One castle, one of the last borderland castles, sits at the end of a long narrow pass, one of the few passes through a nearly impassible mountain range. At the other end of the pass sits a giant army controlled by demons. Both sides know that a frontal charge on the castle would border on suicidal as the attacking force would be at its widest 6 men across and would easily be cut down. Using the fleeing refugees and other visitors to the castle, the demons have had a few of their men infiltrate the castle under false pretenses, if the castle falls it will open a way through to a open soft country which hasn't seen real war in a century. The Castle must fall and the only way to do that is from the inside.
Castle Rules/Info 1.01
General Rules
Roles
No quoting roles, no screenshots at all (not even of loooongcat), all reveals must be public but dark hints at roles is accepted and even encouraged.
Phase Lengths
Day Phases will be 24 hours long unless the world plots to make it otherwise. Night Phase orders are to be sent within 24 hours to reduce Killfr3nzy’s workload.
Voting and WOG
As per usual, votes and unvotes must be bolded (Unvote: TB, Vote: Killfr3nzy), ‘Abstain’ is allowed, but ‘No Lynch’ is not. Extended or frequent inactivity without prior warning or good reason shall be rewarded with suitably embarrassing WOG’s.
Phases
As this game is a bizarre mix of Battle Royale and Mafia, ‘what’ happens ‘when’ shall be laid out below.
Day
First decision here is whether to spend the day hiding out in your room or in the Hall of Judgement where you help decide the fate of the Castle and, perhaps, the world. Please note that if you don’t turn up at the Hall and aren’t in the Medical Wing you will be attacked on sight by the NPC guards.
Second decision is what to do in your chamber/the Hall. For example you might shove all your furniture across the doorway to you chamber and pray that the guards won’t find you, or you could sit in the Hall ready to attempt an escape should your name be called out for a grisly death.
Once the elected person has been killed, his body shall be casually searched by the Elite Guards for quality equipment and money pouch, before being tossed out the Hall of Judgement and into the Pit.
Third is what, if anything, you shall purchase from the Shopkeeper. Remember to have the correct change in hand when ordering your gear; we don’t want to hold up the line now do we?
Night
Nighttime is a much more free time for all you nefarious souls, and is almost completely open to whatever you want to (attempt to) do.
It is, however, suggested you avoid the Treasury, barracks, shop and Lords chamber if you wish to live.
Map
The map is mainly for Night-Phases, but includes some of the Day areas as well. When a corridor connects to a room without a line separating them, there is no door. Otherwise there are doors with various levels of security. The Guest Quarters, Barracks and Medical Wing doors are mainly just for privacy, while the Treasury, Lords Room, Hall of Judgment and Shop doors are equipped with locks and bars.
The corridor leading to the Pit is actually a series of steps, and the shaded portion the hole down from the Hall of Judgment.
NPC’s
There are more than a dozen NPC Guards, all more or less under the control of the Lord of the Castle. The Lord can modify their targets, but cannot pull them from their assigned posts.
Guard Patrol
Each Patrol consists of two Guards that walk the corridors at night to keep the peace, and during the day reside in the barracks.
Orders -
- Defend yourselves from all attacks
- Kill all ‘lynchees’ on sight
- Break up any fights using as much force as necessary
Elite Guard
Elite Guards are a definite cut above the norm, and three of them guard each entrance to the Hall of Judgement, barring the Lord’s own.
Order -
- Defend yourselves from all attacks
- Kill all ‘lynchees’ on sight
- Guard your assigned door, keeping all from leaving except at designated times
Treasury Guard
The Treasury Guards are garbed identically to the Patrols, but they are only there to keep the Lord’s Coffers safe from any and all that might attempt to pilfer.
Orders -
- Defend yourselves from all attacks
- Kill all ‘lynchees’ on sight
- Protect the Treasury using all necessary force
Shopkeeper
The Shopkeeper is an old, retired veteran soldier now making a living as a merchant, selling weapons and armour to the Lord and all others in the Castle. It is a foolish thief who tries to steal from him however, as he keeps the best gear for himself, and is rumored to become very angry upon unexpected awakenings.
Inventory:
• Longknife 2g
• Shortsword 4g
• Longsword 6g
• Bastardsword 8g
• Greatsword 10g
• Throwing knife 6g
• Shield 4g
• Steel
o Breastplate 4g
o Vambraces 4g
o Thighguards 4g
• Leather Armour 4g
Master Assassin
Residing in some hidden lair within the castle walls, the Master ventures out only when paid sufficiently for his services. He will take almost any job, with merely two qualifiers. Suicidal jobs will be undertaken only when a lot of money is paid, and he won’t move against the Lord.
To give orders to the Master you must place money and parchment with your request in a pouch and send it down the Master Assassin’s Chute sometime during the night.
The Master may refuse the task, in which case the pouch shall turn up in your chamber the second morning. Otherwise, the task shall be carried out the night after.
(e.g. Sasaki sends down a kill order for Ichigo on N3. If the job is refused, he will find the pouch in his room D5, otherwise Ichigo will be attacked on N4.)
Five gold is the minimum amount for any request, and the more you pay the more likely your request is to be carried out.
Keep in mind the Master can fail in his task, or even not attempt it if he considers it too risky for what he’s been paid.
We would like at least 25 people
Any questions please pm me
Sign ups: 24 - Closed
Omanes
Andres
Ephrum
Brave Sir Robin
Beefy187
The Amazing Me
Pevergreen
Tiberius
Zain
Luken
Craterus
Factionheir
Waldinger
Cimmerian
Kamikhaan
Kyros
Shlin28
Tran
Garcilaso
Zorg
Roadkill
Sarathos
Kommodus
Draconian
Bookmarks