RUNE 2015 - Lorien Trust

Transcription

RUNE 2015 - Lorien Trust
Dates and Hosts
Spring Moot
1st May—4th May 2015
Hosted by the Lions Faction
Great Erdrejan Fayre
22nd May—25th May 2015
Hosted by the Vipers Faction
TM
Lorien Trust
RUNE 1115 AF
Number 38
Summer Moot
31st July—2nd August 2015
Hosted by the Wolves Faction
Gathering
28th August—31st August 2015
Hosts to be confirmed
Version 0.1
Lorien Trust
2 Jubilee Park
Woodville
Derbyshire
DE11 7NZ
Telephone 01283 220 737
www.lorientrust.com
[email protected]
Lorien Trust Says
Lorien Trust Says
If you have not already done so, visit the website and
click the 'Register' button on the ’User Login' side
panel on the left and follow the onscreen
instructions to retrieve your existing customer
record.
TM
Dear Player,
The system will ask for some details and attempt to
pair them with those held on the database. Once our
system has found your customer and character
details you will need to confirm your email and your
character details are correct.
Embarking on our 23rd year, we constantly
strive to improve the game, facilities and the overall
feel of the events. The future will see enhancements
In order to keep your information safe, this process
to theme(s), overall event look, improvements to the
requires an exact match of your details, should this
online experience and an up and coming refreshment
be unsuccessful the admin team will automatically
to the game rules and OSP system.
receive your details, we will pair your details to your
Andy King account and email you new log on credentials.
Booking for 2015.
There are a number of ways to book events with the
Lorien Trust. Postal bookings, which accepts payment
by credit/debit cards, cheques and postal orders.
Online booking accepts payment by Credit / Debit
card via Sage Pay, allowing for fast and secure online
payments.
Online booking for existing customers.
If you have previously retrieved your online account
please enter your username and case sensitive
password to access your account.
This publication of RUNE 2015 is available online
only. We no longer print and distribute RUNE. You
are welcome to print and read at your leisure as it
contains a mixture of In Character and Out of
Character information.
Once this process has completed you can book for LT
Events, check your character and your OSP count.
Online booking for New Customers.
If you are new to the LT system ,The New Customer
Guide can assist with your character creation which
is available to download on the publications page of
the website. If you are still unsure on any creation
details you may email the Lorien Trust office on
[email protected] and we will gladly assist
you. In order to book for events either visit the
website or send the booking form to the address
indicated on the front of the New Customer guide.
visit the website and click the 'Register' button on
the ‘User Login’ side panel (left hand side). Follow
the instructions to create your account. Once you
have registered you can create a character.
Information in Rune is taken in good faith/correct at time of printing, but may be subject to change.
RUNE© 1998-2015 Merlinroute Ltd. LT Dragon head Logo is Trade Marked. All rights reserved. No part of this
publication may be reproduced, copied or transmitted by any means, without prior written permission from
Merlinroute Ltd or in accordance with the provisions of the, Designs and Patents Act 1988, or under the terms of
any licence permitting copying issued by the Copyright Licensing Agency. Except for any required copies of the
event booking form included within this publication. Any person who does any unauthorised act in relation to this
publication may be liable to criminal prosecution and civil claims for damages.
Continued...
RUNE
Pricing for 2015.
We are often asked for a comprehensive list of items
customers should bring to our events. As such, the
following pages contain everything we reasonably
believe you could bring, in order to allow the
maximum enjoyment at our events. While most of
the information in this article is similar to our 2014
version, there are a number of articles within that we
believe will be of interest to all customers. There are
a combination of out of character (starting from page
7) and in character articles (starting form page 17)
This year sees a slight increase in pre-book prices.
Character Cards
Don’t forget your character card is only valid from
the first day of the first main event. You may notice
that Occupational Skills now contain information on
the source of the OS which is relevant to the
loresheet it was purchased from.
(£1 per event) A full list of 2015 Lorien Trust event
prices and multi event deals can be found in this
publication.
Lost / Property.
All lost property that has been handed to Event
Support / Main Security has been securely stored on
site during the winter period and will be available to
collect during any of the main events. Property is
retained for one year and then may be disposed of in
accordance with the policy stated later in this
publication.
Volunteering for setup and takedown.
We are looking for enthusiastic new or former set up
people to assist with set up and or takedown before
and after each main event. Any assistance is valued,
and can range from a day to the duration, food is
Offers And Discounts.
We will continue with our multibuy discounts and our provided and welfare facilities are available for use.
OSPs, IC Cash and other rewards are available to
special offers for New Players (discounts for first
event). More info can be found in our New Customer those who volunteer, these rewards depend on
amount of time volunteered. If you are interested in
pack. We confirm we are still continuing with our
volunteering, for a day or a week, please email the
Introduce a friend offer. For every new player you
team on [email protected]
introduce we will credit you 10 OSPs (Max 50 OSP
total per year) when they give your name during the
Traders.
booking process.
