monk looked into the red eyes of the Immortal, and thought he saw there the face of death itself. The axe struck a wall, sticking place. The barbarian tried to pull it out, but had not the strength. He could not let go of his weapon, even as the monk swept his staff swiftly, shattering the arm at the elbow. There was no more that the barbarian could do but sit there, grasping his weapon, as his life force drained out of him.

Even in death, they could not pry open his titan-like grip, and as his spirit joined his people in the sky beyond the sky, his hands held that waraxe for all of eternity...


Monk
Spoiler: Class History
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Monks are a rare breed in the Kingdom. Turning away from all civilisation and order, the Monk is the prototypical hermit. But more than this, Monks are amongst the only people in the whole Kingdom who do not worship a god.

The Monks atheism allows them to concentrate solely on the natural world. They believe that the world was created through a chain reaction of cosmic energies, and that it only exists as a counter-balance to the chaos of the skies. Whilst the skies arbitrarily create and destroy matter at an unbelievable pace, the world gradually and purposefully expands. Unlike the believers of the gods, the Monks think that when we die, our soul does not transcend existence and reach a higher plane alongside the gods; rather, our body forms one with nature, which is slowly tipping the scales in favour of our world as it amasses more energy from the deceased. When the world possesses greater energies than the chaotic cosmos that birthed it, the skies will be wrenched from their positions, plummeting earthwards, crushing the planet and causing another series of chain reactions that will birth a new world. The Monks are the only ones who will be able to ride the waves of the skies to this new world, allowing them to pass the story of the birth of the world down the generations, until the next time, and so on, ad infinitum. The legends of the Monks claim that this is how they came to exist on this planet, and how they alone understand the secrets of the world.

Preparation for the end of this world and the start of the new one is understandably a daunting task. The Monks must steel their bodies and their minds, and spend much of their lives meditating and training themselves to endure harsh punishment. Their meditative state enables them to see the tipping of the equilibrium, and is often brought about by consuming the sweetened liquid of various plants found in the Irium forests. As such, the Monks habitat tends to be localised in this area. Their theories about the world rarely spread further than their own confines.

---


It should come as no surprise that the Great Rift was ambiguously received by the Monks. Initially, they celebrated the tearing of the sky as the ending of the world, as the scales finally being overturned. But when the world remained stable, their understanding was shaken. Untold amounts of bodies had been offered up during the war – why then had the world not collapsed inwards? One of the eldest Monks, Esiah the Timeless, suggested that this was a test, a challenge. If they could get inside the Void, they would be transported upwards to the Cosmos itself, where they could observe the destruction of the planet from afar.

As it stood, the Monks worked with the Order to fight back the slew of Rift demons. Many died along the way, but a significant number pushed through into the Rift itself. No one knows where they went when it shut – though they certainly did not get to witness the end of the world.

---


It is unclear how the legends of the Monks lived on after it seemed that all of them had perished or been sealed within the Void. It is rumoured that deep within Irium forest, the trees steal secrets; perhaps a traveller, losing his way, learnt of the legends in this way, and, convinced by their allure, set about preparing for the end. Maybe a few Monks, so isolated from the world, had no idea that the Rift Void had opened, and lived on, oblivious, for over a decade. Or perhaps Esiah had left some Monks behind, in case she had been wrong. However their legends survived, they remained a hidden and guarded secret for many years. Aurorus did not even know that they existed, until a drunken Monk stumbled into two Royal Guards combing through Irium Forest. At first, the Monk was arrested for his inappropriate behaviour, but soon, the new King figured out that he too was a hero.

This signalled the start of the hunt for all remaining Monks. Being atheists, they were the lowest of the low, as far as Aurorus was concerned; none that were caught were spared, and all were sentenced to death.


Spoiler: Class PM
You learnt your craft in Irium Woods, spending most of your life in isolation after you had completed your initial training as a young child. As far as you know, you are the last remaining living Monk. Your siblings have been carted off to the King’s dungeons over the last few months as not only traitors to the King’s decree but as blasphemers to Lioar’s Light. None returned. When you too were taken away, things were not looking good for the Cosmic Message. And so when the King offered to spare your life in return for a simple favour, you had no choice in the matter; if you died, the legends died with you.


