NOTW L: The Immortals [Game Thread]

I'm slightly concerned that the scum's goals may have been too difficult to achieve, with vampires gaining strength every night. The mana system worked great, and I enjoyed my role considerably, however
 
They totally could have killed us early on if they hadn't been so afraid. Also, with two vampires in the Usurper faction, there presumably would have been plenty of chances for the vampires feeding on each other. I think sprig mentioned in one of the QT's that Takhisis dying early on hurt the Usurpers a lot, so maybe they had something we don't know about.
 
One problem that I never exploited was that I knew the vampires were our targets and the player roles (e.g. Being a Calabim governor) gave away many of the vampires. If the scum are able to kill their targets at night then they shouldn't know whom their targets are. In this case, I just assumed that the vampires were un-kill-able for that reason.

Perhaps Hyborem gaining 1 strength every turn, rather than every second turn, may counter the vampire problem.
 
Topsecret wasn't a vampire. Pretty much the rest of the Calabim Nobility was, though.
 
Epilogue


The Calabim nation was in a state of turmoil. War with the Amurites on its eastern front, war with the Doviello in the West and crippled by a mysterious disease that affected only vampires left many doubting the power of the Calabim. Many a nation who would have never thought otherwise started eyeing up Calabim lands. After witnessing the defeat of the Demon at the hands of the Vampire King and Gregori Adventure, Losha Valas left the east and conducted a purge of all Calabim human breeding stock.. She gathered up all remaining able-bodied vampires with the promise of spoils and drove them like a spear into the heart of the Doviello lands.

Meanwhile at the Sheaim - Calabim border, three cloaked figures stood. All three were keeping an eye out for Sheaim patrols. The military presence at the boarder had unfortunately been increased dramatically due to the Calabim - Amurite war. The Sheaim were very weary of the conflict spilling over into their lands. The first figure was a man and he would have looked very well built in any other company. The second figure was of large proportions. He looked slightly comical as though he was trying to hide his appearance but his size would clearly give him away anywhere he went. The last figure was much more slender than the others. Even hidden by the cloak he had a different presence compared to the other two, it was one of agility rather than raw power.

It was the slender figure who broke the watchful silence. “The Adept has gone into Sheaim lands. Do we follow?” The larger figure looked at him carefully and replied “We do. We must at all costs stop Hyborem from being allowed to enter this world… But are you sure about coming with us? If we get caught here the result will be worse than death!” The slender figure lowered his hood revealing Zack, the Ljosalfar Hunter. “My Lord, it was yourself that made it clear that I cannot go back to my homelands.” The Hunter then raised a fist, shaking it in anger. “If I had known the hunger, known it was a curse rather than a gift…” The others looked on in pity as the Hunter dropped his fist and shrugged “But it is done and I am resigned to my fate and determined to aid you as I can.”

The first figure dropped the hood to his cloak as well. Revealed was the Catharsis, the Gregori Adventurer. He addressed the largest member of the Group. “And how about you, My Lord? Can you really leave while your Kingdom is at War?” Exar the Vampire King dropped the hood to his cloak. “Choxorn the former Governor of Durnovaria, will make a fine King, He will be more than suitable to the task of defeating the Amurites and restoring peace to our lands. We however are after the bigger threat!” The other two nodded in agreement. All three then raised there hoods and set off into the Sheaim lands.

The new Vampire King stood in the midst of the ruins created by the first battle. He looked deliriously happy and clapped his hands across the back of Frozen In Ice. “Well done, well done indeed.” The new Governor of Durnovaria had a more restrained look. “Thank you Sire. And congratulations on your first, of what will be many, victories.” The King looked even more pleased. He smiled at the Governor and turned to find Darth Feather, the Amurite Wizard being escorted to him by a couple of guards. “Well I suppose I should hold up my end of the bargain, eh wizard? Though I don’t know if they will let you back in now!” The Wizards reply was cool with no visible emotion. “Amurites respect magical power. As long as you DO fulfil our bargain and grant me the Mana orbs, then I will have no trouble being welcomed back.” The Vampie King signalled to another guard who brought forth a bag and without a word the Wizard seized the bag and start walking off towards the Amurite nation. The Vampire King called after him with an evil grin. “Are you sure you don’t want to stay for dinner?” The Wizard paused and looked back “No thank you! I’m positive I wouldn’t enjoy it.”


~~~
 
They totally could have killed us early on if they hadn't been so afraid. Also, with two vampires in the Usurper faction, there presumably would have been plenty of chances for the vampires feeding on each other. I think sprig mentioned in one of the QT's that Takhisis dying early on hurt the Usurpers a lot, so maybe they had something we don't know about.
Completely so.
Sprig said:
Orbs:
1x Earth Mana Enables Protection spells. Surrounds Target with Earth Wall (Active spell)

Spells:
- Earth I Can Turn Raw Mana into Earth Mana
- Earth II Increases strength requirements for actions against Target by 50%. (Requires 2 Earth Mana)
- Earth III +2 Strength to Target and Increases strength requirements for actions against by 50%. (Requires 3 Earth Mana)

Natural Abilities:
Regeneration – You have increased regeneration (+1) at the end of each night phase (passive)
I could do different protection spells, and had passive regeneration. It was really a powerful role.
 
Topsecret wasn't a vampire. Pretty much the rest of the Calabim Nobility was, though.

Indeed. My role was, in fact, an anti-demon/vampire if I had enough Sun mana.
 
Role PM's

1. Amurite Wizard
Spoiler :

Darth Feather

Name: Darth Feather
Role: Amurite Wizard
Nation: Amurite
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the peace between all nations

Strength:
2 (2)

Affinity:
Raw Mana

Orbs:
1x Metamagic Mana Revert Mana back to natural state.

Spells:
- Meta I Can turn any Mana in your possession into Raw Mana.
