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Mafia 23. The Rockland tavern
Rockland Valley is one of the most picturesque corners of the world. Located in northern Kandara, it encompasses two rivers and several forests and lakes; it is enclosed on two sides by mountains: the low green Irenzhals to the east and the high rocky Bronds to the southwest. They say that sunrises in the valley are truly magical: the bright celestial body slowly outlines everything around with its warm rays, the water begins to shimmer with a pearlescent glow, and the clouds take on soft, delicate pink hues. The Rockdale Gorge—one of the valley's borders—opens the road through the Bronds to Onderville, a major trading center for the region and the entire Merdal Tract. About six versts from Onderville lie the Saridon Ruins—a place anomalous even from the perspective of the magic present there. A vast number of legends have been written and retold about the ruins; they are linked to everything imaginable and attributed all sorts of properties, ranging from untold treasures to portals to other worlds. To this day, this mysterious place hides its secrets from curious eyes, attracting more and more seekers and, by the way, bringing considerable income to the regional treasury.
On the valley side, almost at the gorge itself, sits a large, spacious, and cozy tavern—an excellent place for rest, lodging, and new acquaintances. It is 16 hours' journey from there to Onderville, and many travelers use it as their last stop before the city, especially since the gorge swarms with all kinds of monsters and bandits at night. Thus, there is no shortage of visitors in the tavern, and everyone is welcome here. The owner takes a purely business approach: anyone can stay, provided they have the money. Therefore, you meet all sorts of people here: elves from the Tulian forests, orcs from the Baklon steppe, mages from Shariania and Yuneria, Barbarians from the Gray Plateau—thieves, assassins, sorcerers, seekers, hunters, knights, pilgrims, palmer, mercenaries, bards. Even the dwarves of Virdar occasionally drop by! And as a rule, the guests coexist quite peacefully despite inter-racial and other conflicts. Simply put, no one wants to lose their lodging, and few are fond of unnecessary trouble with local authorities. But every rule has exceptions, especially under certain conditions. In Rockland, torrential rains have been falling nonstop for a week, flooding even the surrounding areas and turning the roads into a viscous, impassable swamp. In the gorge, the risk of landslides and mountain river floods has increased due to the downpours. Consequently, the guests staying in the tavern found themselves trapped inside for an indefinite period. Nerves gradually began to fray, and peace quickly vanished.
One evening, as lightning flashed once more outside the window and thunder rolled, destroying all hopes for mercy from the weather—and with it, a swift release from this peculiar imprisonment—all the guests gathered in the main hall, glancing at each other maliciously and suspiciously. On the wall above the bar hung the dead body of the tavern owner. A pentagram was drawn beneath him, with black candles burning at its corners. Suddenly, the owner opened his eyes and stirred. Everyone shuddered; some even allowed themselves a rather uncensored comment about what was happening.
—You are all dead men! — the owner said heavily and tried to remove himself from the wall.
But he didn't have time—a silver arrow flying from the crowd killed him a second time, now forever. A single word, a single thought, a single fear hung in the air like an invisible net: Necromancers. The night promised to be very difficult...
About the game
The action of the game takes place in the large and spacious building of the tavern. Relations between guests are strained, both due to inter-racial conflicts and disagreements on religious grounds. Most belong to the peaceful guests. The opposing force is a gang of assassins (servants of Darkness) and mad mages led by a Warlock. In addition to all this, a warrior acting as a maniac operates independently.
Thus, for victory, the peaceful guests must get rid of the servants of Darkness and the warrior.
The servants must get rid of the peaceful guests and the warrior.
And the warrior must get rid of everyone.
Furthermore, any maniacs appearing in the game can only win if all other participants die.
Game Rules:
• Nights last about 24 hours. The sooner all night actions are sent to the Mage Guild, the faster dawn will arrive. At night, no one has the right to write anything in the game thread at all, even in "deleted posts".
• Day lasts exactly 24 hours. In extremely rare cases, an earlier or later end of the day is possible.
