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All Roads Lead to Alrion
On the day the sky turned red and the sun became a color darker than black, life in Ertenia changed forever. Only a few knew the reasons for the cataclysm that occurred that day, but all inhabitants of Ertenia had to deal with the consequences it brought. Many perished instantly during natural disasters, but even more lives were taken by famine and cold in the north, a terrible plague in the west, and desertification in the south. But, of course, it was worst in the very heart of the continent, for the Dark Lands swallowed even more territories.
More than half a century has passed since the Tragedy, yet life in Ertenia remains very difficult to this day. There is neither joy nor a sense of security in the lives of people; all they had left was to survive and hope for the best. However, it was not like this everywhere, and even in this Age of Sorrow, there were prosperous cities whose inhabitants managed to build a bastion of joy in a sea of despair. Alrion was one such city. It is not customary to speak of it within the city itself, but the principle of its success was quite prosaic — the citizens of Alrion lived in wealth and prosperity at the expense of others' happiness. Through terror and regular racketeering, the army of this city-state forced the residents of nearby settlements to give the Alrionites harvests and resources obtained through blood and sweat.
It could have continued this way, but now dark clouds have begun to gather over Alrion.
King Elmer II

The young and extravagant ruler of Alrion, known among the people for his inclinations toward astrology, magic, and occultism. The Museum of Curiosities and the Library of Secrets, founded by him, exist in the city, where he collects various oddities and rare literature. Not prone to anger or envy, he is generally guided by logic and cold calculation. He is always glad to welcome unusual or simply fascinating people and non-humans into his palace, regardless of their origin or past.
He removed the treasurer and the minister of trade from office, as he himself shows interest in these matters and possesses the necessary qualifications.
Type: Sun, Moon.
Princess Narfina

Sister of King Elmer. Like her older brother, she is distinguished by unusual interests — she openly practices necromancy, using criminals and prisoners of war as material for her research and amusements.
The few who have dealt with her claim that she is not of this world — it is as if the princess lives in her own world, sometimes failing to notice what is happening around her.
About two years ago, an event known as the "Day of Ahriman" occurred in Alrion, claiming many lives of ordinary citizens due to Narfina's fault; however, the authorities of Alrion prefer not to speak of it.
Type: Sun, Moon.
Sir Erseid

Captain of the Guard of Alrion.
Being the son of an Iltan knight and his overseas slave, Erseid could not count on a noble title in the world of the past; however, the new Ertenia and, specifically Alrion, provided him with all the opportunities for it.
In this city, Sir Erseid has been entrusted with an important mission — maintaining order and protecting the residents, which he has successfully handled for several years now.
The golden lion depicted on Sir Erseid's personal banner flies freely over the city guard building, visible to all inhabitants of the city.
Type: Sun, Moon.
Navirius

Leader of the Alrion army; these days it is he who collects tribute from nearby settlements. Talented in everything he undertakes, he enjoys an exclusively positive reputation in the city, and beyond its borders, he is known as a famous warrior who has managed to slay dozens of opponents, including various monsters.
Navirius never knew his parents and knows very little about his ancestors. Nevertheless, "Scarlet Dawn" — a magnificent two-handed sword that the general has not parted with since youth, was given to him as a gift by a Darnian named Telaniy, who lived in Alrion about ten years ago. According to him, Navirius's grandfather, Randel, was part of the successful and famous mercenary organization "Scarlet Dawn" throughout Ertenia and owned this blade before him.
Type: Sun, Moon.
Lady Aravella

The House of Blue Roses is a luxurious estate of the Aravella family, built shortly after the founding of Alrion. During the Tragedy, her ancestors, being aristocrats, left Nozenroth accompanied by some of their subjects, later joining Elmer I's group. Since then, this family has held a high position in Alrion; the leader of the house changed to a new one, and the children of the subjects took the place of their predecessors.
She loves taking baths of chimera blood; according to myths, such a practice should rejuvenate the body and heal the spirit.
Type: Sun, Star.
White Night

Beloved of the fallen commander of the "Morning Star", a legion of now-lost civilization. One of the few who knows the details of the Tragedy, and for this reason, she is a precious guest of the King of Alrion.
During her very long life, White Night has been in the most unfavorable living conditions — Assarian dungeons, Dark Lands, the cold north, and the hot south; however, she feels most vulnerable precisely in this seemingly peaceful and well-protected city.
She has at her disposal a crystal ball of unknown purpose.
Type: Sun, Star.
Ardas Ghostdrain

