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Announcements are below the prelude.

"๐˜ฝ๐˜ผ๐™‡๐˜ผ๐™‰๐˜พ๐™„๐™‰๐™‚ ๐™๐™ƒ๐™€ ๐™Ž๐˜พ๐˜ผ๐™‡๐™€๐™Ž" - GAME PRELUDE

It is the ๐Ÿ—๐ญ๐ก ๐ฆ๐จ๐ง๐ญ๐ก of the ๐Ÿ•๐ญ๐ก ๐ฒ๐ž๐š๐ซ After Fire.

As the sun dipped below the horizon, casting eerie shadows upon the gathered adventurers of New Haven, a somber hush fell over the rugged coastline. The very land they stood upon seemed to be holding its breath. You may have noticed, if you looked closely, how the waterline had subtly receded, as though the ocean itself had withdrawn, unwilling to touch the port that once thrived.

The harbor, once abuzz with life and a lifeline between Sentinel's Reach and New Haven, now stands in mournful solitude. Waves thunder with relentless fury, creating an insurmountable barrier along the coast. Navigating these tumultuous waters has transformed into a treacherous, almost supernatural ordeal. The path that once connected the two settlements now bears an ominous, foreboding presence.

Their journey from New Haven to Sentinel's Reach has been a strange odyssey, marked by inexplicable occurrences. As they traveled, citizens noticed houses and structures amidst the deep woods- ones that certainly hadn't been there when they last traversed these roads weeks ago. Stranger still, the architecture was unlike the usual farmsteads or villages erected by refugees in the Exiled Lands. These buildings bore a striking resemblance to the buildings of the Homelands in all their variety, from an intricate treehouse of a Wyldelands Enclave to a humble Belavorian cottage, its roof still dotted with melting snow.

Yet, the most unsettling aspect has been the encounters with cultists, each bearing a haunting circle-dot symbol etched upon their foreheads. These shadowy figures roam the woods, enmeshed in ominous rituals that leave the very earth scarred and tainted. Remnants of their dark ceremonies and macabre sacrifices bear witness to their malevolent presence.

Within the spectral confines of the ancient trees and twisted shadows, eerie apparitions begin to manifest. These spirits, cloaked in a haunting, ghastly purple aura, hover around the sites of these dark rites. Their presence transcends the boundaries of soul speech - anyone is able to see these spirits - sending shivers down the bravest spines and an undeniable sense of unfamiliarity.

Deep within the heart of the woods, an unsettling dread pervades the very essence of nature. Ailing animals and trembling foliage hint at the malevolent force that now lurks within. Rumors speak of a sinister entity, the Black Stag, whose presence casts an unsettling pall over the realm, sending ripples of unease through the ranks of those connected to nature.

Also noticed on the journey back from Sentinelโ€™s Reach to New Haven are curious blooms, their petals resembling crimson-drenched fabric. These bloodied flowers appeared seemingly overnight, tracing the path of the Sentinel's Reach party and following their every step. Many have interpreted these blooms as a harbinger of foreboding, hinting at swirling rumors of the Blood Faeโ€™s incorporeal presence.

Throughout these mysterious and tumultuous events, the steadfast farmers, long-standing allies of New Haven, remain vigilant observers of the growing darkness. Many among them have joined the trek back to New Haven. Whispers among the farmers speak of a mysterious hooded skeletal being, wandering under the cloak of night. All have been too frightened to interact with it, but have noticed what is left in this stranger's wake: footprints filled with waterโ€“ even in the absence of rainโ€“ and the pungent scent of stagnant water lingering in the air.

The shoreline may have shifted, the port may be blocked, and the world itself seems to teeter on the precipice of unraveling. Strange occurrences continue to perverse our world - almost like a tainted mirror of the Manifestation.

In the midst of this turmoil some may cast their gaze skyward, drawn to a constellation resembling an ancient scale. Its cosmic significance is as varied as the people observing it. A strange phenomenon has begun: several stars that once adorned the cosmic tapestry surrounding the scale have begun to fade, their brilliance diminished into obscurity. Whether anyone has noticed this anomaly among the stars, or remains oblivious to its significance, is a matter of uncertainty.