- Meta II Turn Raw Mana in your possession into Metamagic Mana. (Requires 2 Metamagic Mana)
- Meta III Turn a named Mana Orb in a targets possession into Raw Mana. (Requires 3 Metamagic Mana)

Natural Abilities:
Enhanced – Your orb requirements for accessing higher tier spells is reduced by 1 (passive)

Personal Objective:
Obtain 5 Different type of Mana Orbs at the same time.

Background:
The Amurites have long sought mastery of the magical elements. You are a product of that desire. You magical ability far surpass that of the others. But even though you are skilled in the magical arts you still want to learn more and obtaining mana orbs will allow you to do that. You are also very concerned with the current situation. Exar has long maintained the peace and without him you feel the region will quickly descend into war. You know that topsecret, Governor of Calcaria and thomas.berubeg the Kasavan Ranger share your thoughts on maintaining the peace between all nations.



2.Calcaria Adept
Spoiler :

Calcaria Adept

Name: Bad Player
Role: Calcaria Adept
Nation: Calabim
Race: Demon

Alignment: Hyborem Cult
- Primary Victory Condition: Total strength of faction exceeds total strength of remaining players
- Secondary Victory Condition: Out survive five vampires

Strength:
3 (3)

Affinity:
Life Mana
Metamagic Mana

Orbs:
1x Spirit Mana Inspiration – Reduces the total number of accusations against you

Spells:
- Spirit I Can Turn Raw Mana into Spirit Mana
- Spirit II Reduces the total number of accusations against you by 2 (Requires 2 Spirit Mana)
- Spirit III Reduces the total number of accusations against you by 3 (Requires 3 Spirit Mana)

Natural Abilities:
Steal – At night you may steal a named orb from a target
(This ability is subject to strength requirements.)

Channel Demon Strength – At night your strength will be added to the demon (Team ability - See team PM for more details

Personal Objective:
Obtain 3 Life Mana Orbs

Background:
You are a servant of Hyborem. You have come into this world to help prepare for the arrival of the Dark Lord. Darth Caesar the Sheaim Merchant and KingMorgan the Amurite Firebow are your fellow demons who will help you with this quest.

Your demon powers allow you posing as a Calcarian adept but it is your other skill that makes you most valuable. You are quick and nimble, and able to left items from others without them noticing. You would do well to use your skills to obtain 3 Life Mana orbs which will increase your strength and Hyborem’s chances to be born into this world. You also have a natural distaste for vampires and you have discovered that Autolycus, the Sheaim Magistrate, shares this view. Perhaps you can work together to see the downfall of at least 5 vampires.



3.Governor of Durnovaria
Spoiler :

Role:

Name: choxorn
Role: Governor of Durnovaria
Nation: Calabim
Race: Vampire

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Ensure that Calabim nationals are not outnumbered by foreigners

Strength:
3 (3)

Affinity:
Death Mana
Earth Mana

Orbs:
1x Shadow Mana You are unable to determine the purpose of this mana.

Spells:
Nil

Natural Abilities:
Feed – At night you can feed on any target. A successful feeding will result in a permanent +1 strength for you and damage of 1 to the target.
(This ability is subject to strength requirements.)

Personal Objective:
Raise Strength to 7

Background:
You wield a position of great power. Being the governor of Durnovaria is a great responsibility and you act as the Vampire Kings right hand man. But there is one thing that you have always disagreed with Exar on, and that’s the number of foreigners that he allows to stay in Calabim lands. It wouldn’t be any surprise to you if the attack on Exar came from these horrible foreigners. You know that Visorslash the Prespurian Lord shares these same views. Perhaps if you can raise you power enough you, will be able to ensure that the Foreigners do not end up outnumbering you all.



4.Sheaim Merchant
Spoiler :

Sheaim Merchant

Name: Winston Hughes
Role: Sheaim Merchant
Nation: Sheaim
Race: Demon

Alignment: Demon Cult
- Primary Victory Condition: Total strength of faction exceeds total strength of remaining players
- Secondary Victory Condition: Keep the Calabim/Sheaim Peace

Strength:
2 (2)

Affinity:
Air Mana
Ice Mana

Orbs:
1x Nature Mana Enables the power of nature to discover character traits

Spells:
- Nature I Can Turn Raw Mana into Nature Mana
- Nature II Reveals Affinity types of the target player. (Requires 2 Nature Mana)
- Nature III Reveals the Alignment of target player. (Requires 3 Nature Mana)

Natural Abilities:
Channel Demon Strength – At night your strength will be added to the demon (Team ability - See team PM for more details

Personal Objective:
Obtain 3 nature mana orbs.

Background:
You are a servant of Hyborem. You have come into this world to help prepare for the arrival of the Dark Lord. Bad Player, the Calcarian Adept and KingMorgan the Amurite Firebow are your fellow demons who will help you with this quest.

You are in a really tight situation. You only let the Seer have your blood because you thought it would corrupt her. You had to kill her before she told anyone but you may have been too late. You will need all of your cunning to keep the heat off you. One advantage that you have is your nature mana orb. Its ability to scan for alignment might help to convince everyone that you’re innocent or at least worth keeping around. It would also help to convince everybody that the Sheaim are not responsible for this. You know that Ekolite, the Sheaim Emmissary, and Nintz, the Sheaim Knight share your design to keep the Sheaim out of war.