Spoiler: N1 PMs
You sit down at night to muse upon the passing of the unholy mage who was sent to aid you. You suspect his death will have little impact on the King's demands. And so you set off, hoping to suffocate one of the Traitors who stands in your way, taking a quick detour to offer another the false hand of friendship. Perhaps this token gesture would prove useful in the future...

---


You wake early, as is your custom, and proceed to carefully peel a ripe poali fruit. You bite down into the sweet fleshy centre, and sit on the edge of your bed, chewing and cleansing your mind. When you have finished eating the fruit, you close your fist around its stone, crumbling it into dust. You wipe your hands on your white cloth robe, and head out of the door, towards the bustling city streets of Llaranastra's market district, when you hear a scream...


Spoiler: N2 PM
The fools. You led them to slaughter an innocent priest. He worshipped a false god, of course, but his soothing hands nevertheless possessed restorative powers that could have been your undoing. You felt a pang of guilt. Perhaps, had you evaded capture, you might have protected him from his fate. But things were as the Cosmos wished, and you had to be his executioner.

Putting these thoughts aside, you set off to pay a friend a visit, hoping once more to garner his trust. These feelings - guilt, friendship, sadness - invaded your thoughts. After setting up the last of your charms, you returned immediately to your bedchambers. Forsaking your sworn duty to the King - if only for one night - made you feel penance for the hollow space in your stomach that had been slowly filling with the Priest’s blood.


Spoiler: N3 PM
Tonight, your compatriot has annoyed you beyond measure. Whilst you have been out, risking your very life to serve your King, he has remained safely hidden away in his tavern room. Well, the skies take him! You refuse to stain your hands with blood tonight - especially the corrupt blood you have in mind to spill.

And just as well too: the day brings with it the stench of decay and death, and you are glad that it does not cling to you.


Spoiler: N4 PM
You meet with your associate. Tonight will be an important night. You have sent the young singer to meet with your fourth associate, a scout that the King sent ahead to gather information, some kind of thief you believe. This will be your first rendezvous with him: you hope that he does not disappoint, for you are starting to feel the pressure of eyes all around you. Do they suspect that beneath your placid veneer lies a killer? You must plan carefully, and take whatever tomorrow brings as best you can. The Cosmos are eternally in flux - what are the follies of man compared to them? You are ready to dive head first into both...


Spoiler: N5 PM
Your companion, the Bard, has done fairly well these last few nights, you suppose. But now he insists on writing some sort of song to commemorate your ordeal. He strums his lute and you glower at him, telling him that if he remains silent, you will see this through together: but should he play his little tune, you might just have to leave him for dead.

Leaving him with those chilling words, you set out into the night. You track down an antlered man, a hulk of metal. He seems somehow weaker than before, as though he has already accepted his oncoming defeat. You notice wryly that he has no shield, and so you attack: first, clattering him on the head, breaking his wrist, and then finally delivering the fatal strike directly to his heart.

You take his head as a grim trophy. You need not fear anymore: there is but one traitor left, and you will deal with him on the morrow...


Spoiler: Victory Scene
His snapped spine hung limply from a gaping hole where his neck should have been, and the lowest part of the helmet was covered with blood, dripping in rivulets between the fingers of the man who held it upon a wooden staff, puddling on the floor. He was wearing a flowing white robe, his hair was shaved, and around his neck were a string of beads, signifying him as a Monk of the Cosmic Order. Beside him, reclining lazily and strumming a lute with a sardonic grin, was a man wearing a feathered hat and rough stubble upon his cheeks.

A huge and irate man emerged with his battleaxe at the ready. He looked at these two men, so openly displaying their violent acts, and knew that it was they who stood against him in battle.

"HEAHEAUHEAHEA! I WILL DESTROY YOU BOTH!" he roared. "I WILL NOT BE DEFEATED!"