A message from your Traders’ Liaison:
We are proud to host a large selection of traders
Here to help.
selling a large variety of wares, form bespoke hand
If you have any questions or experience any issues
made furniture to everyday LRP essentials.
with anything Lorien Trust related please do not
If you are interested in trading at Lorien Trust events
hesitate to contact [email protected] where
and wish to get in touch please contact us at
we will gladly assist you.
[email protected]. We can discuss your
We do our best to answer all emails as rapidly as
requirements and suitability and email you the 2015
possible. There may be a slight delay before (and
Traders’ Guide once it is available (January 2015)
during) the events when we are busy on site.
What to bring to an event
When you arrive
What to bring.
Camping.
Have your ticket ready.
Dropping off kit at camp.
All Lorien Trust main events are camping-based
weekends generally running from Friday to Monday
(Sunday at Summer Moot). As such it is important
that you bring the correct equipment, clothing and
money with you.
You will need a sturdy water proof tent to sleep in,
along with enough bedding to keep you suitably
warm. Your tent should be big enough for yourself
and any kit or equipment you bring. Spare tent pegs
and guy ropes are useful.
Personal clothing and items.
BBQ.
You may, weather permitting (ground in good
condition) drive onto the camping field for up to a
maximum of 30 minutes to unload. All vehicles must
then be returned to the car park. If the weather is
bad and we do not allow you to drive onto the
camping field we will try our best to provide a trailer
service / fun bus to ferry your kit to your Faction.
Don’t forget to bring any medication you require,
contact lenses (including spares), wash kits, towels,
sun lotion, insect repellent and sufficient funds for
the event. Although we provide toilet rolls, a pack of
your own isn't a bad idea. We would advise you to
bring spare clothes along with warm and weather
proof items, extra socks are always useful (even in
the summer it can get quite cold and damp during
the night). We recommend suitable footwear be
worn due to uneven ground. A torch and tent lighting
(including spare batteries) are advised.
Barbecue equipment is allowed, but must not sit
directly on, or cause damage to. the ground. If you
are using the ‘instant’ tray type you must place the
tray on a sand pile or stone slab. If you are unsure
please check with either your Faction Security or the
Event Support Team.
Upon arrival you must visit the entry gate before
going to your Faction camp. At the gate you must
produce your ticket to check in and your ticket stub
will be collected. If you have not pre-booked, please
pay at the gate. You will then receive your wristband,
which must be worn at all times during the event.
The gate will also have a site map indicating the
layout of the event and the direction of your faction
camp. At the gate you can find the main weapons
check point. They will inspect your items for
suitability of use. Items that fail this check must be
returned to vehicles and are not permitted for use at
any time during the event.
Once used, BBQ waste should not be disposed of
until it has been doused with water and left for a
minimum of 24 hours before bagging and disposal.
Gas canisters.
Fire Safety recommends that naked flames should
not be used inside a tent as this greatly increases the
level of danger.
Character costume.
Every character needs a costume. This does not have
to be expensive. Charity shops are a great way to pick
up a bargain bit of kit, curtains can be recycled as
cloaks. Your character race may affect your style of
dress. Your character may also want some weaponry.
All weaponry and armour must be LRP usable. Every
item gets checked at the beginning and during each
event. It is advisable to check items that have been
stored. If you have any issues or queries on the
suitability of your LRP weapon you may contact the
office. Alternatively you may visit Weapons Check at
the main gate or Event Support at any time during
the events.
Customers with canisters must store and dispose of
them as per the manufacturers’ instructions. Do not
dispose of gas canisters in the site skips. Customers
must take these to a Recycling Centre or return your
empties to your gas suppliers.
Caravans/Camper vans.
If you want to bring a caravan, camper van or trailer
tent to the events, there may be limitations to where
you can park and camp. Please see the Gate Staff.
What if I forget something?
If you do forget anything ASDA Supercentre is a ten
minute drive away. Its postcode is DE21 7LW. There
are also many local stores in the village of Spondon.
Finally.
Don’t forget your ticket and character card.
Parking.
Parking is only permitted on short grass within the
car parks. Park sensibly and use caution whilst in the
car park. Leave plenty of space around marked or
obvious roadways and do not block other people in.
Remember to remove all valuables and close all
windows. All vehicles are left at owners risk.
We try to keep the Gate open as long as possible for
your convenience. Should you arrive when the gate is
closed please check the notice/map board and report Setting up your tent.
to Event Support (see map) who will be happy to
Please leave a space between tents. Tents must not
book you in and issue your wristband.
block any paths, access points or emergency roads.
Do not pitch tents near a fire container (risk of fire)
Arriving / Leaving by public transport.
or cross your guy lines with those around you. If you
Please ensure you are dropped off at the Lorien Trust are unsure where to pitch tents, check with your
event gate (and not Locko Park entrance gate).
faction command team or other LT staff. Tents
If you are arriving/leaving by train or bus into Derby blocking any of the above-mentioned areas/outside
there are Taxis at the station. We recommend 75
of an allowed camping will have to be moved.