After the start of the Tragedy and his father's death, about ten years passed before Ardas reached an independent age and set out for the Dark Lands, where he spent a thousand and one nights in the company of close comrades. Back then, he became famous as the slayer of a thousand monsters, but was soon cursed by the sorcerers of Ishanad.
Since then, he has wandered in search of healing, and now, for better or worse, the roads of Ertenia have led him to Alrion.
Type: Sun, Star.
Hasumi

Secret agent of the King. Intelligence, theft, and assassination are only part of her sphere of activity. Few know about her, and in the city, she lives under the guise of an ordinary citizen.
"Mitsuhide" and "Tsukiyomi" are swords she obtained during a raid on a Taoist temple in the north.
Type: Sun, Star.
Selenid

The "Red Cross" organization, founded and led by Selenid, spent a very long time raiding travelers and small settlements. It could have continued this way even now, but desiring to feast on the valuables of this region, the raiders encountered the vigilant and competent army of Alrion, losing without any chance of victory. Contrary to the advice of his associates, Elmer II made Selenid and his boys part of the Alrion army.
Angry and very punctual, he believes that the time and place of a meeting cannot be changed unless circumstances require it.
Type: Comet, Moon.
Tyr

Elf hunter. Usually leads a hermit's life, but even someone like him needs to return to civilization from time to time. He arrived in Alrion to sell what he has gathered, replenish supplies, and repair equipment or acquire new gear.
Tyr's most prominent goods are dragon scales, basilisk eyes, and manticore tails.
He carries a book called "Forgotten Realms", which contains records by various authors about times gone by.
Type: Comet, Moon.
Gor

Famous strongman of Alrion, one of the most effective soldiers in the city's army. He despises those who wear armor or use long-range weapons; he loves to drink and eat well.
There is a legend that Gor allegedly defeated a group of minotaurs alone, but few know whether this is true or not.
Type: Comet, Moon.
Richard Handcutter

An arrogant and unprincipled Alrion aristocrat of Kalevrit origin. Known for his love of duels and provocations, which he uses to push others into fighting him. He received the nickname "Handcutter" for his habit of cutting off the wrists of his opponents during a duel.
The family crest of Richard's family is a golden bowl.
Type: Comet, Moon.
Ophelia

Gavellus — a revered god in the world of the past, patron of warriors and commanders. In days of despair, not many of his followers remain, but there are those whose faith has only grown stronger thanks to the hardships they had to endure.
Ophelia arrived in Alrion to preach the teachings of her god. And although at her previous stop, in the city of Gram, the preacher was not very warmly received, Ophelia does not lose faith.
Type: Comet, Star.
Tizetry

Frequent visitor to the Dark Lands, expeditionist, and skilled warrior. He lives in Alrion, but is home very rarely. He returned to the city in search of recruits for his squad.
At his disposal are a same-and-a-half sword "Polaris" and a dagger "Spine of Madness".
Type: Comet, Star.
Amael

Master of the Mages Guild of Alrion. Ordinary citizens of the city know little about this person, but old folk claim that she lived here even in their youth and has not changed a bit since then.
"Treasure of Seven Stars" — a source of inexhaustible magical energy, was created by her and is currently used to protect the city from external threats. She can most often be found at Yellow Stone Square after midnight.
Type: Comet, Star.
Aris Ectabon

Former minister of trade of Alrion. Lost his job due to a willful decision by the king, later founded his own trading company.
People know him as a cheerful joker, but some believe this is only a mask.
He loves hunting deer and carries a golden talisman signed with the words "despite death".
Type: Comet, Star.
Ormhild

