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Opening Post
  • Y

    Yvanoff

    Guest
    Black-Order-Brigade-EN.jpg


    Based on the following comic: https://en.wikipedia.org/wiki/The_Black_Order_Brigade

    We are in Europe, Rome more precisely, during the 70s. It has been 30 years. 30 years since the end of World War Two. 30 years of division in Europe, between on one side the communists led by Moscow and the capitalists led by Washington on the other.

    But you have never accepted this. You have never accepted the new proletarian order which arose in the East, destroying the christian soul of Eastern Europe in the process. And you have never accepted the liberal decadence of Western Europe, where the youth has lost its ways, forgetting the ways of their forebears and the faith which once stood at the root of European society.

    No, you will not stand for this. You never stood for this, and it is now time to act. You have already begun to take action - hitting a communist gathering in Barcelona, and a decadent "cultural" manifestation in the Netherlands - but you can't stop here. Not until the communists and the liberals, shivering in fear like the cowards they are, surrender. Not until the rest of the population finally recognize the error of their ways and come back to their roots, to the order and faith of the previous generations.

    You, the 17 persons gathered in Rome for determining the next target, are the top directors of the organization. You are all people of a certain age. All of you took arms during WW2 - obviously against the communists and their liberal allies -, and all of you played a key role in reorganizing the far right movements in your respective countries following the defeat in 1945.

    But you have learned strange things. Among the communists you hit in Barcelona were old nemesis who were almost forgotten. And in the Netherlands, you became sure of it: some people, as old as you, were following you in the obvious aim of preventing your actions. They failed then, but you have clues leading you to think they managed to follow you to Rome. Actually, these clues lead you to think some of the 17 persons here in Rome are not who they claim to be but could have actually fought WW2 on the wrong side - the victorious one.

    It is your duty to find these anti-fascist traitors and suppress them before they can become a real threat !

    Rules

    There shall be seventeen (17) players. Special 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 take place at the same time, from one update till the next.
    Each day, all players gather and decide to lynch one of the players - the person they think is most likely to be an anti-fascist traitor. Each night, the anti-fascists will strike back and murder the far righter of their choice, and the Spanish Civil War veteran will search his memories to determine if a person is a true far rightist or a traitor. In each 24 hour period, the players will lynch, the anti-fascists will hunt and the veteran will scan. The players can try to lynch multiple people by creating a glorious, Lemeard-approved, TIE, and the anti-fascists can also decide not to murder anyone at all at nigh.


    Winning

    The anti-fascists win if they reach parity with the far rightists
    The far rightists win if they manage to lynch all of the anti-fascists traitors.


    Possible Roles!

    12 Far rightists (villagers):

    Despite tasting the bitter taste of defeat 30 years ago, these 12 persons never stopped fighting against the new masters of Europe, playing a key role in reorganizing the far right in their respective countries, although mostly by subversive means while avoiding the spotlights. Fought WW2 on the Axis side, but didn't take part in the Spanish Civil War.

    4 Anti-Fascists (werewolves):

    These 4 people actually fought the Spanish Civil War as International Brigades. It's been a long time since they last fought, but luck put them on the track of some old enemies, and they could not resist the temptation of taking arms once more to stop them despite their old age, and will not hesitate to use lethal force to annihilate their old nemesis. Their experience of fighting fascists have given them a proper knowledge of the far right, helping them to create a very convincing fake identity and infiltrate the ranks of the organization.

    1 Spanish Civil War veteran (seer):
    The same as the others far rightists, he also fights for Christ and country against communism and the decadence of Europe. However, he also fought in the Spanish Civil War against the International Brigades, contrarily to the other far rightists. Searching deep inside his memories, some key elements regarding the identities of the persons around him could come back to his mind, though his age doesn't help him remembering well.

    Role play will be handled very simply.

    During Day 0, players will be able to claim a public identity. They can design a character of their liking without restrictions (almost), with the level of complexity they wish to have.
    However note that characters CAN NOT CLAIM TO BE SPANISH CIVIL WAR VETERANS

    This identity will just be used for update purposes only and serves no gameplay purposes.