The monk thrust his staff, blood spraying outwards and covering the eyes of the great Barbarian fighter. He was not one to cower from a fight, but even he struggled to fight blind. He lowered his axe to wipe the sticky crimson substance from his eyes. At that moment, the Bard leapt into battle with daggers in each hand, piercing the huge barbarian's chest.

"HEAHEHAUEHAUE!" the barbarian manically shouted, blood pouring from the puncture-wounds. "I WILL NOT GO DOWN SO EASILY! THIS IS BUT A SCRATCH!"

The bard stumbled backwards in disbelief. He watched as the monk delivered two strikes with his palms to the unarmoured temple of the barbarian. The axe whistled downwards, just missing the shimmering form of the monk, who ducked and weaved and avoided every strike. Blood continued to trickle out from his body, but the barbarian fought on. It was as though...as though he truly
were
immortal!

But...it wasn't truly real, was it? The Bard recalled stories of such feats of strength, of men whose lives continued beyond their own death: decapitated, these men continued fighting still. He had always thought that they were stories of fantasy and myth - never had he suspected that they might actually be based in truth!

The barbarian roared once more and thundered towards them, raging like a bull on heat. But he was sluggish now, and his blow was easily evaded by the Bard. Sheathing his daggers, the bard reached for a black long sword, stolen from the Alua that they had dispatched the night before. He struggled to lift the blade, the pure weight of it straining his arms. A second axe strike whipped down at him, and the blow shattered the sword. A shard of black metal shot out and lodged itself in the barbarians throat. No longer could he roar, but still he fought on, gurgling and drowning in his own blood.

The monk delivered another blow, crushing his jaw, splitting his head horizontally, teeth flying everywhere. The barbarian swung his axe wildly. The monk looked into the red eyes of the Immortal, and thought he saw there the face of death itself. The axe struck a wall, sticking place. The barbarian tried to pull it out, but had not the strength. He could not let go of his weapon, even as the monk swept his staff swiftly, shattering the arm at the elbow. There was no more that the barbarian could do but sit there, grasping his weapon, as his life force drained out of him.


Spoiler: Epilogue
As for the Monk, he too was too cynical to return directly to King Aurorus. But he did strike out for Maluria, recruiting along the way a number of new followers to maintain his beliefs in the Cosmos. Having established a settlement in the allegedly haunted woods that bordered the two kingdoms, he made his way towards the King. He found the Kingdom a very different place from that which he left: the Brotherhood of Light was being led by a puppet of the King, and were executing all those who did not swear oaths to Lioar's Light. No one dared stand up against them: and how could they? No one who remained in the kingdom had the strength. All of those who might have made a stand had been killed or arrested. They run rampant through the countryside, in packs of eight or more, building ever larger churches to please the power-mad king. Before the Monk had even reached Aurorus, he was beheaded for blasphemy by a battalion of just such Priests.

The King had gotten what he wanted. His Kingdom was in ruin.


Bard
Spoiler: Class History
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Bards were once very common throughout Malura. They were also a very varied people; some were heroes who had seen battle first-hand, and who had decided to recount their epic feats to those unable to face the battlefield, whilst others were spreaders of rumour and hearsay picked up in one town and embellished in another. Still more fabricated their tales, weaving together the most fantastic and exciting threads of drama in order to entertain their listeners and earn some gold.

Unsurprisingly, Bards tended to move around a lot; the same stories, even when drawn from an impressive repertoire, can begin to dull over time. Moving onto new cities offered the Bard a constant freshness and ever increasing opportunities to experience the world. A Bard telling of his or her own exploits naturally benefited from ever changing environments and the lack of commitment that this offered, whilst a story creator could gain inspiration from his time away from the city.

As might be expected from such a carefree life, Bards rarely allowed themselves attachment to one particular person or place. Most had as many lovers as they do fines at inns, tending as they did to slip out before paying their tabs in most cities they stayed at – although there always used to be a kind of honorary pact between the innkeepers and the entertainers, since the custom a good Bard could bring to an inn was often more valuable than the money for the room itself, usually justifying their sneaky and hasty exit.