A traveler who arrived from the cold north, where she had to fight for her life every day and every night. Despite being honest and tactful, she possesses a firm character and strong will.
Her parents named her after the goddess of victory, which she strives to follow by continuing to perfect her martial skill.
She hunts for ancient scrolls revealing secrets and gaps of the past.
Type: Comet, Star.
Faction Powers
Town 1
Vote counts as two
Town 2
ND: healing (cannot be used on self).
Town 3
ND: Block
Town 4
DD (ult): execute a player at your discretion; must leave your vote against this player.
Town 5
ND: Protection with killing of the attacker.
Town 6
ND: check. Finds out if a player is town or negative.
Town 7
ND: kill
Ult: ignores redirection and block.
Town 8
ND: goes to the place of the last kill, finds out one of two types of killer roles by choice.
ND2: watches a player, finds out who they visited this night and who visited them. If they go to the victim - dies instead of them.
Town 9
Has one protection from attack.
Town 10
Redirects a player to a random target
Town 11
Appears as negative upon check.
After the first game day ends, names one of the players. Subsequently, if Town 11 is executed, the named player will be executed with them if they vote against Town 11, regardless of whether they are zero or not.
Mafia 1
ND: Kill. If it hits a protection provided by another player, kills both, leaving two clues.
ND2: Kills the first visitor of the target (if it doesn't trigger this night, it can trigger in following ones). Can be used on self. Cannot be used on corpses from previous nights.
Mafia 2
ND: Kill
Cannot be blocked
Mafia 3
ND: Kill
ND2: Block
Survives an attack once and kills the attacker, ignoring natural protection.
Mafia 4
ND: Kill
Ult: leaves a clue on another player
Appears as town upon check.
Mafia 5
ND: kill
ND2: redirects a player to another target.
ND3: deprives the chosen player of a vote the next day.
Ult: steals a vote from the chosen player until the end of the game.
Maniac
ND: Kill, cannot be blocked.
ND2: Kill, ignores natural protection.
ND3: Kill, ignores protection by another player.
ND4: Kill, ignores redirection.
Ult: Kills the target and all their visitors.
Ult 2: Kills two players (leaves one clue).
Has one protection from attack.
Receives kill points for each successful kill. For two, can receive additional protection from attack; for five — from execution.
Order of Actions
1. Mafia block [displayed], town block [displayed], mafia redirection [not displayed], town redirection [not displayed].
2. Protection [displayed]
3. Town checks [not displayed]
4. Vote theft/deprivation [not displayed]
5. Kill (maniac) [displayed in case of success]
6. Kill (town) [displayed in case of success]
7. Kill (mafia) [displayed in case of success]
8. Healing [displayed if necessary]
Remaining Cards
1. x
2. x
3. x
4. x
5. x
6. x
7. x
8. x
9. x
10. x
11. x
12. x
13. x
14. x
15. x
16. x
17. x
I II III IV V VI
List of additional rules and remarks
On the day the sky turned red and the sun became a color darker than black, life in Ertenia changed forever. Only a few knew the reasons for the cataclysm that occurred that day, but all inhabitants of Ertenia had to deal with the consequences it brought. Many perished instantly during natural disasters, but even more lives were taken by famine and cold in the north, a terrible plague in the west, and desertification in the south. But, of course, it was worst in the very heart of the continent, for the Dark Lands swallowed even more territories.
More than half a century has passed since the Tragedy, yet life in Ertenia remains very difficult to this day. There is neither joy nor a sense of security in the lives of people; all they had left was to survive and hope for the best. However, it was not like this everywhere, and even in this Age of Sorrow, there were prosperous cities whose inhabitants managed to build a bastion of joy in a sea of despair. Alrion was one such city. It is not customary to speak of it within the city itself, but the principle of its success was quite prosaic — the citizens of Alrion lived in wealth and prosperity at the expense of others' happiness. Through terror and regular racketeering, the army of this city-state forced the residents of nearby settlements to give the Alrionites harvests and resources obtained through blood and sweat.
It could have continued this way, but now dark clouds have begun to gather over Alrion.
King Elmer II

The young and extravagant ruler of Alrion, known among the people for his inclinations toward astrology, magic, and occultism. The Museum of Curiosities and the Library of Secrets, founded by him, exist in the city, where he collects various oddities and rare literature. Not prone to anger or envy, he is generally guided by logic and cold calculation. He is always glad to welcome unusual or simply fascinating people and non-humans into his palace, regardless of their origin or past.
He removed the treasurer and the minister of trade from office, as he himself shows interest in these matters and possesses the necessary qualifications.
Type: Sun, Moon.
Princess Narfina

Sister of King Elmer. Like her older brother, she is distinguished by unusual interests — she openly practices necromancy, using criminals and prisoners of war as material for her research and amusements.
The few who have dealt with her claim that she is not of this world — it is as if the princess lives in her own world, sometimes failing to notice what is happening around her.
About two years ago, an event known as the "Day of Ahriman" occurred in Alrion, claiming many lives of ordinary citizens due to Narfina's fault; however, the authorities of Alrion prefer not to speak of it.
Type: Sun, Moon.
Sir Erseid

