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  • PanzerCorps

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    latest

    "Soon comes the pale mare, and after her the others. Kraken and dark flame, lion and griffin, the sun's son and the mummer's dragon. Trust none of them. Remember the Undying. Beware the perfumed seneschal."

    Quaithe_Amok.jpg

    Quaithe's words still rang in Dany's mind. The shadowbinder was still as mysterious now, years later, as when she had first seen her. Was she an enemy too, or only a dangerous friend? Who could say?

    Daenerys_DanyinMeereen.jpg

    The year is 300 AC. For years now, Dany has longed to go home, to reconquer her father's domain. Yet she had not. How could she? That would mean involving herself in a war on two fronts. So long as the shadow war against the Sons of the Harpy still raged in Meereen, she had to stay. Every night, more freedmen, unsullied and shavepates were murdered. Every night, her hold on the city grew thinner and thinner. And every day, the dream of a Westeros united under her rule slipper farther and farther away...

    SurrenderOfMeereen_by_StephenNajarian.jpg

    Something had to be done. Years of idleness had to be put to an end. And the people must be given what they want.

    And so, Dany caved on an issue she had struggled with for a time: Blood games. Soon, the fighting pits would reopen. And every day, at least one suspected enemy of the crown must be thrown in.

    Soon, there would again be blood in Meereen.
     
    Rules
  • THE RULES

    Each person will have a role, which will be kept secret. Some will be plain, ordinary citizen, but others among them will be something darker. The Meereeneese win by eliminating all the Sons of the Harpy. Meanwhile the Sons of the Harpy win by reaching (1:1) parity with the Meereeneese. The SotH may be split into several groups with different ideologies or loyalties, in which case only one may remain - and the game is not won until all others are eliminated.

    The game is split into two sections - Night and Day. For practical reasons, these take place at the same time, except for the first deadline, which only represents a night.

    During the day, the players gather and decide who to lynch, the person they think is most likely to be a baddie. During the night, the Sons of the Harpy decide who to kill, and special goodies and baddies will all send their orders to be executed.

    Day actions are handled in the following order:
    1-Votes
    2-PM Votes
    3-Leaders
    4-Brutals

    Nightly orders are handled in the following manner:
    0-Jester
    1-Distiller
    2-Psychic
    3-Infiltrator Scan
    4-Sorcerer Scan
    5-Seer Scan
    6-Priest Scan
    7-van Helsing
    8-Assassin/Hunter
    9-Robber
    10-Guardian Angel
    11-Doctor
    12-Werewolf/Cultist
    (If multiple hunt orders are sent from the same pack, the last one submitted is the one that counts unless otherwise specified by the sender. No matter how many werewolves or werewolf packs there are, only one attack takes place during the night, or none, if a pack forgets to send in an order.)
    13-Padre
    14-Spy

    During the day, everyone(including the Sons of the Harpy, who are pretending to be upstanding citizens) will meet together to discuss and decide who to lynch. When a player has decided whom to vote for, they type vote Player X in bold font and preferabbly at least size 4, this to ensure that your GM notices the vote. It is not allowed to edit a vote(though you can edit vote posts). If a player decide to change his vote, he types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.

    Abstaining from voting without declaring absence a maximum of 3 times will result in being auto-lynched or subbed out, if a substitute player can be found.

    No new playes may join except if substituting for a player who has missed 3 votes.

    Observers and ghosts ("dead" players) may haunt, taunt and flaunt. They may post cryptic theories like Quaithe's. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour (and keep off the GM colour, Gold).

    Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.

    Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is not allowed.
    Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
    No discussion of PM numbers is allowed. When posting PMs in the thread, players are encouraged to remove the numbers.


    THE ROLES

    Villager(Meereeneese Citizen): Has no special abilities.

    Werewolf(Son of the Harpy): Assassinates someone each night. More specific killing rules, aka the hunting pattern, will be given to them but will not be public knowledge.

    Seer(The Shavepate): An old, respected noble from Meereen who has shaved off his traditional Ghiscari hairstyle, which represents leaving the old Meereen behind and accepting the new Meereen. May scan one person per night. He will be told if that person is a SotH or unclaimed apprentice (100% success). Any other role will appear as a regular Meereeneese to the Shavepate.

    Priest(Queen's Guard): May scan one person per night. Will be told if that person is an apprentice or Westerosi Spy (100% success). Any other role will appear as a regular Meereeneese Citizen to Barristan.

    Sorcerer(The Harpy): The secret overlord of the Sons of the Harpy. May scan one person per night. He will be told if that person is a Westerosi Spy, apprentice, Shavepate or Barristan (100% success). Any other role will appear as a regular Meereeneese to the Sorcerer.

    Apprentice: Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice will not be told that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Infiltrator scans can not detect Apprentices as it is a role not a trait.

