Upon arrival players are invited to kit up and enjoy the town of Helsreik once their camps are setup.
However, this is not a requirement and be mindful as lots of preparation will still be ongoing. Please do not yet interact with any props as the game does not start until after the 9am speech, on Friday has concluded. The game will end at 9pm on Monday.
Event combat is per the Swordcraft Combat Rules. Click here for Rules Combat is permitted anywhere within the IC area, please be mindful of Vendor or NPC areas.
Do not attempt combat within a player camp without permission from the camp's owner.
A player wearing a yellow sash is a "Non-Combatant". They have elected not to participate in combat, to kill them simply point your weapon towards them as say "You have been slain."
Role-play during our event runs 24 hours a day however it is required that we produce little to no noise after 10pm, with some game mechanics also running full-time.
Combat is allowed at all times - if it can be done safely and with minimal noise during quiet times. Be aware of the difference between in-character laws and out-of-character rules
For example: “No swords in town after 6pm.” would classify as an In-Character law, to be enforced by the in-character guards.
Where as "Camp Fires must be attended at all times." is an Out-Of-Character rule.
Out-Of-Character rules supersede any laws created In-Character and must be
adhered to at all times.
If you have a query regarding a rule, you can find Safety Marshals roaming the event or ask a Committee member.
When reaching 0 Hit Points, players begin to "bleed-out" for 60 seconds.
On reaching 60 seconds you are considered dead. Players can assist another player that is bleeding out by stabilising a patient. If another player actively and continuously performs RP to stabilise (for example, holds a bandage to your "wound" to staunch the bleeding while doing nothing else), your bleed-out count is slowed but you only have 5 minutes. If the stabilising stops or is interrupted, the bleed-out count resumes. Both the dying player and the first aider are encouraged to RP the experience.
If you are healed while bleeding out, you have been saved and won’t die (this time). When healing commences your death count is paused. If the healing is interrupted your death count resumes at the same point.
Drinking a healing potion will return you to full health as soon as the potion as been fully consumed.
If your bleed-out count reaches 0, or you otherwise die (a hit from a siege weapon is an instant death, etc.), you have been slain and must visit the Graveyard to re-spawn.
Upon arrival to the Graveyard, you must offer a prayer to the Shrine of Morr & roll the 20 sided dice provided to learn the affliction you will have upon your re-spawn. Morr has deemed you not worthy of death, and you awake in the Graveyard.
You will also pull a Tarot of Fate card.
Re-spawning players do not remember the circumstances surrounding their death (The killer, time and place etc.) Re-spawn afflictions cannot be healed by regular healing magic, and players must find suitable healing from role-play with NPC characters.
But be careful who you talk to about having a mutation...