Thousands of years ago, before the events of Gunpowder and before the birth of Vereryl, there was darkness. And from this darkness came a single being of light. The light within this one man's heart was so intense that it shone out and cast a powerful shadow behind him. This shadow grew and assumed the form of its father. Together these two beings - one of light and one of dark - mated, and gave birth to all of the human race. Years passed and their family grew, and in time the first two beings passed on. The one of pure heart took his place as the ruler of paradise, while his shadow took on the less respectable place in hell. Over the years their first children joined them, some taking their place in paradise while others filling in the roles in hell. As time passed and more people were born, a handful came around with wills that outshone all others in their generation. The intensity of light or of darkness within their hearts would rival that of their ancestors, and together with their deeds in life they would be judged and found wanting or worthy of their own position in paradise or hell.
As these beings died their souls were judged, tested in several trials to weigh their strength. Those with frightening levels of darkness left their lighter counterparts behind and thirsted for power. Their greed and lust drove them to become demonic, darkening their skin to a black matching their souls. After a short time in power, these beings were stripped of their position and tossed into an abyss, thought to be locked away forever. While those of pure heart rose up into paradise and acted as the lock to keep the demons in place. But the demons' power proved to be too much, their energies seeped through and crept past the beings of pure unnoticed. Their essence crawled out into the world of the living, and they reached out to a young man on his way to becoming yet another lock on their cage. The young native man who went by the name of Vereryl wished only for peace and prosperity between the clans of his country. But with the influence of the demons...
How to Play
Mafia is traditionally a game between the uniformed majority (the innocents) and the informed minority (the mafia), to find out more about how to play mafia, take a look at Gunner's Guide to learn the basics.
Like many of our games here on PC, Age of Demons goes beyond this traditional format. Rather than a battle between two factions, this is a highly political game with several factions - in this case Native Jeiman clans. Although Vereryl's faction can be considered the "mafia" in this game, clan heads will be presented with the choice to win the game "diplomatically" or "aggressively" at the beginning of the game. Clans who choose diplomacy will be considered allies, those who choose aggression will aim to be the last remaining clan. Should Vereryl's faction be defeated, those that chose aggression will become new mafia factions whilst those that chose diplomacy will be united as the "innocents".
Day phases last 48 hours. Night phases last 24.
Lynches resulting in ties will be decided by a coin toss.
Lynches must be offered in the format of [kill] name and will be ignored if done in any other format.
Missing two lynches in a row will result in removal from the game.
ou are not to disclose role PMs and doing so will result in your death.
All game conversation should be kept here.
If you're dead, you're dead. Don't haunt the thread. You will however be allowed one "death post" that should not contain any game-related information.
Posting in the night phase, unless stated otherwise will result in your death.
Any queries should be directed towards gimmepie or aeternum.
The Grey Wolves
Chief Howling Wolf - Night recruitment on every other night. Fails on other chiefs and Vereryl.
Tracker - Can follow one person at night and see who they visit.
WolfShifter - At night can turn into a wolf and savage someone, injuring them and causing votes to count as three against them.
WolfFamiliar - At night can savage someone, injuring them and causing votes to count as two against them. Knows the identity of the Shifter. Vanishes from this plane of existence when the Shifter dies.
The Eagles of North
Chief Soaring Eagle - Posesses two messenger birds. One visits your clan members, the other can visit one of the other clan chiefs. You can send birds once every day/night cycle during either the day or night.
EagleSight - You can investigate a player each night and learn their role.
Bird of Prey - During the night you and one target can rise to the sky with your wind magic. During this time the other person will be able to message with you and be unable to be targeted by others. Once in the game you can choose to drop your target, sending them plumeting to the Earth. After this you will lose your ability.
The Southern Serpents
Chief Cunning - Twice in the game you can poison someone. They will experience gradually worsening effects over three days and eventually die.
Silencer - Prevents the target's night action and then silences them during the following day phase.
Silver Tongue - Once in the game you may use your ability to end the phase prematurely.
The Followers of Vereryl
Followers of Vereryl begin with no abilities. They gain a new ability when visited by Vereryl and join a group chat. Once you've been brought into the followers' chat, if you're recruited you die.
The Shade - A fragment of one of the Dark Ones. Each night you may corrupt one player, making them into a follower of Vereryl.
The Betrayer - An unwilling follower of Vereryl, you have the ability to create your own following under the protection of the demon. Each night you may recruit any one player (barring Vereryl and your fellow original followers). Regardless of their role they will join you but remain aligned with their original clan. Once you have recruited four other people you will gain a win for you and your new followers. You also have a one time day use ability to create a bonfire. The bonfire will attract the other heads of clan, allowing for the formation of truces or pacts. There will also be a gift giving ceremony.
The Devourer - Each night you may eat one player and gain a version of their role. If you devour a zealot you die. This ability may be used up to 3 times.
You begin the game playing as Vereryl The Pure, and through a certain event you may become Vereryl The Corrupt. As The Pure, during the day you may visit one person. If they are one of your followers they will join your chat and gain a night action. After becoming Vereryl the corrupt, at night you will have a killing action. You are revealed at the begnning of the game but cannot die until the original three followers are dead.
The Guardites are a clan of two religious zealots who believe you begin life in hell and are sent to paradise upon your death. Each night they will collectively target one person for a night kill which has 1/2 chance of succeeding. If the kill fails one of the zealots will be killed instead.
The Shaman - Every night starting night zero, the shaman will pray for divine protection upon one player in the next night phase. This person will be invulnerable to any kind of death. Shaman cannot pray for their own protection. Wins if succesfully protects three times. Loses win condition if recruited.
The Soothesayer - Every night starting night zero, the soothesayer can predict who will die during the coming day lynch. If the soothesayer guesses correctly three times, or twice in a row they achieve an independent win. Loses win condition if recruited.
The Wanderering Huntsman - Each night you deliver a blade or herb to one player. You have a one time use bow and arrow. Your alignment changes to match the last person you visited.
The Wild Child - Night zero you choose one other player (not Vereryl) to be your role model. When the chosen player dies, you will take on their alignment and role. If you are not aligned at the end of the game you lose.
gimmepie & aeternum as The GMs
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