    Guardian Angel(Commander of the Unsullied): May protect one person against a harpy attack, but can't choose to protect the same person two nights in a row and can never protect themselves.

    Doctor(Blue Grace): May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the healer has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. If the healer is attacked, however, all patients are also attacked. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the healer. For the day in which they are recovering, the patient must follow Ghost Rules. It will only be revealed if the patient survived or died at the end of that day.

    Cultist(Westerosi Spy): Sent by the Lannisters, the Baratheones, or the Starks to make sure Daenerys never returns. Works with the Sons of the Harpy, and wins if they do. Spies may start attached to a pack, or may start unattached, in which case they may attach with one once they make contact with them(Both Cultist and Wolf must confirm to the GM they want the attaching to happen - at which point the GM will send confirmation that it has happened, if it did). Once attached, can only switch allegiance if all SotH of that pack are killed. Spies must be attached to a pack to count for parity.

    van Helsing(Dragonrider): Has a one-time super-scan ability which reveals all roles and traits (except hidden traits), and has the equivalent ability of Hunter.


    THE TRAITS

    Padre(Brazen Beast): May visit one person each night but can't visit the same person two nights in a row, if that person is hunted and killed by a fanatic or an assassin, the name of one of the perpetrators will be given to the padre.

    Infiltrator(Master of laws): Can scan a player to find out one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.

    Spy: Can spy on a player to get a clue to one of the player's traits or the player's role. There will be three equally likely different levels of clues; fluff/no info, obscure and strong hint. A spy can't claim an apprentice. Spying is not detectable by a Spiritually attuned (since it's not a scan). All spy reports will be written in-universe and will not relate to traditional werewolf names.

    One-Eye Open(Court Veteran): Can choose on which nights to activate his ability. When activated, he has a 50% chance of surviving any werewolf or hunter attack(if more than one hunt take place, has a 50% chance of surviving each one). When inactivated, will die to an attack BUT will take one of the aggressors with him. Is inactive by default. Can be turned on and off at will, as many times as desired.

    Assassin(Sorrowful man): Can send in a nightly order to kill someone, but only once. His name will not be revealed in the update.

    Hunter: Has both the One-Eye Open and Assassin abilities, but once he uses up his shot he loses the One-Eye Open ability as well.

    Robber: Once through the course of the game can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The thief will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.

    Jester(Court Fool): Each night the Jester may play tricks on a player (the target). If the target is going to perform a nightly action this action will be distorted to something similar (if the target is a wolf then there is a 1 in pack size chance of this happening to the wolf hunt). The Jester can only play trick on a player once through the course of the game. Exactly what a Jester trick will have for effect on each nightly action will be detailed in a separate post. The target will only be informed if the Jester trick actually affects anything.

    Distiller(Wine Merchant): Each night, the Distiller may choose to share a bottle of skooma with a player (the target). The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss). The Distiller cannot distill the same person two nights in a row.

    Brutal(Dothraki): If lynched or brutalized, has the power to immediately kill one person before being subdued.

    Cursed(Craven): If a Cursed person is targeted by the Sons of the Harpy, they become one themselves. It will be revealed as a "no kill during the night". The cursed person will be unaware he is that until attacked by a Harpy. Priests and Seers can not be Cursed at game start. A cursed apprentice that turns into a Harpy loses her apprenticehood.

    Blessed(Strong): A Blessed person will survive a Harpy attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.

    Spiritually Attuned(Pink Grace): A SA person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name.

    Strongly Spiritually Attuned(The Green Grace): When being scanned, one of 3 things will happen: 50% chance of learning only that they are being scanned, 25% chance of learning the role of the person scanning them, and a 25% chance of learning the actual scanning player's name as well as their role.

    Plotter(Merchant): May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

    Alderman(Councilman): Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.

    Seerish Powers(Shavepate)*: This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.

    Priestly Powers*: This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.

    Sorcerous Powers*: This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.

    Infiltrating Powers(Justiciar)*: This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.

    Healing Powers: This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.

    Angelic Powers(Unsullied): This player has some protecting talent. Not enough to become a Guardian Angel but enough to give him one single fully functioning Guardian Angel protection during the span of the game.

    Spying Powers: This player has some spying talent. Not enough to become a Spy but enough to give him one single fully functioning Spy action during the span of the game.

    Damsel in Distress(Noble): If this player is saved from lynch by a leader, a plotter or a vote snipe (within five minutes of the deadline) or from hunt by a protector or jester then the saviour will be the Damsel's Knight in Shining Armor. The Damsel and the Knight will get eachother's names and the Knight will get a random extra trait. A Damsel can only have one Knight but if her Knight dies she can again be saved and a new Knight will then emerge. A Damsel may or may not start the game with a Knight already at her side.

    Knight in Shining Armor(Sellsword): A Knight in Shining Armor will kill the Robber if the Robber tries to attack the Knight or his Damsel.

