April Event: Pre-Game Announcements & Prelude
Howdy folks! Here are the announcements for the March 2023 Event happening this weekend!
__𝐖𝐀𝐈𝐕𝐄𝐑𝐒 & 𝐑𝐄𝐋𝐄𝐀𝐒𝐄𝐒 𝐀𝐑𝐄 𝐍𝐎𝐖 𝐀𝐋𝐋 𝐃𝐈𝐆𝐈𝐓𝐀𝐋__
In your Ticket Confirmation email after pass purchase, you received the link to read and sign your waivers & releases. ALL waivers must be digitally signed now - make sure to read the directions and fill out the forms completely.
Reminder about our Covid Testing guidelines, which are on on our website here. EVERYONE needs to email their test results BEFORE you arrive to site, per the guidelines. Absolutely no on-site tests will be accepted.
__𝐀𝐑𝐑𝐈𝐕𝐀𝐋 & 𝐆𝐀𝐓𝐄 𝐂𝐎𝐃𝐄__
On-site arrival begins at 5:00pm on Friday. At 4:40pm on Friday, an email containing the Gate Code will be sent to the address you used to purchase your ticket. Close the gate behind you, make sure the lock is locked, and then spin the numbers so it’s not left on the code!
__𝐂𝐇𝐄𝐂𝐊-𝐈𝐍 & 𝐎𝐏𝐄𝐍𝐈𝐍𝐆 𝐀𝐍𝐍𝐎𝐔𝐍𝐂𝐄𝐌𝐄𝐍𝐓𝐒__
Check-in starts at 8:00pm at the Big Red Tavern and goes until 9:00pm. At Check-in, your digitally signed waivers & release forms will be checked. Bring your weapons and a filled-out character sheet! Collect your PPN bag and sign up for your NPC time (see below). Opening announcements are at 10:30pm, with Game-On starting shortly afterward.
__𝐍𝐄𝐖 𝐏𝐋𝐀𝐘𝐄𝐑𝐒, 𝐑𝐄𝐀𝐃 𝐌𝐄!__
Immediately after opening announcements, follow our New Player Marshals for Orientation! Orientation is required for all first-time players and takes an hour– please eat in advance. Be in kit and ready to adventure! Please bring two copies of your character sheet to check-in. **New Players start with 20CP this season!** If you had 19 or fewer total CP as of the March event, you may round to 20CP total.
NOTE: NPC time is not required for First Time Players. As always, you will choose your NPC shift at check in; Players who are targeted will be told at check-in which shift they should aim for, but nothing is guaranteed, so if you think you’re targeted a lot this weekend, please get to check in on time!
For NPC Time, meet at Ops Cabin (the cabin at the crossroads between towns). Please be ON TIME: late arrivals may be asked to do additional time. When using game-provided clothing and props, neatly return them to where they were taken from: try to remember, or ask a staff member. Wet or sweaty clothing should be placed in the wicker hamper labeled "DIRTY." Thank you for helping! It saves HOURS of work on Sunday.
__**𝐎𝐑𝐀𝐍𝐆𝐄 𝐖𝐀𝐑𝐃𝐒: 𝐍𝐄𝐖 𝐒𝐏𝐄𝐂𝐈𝐀𝐋 𝐌𝐄𝐂𝐇𝐀𝐍𝐈𝐂**__
A reminder about a new mechanic introduced last game: Orange Wards. These are special wards that, like how stationary orange lights usually indicate, signify certain out-of-game importance. This being the final season of 1.0, many players wish to wrap up their stories in a pre-planned way. These wards are an in-game way of facilitating those moments.
Out of character, a ward circle of Orange Lights indicate the scene happening inside should NOT be physically interacted with in any way. Example uses are for a character's Permanent Death request, to indicate individuals "not physically there" such as a dream or vision, or to indicate the use of SFX or special equipment. Orange wards will NEVER be used as a normal in-game mechanic: player characters cannot learn to cast an orange ward, and staff will not utilize them beyond necessary story or SFX-safety needs.