• To vote for someone's execution, you must write in your message: "**execute %username%**". (the method of execution can be invented by yourself—within reason)—bold font is mandatory. If a player wants to change their vote, they must perform a vote cancellation procedure ("**Do not execute %username%**"), and only after the cancellation vote for another player (In 1 message you can vote once and cancel once, or cancel once and then vote). This is for the Mage Guild to make tracking votes easier. If you do not vote in bold, the vote will not count. Also, a vote will not be protected without minimal justification. If a player does not vote during the day, after the limit expires, they are considered to have voted against themselves (this rule does not apply if the player voted and then removed their vote). If a player fails to vote 2 times in a row—a modkill or replacement is possible. If a player warns of their absence in advance, the situation will be coordinated individually with the Mage Guild.
• Execution requires only a majority of votes. If a player reaches the "required" number of votes, they will still be hanged only after the end of the day and only if the votes do not change. An execution can occur earlier only if the decision is unanimous.
• If the majority vote "**Do not execute anyone**", then the day ends without executing players.
• All "double votes" are displayed only in the voting results and only if they belong to the majority.
• For the Mafia, decisions on who to kill and who to send on a mission are made collectively. If one of the mafia members is not online, the other participants can make a decision without them, but they have no right to send that member on a mission or use any of their night actions (NA).
• All groups and pairs (regardless of side) have a maximum possible number of NAs (For example, "mafia" kills and blocks simultaneously; similarly for a paladin+ranger pair, etc.).
• The killer can plant 1 additional clue at the crime scene. It must point to them and be original (i.e., do not leave clues like "for the super-observant"). As for the complexity of these clues, there is quite a bit of freedom, but the Mage Guild reserves the right to reject a specific clue, with or without explanation.
• Clues about killers in reports are given based on the user's profile (nick, avatar, signature, etc.). If the murder was unsuccessful, the killer will find out, but not why it failed. No clues are given for unsuccessful murders, except those declared by the killer themselves. Also, there is a hint about the role of the deceased in the reports. Hints about the killer's role are given in any case.
• Character abilities that can replace their NA are considered in the order of NAs at the very beginning.
• During the game, it is strictly forbidden to change your nick, avatar, signature, or personal information. Therefore, update your profile in advance.
• Discussing the game outside this thread (i.e., in DMs, ICQ, etc.) is allowed only if you have a role that permits it.
• As soon as the news of your death/execution is written, you are gone. You no longer participate in the game. Stop writing. However, nothing prevents you from following what's happening.
• Do not edit your messages. Try to write without errors immediately.
• If you have the right to perform a night action—do it before the end of the night phase and the start of the day phase (send NA to me in ICQ). I will not wait. If you didn't make it—alas...
• From time to time, I will post the count of all votes for the current game day. Of course, this is important. For me and for you. Players are also allowed to keep a count.
• If you have questions about the rules or something is unclear, please contact me in ICQ.
• It is forbidden to directly reveal your own role or another player's role (if you know another player's role, don't shout it everywhere... be smarter, craftier...). This action will lead to immediate disqualification.
• Violation of rules and being offline will be punished by a colorful modkill. If you signed up—play by the rules and stay active.
• Those not participating in Mafia are forbidden from commenting on what is happening until the end of the game. Well... at least do not comment in this thread.
• And most importantly... it's a game, after all. The main thing is that you have fun.
NA Order
1) brewer arrives
2) mercenary blocks
3) paladin checks
4) bard arrives
5) sorceress checks
6) ranger protects
7) thief observes
8) paladin kills
9) mercenary kills
10) warrior kills
11) assassin kills
12) Warlock kills
13) ranger kills
14) black mage kills
15) dark knight kills
16) healer resurrects
Role List.
Peaceful guests:
Sorceress
Ranger
Paladin
Healer
Thief
Bard
Brewer
Cook
Maid
Tavern owner's daughter
Stable boy
Servants of Darkness:
Warlock
Assassin
Black mage
Mercenary
Dark knight
Possessed:
Warrior