Post by Witchcraft and Sorcery on Sept 21, 2013 11:59:16 GMT -5
In the year 4E 212, ten years after the defeat of Alduin and the end of Skyrim's civil war, it seemed that at last the Dragonborn's job was done, his destiny fulfilled. The Thalmor had withdrawn after the Stormcloaks took over, and Skyrim was mostly at peace. Of course there was the occasional bandit or Forsworn raid on a town, but that was nothing the guards of the nine Holds couldn't handle. Even the Dark Brotherhood, the shadowy assassins' league based out of Falkreath, had seemingly faded into anonymity after the Empire destroyed their headquarters. Of course, there was never any confirmation that its members had been killed. For a long decade the Dark Brotherhood became the stuff of rumors and legend. Not a day would go by in the town of Falkreath where one could not hear whispers that they were recruiting again, and this time the Night Mother had a new Listener.
On the morning of the 12th of First Seed, 4E 212, Jarl Dengeir of Falkreath woke up to the sound of the birds outside his window. It was later than usual for him, as he was an elderly man, nearing eighty, and preferred to wake up much earlier. Walking out into the main hall of his longhouse, he turned to sit on his throne. As he did so, there was a noise from the balcony... and a hooded figure.
The Jarl tried to yell, but the arrow pierced his vocal cords and there was no more he could say. The Dark Brotherhood had claimed their first victim.
This is all so exciting for me, I've been wanting to host a game for a while. There are a few changes to the normal roles and rules of the game for this edition of WW:
I'll begin with the roles:
GOOD ROLES
Argyl - The Dragonborn (Guardian/Elder): Essentially functions like the Elder in past editions of WW. The Dragonborn may choose to either scan or defend a player each night phase, however MAY NOT PM OTHER GOOD ROLES UNLESS THEY ARE A POWER ROLE, i.e. the defenders or seer. The same goes for the seer.
The Hold Guards (Defenders): The guards may defend one player each night phase. The guards will know each other's identity at the beginning of the game, but cannot tell the Guardian or Seer the identity of the other unless one of them has scanned both.
Olava the Feeble (Seer): Those of you who have played Skyrim will tell me she's in cahoots with the Dark Brotherhood and I know that, but she was the only psychic I could think of offhand. Whatever, she's sort of neutral anyway, and a good guy for the purpose of this game.. Olava may scan one player each night phase, but may not PM villagers telling them they have been scanned.
Villagers - this game is about isolation from power roles. The village is not allowed to have any contact with the good power roles, and vice versa. Army-building on the good guy side will only happen with the power roles. Another note on that front - to stop the dictation of who to kill by someone other than the seer (as happened last game), those who know who the seer is must not say so. I want discussion, not dictation.
OK, that's enough for the good guys.
BAD GUYS
Astrid: Bad guy leader. Knows who the other members of the Brotherhood are, but has two lives. If she is lynched her role is revealed but does not die. If she is scanned, her role comes up as villager.
Nazir, Arnbjorn, and Veezara- The Assassins: Function like normal Werewolves. Work with Astrid to kill one player each night. They all know who each other is from the beginning.
I have one other fun surprise - someone I couldn't leave out from a Skyrim WW game...
Cicero - the fool - A neutral role that wins when lynched. If he is attacked by the Assassins he does not die. If he lives until the end of the game he loses. This does not mean the game ends, it just means that he shares the win with whoever ends up winning. One note - and this is very important. Cicero MAY NOT come out and say "Kill me! Kill me!" That's no fun. Cicero must be more cunning than that. If people want to suggest changes to this role go ahead, I will accept and consider them until signups close.
I will keep signups open until Saturday, September 28 at 2pm Central time (US) All times posted will be in Central. When signups close I will randomize the names and roles, and will try to have all roles out by the following Sunday or Monday. Please keep in mind, I will be balancing school with this, so if I don't end a phase right when I say I will don't freak out. I'm also going to appoint the first non-inactivity kill as a deputy host just in case something really big comes up.
Signed up:
1. Ayunli
2. Duckyian Empire
3. Wolfhunters
4. Free Guns For All
5. Randomain
6. Ater Nox
7. Aersoldorf
8. 3LiT3
9. Malecia
10. Benevolent Thomas
11. Tsim Sha Tsui
12. Markanite
13. Controlitia
On the morning of the 12th of First Seed, 4E 212, Jarl Dengeir of Falkreath woke up to the sound of the birds outside his window. It was later than usual for him, as he was an elderly man, nearing eighty, and preferred to wake up much earlier. Walking out into the main hall of his longhouse, he turned to sit on his throne. As he did so, there was a noise from the balcony... and a hooded figure.
The Jarl tried to yell, but the arrow pierced his vocal cords and there was no more he could say. The Dark Brotherhood had claimed their first victim.
This is all so exciting for me, I've been wanting to host a game for a while. There are a few changes to the normal roles and rules of the game for this edition of WW:
I'll begin with the roles:
GOOD ROLES
Argyl - The Dragonborn (Guardian/Elder): Essentially functions like the Elder in past editions of WW. The Dragonborn may choose to either scan or defend a player each night phase, however MAY NOT PM OTHER GOOD ROLES UNLESS THEY ARE A POWER ROLE, i.e. the defenders or seer. The same goes for the seer.
The Hold Guards (Defenders): The guards may defend one player each night phase. The guards will know each other's identity at the beginning of the game, but cannot tell the Guardian or Seer the identity of the other unless one of them has scanned both.
Olava the Feeble (Seer): Those of you who have played Skyrim will tell me she's in cahoots with the Dark Brotherhood and I know that, but she was the only psychic I could think of offhand. Whatever, she's sort of neutral anyway, and a good guy for the purpose of this game.. Olava may scan one player each night phase, but may not PM villagers telling them they have been scanned.
Villagers - this game is about isolation from power roles. The village is not allowed to have any contact with the good power roles, and vice versa. Army-building on the good guy side will only happen with the power roles. Another note on that front - to stop the dictation of who to kill by someone other than the seer (as happened last game), those who know who the seer is must not say so. I want discussion, not dictation.
OK, that's enough for the good guys.
BAD GUYS
Astrid: Bad guy leader. Knows who the other members of the Brotherhood are, but has two lives. If she is lynched her role is revealed but does not die. If she is scanned, her role comes up as villager.
Nazir, Arnbjorn, and Veezara- The Assassins: Function like normal Werewolves. Work with Astrid to kill one player each night. They all know who each other is from the beginning.
I have one other fun surprise - someone I couldn't leave out from a Skyrim WW game...
Cicero - the fool - A neutral role that wins when lynched. If he is attacked by the Assassins he does not die. If he lives until the end of the game he loses. This does not mean the game ends, it just means that he shares the win with whoever ends up winning. One note - and this is very important. Cicero MAY NOT come out and say "Kill me! Kill me!" That's no fun. Cicero must be more cunning than that. If people want to suggest changes to this role go ahead, I will accept and consider them until signups close.
I will keep signups open until Saturday, September 28 at 2pm Central time (US) All times posted will be in Central. When signups close I will randomize the names and roles, and will try to have all roles out by the following Sunday or Monday. Please keep in mind, I will be balancing school with this, so if I don't end a phase right when I say I will don't freak out. I'm also going to appoint the first non-inactivity kill as a deputy host just in case something really big comes up.
Signed up:
1. Ayunli
2. Duckyian Empire
3. Wolfhunters
4. Free Guns For All
5. Randomain
6. Ater Nox
7. Aersoldorf
8. 3LiT3
9. Malecia
10. Benevolent Thomas
11. Tsim Sha Tsui
12. Markanite
13. Controlitia