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Pre-Game Announcements for the March Event!

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.


__𝐂𝐎𝐕𝐈𝐃 𝐓𝐄𝐒𝐓𝐈𝐍𝐆__ Reminder about our Covid Testing guidelines, which are on https://www.landsofexile.com/covid-19-policies EVERYONE needs to email their test results BEFORE you arrive to site, per the guidelines.


__𝐍𝐄𝐖 𝐏𝐋𝐀𝐘𝐄𝐑𝐒, 𝐑𝐄𝐀𝐃 𝐌𝐄!__ New Player Orientation begins at 9:00pm, immediately following check-in. Orientation is required for all first-time players and takes an hour– please eat in advance. Meet at the Big Red Tavern, in front of the stone fireplace. 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 have 19 or fewer total CP as of the March event, you may round to 20CP total.


__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.


__𝐍𝐏𝐂 𝐓𝐈𝐌𝐄 & 𝐅𝐋𝐈𝐏 𝐌𝐎𝐃__ NPC time is not required for First Time Players. Friday will feature a FLIP MOD! Everyone will NPC for 1 hour on Friday night, and for 3 hours on Saturday. The Flip Mod time preference chosen during ticket purchase is NOT guaranteed. Many of you are targeted with specific content this event: check with staff when signing up for which NPC time to avoid.


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**__ Starting this event, we're introducing a new mechanic: 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.


__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!


IGNORE ALL FLOWER EXPIRATION DATES for this event! This includes flower tags gathered from Nodes, Herbalist pots and even any expired ones in your PPN bags- the dates are wrong. The dates mean nothing. But as the prelude mentions, your characters' have a sneaking suspicion that they won't stay preserved for long, and should use them wisely...


__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. https://docs.google.com/.../1zD3I8HUzYKkO1D9.../edit...


__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: https://www.facebook.com/groups/landsofexile/posts/6401993339825022/


__𝐖𝐀𝐑𝐓𝐀𝐁𝐋𝐄: 𝐆𝐄𝐓 𝐁𝐄𝐀𝐓 𝐔𝐏__ For characters that participated in Wartable Missions over the break - you can pick up a free black eye at check-in! Our wonderful makeup artist Emily K. will be doling out injury makeup at the Big Red Tavern through check-in for your adventures between games!


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"𝗢𝗡 𝗬𝗢𝗨𝗥 𝗗𝗢𝗢𝗥𝗦𝗧𝗘𝗣" - PRELUDE


“Change in story telling is always shocking to an audience, which can bode ill or fortunate to your box office. A shift in structure, tone, trope, characterization. Inevitably the expectations of audiences must and will be subverted as time goes on. Their objections mean little in the end. But I tell you what does bother me, what does leave me staring off into the night sky is this feeling that their all no new stories. That they’ve all happened before. We’ve just forgotten them. And forgotten what lessons we should have already learned.”

-𝒯𝒽𝑒 𝓅𝓁𝒶𝓎𝓌𝓇𝒾𝓉𝑒𝓇 𝒜𝓏𝑒𝓇𝑒𝒶𝓈 𝒯𝒶𝓁𝓂


𝐈𝐭 𝐢𝐬 𝐭𝐡𝐞 𝟑𝐫𝐝 𝐦𝐨𝐧𝐭𝐡 𝐨𝐟 𝐭𝐡𝐞 𝟕𝐭𝐡 𝐲𝐞𝐚𝐫 𝐀𝐟𝐭𝐞𝐫 𝐅𝐢𝐫𝐞. 𝐓𝐡𝐞 𝐄𝐱𝐢𝐥𝐞𝐝 𝐋𝐚𝐧𝐝𝐬 𝐬𝐭𝐢𝐫 𝐰𝐢𝐭𝐡 𝐒𝐩𝐫𝐢𝐧𝐠 𝐓𝐡𝐚𝐰, 𝐚𝐧𝐝 𝐭𝐡𝐞 𝐬𝐭𝐨𝐫𝐲 𝐛𝐞𝐠𝐢𝐧𝐬 𝐚𝐠𝐚𝐢𝐧.