Taxis, they are offering all Lorien Trust customers a
£10 fixed fee when travelling between Derby Station Do not camp under trees.
and Locko Park. If you wish to contact them, to book Please be aware that many of the trees in Locko Park
in advance or order a minibus call 01332 757575 or
are old, and in bad weather are prone to shedding
visit www.75taxis.com. Prices with other Taxi firms
branches unexpectedly, for your own safety, do not
may vary.
camp beneath them.
Speed limit/Signs.
Your rubbish.
There is a speed limit for all vehicles of 10 m.p.h. on
Locko Park roads and 5 m.p.h. while on gravel or
grass tracks. You must obey all site direction signs.
Avoid littering of your rubbish or spell cards. Please
bin bag all your rubbish and dispose of it in the skips
provided. If required extra bin bags are available
from Event Support free of charge.
Event Facilities
Toilets and washing facilities.
We provide toilets (Tardis style) and a limited
number of showers. We try to place these as
practically as we possibly can. To ensure they are on
even ground, and serviceable throughout the event.
Please keep these facilities clean and leave them as
you find them. If using a chemical “tardis” toilet, use
the flush/pump handle before and after use. Due to
placement of some tardis units we will be unable to
light them at night.
Campfires and firewood.
A number of campfire containers will be provided
within faction/camping areas (subject to the LT site
rules). A stock pile of firewood (used pallets) is
available. Please be careful of nails. Firewood must
be broken into lengths less than 2 ft. long, please do
not overfill the containers and always keep a full
bucket or container of water nearby.
Lost Property at events.
The LT handles lost property according to the policy
Previous attempts at improving our toilets have
below;
been hampered by both theft of equipment and
Any lost property found must be taken to the Event
vandalisation of units
Support Point, (please inform them where you found
it) Items will then be stored in a monitored area until
Standpipes can be found in the main field and around claimed.
the edge of the camping areas. The water comes
Any items of clothing/weapons that are found to be
direct from the water mains.
broken or wet/soiled, will be disposed of after that
event if they not collected.
Catering & Bar.
Any small valuable items, such as rings, watches,
A range of catering units provide a good selection of phones etc. will be taken back to the Lorien Trust
hot & cold food and drinks, some serve vegetarian
office between events.
food. A fully licensed bar marquee will provide a
Any other items such as weapons, tankards, and the
range of alcoholic and soft drinks, during licensing
like will be put into storage and will be available at
hours each day and until 6 pm on the last day of the the next event. All lost property will be kept for one
event. Alcoholic beverages will not be sold to any
year, if they are unclaimed, they will be disposed of
person under 18. Please help us keep the bar area
or sold with the proceeds going to charity.
tidy.
Our referees and other volunteers do scour the
battlefield after large fights checking for lost items,
Traders.
however, given the size of the area being searched,
A selection of traders selling a wide variety of goods please allow an hour or so before coming down to
attend our events. These range from bespoke hand
see if your lost item has been handed in.
crafted furniture to LRP clothing, armour, costumes,
masks, face-paints, LRP usable weaponry, trinkets,
British Weather.
leatherworking materials and much more. Some
We can be at the mercy of the weather, it never
traders will take custom orders. Why not take the
seems to stop play though. In the event of a shower
opportunity to have a truly personalised one of kind long enough to rust your armour we do provide
weapon or costume made at the beginning of the
covered areas; our theme and guild marquees are
year ready for The Gathering?
150ft long and will shelter you. Alternate shelter can
be found in the bar, faction command or group
Waste Disposal.
tents.
Bins are located though the main areas and skips are
located around the site. Event Support will gladly
Game Control.
provide you additional bin bags free of charge if you Game Control is where you go for any in-game, rules
run out. Locko park is a wonderful country estate, so or character related issues. Their staff will assist in
lets all keep it rubbish free.
solving or answering your questions.
Event Support & Safety
The LT Event Support Team.
Event Support can be found next to Game Control.
Support staff, both male or female, are available 24
hours a day for the duration of the events. If you
have a non game related problem or issue, this is
where you should go. Event Support have a number
of different vehicles for use on site as emergency and
site work vehicles. Please keep an eye out for them,
and give them right of way.
First Aid.
Qualified First Aiders, male and female, are available
24 hours a day as part of the Event Support staff.
Medical information given to Event Support Team
will be treated in the strictest of confidence, unless
needed by Ambulance or other medical personnel.
The First Aid Post is part of the Event Support team
but is situated in the same area as Game Control
Event Support Staff also deal with:
All of your lost and/or found property.
The issuing of supplementary bin bags.
Customer feedback.
Any site, facilities or service issues.
Any fire or other site safety issues.
Reporting out of character (Real Life) Incidents.
Missing children (all children should be aware this is
the meeting point if they get lost).
Report emergencies, to LT staff or to Event Support.
