Werewolf Lite CCXX: The Fall of Gondolin

It is more than 6500 years before Frodo Baggins set out on his journey to Mount Doom. In the unnumbered years of the First Age, the elves and their allies fight a hopeless war against Morgoth, a fallen god who was the first Dark Lord. They look to take back by force the three Silmarils - jewels of unsurpassed beauty - that he stole. Having forsaken the council of the gods and slain their kin in their pursuit of vengeance, they have been doomed to fight this war alone.
The war is now coming to an end. Betrayed by men, the final attempt of the elves to overthrow the fortress of Morgoth became known as the Battle of Unnumbered Tears, the Nirnaeth Arnoediad. The forces of evil swept over the land, and one by one the great fortresses of the elves fell - some to dragons and orcs, others to betrayal and fighting within. Now all that remains is the hidden city of Gondolin, ruled by the High King of the elves, Turgon.
Morgoth turned his will to finding this city, and soon determined that it was hidden somewhere in the mountains of the north. Before long his spies captured Maeglin, one of the elves of the city, while he was out looking for ore to mine far from its hidden valley. Maeglin gladly offered to give Morgoth the location of the city - in exchange for lordship over it and the hand of Turgon's daughter and only child, Idril. Now Morgoth could destroy the last of those who opposed him. Maeglin returned to the city, keeping secret his betrayal and preparing his followers to turn on it from within.
In dreams the god of waters spoke to Turgon, telling him the time had come to abandon Gondolin and seek atonement with the gods of the west. Yet out of pride of the splendour of the city he had built, Turgon refused. And so Gondolin was set upon unawares by orcs and dragons and wolves and balrogs, at a time of feasting and celebration.
And so you stand, great heroes both man and elf, fighting desperately to allow a few to escape through secret tunnels beneath the city - or to betray your kin in hope of the power Morgoth has offered you.
EUROO7's Werewolf Lite Primer for Absolute Newbies
Werewolf Lite is a game of survival. Your main goal, no matter your role, is to survive. The game is played with seventeen players divided into two sides: the Villagers and Seer on one side, the Werewolves on the other. Each side's goal is to eliminate the other. Out of these seventeen, five are given a special role. Four are Werewolves, and one is a Seer. Their identities must remain secret. If the Seer's identity is revealed, the Werewolves may hunt their most dangerous enemy. If the Werewolves' identities are revealed, the village will surely lynch the monsters.
The game is divided into two sections. Day and Night. The game begins with a Night session. During the Night, the Werewolves hunt one person, and the Seer may discover the role of one player. During the Day, the villagers must decide who is responsible for the murder of the Night past.
Every game has a special theme. The theme for this game is above. Let your Werewolf journey begin...
The game is divided into two sections. Day and Night. The game begins with a Night session. During the Night, the Werewolves hunt one person, and the Seer may discover the role of one player. During the Day, the villagers must decide who is responsible for the murder of the Night past.
Every game has a special theme. The theme for this game is above. Let your Werewolf journey begin...
Standard Lite Rules
There shall be seventeen players. All roles will be handed out after the last person signs up. The game will then proceed to a night deadline.
The game is divided into two periods - night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.
Each day, all players vote to lynch one of the players - the person they think is most likely to be a werewolf. Each night, the Werewolves decide who to kill. In each 24 hour period, the village will lynch, and the Werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved tie, and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!
The Werewolves win if they manage to reach parity with the the other players.
The Villagers and Seer win if they manage to kill all the Werewolves.
Standard Werewolf Rules
§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote will lead to immediate substitution.
§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation of Rule 2A.
§2C. – In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed dead player(s) should post in green text until their true role is confirmed.
§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.
§4A. - Spectators and ghosts may comment, but never suggest a course of action or reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - Alliances and Feuds between players which aren't based on your characters or roles in the game are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.
§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.
§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, like not bolding, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.
§9. - The GM can and will remove players if the GM believes that player is adversely affecting the game, for example through failure to fulfill voting obligations or deliberate violation of the rules. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.
Player Roles
1 x Foresighted Hero (Seer):
Selects one player every even numbered night to scan. This scan reveals whether they are Werewolf or Villager.
4 x Betrayers (Werewolves):
As a pack select one player each night to hunt (kill).
12 x Heroes of the Elder Days (Villagers):
Have no unique abilities beyond their own logic and reasoning. Weak on their own, powerful once united.
These roles will be given on a purely random basis. The Seer's scan order is assumed to be simultaneous with the Werewolves' hunt order, so that if the Seer or scan target is hunted the scan is lost.
In the case of a player not performing their actions:
If any player does not have a valid vote placed at the deadline, they will be substituted.
If the Seer does not place a scan order yet has voted, no scan will take place.
If the Seer does not place a scan order and has also not voted, a scan target will be selected at random from the unscanned players.
If the Werewolves do not place a hunt order yet any Werewolf has voted, no hunt will take place.
If the Werewolves do not place a hunt order and no Werewolves have voted, a hunt target will be selected at random from all surviving players.
Deadline
The deadline for this game shall be:
2200 GMT
Votes and orders posted at 2159 GMT will count, those posted at 2200 GMT will not.
Voting ends at the deadline even if the GM is not present. All players except the presumptive lynchee(s) are permitted to post analysis of the game between the deadline and the update.
All GM posts will be made in pale green. Use this colour at your peril.
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