Bards were not only masters of the spoken word, many were also gifted musicians, capable of memorising melodies after hearing them but once on a whole range of instruments. Their music had a subtle effect on those who heard it, seemingly speaking to the heart and toying with the emotions of the listener. A number of Bards were renowned for holding the handcuffs at bay with a well timed tune and a well crafted lie.

---


When the Great Rift opened, many Bards flocked to it; most had seen smaller rifts before, and some had even partaken in or witnessed their closing. Such battles always provided fantastic narrative material, and no Bard wanted to lose the edge other his competition by missing out.

None had quite expected the massacre that they witnessed in those early days of the skirmish. The monstrous creatures that burst out of the Pale Void maurauded through the assembled warriors, dealing out death and maiming those that were not fortunate enough to perish immediately. The beasts had no notion of the Bards as non-combatants, and those that had never fought before were overrun and swiftly killed. Those that had been adventurers in their youth or those who still carried a sword in one hand and a lute across their back managed to live a short while longer, but the unexpected strength of the first waves of beasts was simply too much.

Some of the Bards managed to escape, hide, or meet up with other fragmented groups of heroes, and some, who had had a longer journey, turned up after the slaughter of the first few days. It is by the determination of these few men and women that a coherent record of the battle remains; those heroes that survived often knew only their own particular series of fights, whilst the Bards could supply an overview of the whole war. They also helped to keep morale high, recounting the days victories, whilst their tales of the losses gave the warriors confidence that their deaths – should they come – would not be in vain, and their battle would not be forgotten.

---


But after the Great Rift closed, no one wanted to hear the Bards’ tales of heroic deeds – it was that sort of behaviour that had angered the gods in the first place. The Bards nearly slipped out of existence, and with them, the great stories of the past. Only one or two Bards continued to ply their trade, writing their stories down when no one would listen. Most others just played their instruments, though their music lacked the heart that had made it so special before.

When Aurorus took the throne, it was the Bards who received the harshest punishment. The court’s Royal Minstrel had first inspired Aurorus’ love for heroes, and he now felt that it was the Bards who bore the greatest responsibility for the gods’ hatred of men; after all, if anyone represented a culture of hero admiration, it was the Bard. They were stripped of their instruments, and those who protested had their tongues cut out.


Spoiler: Class PM
After the King embarked upon his crusade against storytellers, you had to go into hiding. You managed to remain hidden from his probing fingers for quite some time, until a maid found the papers upon which you had written down the tales of your heroic deeds of the past. She reported you to the City Guards for a handsome reward, and you were ambushed that very same day. Aurorus wasn’t going to offer you a reprieve, but you begged for the chance to live. You told him how you would act as his propaganda chief, writing whatever lies he wanted the people to believe. He didn’t promise you your life, but he was willing to see what you could do.


Spoiler: N1 PM
You decide to take it easy tonight. You’re not accustomed to just sitting back and letting the world go on its way. Your fingers strum invisible instruments and your lips breathe unwritten ballads, but you remain firmly within the confines of the tavern, and the city thrives and throbs in the night’s lustful darkness.

When a scream cuts through the morning dew, you feign surprise, and push through the crowd for a closer look...


Spoiler: N2 PM
You recline lazily in your bed. The night is young and you can hear the merriment of the drunkards in the tavern below, but you dare not show your face. There are those who do not care for the sweet lyricism of your poetry, the sheer scale of your epics. But they will. You are waiting for the right time to strike - a moment so fine that your music will crackle like ice, an intricate weave of sounds shattering across the surface of silence.

Unlike many other travellers who pass through this cheap inn, you get a good night's sleep. You rise the next morning, fresh and ready to face the world. You have a feeling that today, you will find the material for a new tale...


Spoiler: N3 PM
Finally, you bestir yourself. The lute slung across your back is your shield. Your words are your weapons. Your footsteps are a purposeful tune, a melody played on the scales of destiny.

You spy your victim, head lowered over a tangled body, blood dripping from his lips.

'Lioar's Light,' you curse. Maybe this isn't such a good idea after all...

But the creature looks up, stares straight in your face, hisses, and attacks.

