Auto-translated
Hello. I am Kirill. I would like you to make a game, a 3D action thing... The idea is this... The user can play as forest elves, palace guards, and a villain. And if the user plays as elves, then the elves are in the forest, there are wooden houses, and palace soldiers and villains raid them. You can rob caravans...
Hard times have come for the glorious land of Nomadlandia. Elven spies have infested the palace, caravans have been robbed especially frequently lately, wooden houses were raided almost every day, and suspicious black clouds gathered over the old fort in the mountains. The Emperor summoned the soldiers and ordered them to protect the palace at all costs. Stand your ground! Rid the caravans of robberies! Save Nomadlandia!
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 lost his old military grit.
NA:
Commander's Will: kills a selected player.
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 equal footing with men.
NA:
Bodyguard: protects a selected player. Kills an arriving assassin with a 50% probability. Cannot protect against the commander. Cannot kill the commander.
Features:
Fortitude: 50% protection; in case of success, kills the attacker.
Round ears/obeys
Palace Soldier 2

A battle 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 selected player.
Features:
Drawing Attention: if the target is blocked, he takes the block upon himself.
Round ears/obeys
Palace Soldier 3

An elf raised among humans. Despite his origin, he is fanatically devoted to his Emperor.
NA:
Loyalty to the Emperor: checks if a player obeys anyone.
Features:
Security Specialist: if he hits a spy or partisan, he blocks their next NA.
Pointed 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. Can use caravan NAs on himself. Does not know caravans. The merchant and caravans do not know the soldier.
Features:
Connections: if the merchant dies, he learns the nickname of 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 selected player.
Features:
Life in Doctor's Hands: upon successful healing, learns one of two statuses of the saved person.
Pointed ears/obeys
Merchant

He used to think only of his wallet, but the robbery of caravans began to cause such losses that he took all necessary measures to avoid it.
NA:
Well-Paid Guard: can protect a selected caravan (role) from robbery. Does not know caravans.
Round ears/obeys
Armed Caravan

These guys know their way around any weapon and supply the entire surrounding area with them.
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:
Robbable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the robbed caravan's NAs.
Round ears/does not obey
Caravan with Mercenaries

Concepts like "honor" and "dignity" are unknown to them, but they know firsthand what a "merry brawl" and "good pay" are.
NA:
Lack of Discipline: blocks the target with 100% probability; disrupts all NAs of those who come to them (except informational) with 50% probability.
Features:
Counterattack: upon death, deprives their killer of the next NA.
Robbable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the robbed caravan's NAs.
Pointed ears/does not obey
Caravan with Provisions

If a feast is planned anywhere, this caravan is right there.
NA:
Fresh Provisions: gives the target protection from killing, blocking their NA. No one dies.
Stale Provisions: the target's next NA is redirected randomly.
Features:
Robbable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the robbed caravan's NAs.
Round ears/does not obey
Caravan with Contraband

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 is a killer or someone being killed, they learn the nickname of the killer or die themselves, 50/50.
Features:
Outlaw: zero vote.
Robbable: any NA directed at the caravan (except killing) blocks it. The following night, instead of their own NA, the player performs one of the robbed caravan's NAs.
Round 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 the target and, with 50% probability, everyone who came to them. One clue per corpse. Once every two nights.
Old Grit: killing (available if alone or 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 nickname of the Elf King is revealed.
Features:
Very Dense Forest: 50% protection from killing (including counterattacks).
Pointed 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 the target's NA; the spy specifies the new target. Redirects caravans without robbery.
Pointed ears/obeys
Elf Partisan

An elusive and dangerous elven warrior.
NA:
Partisanship: kills, ignoring guarding protections, but not healing.
Features:
Dense Forest: 25% protection from killing (including counterattacks).
Pointed 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: block a selected player.
Super-raid: killing (available if alone in the team or only two wooden houses are in the team and double raiding is unavailable).
Double Raid: kills a selected 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 or redirected. Protection and healing do not work. Prior caravan robberies are not taken into account. They do not die from counterattacks. No hints about the killed person's role are given. No clues remain. Once every three nights.
Round ears/does not obey
Evil One

An ancient spawn of darkness settled in the 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 selected kill type. Clues are given for the Evil One, naturally. Cannot direct NA at himself.
Features:
Old Fort in the Mountains: 50% protection from killing; the first execution is disrupted.
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
Order of Actions
1. Merchant protects caravans (not displayed).
2. Caravan with provisions and spy redirect (not displayed).
3. Armed caravan blocks killing (not displayed).
4. Wooden houses perform a double raid.
5. Caravan with mercenaries blocks.
6. Wooden houses block.
7. Caravan with provisions and first soldier protect; caravan with contraband monitors.
8. Second and third soldiers check, Emperor compares (not displayed).
9. Elf King kills by any means.
10. Commander kills.
11. Other mafia team members kill.
12. Fifth soldier heals.
The NAs of the fourth soldier and the Evil One are performed in their turn; NAs of robbed caravans occur at the same time as the robber's NA. The NA of a robbed caravan is not counted, even if it occurs after the robber's NA. They appear/do not appear in the newspaper just like the robber's NA, but have the effect of the robbed caravan's NA.
Player List
As usual, we analyze the numbers; roles are already attached.
1. Zybr
2. Ment
3. Sub Zero
4. Amko (immune)
5. ortonnn (immune)
6. Победитель (immune)
7. Spear
8. WishmasteR
9. Нефела
10. Нэйра Дрейк
11. WhiteLizard (immune)
12. Гур
13. Arandor (immune)
14. GoedenDag
15. Carnicero (immune)
16. Naver Leengard
17. Ple-Sen
18. Небо (immune)