Ripple woke up slowly.
His legs were chained to the floor by long, sturdy links that plunged straight into the stony earth. His throat ached for water as his gills flapped in the weak musty breeze. His eyes were dry as dust swirled around him.
His memory was gone. All he remembered was his name, and one other thing.
Survival.
He lifted a leg. The chains clanged loudly against the floor, and he winced. They were rusted, apparently not been used in a very long time. Or moved in a very long time.
Then, a silver of thought crossed his mind, one that was both his own and not his own. The strange, eerieness sent an uncanny shiver down his spine.
The murderer is out to get us all.
General RP rules apply. Up to 2 OCs per person, however, you are not allowed to claim both of the Detective slots.
This is similar to a mafia style RP game - there is one murderer, and the rest of the OCs must find them before they kill them all. Only Detectives actually have the ability to stop the murderer, although they can also fall to their death, or similar.
Detectives are equipped with a spear by default, which they can throw at the murderer if found. If they are killed, another dragon can pick it up and become the next detective. The spear can kill innocents, however.
Once the game starts, OCs are given a chance to set out and explore(this RP is set in a large maze-like area) before the murderer comes into play. Detectives can be easily identified and can be trusted by all innocents.
GODMODDING IS NOT ALLOWED, I.E, INNOCENTS/DETECTIVES CANNOT IMMEDIATELY IDENTIFY THE KILLER.
Do note that deaths will be extremely common and often unexpected.
Rolelist
Murderer: Jingle(Night/Rain)
Detectives(FULL):
Seamoon(Sea/Night)
Pathfinder(Night)
Innocents(9/9):
Ripple(SeaWing)
Ember(Sky)
Palate(Rain)
Bronze(Mud)
Ctirine(Sand)
Nightreader(Night)
Selkie(Sea)
Cold(Ice)
Nightflame(Night)
Description of Arena:
The circular maze has two levels, the second level being a large ring with a large hole in the centre. The entire maze is enclosed with a roof. From the ground, directly in the centre of the maze, there is a huge watchtower extending far past the second floor. There is only one way in and out via the staircase, however, there is a window at the top large enough for a dragon to fit through.
There are four main sections of the maze - the Centre, the Message Room, the Corridors and the Ring. The Centre is the very middle of the Arena, which is a large patch of land with no obstacles whatsoever. The murderer and the detectives have a clear shot here. The Centre includes the Watchtower. The area is encased by walls with unmovable torches, and random pathways into the corridors. There is a staircase leading to the second floor here.
The Corridors take up most of the maze, completely surrounding the Centre. Although maze-like, it is not particularly hard to navigate. Corridors are lit by torches, and these may be removed from their brackets, leaving an area pitch black. Oddly, the torches never blow out. There are random rooms where dragons can hide in.
The Ring is the entire second floor, which is very similar to the Centre, except having random obstacles which can be used to duck behind, avoiding assault. They are sporadically placed, and can be tightly bunched together or spaced out. Obstacles are usually assorted rocks and statues of unknown dragons and animals. This area is always well lit.
The Message Room is a small area leading off the Ring. It is by far the smallest area, and is packed full of moth eaten scrolls. It is uncomfortably tight, but some of the scrolls offer clues on other ways to track and kill the murderer. There are only two torches in this area, and a clumsy dragon could set the whole room on fire.
At the start of the game, dragons are randomly teleported to either the Ring, the Centre or the Corridors. Dragons cannot fly, as their wings are clipped together.