    Innkeeper(Keyholder of the Bank of Braavos): Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost.

    Cloak of Invisibility(Shapechanger): A player possesing a cloak of invisibilty may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assasin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.

    Pathological Liar(Faceless Man): Can each day claim publically in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. Must then PM the GM quoting the post and claiming the use of the role/trait for the current day/night cycle. Can only claim the same role/trait once for the cause of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Infiltrator/Infiltrating powers, Sorcerer/Sorcerous powers, Spy/Spying powers, Doctor/Healing powers, GA/Angelic powers, Hunter/Assassin/van Helsing/Zombie hunter. A Liar claiming wolf will scan as a wolf but will not hunt. A Liar can't claim Guild member and if claiming Knight in Shining Armor will only protect himself from Robber unless he also specifies a valid Damsel in Distress.

    Ghost Whisperer(Necromancer): May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.

    Oracle(Shadowbinder): Has a one time possibility to speak with the dead. He can ask a single question to any player that is no longer in the game via PM. The player is obligated to respond however is NOT obligated to tell the truth. So asking a Harpy who his mates are isn't the best idea. (Special rules apply: The question must be asked to the GM stating who the question is aimed at. The GM will then approve the question and forward to the recipient, whose response will then be forwarded on. The GM will not tinker with the response as long as it is a single question, to keep balance. Eg: asking a dead Seer who he scanned is a multiple question that will not be approved, asking the seer if he scanned XY is a valid question)

    Conman(Translator): Once per game, may change another player's vote to something else. Identity will be revealed when used.

    Lover(Red Grace): After recuperating for one night, may spend all night with a player (the target), thereby blocking any nightly activities of that player and himself. Attacks and protections on the target will affect also the Lover. Attacks and protections on the Lover will have no effect if the Lover is out. Scans and tests on the Target or the Lover will give the results for both mixed together without revealing the second person's identity. May not sleep with a Doctor's patient. The target will only be informed of a Lover visit if any nightly action was blocked. A Lover attempting to block a werewolf on their hunt night will be killed by the werewolf instead. A Lover may freely visit cultists.

    Alchemist(Undying One): Each night, may test the hypothesis that a player has a particular role or trait. During the cause of the game, may only make one test against each role or trait.

    Clairvoyant(Bloodmage): Once per game, may scan one player to find out the player's role and traits, including hidden traits.

    Psychic(Red priest): Once per game, may find out how many evil players are still alive.

    Witness: Each night, may attempt to see a nightly attack(learning the identity of one attacker). Success rate starts at 0% night 0 and increases by 10% every night. If used, success rate resets to 0% for next attempt.

    Restless(Insomniac): A restless player sometimes has trouble falling asleep at night and finds himself wandering the village at odd hours. Every night, he can pass a note.

    Guild member: Several players may start the game in a guild together. For a guild to use a power, a majority of the members in it (>50%) and at least two total players must vote to use that power on that particular night. A guild may not use more than one power on one night. Exceptions to these rules may apply in specific guilds (for example, a guild may be allowed to use two powers per night - the details will be given in the guild thread). This game does not feature formable guilds. Players may instead start the game in a guild.

    Warg: The role and traits of the werewolf-hunted player won't be revealed in public and will instead be sent to the wolf pack that hunted him. (Can only be generated randomly by jester, will not be a starting trait)

    Special abilities:

    Passing Notes: This ability allows a player to contact another player while remaining anonymous. A player who can pass a note will PM the GM with the message they want passed along, and the name of the one player to whom they want to pass the note. Once the note is slid under the door of that player's house, there is no taking it back; in other words, once a player PMs the GM the note, he cannot retract or change the note. Recipients of notes will receive them after the nightly update.

    Messages from the Harpy: If the Werewolves or Cultists want to send a message to the village -- perhaps to taunt them, perhaps to let someone know that he is next, or perhaps to mislead them during the next day's lynch -- then they may do so in the manner in which they kill their victim. They must send a PM to the GM with the context of the message (ie, text written in blood? Body cleaved open and left on another player's front stoop? Etc). This message will be part of the nightly update.

    * Seer scans can detect but not claim unclaimed apprentices.
    * Priest and sorcerer scans can detect but not claim apprentices, they will not be told whether they are attached or not.

    Roles and traits subject to change until game has started. All suggestions are welcome and appreciated.
    A trait or role being in this list does not guarantee it will be in the game.

    THE DEADLINE

    The deadline for votes and other stuff is 15:00 GMT. Any vote showing the timestamp 15:00 will be accepted, one showing 15:01 however will NOT.

    A lynched player is considered dead at the deadline(and must start following ghost rules then) - All other kills take place after the update has been posted.
     