5.Luentinum Bowman
Spoiler :

Luentinum Bowman

Name: Kennigit
Role: Luentinum Bowman
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Protect Exar from all threats

Strength:
2 (2)

Affinity:
Life Mana
Water Mana

Orbs:
1x Sun Mana Harness the power of the sun to cause damage to Vampires and Demons

Spells:
- Sun I Can Turn Raw Mana into Sun Mana
- Sun II 2 Damage to target if race is Demon or Vampire. (Requires 2 Sun Mana)
- Sun III 4 Damage to target if race is Demon or Vampire. (Requires 3 Sun Mana)

Natural Abilities:
Nil

Personal Objective:
Attack a demon or vampire with a sun spell

Background:
You’re a personal guard to the Governor of Luentinum. You have great skill with your bow and the skill is widely recognised. However it is the recognition of the Vampire King that you crave. To belong to his personal guard would be an honour above all others. Perhaps this situation is a chance to prove your worth. You wish is to protect Exar from this demon threat and any others. You have discovered that Paulus, the Kasavan Captain also shares this desire. Perhaps you two can work together to protect the Vampire King.


6.Kasavan Captain
Spoiler :
Kasavan Captain

Name: PaulusIII
Role: Kasavan Captain
Nation: Calabim
Race: Vampire

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Protect Exar from all threats

Strength:
3 (3)

Affinity:
Death Magic
Body Magic

Orbs:
1x Raw Mana No Effect – can be turned into other types of mana.
1x Water Mana Surrounds self in the protective water bubble. (passive)

Spells:
- Water I Can Turn Raw Mana into Water Mana
- Water II -1 reduction in damage of fire or sun spells used against you. (Requires 2 Water Mana)
- Water III -2 reduction in damage of fire or sun spells used against you. (Requires 3 Water Mana)

Natural Abilities:
Recruit – You can recruit one player as Mason. Both you and the recruit will be given confirmation of each other’s innocence. (Warning: if the target is not innocent you will suffer damage possibly leading to death.)

Feed – At night you can feed on any target. A successful feeding will result in a permanent +1 strength for you and damage of 1 to the target.
(This ability is subject to strength requirements.)

Personal Objective:
Recruit 3 followers

Background:
You are Losha Valas, A well feared Calabin General. You have been sent here by Flauros himself to protect Exar from any potential threats. He has a feeling that these demon attacks may just have opened the tide for other threats as well. You are posing as a Kasavan Captain and you have discovered that Kennigit the Luentinum Bowman has a strong desire to protect Exar.

Your vampire ability to feed will enable you to increase your strength so make sure that you use it wisely. Also you are able to recruit players to your cause. While it is only limited one person at the moment, perhaps there are ways to increase the number.
 
7.Prespurian Lord
Spoiler :

Prespurian Lord

Name: Visorslash
Role: Prespurian Lord
Nation: Calabim
Race: Vampire

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Ensure that Calabim nationals are not out numbers by foreigners

Strength:
3 (3)

Affinity:
Death Mana
Law Mana

Orbs:
1x Ice Mana Harness the power of ice to stop actions

Spells:
- Ice I Can Turn Raw Mana into Ice Mana
- Ice II Target is unable to perform any Ability or Spell(Requires 2 Ice Mana)
- Ice III +4 strength (for the purposes of this spell) and Target is unable to perform any spell or ability. (Requires 3 Ice Mana)

Natural Abilities:
Feed – At night you can feed on any target. A successful feeding will result in a permanent +1 strength for you and damage of 1 to the target.
(This ability is subject to strength requirements.)

Personal Objective:
Feed on all four Ljosalfar

Background:
You come from the Calabim Capital Prespuria, you have been sent here to ensure the balance of power is maintained. You are shocked to find such a number of foreigners throughout the calabim lands, had they come anywhere near your personal lands you would have slaughtered them or used them for cattle. You know that Choxorn the Governor of Durnovaria shares these same views. Perhaps if you can raise you power enough you, will be able to ensure that the Foreigners do not end up outnumbering you all. You are, however, delighted to see some elves. You have never had the pleasure but now the opportunity presents itself.



8.Calcaria Guardsman
Spoiler :

Calcaria Guardsman

Name: Takhisis
Role: Calcaria Guardsman
Nation: Calabim
Race: Human

Alignment:
Usurper
- Primary Victory Condition: Total strength of faction exceeds total strength of remaining innocents.
- Secondary Victory Condition:
- Eliminate the demon faction
Strength:
2 (2)

Affinity:
Mind Mana
Sun Mana

Orbs:
1x Earth Mana Enables Protection spells. Surrounds Target with Earth Wall (Active spell)

Spells:
- Earth I Can Turn Raw Mana into Earth Mana
- Earth II Increases strength requirements for actions against Target by 50%. (Requires 2 Earth Mana)
- Earth III +2 Strength to Target and Increases strength requirements for actions against by 50%. (Requires 3 Earth Mana)

Natural Abilities:
Regeneration – You have increased regeneration (+1) at the end of each night phase (passive)



Personal Objective:
Become a vampire.

Background:
It has been your desire to gain ‘The Gift’. To have such power excites your imagination and finally you might have the chance to have your dreams come true. The Black Knigh, Governor of Luentinum, has declared the Vampire King is too weak to serve the interests of the Calabim. He has recruited you and Askthepizzaguy the Prespurian Regent, to help him overthrow the Vampire King and assume his place. The Governor has promised to give you the gift if he is successful. However, you are not sure if he can be true to his word, perhaps there are other Vampires who might give you the gift.

If you help eliminate those responsible for the demon attack them perhaps a vampire might be greatful to you. You know that Catharsis, the Gregori Adventure and Johnhughthom, the Luentinum Aristocratic have a great distain for the demons perhaps they can help you in eliminating the demon faction.



