At first we thought of them as we would rats or wolves. They were pests, dangerous in large numbers, but pests nonetheless.
Later, as their numbers swelled, we saw them as a plague. They swept across the land from village to village, and sometimes it seemed that each town's fate rested on a single toss of a coin. But we had endured the Black Death, and we would endure the werewolves.
Never before did we consider the scene from their point of view. Never did we wonder what went on behind those glowing red eyes. They may have caused horrible casualties, but they weren't our
enemies, any more than the frost of Winter is an enemy. They were a force of nature.
But we were wrong. We should have realised that the werewolves had minds and emotions just like us, though blasphemously twisted and malevolent. We should have seen the patterns on the map...
Now the country of Tigglesthorpe is no more. In its place is something other, something horrible, something that has never before seen the light of God's green earth. A stretch of land where no human sets foot; a ring of townships populated only by foul beasts, walking on their hind legs in a sick parody of man. A place where fat she-wolves nurse their vile young under roofs that our countrymen built with their own hands, those same countrymen whose bones now stew in their own pots. A place whose center is occupied by a grand tent, painted in gore and draped in entrails, where a gloating, bloating king of fur and fang sits on an obsidian throne and casts his gaze upon all the people of the world, causing them to shiver in their sleep.
This place is the Werewolf Nation.
And here we are on the banks of the Narrow Sea, a tick in the hide of the colossus. Across the waves lies a land ruled by werewolves. Beneath the waves lie the Deep Ones, who are our greatest terror and our greatest hope, the only creatures the werewolves fear. And above the waves sail the last survivors of Tigglesthorpe, their belongings on their backs, each seeking salvation, save for those among them with darker intent...
This is where we are, the people of legend-haunted
Innsmouth. We are not soldiers, nor are we many in number. But our town has long been plagued by the spectre of dark and malignant happenings, spawn of antediluvian races and influences of elder gods. We know what we face, and we are ready. Without question, the werewolves will rue the day they first set foot on the cold beaches of Innsmouth.
TIGSTWG X: Werewolf NationRules- The townspeople must admit two refugees per day, at the end of each day. Vote to admit a refugee in
underline. The top two refugees in votes will be admitted. If no votes are cast, or votes are only cast for one refugee, then the extra refugee/s will be chosen by the Dignitary. You get one vote to lynch and one vote to admit.
Only someone in the town can vote to admit, but if a refugee is admitted to the town, they can also vote to admit.
- You may only vote to lynch someone within the same sphere as you (either the Town or the Beach). There will be two lynchings each day, one for the Town and one for the Beach.
- Bad shit happens to you if you stay on the Beach. Try to get off it as soon as you can.
- There are three public roles: The Gatekeeper, the Dignitary and the Bouncer. They work as follows:
Gatekeeper can veto a refugee's admission once per game. This results in only 1 refugee being admitted on that day.
Dignitary can move freely between the two spheres, and vote once in each. However he cannot vote to admit.
Bouncer can throw one player out of the town, once per game.
All these roles are compatible with any other role in the game. They certainly do not prove the innocence of that player.
-Roleplay as much as you like. I won't be strict about it, but in general, don't use quote boxes and phrase out-of-context chatter like ((OOC: this.)) Also, don't edit your previous posts. If you want to change your vote, just vote again. The latest vote will always take priority.
Dramatis PersonaeTownsfolk:
1.
Lucaz, the furrier
2.
GeneralValter, the innkeeper
3.
Shinygerbil, the gatekeeper
4.
Cyber95, the tanner
5.
Increpare, the cart-driver
6.
Dacke, the bouncer
7.
Hideous, the priest
8.
Nitro Crate, the paperboy
9.
Battlerager, the aristocrat
Refugees:
1.
Xotes, from Flinchley
2.
Jstckr, from the Umber Forest
3.
Melly, from Nanaramston
4.
Cheater, from Ford Fjord
5.
Kao, from Bluedown
6.
Inane, from Klixington
7.
Xion, from Tigglesthorpe City
8.
Terry, the Dignitary from Gorvendon
9.
Neon, from Senseville
10.
Gainsworthy, from Tacahuco
11.
Agj, from north of Wexerlington
12.
Tabasco, from the Holy Mountains
If this is your first time playing, check out this basic info on The Werewolf Game:
http://70.85.192.194/~loogsla/twg.shtml