There are countless stories about the Eldest, and each has the tone and flavor of the culture that made them. Separated by years, distance and cultures that change. Though, universally, every people has stories of a curious antagonist that existed alongside the Eldest before the world came to being. In some stories it is a trickster, set to hobble the works of the Eldest. In some it is an enemy, standing opposed to all they do. In others it is anathema. An enemy of the Eldest and all creation that follows them. Rumors abound that this nameless old myth may be very real… and worse yet, resurfacing. 𝘼 𝙎𝙚𝙫𝙚𝙣𝙩𝙝 𝙀𝙡𝙙𝙚𝙨𝙩.


Back in New Haven, its residents finally sleep peacefully: their dreams are once again their own, now that the being known as “𝐃𝐞𝐬𝐩𝐨𝐧𝐝𝐞𝐧𝐜𝐞” is gone. A twin spirit of a Fae of Emotion, sundered from its sister and corrupted into a shadow of itself, it marked and cursed the nights of those it touched with horrific visions. Some, even their waking vision. Thanks to the efforts of New Haven, the sisters were reunited and cast into the Void, to exist in harmony away from the world of mortals. The very air has a sense of calm mirroring the collective sigh of relief. Even the earth mirrors this reprieve, and herbalists observe the harvested crops and reagent flowers linger in freshness far longer than normal. But how long will this boon last…?


The docks of New Haven have been bustling lately, and not with the usual ship of Homeland refugees. Instead, the 𝐆𝐫𝐚𝐧𝐝 𝐅𝐥𝐞𝐞𝐭 𝐨𝐟 𝐕𝐞𝐲𝐯𝐞𝐮𝐱 has reached the ports outside of New Haven, concentrating their strength. It appears as though the remnants of a nation will soon make landfall. News travels swiftly that first to arrive with be the Marquis de Montmorency, acting as herald for none other than the Dauphin, the sovereign of the Veyvinian people. The disposition of the Marquis remains to be seen, but his arrival marks a key turning point in the history of his people.


The war shifts like a storm on the seas. Having taken Sentinel’s Reach from the Fallen Sword, but rebuffed by the Elendari at Estel'dor, Drow regiments now move afield to reinforce their holdings and claim territory away from strong garrisons. Caught in the middle of strategic points, New Haven now finds itself the marching ground of the Empire’s forces as the Drow muster for war with winter gone. The recent aid of New Haven to the Elendari to help secure their victory at Estel'dor has lead to a resurgence in cooperation between the two groups. Surely, the Elendari will be hoping for this continuation as the war shifts from the safety of their fortifications to the roads, towns and wilderness beyond.


The capture of 𝐒𝐞𝐧𝐭𝐢𝐧𝐞𝐥’𝐬 𝐑𝐞𝐚𝐜𝐡 is not the end to the story of the Fallen Sword. A counter attack spearheaded by a large assortment of New Haven refugees and the Grehlok Rebellion have driven deep into what is now Drow territory. While they expected to find a small force holding the fort, instead they were greeted with a scene of carnage, beyond retaking on their own. Sentinel Reach had become a new forward Operating base for the Exiled forces: one that put New Haven directly in the middle of the ever-raging war. Realizing the mission to retake the base then would be futile, the expedition's focus turned to a search and rescue. A small band of the Mage Division was located, amongst them some familiar faces. The combined band now heads back to New Haven to regroup, sure that the other divisions must still have survivors carrying out their own clandestine campaigns, waiting to be found as well.


But the Mages were not found alone. Amongst them was one who did not bear the Winged Sword emblem... but rather, the Eye of Ordin. As many travel to New Haven with news, the Oracle of Ordin carries with them instead a prophecy… one that could affect 𝐭𝐡𝐞 𝐞𝐧𝐭𝐢𝐫𝐞 𝐰𝐨𝐫𝐥𝐝.



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