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Old 05-09-2008, 04:50 PM   #1
Nogrod
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Tol-in-Gaurhoth XLVII: Dueling Wizards Werewolf II

Prologue


The wind died suddenly. The small birds that had been chirping their songs fell silent in a hush. All the little creatures of the dark forest froze to where they were. It was the wolf’s hour as the people of old called it, the moment just before the new dawn broke the dominion of the night.

But it was not yet the time for the sun to come. Something was not right and all the creatures of the forest sensed it. There was tension in the forest around the little village. Every creature held their breath.

Something was moving in this hour, in the dead of the night, out of place. It was not a shadow but rather an un-light or lightlessness that crept through the woods towards the palisade wall of the village.

Only the blackbird continued its mellow but dark melody for a short while and then glided quietly down to the branches of an old spruce near the rugged footpath leading to the village.

“So you’ve come at last?” the blackbird queried softly singing towards the oncoming form composed from the absence of light. “Such a beautiful hour… quite perfect!” it sang with almost joyful a tune. The forest and its creatures held their breath.

Hush!

It was not so much a voice but a thought that just entered the blackbird’s mind. It fell silent slightly embarrassed by the revelation of its own zeal to the strange being’s arrival.

You’ve chosen me a body to take over, a body whose soul is to be dispatched to the eternal discord outside Eä’s harmony?

The blackbird gave a short agreeing whistle but decided not to press its enthusiasm this time.

We’ve things to do, blackbird. And it’s coming. Right behind me. Hurry now, you singer of the sad songs.

The blackbird let out a low coo and flew off the branch. “Follow me!” it whistled into the dark night and flew ahead into the village.



The lightless had been right. Even if it was not yet the time for the dawn to arrive, the rays of light came shining through the leaves in the forest, following the path of the absence of light. A slight wind broke it into kaleidoscopic shards and crystals filling the whole forest with vibrating light.

The small birds, ready to launch their songs to the coming dawn, held their voices. All the little creatures that had just grown confident it was all clear again took back the step they had been ready to make and fell low. The forest was still and immovable.

A little swallow flew into the brightest ray of light creeping towards the village and went to and fro frantically in the glow of the light.

“I saw it! Just a moment ago!” the swallow chirped in the silent forest as it twisted and turned in the light. “I’ve chosen you a pure soul to gain the bliss of the everafter! Please hurry! The sun is coming!”

Suddenly the swallow realised the light was already entering the village through the slits and cracks in the palisade wall. “Wait! Wait! I’ll show you!” It hurried over the branches and followed the light into the village.



The sun came forwards right after the strange light had disappeared, as if having been trailing it. The forest burst into the usual swarm and song accompanying the coming dawn.

In an hour the people would wake up to a world changed to them.



~*~

To discuss this game go here.
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Upon the hearth the fire is red
Beneath the roof there is a bed;
But not yet weary are our feet...

Last edited by Nogrod; 06-01-2008 at 07:46 PM.
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Old 05-11-2008, 04:20 PM   #2
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The players

+ A Little Green, a fortune-teller - folklorist - herb-grower - unofficial therapist, advisor and midwife, most presumably a witch, the gammer (the eccentric mother of Lommy & Mac)
+ Shastanis Althreduin, astrologer/fortune teller, gaffer (Greenie's husband, father of Lommy & Mac)
+ Isabellkaya, a gammer who loves asparagus and throwing knives (Shasta's sister)

+ Thinlómien, a bird tamer, adult (married to Nilp, Macalaure's sister)
+ Nilpaurion Felagund, a house-bound sandwich-maker, adult (married to Lommy)
+ Eönwë, Rikae's unofficial helper-person, 22 (their son)
+ Kath, tavern owner, 20 (their daughter, Brinn's life partner)
+ Satansaloser 2005, Lommy's assistant, 17 (their daughter)

+ Macalaure, apple farmer, adult (married to Rikae, Lommy's brother)
+ Rikae, a lumberjack, adult (married to Macalaure, Roa's sister)
+ the phantom, sheep herder with Legate, 21 (their adopted son, Di's brother)
+ Diamond 18, dissolute, 11 (phantom's pre-teen littlesister)

+ Cailín, guinea pig breeder, adult (Nilp's sister)
(Eomer of the Rohirrim, Cailín's husband, Lhuna's father)
+ Lhunardawen, healer's apprentice, 20 (Cailín's daughter, good twin of Durelin)
+ Durelin, poisoner 20 (Lhuna's evil twin, daughter of Cailín)


+ Volo, the guy who knows everything about staying alive, the gaffer (Father of Nogrod, morm, Nerwen and Lalaith)

