Roles For Shadows of Leão Game
Roles For Shadows of Leão Game
Iron Heart Codex Role Page
Check out the role types to see how things differ from the Mafia you know!
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Top Summary Ravagers Shadow Council Members Informants
Specialists Protectors Chaotic Influencers Wanderers Unbound
Key Changes From Traditional Mafia/Werewolf
You do NOT know which roles are in play
There is only one killer, the Ravager.
To Win the Good Team must kill the Ravager. The evil team must outnumber the good team where no matter the vote outcome they will win.
Ravager, you receive 3 not-in-play roles to share amongst the Shadow Council for bluffing
Ghosts
Ghosts can talk, mix & mingle, and vote one last time with a vote token
Nominations
Once someone is nominated, The Architect asks for your reason, the nominee gets to defend, and we vote IMMEDIATELY
After the first nomination & vote, the floor is open for more nominations
Voting
You can vote for as many people as you want or no one at all
Death by Banishment
In order to be qualify for banishment, you must have at least 50% of the living players’ vote
If there are 10 living people and 10 Dead - to qualify you must have at minimum 5 votes
The source of votes DOES NOT matter
In order to be banished you have to have qualify for banishment and have the majority
If there is a tie - no one is banished
If no one qualifies for banishment by having at least 50% of the living player’s votes - no one is banished
Before the Game Starts
Long ago, the island nation of Leão was a place of harmony—where magic and technology thrived side-by-side. But that peace has been shattered. A dangerous faction known as the Ravagers—a cunning network led by a single killer called the Ravager—has infiltrated our council. They strike in the shadows by night, hiding in plain sight by day.
I am The Architect—your guide through what was, what is, and what might be. I will not choose for you… but I will ensure the game’s balance, even if it means secrets are buried deep.
You are about to receive your role via direct message/card. It will tell you two things:
Your alignment - Good (Isleborn Citizen) or Evil (Shadows)
Your faction — Isleborn Citizen, Chaotic Influencer, Shadow Council, Ravager, or another unique group.
Your role ability — a unique power that may help you survive, uncover the truth, or twist the game in your favor.
If you are an Isleborn Citizen, your goal is simple: find and banish the Ravager. If the Ravager dies, your team wins.
If you are in the Shadow Council, your goal is to protect the Ravager and reduce the number of Isleborn until you equal or outnumber them.
Some of you may be Wanderers—or Wanderers may join later. Whether they are good or evil will be determined by the Architect when they join. Wanderers have potent abilities that may have significant impacts on the game.
Phases of Play
Night Phase
Everyone will change their name to Guest and be placed in a breakout room.
If your ability calls for action, I will visit you and you will tell me what you want to do or learn.
Since we are playing virtually, the Shadow Council may meet from time to time, but only sparingly.
Day Phase
I will bring everyone into the Council Meeting and announce:
Who died overnight
Any other pertinent information (such as status effects)
The living will discuss suspicions, share theories, and… lie.
Breakout rooms will open again for a few minutes so you can speak privately. Feel free to move between rooms and talk to others.
You may nominate another player for banishment. If a majority of the living players vote for them, they are eligible for exile.
Voting is public, unless a role changes this.
When you die, you lose your ability but gain a Phantom Dragon—a lingering presence to carry messages in ways you cannot, unless your role says otherwise. You still talk and still win or lose with your team. You also gain a one-time Phantom Vote from beyond the grave, usable at any time. Use it wisely.
Four Rules
You may say anything at any time. Lie, tell the truth, bargain, make bold claims—this is a game of words as much as abilities.
Be strategic about sharing your role. Hold it close to your chest… but share if you feel you can trust the person.
Ask questions. If you don’t understand your role, someone else’s role, or what happened, ask me privately. I’m neutral and here to help.
Play with respect. Deceive with skill, accuse with style, and accept your fate with grace.
Before the First Nomination
To nominate, simply say: “I nominate [Player’s Name].” That player may defend themselves before voting begins.