How a lowborn Bard was any match for the centuries old Nielwarren lord, you will never know. All you saw was the blur of your lute crashing into the face, strings snapping as the neck tore asunder. The next thing you saw, the Nielwarren lord was scurrying away on all fours. You gave pursuit, but he had disappeared.

You returned to your tavern, certain that you had not killed the ancient lord.

But the next morning, as horror rose all around you, the Nielwarren's bloodied remains soothed your anxiety. You were perhaps the only man who did not shudder at the great shadow of fear that swept the skies, for you alone recognised the unholy aura as that of the late Lord.

His spirit had passed to the Pale Void.

He was dead.


Spoiler: N4 PM
You feel the pressure building. The end is in sight for you. Just a few more verses remain to be added to the epic tale you are unravelling here, and you will have gained the favour of the king - or so you hope. You can't shake the memory of those piercing eyes as he sent you away: they seemed to promise death even on your success. You determine to remain in Llaranastra even after you have dispatched the last of the Traitors. The story will make you rich beyond your wildest dreams, but only if you are allowed to tell it. You ponder this for a moment, before meeting with the fourth member of your team, a scout the King had taken from the dungeons and dispatched ahead of you. You've not yet had the chance to discuss whatever information he has gathered, but tonight you will speak at length.

Or so you had thought.

When you arrived at the alleyway, a dirty little girl-thief was talking with him. You recognised her - she was one of the Malurians. Was this an ambush, or was the scout providing you with a fresh victim? You did not wait around to find out: lashing out, you caved in the skull of the young girl. She crumpled to the floor. When you turned to face the scout, he had vanished. All you could hear was the weeping of the wind...


Spoiler: N5 PM
These past few days have been, well...rather exciting! You get ahead of yourself, wanting to write your story already, to tell of your epic feats. What if you should not make it? Someone needs to know, to retell you into history for ages to come! But your companion firmly denies you the chance. You hold out your lute ready to strum a discordant melody, and stun him with your own soundwaves, but he is gone, a whisper of white silk in the night.

He returns later that night, carrying a grim trophy: the head of one of the last of the traitors. He throws it down at your feet.

“I did what you could not,” he says. “I have brought us sweet victory.”


Spoiler: Victory Scene + Song
His snapped spine hung limply from a gaping hole where his neck should have been, and the lowest part of the helmet was covered with blood, dripping in rivulets between the fingers of the man who held it upon a wooden staff, puddling on the floor. He was wearing a flowing white robe, his hair was shaved, and around his neck were a string of beads, signifying him as a Monk of the Cosmic Order. Beside him, reclining lazily and strumming a lute with a sardonic grin, was a man wearing a feathered hat and rough stubble upon his cheeks. He played a series of chilling notes, and with a solemn voice, began to sing:

"We who were once down in the cells
Have brought about justice and good;
We alone have faced seven hells,
If only you passers-by understood.

Well let me now share my rhyme and my song,
It'll cost a spare copper or two -
Stay just a moment, it won't take long
Whilst I tell our heroic tale true.

Traitors the lot of 'em, filth worse than scum,
Fled from their country and king:
Pay me my coin sir, and whilst I strum,
You'll not regret that I sing.

A reversal of fate and fortune alike,
We who were once condemned
Have had both the courage and wits to strike,
And brought this revolt to its end.

Want to know more, sir? I do implore, sir,
Just a copper or two is truly enough!
My fee is but humble, and with this ensemble,
I won't disappoint, that isn't a bluff!"

---



These notes awakened a huge and irate man. He emerged with his battleaxe at the ready. He looked at these two men, so openly displaying their violent acts, and knew that it was they who stood against him in battle.

"HEAHEAUHEAHEA! I WILL DESTROY YOU BOTH!" he roared. "I WILL NOT BE DEFEATED!"

The monk thrust his staff, blood spraying outwards and covering the eyes of the great Barbarian fighter. He was not one to cower from a fight, but even he struggled to fight blind. He lowered his axe to wipe the sticky crimson substance from his eyes. At that moment, the Bard leapt into battle with daggers in each hand, piercing the huge barbarian's chest.