    Your are encouraged to role play as far righters gathering for such a meeting at your leisure, though DO NOT FORGET TO RESPECT OT FORUM RULES (I will stop the game should you disregard these rules, but trust you to be mature enough to respect them).


    More 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 if substituting for another player.
    §1C. - You may at any time be substituted out by requesting so in the thread or in private conversation.
    §1D. If you are confused about your role, contact the GM via private message. Do not make a show of it in the thread. Any attempts to discuss role message in the thread are strictly forbidden.
    AGAIN: YOU MAY NOT DISCUSS ROLE PMs. THIS INCLUDES WHETHER YOU HAVE RECEIVED ONE OR NOT. BREAKING THIS RULE WILL RESULT IN YOU BEING SUBBED OUT. IF YOU HAVE ANY ISSUES WITH ROLE PMs, PM THE GM.

    §2. - Orders and votes submitted after deadline are ignored.

    §3A. – Players will vote daily. Should they not vote, THEY WILL BE REPLACED. There will be no exceptions unless the Game Moderator states otherwise.
    §3B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted.
    §3C. – In the event of a TIE, ALL TIED players will be executed.
    §3D. - The player(s) with the majority of votes at deadline is considered dead. He will not reveal any inside information after the deadline.

    §4A. - SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER SUGGEST ANY COURSE OF ACTION OR REVEAL ANY INFORMATION. ANY ACTION WHICH CAN AFFECT TO THE OUTCOME OF THE GAME IS FORBIDDEN. ANYONE CAUGHT DOING IT WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
    §4B. - When doing ghost/spectator commentary, please use a non-white color.

    §5. - Alliances and Feuds which aren't based on your characters or roles in the game between players 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.

    §8. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in size 4+ bold text. For example:

    VOTE YVANOFF

    If you wish to un-vote someone, write "UNVOTE":

    UNVOTE YVANOFF, VOTE EUROO7

    Any other type of voting will not be counted and will make you eligible for subbing. In case of re-voting without un-voting the original vote will be the counted vote. DO NOT EDIT VOTES AFTER POSTING THEM.

    §9. - The GM can and will remove players if the GM believes the player is not participating at his/her full capacity. 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. DO NOT SIGN UP FOR THE GAME IF YOU KNOW YOU CAN'T PARTICIPATE.

    §10. – Always Trust the GM.

    Goldish/Yellow is the GM's Color. Do not use it.


    DEADLINE IS 19:30 GMT
     
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    Players
  • PLAYERS:

    1. Panzer Commader, lynched day 4.
    2. Arkasas, hunted night 0.
    3. Capibara, hunted night 1.

    4. Wagonlitz, lynched day 6.
    5. alynkio, hunted night 3.
    6. alxeu, hunted night 2.
    7. aedan777, lynched day 3.
    8. Claude LC, lynched day 1.

    9. Euroo7 subbed by Dedonus, won day 6.
    10. JermanTK, won day 6.
    11. randakar, hunted night 5.
    12. Cymsdale, lynched day 2.
    13. beartjah, lynched day 5.

    14. Drupplesnub, won day 6.
    15. Graf Zeppelin, lynched day 6.
    16. Xarkan, hunted night 4.

    17. Caillean, won day 6.

    Subs:
    [Hidden]

    Events:

    The game begins !
    Night 0: Arkasas the villager is hunted

    Day 1: Claude LC the villager is lynched
    Night 1: Capibara the villager is hunted
    Day 2 : Cymsdale the villager is lynched
    Night 2 : alxeu the villager is hunted
    Day 3: aedan777 the villager is lynched
    Night 3: alynkio the villager is hunted
    Day 4: Panzer Commader the werewolf is lynched
    Night 4: Xarkan the villager is hunted
    Day 5: beartjah the werewolf is lynched
    Night 5: randakar the seer is hunted
    Day 6 : Graf Zeppelin and Wagonlitz the werewolves are lynched


    The Black Order wins !
     
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    Rule Update
  • Announcement:

    Because what I wanted to do with respect to the characters's background was dumb, I have decided to think it through and change it.