Votes go clockwise starting from the player to the left of the nominee. If your hand is up when I pass you, that’s a vote. If not, it’s a pass.
You can vote for as many nominees in a day as you wish.
A nominee needs more than half of the living players’ votes to be banished.
On a tie, no one is banished.
Final Reminder Before We Begin
You are not just playing a role—you are part of Leão’s story. Magic, politics, betrayal, and strange alliances await. Your powers might be the key to survival… or the reason for your downfall.
Night falls over Leão. Let the hunt begin.
Player Count Table
For 16-20 players, give a Wanderer Role for each player above 15.
Iron Heart Codex Role Summary
Ravager:
Nyxis
Starting Night 2, choose a player. They die. If you choose yourself, a minion becomes Nyxis.
Shadow Council:
Evil Heir
If the Ravager is eliminated, you immediately assume their role.
The Draftsman
At the start of the game, two random Citizen roles are replaced with Chaotic Influencers. Once per game, you may secretly swap one or both with others from the role pool—the change takes effect the next night.
The Manipulator
Each night, choose one player. They become delirious.
The Soul Collector
Each night, following a Ravager caused elimination, learn the exact role of the eliminated player(s).
The Watcher
Each night, you may view the Architect’s Codex
Isleborn Citizens:
Coroner
Each night, you learn the role of one player who died that day
Data
You begin the game knowing one of two players is a specific Shadow Council Member.
Echolyn The Wailer
If killed by the Ravager, you may nominate twice per day and vote twice per nomination while dead.
Elder of Leão
If eliminated, all Isleborn Citizens lose their active abilities for the rest of the game.
Frostbite Hunter
Each day, you’ll be alerted if an evil player is seated directly beside you—but not who it is.
Golem
You cannot be killed at night.
Iron Heart Nurse
Each Night, choose a player to protect from elimination
Journalist
Each night, choose two players. You’ll learn whether they’re on the same team or not.
La Cucaracha
If you’re marked for night death, the Architect may redirect it to another player. If you’re alive with 3 left and no one is banished, Citizens win instantly.
Maid
You begin the game knowing one of two players holds a specific Chaotic Influencer role.
Mourning Dove
If you’re killed at night, you immediately learn the exact role of one living player.
Nosey Neighbor
You begin the game knowing one of two players holds a specific Citizen role.
Titan, Warden of Leão
Each night, choose 2 players, you learn if either is a Ravager. There is a Citizen that registers as a Ravager to you.
Toussaint
Once per game, if a Citizen nominates you, they are instantly eliminated
Werelion
Once per game, publicly choose a player. If they are a Ravager, they die.
Chaotic Influencer
Drunk
On Night 1, one Citizen permanently becomes drunk. On Night 3, you sober up and receive a new role, which you use immediately.
The Heart of Leão
If you are eliminated by the Ravager the evil team wins
Petty Betty
If you’re eliminated, you may immediately choose one player to die with you
Rough Around the Edges Ralph
If investigated, you appear evil. You’re affected by both the penalties and benefits meant for the Shadow Council.
Shadow Fox
Each night, choose a player to shadow. The next day, you may only vote if they vote
Super Saint
Once per game, if voted out, you survive; your nominee & a player who voted for you die
Top Chef
If you die, all Citizens become stupefied for 3 nights. If the Ravager survives that time, evil wins. If the Ravager is banished, good wins.
Wanderer:
Andy The Huntress
After the first vote each day, you may attempt to kill one player who voted—if your aim is true, they die instantly.
Bruja
Once per game, you may hex a player. If they’re ever nominated, they die instantly
Orpheus
Once per game, you may remove any status effect—including death—from another player. They recover immediately.
The Politician
Once per night, choose a player (not yourself); their vote counts as 3 the next day
Prometheus
Once per game, shield a player from all harm for one night. The next day, they must publicly reveal a powerful truth—or face a penalty.