"HEAHEHAUEHAUE!" the barbarian manically shouted, blood pouring from the puncture-wounds. "I WILL NOT GO DOWN SO EASILY! THIS IS BUT A SCRATCH!"

The bard stumbled backwards in disbelief. He watched as the monk delivered two strikes with his palms to the unarmoured temple of the barbarian. The axe whistled downwards, just missing the shimmering form of the monk, who ducked and weaved and avoided every strike. Blood continued to trickle out from his body, but the barbarian fought on. It was as though...as though he truly
were
immortal!

But...it wasn't truly real, was it? The Bard recalled stories of such feats of strength, of men whose lives continued beyond their own death: decapitated, these men continued fighting still. He had always thought that they were stories of fantasy and myth - never had he suspected that they might actually be based in truth!

The barbarian roared once more and thundered towards them, raging like a bull on heat. But he was sluggish now, and his blow was easily evaded by the Bard. Sheathing his daggers, the bard reached for a black long sword, stolen from the Alua that they had dispatched the night before. He struggled to lift the blade, the pure weight of it straining his arms. A second axe strike whipped down at him, and the blow shattered the sword. A shard of black metal shot out and lodged itself in the barbarians throat. No longer could he roar, but still he fought on, gurgling and drowning in his own blood.

The monk delivered another blow, crushing his jaw, splitting his head horizontally, teeth flying everywhere. The barbarian swung his axe wildly. The monk looked into the red eyes of the Immortal, and thought he saw there the face of death itself. The axe struck a wall, sticking place. The barbarian tried to pull it out, but had not the strength. He could not let go of his weapon, even as the monk swept his staff swiftly, shattering the arm at the elbow. There was no more that the barbarian could do but sit there, grasping his weapon, as his life force drained out of him.


Spoiler: Epilogue
The Bard never returned to the throneroom of King Aurorus to reclaim his "reward." He instead fled further North, spreading his lurid tales amongst the people of the Northern Kingdoms. After all, he remembered the glimmer of madness in the King's eyes on that day that felt an age ago: he knew that nothing but the cold arms of death awaited him in Maluria. He never remained in once place for very long, always fearing that the King would dispatch a second party to search and kill him. But this was a life that he had always known. Some twelve years later, he would die from a plague that infested a small farming town, but during those years, he had bedded many women and drank much ale. He had few regrets.
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Post Post #2043 (isolation #89) » Mon Nov 14, 2011 7:37 am

Post by AurorusVox »

It seems both of the QTs have already been posted. I'll come back to give actual game thoughts once I've eaten dinner :twisted:

One thing that bears mentioning is the Fate/Fuck thing. I'm honestly sorry if it wasn't very clear. I wasn't trying to be ambiguous, and I thought that what I said was enough.

Also, the game went to N5 just in case scum accidentally discorded the kill onto themselves. Very unlikely, but it could have happened without proper planning. More of my thoughts on that are in the Dead QT.

Also, I know that sometimes I started days etc. late, and for that I apologise, but I've started having an adult life now, and the 9-5 is killing me >:(
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Post Post #2090 (isolation #90) » Tue Nov 15, 2011 6:41 am

Post by AurorusVox »

Derp, I got myself confused about the Smoke and Mirrors. I have two lots of mod notes, one saying it does and one saying it doesn't >_>" This is why I'm going to be working from ONE document only for the future, and not trying to put it all into Flash and/or PDF format.

As for the town balance, yes, I think there were a few imba town powers that never really got going (Bonetongue, anyone?) so they'd be ironed out for a future game, for sure. Also, I am working on a levelling system as we speak >:D The decision I'm pondering atm is whether to start everyone at zero points, or one :O I might even be persuaded to bring in a more elaborate tree system where each skill only costs one point and are all vastly different, but I'm not sure yet; that might lead to a wildly difficult to balance game x_x

Silence as it is won't be featured in the next game, as Fate made a good point to me by PM that the skill is practically useless since you could game it easily. At first it was intended to stop people talking in their QTs, when there were about three or four roles that created QTs. When those roles were reduced, the skill changed (at one point it was just a vote blocker, but then it morphed into its current state). I personally would have blocked the vote on "what thefuck", even though I didn't block it with "fuckin", because the intent was to say "fuck" in the first example, and "fuckin" in the second, and I still maintain that those are different words :<