    Last edited:
    Jester Effects
  • Jester effects

    Seer scan: 25% spy report, 25% sorcerer scan, 25% inflitrator scan, 25% GA protection
    Priest scan: 25% spy report, 25% sorcerer scan, 25% inflitrator scan, 25% Doc protection
    Inflitrator scan: 33% seer scan, 33% sorcerer scan, 33% spy report
    Spy report: 25% seer scan, 25% sorcerer scan, 25% priest scan, 25% infiltrator scan
    Sorcerer scan: 33% van Helsing scan, 33% infiltrator scan, 33% spy report
    van Helsing/Clairvoyant scan: 50% seer scan, 50% priest scan

    GA protection: 33% doc protection, 33% padre visit, 33% seer scan
    Doc protection: 33% GA protection, 33% padre visit, 33% priest scan
    Padre visit: 33% GA protection, 33% doc protection, 33% sorcerer scan

    Blessed: 50% Cursed, 25% Spiritually Attuned, 25% SSA
    Cursed: 50% Blessed, 25% Spiritually Attuned, 25% SSA
    Spiritually Attuned: 33% still SA but 100% get scanner's name and 0% get scan type, 33% blessed, 33% get Warged upon death
    Cloak of Invisibility (night part): 50% SSA, 50% Spiritually Attuned
    One Eye Open: 50% Blessed, 50% Spiritually Attuned
    Strongly Spiritually Attuned: 33% blessed, 33% cursed, 34% OEO

    Hunter: 100% Robber
    Assassin: 100% Robber
    Zombie hunter: 100% Robber
    Wolf attack: 1 in pack size chance of Robber
    Robber: 50% Assassin, 50% Wolf attack (and if a goodie or free baddie Robber temporarily turned wolf by a Jester hits a Cursed then that Cursed, the poor soul, will start a new wolf pack)

    Distiller: 100% Jester
    Tramp: 25% distiller, 25% jester, 25% padre, 25% doctor protection
    Jester: 10% spy report, 10% Seer scan, 10% Priest scan, 10% Infiltrator scan, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack, 10% Spiritually Attuned, 10% Blessed

    Ghost whisperer: 20% priest scan, 20% sorcerer scan, 20% inflitrator scan, 20% seer scan, 20% van Helsing scan. All scans on a random player.
    Oracle: 100% Ghost whisperer.
    Psychic: 25% warg, 25% SA, 25% seer scan, 25% priest scan (all scans against a random target)
    Witness: (successful witness chance)% OEO, (failed witness chance)% Psychic

    Guild member: 1 in guild size chance to affect the guild's nightly action. If affected the whole guild will get to know the effect but not exactly who in the guild that got targeted by the jester.

    Alderman, plotter and villager votes or brutal attacks are not affected since they are day time actions.

    A distorted seer/priest/sorcerer scan will reveal an unclaimed apprentice but can't claim the apprentice. That way a jester distorting the seer's scan to be a sorcerer scan won't give the seer a sorcerer's apprentice with the chaos that would cause.
     
    Players
  • The Players:
    (alive: 26)

    1 - humancalculator
    2 - Arkasas as the Purple Lotus
    3 - Alxeu

    4 - EUROO7 as COVID-19
    5 - Capibara as Ser Aemon Targaryen, the Dragonknight, villager with 1x spying powers, lynched day 2

    6 - Jacksonian Missionary as Book!Arya
    7 - Avernite as a Westerosi fan of Dany
    8 - Sleepyhead as Joseph Ducreux
    9 - Yvanoff subbed by Ayeshteni
    10 - jeray as Aragorn's tax policy, restless villager of the Golden Company Guild, hunted night 1

    11 - beartjah, plotter werewolf of the Glory of Yunkai pack and member of the Golden Company guild, lynched day 3
    12 - MarcoRossolini
    13 - Wagonlitz
    14 - Chefjones
    15 - TheFatWombat as Ser Barristan Selmy
    16 - reis91
    17 - Hax as Gandalf
    18 - Andre Bolkonsky subbed by ramius
    19 - Johho888
    20 - aedan777, jester werewolf (1x sorc powers), hunted night 0

    21 - Chieron, villager alderman plotter, hunted night 2 and died night 3
    22 - Emperor Ike, villager with 1x Sorc Powers, lynched day 1
    23 - tamius23
    24 - Alynkio as Strong Belwas
    25 - nepechri, villager innkeeper, hunted night 3

    26 - Claude LC
    27 - marty99
    28 - Ironhide G1 as Stannis Baratheon, First of His Name, King of the Andals, the Rhoynar, and the First Men.
    29 - De Chatillon as Jorah Mormont
    30 - LlywelynII as Imaa Haarpyson
    31 - LatinKaiser as Brown Ben Plumm
    32 - Jiu Jiujiu as Emilia Clarke
    33 - Dedonus as a very lost Odysseus

    The events so far:
    Day 0: The Queen gathers every suspected traitor and restricts each of them to a room in the Great Pyramid at night, while they are free to roam around in the day. Llywelyn wins a minor trait by winning the shamvote.
    Night 0: Aedan the jester werewolf with 1x Sorcerous Powers of the Agents of Volantis pack is hunted

    Day 1: Emperor Ike the villager with one use of angelic powers is lynched
    Night 1: Jeray the restless villager of the Golden Company Guild is hunted
    Day 2: Capibara the villager with 1 use of spying powers is lynched
    Night 2: Chieron is hunted but saved and taken into doctor care with grave injuries
    Day 3: Beartjah the plotter werewolf of the Glory of Yunkai pack and member of the Golden Company guild is lynched

    Night 3: Chieron the alderman plotter villager fails to recover. Nepechri the villager innkeeper is hunted.

