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Old 06-19-2011, 09:01 AM   #1
Inziladun
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Admin Thread for WW LXXXIX: The Terror of Tol Fuin

Quote:
Now Morgoth's power overshadowed the Northlands; but Barahir would not flee from Dorthonion.....and all the forest of the northward slopes of that land was turned little by little into a region of such dread and dark enchantment that even the Orcs would not enter it unless need drove them, and it was called Deldúwath, and Taur-nu-Fuin, The Forest Under Nightshade. The trees that grew there after the burning were black and grim, and their roots were tangled, groping in the dark like claws; and those who strayed among them became lost and blind, and were strangled or pursued to madness by phantoms of terror.
The Silmarillion


After the great War of Wrath in the First Age, the shape of the land in western Middle-earth was changed. Most of Beleriand, the place in which the Eldar and Edain had for so long laboured in the fight against Morgoth, was drowned under the Sea.

At the beginning of the Second Age, it was believed that only three parts of the Lands Under the Wave had remained above the waters. Those were: the island of
Himling, which was the higher portion of the Hill of Himring upon which Meadhros, eldest son of Fëanor had his fortress; Tol Morwen, where it was said the graves of Morwen Eledhwen and her son Túrin, great among the Edain and the slayer of the worm Glaurung, were to be found; and Tol Fuin, the highest part of the highland of Dorthonion, which had come to be known as a haunt of evil, and a place to be avoided by the Children of Ilúvatar.

As remnants of an older time, the three islands, especially Tol Morwen, would surely have been of interest to those in Middle-earth. In particular one would think the Dúnedain might think of finding them. Yet, tales do not seem to speak of such journeys. Were they not attempted? Or were there voyages made to find the islands that ended with dark results?

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Welcome to WW LXXXIX: The Terror of Tol Fuin.

What I have in mind is a fairly basic game, with one twist as to one of the roles (see below).

RULES:

Day and Night will each last for 24 hours.

Players vote once once Day for the player they want to kill. Votes should be highlighted and bolded, like this: ++Inzil.
Votes are non-retractable.

Votes will be counted up to the DL. For instance, if the DL is 2400, a vote posting at 2400 Downs time would count. A vote posting at 2401 would not.

Failure to vote for 2 consecutive Days will result in modfire without a valid excuse.

There are no double-lynches. If a tie is reached, the last person receiving that number of votes will be lynched.

DL: 2400 GMT.


ROLES:

Seer- Standard Seer with one dream per Night. Will be told the role of xyr target.

Ranger- May protect one person of xyr choice each Night. May not self-protect, or protect the same person two consecutive Nights.
*Twist- If the Ranger and the Wolves have the same target, I will roll a 6-sided die, with the results as follows: 1-2--The Ranger not only protects the wolves' target, xe also manages to kill one of the wolves (which wolf to die randomly determined); 3-4--The Ranger is killed by the wolves, and they still kill their original target; and 5-6--The Ranger and a randomly chosen wolf both die. The wolves' original target remains unharmed.
**Note- The above events only occur the first time the Ranger and the Wolves target the same person. After that, the Ranger will simply protect xyr target with no one dying.

Wolves- 3 of them. Standard wolves with Night PM abilities among themselves. Send in one kill-choice per Night.

Ordos- Cannon fodder, lynch bait.

*Seer-dreams, Ranger-picks, and Wolf-kills should be in to me no later than 1 hour before DL.

Wolves win when their number equals number of remaining innocents. Innocents win when all wolves are killed.

Signups are closed.

PLAYERS:

Bom Tombadillo
Nogrod
Shasta
Kitanna
G55
Sally
Eomer
Nerwen
Loslote
Greenie
Lommy
Nilp
Mithalwen
Legate
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Last edited by Inziladun; 06-28-2011 at 09:45 AM.
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