~lore theme plays~
A group of strangers are paying for an escort through a long-overgrown estate -- rumored to have belonged to a descendant of Dracula -- situated between arduous mountainsides that until recently have only allowed a calm thick stream easy passage between their treacherous folds. The usual waterway isn't safe to use due to a cold fog that suffocates you with each breath. The ferryman knows of an alternate route through the promenade on the castle grounds. After everyone is marked in attendance the horse-drawn caravan sets off. The caravan -- travelling alongside but distant to the frost hollow stream -- slowly creeps its way through a thin line clear of fallen twisted trees and other natural debris and finally onto the open brick promenade.
*CRASH*
~crash theme plays~
Suddenly the ground collapses -
The group falls down into the pitch black of the abandoned castle, nothing can be seen in any direction except from above where the moonlight traces out the newly created hole. In the darkness two distinct yells can be heard. In the very next moment a lamp in the gypsy caravan spreads its fires which illuminate the room. The ferryman is strangely absent.
While putting out the fire someone notices a list of attendants with a few notes written by the ferryman.
Town: wins when the vampires are eliminated.
Empath (town)
You are the empath. You will be notified if someone sleeping in your room performs a nightkill by day. If you die and you could have been notified then everyone will be notified in the daypost.
Pureheart (town)
You are the pureheart. You automatically avoid being harmed by vampires for the night one single time. Your identity is publicly flipped at the start of the next day when this happens.
Traveller (town)
You are regular town with no special roles.
Mafia: wins when they have the majority.
Vampire (mafia)
You are a vampire. You have a nightkill that can be used on anyone in any room. You act independently (no sidechat)
Neutral roles: (can be either town or mafia)
Merchant
You are the merchant. You hand a bag of silver to anyone in any room for the night and collect it by day. If a vampire possesses the bag for 2 nights total they die before they can perform their night action. If the merchant dies during the night then whoever held the bag last acts as the new merchant in addition to their other role. A person is chosen randomly if nobody can be given the role this way. The merchant may choose to have their role flipped publicly at the start of the next day making all of their bag placements public too. Anyone holding the bag overnight will be notified
Ropemaker
You are the ropemaker. You can affix your rope around a target in such a way that the disturbed fibers reveal their role and alignment to you by daybreak. Your target must be sleeping in the same room as you.
There are three rooms where the players can sleep for the night. The study, the workshop, the treasury. You may choose to sleep in any specific room or explicitly "follow" another person. The most recent place you claim you will sleep is where you will spend the night. Claim your spot in bold at the end of any of your posts in the thread. If there is any chain of follows or unspecified rooms then those people will always sleep in the study.
Misc
Might be townsided idk but I was thinking there could be 3 vamps instead of 2 to help balance since there's no nightchat. Was also thinking maybe if a vampire attempts to kill another vampire they enter a daychat and neither of their actions go through.
- vanilla_town
- big_ass
- Event_Horizon
- magicmagininja
- ironstove
- BIGMATTHEW
- ian
- SOPHIE ??
- ilmemmerdelui
- Matticus
- Miku
... MORE ARE WELCOME! - ???
- ???
- ???
- ???