    The votes so far:
    Day 0: 1st - 2nd - 3rd - Final
    Day 1: 1st - Final
    Day 2: 1st - Final
    Day 3: 1st - Final
    Day 4: 1st - 2nd - 3rd -

    The subs:

    The GM will keep a hidden list of subs. If you were a player that has died and wants to sub back in, please ask to do so in private.
    Currently there are (5) subs available.

    The hall of shame:

    Missed 1 Vote:
    humancalculator - Arkasas - Euro - Claude LC - De Chatillon

    Missed 2 Votes (can be subbed):
    Jacksonian Missionary - Marty99

    Missed 3 Votes (needs a sub or will be autolynched):
    None yet
     
    Last edited:
    Game Start
  • All role PMs now out!! Please pm me if you didn't get one
    Sorry some at the end are a little rushed because I had to leave in a hurry

    Shamvoting may now start for a small bonus trait

    When I get back I will work on the formatting of stuff to look nicer here and in PMs
     
    Day 0
  • Day 0 Final Shamvote Count:

    LlywelynII: 6
    Chieron[137]
    LlywelynII[142]
    Marty[144]
    Wagonlitz[161]
    Euro[164]
    alynkio[169]

    Andre Bolkonsky: 5
    Yvanoff[131]
    Alxeu[154]
    TheFatWombat[157]
    MarcoRossolini[167]
    Johho[132 Jiu Jiujiu -> 177]

    Jiu jiujiu: 2
    Ironhide[138]
    Jiu Jiujiu[173]

    Ironhide: 2
    nepechri[149]
    Reis[152]

    Reis: 2
    Beartjah[153]
    Chefjones[178]

    Arkasas: 1
    Jeray[133]

    Hax: 1
    Avernite[134]

    Johho: 1
    De Chatillon[135]

    Marty: 1
    Hax[136]

    Panzer Commader: 1
    Dedonus[139]

    Wagonlitz: 1
    Arkasas[160]

    Jacksonian Missionary: 1
    humancalculator[162]

    humancalculator: 1
    Claude LC[166]

    Euro: 1
    Emperor Ike[171]

    Yakman: 1
    LatinKaiser[179]

    Not Voted: 10

    Any objections?
     
    Night 0
  • Day 0:

    Pyramid_meereen.jpg


    The first day of the lockup. Every suspected possible leader of the Sons of the Harpy movement has been restrained to the Great Pyramid, free to wander around by day, but confined to their rooms by night. In this great pyramid also stood some of the Queen's most trusted advisors and allies: Her Queen's Guard, her unsullied, the Green Grace and the Shavepate, all their identities obscured by masks to prevent the harpies from taking them out, but all present as equals to help weed out evil with the fewest amount of casualties.

    On the first day, the Meereeneese voted on who they trusted the most to have additional powers. Imaa Haarpyson was a well-known and respected Blue Grace. Her healing had brought back sons and daughters from many noble families from the brink of death, and many of those present had heard stories about her or personally owed her much, therefore it was not surprising when she won the vote and earned a hundred honors to spend as she wishes to further their cause.

    Night 0:

    525px-Rhaegal_a_hidden_agenda_by_christopherburdett.jpg

    Rhaegal, he reminded himself, the green one is Rhaegal.

    The night passes quietly for most. Brazen Beasts, the newly founded city watch, came and escorted everyone to their new luxurious rooms, with food and water aplenty and comfortable beds to pass the nights. No screams or shouting was heard in the night, and no bloodstains were found anywhere in the morning. It is only upon examination of the day's meeting's attendees that something was found to be amiss. Aedan was nowhere to be found.

    It was no easy thing to get around the Great Pyramid of Meereen by night. The doors were closed and barred each day at sunset and remained closed until first light. Guards were posted at every entrance, and more guards patrolled the lowest terrace, where they could look down on the street, making sure no one entered or left. Formerly those guards had been Unsullied, now they were Brazen Beasts. And yet, no guards were found dead or missing. This spoke volumes about the abilities of the groups of harpies now in the Pyramid.

