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Excerpt from the Book "History of the Kingdom of Men. Silverlane", Chapter VI "Silverlane during the reign of the Lander dynasty"
Silverlane is a majestic city of men located on the eastern border of the kingdom. In this city, more than any other, trade with other peoples flourished. The finest warriors in the kingdom were trained here. However, Silverlane always attracted the gaze not only of merchants and travelers, but also of enemies. Often, it was here that invaders struck their main blow, leaving behind numerous destructions, scorched fields, and villages. The city was under siege for many months on several occasions, yet it was never captured by the enemy.
Silverlane reached its greatest peak during the reign of William the Wise, who made this city the capital of the kingdom. In the first 2 years of his reign, the young king managed to strengthen ties with the peoples of the north, dwarves, and sylvan elves. An important non-aggression pact was signed with the dark elves. Another significant event occurred during William's reign – the appearance of magic…
…
… William died in his prime under mysterious circumstances. On the same day, his eldest son, Arthur II, was killed. These events agitated the public, but a new hope ignited in the hearts of the people when another son of William ascended the throne – William the Magnanimous, the only mage in the royal family. Legends were told of his deeds. It was said that he even slew the White Dragon by summoning a most powerful bolt of lightning! Unfortunately, the common folk never got to see the magical abilities of the newly minted king in action – William refused to participate in the mages' tournament, arguing that he did not wish to accidentally kill the participants. Besides, it was simply not a kingly matter.
William's reign went wrong from the very beginning. He managed to fall out with the elven king, who was famous for his peace-loving nature and restraint, after which the elves left the nearby forests, making them once again very dangerous for ordinary humans. Supplies of elven weapons also ceased. The dark elves tore up all treaties; Nords became rare guests in the city. The Council of Dwarves simply told William and his demands to go far away and stay there. Mass purges began in Silverlane – anyone against whom a complaint of "dissatisfaction with authority" was made was decided to be executed on the same day. A wave of brutal murders swept through the city…
… After 2 years, something happened that no one can explain to this day. One night, a powerful storm covered the city. Some later recounted how they suddenly felt a grave cold, some heard heavy footsteps, and others voices in their heads… The next day, about three hundred people were found dead in their homes. What united them all was the possession of certain skills in dark magic. After this, William no longer left the walls of his palace. Seers came to the king, warning of a danger approaching the kingdom of men from the east. All of them were hanged immediately.
Despite the fact that the kingdom has been in decline since the start of William's reign, people continue to trust their authority and believe that if necessary, their king will be able to protect his people…
SILVERLANE
King William
Heir to the great king of men, William. Coming to power in a short time, he managed to destroy almost everything his father created. William sees a threat to himself in nearly every person he meets, which is why he lost strong ties with other peoples. Legends surround William's magical power, but whether the rumors about him are true or not, no one knows, not even the king's closest associates.
Trait 1. King' same Guard. – Cannot be killed if Gabriel and Sindin are not dead.
Trait 2. Control over executioners. – Cannot be executed.
ND. Palace Walls. – Invites his target to the palace, isolating them from any negative influences. The target cannot perform their NDs.
Status: Resident of Silverlane, non-mage.
Gabriel, Captain of the Guard
Gabriel is loyal to William and obeys any order without question. He has repeatedly saved the King from assassination attempts by other heirs to the throne and various fanatics. He was among those people who never unlocked magical abilities, but compensated for this with physical power.
Trait. Royal Guard Armor. - Does not die after the first attack. Immune to any destruction magic spells.
ND. Guarding. – Guards a chosen target. The first time, he scares off the attacker and saves the target. Subsequent times, he does not save the target but kills the attacker.
UD. Espionage. – Sends a spy to watch a target. If the target is killed, he learns the identity of the killer. The effect lasts until the end of the game.
Status: Resident of Silverlane, non-mage.
Sindin, Head of the Mage Guild
One of the first humans to discover magical abilities and develop them quickly. He won the mages' tournament, which made him the leader of the order. He possesses abilities from various schools of magic. He has known William since childhood and trusts him immensely.
Trait 1. Restores 5 units of mana every night. Initially possesses a mana pool of 25 units.
Trait 2. Forms a magical shield around himself and his visitors on the current night, protecting against the effects of destruction magic spells.
ND 1. Wall of Fire. – Blocks their target for 1 night. Spell cost: 7 units.
ND 2. Distraction. – Redirects the actions of a target to a random player. Spell cost: 11 units.
ND 3. Haste. – Grants their target the right to use one more ND on the current night. Spell cost: 8 units.
Status: Resident of Silverlane, mage.