New Haveners find themselves on the brink of an uncertain future, their destinies intertwined. Their path leads them beyond the eerie woods and treacherous waters, back to New Haven - a place they call home. A home now marred by the shadowy presence of the Exiled forces. Their hearts burn with an determination to reclaim the only place in the Exiled Lands that many of them consider home.

As they make their trek among the fading stars, their minds honed on retaking their home - destiny's blade is perhaps far more intricate and sharp than they ever imagined.



__๐–๐€๐ˆ๐•๐„๐‘๐’ & ๐‘๐„๐‹๐„๐€๐’๐„๐’ ๐€๐‘๐„ ๐๐Ž๐– ๐€๐‹๐‹ ๐ƒ๐ˆ๐†๐ˆ๐“๐€๐‹__

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.

__๐‚๐Ž๐•๐ˆ๐ƒ ๐“๐„๐’๐“๐ˆ๐๐†__

Reminder about our Covid Testing guidelines, which are on our website. EVERYONE needs to email their test results BEFORE you arrive to site, per the guidelines. Absolutely no on-site tests will be accepted. IF YOU DO NOT SUBMIT YOUR COVID TEST BEFORE ARRIVING, YOU WILL BE EJECTED FROM THE EVENT. NO EXCEPTIONS.

__๐€๐‘๐‘๐ˆ๐•๐€๐‹ & ๐†๐€๐“๐„ ๐‚๐Ž๐ƒ๐„__

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 itโ€™s not left on the code!

__๐‚๐‡๐„๐‚๐Š-๐ˆ๐ & ๐Ž๐๐„๐๐ˆ๐๐† ๐€๐๐๐Ž๐”๐๐‚๐„๐Œ๐„๐๐“๐’__

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, and can check your NPC shift. Bring all weapons for safety inspection and a filled-out character sheet. Opening announcements are at 10:30pm, with Game-On starting shortly afterward. FULLY READ THROUGH THESE TEXT ANNOUNCEMENTS, AND TRY TO ASK ANY QUESTIONS YOU HAVE NOW ON THE COMMUNITY FACEBOOK POST, SO THAT WE CAN GET THROUGH OPENING ANNOUNCEMENTS AS QUICKLY AS POSSIBLE.

__๐๐„๐– ๐๐‹๐€๐˜๐„๐‘๐’, ๐‘๐„๐€๐ƒ ๐Œ๐„!__

Be ON SITE, IN COSTUME and READY FOR ORIENTATION AT 8:30PM! Stick around the Big Red Tavern after checking in, then follow the New Player Marshals to New Player Orientation. Orientation is required for all first-time players and takes an hour or moreโ€“ please eat in advance. After Opening Announcements, you'll head to your New Player mod! Bring two copies of your character sheet to check-in. **New Players start with 20CP this season!**

__๐๐๐‚ ๐“๐ˆ๐Œ๐„__

NOTE: NPC time is not required for First Time Players.

For NPC Time, meet at Ops Cabin. Be ON TIME: late arrivals will 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." Thanks for helping! It saves HOURS of work on Sunday.

__๐‘๐„๐’๐Ž๐”๐‘๐‚๐„๐’ & ๐“๐‡๐„ ๐Œ๐„๐‘๐‚๐‡๐€๐๐“ ๐“๐„๐๐“__

The Merchant Tent will be open for business again! Visit Dovana the Dwarf, Bippi & Sir Bork for all your crafting needs, as indicated on the schedule. Find them at the tent at the Crossroads, or Hightown Tavern in the case of rain.

**Remember that all in-game wooden tags (resources, items, etc) are being replaced with paper ones for the remainder of the season. ALL WOODEN FLOWER TAGS ARE EXPIRED and may be thrown away. All other wooden tags (such as Mining, Potion, and Enchanting/Blacksmith Item tags) are still valid, but are being replaced with paper.

