Game : Magic Sword Kings Game [day 4] -- GAME OVER!!! (result: town win)
Player
Alive
Votes
krosius | role: one-shot vigilante
| description: You are a delegate from the land of Graha, the land of silent killers. As such, although you are a regular delegate, you can't help but kill at least one person during this summit because... hey.. it's in your nature. Your king is Sovereign Shadomorn.
| claim one-shot vigilante
Yes
0
Lignisse | role: seer
| description: You are a Chronoclave Acolyte, posing as a delegate from Shadia, you are in fact from a place outside of time. You know the events during this pivotal time period are important to the chronoclave. Once per night you may peer into the future and determine what another delegates role was to be in this affair.
| claim seer
Yes
0
ace1217 | role: villager
| description: You are a delegate from the rather dark and depressing kingdom of Parsonya. Your king is the enigmatic Lord Greylord.
No
0
Korts | role: villager
| description: You are a delegate from the proud warrior nation of Kelembad. Your king is King Lightlute.
No
0
OtakuTaco | role: villager
| description: You are a delegate from mandleclang.
No
0
Snict | role: mafia
| description: You are mafia, posing as a delegate from the kingdom of Personya, but you are in fact an Evilnor sent from the future (the year 20,041 on the Battal timeline to be precise) by the cruel Zenethir Foulblade in order to ensure that the FairieWraitheLands are never mapped or explored. Your evilnor accomplice is MafiaSSK.
| claim villager
No
0
Strick9 | role: mafia
| description: You are mafia, posing as a delegate from the kingdom of Kelembad, but you are in fact an Evilnor sent from the future (the year 20,041 on the Battal timeline to be precise) by the cruel Zenethir Foulblade in order to ensure that the FairieWraitheLands are never mapped or explored. Your evilnor accomplice is Snict.
No
0
Tofystedeth | role: guardian
| description: You are an Eslovat Sentinel, an operative of the Temple of Death, sent here to prevent a coming unblancing of the timeline of Battal. Once per night you can select a delegate and protect them from death at the hands of assassins. You are posing as a delegate from the mountainous inland realm of K'th'ith'h.
Elemenstor Saga Phalla Epic Legends of the Magic Sword Kings
Setting
The year is 35 TMSK. It is a time of great change for Battal. United as one for the first time in human memory, all the lands are under the reign of King Ronard. The engines of wealth and power are turning, and great works are under way, but not all is at peace in the lands. The mighty twelve realms of Battal, allied under King Ronard, are at constant odds with one another as they vie for power and influence within the new world order. Espionage, trade disputes, minor military skirmishes and assassinations are all too common. It is the Kings Council, the council of each of the Magic Sword Kings of the individual twelve realms, that must resolve these disputes; holding together the patchwork alliances that maintain the fragile peace.
The Story
One of the great public works commissioned by King Ronard is the exploration and mapping of the FaeriWraithe Lands, a recently discovered plane of Battal with potentially vast untapped riches and natural resources. A meeting of the Kings Council has been called in order to decide on the details of funding and organizing such an expedition. Each of the kings of the twelve realms arrives in Mandleclang with their retinue in tow and the council of kings begins to meet immediately in the Chamber of the Kings.
It soon becomes apparent that someone or something would like this undertaking to fail. After a delegate from Blee turned up dead, it was thought to be a spot of bad luck. When a representative from the Kingdom of Parsonya was found dead in his chambers, it was an eerie coincidence. By the time all of the delegates from Morlond's Field had been slipped poison in their soup (although they may have done this to themselves). Slowly the delegates were whittled away, and the local Mandleclang authorities were unable to discover the culprits. By the time there were only two delegates remaining from each of the realms, they were unable to wait any longer and ready to take matters into their own hands. Suspicions run high, as well as nationalistic pride and xenophobic prejudice. Alliances form and tonight, vigilante justice would be dispensed.
Map Spoiler:
Phalla Rules
Standard rules apply that are better enumerated elsewhere.
Vote closes at 6:00 pm (pacific)
There can be delegates from each of the realms (and also Portund).
Each night the delegates will vote on which one of their number is an assassin and they will execute him/her. The assassins will also pick a delegate to assassinate.
Hidden among the delegates:
* 1 traditional seer
* 1 guardian
* some assassins advancing the agenda of Evil
Additional Votes
Additionally, every true delegate has a certain amount of sway with their King, who in turn has a certain amount of sway over all the delegates. Once per game, each delegate (non-seer,non-guardian,non-assassin) can use their influence with their king to have the king cast a vote for the assassination... essentially giving the player two votes for that day. A king may only cast one vote per day, determined randomly from the votes from player's from that king's faction. Make your king vote like this: !King Vote <name>
Victory Conditions Good: In the end, as long as at least one delegate remains, the council will continue to meet, ultimately resulting in a band of explorers being send to the Faeriwraithe Lands. Evil: If only evil delegates (assassins disguised as delegates) remain, the evil delegates will have the sole ear of the kings and they will convince the kings that the venture is cursed. Whatever nefarious forces have set this plot into motion will be successful.