Gonar, Executioner
One of the Nords who came to Silverlane to participate in a knightly tournament. A master of axe combat. In his very first fight, he suffered an injury that excluded Gonar from further combat. He did not want to return to his clan in shame, so he settled in Silverlane, finding nothing better for himself than working as an executioner. Every day he beheads dozens of residents accused of conspiring against the king.
ND 1. More Suspicion. – Grants their target the right to a double vote.
ND 2. Assistance. – Helps Gabriel in searching for traitors. Questions their target, asking 3 questions. Answers to 2 of them are TRUE, and 1 is FALSE. He posts the results on the notice board.
UD. Rough Hand. – Publishes results in an unrefined manner (can be used together with assistance).
Status: Foreigner, non-mage.
Christopher, Self-taught Blacksmith
Since childhood, Christopher was fascinated by creating weapons and armor. A blacksmith living nearby managed to teach Christopher several secrets before his death. Now the self-taught smith has no shortage of customers, as the armor he produces is strong and cheap. They have only one flaw – a lack of protection against magic. Christopher never managed to unlock magical abilities.
Trait 1. Possesses one protection against non-magical attacks.
Trait 2. Self-improvement. – Restores his protection every third night.
ND. Armor Improvement. – Saves a target from a non-magical attack if they wear armor (William, Gabriel, Sindin, Tanriel, Argat, Ilanna, Darin). This is not considered protection or healing.
UD. Vigilance. – Learns all his visitors on the current night.
Status: Resident of Silverlane, non-mage.
Mixin, Light Mage
This sage wandered the world for a long time and gathered knowledge. This time fate brought him to Silverlane. Mixin had heard many stories about this city during the reign of William's father and was very disappointed by what he saw upon arrival. However, Mixin is better than anyone else equipped to bring the young King to reason.
Trait. Restores 7 units of mana every night. Initially possesses a mana pool of 30 units.
ND 1. Healing. – Heals a chosen target. Spell cost: 9 units. Saves from only one attack per night.
ND 2. Divine Vengeance. – Kills a target if they were involved in the death of a player. Considered a magical attack. Spell cost: 16 units.
ND 3. Anti-magic. – The target gains immunity for 1 night from any magical effects. Spell cost: 11 units.
Status: Foreigner, mage.
Elizabeth, Light Mage
Discovered her magical abilities after accidentally hitting an old woman with her cart and then healing her with a single touch. Elizabeth was unable to properly develop her abilities, continuing to heal only minor wounds.
ND 1. Ritual. – Restores the mana pool for a chosen target.
ND 2. Sensitivity. – Checks a player's status either regarding their relation to the city or the presence of magical energy.
Status: Resident of Silverlane, mage.
Khadir, Fire Mage
Discovered his magical abilities while undressing a girl, leaving her several burns in a fit of passion. He never learned to control the element of fire 100%, nearly burning down his house several times. Once he accidentally fired a fireball toward the King's guard, after which he was immediately captured but later released.
Trait 1. Restores 6 units of mana every night. Initially possesses a mana pool of 18 units.
Trait 2. Weak control. – With a 25% probability, Khadir's actions are redirected to a random target.
Trait 3. Loser's Forgiveness. – Avoids the first execution.
ND. Fireball. – Attacks a target with fire magic. Spell cost: 10 units.
UD. Fire Tornado. – Blocks all non-mages on the current night, except for the Stone Man.
Status: Resident of Silverlane, mage.
Stone Man
Once was an ordinary man. He performed a failed experiment with magic, which turned him into a living rock without any chance of returning to his former appearance. Now he is used as a breaching mechanism during the siege of castles. Ineffective against small opponents, as they manage to dodge the Stone Man's blow 10 times.
Trait 1. Stone Skin. Possesses two protections against assassinations. Immune to poisons and any magical effect.
Trait 2. Cannot be blocked.
ND. Interference. – Takes an attack that was directed at a target.
Status: Resident of Silverlane, non-mage.
Tanriel
Was invited to Silverlane personally by the King to teach archers elven shooting skills. He has already participated in two battles on the side of humans.
Trait. Elven Bond. – Knows who is playing Leia and can communicate with her.
ND. Theft. Forces their target to apply an ND to themselves.
Status: Foreigner, non-mage.
Leia
A forest fairy who travels with Tanriel. Possesses some skills in the field of summoning magic.
Trait 1. Elven Bond. – Knows who is playing Tanriel and can communicate with him.
Trait 2. Restores 3 units of mana every night. Initially possesses a mana pool of 15 units.
ND 1. Wasp Swarm. – Blocks their target for 1 night. Spell cost: 5 units.
ND 2. Beehive. – Places a hive near the target. For 3 nights, including the current one, the target's ND will be pushed to the very end of the list. Spell cost: 8 units.
ND 3. Celestial Shield. – Saves a target from magical and non-magical attacks. Spell cost: 11 units. The effect lasts until the end of the night, reflecting all attacks in any quantity.