Scaredy Cat
Once per day, you may try to kill one of your neighbors—but only if the other agrees. If both agree, you choose who dies.
Unbound:
The Channeler
On Night 3, channel a ghost’s ability and adopt their alignment. On Night 5, channel again or choose a new ghost—this locks in your final alignment.
Hollow Widow
If you’re among the last five players, you secretly join the weaker faction.
Ravagers
Special Ability: Night’s Kiss
Each Night, starting Night 2, you may choose one player to eliminate. They die immediately.
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you kill yourself, a Shadow Council member assumes your role.
If you die, the game ends and the Isleborn Citizens win unless you kill yourself. The new Nyxis does not act the same night but is now the Nyxis. Starting night 2 they begin to choose a player to eliminate.
Shadow Council Members
Special Ability: Inheritor of the Hunt
If the Ravager is eliminated, you immediately assume their role and become the new Ravager. You gain full killing power that same night. Your new identity is kept secret unless you choose to reveal it.
Passive Ability: In Sheep’s Clothing
While you are not yet the Ravager, you appear as Isleborn Citizen to investigative roles (e.g., Titan, Watcher, Avatar). This false innocence is shattered the moment you ascend.
Special Ability: Shattered Harmony
On Night One, the Draftsman learns which Chaotic Influencer roles were added to the game.
Once per game, you may secretly instruct the Architect to swap one or both of the Chaotic Influencer roles with different Chaotic Influencers of your choosing (from the approved role pool).
The swap takes effect the following night after you inform the Architect.
The affected players will be notified of their new roles by the Architect at that time.
Passive Ability: Architect’s Sketchbook
At the start of the game, the Architect removes 2 random Isleborn Citizen roles from the setup and replaces them with 2 Chaotic Influencer roles.
This ability takes effect before roles are assigned to players.
Special Ability: Twisted Strings
Each night, the Manipulator targets one player to become delirious. This status causes the target’s ability to malfunction or produce false results during the following day/night cycle.
Investigators may receive false reads.
Nurses may fail to protect.
Killers may miss or hit the wrong target.
Any action may backfire or be misdirected.
The Game Master determines how the failure manifests, but the affected player will not know they were influenced unless it becomes evident through results.
Special Ability: Whisper of Death
On Night 1, you learn who the Ravager is and imbue them with Whisper of Death.
Each time the Ravager eliminates a player, that victim is marked with your spectral signature.
If the kill is not prevented or saved by the end of the night, you will wake just before dawn and hear the Whisper of the Fallen, learning the exact role of the victim (via the Architect).
If multiple Ravagers exist, you may bestow Whisper of Death on only one. If the chosen Ravager performs multiple kills, you learn the role of every marked victim.
Important Notes:
– If the kill is saved (e.g., by a Nurse or other ability), you learn nothing.
– If the victim is revived by the Sorcerer, you still learn the role because death occurred.
– If you die, Whisper of Death ends immediately and no further information will be revealed, even if previous victims were marked.
Special Ability: Omniscient Oversight
Each Night, The Watcher is shown the Architect's Codex and learns the identity and role of every player in the game. They are privy to all moves if noted clearly in the Codex.
Special Ability: Final Report
Each night, you are are shown the role of one player who died or was eliminated during the previous Day Phase.
If only one player died or was eliminated, you are told their exact role.
If multiple players died or were eliminated, the Architect selects one of them at random and shows that role to you. You do not know which player the role belongs to for certain.
If you are drunk, delirious, or stupefied on the night you receive this information, the result will be incorrect.
Isleborn Citizen: Informants
Special Ability – Frostbite Traps:
Each night, before going to sleep, the Frostbite Hunter lays specialized ice traps.
At night after all night activities are complete, if the next living player to your right or left is part of the Shadow Council (Evil), your trap will trigger.
The Architect will wake you before the night is over to alert you of this.
The identity of the trapped player is not revealed
Special Ability: Press Inquiry
Each nigh choose two players to investigate. The Architect will give:
Thumbs Up - The two players are on the same team.
or
Thumbs Down - The two players are on different teams.