Emergency response vehicles.
Children at LT events.
We pride ourselves on running a family friendly
event. Lorien Trust Kids Plot is run by a qualified
social worker and teachers. All kids plot team
members are either DBS (Formerly CRB) checked by
ourselves or supervised directly by those who are.
In addition we have a Child Protection Policy in force
which extends to all staff who come into contact with
children. This Child Protection Policy is registered and
approved by Derby County Council and is available
on written request.
Kids Plot is an integral part of the overall World plot,
and as a result of this family interaction is highly
encouraged. Children can relate to adult world plot,
just as adults can relate to children’s plot. We accept
kids of all ages, with reduced rates for under 16’s and
under 7’s are admitted free of charge. We also have
a quiet camp available for parents with new-born, or
younger children if requested.
Fire precautions & regulations.
Keep a large container of water near to a fire in case
of emergency. Fires are only permitted in authorised
fire containers and when lit must never be left
unattended. The last person to leave the fire
container must make sure it has been properly
extinguished.
If you see any fires that are not within a proper fire
container or barbecue, please report it immediately
to any LT staff with a radio. Unattended fires will be
extinguished.
In the event of a Fire, follow these instructions:
1. Keep calm.
2. Raise the alarm with the LT, giving the fire’s
location.
3. Alert other people in the area.
LT staff have to be able to respond to any emergency 4. Evacuate the area where the fire is and move
as quickly as possible and may involve the use of an
directly to your faction assembly point.
Emergency Response Vehicle, such use is rare.
5. Do not collect any of your belongings.
6. Do not return to the area of the fire until
Please clear a path to allow them access to any part informed by a member of the Lorien Trust
of the site. (Flashing lights and sirens may be used).
Emergency Team or member of the Fire Brigade (if
attending) that it is safe to do so.
Your personal safety and wellbeing at LT events are
our highest priorities.
In other news
Ritual Circle Timings
There is nothing worse than losing out on a ritual slot
following several overruns earlier in the day. In an
attempt to prevent such overruns and avoid potential
disappointments we are reducing the time target for
rituals from 10—15 minutes to 10 –13 minutes. We
hope this will make the overall process more efficient
and remove some of the timing strain. The article on
pager 15 may be of interest for characters who are
interested in rituals.
Availability of ‘Makes’
In the Armourers we aim to be available for makes
over the following minimum times. We often stay
open outside these times but don't guarantee it:
10:30 - 12:30
14:00 - 18:00
Furniture
While we all like to be as comfortable as possible
during the events, if you bring large items of
furniture with you please ensure you take these
home and do not dispose of these items in skips. Any
person found dumping furniture in skips may be
charged or fined for the cost of removal, e.g. Sofas /
Mattresses.
Weapons Check Training
For those who wish to give something back to the
hobby we conduct weapons check training during
main events.
Spring Moot : Saturday
GEF : Saturday & Sunday
20:00 - 22:00
Summer Moot: Saturday
In practice, we seldom close for more than 30
minutes at lunchtime or an hour at dinner and stay
open at night until there is enough of a lull for us to
assume everyone is done. If we schedule a guild
meeting, it is usually set for 14:00 or 15:00 and we
will also close (or remain closed) for an hour for that
also.
The Gathering: Saturday & Sunday
The Mages Guild will provide the materials for scroll
making (and item cards) between the hours of noon
until 7 and then from 8 until midnight.
The Library Desk is open at varied hours during the
events. Please visit the desk in person to find the
opening hours.
The times and location will be confirmed nearer the
events and further information can be found from
Event Support. If you require more information on
weapons checking or the weapons checking process
please email [email protected]
Charity Donations
In 2014 we raised a staggering £3,650 from
charitable donations and the charity auction.
As we raised such an impressive sum, the money
raised will be shared in the following manner;
Local Wildlife
Your efforts to keep the area clean, tidy and rubbish 
free are highly appreciated by ourselves and the local
wildlife. Don’t forget, free bin bags are available from 
the event support team.

Images and Illustrations
We would like to thank Bluebison.net for the use of
illustrations. Other Illustrations and images used are
done so with the permissions of their respective
copyright holders in accordance with regional and
geographic legislation.

Vale First Responders. (£1000) (Some of
their volunteers also volunteer with us)
Derbyshire Wildlife Trust (£1000)
Lennox Children's Cancer Fund (£1000)
The purchase of an Automated External
Defibrillator (£650)
The entire Lorien Trust team would like
to thank everyone who gave, assisted or
donated to the charity auction.
Groups
Groups
The primary purpose of character groups is as an
OOC aid to locating or contacting you in the field,
usually via the group leader. It is therefore useful if
you and your group leader are familiar with each
other, and that faction commands and faction
security are familiar with the group leaders in their
faction. It also means that, in order to be worthwhile,
groups need to contain a sufficient number of people
for this to be a useful method.