Status: Foreigner, mage.
Residents of Adverd
Argat
Once was a resident of Silverlane. His family was killed by some maniac. Argat was falsely accused and exiled from the kingdom of men. He swore to avenge himself on humans. Argat wandered alone for a long time, exploring the deepest caves, rocky mountains, and impassable thickets. There he acquired invaluable knowledge and experience, increased his power, and became an expert in dark magic. He killed all other dark mages, then built a citadel hidden by mountain ranges and began searching for allies. Using dark magic and his own power, he convinced the leaders of one people after another to stand under his banners. In a short time, an impregnable fortress was built, centered around Argat's Tower. Combining the advantages of different races, Argat's army will soon be ready to storm Silverlane. For now, Argat and his associates penetrate Silverlane via a portal with the goal of weakening the humans as much as possible.
Trait 1. Restores 10 units of mana every night. Initially possesses a mana pool of 35 units.
Trait 2. Argat gains access to all NDs of his victim, except for healing and protection.
Trait 3. Possesses protection from the first attack; avoids the first execution until he performs his first action in the game.
Trait 4. Can perform actions while in isolation.
ND 1. Redirection. – Redirects a target's actions to another player. Spell cost: 9 units of mana.
ND 2. Berserker. – The target player attacks the visitor following Argat on the current night. Spell cost: 28 units of mana.
ND 3. Kill. – Kills a target, ignoring natural protection (except for the Stone Man).
UD. General Chaos. – The targets of all players, except residents of Adverd, are randomly changed. The mafia's killing action is performed following Troll Rage.
Status: Resident of Silverlane, mage.
Drogot
This dragon was in a dying state when Argat found him. Gradually, Drogot was fully healed. He became a loyal friend and decent transport for Argat. In some places where there were wounds, Drogot's scales never grew back, so he remains very vulnerable to enemy attacks.
ND 1. Storm Wind. – Drogot creates a strong gust of wind with his wings that knocks the target off their feet and prevents them from performing their NDs on the current night.
ND 2. Kill. – Kills a target. If the target is protected, he kills the protector instead of the target (Gabriel does not have time to attack).
UD. Fire Breath. – Attacks a target and all their visitors (considered a magical attack).
Status: Foreigner, non-mage.
Ilanna, Chieftain of the Dark Elf Clan
The first of the dark elf clan chieftains to agree to serve Argat. Now she is his right hand and is quickly learning his mastery. A specialist in poisons. Water mage.
Trait 1. Restores 4 units of mana every night. Initially possesses a mana pool of 8 units.
Trait 2. Immune to fire magic.
ND 1. Ice Block. – Attacks a target with water magic. Ignores healing. Spell cost: 8 units.
ND 2. Poisoned Arrow. – Attacks a target. If the target survives the attack, they die from poison at the start of the next night. Leaves no clues (once every 4 nights, if not alone in the group).
UD. Eclipse. – Avoids execution on the day following the use of this ability.
Status: Foreigner, mage.
Ilfina, Leader of the Sylvan Elves
The only leader of the sylvan elves who accepted Argat's offer. Enemies often underestimate Ilfina because of her pretty appearance and fragile build, which becomes their fatal mistake. Even Argat might envy her in terms of cruelty and cold-bloodedness.
Trait. If left alone, she can perform 2 actions per night.
ND 1. Kill. – Kills a target. Ignores redirection (including theft) and blocks.
ND 2. Elven Medicine. – Heals a target.
ND 3. Seduction. – Takes the target's vote and uses it at her own discretion.
UD. Deprives the target of their UD and one of their NDs until the end of the game.
Status: Foreigner, non-mage.
Darin
Leader of the dwarves. Fell under Argat's hypnosis. Largely thanks to the dwarves was it possible to build such a powerful fortress. The dwarves themselves carved their city into the mountains near Argat's Tower.
Trait. Dwarven Armor. Survives after the first attack of any kind.
ND. Combo Attack. – Attacks a chosen target twice. If he kills the target on the second attempt, he leaves 2 clues (once every 3 nights, if not alone in the group).
Status: Foreigner, non-mage.
Loner
Troll
The only remaining troll in the world. When his last girlfriend was killed, he flew into a wild rage and now kills everyone he meets.
Trait 1. Cannot be blocked or isolated. Immune to theft. Cannot be deprived of his ND.
Trait 2. If he kills his target, he gains immunity from being killed until the end of the current night (immunity does not protect against poison entering the blood).
Trait 3. Survives after the first magical attack.
ND. Kill. Kills a target.
UD. Rage. – Guaranteed to apply his ND as the very first of all players (can be used together with an ND).
Status: Foreigner, non-mage.
A bit about the Mage Guild
- The GM is always right and .