9.Glevum Innkeeper
Spoiler :

Glevum Innkeeper

Name: kill fire
Role: Glevum Innkeeper
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Ensure war is started with the Amurites

Strength:
3 (3)

Affinity:
Body Mana
Nature Mana (+1 Strength)

Orbs:
1x Nature Mana Enables the power of nature to discover character traits

Spells:
- Nature I Can Turn Raw Mana into Nature Mana
- Nature II Reveals Affinity types of a target player. (Requires 2 Nature Mana)
- Nature III Reveals the Alignment of target player. (Requires 3 Nature Mana)

Natural Abilities:
Nil

Personal Objective:
Obtain a Body Mana Orb

Background:
You have been a innkeeper for many years. It is a pleasant job aside from obtaining ‘food’ from some of the more special guests. You get to learn lots about people when you’re an innkeeper. And if there is one thing you have learned, above all others, is to never to do business with those over proud Amurites. You have discovered that The Black Knigh, Governor of Luentinum, and Verarde, Governor of Glevum both, share your disdain. Perhaps they can both help you with delivering what the Amurites deserve. You would also like to obtain a Body mana. you have discovered that the Nature mana orb gives you great strength. Perhaps a Body mana can help increase it even further.


10.Calcaria Aide
Spoiler :

Calcaria Aide

Name: TheLastDays
Role: Calcaria Aide
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the Calabim/Ljosalfar Peace

Strength:
2 (2)

Affinity:
Law Mana
Shadow Mana

Orbs:
1x Life Mana Increases the amount of strength regenerated each night (Regeneration is passive) + Heal target (Heal Active spell)

Spells:
- Life I Can Turn Raw Mana into Life Mana
- Life II +1 strength regeneration & and heal 2 strength of any target (Requires 2 Life Mana)
- Life III +2 strength regeneration & and heal 4 strength of any target (Requires 3 Life Mana)

Natural Abilities:
Blood Pet– You are quick at regenerating you blood supply. You will take not damage from the first vampire to feed on you each night. (passive)

Personal Objective:
Heal an injured elf.

Background:
You like Elves, their pointy ears cause you much amusement. But more than that you have found them a friendly race that like to share a tale and warm mug of ale. You are happy to assist spaceman98 and Zack in maintaining the peace between your peoples.


11.Amurite Firebow
Spoiler :

Amurite Firebow

Name: KingMorgan
Role: Amurite Firebow
Nation: Amurite
Race: Demon

Alignment: Demon Cult
- Primary Victory Condition: Total strength of faction exceeds total strength of remaining innocents
- Secondary Victory Condition: Ensure war is started with the Ljosalfar

Strength:
4 (4)

Affinity:
Body Mana
Spirit Mana

Orbs:
1x Air Mana Enhances effective strength for spells enabling you to perform actions against the strongest players (Passive spell)

Spells:
- Air I Can turn Raw Mana into Air Mana
- Air II Enhances spell success rate (+50% strength) (Requires 2 Air Mana)
- Air III Enhances spell success rate (+75% Strength) (Requires 3 Air Mana)

Natural Abilities:
Regeneration – You have increased regeneration (+1) at the end of each night phase
(passive)

Channel Demon Strength – At night your strength will be added to the demon (Team ability - See team PM for more details

Personal Objective:
Cause the death of two elves

Background:

You are a servant of Hyborem. You have come into this world to help prepare for the arrival of the Dark Lord. Bad Player, the Calcarian Adept and Darth Caesar, the Sheaim Merchant, are your fellow demons who will help you with this quest.

You are the might of your team, Your magic strength added to hyborems should allow you to take the lives of most innocents. You have posed as a Amurite Firebow, your natural demon abilitys have allowed you to impress the Amurites and allowed you to fit in. You have a deep hatred of the elves and you have discovered that Askthepizzaguy, the Prespurian Regent, and BSmith1068, the Durnovarian Swordsman share your distain. Perhaps they would assist you in seeing the Ljosalfar submit to war.



12.Glevum Axeman
Spoiler :
Role:

Name: Backwards Logic
Role: Glevum Axeman
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Ensure war is started with the Sheaim

Strength:
2 (2)

Affinity:
Earth Mana
Sun Mana

Orbs:
1x Body Mana Reduces, the power of offensive spells/actions against self. (Passive spell)

Spells:
- Body I Can Turn Raw Mana into Body Mana
- Body II -2 damage against self (Requires 2 Body Mana)
- Body III -3 damage against self (Requires 3 Body Mana)

Natural Abilities:
Nil

Personal Objective:
Obtain at least one Sun and one Earth Mana.

Background:
The Sheaim are naturally not to be trusted. Though they proclaim they have compact with demons you doubt the truth of their words. They wouldn’t be renown for associating with demons if it wasn’t true. Only war could discover the truth of their words. You have discovered that both Frozen in Ice, Durnovarian Adjudicator, and Seon, Luentinum Servant, both share your feelings.
 
13.Gregori Adventurer
Spoiler :

Role:

Name: Catharsis
Role: Gregori Adventurer
Nation: None
Race: Immortal

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Eliminate Demon Faction

Strength:
14 (14)

Affinity:
MetaMagic Mana

Orbs:
1x Raw Mana No Effect – can be turned into other types of mana.

Spells:
Nil

Natural Abilities:
Demon Hunter – Receive reduced damage from demon attacks (passive)

Personal Objective:
Protect Exar from all threats

Background:
You are an immortal with immense strength. You have roamed the world for many decades seeking out threats to this world. News of the demon attack has stirred you and you now find yourself in Calabim lands under the guise of a Gregori Adventurer. You have discovered there are other who share your destroy those responsible for the demons. They are Takhisis the Calcarian Guardsman, and johnhughthom, the Luentinum Aristocratic.

You also feel that it would be a bad idea if Exar was allowed to succumb to those who threaten his life. It is deeply disconcerting to you that someone could attack him given that he is even stronger than yourself.