    Everyone will be able to claim an identity during day 0. You can give as much information as you want (name, background, etc...). Please note though that your characters can not be veterans from the Spanish Civil War - other than that you're free to do pretty much whatever you want.

    If you don't want to make up a character, I'll make a quick background for you. It will only be used for updates purposes anyway and will not serve any gameplay purpose.

    Hope it is clear, else do not hesitate to ask (either in public or via PM)
     
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    The Game begins !
  • So I originally had a proper introduction post but had to scrap it because of the sudden arrival of the last player. As a consequence, I will just say that

    Werewolf Lite CDXIX: The Black Order Brigade has officially started !

    Night 0 will happen tomorrow at 19:30 GMT


    Hope you have fun ! Also hope I did not screw up the role PMs ! If you have any question or anything to point out to me, feel free to do so either in the thread or via PM if secrecy is required
    Obviously contact me if you did not receive a role PM, too
     
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    Day and Night 0
  • Day and Night 0

    Throughout the day, the various guests arrived. You did so using your own means of transportation, since you all thought it would be better to avoid drawing too much attention by arriving as a coherent group. Some of you came by air; other by boats. Some of you had already arrived in Rome a couple days ago, reactivating old networks and rekindling friendships; others, much less fond of Italy, arrived directly from their homeland.

    At any rate, by the evening all of you had arrived in the beautiful old convent that would be used for these meetings. The place was simply perfect for what you had in mind: it was located on the outskirts on Rome, and did not draw too much attention to itself and its residents; however it was also located close to the city, should any travel to Rome itself be needed. The place was serene and adorned with religious figures, which perfectly suited all of you. The Black Order really did know how to pick its strongholds.

    The 17 of you then all partook in the reception thrown in your honor that night. It was a very classy soirée, befitting your ranks as heads of the Order. By all accounts, it was a success, and a very good way to put you all in the mood for the discussions which would immediately start the following day. You all went to bed feeling 20 years younger, and readier than ever to take over Europe.


    Old bodies, however, do not oversleep: while you all woke up at different hours, by 10 nobody was left in bed, and you had begun chatting with each other about the matters at hand, or sometimes about more trivial matter. It did not take long for you to notice, however, that by 11 there were not 17 of you, but only 16: the one lazy person in your group was a rather important member of the Order in the British Isles in the person of James McNair, heir to a distinguished lineage of Scottish nobles tracing their roots to the early kings of Scotland. You quickly dispatched the nearest person you could find - a young guard, standing nearby keeping watch on the hills surrounding the convent - to get him.

    The guard came back in a very agitated state of mind which you did not anticipate. True, McNair could be somewhat... extravagant at times, especially after he had a couple drinks of whisky, when he could reenact some old Scottish traditions everyone but him had forgotten, but to frighten such a young guard so... He was clearly exaggerating.

    After a couple seconds, though, you started to make out what the guard was saying: "McNair.... Dead... Blood everywhere....".

    Not believing your ears, you rushed as quickly as you could to McNair's room. You did indeed find him, still in bed. A bed from which he would nevermore rise up - a 9mm Makarov bullet in the neck preventing him to do so.

    It took you a while to recover from the shock. A quick search from the room revealed nothing: no compromising documents, no traces of jewelry being stolen, nothing. Whoever had committed this murder had done so in the only aim to kill McNair. But you could not understand. How could this happen ? The convent was too well fortified. A random murderer had no chance of getting inside. And even one motivated by the idea of killing one of the Order's heads would find it difficult to get inside so silently.

    Nobody could bring himself to say it aloud, but the conclusion you drew from this crime was the same from everyone: there was a traitor inside the convent. Whether he was the murderer, or only helped an accomplice inside, was irrelevant to you. Since a search of the convent revealed no traces of a hidden assassin, the only people you could catch now was the traitor, likely still inside since nobody had left the convent since yesterday.

    Reeling under the weight of these revelations, you decided to convene later in the evening to plot a course of action. In the meantime, the old soldiers that you all were decided to keep their guns in close proximity, and told the guards to open both eyes wide.

