storyteller / game leader
Ashrim villagers (most players)
Faendryl seer (may ask storyteller about one person’s guilt/innocence a night)
Ashrim cleric (can pray to Charl to save only one person, after death)
one or more Nalfein murderers/traitors (may also be an Ashrim traitor and a Nalfein assassin)
Welcome to Nalfein Infiltrators, a game of intrigue and deceit, one that tests your wits and your creativity as you work to save your village from the rapacious fiends who seek to destroy it -- or plot to cull the herd like the prey they are!
Known by many names, the game is a popular one among Faendryl party-goers. Some of you may already be familiar with it, in fact. Tolida was gracious enough to lead a round of it for us recently, and we are carrying on with our own twist.
Traditionally, there are many variations on the theme, from sectarian spats to family quarrels. Tonight, we shall explore hostility between Elven Houses.
Most of you are Ashrim villagers, living a peaceful life along the shores of the sea so beloved by your people. Rumor has it that there is to be a wedding, linking your House and that of the Faendryl.
But there are those among you with ill intent, Nalfein assassins who wish to feed ancient hatreds and turn House against House for their own gain.
As night falls and the assassin strikes, one among your number will not see the dawn. You must discover the traitorous fiend and have the scoundrel ritually drowned before all is lost!
You are not without resources, though. You have your own wits about you and can question your seeming friends to uncover the foe.
Also, one among your number is a Faendryl seer who may ask the storyteller about one person's guilt or innocence per night.
Our Ashrim cleric may conduct an offering to Charl and intercede to save one person who has been slain, but Charl does not do favors lightly; this can happen but once.
How many Ashrim must die before the Nalfein infiltrator is discovered? What will become of our village? Who can save us, if not ourselves?