14.Governor of Calcaria
Spoiler :

Governor of Calcaria

Name: topsecret
Role: Governor of Calcaria
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the peace between all nations

Strength:
2 (2)

Affinity:
Life Mana
Ice Mana

Orbs:
1x Sun Mana Harness the power of the sun to cause damage to Vampires and Demons

Spells:
- Sun I Can Turn Raw Mana into Sun Mana
- Sun II 2 Damage to target if race is Demon or Vampire. (Requires 2 Sun Mana)
- Sun III 4 Damage to target if race is Demon or Vampire. (Requires 3 Sun Mana)

Natural Abilities:
Diplomacy – At night you can choose to perform a diplomatic mission. This will boost your target nation’s diplomatic standing with the Calabim

Personal Objective:
Maintain at least one nation’s diplomatic relations at ‘Friendly’ for more than 2 nights.

Background:
You are the only no-vampire governor in the whole empire. Your rise has been swift and you can feel the resentment of the others. But you are focused on what you need to do and are determined to keep the peace between all nations, Just as Exar the Vampire King has commanded you to. You have discovered that Thomas.berubeg and ChineseWarlord both share your desire and will assist you in your endeavour.



15.Sheaim Magistrate
Spoiler :

Sheaim Magistrate

Name: Autolycus
Role: Sheaim Magistrate
Nation: Sheaim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Out survive five vampires

Strength:
2 (2)

Affinity:
Raw Mana
Entropy Mana
Orbs:
1x Fire Mana Surrounds Target in a wall of flame damaging them regardless of either your or the targets strength. (note: can kill target)

Spells:
- Fire I Can Turn Raw Mana into Fire Mana
- Fire II Causes 2 Damage to Target (Requires 2 Fire Mana)
- Fire III Causes 3 Damage to Target (Requires 3 Fire Mana)

Natural Abilities:
Nil

Personal Objective:
Successfully attack a vampire with a spell.

Background:
You have a serious distaste for vampires. You find the whole ideal revolting. Bad player shares your distaste, and would like to see any vampires go down before any humans.


16.Glevum Moroi
Spoiler :

Glevum Moroi

Name: Robbiecon
Role: Glevum Moroi
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the Calabim/Amurite Peace

Strength:
2 (2)

Affinity:
Fire Mana
Ice Mana

Orbs:
1x Entropy Mana You are unable to determine the purpose of this mana.

Spells:
Nil

Natural Abilities:
Blood Pet– You are quick at regenerating you blood supply. You will take not damage from the first vampire to feed on you each night. (passive)

Personal Objective:
Obtain a Chaos Mana Orb

Background:
You have long standing friends within the Amurite Empire. You would be devastated if war broke out between your peoples. So you are happy to assist Southern King and Stuck In Pi in keeping the Peace.


17.Luentinum Aristocratic
Spoiler :

Role:

Name: johnhughthom
Role: Luentinum Aristocratic
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Eliminate the demon faction

Strength:
2 (2)

Affinity:
Earth Mana
Mind Mana

Orbs:
1x Death Mana You are unable to determine the purpose of this mana.

Spells:
Nil

Natural Abilities:
Nil

Personal Objective:
Become a vampire

Background:
You come from a respected family that has high social standing in the region. However despite your high standing, you have not been given ‘the gift yet’. Perhaps if you can help eliminate the demon that someone might be willing to bless you. You have found the Gregori Adventurer, Catharsis, and the Calcaria Guardsman, Takhisis, share your desire to eliminate those responsible for the demon


18.Durnovarian Adjudicator
Spoiler :

Durnovarian Adjudicator

Name: Frozen In Ice
Role: Durnovarian Adjudicator
Nation: Calabim
Race: Vampire

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Ensure war is started with the Sheaim

Strength:
2 (2)

Affinity:
Death Mana
Law Mana
Orbs:
1x Raw Mana No Effect – can be turned into other types of mana.

Spells:
Nil

Natural Abilities:
Feed – At night you can feed on any target. A successful feeding will result in a permanent +1 strength for you and damage of 1 to the target.
(This ability is subject to strength requirements.)

Personal Objective:
Feed on 3 Sheaim

Background:
You have disliked the Sheaim for as long as you can remember. You are somehow sure that they bear responsibility for the attack on your king. You have discovered that Seon and Backwards Logic also share your fears. If you feed on the Sheaim, then surely it might damage diplomatic relations.
 
19.Ljosalfar Priest
Spoiler :

Role:

Name: Jarrema
Role: Ljosalfar Priest
Nation: Ljosalfar
Race: Elf

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Out survive five vampires

Strength:
2 (2)

Affinity:
Air Mana
Nature Mana

Orbs:
1x Death Mana You are unable to determine the purpose of this mana.

Spells:
Nil

Natural Abilities:
Nil

Personal Objective:
Gain 3 Death Mana Orbs

Background:
You have been tasked with assisting with diplomatic relations but you just can’t stand the thought of vampires. You were given a death Mana orb from you elders who said that perhaps Exar could make use of it. But you would rather keep it for yourself. You have discovered that NPC, Ljosalfar Scout and NPC, the Durnovarian Jailor share your distain for vampires and perhaps they can assist you.


20.Governor of Luentinum
Spoiler :

Role:

Name: The Black Knigh
Role: Governor of Luentinum
Nation: Calabim
Race: Vampire

Alignment: Usurper
- Primary Victory Condition: Total strength of faction exceeds total strength of remaining players
- Secondary Victory Condition: Ensure war is started with the Amurites

Strength:
5 (5)

Affinity:
Death Mana (+1 Strength)
Body Mana

Orbs:
1x Death Mana Adds additional Strength to Natural abilities (Passive)
1x Spirit Mana Inspiration – Reduces the total number of accusations against you

Spells:
- Death I Can Turn Raw Mana into Death Mana
- Death II +1 Damage when feed ability used (Requires 2 Death Mana)
- Death III +2 damage when feed ability used (Requires 3 Death Mana)

- Spirit I Can Turn Raw Mana into Spirit Mana
- Spirit II Reduces the total number of accusations against you by 2 (Requires 2 Spirit Mana)
- Spirit III Reduces the total number of accusations against you by 3 (Requires 3 Spirit Mana)

Natural Abilities:
Feed – At night you can feed on any target. A successful feeding will result in a permanent +1 strength for you and damage of 1 to the target.