__**๐Ž๐‘๐€๐๐†๐„ ๐‡๐„๐€๐ƒ๐๐€๐๐ƒ "๐ƒ๐ˆ๐„ ๐ˆ ๐’๐‹๐€๐˜ ๐“๐‡๐„๐„" ๐”๐๐ƒ๐€๐“๐„**__

Beginning this event, we are updating the Orange Headband non-combat mechanics. The โ€œDie I Slay Theeโ€ mechanic is now retired. To use this mechanic, you must be within arm's length of the target to point, and say tagline โ€œDead!โ€. The target must RP pain at being hit, which costs them one of their 2 HP. There is a one minute cool down period before the target can be hit again. The cool down period is only for the specific target, so a different target can be hit with this mechanic without pause.

If you are an orange-headbanded player, you automatically start with 2 HP & have a free Character Point respend available with this change. Please update your character sheet accordingly, and bring an extra copy of the new version with you to check-in.

__๐’๐๐„๐‚๐ˆ๐€๐‹ ๐Œ๐„๐‚๐‡๐€๐๐ˆ๐‚๐’ ๐…๐Ž๐‘ ๐“๐‡๐ˆ๐’ ๐„๐•๐„๐๐“__

Red Balloons! If you see a red balloon, it makes your character feel incredibly sick (plot effect). You cannot approach it any closer. If you are within ten feet, take effect โ€œFearโ€ and flee. These effects are persistent: you cannot approach or touch red balloons until you have had the proper training or education (which will be made clear in the course of the game).

Orange Wards were introduced earlier this year and are special wards that signify certain out-of-game importance. Out of character, a ward circle of Orange Lights indicates the scene happening inside should NOT be physically interacted with in any way. 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. and it cannot be dispelled by a Ritualist until indicated off-game by a Staff member. The use of Orange Wards in-game is very limited and usually reserved for Permanent Death Scenes or unique story or SFX-safety reasons.

__๐๐Ž๐– ๐Œ๐Ž๐ƒ & ๐…๐‘๐ˆ๐ƒ๐€๐˜ ๐๐ˆ๐†๐‡๐“ ๐๐‘๐ˆ๐’๐Ž๐ ๐Œ๐„๐‚๐‡๐€๐๐ˆ๐‚๐’

This will be explained in more detail at opening announcements, but Friday Night has a special Orange Ward mechanic. Friday night involves retaking New Haven from Exiled Forces. You can set up your bed and cabin space as normal, but you will be starting the event โ€œoutsideโ€ of New Haven. If your character is taken prisoner during the course of Friday night, you will be taken to the Big Red Tavern. If you are still a prisoner when the Orange Ward lights are lit on the external doors, you are โ€œcapturedโ€ until the morning. If the orange ward lights are turned off by staff, it means that the Orange Ward has been dropped through special story reasons and you are no longer imprisoned by that ward.

This means if youโ€™re imprisoned when the orange ward lights go up, the only places you can RP in on Friday night are the Big Tavern, or your cabin (where you are โ€œescortedโ€ to).

**POW** - As a reminder, we are doing a mini-POW scenario this event, which had a pre-signup period with limited slots. Sign-ups are now closed: 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.

__๐๐”๐๐‹๐ˆ๐‚ ๐’๐‚๐‡๐„๐ƒ๐”๐‹๐„ / ๐’๐๐Ž๐ˆ๐‹๐„๐‘ ๐’๐‚๐‡๐„๐ƒ๐”๐‹๐„__

The Public Schedule (click here to view) 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. The public schedule is subject to change.

__๐๐Ž๐’๐“-๐†๐€๐Œ๐„ ๐‚๐‹๐„๐€๐ ๐”๐__

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. In cabins: trash bins must be emptied in the large bins behind the taverns, all windows must be CLOSED and floors swept. You can earn Feather Points by helping to clean communal spaces like the bathrooms and taverns! Find the Clean Up Coordinator (Shy Dotson) to see how you can help, and so she can check off that your cabin is clean.


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