We also believe that it is of benefit to the game to
have known and recognizable IC groups or units;
however, although it is preferable, there is no
requirement that your group name matches that of
any IC group that your character belongs to. Whether
or not a given group exists on the database OOC does
not affect whether or not that group exists IC.
In order to encourage the creation of groups of
reasonable size, groups who prebook for the
Gathering may receive reward packs. The content
increases with the size of the group and may include
(for example) OSP tokens, IC coins, lammies, and/or
OS training vouchers. These packs are distributed at
the Gathering to the group leaders, via the faction
NPCs.
In order to qualify for a reward pack, at least 3
members of the group (including the group leader)
must prebook for the Gathering. Group members
who do not prebook do not count towards the size of
the group. Prebookings for other events do not count
towards the size of the group. If the group leader
does not prebook for the Gathering then no reward
pack will be received. Groups that do not qualify for a
reward pack may be deleted from the database.
We have removed what we believe to be old and
redundant groups. This has bought the number of
active groups down to approx. 180 (This previously
stood at approx. 1200)
Characters who do not select a group during their
character creation or whose group is deleted, are
placed in a default group for their faction. This
default group is named “People of the <x>” (where x
is the faction name) and does not receive a reward
pack; the nominal group leader is the faction
command team.
A new group can be created at either main event or
by visiting Game Control. The process differs slightly
for both.
During events, group creation requires 7 characters,
including the group leader, who must either all be
present in Game Control at the same time and must
all join the new group.
Alternatively If you wish to create a new group
outside of a main event then the nominated group
leader should contact the LT Head Office at
[email protected], a reference number will
be given along with further instructions for the
remaining 6 members.
It should be noted that groups are linked directly to
factions, therefore groups spanning multiple factions
will require a new group creating and they will act as
two separate groups. (Requiring the minimum
number of persons to establish each new group)
There is a one off charge of 2 OSPs when creating the
group. This will be refunded within the group pack.
This OSP charge may be paid by any member of the
group.
Event Pack Information
Directions to Locko Park
Game Rules & other publications
The basic versions of our Rule Book V3.0, Guide to Occupational skills V3, and addenda are available for you
to download directly from the publications section of www.lorientrust.com. The website also offers a brief
online history of Erdreja and a good introduction to the various factions and guilds.
Your Event Pack
Once we have received your booking and payment we will process your order and will send you your event
pack. We aim to dispatch this to you within 21 days but we will not dispatch any packs before 5th of January.
Your event pack will contain your entry ticket with event stubs (dependant on events booked), character
card and in-character money. Please note we arrive on site approximately 10 days before an event ,are
onsite during events and 10 days after, therefore the turnaround of your booking pack may be delayed
during this period as we are operating from the event site and not the office. If after 21 days you have not
received your event pack, please email [email protected].
Non-Transferring Tickets.
Your tickets to Lorien Trust events are non transferable, if you are unable to attend a specific event, you may
cancel your booking up to 4 weeks (28 days) prior to that event. You must return your full booking pack
(Including any IC Materials) to the Lorien Trust office to qualify for your refund. Your money will be refunded
less a £10 administration fee. Cancellations within 28 days of that event will not be refunded. If you booked
a Special Offer, the same 28 day rule applies for refunds and any discounted special offer price for the event
combination will also be removed from the refund. Refunds will only be issued once we have received your
returned booking pack via the post. Please note your ticket counts as proof of purchase.
Arriving Early
Many of you prefer to arrive on the Thursday of an event to set up your camp. If you do arrive early please
remember, the following applies:
1. The gate opens from 2 pm on the Thursday of that event.
2. A fee of £10 will be charged on the gate for the extra night’s camping at each event.
Please note children under the age of 16 will not be charged for the extra night’s camping fee at any event.
You are unable to pre-book your early arrival and the fee for this must be paid on the gate.
Going Home
All event activities officially finish no later 5 pm on the last day of each of the events.
All customers must then be off site by 8 pm.
If there is considerable action still occurring you may not be permitted to relocate your vehicle on site to
collect your belongings. Please make sure your camping area is left clean and tidy.
We ask that all customers leave in an orderly and courteous manner.
We wish you a safe journey home.
Directions from the M1 travelling North(Junction25).
Directions from the M1 travelling South (Junction28).
Come off M1 at junction 25, signposted Derby and take the first exit,
A52 towards Derby. Follow A52 until you hit a built up area, take the
exit for Spondon, just prior to flyover. Then at the roundabout take
the sixth exit towards A52 Nottingham and stay in the left lane.
Follow the road to the left in front of the Methodist Church and
continue onto Lodge Lane. Follow the road to the right onto Sitwell
Street. At the first mini roundabout take the first exit and at the
second mini roundabout take the second exit onto Moor Street. Go
straight on this road until it turns into Dale Road and then continue
straight on until you have left the village. Turn left just after the
restaurant on right hand side of the road. There will be signs marking
the entrance at this point.