(This ability is subject to strength requirements.)

Retribution – At night you can attack any target
(Team ability - See team PM for more details

Personal Objective:
Become Immortal

Background:
You have been the Governor of Luentinum for many years and long felt the restrictions that Exar has placed on you. What you do with your own chattel should be no concern of his. So news of this attack has delighted you, perhaps this is your chance to usurp his role and become King of the Eastern Empire. To aid you in your endeavour, you have recruited Tahhisis, the Calcarian Guardsman, who you promised to give ‘the gift’ but will probably devour, and Askthepizzaguy, a Prespurian Regent, who wants to be able to carve out his own little kingdom. However, to take on Exar, and assert your dominance, you will have to raise your power. If you can gain Immortal status, you should be well on your way to take him on.

You are also looking to the future, the current lands held by the Calabim Empire will not be enough for you. You are eyeing up the lands occupied by the Amurites. You have discovered that Verade, the Governor of Glevum and kill fire, the Glevum Innkeeper, share your desire. Perhaps they can aide you in this.



21.Ljosalfar Ambassador
Spoiler :

Ljosalfar Ambassador

Name: spaceman98
Role: Ljosalfar Ambassador
Nation: Ljosalfar
Race: Elf

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the Calabim/Ljosalfar Peace

Strength:
2 (2)

Affinity:
Life Mana
Water Mana

Orbs:
1x Death Mana You are unable to determine the purpose of this mana.

Spells:
Nil

Natural Abilities:
Diplomacy – At night you can choose to perform a diplomatic mission. This will boost your nation’s diplomatic standing with the Calabim

Personal Objective:
Don’t let the Ljosalfar diplomacy status reach ‘Hostile’

Background:
You have been tasked to maintain the peace between the Ljosalfar and Calabim. Assisting you with this is Zack. You have also discovered that TheLastDays shares your passion.



22.Kasavan Ranger
Spoiler :

Role:

Name: thomas.berubeg
Role: Kasavan Ranger
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the peace between all nations

Strength:
2 (2)

Affinity:
Nature Mana
Water Mana

Orbs:
1x Death Mana You are unable to determine the purpose of this mana.
1x Metamagic Mana Enables Mana to revert back to natural state.

Spells:
- Meta I Can turn any Mana in your possession into Raw Mana.
- Meta II Turn Raw Mana in your possession into Metamagic Mana. (Requires 2 Metamagic Mana)
- Meta III Turn a named Mana Orb in a targets possession into Raw Mana. (Requires 3 metamagic Mana)

Natural Abilities:
Nil

Personal Objective:
Turn 3 Orbs into Raw Mana

Background:
You are a strong upholder of peace, the balance that has been achieved has allowed all nations to be enlightened. You have discovered the Amurite Wizard, ChineseWarlord & topsecret, the Governor of Calcaria, also share your passion for peace.




23.Governor of Glevum
Spoiler :

Role:

Name: Verade
Role: Governor of Glevum
Nation: Calabim
Race: Vampire

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Ensure war is started with the Amurites

Strength:
4 (4)

Affinity:
Death Mana
Shadow Mana (+1 Strength)

Orbs:
1x Shadow Mana Enables the power of shadow to perform surveillance

Spells:
- Shadow I Can Turn Raw Mana into Shadow Mana
- Shadow II Reveals (if active) the recipient of targets activity. (Requires 2 Shadow Mana)
- Shadow III Reveals the action performed by target (Requires 3 Shadow Mana)

Natural Abilities:
Feed – At night you can feed on any target. A successful feeding will result in a permanent +1 strength for you and damage of 1 to the target.
(This ability is subject to strength requirements.)

Convert – Once per the game, you can convert any human or elf into a vampire. (Conversion will require the consent of the target.)

Personal Objective:
Turn a Player into a Vampire

Background:
You are a might Governor and second in charge to the Vampire King. Though you agree in many things with the King you do feel that there should be some natural expansion of the Calabim Empire. The Amurite lands look nice and fertile. You have discovered kill fire and The Black Knigh also share you objective. You also feel it is time to sire a new vampire. But who is worthy to receive ‘the Gift’ from you?


24.Durnovarian Jailor
Spoiler :

Durnovarian Jailor

Name: classical_hero
Role: Durnovarian Jailor
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition:

Strength:
3 (3)

Affinity:
Law Mana
Spirit Mana

Orbs:
1x Raw Mana No Effect – can be turned into other types of mana.

Spells:
Nil

Natural Abilities:
Nil

Personal Objective:
Gain 3 Mana orbs of any type.

Background:
You are a Jailor, but you feel little more than a farmer. Your main role is gathering blood from prisoners like getting milk from a cow. Vampires disgust you no end. You have discover two Ljosalfar who share your distaste, classical_hero, the Ljosalfar Scout and Jarrema, the Ljosalfar Priest. Perhaps you can work together to bring down the Vampire hegemony
 
25.Sheaim Emissary
Spoiler :

Sheaim Emissary

Name: Ekolite
Role: Sheaim Emissary
Nation: Sheaim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the Calabim/Sheaim Peace Strength:
2 (2)

Affinity:
Entropy Mana
Sun Mana

Orbs:
1x Mind Mana You are unable to determine the purpose of this mana.