Captain of the Guard of Alrion.
Being the son of an Iltan knight and his overseas slave, Erseid could not count on a noble title in the world of the past; however, the new Ertenia and, specifically Alrion, provided him with all the opportunities for it.
In this city, Sir Erseid has been entrusted with an important mission — maintaining order and protecting the residents, which he has successfully handled for several years now.
The golden lion depicted on Sir Erseid's personal banner flies freely over the city guard building, visible to all inhabitants of the city.
Type: Sun, Moon.
Navirius

Leader of the Alrion army; these days it is he who collects tribute from nearby settlements. Talented in everything he undertakes, he enjoys an exclusively positive reputation in the city, and beyond its borders, he is known as a famous warrior who has managed to slay dozens of opponents, including various monsters.
Navirius never knew his parents and knows very little about his ancestors. Nevertheless, "Scarlet Dawn" — a magnificent two-handed sword that the general has not parted with since youth, was given to him as a gift by a Darnian named Telaniy, who lived in Alrion about ten years ago. According to him, Navirius's grandfather, Randel, was part of the successful and famous mercenary organization "Scarlet Dawn" throughout Ertenia and owned this blade before him.
Type: Sun, Moon.
Lady Aravella

The House of Blue Roses is a luxurious estate of the Aravella family, built shortly after the founding of Alrion. During the Tragedy, her ancestors, being aristocrats, left Nozenroth accompanied by some of their subjects, later joining Elmer I's group. Since then, this family has held a high position in Alrion; the leader of the house changed to a new one, and the children of the subjects took the place of their predecessors.
She loves taking baths of chimera blood; according to myths, such a practice should rejuvenate the body and heal the spirit.
Type: Sun, Star.
White Night

Beloved of the fallen commander of the "Morning Star", a legion of now-lost civilization. One of the few who knows the details of the Tragedy, and for this reason, she is a precious guest of the King of Alrion.
During her very long life, White Night has been in the most unfavorable living conditions — Assarian dungeons, Dark Lands, the cold north, and the hot south; however, she feels most vulnerable precisely in this seemingly peaceful and well-protected city.
She has at her disposal a crystal ball of unknown purpose.
Type: Sun, Star.
Ardas Ghostdrain

After the start of the Tragedy and his father's death, about ten years passed before Ardas reached an independent age and set out for the Dark Lands, where he spent a thousand and one nights in the company of close comrades. Back then, he became famous as the slayer of a thousand monsters, but was soon cursed by the sorcerers of Ishanad.
Since then, he has wandered in search of healing, and now, for better or worse, the roads of Ertenia have led him to Alrion.
Type: Sun, Star.
Hasumi

Secret agent of the King. Intelligence, theft, and assassination are only part of her sphere of activity. Few know about her, and in the city, she lives under the guise of an ordinary citizen.
"Mitsuhide" and "Tsukiyomi" are swords she obtained during a raid on a Taoist temple in the north.
Type: Sun, Star.
Selenid

The "Red Cross" organization, founded and led by Selenid, spent a very long time raiding travelers and small settlements. It could have continued this way even now, but desiring to feast on the valuables of this region, the raiders encountered the vigilant and competent army of Alrion, losing without any chance of victory. Contrary to the advice of his associates, Elmer II made Selenid and his boys part of the Alrion army.
Angry and very punctual, he believes that the time and place of a meeting cannot be changed unless circumstances require it.
Type: Comet, Moon.
Tyr

Elf hunter. Usually leads a hermit's life, but even someone like him needs to return to civilization from time to time. He arrived in Alrion to sell what he has gathered, replenish supplies, and repair equipment or acquire new gear.
Tyr's most prominent goods are dragon scales, basilisk eyes, and manticore tails.
He carries a book called "Forgotten Realms", which contains records by various authors about times gone by.
Type: Comet, Moon.
Gor

Famous strongman of Alrion, one of the most effective soldiers in the city's army. He despises those who wear armor or use long-range weapons; he loves to drink and eat well.
There is a legend that Gor allegedly defeated a group of minotaurs alone, but few know whether this is true or not.
Type: Comet, Moon.
Richard Handcutter

An arrogant and unprincipled Alrion aristocrat of Kalevrit origin. Known for his love of duels and provocations, which he uses to push others into fighting him. He received the nickname "Handcutter" for his habit of cutting off the wrists of his opponents during a duel.
The family crest of Richard's family is a golden bowl.
Type: Comet, Moon.
Ophelia