    Arkasas the villager is hunted
     
    Day and Night 1
  • Day and Night 1


    As the day draws towards its end, you gather. The previous night's event is still in everyone's minds, and although you did not really plan it out, you unsurprisingly all dedicated your mental faculties to find out how such a thing could have happened. And it appears that you all agree on one thing: such a deed could only be achievable with inside help, if not by someone inside the place. You had a traitor to find.

    Predictably, you focus at first on the guards task with ensuring your securities. Most of them are young, younger than you, and did not prove themselves on the battlefields of the Second World War. It could very well be that some of them are not true fascists, do not not adhere to Christianity, and would be willing to sell you out, or even go after you.

    Your searches on the matter, however, are inconclusive. The strict discipline the guards have to maintain make it unlikely that one of them would manage to slip through, go inside McNair's bedroom, murder him, and then comes back to his position before any of his comrades notices. The only possibility of a guard betrayal would be all of the guards being traitors and this meeting being actually a set up to behead the Black Order; you quickly rule it out because while cruel your enemies are also seeking efficiency, and as such would simply have murdered all of you during the reception if it had been the case.

    No, a guard, whether alone or even in group, wouldn't be able to carry out such an action unnoticed. And aside from guards, during the night the only people present inside the convent were yourselves, the 17 far rightists leaders. One of you is actually working to destroy the Order. While some of you try to shake off this conclusion, deny it, soon everyone realizes it is the only plausible scenario. Only one of you could move around without arousing suspicion, and all of you are armed and perfectly able to carry out such actions. Even if you have grown somewhat old, age does not impede your abilities to the point that you would not be able to carry such an assassination out.

    After the initial shock, the debates quickly become heated. You all set out to find the traitor, boasting your rank as proof of your ability to judge men on the simple shaking of a hand. You all think a simple discussion with everyone around here will allow you to blow the traitor's cover.

    Strangely enough though, you can not really agree on a single, clearly suspicious person. The discussions last for a couple hours, and annoyed by the lack of progress you seem to be making you consider the possibility of simply killing the 3 most suspicious persons among you, since you are sure the culprit is one of them; but a late intervention by one of you finally swing the balance in the defavor of Claudio Luis del Carnero, a Spanish veteran of the División Azul who strangely missed out on the Spanish Civil War, a detail which made him quite suspicious in your eyes.

    Since there is only one course of action to take against supposed traitors, you execute him, hastily forming the guards into a makeshift firing squad. Unfortunately for you, he never backs down from his claim of being a true Christian fighting for Europe against the evil puppets of Moscow and Washington, praying to God one last time before his execution. And a search of his belongings do not turn up significant evidence that he was a traitor. You have to face it: supremely confident in your capacities to find the traitor and carried by a lust for vengeance, you never seriously considered the possibility that you were wrong, but the evidences clearly point out in this direction.

    The following morning, Hector Ruiz Mentreño, a Mexican gentleman who emigrated to Europe to serve Franco and Christ against its enemies and to be closer to Rome, is found dead in his room, his head smashed against the wall by a blood stained hammer you find nearby. More evidences that your hasty decision yesterday was not the right one.

    Claude LC the villager is lynched

    Capibara the villager is hunted
     
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    Day and Night 2
  • Day and Night 2


    This time, you decide to be more organized. These two murders simply can not go unpunished. Your blood is boiling, but you decide to start the discussions earlier than yesterday. It is now clear that the actual meeting can not start before this matter is settled, so you decide to only focus on finding the murderer from now on and dedicate all of your resources to this task.

    The discussions, held in a much darker atmosphere than yesterday, last for the whole afternoon. Unfortunately, you do not really manage to turn up evidences which could lead you to the culprit. The murders were all very well executed, and no significant clues could be found at the crime scenes. Maybe some could be produced using state-of-the-art forensic analysis... But none of you want to involve the Carabinieri in this. And while the Order certainly has the means to perform such investigations on its own, you were not expecting to face such a situation so the material and men needed are not ready. On top of that, the view of scientists investigating in, but also around a convent could arise suspicions. You decide against it.