Spells:
Nil

Natural Abilities:
Diplomacy – At night you can choose to perform a diplomatic mission. This will boost your nation’s diplomatic standing with the Calabim

Personal Objective:
War with Amorites

Background:
Your leaders have task you to maintain the relationship between the Calabim and Shaim people. Assisting you with this endeavour is Nintz and Darth Caesar.

However, personally, you would like to see those horrible Amurites succumb to war.


26.Ljosalfar Hunter
Spoiler :

Ljosalfar Hunter

Name: Zack
Role: Ljosalfar Hunter
Nation: Ljosalfar
Race: Elf

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition:

Strength:
2 (2)

Affinity:
Fire Mana
Metamagic Mana

Orbs:
1x Life Mana Increases the amount of strength regenerated each night (Regeneration is passive) + Heal target (Heal Active spell)

Spells:
- Life I Can Turn Raw Mana into Life Mana
- Life II +1 strength regeneration & and heal 2 strength of any target (Requires 2 Life Mana)
- Life III +2 strength regeneration & and heal 4 strength of any target (Requires 3 Life Mana)

Natural Abilities:
Regeneration – You have increased regeneration (+1) at the end of each night phase
(passive)

Personal Objective:
Become a Vampire

Background:
You want to become the first Elf to receive ’the Gift.’ You have always been fascinated by the Calabim Empire and so spent a fair amount of time mixing with its peoples. You are also committed to maintaining the peace between your peoples. You are assisting spaceman98 in this task and you are also aware that TheLastDays is dedicated to the cause as well.



27.Ljosalfar Scout
Spoiler :

Ljosalfar Scout

Name: Classical Hero
Role: Ljosalfar Scout
Nation: Ljosalfar
Race: Elf

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Out survive five vampires

Strength:
2 (2)

Affinity:
Nature Mana
Ice Mana

Orbs:
1x Body Mana Reduces, the power of offensive spells/actions against self. (Passive spell)

Spells:
- Body I Can Turn Raw Mana into Body Mana
- Body II -2 damage against self (Requires 2 Body Mana)
- Body III -3 damage against self (Requires 3 Body Mana)

Natural Abilities:
Nil

Personal Objective:
See war breakout between Calabim and Ljosalfar


Background:
It was the most horrific experience you have ever had. The way you were used as some common cattle. The vampire had just slipped into you room and had his way with you, feasting on your blood. As a result you hate vampires, all vampires. You have discovered that NPC, the Durnovarian Jailor and Jarrema, the Ljosalfar Priest share your disdain for vampire.

You also feel that the Calabim nation isn’t as big a threat as they say it is. With the Vampire King injured now might be a good time for war.


28.Amurite Chanter
Spoiler :

Role:

Name: SouthernKing
Role: Amurite Chanter
Nation: Amurite
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the Calabim/Amurite Peace

Strength:
2 (2)

Affinity:
Raw Mana
Mind Mana

Orbs:
1x Air Mana Enhances effective strength for spells enabling you to perform actions against the strongest players (Passive spell)

Spells:
- Air I Can turn Raw Mana into Air Mana
- Air II Enhances spell success rate (+50% strength) (Requires 2 Air Mana)
- Air III Enhances spell success rate (+75% Strength) (Requires 3 Air Mana)

Natural Abilities:
Regeneration – You have increased regeneration (+1) at the end of each night phase (passive)

Personal Objective:
Gain 3 Air Mana Orbs

Background:

As part of the Amurite diplomatic mission you are resolved to keep the Amurite and Calabim peace. You are aiding Stuck in Pi in this endeavour and you are also aware Robbicon desires to keep the peace as well.



29.Sheaim Knight
Spoiler :

Role:

Name: Nintz
Role: Sheaim Knight
Nation: Sheaim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the Calabim/Sheaim Peace

Strength:
2 (2)

Affinity:
Earth Mana
Shadow Mana

Orbs:
1x Ice Mana Harness the power of ice to stop actions)

Spells:
- Ice I Can Turn Raw Mana into Ice Mana
- Ice II Target is unable to perform any Ability or Spell(Requires 2 Ice Mana)
- Ice III +4 strength (for the purposes of this spell) and Target is unable to perform any spell or ability. (Requires 3 Ice Mana)

Natural Abilities:
Nil

Personal Objective:
Gain 3 Shadow Mana orbs

Background:
You are a loyal servant of the Sheiam Empire. If your leaders say they are not responsible then it is so. Secret Scribe, Darth Caesar and you desire to uphold the peace between the Calabim and the Sheaim.
 
30.Luentinum Servant
Spoiler :

Role:

Name: Seon
Role: Luentinum Servant
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Ensure war is started with the Sheaim

Strength:
2 (2)

Affinity:
Law Mana
Ice Mana

Orbs:
1x Chaos Mana Harness the power of confusion. (Active spell)

Spells:
- Chaos I During the day you may invalidate the lynch. The player who received the most accusations is spared. (Destroyed with use & forfeits ability to perform a spell or ability at night)

Natural Abilities:
Blood Pet– You are quick at regenerating you blood supply. You will take not damage from the first vampire to feed on you each night. (passive)

Personal Objective:
Get fed on by four different vampires.

Background:
You know the Sheaim are responsible for this. You can feel it in your bones. Frozen in Ice & Backwards Logic sharm you thoughts about the Sheaim. You also happen to be a very tasty servant. You are please to serve your masters.