    What spoke even louder however, was where the bloodstains were eventually found, and the body was not. A giant sign of the harpy was drawn in blood above the Dragon Pit's entrance. Under it, a note was left: "We fed Aedan to the dragons because he got too close to the truth. Let this be a warning to anyone trying to steal the iron throne."

    The mystery got even bigger when Aedan's room had to be cleaned and emptied after his departure. On the surface, aedan was simply the court fool for Daenerys. No one thought much of him or that he could possibly hold any deeper secrets, no one imagined he could disrupt the status quo with anything more than base mischief and lowly pranks. Yet inside his room multiple documents were found which linked him to the Great Masters of Volantis. Among his letters was personal correspondence with the Great Masters themselves in which they bid him to perfom multiple assassinations, some already previously linked to the sons of the harpy. But why would they now then murder one of their own...?

    LlywelynII earns a minor trait
    Aedan the jester werewolf with 1x Sorcerous Powers of the Agents of Volantis pack is hunted
    * The ability "Messages from the Harpies" was used at night
     
    Last edited:
    Day 1
  • Day 1 Final Votecount:

    Emperor Ike: 6
    Alynkio[261 nepechri -> 274]
    Hax[199 Reis -> 264 LatinKaiser -> 284]
    Wagonlitz[215 LatinKaiser -> 287]
    Avernite[184 Sleepyhead -> 263 Emperor Ike -> 281 Euro -> 290]
    Sleepyhead[221 Dedonus -> 291]
    Yvanoff[187 Hax -> 295]


    Euro: 5
    Chieron[198]
    Arkasas[230]
    Jiu Jiujiu[256]
    Claude LC[262]
    Emperor Ike[239 Claude -> 297]

    LatinKaiser: 3
    Johho[217]
    Andre Bolkonsky[240]
    nepechri[207 Beartjah -> 267]

    Hax: 3
    Ironhide[197]
    LlywelynII[193 Dedonus -> 252]
    Jeray[186 Jacksonian Missionary -> 265]


    humancalculator: 2
    Tamius[223]
    Dedonus[185 Chieron -> 235]

    Avernite: 2
    Chefjones[192]
    Jacksonian Missionary[218]

    Wagonlitz: 2
    alxeu[194]
    LatinKaiser[200 LlywelynII -> 224]

    nepechri: 2
    TheFatWombat[210]
    Euro[208 Beartjah -> 211]


    Dedonus: 1
    Reis[228]

    LlywelynII: 1
    De Chatillon[212]

    Jeray: 1
    MarcoRossolini[271]

    Sleepyhead: 1
    Beartjah[204]

    Claude LC: 1
    Capibara[188]

    Not Voted: 2 :(
    @humancalculator
    @marty99

    Any objections?
     
    Day 2
  • Deadline was 5 minutes ago.

    Day 2 Final Votecount:

    Capibara: 8
    Alynkio[347]
    TheFatWombat[352]
    Dedonus[323 De Chatillon -> 370]
    Humancalculator[345 Alynkio -> 397]
    Wagonlitz[366 LlywelynII -> 367 unvote -> 386 Yvanoff -> 410]
    LlywelynII[313 Avernite -> 331 Wagonlitz -> 406 Yvanoff -> 412]
    Hax[322 alxeu -> 357 Chefjones -> 413]
    alxeu[361 Capibara -> 390 Yvanoff -> 416]

    Wagonlitz: 5
    De Chatillon[342]
    LatinKaiser[346]
    MarcoRossolini[349]
    Chefjones[311 Hax -> 389]
    Capibara[388 Yvanoff -> 415]

    Yvanoff: 4
    Chieron[333]
    Andre Bolkonsky[394]
    Claude LC[395]
    Johho[316 Capibara -> 405]



    Chefjones: 2
    Marty[312]
    Arkasas[348]

    Marty: 2
    Avernite[310]
    Euro[319]

    humancalculator: 2
    Sleepyhead[321]
    Reis[338]


    Hax: 1
    Ironhide[324]

    Alynkio: 1
    Beartjah[327]

    Sleepyhead: 1
    Tamius23[332]

    Avernite: 1
    nepechri[340]

    Euro: 1
    Jiu Jiujiu[353]

    LatinKaiser: 1
    Yvanoff[372 Wagonlitz -> 381]

    Not Voted: 1
    Jacksonian Missionary

    Any objections?

    Tomorrow wordy updates will return, promise! I even had so many ideas for what to write in this one, but it takes so much time I don't have :(
     
    Day 3
  • Day 3 Final Votecount:

    Beartjah: 15
    Sleepyhead[434]
    Johho[447]

    alynkio[459 Arkasas -> 472]
    Yvanoff[466 Dedonus -> 474]
    Dedonus[451 Arkasas -> 475]
    TheFatWombat[476]
    Ironhide[469 Claude -> 478]
    Chefjones[432 Avernite -> 479]
    Jiu Jiujiu[480]
    alxeu[481]
    LlywelynII[470 Avernite -> 482]
    Andre Bolkonsky[483]
    LatinKaiser[452 Avernite -> 484]
    Hax[485]
    Tamius[449 Claude -> 486]

    Ironhide: 1
    Avernite [436]

    Hax: 1
    reis[437]

    Claude: 1
    MarcoRossolini[453]

    alxeu: 1
    humancalculator[450]

    tamius: 1
    Wagonlitz[456]

    Not Voted: 8:eek::(

    When I actually get around to checking who those are... Heads, spikes, walls.
     