(Nogrod, the judge, Roa's husband, father of Legate, Brinn and Kit)
+ Roa_Aoife, school teacher, adult (mother of Legate, Brinn and Kit, wife of Nogrod, sister of Rikae)
+ Brinniel, Greenie's apprentice, 21 (Legate's sister and Kitanna's twin sister, Kath's life partner)
+ Kitanna, a tavern wench 21 (Legate's sister and Brinn's twin sister)
+ Legate of Amon Lanc, sheep herder with tp, 19 (brother of Brinn & Kit, Sally's boyfriend, Agan's ex-bf)

+ Nerwen, the healer, adult (sister of Lalaith, Volo's daughter)

+ Lalaith, chocolate maker, adult (sister of Nerwen, mother of Aganzir, Volo's daughter)
+ Aganzir, the little match girl, 15 (Lalaith's daughter, dates McCaber)
+ The Ka, a dog whipper (a fatherless and ageless little child of Lalaith)

+ Mormegil, adult (son of Volo, husband of Celuien, father of Gwath and McCaber)
+ Celuien, a candle maker, adult (wife of morm, mother of Gwath and McCaber)
+ Gwathagor, a highwayman, 20 (McCaber's big brother)
+ McCaber, a henchman, 18 (Gwath's little brother, dates Aganzir)
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Upon the hearth the fire is red
Beneath the roof there is a bed;
But not yet weary are our feet...

Last edited by Nogrod; 06-02-2008 at 12:00 PM.
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Old 05-15-2008, 09:06 AM   #3
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Basic rules / what an ordinary villager should know.

Where Dueling Wizards Werewolf differs from a normal WW-game?

Like in all games the villagers try to lynch the wolves to win (they lose if the number of villagers is equal to the number of wolves) and try to avoid lynching their gifteds. But in DW the villagers should also try to avoid lynching their Good Wizard (GW) for in that occasion the GW is not killed but is revealed to all and is thence known to the Evil Wizard (EW) as well.

Lynching the wolves is the main work of the villagers but getting the EW to the gallows would be great indeed as then her role would be revealed and that would ease the GW’s task greatly.

In DW game the village is quite big and that will have a few consequencies. In the first Days there will be a load of information and that is quite intentional. In a large village not everyone hears every story told or point made. Also the death-rate will probably be quite high at least in the first Days. When there are 4 wolves or more they will have 2 kills / Night.

Normal “wolf-hunting logic” may not help the villagers in every case as the wolves are the minions of the EW and she can give them tasks / lead them to act in ways a normal wolf-team would not! So the villagers should remember there is the EW back there and she can override any decision the wolves themselves suggest. Also the wolves may not know the identity of each other – or that of the EW. It is up to the EW to decide how much information she gives to her minions. The same goes for the GW.

Some people may change their status during the game due to the wizards scrying people during the Nights. The rules are as follows:
- If the EW scries an innocent she turns into a wolf.
- If the EW scries a gifted she becomes an ordo (is ripped from her gift).
- If the GW scries a wolf she becomes an ordo.
- If the GW scries an ordo she becomes a gifted (if there is room in the “roster” of max. 3 gifteds at a time - when the GW's roster is full she can use her turn in a seer-like fashion)
- If either wizard scries the other wizard the identity of the one scried is revealed to her but nothing else happens.
- If both wizards scry the same person that person will die because of the high amount of magic.


General rules on traditional basic issues…

There will be no retractable votes.

There will be no double-lynches.

In case of a tie the one gaining the highest vote first will die.

Voting is made with the usual formula, with two pluses, bolded and on a separate line:

++ Nogrod

This is especially important in this game as there will be a flood of posts the first Days and the votes need to stick out from other posting!

If someone doesn't post on two Days in a row there will be a modfire removing that player from the game in a shameful manner.

Those dead should not discuss any aspect of the game in any public forum. The time for discussion is after the game ends. Also especially in this game it would be important there not being communication between the dead and the living concerning the game – at least in a way that would give the living player information she couldn’t otherwise have! The dead may rant and laugh privately as much as they wish.

The deadline is 11PM GMT.

The game starts with a Night-phase on June the 1st.
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Upon the hearth the fire is red
Beneath the roof there is a bed;
But not yet weary are our feet...

Last edited by Nogrod; 06-01-2008 at 07:45 PM.
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Old 05-26-2008, 11:05 AM   #4
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Advanced rules / what the wolves and gifteds should know.

NB. A submod is mentioned here in many places. There is not yet a submod but after a Day or two has passed in the game we hopefully have one. Her/his name will be announced then and instructions to wolves & gifteds will be sent accordingly via PM.


THE WOLVES.

You will be handpicked by the EW and informed of your role by the mod (or submod). The first Night's scry is different as the EW will send the mod a list from which you will be randomly selected so as not to overlap with the gifteds.

