Emissaries from three of the Great Houses of the Dunmer nation of Morrowind have assembled in an undisclosed location somewhere in Vvardenfell. Sadly, as negotiations for a mutual entente reach a critical point, the chief mediator is found brutally murdered, along with all his diplomatic aides. It is clear that the horrifying vampires that plague the land have struck again and now the emissaries are too fractured and paranoid to deal with this in any rational fashion, other than slowly lynching people until all the vampires have been found and killed.
The Rules of the Game
The game will follow the typical 48-hour Day/24-hour Night schedule. Phase endings will occur at 11 pm BST (10 pm UTC), unless otherwise announced.
There is to be no in-thread communication during the night and absolutely no private communications other than the QT link provided in your Role PMs.
Night abilities can only be used at night, Passive abilities function constantly and Day abilities can only be used during the first half of the day phase (i.e. before midday).
To keep things tidy, please submit orders in your Role conversation, unless otherwise instructed
You are welcome to reveal anything you like in your faction QTs, but remember that vampires have infiltrated the conference and the vile blood-suckers can easily appear to be mortal.
The default win condition is to have more members of your Great House remaining after the vampiric menace has been identified and purged than the other emissaries do. However, all the emissaries have been accounted for and no one else remains, so clearly the diplomatic parties have already been infiltrated!
Things you can expect in any of my games
No vanilla roles (everyone will have at least one ability)
Limited scanning abilities
One or more abilities affecting the evening vote
Private communication is only via GM-created QTs
Things you can also expect from this game
Multiple factions
Non-standard win conditions
Potential (limited) cult mechanics
Experimental rules that may not be perfectly balanced
No jesters
Players:
1: Topsecret
2: Yakostovian
3: Takhisis
4: Rakkoon
5: JohannaK
6: DoubleA
7: Choxorn
8: Murska
9: Robert Can't
10: Beroli
11: AvatarKhepri
12: Pzelda
Substitutes:
1: Snerk
More substitutes are always welcome!
The Rules of the Game
The game will follow the typical 48-hour Day/24-hour Night schedule. Phase endings will occur at 11 pm BST (10 pm UTC), unless otherwise announced.
There is to be no in-thread communication during the night and absolutely no private communications other than the QT link provided in your Role PMs.
Night abilities can only be used at night, Passive abilities function constantly and Day abilities can only be used during the first half of the day phase (i.e. before midday).
To keep things tidy, please submit orders in your Role conversation, unless otherwise instructed
You are welcome to reveal anything you like in your faction QTs, but remember that vampires have infiltrated the conference and the vile blood-suckers can easily appear to be mortal.
The default win condition is to have more members of your Great House remaining after the vampiric menace has been identified and purged than the other emissaries do. However, all the emissaries have been accounted for and no one else remains, so clearly the diplomatic parties have already been infiltrated!
Things you can expect in any of my games
No vanilla roles (everyone will have at least one ability)
Limited scanning abilities
One or more abilities affecting the evening vote
Private communication is only via GM-created QTs
Things you can also expect from this game
Multiple factions
Non-standard win conditions
Potential (limited) cult mechanics
Experimental rules that may not be perfectly balanced
No jesters
Players:
1: Topsecret
2: Yakostovian
3: Takhisis
4: Rakkoon
5: JohannaK
6: DoubleA
7: Choxorn
8: Murska
9: Robert Can't
10: Beroli
11: AvatarKhepri
12: Pzelda
Substitutes:
1: Snerk
More substitutes are always welcome!
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