31.Amurite Consul
Spoiler :

Role:

Name: Stuck in Pi
Role: Amurite Consul
Nation: Amurite
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Keep the Calabim/Amurite Peace

Strength:
2 (2)

Affinity:
Air Mana
Spirit Mana

Orbs:
1x Law Mana Increases the value of your accusation

Spells:
- Law I Can Turn Raw Mana into Law Mana
- Law II Your accusation is worth 2 votes (Requires 2 Law Mana)
- Law III Your accusation is worth 3 votes (Requires 3 Law Mana)

Natural Abilities:
Diplomacy – At night you can choose to perform a diplomatic mission. This will boost your nation’s diplomatic standing with the Calabim

Personal Objective:
Raise the Amurite Diplomacy to ‘Friendly’

Background:
You have been sent by the Amurite high council to keep the diplomatic relations settled, it is clear that the Vampire King keeps the peace around here, so should he fall, it could spell trouble for the Amurites. You know that SouthernKing & robbiecon are also committed to keeping the peace between the Amurites and the Calabim


32.Prespurian Regent
Spoiler :

Prespurian Regent

Name: Askthepizzaguy
Role: Prespurian Regent
Nation: Calabim
Race: Vampire

Alignment: Usurper
- Primary Victory Condition: Total strength of faction exceeds total strength of remaining players
- Secondary Victory Condition: Ensure war is started with the Ljosalfar

Strength:
2 (2)

Affinity:
Death Mana
Mind Mana

Orbs:
1x Water Mana Surrounds self in the protective water bubble. (passive)

Spells:
- Water I Can Turn Raw Mana into Water Mana
- Water II -1 reduction in damage of fire or sun spells used against you. (Requires 2 Water Mana)
- Water III -2 reduction in damage of fire or sun spells used against you. (Requires 3 Water Mana)

Natural Abilities:
Feed – At night you can feed on any target. A successful feeding will result in a permanent +1 strength for you and damage of 1 to the target.
(This ability is subject to strength requirements.)

Retribution – At night you can attack any target
( Team ability - See team PM for more details

Personal Objective:
Feed on three vampires

Background:
The Black Knigh came to you with an opportunity and you took it. The potential to carve out your own kingdom in the east is far more enticing than remaining in squabble that is the Calabim capital. All that is involved is overthrowing the Vampire King. You notice the Calcaria Guardsman, Takhisis, has also been recruited in this endeavour. You’re not sure how much help a human can be though.

Of all the lands out east, you think the elven lands would make the best place for a new kingdom. You have learned that KingMorgan, the Amurite Firebow & BSmith1068, the Durnovarian Swordsman are keen to have war develop between the Calabim and the Ljosalfar.

You have also developed a curious taste for others that have ‘The Gift’. You wonder as to how other vampires in the east taste. Are they as refined as those in the capital?

33.Durnovarian Swordsman
Spoiler :
Role:

Name: BSmith1068
Role: Durnovarian Swordsman
Nation: Calabim
Race: Human

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition: Ensure war is started with the Ljosalfar

Strength:
2 (2)

Affinity:
Air Mana
Body Mana

Orbs:
1x Earth Mana You are unable to determine the purpose of this mana.
Spells:
Nil

Natural Abilities:
Blood Pet– You are quick at regenerating you blood supply. You will take not damage from the first vampire to feed on you each night. (passive)

Personal Objective:
Get fed on by four different Vampires

Background:
You are a blood pet, you love the feeling when vampires feed on you. You also hate elves you don’t know what it is about them but you really dislike them. You discovered that Askthepizzyguy and KingMorgan want a war to ensue as well.


34.Vampire King (Exar) [NPC]
Spoiler :

Role:

Name: Exar (NPC)
Role: Vampire King
Nation: Calabim
Race: Immortal

Alignment: Innocent
- Primary Victory Condition: Eliminate all threats.
- Secondary Victory Condition:
Survive to the end game
Strength:
6 (20)

Affinity:
Death Mana
Law Mana

Orbs:
Nil

Spells:
Nil


Natural Abilities:
Complete Lynch - Causes 10 Damage to target and the Vampire King heals 2 strength.

Partial Lynch - Causes 5 Damage to target

Personal Objective:
Acquire 3 orbs of Death Mana.

Background:
Exar, the Immortal Vampire King, Son of the Calabim Emperor, Flauros, rules over the eastern part of the Calabim Empire. The land was conquered by himself and his armies in a distant past, forgotten by almost all save perhaps Exar himself. He is a well-respected leader and his immense power has kept the region stable and free from conflict.
 
Come on, come on, show them my REAL role PM.

32.Prespurian Regent
Spoiler :
Prespurian Regent

Name: Askthepizzaguy
Role: Prespurian Regent
Nation: Calabim
Race: Vampire

Alignment: Unrequited Lover
- Primary Victory Condition: The person who is your object of ultimate desire (Catharsis) completely pwns all the Demons and Usurpers in sight, and then makes sweet, sweet, brutally strong love to you.
- Secondary Victory Condition: Feed on his delicious body, taste the sweet nectar that flows within his veins.

Strength:
When in the presence of Catharsis: 0 (0) in the knees.

Affinity:
Big, strong, loud, powerful men.

Orbs:
1x Man Mana Surrounds self in the protective embrace of big sweaty dudes. (passive)

Spells:
- Catharsis I Can Turn a Regent into a teenage fangirl
- Catharsis II +1 dead demon (Requires 2 Man Mana)
- Catharsis III +2 additional dead demons. (Requires 3 Man Mana)

Natural Abilities:
Feed – At night you can feed on any target. A successful feeding will result in a permanent +1 strength for you and damage of 1 to the target. You can also lie and tell people that you can taste demons, when in reality you just want Catharsis.
(This ability is subject to strength requirements.)

Personal Objective:
Demonstrate your love and affection for all Gregorian Adventurers, even in death.

Background:
Gregorian Adventurer came to this meeting place and you decided, screw it, who needs to carve out a Kingdom for himself when he could always try to become the BFF of a strong handsome adventurer man.

Maybe when you're out in the wilderness, all alone, with nooooobody else around, you can show him your broadsword.
 
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