Your task is generally to avoid being lynched by Day - or whatever your wizard tells you to do: to vote for someone she wishes, to go after someone, to protect someone as well as you can, to act suicidally... whatever. You are her minions.

During the Nights you will kill innocent villagers according to the deliberations of the EW.

By default you will not know the identity of your master but you can send your suggestions of who to kill (and why) or whatever you have in mind to your wizard anytime during the Nights via the mod (or the submod). In the end the EW may override your suggestions though.

If the wizard reveals her identity to you you can PM her directly. If she reveals you the identity of your fellow-wolf (or wolves) and allows it you may also PM to them during the Nights. But that's up to your wizard to decide.

You are not allowed to make any PMs or other contacts with your mates or wizard during the Days!

If / when the EW is dead you will be informed who your packmates are and the game returns to a normal werewolf-game where all the wolves are able to PM during the Nights.


THE GIFTEDS.

You will be handpicked by the GW and informed of your role by the mod (or submod). The first Night's scry is different as the GW will send the mod a list from which you will be randomly selected so as not to overlap with the wolves.

Your task is generally to aid the villagers in the fight against the EW and her hordes - or whatever your wizard tells you exactly to do: to vote for someone she wishes, to go after someone, to protect someone as well as you can, to play in a subdued mode... whatever. You are her minions.

During the Nights you will perform your duties according to the decision made by the GW.

By default you will not know the identity of your master but you can send your suggestions of who to protect / hunt / dream (and why) or whatever you have in mind to your wizard anytime during the Nights via the mod (or the submod). In the end the GW may override your suggestions though.

If the wizard reveals her identity to you you can PM her directly. If she reveals you the identity of your fellow-gifted (or gifteds) and allows it you may also PM to them during the Nights. But that's up to your wizard to decide.

You are not allowed to make any PMs or other contacts with your fellows or wizard during the Days!

If / when the GW is dead the game returns to a normal werewolf-game where you will have to survive and help the village with the knowledge you have gained so far.

HUNTER: The one you hunt will die when you die whatever her role. The GW will make the final decision of who to hunt but feel free to give her your ideas. Following from that you can only change the one you hunt during the Night with GW's blessing / orders.

RANGER: The one you protect will not die if the wolves attack her during the Night. The GW will make the final decision about whom to protect but feel free to give her your ideas. You can't protect the same person two Nights in a row.

SEER: The role of the one you dream will be revealed both to you and the GW. The GW will make the final decision about your dream but feel free to give her your ideas.


General points affecting both special-teams.

Your wizard needs to send her final decisions concerning the Nightly kills, protections, hunts & dreams to the mod (or submod) one hour before the deadline (10PM GMT). If you want your points to affect the judgement of your wizard do it early enough.

I will send my e-mail address via PM to all people with a role in case my own PM account gets full in the first days of the game. I try to keep it clean though. I will be sleeping something like from midnight GMT to 6-7 AM GMT. When a submod is chosen hopefully also those hours will be "open" for communication.
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Beneath the roof there is a bed;
But not yet weary are our feet...

Last edited by Nogrod; 06-01-2008 at 07:45 PM.
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Old 05-26-2008, 12:15 PM   #5
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Rules for wizards and hardcore players to be informed.

You rule supreme over your minions as long as you live. In a way it's your game. It's called duelling Wizards werewolf for that reason. It is a fight between you two - and how well you manage to arm your minions to the final battle after you're gone.


Wizard challenge.

You can not be lynched or killed at Night either by wolves or the hunter. The only way you will die is when the other wizard challenges you to a duel. The wizard knowing the identity of the other one can challenge her enemy any Day from Day4 onwards. The challenge should be made during Daytime! Feel free to be as poetic with your challenge in the game-thread but please do also PM me about your intention so that there is no ambivalence on the matter.

The duel will always lead to the death of both wizards!


Scries and kills.

The number of wolves the EW can scry will be unlimited.

The number of gifteds the GW can scry is three eg. one each. One that dies can be replaced on the next Night. If the GW has a full "roster" she can use her scries as "seer-dreams" trying to locate the EW.

Four wolves will get two kills / Night.


Order of Nightly activities

1. Wizards make their scries.
2. Affected players & wizards are informed of the results.
3. Seer dreams, ranger protects & hunter hunts.
4. Wolves kill. If there are two kills the EW will define which is the order of the kills.

NB. In order to be efficient it is highly recommended that the wizards give me their scries as soon as possible after a Day ends.

The wizards should produce me a list of their choices for dreaming, protecting, hunting / killing at least an hour before the next Day starts. Even earlier notification will be very much appreciated. In case there will be problems I will send both wizards my mobile number so you can also send me information via an SMS text message.