- NDs are sent to the GM personally (either via PM on the forum or vk.com).
Game Rules
- Night lasts 24 hours, but under special circumstances can be shortened or extended. Day lasts 23 hours or until the GM announces the end of the day.
- Those killed are forbidden from disclosing any information obtained through their role.
- It is forbidden to explicitly disclose your own role, the roles of other players known thanks to role traits, as well as information obtained via a role. Execution is formatted in bold as "execute xxx". Cancellation of execution is formatted in bold as "do not execute xxx". Clues are given based on the killer's profile: nickname, avatar, signature, registration date and any other information about themselves placed in the profile. A hint about the role of the killed person is also given.
- NDs must be sent every night while you are alive. If you do not wish to use an ND this night, write so to the GM to avoid unnecessary problems. NDs cannot be directed at oneself.
- The mafia makes decisions collectively. If one of the mafia players is absent, their ND can be sent on their behalf.
- Modkill or player replacement occurs in case of a gross violation of rules or total lack of signs of life for game own same day (day and night). Also modkill/replacement may happen at the request of the player.
- Each character can perform only one action per night, unless other conditions are provided. 3 NDs are accepted from the mafia, 1 of which is a killing move. Berserker is not considered a killing ND.
Immunity for the first night is granted to:
- The GM of the previous game.
- Those who have not previously played on ХВ.
- Those killed on the first night in the previous game.
- Those who missed three or more games on ХВ.
Victory Conditions:
Silverlane: Residents of Adverd and the Troll are dead.
Residents of Adverd: Characters from Silverlane and the Troll are dead.
Troll: At the start of the day, only 1 player other than himself remains alive.
Order of Actions
1. Rage from the Troll
2. General Chaos from Argat (displayed)
3. Fire Tornado from Khadir (displayed)
4. Beehive from Leia (not displayed)
5. Argat's Redirection (not displayed) / Berserker from Argat (not displayed) / Ilfina's UD (not displayed)
6. Theft from Tanriel (not displayed)
7. Assistance / Rough Hand from Gonar
8. Interference from the Stone Man (if he saves a target, it is displayed without hints or nicknames)
9. Palace Walls from William (displayed with nickname; if the target is attacked, no hint about the role is given)
10. Ritual from Elizabeth (not displayed)
11. Storm Wind from Drogot (displayed with nickname)
12. Anti-magic from Mixin (not displayed)
13. Wasp Swarm from Leia (displayed with nickname)
14. Wall of Fire from Sindin (displayed with nickname) / Distraction from Sindin (not displayed) / Haste from Sindin (not displayed)
15. Guarding from Gabriel (displayed if the target is attacked, with a hint about the protected person's role) / Espionage from Gabriel (not displayed) / Armor Improvement from Christopher (displayed without nicknames or hints) / Celestial Shield from Leia (not displayed)
16. Kill from Drogot / Fire Breath from Drogot (if it doesn't kill, a hint about the role is given)
17. Fireball from Khadir (if it doesn't kill, a hint about the role is given)
18. Kill from the Troll (if it doesn't kill, a hint about the role is given)
19. Ice Block from Ilanna / Kill from Argat / Poisoned Arrow from Ilanna / Kill from Ilfina / Combo Attack from Darin (if it doesn't kill, a hint about the role is given)
20. Healing from Mixin (displayed with nickname) / Elven Medicine from Ilfina (not displayed)
21. More Suspicion from Gonar (not displayed)
22. Vigilance from Christopher (not displayed) / Sensitivity from Elizabeth (not displayed) / Seduction from Ilfina (displayed without nicknames or hints) / UD of Ilanna (displayed)
23. Divine Vengeance from Mixin (displayed if it kills)
1) A healer can save someone from the effect of poison if they heal the victim on the night of the attack.
2) Beehive is not considered a block.
3) An unsuccessful block is not displayed in the newspaper. Unsuccessful isolation is displayed without a nickname.
Player List:
1. Neyra Drake
2. SnowmanV2 (immune)
3. Alexeagle
4. mika (immune)
5. Nephela
6. oven666 (immune)
7. KindShaman (immune)
8. Gekasan_RU
9. Ment
10. Vall d'Emerol (immune)
11. Mona/Vall d'Emerol
12. Kostyakkk (immune)
13. Zlobny Yashchur
14. Olam Hevel (immune)
15. Arandor
16. Heroist
17. Larisa/Nephela
Newspapers:
1. ICE AND FLAME
2. FATAL FLIGHT
3. HUNTING THE HUNTER
4. CALM BEFORE THE STORM
5. UNDER SIEGE
6. LOG THROWER
7. DESTINATION
8. LIBERATION
9. NEMESIS
Perhaps it can only protect against one Ilfina...