    In the end, despite all that happened these last two days, your old pride once again takes over. You decide that you would solve the matter by yourselves - no communist spy shall ridicule your in your own fortress ! Lacking hard evidences, you once again decide to base your decision on your abilities to judge men.

    Just like yesterday, however, you can not agree on one single likely culprit. As you prepare to execute the 3 most suspicious persons of your group, once again a late intervention swings the balance around, and you decide to direct your wrath against Peter O'Dreill, an old Irish far rightist. Irishmen, after all, are known to be revolutionary and troublesome people, you figure.

    You figure out wrong. In his death just like in his belongings, his faith in Christ is clearly visible, a faith clearly standing against the decadent power of Washington and the atheists of Moscow.

    The handful of you still clinging to the hope that O'Dreill was the traitor despite all the facts pointing in the other direction are brought down to Earth the next morning, when you find Gabor Sczedzer, an Hungarian faithful exiled from his native Transylvania by the Romanians oppressors, lying in a pool of his own blood, his sliced throat looking like a red grin.



    Cymsdale the villager is lynched

    alxeu the villager is hunted
     
    Day and Night 3
  • Day and Night 3


    Upon the discovery of yet another dead body.... You are not as shocked as you were before. Saying it is a routine news would be a stretch, but.... You were definitively expecting this to happen.

    It feels like the time of mistakes has to end. This time, you'll dedicate the whole day on finding the traitor.

    Unfortunately, hard evidence is still very hard to come by. You finally face it: without the possibility of searching each other's bedrooms to search for clues, the investigation will not progress one inch.

    However, you all are very proud, and your prides opposes this. Letting people seek your bedroom as if you were some lowly criminal scum ? None of you, none, can accept this. Still, the situation being what it is, you agree on a compromise: guards will be able to take a look in each and everyone one of the bedrooms and report what they find suspicious.

    Unsurprisingly, the guards don't turn up anything significant. Of course, letting the person occupying the bedroom under investigation did not help. The guards are young, highly impressed by the sacrifices you all endured in the name of Europe and its people, and they are too afraid to risk more than a quick glance around the rooms.

    Still, you feel like you might hold something significant. But none of you can really agree on what "significant" is, and once again you end up with a list of suspicious people with no one really standing out. Until, that it, Mr. Aleksei Strekno, an descendant of Ukrainian nobles exiled by the Russian revolution, starts claiming to have solid evidence that one of you is the traitor. Well, the solid evidence being actually that a guard relayed to him that one of you saw John Edrage, an English admirer of Hitler, in possession of American dollars - the money of the capitalist enemy and a clear proof of guilt.

    Seeking Edrage's room, you do find US dollars. Of course, alongside that are copies of Mein Kampf and other objects glorifying fascism and nazism, but you all think it's a clever cover to hide his true personality.

    You execute him summarily, without hesitation.

    But quickly some of you start having second thoughts. Could it be possible that you were played ? After all, you could not really find actual evidences of anti-fascism in Edrage's belongings....

    These second thoughts are reinforced when the fool of the play, the dear Aleksei Strekno, is found dead in his room, strangled by an almost invisible string.


    aedan777 the villager is lynched
    alynkio the villager is hunted
     
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    Day and Night 4
  • Day and Night 4


    The day does not really start well for you. You have yet another dead body to bury, and the investigation is at a standstill. You are making no progress, and although all of you keep having faith in your abilities to solve this mystery.... You can not help but feel doubt slowly creeping in the back of your minds. What if you were all going to die here ?

    You do not panic, but the possibility is there. In a desperate effort to avoid contemplating it, you decide to go seek the victims' bedrooms one more time, searching for something, anything that could have escaped your gaze the previous days.

    You find something in Strekno's room. Indeed, rather stupidly the assassin left behind the note he clearly gave Strekno the previous day:

    "Dear Mr. Strekno,

    I have gained proof that Mr. Edrage is the communist traitor we have been looking for.
    Please inform the others that Edrage is the one we need to execute today to put an end to this succession of crimes.
    To convince them, here are US dollars you can use to frame him, giving a better reason for the others to execute him.
    I can obviously not inform the others myself since that would leave me far too exposed to the spies' attacks.