The wizards may listen to their minions or not. Whatever is the wizards choice she should be the one sending me the final list of Nightly affairs - unless I have been informed otherwise in advance.

Communication

The wizards and the minions are only able to communicate to each other during the Nights - within the limits the wizards give their minions.

Some general issues.

- You will decide if you wish to reveal your identity to one or more of your minions. In that case you can PM them directly without going via the mod(s) and they will gain a right to PM you back - during the Nights that is. All communication that doesn't happen in the actual game thread is limited to the Nights for both sides. That right to PM is naturally stripped away from you both if the minion is turned to an ordinary villager.

You will decide whether some or all of your minions know each other's identities. Also it's up to you if you wish to grant them the ability to PM straight to one another or not during the Nights.

You can be honest with your minions or lie to them. Just what you see fit.

- If both the EW and the GW scry the same person that one person dies for being made to suffer too much magic the same Night. The wizards however do not learn the identity of the other one via that.

- The wizards will have all the knowledge as soon as it is possible to send it to them during the Nights. It also means that even if the seer is killed during the Night her dream will be revealed to the GW as the dream "happens" before the wolves go on with their bussiness...

- There is no "action" on Night1: no wolf kills, no dreams, no protections (the hunter should send me her hunt though as that will take place if she dies lynched on Day1). Only discussions within the limits the wizards allow it.
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Beneath the roof there is a bed;
But not yet weary are our feet...

Last edited by Nogrod; 06-06-2008 at 07:59 PM.
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Old 06-01-2008, 04:56 PM   #6
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Night1

Like every once in a while Judge Nogrod had been unable to sleep any longer after waking up before the daybreak and was sitting on the steps in front of the porch of the courthouse smoking his pipe. He enjoyed these moments before the morning broke when it was quiet and peaceful. But this night there was something strange in the air. It was somehow even too quiet.

Suddenly a blackbird broke the silence entering the village trailed by an unimaginable shapeless darkness Nogrod had ever seen. He wasn’t sure whether he should believe his eyes or not but still felt like nailed to the step he was sitting on. He didn’t even dare to breathe until the odd duo had passed him.

He sighed from relief realising they had either not seen him or had just ignored his presence. But it seemed not to be over. A strange light was trailing the darkness accompanied by a swallow rushing here and there. They too entered the village-square and disappeared as fast as the previous creatures.

Nogrod was trying to perceive where they had gone when the birds suddenly came back both flying in and out of the houses of the village trying every now and then to hamper the other’s entry into one when their trajectories met.

But then there was another sound. It was the sound of approaching footsteps. And clearly the one to whom those footsteps belonged was trying to be as silent as possible. Nogrod glanced around him to see whether there was anything he could use as a weapon if that was needed. He bent carefully down to reach under the steps where he remembered there was a poker. After some fumbling he got hold of it and then waited for the footsteps to come closer hoping that who- or whatever it was hadn’t heard him.

The footsteps stopped to the other side of the square but after a while started creeping carefully towards the well in the centre of the square. Nogrod had a bad feeling that his presence had not gone unnoticed as the sneaking pair of feet were coming steadily towards him. He rose up quietly and pressed the poker tighter in his hand starting quietly towards the well bowing down at the same time.

The blackbird suddenly emerged from inside one of the houses and flew down settling itself on top of the well. It glanced at both sides and then started whistling jumping from one end of the well to the other while it sang. Nogrod realised to his astonishment that he understood what it was singing.

*~*

A villager woke up realising that she was covered all over by a darkness deeper than the deepest night. She felt like moving, moving outside the space and time into ever deepening darkness. She was losing her memories. She was losing her identity. She was becoming pure feeling of here and now. The anguish of a perspectiveless present started to grow inside her soon to be the only thing she was conscious of. It was becoming the only thing she was. She lived in a void of anticipation she couldn’t anticipate, in an absence of meaning and sense with no past or future.

*~*

Another villager woke up to a light she had never experienced before. It was cold and brighter than any sunlight ever. There was a serenity and calmness there which overtook her mind and carried her away from the toil and trouble of this world. There was an odd sadness in her but it was wiped away with the peace and beauty of the moment. She felt like having become whole in a way never before: like all her past, present and future had suddenly got a meaning. And then there was the music: the harmonies which overpowered her soul and carried her to the bliss of truth, beauty and goodness in an undivided totality.

*~*

It was night still even if it wasn't a night anymore.



Night1 has begun.

The wizards can do what they wish and their minions according to any rulings your wizards have allowed you. All PM's should go via me unless it has been specifically ruled otherwise.
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Upon the hearth the fire is red
Beneath the roof there is a bed;
But not yet weary are our feet...

Last edited by Nogrod; 06-02-2008 at 04:57 PM.
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