THREE ALLEGIANCES. NO GUARANTEES.

The Innocents

Bring the truth into the light.

YOUR PLACE AT COURT

Bring the truth to light.

Keep at least one Innocent alive and eliminate every Cult member and hostile Neutral killer. Information, protection and public judgement must work together.

THE FIELD NOTES

  1. 01

    The public Ruler’s account preference supplies your faction’s cosmetic name at assignment, regardless of the Ruler’s hidden allegiance. AI or empty preferences keep the canonical label.

  2. 02

    Date every report: later recruitment can change allegiance, and Shade Court possession can change a body’s occupant.

  3. 03

    A class claim, a visit and a locked commitment answer different questions.

  4. 04

    Do not execute the Martyr: that ends the match with both primary factions losing.

  5. 05

    An Innocent who dies may still share the faction’s eventual victory.

THE FACES OF THIS FACTION

13 ways to play your part.

View all classes
01

Investigation

Seer

Commune anonymously with another player; their replies remain sealed until the next night if you survive as a Seer. Once, receive a delayed revelation of a non-Ruler’s faction.

Speak tonight. Understand tomorrow.
02

Public office

Ruler

Your office is public; your allegiance is private. Keep your actual faction alive.

Lead the room. Guard your allegiance.
03

Investigation

Examiner

Examine whether another non-Ruler was Cult at the start of the night.

Make every question count.
04

Investigation

Lamplighter

Watch a room and learn which other visitors actually arrived.

Watch where stories meet.
05

Investigation

Eavesdropper

Follow a player to the destination of their visiting action.

Follow the person, test the story.
06

Protection

Physician

Treat has unlimited uses: shield someone from one attack each night. You cannot repeat the same target on consecutive nights; self-treatment is available once.

Keep useful voices alive.
07

Protection / control

Warden

Imprison another player immediately, preventing their non-control action and all incoming visits, with an anonymous private interview. Detain has unlimited uses, but each body can be jailed only once per match.

Lock the door. Hear the story.
08

Protection

Cupbearer

Ward another player against recruitment and detect an arriving attempt.

Defend trust from conversion.
09

Protection

Locksmith

Protect another player from all basic attacks and recruitment for one night.

Seal the right chamber.
10

Killing

Duelist

Spend your one attack carefully; innocent players can be killed too.

One blade. A reason to draw it.
11

Investigation

Archivist

Audit a publicly dead player’s last locked action category.

Read the final commitment.
12

Civic

Herald

Publicly authenticate your current class once. A later conversion can change your loyalty.

Give the court one public certainty.
13

Civic

Steward

Inspect a player’s locked commitment, even when their action was later blocked.

Inspect the commitment, not the alibi.