    Last edited:
    Night 3
  • Day 3

    Beartjah the plotter werewolf of the Glory of Yunkai pack and member of the Golden Company guild is lynched

    Night 3

    The Graces unfortunately cannot save Chieron who succumbs to his injuries. He was a villager alderman plotter.
    Nepechri the villager innkeeper is hunted.
     
    Day 4
  • Day 4 final votecount:

    TheFatWombat: 11
    Johho[552]
    Yvanoff/Ayeshteni[570]
    Jiu Jiujiu[581]
    Dedonus[588]
    Euro[534 Jiu Jiujiu -> 591]
    Marty[594]
    alxeu[636]
    Tamius[538 Sleepyhead -> 643]
    Wagonlitz[550 Marco -> 618 Chefjones -> 623 Claude -> 648 Jackson -> 651]
    TheFatWombat[621 Wagon -> 647 Jackson -> 652]
    alynkio[654]


    Wagonlitz: 8
    Andre/ramius[551]
    LlywelynII[561]
    De Chatillon[572]
    MarcoRossolini[549 Euro -> 571 Tamius -> 574]
    Chefjones[605]
    Avernite[502 Euro -> 556 Reis -> 566 Tamius -> 614]
    Reis[567 Marco -> 624]
    LatinKaiser[587 Marco -> 657]

    MarcoRossolini: 3
    Arkasas[553]
    humancalculator[593]
    Hax[598]


    Jacksonian Missionary: 2
    Claude LC[646]
    Ironhide[545 Euro -> 656]


    Tamius: 1
    Sleepyhead[564]

    Not Voted: 1
    @Jacksonian Missionary ***


    *** missed 3 votes and will be subbed
     
    Night 4
  • Day 4:

    No one knows where the queen has been, but she had been absent for several days. This threw Meereen into chaos and left everyone in the dark as to the unfolding events in the Great Pyramid. Today we re-establish this service and pray that our Queen returns safely to oversee things soon.

    The Queensguard in the Second Sons
    300px-Second_Sons_flag.png


    After it was found out that the Golden Company had been infiltrated by the Sons of the Harpy, suspicions against mercenary companies grew greater. The second sons came under particular scrutiny, especially Ser Barristan Selmy. The Meereeneese did not much like outsiders on a regular day, even less in these troubled times.

    "You were the queen’s man,” the crowd accused him. “Now that she is gone, what purpose do you serve?”

    I am the queen’s man still. Today, tomorrow, always, until my last breath, or hers. Barristan Selmy refused to believe that Daenerys Targaryen was dead.

    Perhaps that was why he was being put aside. In the absence of the Queen, one by one, loyalists had been removed. Chieron lingered at the door of death in the temple, under the care of the Blue Graces... though Selmy half suspected they had finished the job that the harpies began. Capibara, a colorful figure who claimed to be the Dragonknight (a legendary figure over a hundred years dead by now) had been stripped of his command. The Unsullied had withdrawn to their barracks, leaving people vulnerable to harpy attacks. And now Barristan himself was being thrown into the fighting pits, accused of being a son of the harpy.

    There was a time when he might have taken this dismissal as a blot upon his honor. But that was in Westeros. In the viper’s pit that was Meereen, honor seemed as silly as a fool’s motley. He would simply have to take the fighting pits on, and hope to survive until the Queen could return and prove his innocence...

    Night 4:

    Strong_Belwas.jpg

    "Strong Belwas they name me in the fighting pits of Meereen. Never did I lose. I let each man cut me once, before I kill him. Count the cuts and you will know how many Strong Belwas has slain."

    Barristan Selmy had once crossed the world with Strong Belwas, and the two men had grown very close over time. Belwas knew he could trust Selmy, and that the Queensguard would be counting on him. What to do, what to do? It is said that Belwas could not scheme his way to breakfast. Rescuing someone from the fighting pits was a whole other matter. But he had to at least try. That night, he requested special permission to watch the fights that he knew his friend would be taking part in, and he had received it.

    He had even been granted a special box in the pits, stocked with flagons of chilled wine and sweetwater, with figs, dates, melons, and pomegranates, with pecans and peppers and a big bowl of honeyed locusts. Strong Belwas bellowed, “Locusts!” as he seized the bowl and began to crunch them by the handful.