Come off M1 at Junction 28, signposted Ripley. Take A38 towards
Ripley, Belper and Derby. At Little Eaton roundabout, take the first left
onto Alfreton Road, to Derby. Straight over the next three roundabouts. At the Pentagon roundabout, take second exit up onto A52
towards Nottingham. Take the exit for Spondon and stay in the
middle lane until you reach the roundabout. Then at the roundabout
take the third exit towards A52 Nottingham and stay in the left hand
lane. Follow the road to the left in front of the Methodist Church and
continue onto Lodge Lane. Follow the road to the right onto Sitwell
Street. At the first mini roundabout take the first exit and at the second
mini roundabout take the second exit onto Moor Street. Go straight
on this road until it turns into Dale Road and then continue straight on
until you have left the village. Turn left just after the restaurant on right
hand side of the road. There will be signs marking the entrance at this
point.
Beguile: An Update
Poison: A Clarification
Beguile
Poison
We are updating the rules for Beguile in order to provide greater clarity regarding what is
expected of both the caster and target of the effect. The following replaces the existing
entry for Beguile in the rulebook:
There are a couple of ambiguities in the Poison Lore rules that we would like to clarify,
BEGUILE
MIND COMMAND EFFECT
The target becomes a devoted admirer and supporter of the person who has beguiled
them, valuing the beguiler's life above their own. Unless the beguiler specifically states
otherwise the target will not take any action against the beguiler, even if the target
character would normally consider this to be in their best interests. Beguile cannot be
removed by the Free Mind effect; it is a Charm and lasts until Dawn.
The strength of the Beguile effect is such that the target will allow the beguiler to kill them
without offering any resistance, and will defend and protect the beguiler against any offensive action - even if this will result in the target's death. This willingness to grant protection,
and sacrifice the target's own life, extends only to the beguiler, not to any allies that the
beguiler may have.
The beguiler may set goals that they wish the target to help them achieve - these goals can
be added to or amended (and new goals can be set) at any time while the Beguile effect is
ongoing, but the beguiler must communicate these to the target. Any goals set must abide
by the spirit of the rules and OOC safety considerations - if the target believes that a goal is
inappropriate then they should seek advice from a Referee or Marshal.
The target will willingly help the beguiler in any way that they can in order to achieve the
goals set. The target is not a mindless slave, simply and unquestioningly following direct
commands, but rather a willing accomplice who retains their own personality - except that
they will now turn all of their skills, knowledge, and creativity to the task of advancing the
beguiler's stated goals. This may include offering information and advice as appropriate, or
seeking clarification as to the beguiler's wishes if required.
If the beguile effect is not successfully removed before Dawn then the target will have no
memory of being beguiled – they may recall the actions that they took while under the
effect, but not that they were under such an effect. This restriction does not apply if the
effect is successfully removed prior to Dawn.

When concentration is (or is not) required

The application of poisons to weapons.
Identifying a Poison requires concentration, as does applying a poison to a weapon or
projectile. Once applied it does not require concentration to carry, wield, or shoot the
poisoned weapon/projectile – although it does still require an appropriate skill in order to
avoid either spoiling the poison or affecting yourself with it.
There are two different types of poisons that can be applied to a weapon or projectile:


lethal venoms
weapon oils
The act of applying either type of poison to a weapon or projectile takes a minimum of 3
seconds of role-played effort.

Using a lethal poison requires a referee; The actual time taken to apply the poison is
as long as it takes the referee to rip open and read the lammie, and to check your
cards to ensure you have the correct skills.

Weapon oils can be applied without requiring a referee and takes as long as it takes
you to rip open and read the lammie (subject to the 3 second minimum); if you
discover upon opening it that what you believed to be a weapon oil is actually a
lethal venom then you must either immediately


inform a referee (before using it) or
discard the poison as spoiled.
Lammies: An explanation
Lammies: An explanation
A lammie is a laminated card detailing special item powers, character special powers or
special creature abilities. The text on a Lammie should be considered Rules and part of the
game. All LT lammies remain property of the Lorien Trust and may be withdrawn at any
time. Lammies are only valid between their Issue date and their Duration condition (which
may be a date, or "Until Dismissed", "Until Death" etc.), and must be stamped with LT
authorisation stamps. Sanctioned events may use a different style of lammies that are valid
for that event only.
An attunement is automatically broken if the item is removed from the character, or if they
drop it or put it down. The lammie may also specify other circumstances in which the attunement is broken. When an attunement is broken the item card used for that attunement is
torn in half so that it cannot be reused. The powers requiring attunement cease to function
until the item is attuned again.
There are a number of standard terms that may appear on lammies; definitions and rules
for some of these terms are detailed below.
<x> Physrep required: This phrase may appear on the back of an Item lammie, or the type
of physrep may be specified in the item description and/or name on the front of the
lammie. The Item lammie must be attached to an appropriate physrep. If a lammie is
attached to an incorrect physrep (or no physrep) then it may be not be used; if such a
lammie is found to be in use then this will be treated as cheating and the lammie may be
confiscated without compensation.