Special Ability: Whispered Clue
At the beginning of the game, you are told that one of two players holds a specific Chaotic Influencer role.
The Architect will tell you the two players and the role, but not which one holds it. You must use deduction, observation, and discussion to figure out which one it is.
Special Ability: Ping Sweep
On Night 1, you learn that one of two people is a specific Shadow Council Member.
The Architect selects one Shadow Council Member role currently active in the game. You are then shown two living players — one of them holds that exact role, the other does not.
You do not learn which is which.
Special Ability: Peeking Through the Blinds On Night 1 only, Miss Mary is awakened and told that one of two players is a specific Isleborn Citizen role. The Architect chooses the two players and the role. Miss Mary must rely on intuition, whispers, and neighborly charm to figure out who s genuine.
Special Ability: Royal Insight
Each night, choose two players. The Architect will tell you whether one of them is the Ravager (yes or no). You will not learn which one, only whether the Ravager is among them.
Passive Ability: Misjudgment
One Isleborn Citizen will always register as a Ravager to you. This is chosen secretly by the Architect at the start of the game. Even if you pair that player with someone else, they will always create a yes result when tested.
This reflects the Warden’s human fallibility, despite their powerful reputation.
Special Ability: Final Flight
If you are eliminated during the night, you are immediately woken and may choose one player. You learn that player’s exact role before the next day begins.
Isleborn Citizen: Protectors & Specialists
Special Ability: Steel Resolve
Each night, choose one player to protect from elimination. That player cannot die from night attacks. You cannot protect the same player two nights in a row. You cannot protect yourself.
Passive Ability : Legacy of Wisdom
As long as the Elder is alive, all Isleborn Citizens retain their abilities. If the Elder dies, all Isleborn Citizens immediately lose their active abilities for the rest of the game.
Special Ability: Banshee’s Blessing
If you are killed by the Ravager, your vengeful spirit awakens with supernatural force.
You may nominate twice per day while dead.
You may vote twice per nomination, using both hands.
You do not need a vote token to vote while dead.
This ability does not activate if you die by any means other than the Ravager (e.g., banishment or assassin).
If you are protected or redirected and do not die from the Ravager’s attack, the ability does not trigger.
When activated, the GM should announce: The Wailer has awakened.
Passive Ability: Unbreakable Form
You are completely immune to night-killing attempts. If targeted for elimination at night, you survive without taking any damage. However, you are still vulnerable to daytime voting, investigative roles, and other status effects
Special Ability: It Should’ve Been You
If you are targeted for elimination at night, the Architect may secretly redirect your death to another player—living or dead.
The number of times this may occur is left entirely to the Architect’s discretion, based on what maintains game balance and enjoyment.
Passive Ability: The Roach Remains
If you are still alive when only three players remain, and no one is banished in the final vote,
the Citizens win immediately.
Passive Ability: Righteous Reckoning
Once per game, if Toussaint is nominated by a Citizen, the nominating player is immediately eliminated.
No further nominations or eliminations may be made that day. The Town Meeting ends immediately.
Special Ability: Day of Reckoning
Once per game, during the Day Phase, the Werelion may stand and publicly proclaim their belief that they have identified the Ravager.
They must strike one player by name:
If the chosen player is the Ravager, they die immediately, regardless of protection or role.
If the chosen player is not the Ravager:
They survive, but lose all abilities for one full day and night cycle.
If they had any form of protection, it is nullified during the upcoming night. They are completely vulnerable to elimination.
This ability cannot be undone once declared. The Werelion may only strike once.
Chaotic Influencers
Passive Ability : Ravager s Ruse
You start the game believing you are the Ravager.
Night 1, the Architect wakes you and shows you 1-3 players, falsely identifying them as your Shadow Council.