Gavellus — a revered god in the world of the past, patron of warriors and commanders. In days of despair, not many of his followers remain, but there are those whose faith has only grown stronger thanks to the hardships they had to endure.
Ophelia arrived in Alrion to preach the teachings of her god. And although at her previous stop, in the city of Gram, the preacher was not very warmly received, Ophelia does not lose faith.
Type: Comet, Star.
Tizetry

Frequent visitor to the Dark Lands, expeditionist, and skilled warrior. He lives in Alrion, but is home very rarely. He returned to the city in search of recruits for his squad.
At his disposal are a same-and-a-half sword "Polaris" and a dagger "Spine of Madness".
Type: Comet, Star.
Amael

Master of the Mages Guild of Alrion. Ordinary citizens of the city know little about this person, but old folk claim that she lived here even in their youth and has not changed a bit since then.
"Treasure of Seven Stars" — a source of inexhaustible magical energy, was created by her and is currently used to protect the city from external threats. She can most often be found at Yellow Stone Square after midnight.
Type: Comet, Star.
Aris Ectabon

Former minister of trade of Alrion. Lost his job due to a willful decision by the king, later founded his own trading company.
People know him as a cheerful joker, but some believe this is only a mask.
He loves hunting deer and carries a golden talisman signed with the words "despite death".
Type: Comet, Star.
Ormhild

A traveler who arrived from the cold north, where she had to fight for her life every day and every night. Despite being honest and tactful, she possesses a firm character and strong will.
Her parents named her after the goddess of victory, which she strives to follow by continuing to perfect her martial skill.
She hunts for ancient scrolls revealing secrets and gaps of the past.
Type: Comet, Star.
Faction Powers
Town 1
Vote counts as two
Town 2
ND: healing (cannot be used on self).
Town 3
ND: Block
Town 4
DD (ult): execute a player at your discretion; must leave your vote against this player.
Town 5
ND: Protection with killing of the attacker.
Town 6
ND: check. Finds out if a player is town or negative.
Town 7
ND: kill
Ult: ignores redirection and block.
Town 8
ND: goes to the place of the last kill, finds out one of two types of killer roles by choice.
ND2: watches a player, finds out who they visited this night and who visited them. If they go to the victim - dies instead of them.
Town 9
Has one protection from attack.
Town 10
Redirects a player to a random target
Town 11
Appears as negative upon check.
After the first game day ends, names one of the players. Subsequently, if Town 11 is executed, the named player will be executed with them if they vote against Town 11, regardless of whether they are zero or not.
Mafia 1
ND: Kill. If it hits a protection provided by another player, kills both, leaving two clues.
ND2: Kills the first visitor of the target (if it doesn't trigger this night, it can trigger in following ones). Can be used on self. Cannot be used on corpses from previous nights.
Mafia 2
ND: Kill
Cannot be blocked
Mafia 3
ND: Kill
ND2: Block
Survives an attack once and kills the attacker, ignoring natural protection.
Mafia 4
ND: Kill
Ult: leaves a clue on another player
Appears as town upon check.
Mafia 5
ND: kill
ND2: redirects a player to another target.
ND3: deprives the chosen player of a vote the next day.
Ult: steals a vote from the chosen player until the end of the game.
Maniac
ND: Kill, cannot be blocked.
ND2: Kill, ignores natural protection.
ND3: Kill, ignores protection by another player.
ND4: Kill, ignores redirection.
Ult: Kills the target and all their visitors.
Ult 2: Kills two players (leaves one clue).
Has one protection from attack.
Receives kill points for each successful kill. For two, can receive additional protection from attack; for five — from execution.
Order of Actions
1. Mafia block [displayed], town block [displayed], mafia redirection [not displayed], town redirection [not displayed].
2. Protection [displayed]
3. Town checks [not displayed]
4. Vote theft/deprivation [not displayed]
5. Kill (maniac) [displayed in case of success]
6. Kill (town) [displayed in case of success]
7. Kill (mafia) [displayed in case of success]
8. Healing [displayed if necessary]
Old post
Cards for Role Distribution








Remaining Cards
1. x
2. x
3. x
4. x
5. x
6. x
7. x
8. x
9. x
10. x
11. x
12. x
13. x
14. x
15. x
16. x
17. x
I II III IV V VI
List of additional rules and remarks