Attuned: This term may appear as part of the text on the Powers lammie of an item. Some
items must be attuned to a character before some or all of their powers will work; in some
cases the item may offer a selection of powers, where a choice of which one will be active
has to be made when the item is attuned.
Attunable items will have a number of item cards per day and include the text “While
Attuned...”
In order to attune to an item the name of the attuning character must be written on an item
card. The character must be willing, conscious, and not already attuned to an item. The act
of becoming attuned requires 10 seconds of concentration. If no item cards remain then
the item cannot be attuned.
If a specific power must also be chosen then the lammie will either specify this in the text, or
will contain the term “Selectable Attunable (<list of possible selections>)” – in either case
the chosen power must also be written on the item card. Unless the lammie explicitly states
otherwise you may only make one selection per item card.
Examples:
1) An item that grants the wearer the OS immune to Disease, and can be attuned three
times per day, might be worded:
Has 3 item cards per day
Attunable. While attuned the wearer gains the OS Immune to Disease
If the character “Bob” wants to attune to the item then he writes “Bob” on one of
the item cards and gains the OS Immune to Disease. He cannot attune to anything
else while attuned to this item, and loses the OS again as soon as the attunement is
broken.
2) An item that adds a spell to the bearer’s spell list, from a choice of 3 spells, might be
worded:
Has 2 item cards per day
Selectable Attunable (Cure Wound, Mend, Heal Wound).
While Attuned bearer adds the chosen spell to their spell list.
If the character “Bob” wants to attune to the item in order to add Cure Wound to
his spell list then he writes “Bob, Cure Wound” on one of the item cards. If he later
wants to add Mend to his spell list then he must break the existing attunement,
tearing the first item card and losing the spell Cure Wound, before writing “Bob,
Mend” on the second item card.
Aura: Auras are a special type of lammie and, like Special Creatures and Special Powers, are
specific to an individual character. No character may have more than one Aura lammie. For
Lammies: An explanation
Lammies: An explanation
the purposes of the Lammie Hierarchy, Aura lammies take precedence over loresheets, and
hence over all other lammies. Auras are not normally available to player characters.
Cannot be moved: This term may appear on the front and/or back of an Item lammie. Some
items are completely immobile, others can only be moved under specific circumstances. The
Powers lammie for such an item will detail the conditions (if any) under which it can be
moved. If the conditions are not met, or you do not have the Powers lammie, then you may
not move the item.
Bearer, Wearer, and Wielder: These terms may appear as part of the text on the Powers
lammie of an item and are used to define when the powers of an item are active.
The Bearer of an item only has to carry the item somewhere on their person in order to benefit from its powers – this can include carrying the item inside bags, pockets, pouches, or
clothing.
The Wearer of an item must be wearing it appropriately for an item of that type in order to
benefit from its powers.
For example:
Armour must cover at least 50% of a location and the character must have the appropriate
Armour Use CS.
Amulets are any ornamental piece of jewellery, and should be worn appropriately for the
physrep.
Sashes should be worn over the shoulder, around the waist, or hanging from a belt.
Tabards should be worn on the torso.
Due to the difficulties in safely attaching a lammie to a ring, these may be worn either on a
finger or on suitable chain/cord/etc. around the neck.
The Wielder of an item (usually a weapon or shield) must be holding it in their hand(s) in
order to benefit from its powers. They must also have the appropriate CS in order to use the
item in the hand(s) in which they are holding it.
Bonded: Bonded items form part of the character’s pattern and therefore cannot be removed. They are destroyed upon the death of the character to which they are bonded.
These items will normally give details of how they can be renewed. If this is not the case
then when they expire they should be taken to Games Control where a renewal request can
be made. Note that renewal is not guaranteed.
In cases where total Power Rating of a character exceeds the limits specified in the rules,
items bonded to them are treated as Special Powers when determining the effects. They are
also treated as Special Powers for the purposes of the Lammie Hierarchy.
Has n item cards per day: This phrase may appear as part of the text on the Powers lammie
of an Item; or on a Special Power, Special Creature, or Aura lammie. Item cards can be
collected each day from the Powers guilds section of the guilds area. The phrase is usually
the first line of the powers text so that, if you wish, the rest of the text can be easily
concealed when collecting the cards. The rest of the text will explain effects the item cards
can have – usually they must be torn to generate effects, or written on in order to attune
the item (see Attunement above). If an item specifies that one or more item cards must be
torn to cast a spell effect then it is the item (and not the character using it) that generates
the spell effect, so (unless the lammie specifies otherwise) armour restrictions to casting do
not apply and concentration is not required.