The true Ravager is secretly shown: Their actual Shadow Council
You as the true Crazy Ol: Ruckus
Special Ability: Delusion of Grandeur
Each night starting Night 2, you wake and choose one player to eliminate,: believing you are the Ravager. Your action has no effect you do not kill anyone. The true Ravager is informed of your targets each night.
Special Ability: Lost in the Sauce
On Night 1, you’re too intoxicated to think clearly—but you still cause trouble.
You unknowingly cause one Isleborn Citizen to become permanently drunk for the rest of the game.
That player’s ability may fail or behave unpredictably.
You do not learn who you affected, and they are not informed.
Passive Ability: Sober Up
At the start of Night 3, the haze lifts.
You are assigned a new role by the Architect from the Isleborn or Wanderer pool.
The Architect may assign one role or offer you multiple options to choose from.
You wake up twice on Night 3:
First, to learn your new role and abilities.
Later, to immediately use your new ability that same night.
You continue waking separately from your new faction, keeping your new identity hidden from others.
Special Ability: Soulroot Bond
If the Ravager eliminates you at night, the Ravagers instantly win the game, regardless of how many players are left.
Passive Ability: Buy One, Get One
If Petty Betty is eliminated — whether by night attack or daytime vote — she may immediately choose any player to take down with her.
The selected player dies alongside her, no matter their role or alignment. Betty makes her choice right before removal, ensuring she gets the last word (and the last hit).
Wanderers
Special Ability: Final Shot:
Every day, after a vote is tallied, you may choose any player who voted in that day's vote and throw a rock at them. If the rock hits, that player dies immediately, taking them out of the game.
Rules & Limits: This ability triggers only once per day and only after the first vote count is revealed. Andy must select from players who actually cast a vote, regardless of target. The kill takes place instantly after voting, and the player is removed before discussion resumes. If Andy is blocked or eliminated before this, the ability cannot be used that day.
Special Ability: Gobsmacked
Twice per game, if you nominate a player and that player is not banished (the vote fails), you may immediately eliminate the nominee yourself.
Special Ability: Doomed Hex
Once per game, you may hex one player. That player is marked by a curse.
⚠️ If the marked player is ever nominated by anyone, they are immediately eliminated, bypassing all protections, healing, or saving abilities.
The hex remains active until it’s triggered — it does not expire.
Special Ability: Gobsnatched
Twice per game, if you nominate a player who is successfully banished, you may immediately eliminate one additional player of your choice.
Special Ability: First Light, Final Form
On the first night she enters the game, Delilah awakens alone and selects any unused role from the deck, regardless of alignment. She permanently inherits that role s ability.
Afterward, she or the Architect chooses her alignment Isleborn, Ravager, Silver Fang, or Unbound (if appropriate). Her copied ability and chosen alignment are kept secret from the rest of the players.
Special Ability: Majority Mover
Each night, choose a player (not yourself): their vote will count as 3 votes the next day. The chosen player’s vote counts as three every time they vote that day. If The Politician dies or is exiled, the empowered player immediately loses the triple vote.
When supporting exile nominations, the chosen player's vote only counts as 1, as exile mechanics ignore all vote-altering abilities.
The GM counts votes aloud around the circle. Everyone will know who has the triple vote, though The Politician s identity remains hidden unless exposed.
Special Ability : Gift of Fire (Once per game)
Choose a player during the night. That player:
Becomes immune to all forms of elimination & status effects that night, including poison, silence, and direct attacks. The next day, they are compelled to speak, even if normally restricted (e.g., silenced or frozen). They must reveal a previously unknown, undeniable truth that could sway the course of the game. Valid truths may include:
Their true role, if it hasn’t been publicly claimed
The confirmed role or alignment of another player
A clear fact they’ve witnessed or learned (e.g., X visited Y and Y died,: I saw someone protect Z,: etc.)
The truth must be impactful and previously unknown. Repeating obvious or already public knowledge is not allowed.