    Sincerely yours,
    Helmut Fritz".

    Finding this note suspicious, you immediately confront Fritz with this. He first tries to deny it, but as you put more pressure on him, he finally blows his cover and reveal his true face to all of you, viciously attacking you and insulting all of which you stand for. He reveals to you that his true name is actually Pavel Stransky, a Czech engineer who fought against fascism in the International Brigades, then had to flee his country following the Prague Spring and vowed to fight fight oppression wherever it would be found.

    There is no doubt to have. You quickly summon the guards, and the whole affair is over in an instant.

    But one detail attracts your attention. The note clearly mentions "spies". Could it be that the Order is under a more serious threat than you previously thought ?

    When you wake up only to find Mr. Giorgios Drexanos, a Greek patriot, murdered in his room, the doubts vanish: there are more spies among you.



    Panzer Commader the werewolf is lynched
    Xarkan the villager is hunted
     
    Day and Night 5
  • Day and Night 5


    Another day starts. The weather quickly sets the mood: it is raining. And you are starting to wonder how you will get out of this mess.

    Without any leads, settling on a unique suspect is difficult. It is not helped by the unknown member of traitors remaining: less than half of you for certain, else you'd simply be overpowered by them, you figure. You also assume there is only one left, but this assertion might be somewhat optimistic - you don't really know what to expect.

    You decide to only execute someone all of you (except the victim, obviously) would agree on.

    Finally, you end up focusing on Mr. Jens Harckmann, a Swiss companion of yours. You found his behavior to be rather suspicious the previous days. He simply reeks of treachery, you all agree. He first tries to defends himself calmly, but, cornered, he quickly panics, and throws the mask away.

    You learn that his real name is Hans Kessler. He is a German teacher of Philosophy and spent his life fighting fascism in his homeland and beyond. Disgusted by this man, and horrified by the idea that he managed to fool you for such a long time, you let the guards take care of him.

    That night, every one of you go to bed happier. Two traitors executed during two consecutive days, that surely brightens the mood. Of course, Kessler refused to reveal if there was any other traitor among you - he did handle torture surprisingly well, for a man of his age -, and his last scream "Avenge me, comrades !" let you think that there might be more of them in your ranks.

    But you can not help but feel optimistic. If there are more of them, you think, let them come ! You will handle them as you did these last two days !

    The following morning, you wake up early to the smell of burn. You quickly wake up and search for the origin of the smell. What could possibly be burning around here ? Have the traitors, in a last ditch effort to kill all of you, set fire to the convent ?

    It turns out only one small part of the building is burning. You recognize Mr. Jan de Zeeg's room. One of your finest members. One of your oldest, too.

    Well, not anymore. You assume that the pile of burnt flesh in the middle of the room must be what remains of him.

    Strange, you think. What could possibly push the traitors to burn their victim's bedroom ? Is it desperation ? They never did so before.

    Fluttering in the wind, one of you pick up an half burnt postcard. You can make out figures of soldiers on it - seems old, pre-WWII. On the reverse is a list of name: "Legion Condor...
    Hans Heinkel, Jorgen Wäldsmann, Heinrich....". Nothing left is readable.

    You leave it, floating away in the wind.



    beartjah the werewolf is lynched
    randakar the seer is hunted
     
    Day and Night 6
  • Day and Night 6


    One could think that the sad events of the night would darken the mood in the convent.

    But, the morale boosted by your recent successes, you actually feel great. You are sure to avenge your fallen comrades today. At last the day of reckoning has arrived !

    Before dying, Mr de Zeeg - or is it Heinkel, as the postcoard seems to imply ? - had made contact with three of you: Ms. De Vleck, a Belgian, Mr. de la Rochebeaucois, a French, and Mr. Thomas J. Krender, an American. He had managed to gather proof that all three of you (and some others who sadly fell victims to the communist treachery a few days earlier) and himself were safe. You did not quite understand where his first hint as to your innocence came from, but you did not question it seeing its efficiency.