I really appreciate the Scummy noms too, guys :) I had a blast writing flavour, and as promised, the sequel (should it exist (which it will)) flavour will be based on the events of this game to an extent ;) I especially enjoyed writing Timeater's death flavour, with his poor little maths class xD


@Mist: I may also make the full game. I have an Alua Vanquisher demo if anyone wants to test it out :p I was originally going to make individual games for every role, but I reached signups a lot quicker than I thought I would, and it was taking too much of my time anyway (if you think, I managed to make one in about a month...!) Though I might make a kind of "choose your party at the start" sort of game, where you can use these roles, and set out on some sort of quest (would probably be to fight your way to Llaranastra, and find and kill the other roles!).

NINJAEDIT:

Who said that the Shadewalker would even be in the sequel? The King was never dethroned, so their very home has been destroyed! Without a home...well, how can they hope to live?


As for the Levelling Up system: most of the time I'm planning on implementing more or less Bonus Upgrades, such as reducing the cast time of a skill, or adding a second feature (such as the current Level 3 Intimidate, which adds a voting restriction to the normal intimidation).

In some cases, the third level upgrade would be to gain a second shot of a powerful one-shot skill (such as the self protect, for example). In other cases, the first upgrade will allow a second shot (whether the first has been spent or not) and the third will allow unlimited usage. So, you could go from 1x cop, 2x cop, unlimited cop -- as I'm not really sure how much more "upgraded" a cop report could get (...unless I was to make it immune to things like Millers and GFs if they were in the game...hmm)

My thought is that some skills are too much to automatically have unlimited shots at the first level, hence why they could have to scale upwards. But we'll see. If I can manage to arrange satisfactory upgrades that don't rely on increasing number of shots, then I'll try to do that. I'll make sure that no role has exclusively shot-upgrade skills, at the very least.
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Post Post #2098 (isolation #91) » Tue Nov 15, 2011 9:45 am

Post by AurorusVox »

Lol those pre-in slots don't last very long, do they? :p

Well I'm thinking about level ups atm. Which system would people prefer?

(1) Each character has 3 skills that start at zero, each with two upgrades that can be applied in either order after the base skill as the player gains XP, plus one class bonus that they start the game with.

OR

Each character has seven skills arranged in a tree, along the lines of, for example:

Image

You could travel any route that you wanted, but would require the previous node skill before gaining any others. So here, you would need 1 in order to get 2, before you could get 3 or 5.

I'm trying it both ways at the moment, but figured you'd be the best people to ask :p
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Post Post #2101 (isolation #92) » Tue Nov 15, 2011 10:10 am

Post by AurorusVox »

Tree would replace innate bonuses since you would start with one skill point and there might be more than one entry level skill. And yes, you would gain xp points to spend each night. Some nodes might cost 2xp to purchase though ;)
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Post Post #2123 (isolation #93) » Thu Nov 17, 2011 6:36 am

Post by AurorusVox »

:( Fate, you've made me feel really bad now. The idea to explain that you hadn't actually lost your vote, and then ignore your hammer, honestly wasn't one I even thought about. I instinctively felt that I should have treated it like I would have treated any other "accidental" hammer :(

I only wish this had taken place during my day-time so that I could have posted a VC after you thought you lost your vote, and cleared it up before the hammer :(
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Post Post #2127 (isolation #94) » Fri Nov 18, 2011 9:50 am

Post by AurorusVox »

<3

Can I secretly just fill the playerlist with pre-ins? >_>
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Post Post #2144 (isolation #95) » Sun Nov 20, 2011 12:08 am

Post by AurorusVox »

In post 2139, mastin2 wrote:...I'm going to pre-
replace
-in. :P (As in, I wanna be the first called when the game inevitably needs a replacement. :P I work better that way. ;) )

This must be the first time a mod has pre-hoped one of his players will flake xD
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