    Watching fight after fight, he was waiting for his friend to appear, and definitely enjoying himself. The locusts rolled in spice and then honey, so they were sweet and hot at once. That explained the way Belwas was sweating, surely...

    Finally, Barristan appeared and was to face the Spotted Cat. But Belwas was no longer there to watch or cheer.

    ...

    “Strong Belwas ate too many locusts.” There was a queasy look on Belwas’s broad brown face as he walked around the markets of Meereen. “Strong Belwas needs milk."

    He turned a corner and came face to face with several people wearing Harpy masks. He could barely make out one of them sneering: "A sacrifice a day keeps the harpy at bay. We will not tolerate any further decimation of our ranks."


    Even as strong as he was, in this poisoned state, Belwas stood no chance.

    ...

    The next day, Belwas' body was found in prone position placed in front of the Great Pyramid. His ribs had been severed from the spine with a sharp tool, and his lungs pulled through the opening to create a pair of "wings".

    Restrictions against leaving the Great Pyramid were strengthened.

    TheFatWombat the villager with 1x spying powers of the Second Sons guild was lynched
    Alynkio was robbed of his traits and reverted to his most basic role (villager/cultist)
    Alynkio the ex-hunter villager was hunted

    * The "Messages from the Harpy" ability was used
     
    Day 5
  • Day 5 Final Votecount:

    Johho: 0
    humancalculator [734]
    Claude LC [736]
    LatinKaiser [wagonlitz 682 -> 739]
    capage [740]
    alxeu [chefjones 706 -> claude lc 731 -> 741]
    tamius [742]
    De Chat [tamius 730 -> 744]
    Chefjones [wagon 684 -> 745]
    Dedonus [hax 728 -> 746]
    Hax[751]

    Wagonlitz: 3
    Ironhide G1 [686]
    Ayeshteni [696]
    ramius3443 [694]

    Claude LC: 3
    MarcoRossolini [Wagonlitz 712 -> 715]
    Sleepyhead [722]
    reis91 [alxeu 689 ->729]

    Hax: 3
    Arkasas [721]
    Jiu Jiujiu [725]
    Llywelynll [tamius 713 -> 733 Johho -> 754]

    LatinKaiser: 2
    EUROO7 [696]
    Wagonlitz [697]

    Tamius: 1
    Avernite [alxeu 687 -> 714]
    Johho888 [718]


    Not Voted:
    @marty99

    Any objections?

    And big thanks to @Dedonus as I used his unofficial votecount as basis
     
    Night 5
  • Another update that could have had some really fun RP had I had the time to write it... :(

    Day 5:

    Johho got the most votes but used his cloak of invisibility to disappear
    Claude LC the blessed villager is lynched
    Hax the villager of the Second Sons guild is lynched
    Wagonlitz the brutal lover werewolf from the Glory of Yunkai pack is lynched
    He brutalizes Yvanoff/Ayestheni, the cursed witness/oracle/ghost whisperer villager


    Night 5:

    Jacksonian Missionary/Capage the villager with 1x priestly powers 1x sorcerous powers is hunted
    Arkasas the alchemist restless villager is assassinated
    Llywelyn the psychic restless cursed villager is assassinated
     
    Last edited:
    Day 6
  • Day 6 Final Votecount:

    Johho: 12
    Avernite[798]
    Sleepyhead[811]
    De Chatillon[818]
    Tamius[823]
    humancalculator[824]
    Ironhide[825]
    Euro[832]
    Marty[840]
    reis[842]
    Dedonus[852]
    Chefjones[855]
    MarcoRossolini[839 alxeu -> 860]

    alxeu: 4
    Alxeu[788 Johho -> CONMAN from JOHHO]
    LatinKaiser[801 alexu -> 862]
    ramius[838]
    Johho[850]

    Not Voted: 1
    @Jiu Jiujiu
     
    Night 6
  • Day 6:

    Johho the werewolf of the Agents of Volantis pack who is a conman and used to have a cloak of invisibility could escape the lynch no longer

    Night 6:

    Sleepyhead the spiritually attuned villager of the Second Sons guild is hunted
    Avernite the ex-robber ex-hunter cultist of the Glory of Yunkai pack is assassinated
     
    Day 7
  • Day 7 Final Votecount:

    Jiu Jiujiu:9
    ramius[873 Marty -> 908]
    humancalculator[904]
    LatinKaiser[909]
    reis[919]
    MarcoRossolini[933]
    Chefjones[939]
    Dedonus[910 Ironhide -> 929 unvote -> 946]
    Marty[913 ironhide -> 950 reis -> 955]
    alxeu[905 marty -> 942 unvote -> 949 reis -> 957]

    Marty: 2
    Euro[915]
    tamius[920]

    Reis: 2
    Jiu Jiujiu[916]
    Ironhide[914 marty -> 956]

    Not Voted: 1
    @De Chatillôn