Kingdoms
Rich and Pastural Blee Spoiler:
A fertile grassland realm on the eastern coast. Although consisting largely of sparsely populated plains, Blee has become quite wealthy from its port cities. Primarily ruled from the capital city of Flongstake, the region on its western frontiers surrounding Mount Wang largely self-governs. read more
Deadly Graha Spoiler:
The land of assassins. The entire population of this land are highly trained assassins, adept in the trades of secrecy, stealth, and subterfuge in addition to whatever other occupation they may have. read more
Backwards Ithbarg Spoiler:
A kingdom founded on the 100th anniversary of Ithbarg II's founding. A northwestern coastal realm in the shadow of the Beutrafficade Mountains, it is largely uninhabited but for coastal fishing villages and a few hermit colonies in the swampy interior. read more
Drunken Ithbarg II Spoiler:
The first nation of Ithbarg, often confused for the second nation of Ithbarg by those not familiar with the counter-phonetic language of Sudkon Vuf. A northwestern land referred to as the ''Land of Dwarven Brew''. read more
Mercantile K'th'ith'h Spoiler:
A mountainous inland realm, largely dominated by the Ap'str'ph' Mountains with an economy based largely on the semi-precious ore, Apostrophine, mined in said mountains. The two dominant races in the land are K'thians and Sw'ftfl'woots. read more
Hearty Kelembad Spoiler:
A mountainous and hazard-filled landscape dominated by the range of the Howling Mountains, the Kelembadians were a fierce, hard, yet musical people. Surviving in the harsh climate of their volcano-rich lands quickly killed any but the hardiest, or most rhythmic. read more
Industrious Mandleclang Spoiler:
The heartland realm, a wide verdant green valley land west of the Wang Mountains. The capital of Middleclang is the seat of power for King Ronard, and the council chambers where the [Kings Council] meets. read more
Zany Morlond's Field Spoiler:
A pleasant grassland realm where all the residents are lunatics. The kingdom is ruled, as best as can be expected, from the shadows by the mysterious ''Eyuda'' (the shadowy cabal, not the spice). read more
Mysterious Shadia Spoiler:
A small landlocked sylvan nation, ringed entirely by a stand of tremendously large Evergrowth Trees. Home of the Witch-Elves, who largely speak the little known language of Glikty. read more
The Gloomy Kingdom of Parsonya Spoiler:
A southern kingdom that lies uncomfortably close to both the ''Chasm of Eternal Sorrow'' and ''The Vampyre Kingdom''. This unenviable proximity to such an evil and foreboding place has influenced the character of the entire land. read more
The Irrelevant Kingdom of Yymp Spoiler:
This western coastal kingdom is almost entirely shrouded in a thick fog which conceals a brutal civil war. Only the small northern region outside of the so-called ''Mist Sea'' has contact with the other kingdoms of Battal. The royal line has likely been extinguished, and the kingdom is run by a rather weak line of Steward-Earls. read more
The Inscrutable Land of Thrown Fish Spoiler:
A kingdom fever-dreamed from the future after the result of a critically fumbled poison foe spell cast by a Wasted Elemenstor. None of the laws of logic of physics apply here, and the residents are either cracked or permanently hardened against the strange. read more
Other Less Notable Lands Provincial Portund Spoiler:
A provincial lowland desert fiefdom settled just east of the towering Beutrafficades Mountain Range. Portund continually applies for, but is denied, membership in the twelve realms. read more
Signup !signup with the name the kingdom you'd like to be a delegate from.
I've signed up, but I don't understand why you left out Morlond's Field. One of my favorite parts of Book 9 was the chapter with the PoV from the Morlond's Fielder who thought he was a groundhog. Without the limerick-based incantations derived from Morlond's Field's cultural traditions, that entire arc would have been lackluster at best.
It is early in the morning when the delegates meet in the ante-chamber outside of the Kings Chamber of the Council of Kings. Grey-blue predawn light filters in through the leaded glass, casting an eerie palor over the occupants of the bare stone room. A light Mandleclang drizzle falls outside, adding to the melancholy of the day.
The group of delegates is small enough now that you begin to recognize names and faces, but don't yet know the lands the others are from. At one point the group of delegates from each kingdom was large enough that even subjects from the same land did not know each other. Now there is fear and suspicion behind everyone's eyes as the group meets to decide the fate of one of their own in a desperate attempt to end the bloodshed once and for all.
snict... if you claim villager on the first day... if people believe you then the mafia will vote you off the first night.. if people don't believe you then the village will vote you out the second day...
Also... based on your most recent posts in the public forum.. I can interpret it two ways:
1) You guys really do think I am refusing to play, and being a jerk, and making foolish decisions.. If so:
By making my public actions completely predictable, it prevents anyone from being able to successfully read into my intentions and behavior. Once/if people realize that my actions are mechanical and not motivated by any actual game state, they are unlikely to suspect me any more/less than anyone else, and I will not stand out. This is the online equivalent of a poker face... which is how one might play this game if it were played with physical human interaction instead of in a forum.
I'm sorry, if that mechanical algorithm meant that I voted for you, Korts, but you were alphabetically first when I voted. Rename yourself to Z-Korts if you like :-). Besides, given that everyone seems to be dismissing me, I think it is more likely that people will disregard my vote rather than try to read into it. I take this as an indication that the strategy is working as planned.
I'm still interested in seeing how this game strategy hypothesis plays out... I'm sorry if you think I am "fucking around"... but I assure you, I am playing this game by not letting it play me... and I have high hopes for it working out for me in the long run.
If you would like to discuss my strategy seriously, then I am happy to discuss it in a private forum, but I will not post publicly in a game while it is active... Sorry.
The other way I can interpret your posts is:
2) You fully understand all of this, and are trying to make me seem foolish in the main forum, to reduce suspicion of me being a mafia member, and to dismiss my voting for you as "oh that's just him being a jerk".
If this is the case, then, YEAH! Keep it up! :-) Feel free to point people to my public post in the other forum where I clearly outlined my strategy, and comment on the fact that I am playing it to the letter, and that I am just a moron for thinking it will work.
Hello, all. I look forward to many profitable discussions on the exploitation - err - exploration of these newly discovered lands. King Ronard will surely reward us for our diligent work.
However, it seems that Snict has nothing to add to these discussions. Let us remove him from our presence.
Are you saying that you oppose using these lands in a profitable manner, contrary to the wishes of our king? You know who else opposes the wishes of our king?