In-character, a ward circle of Orange Lights indicates a magical barrier, unique from a normal ward. NOTHING can pass through it, including physical objects like weapons, spell packets, arrows, limbs etc. A Ritualist's "Dispel" is unreliable and usually ineffective. The means of casting them is unknownable. This is to give you in-character motivation: we WANT you to interact with this scene! Lean into it, react to whatever is happening! The only purpose of Orange Ward is so the scene that's happening inside them not stopped. Staff will clarify "Off Game" to let you know when the ward can be dispelled.
You may request the use of an Orange Ward via Scene Request, but their use in-game will be VERY limited and usually reserved for Permanent Death Scenes.
As a reminder, we are doing a POW mod this event; this is an occasionally recurring mod that is both popular and typically very intense. This mod had a pre-signup period with limited slots. You will be informed at check in if you secured a spot. IF YOU ARE NOT ON THIS LIST, you may not in any way interfere with or attend this mod. It has a long list of content warnings attached that we are uncomfortable with people just staggering into. This mod will take place in CABIN 2 on the gray side. You can view the content warnings here, but sign-ups are now closed.
__𝐆𝐑𝐄𝐇𝐋𝐎𝐊 𝐏𝐀𝐂𝐊𝐄𝐓 𝐔𝐏𝐃𝐀𝐓𝐄__
The updated Grehlok packet (with spicy new lore) is FINALLY here! You can view it on our website. www.landsofexile.com/grehlok
Our rulebook has been updated with clarifications as requested by players and staff. You can view it in its regular home on our website, www.landsofexile.com/rulebook
__𝐅𝐋𝐎𝐖𝐄𝐑 𝐄𝐗𝐏𝐈𝐑𝐀𝐓𝐈𝐎𝐍𝐒 & 𝐓𝐇𝐄 𝐌𝐄𝐑𝐂𝐇𝐀𝐍𝐓 𝐓𝐄𝐍𝐓__
Instead of a rolling Creation Station, the Merchant Tent will be open for business again! Visit Bippi & Sir Bork at the tent at the Crossroads for all your crafting needs, as indicated on the schedule. We are also phasing out wooden tags and returning to paper tags for Resource Tokens (flowers & mining resources). Item Tokens will remain as wooden tags.
ALL WOODEN FLOWER TAGS EXPIRE AT THE END OF THIS EVENT; SEE THE CREW AT THE MERCHANT TENT TO EXCHANGE 2 WOODEN FLOWER TAGS FOR ONE NEW PAPER TAG BEFORE THEY’RE GONE
__𝐏𝐔𝐁𝐋𝐈𝐂 𝐒𝐂𝐇𝐄𝐃𝐔𝐋𝐄 / 𝐒𝐏𝐎𝐈𝐋𝐄𝐑 𝐒𝐂𝐇𝐄𝐃𝐔𝐋𝐄__
The Public Schedule is what's going on in game, in-game. The link to the public schedule is below! The Spoiler Schedule is an OUT OF GAME document with some additional items, for player knowledge. The spoiler schedule (and public!) will be posted on the Bulletin Boards in the taverns. April 2023 Public Schedule
__𝐏𝐎𝐒𝐓-𝐆𝐀𝐌𝐄 𝐂𝐋𝐄𝐀𝐍 𝐔𝐏__
On Sunday morning it is our responsibility to make sure we leave the site as clean as we found it. All players are required to clean their own cabins, kitchen messes & dishes. You can earn Feather Points by helping to clean communal spaces! Read a detailed breakdown by our Clean Up Coordinator below:
"𝙃𝙀𝘼𝙍𝙏 𝙊𝙁 𝙏𝙃𝙀 𝙁𝙊𝙍𝙀𝙎𝙏" - GAME PRELUDE
"𝙽𝚘 𝚠𝚒𝚗𝚝𝚎𝚛 𝚕𝚊𝚜𝚝𝚜 𝚏𝚘𝚛𝚎𝚟𝚎𝚛, 𝚗𝚘 𝚜𝚙𝚛𝚒𝚗𝚐 𝚜𝚔𝚒𝚙𝚜 𝚒𝚝𝚜 𝚝𝚞𝚛𝚗."
