Emperor

The current ruler of Nomadlandia. Ready for anything to protect his empire. Uses all resources to expose spies.
NA:
Counterintelligence: compares statuses. Cannot compare with himself or the commander.
Features:
Old Friendship: knows the commander, can communicate with him.
Palace Ruler: double vote, cannot be executed.
Round ears/does not obey
Commander

An old acquaintance of the emperor, the permanent commander of Nomadlandia's troops. Despite having been away from the battlefield for a long time, he has not yet lost his old military grit.
NA:
Commander's Will: kills a chosen player.
Order: can redirect the NA of any soldier (role) to a chosen player. Does not receive results from informational NAs.
Features:
Old Friendship: knows the emperor, can communicate with him.
Round ears/obeys
Palace Soldier 1

A brave and selfless girl who protects the emperor and caravans from enemies on an equal footing with men.
NA:
Bodyguard: protects a chosen player. Kills an arriving assassin with a 50% probability. Cannot protect against the commander. Cannot kill the commander.
Features:
Resilience: 50% protection; in case of success, kills the attacker.
Round ears/obeys
Palace Soldier 2

A combat mage from a special unit, not the most talented warrior, but a quite intelligent young man. However, prone to cheap posing.
NA:
Attentiveness: checks the ears of a chosen player.
Features:
Drawing Attention: if the target is blocked, takes the block upon himself.
Round ears/obeys
Palace Soldier 3

An elf raised among humans. Despite his origin, he is fanatically loyal to his emperor.
NA:
Loyalty to the Emperor: checks if a player obeys anyone.
Features:
Security Specialist: if they hit a spy or partisan, they kill them.
Pointy ears/obeys
Palace Soldier 4

As a supply specialist, he monitors merchants and caravans, and each of them must follow his orders and provide a detailed report upon first request.
NA:
Supply Specialist: knows the merchant. Can use caravan NAs, each no more than once every three nights. Does not know the caravans. The merchant and caravans do not know the soldier.
Features:
Connections: if the merchant dies, receives an additional clue about the killer.
Round ears/obeys
Palace Soldier 5

A resident of a distant elven kingdom who can stand up for herself, but prefers caring for the sick over battle.
NA:
First Aid: heals a chosen player.
Features:
Life in Doctor's Hands: upon successful healing, learns one of the two statuses of the saved person.
Pointy ears/obeys
Merchant

He used to think only of his wallet, but raiding caravans began to cause such losses that he took all necessary steps to avoid this.
NA:
Well-paid Guard: can protect a chosen caravan (role) from being raided. Does not know the caravans.
Round ears/obeys
Armed Caravan

These guys know their way around any weapon and supply all the surroundings with it.
NA:
Weapon Supply: if the player targeted by the NA can kill, their next kill is blocked. Can prevent a double raid and a possible kill by the villain.
Features:
Raidable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the raided caravan's NAs. The raided caravan will be unable to perform that NA the next night.
Round ears/does not obey
Mercenary Caravan

Concepts like "honor" and "dignity" are unknown to them, but they know firsthand what a "merry brawl" and "good pay" are.
NA:
Hardened Warriors: if one of the soldiers is killed, the caravan can resurrect them. Once per game.
Lack of Discipline: blocks target with 100% probability; disrupts all NAs of those who come to them (except informational) with a 50% probability.
Features:
Counterattack: in case of death, kills their killer. In-game this is determined as protection.
Raidable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the raided caravan's NAs. The raided caravan will be unable to perform that NA the next night.
Pointy ears/does not obey
Provision Caravan

If a feast is planned anywhere, this caravan is right there.
NA:
Fresh Provisions: gives target protection from killing, blocking their NA. No one dies.
Stale Provisions: for two nights the target's NAs are redirected randomly.
Features:
Raidable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the raided caravan's NAs. The raided caravan will be unable to perform that NA the next night.
Round ears/does not obey
Contraband Caravan

Illegal business is dangerous and condemned, but very profitable.
NA:
Smuggler's Awareness: monitors a player, learns the target of their NA. If the target was killed, learns the killer's nickname with 50% probability, but in this case, the caravan's own nickname is revealed and they lose the ability to write notes.
Features:
Outlaw: zero vote.
Raidable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the raided caravan's NAs. The raided caravan will be unable to perform that NA the next night.
Pointy ears/does not obey
Elf King

A ruler with three hundred years of experience decided to expand his holdings at the expense of Nomadlandia.
NA:
Royal Army: kills target and, with 50% probability, everyone who came to them. One clue per corpse. Once every two nights.
Old Grit: kill (available if alone or only with wooden houses; "royal army" is unavailable).
Authority: can disrupt an execution twice per game. On the night after disruptions, the mafia cannot perform a double raid. After the second disruption, the Elf King's nickname is revealed.
Features:
Very Thick Forest: 50% protection from killing (including counterattacks).
Pointy ears/does not obey
Elf Spy

One of the best experts on human customs in the elven kingdom.
NA:
Espionage: kills, ignoring blocks.
Spy Mischief: redirects target's NA; the spy specifies the new target. Redirects caravans without raiding them.
Pointy ears/obeys
Elf Partisan

An elusive and dangerous elven warrior.
NA:
Partisanship: kills, ignoring guarding protections, but not healing.
Features:
Thick Forest: 25% protection from killing (including counterattacks).
Pointy ears/obeys
Wooden Houses (2 pcs)

Sinister monsters who know no fear, pity, or compassion. They were created for one purpose only – to raid. And they do their job perfectly.
NA:
Raid: blocks a chosen player.
Super-raid: kill (available if alone in the team or only two wooden houses are in the team and double raiding is unavailable).
Double Raid: kills a chosen player. Both wooden houses participate in the kill. Other mafia NAs cannot be used this night. Cannot be applied if one of the wooden houses is dead. Cannot be blocked. Protection and healing do not work. They do not die from counterattacks. No hints about the killed role are given. No clues remain. Once every three nights.
Round ears/does not obey
The Evil One

An ancient spawn of darkness who settled in an old fort in the mountains, from where it is very convenient to take over the world, starting with Nomadlandia and the neighboring elven kingdom.
NA:
Own Troops: can perform any action available in the game (except double raiding and royal army), adopting the features of the chosen kill type. Clues are given for the villain, naturally.
Features:
Old Fort in the Mountains: 50% protection from killing, 50% probability of a failed execution.
Very Evil Villain: must kill at least once every two nights, otherwise the nickname of the evil one is revealed in the newspaper. Failed kills still count.
Round ears/does not obey
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