    Mr. de Zeeg having suffered this most tragic fate, that left three of you against three unknown character: Ms. Wiggensen, a Bavarian aristocrat, Mr. Serkohl, a Swede, and Mr. Stremonti, a local having grown up in the outskirts of Rome.

    You were quite sure that all three of them were not traitors since they would have been able to overpower you and take control of the convent easily otherwise, since the thick guards would be pretty unlikely to see through their lies and would be happy to follow the order of the convent's masters.

    But you are not quite sure whether there are only one of them remaining or two.

    Ms. Wiggensen being the most suspicious person, quickly sold out by everyone, you settle on executing her.

    You however remain suspicious of the other two and try to put them under as much pressure as possible so that an eventual communist spy would crack and reveal you his true identity.

    That is why, despite Ms. Wiggensen quickly admitting her guilt and revealing that her actual name is Maria Wizniewska, that as a Pole she hates the Germans and that she have fought fascism everywhere she could face it, you keep torturing her. As expected, she is too solid to reveal you the name of an eventual comrade....

    Eventually however, the respectable Mr. Serkohl breaks down. He who has always looked so far rightist, so convincing, such that you thought Mr. Stremonti a more likely communist than him, admits that his true name is actually Christian Avidsen, that he is actually a Danish minister who has always fought against far-right and could not resist the appeal of a last fight.

    All three of you smile in satisfaction upon seeing this outcome.

    After two quick detonations, the communist problem is finally solved.



    Graf Zeppelin and Wagonlitz the werewolves are lynched
     
    Epilogue
  • Epilogue


    After that, you submit Mr. Stremonti to a quick interrogation and go through his belongings. You finally clear his name of the fallacious suspicions any of you could still have against him.

    Thereafter, a quick interrogation and search of his belongings cleared Stremonti of any suspicion you could have.

    Then, you decided upon a new course of action.

    After this week's slaughter, the Black order's branches in a number of countries had lost their head. You decided it would be better to act quickly, ensure these men's loyalty to you and you only while rooting out the members too loyal to their now dead masters or too ambitious.

    Then, you could meet in another place - this one still reeked of death and communist treachery - to share Europe into 4 spheres of influences, one for each of you. Every one of you would have responsibility for the Order in his sphere and upon the Order's final victory you would get to rule your sphere of influence directly.

    But firstly, you all agreed that you had to get rid of the communist problem once and for all. Indeed, the guards had found evidence that the traitors had benefited from outside help - mostly in terms of material.

    It took you a few days, but in the end you had managed to track the rest of the communists in a house, in Rome's more modest neighborhoods. And that was why you were now here - to end it once and for all.

    The cars arrive in the house's street. The men get out, and quickly move towards their target. Suddenly, a bullet flies: one of the communist sentinel must have felt something was off. But it's too late: the men arrive at the house, and burst the door open. The communists have used this warning shot very well, though: they return fire with a great intensity.

    You admire their courage. These men will fight to their death, you feel, and that is something you can respect. However, the effect of surprise as well as the Order's troops superior training and weaponry means they are quickly overwhelmed.

    It is over far quicker than you expected. You take a look inside. There are a lot of dead bodies, a lot of blood, the communists' favorite color. "They must like the new painting", you think with a wry smile. You can recognize a couple of dead Order soldiers, too, and a number of wounded too - all from the Order, no communist scum has remained alive. You do not shed a tear - the sacrifice of a couple is necessary for the good of many, you think.

    Satisfied with the outcome, all 4 of you return to your cars. You have a lot of work to do, and Rome will always be associated with these memories. Besides, you have already agreed to meet up again to share Europe once the situation of the Order is stabilized. Whatever happened at the convent is already mere memories.

    All four of the cars start roaring. Then they all split up - each in a different direction, towards each of your future. Before losing sight of the communists' house, you can not help but thank them. Without them, after all, the future would not look so bright.


    Dedonus, JermanTK, Druplesnubb and Caillean the villagers win !