As storm clouds start to roll in from the water, the smell of spring floods the air. The winter has been long and tiresome with never-ending fighting in and around town. The Exiled Forces are still solidly established in the overtaken Sentinel's Reach to the south, and clashes between the Allied and Exiled can be heard from all sides of New Haven. The Elendari have taken residence in the old Watchtower once more, using it as temporary outpost in the war that has now landed on town’s doorstep. Thanks to the efforts of some tenacious newcomers, the Allied Forces are further bolstered by the recovered members of the Fallen Sword's Mage Division, while its leadership had stayed behind to cover the retreat. With them regrouping only a few days travel behind, the hope of building enough of a force to retake the Reach doesn't seem quite as far-off.
But, the Drow's patience continues to dwindle, even after the recent execution of King Balthazar and his queen. Their ire has stirred once more: both their secrets and blood were spilled on New Haven's soil the previous month. Since then, New Haven has known little peace from the distant, high-pitched wails of Drow whistles in the night, or the flash of white masks disappearing between the trees. Even more unsettling, several of New Haven's denizens have disappeared as well. Over the past few weeks, many have failed to return from missions or outings– sometimes, even a stroll through the woods: too often and too many for it to be mere coincidence. With no explanation as to these peoples' fates, the remaining residents are forced to come to their own conclusions.
Over the past month, reports have filtered that the Immortal Fleet is all but gone: most remaining ships were picked off during a mission led by the Guided Crow. The last remnants of the Necropolis are now buried, but their captain remains missing in action.
Despite the danger, refugees pushed from their farms and homesteads continue to trickle through New Haven. Most are just passing through, heading towards the Elendari stronghold of Estel'dor in the North. The farmers are happy to share what little news they have, in return for the kindness New Haven has shown in the past. Though many of their fields have suffered at the hands of raiding orc or grehlok squads, some speak of strange, unnatural forces. Some speak of waking to fields overrun with mysterious leaves and blooms not seen since the before the Second War, without any indication of how they got there. Some speak of gardens wilting and rotting at unimaginable speed. Some, of crops that refuse to bloom at all.
Thankfully, the most important blooming has already begun: as spring makes it entrance, so does the preparations for the annual Blooming Festival: one of the few times a year that no matter how bad things had gotten, the townsfolk find some semblance of peace and come together for the celebration of the ancestral Bellena Trees' blooming. Many look forward to the festivities, which includes the first-ever blooming of the seed planted last year: one of the only two known living Bellena Trees in the Exiled Lands.
The Veyvinian appearance last month also brought word of their ancient flowers– the resurgence of the long-extinct Veyvinian rose. Along with this news, the Marquis' visit sparked rumors that the ruler of Veyveux, the Dauphin themself would make an appearance in the coming months… perhaps during a ball, full of pomp and circumstance.
Pine Elves have been seen in town more frequently, assisting with the celebrations. They speak excitedly of the Forest Fae and her expected appearance… but their smiles falter at the news delivered via the whispers of trees. What could once be a calming walk through the trees now came with a mysterious heaviness: murmurs of mysterious robed figures and dark intentions permeating the air, of Forest Spirits disappearing just as mysteriously as the aforementioned New Havenites. Troubling, too, is the increase in feral norraht activity in the area, and the looming threat of the Lord of Blood. As each troubling threat or puzzle appears, the words spoken by the Oracle of Ordin a month ago scratch at the back of the memories of those that witnessed it: something of unimaginable power creeping ever-closer, of darkness and strife, of a world forever and unstoppably changed.