Failure to Comply Results In Penalties (Architect s Choice): If the chosen player refuses, lies, or fails to deliver a meaningful truth, the following may occur:
Loss of vote for the day
Temporary or permanent loss of their ability
Immediate death for defying the Flame
Special Ability – Echo of the Lyre
Once per game, at any time (day or night), Orpheus may lift a single status effect — poison, delirium, stupefaction, influence, freeze, silence, or even death — from any player, excluding themself.
If undoing death, the player returns immediately at full capacity.
This ability overrides all protection and immunity mechanics.
May not be used in response to exile or voluntary exits.
Special Ability: Shapeshift
The Druid may shift into one of three animal forms. Each form may only be used once:
Wolf Form - Choose one player to eliminate alongside the Ravager.
If the Ravager’s kill succeeds → the Druid’s attack also succeeds.
If the Ravager’s kill fails → the Druid’s attack fails as well.
Bear Form – Any ability used against the Druid that night fails.
Cannot be killed by the Ravager.
Cannot be afflicted by any status (manipulated, redirected, or silenced).
Any investigative ability produces a false favorable result (i.e. appears as Citizen if evil, etc).
Owl Form – Choose one player. The Druid learns that a chosen target is one of two roles (e.g., Manipulator or Soul Collector).
Special Ability: Coward's Clause
Once per day, you may attempt to kill one of your two living neighbors—but only if the other living neighbor agrees.
Your neighbors are the two living players directly next to you (one clockwise and one counter-clockwise). Dead players are skipped.
You must clearly declare your intent to use your ability. The Architect (Game Master) must be present to witness and confirm any agreement.
If one neighbor agrees, the other dies immediately.
If both neighbors agree to kill the other, you must choose who dies.
If neither agrees, the ability fails and cannot be used again until the next day.
Once your ability is used (even if the target survives due to protection), you may not use it again that day.
You may use persuasion, guilt trips, or emotional appeals to gain agreement—but cannot use bribes that break game rules (e.g., sharing role cards).
Unbound
Special Ability: Borrowed Breath
On Night 3, you may
Choose one dead player and channel their ability as your own.
When you do, you adopt their alignment.
On Night 4, you are protected from Death & Silence
On Night 5, you may:
Channel the same ghost from Night 3 again—this locks in their alignment permanently.
Choose a second ghost—you gain their ability and their alignment becomes your permanent alignment.
Note: You may only use the channeled ability once. It does not refresh across nights.
Special Ability – Thread of Death
On Night 1, the three Fates wake together and each secretly marks one player as their Thread of Death.
No two Fates may mark the same player.
These marks are permanent and undetectable.
The marked players may be of any alignment.
Passive Ability – Inevitable End
If all three marked targets die at any point during the game — by vote, attack, poison, or other means — the Fates immediately win, regardless of how many players remain.
If Night 4 begins and:
All three Fates are still alive, and
None of their marked targets have died,
The Fates awaken and may unanimously eliminate one player.
Each Fate may not vote to eliminate their own chosen target.
This can only happen once, and is lost if even one Fate dies before Night 4.
Passive Ability: Lonely Thread
If Hollow Widow is among the last five players alive, she automatically switches alignment to whichever faction (good or evil) is weaker in number. This switch is silent : no announcement is made. If the factions are tied, she remains Unbound until one side becomes numerically weaker.
Special Ability: Forbidden Favor
3 times per game, at night, the Temptress may secretly offer a Forbidden Favor to a player.
The Architect wakes the chosen player and whispers:
“The Temptress offers you a Forbidden Favor. Do you accept?”
If the player ACCEPTS:
The Temptress chooses 1 of 5 favors to bestow
Velvet Shield – You are immune to all negative effects tonight and tomorrow.
Undeniable Allure – You cannot be nominated or voted against during the next day.
Cleansing Kiss – Any status effect currently on you is immediately removed.
Vengeful Mark – If you are investigated tonight, the investigator is delirious and dies.
Golden Tongue – Your vote counts as three tomorrow.
The Temptress learns their role and joins their faction.
The player may use their favor immediately or as defined in the description.