Iconic: This term may appear on the back of an Item lammie. Iconic items are unique and
specific to an individual faction or guild. They continue to work, even if the total Power
Rating of the person carrying them exceeds the limits specified in the rules, and are not
destroyed in such circumstances; however, there may be other consequences. The powers
of some Iconic items are affected by the results of the Gathering battle each year, but
otherwise they usually do not change from year to year. Iconic items are renewed each
year, with the new lammies being delivered to the relevant faction or guild command team
(regardless of who was in possession of the old lammies).
Legendary: This term may appear on the back of an Item lammie. Legendary items are rare
and unusual items which may be renewed for free. They are treated in all ways as usual
lammied items, except that when they expire (or are about to expire) they should be taken
to Game Control where a request for renewal may be made. Note that renewal is not
guaranteed.
Lammies: An explanation
Lammies: An explanation
Must be visible: This phrase may appear on the back of an Item lammie, and applies to both
the item and the lammie. It will often be found on items of clothing (such as sashes or
tabards) whose purpose is to display colours and/or heraldry, but may also appear on other
items. In order for its powers to function, such and item and its Item lammie must be clearly
visible IC and should not be concealed underneath armour, clothing, or other costume. An
exception may be made when a cloak or coat is worn over the top of costume in order to
protect from the cold, rain, or other weather conditions – but you should still make an effort
to make the item visible if reasonably possible, and abuse of this exception will be
considered cheating.
If any “exclusion(s)” are specified then the damage type or effect specified always counts as
Artefact damage to the affected character, and they cannot regenerate Artefact damage.
If this property is on an item, only wounds taken while wearing the item can be
regenerated. If regeneration would recover a hit at exactly the same time as something else
happens (e.g. Grace Period ends), the regeneration is considered to happen first.
Silver damage can never be regenerated. If any of the damage to a location is of a type that
cannot be regenerated then all damage to that location is considered to be of that type for
the purposes of regeneration, thus preventing regeneration on that location until that
location is restored to full health.
Must remain on original physrep: This phrase may appear on the back of an Item lammie. It
is fairly self-explanatory – the Item lammie should remain attached to the same physrep at
all times, even if performing a change of ownership. Note that this means that you may be
taking custody of someone else’s physrep and you should therefore take good care of it; if it
becomes damaged, or the lammie expires, then you should take it to Game Control so that
appropriate action can be taken with the physrep.
e.g. “Regenerates (5 mins, Cure Wound) [Cold]” means that the affected character recovers
1 hit per location every 5 minutes, if those wounds could be recovered by the “Cure
Wound” effect. They cannot regenerate Artefact damage and they take Cold as Artefact. As
with all cases of regeneration, they cannot regenerate Silver damage.
Power Rating and Expiry Date: This information is printed on Item lammies as well as Aura,
Special Power, and Special Creature lammies. The owner of Aura, Special Power, and Special
Creature lammies will automatically know this information IC unless they choose not to.
A character examining a Special Item can learn the Power rating and/or expiry date if they
wish, but you are encouraged to roleplay finding this information out IC through
appropriate skills (e.g. CS: Sense Magic; OS: Diagnose Powers, Identify, relevant Sage/
Scholar or Income skills).
Visibility and condition of lammies
Regenerates (<time period>,<effect(s)>) [<exclusion(s)>]: This phrase may appear as part of
the text on the Powers lammie of an Item; or on a Special Power, Special Creature, or Aura
lammie. The “effect(s)” and “exclusion(s)” elements are optional so may not always appear.
The character affected recovers lost wounds at a faster rate – one hit per location is
recovered every time period. If one or more “effect(s)” are specified then only wounds that
could normally be recovered using those effects can be regenerated. If no “effect(s)” are
specified then any wound that could be normally recovered using the “Cure Wound” or
“Heal Wound” effects can be regenerated.
Wearer or Wielder: See Bearer
Unless specified otherwise, lammies are effective even if not visible but they must be easily
accessible should an inspection be required. Any on-duty marshal, referee, or sanctioning
officer may inspect any lammies that you are using at any time (although they will normally
avoid interrupting active combat etc. to do so). Note that both sides of a lammie must be
available for inspection as important information may appear on the back as well as the
front.
Lammies that are expired, cut, torn, defaced, or otherwise invalid may be confiscated. If
your lammie becomes damaged then you are strongly encouraged to request a replacement
- for “Tick-box” lammies please seek advice from the relevant guild (Armourers for Armour,
Shields, and Weapons; Archers for Bows, Crossbows and Quivers, Alchemists for Special
Liquids); for other lammies please take them to Game Control in order to request a
replacement from the In Game Office. Note that in all cases you will be required to surrender the old lammie in order to receive a replacement.
Research: Hints & Tips
The deadline for research submissions came
to a close at the end of October. Each of the
submissions received has now been sent a
confirmation of receipt
If your research requires a range of skills to
be used which go beyond those that your
character currently holds, then you may
enlist an additional character(s) to assist you
- you should list the details of those involved,
All research requests received have been
including their full lists of skills (relevant and
distributed to the relevant departments and non relevant). Please note that this does not
plot teams.
allow you to perform an increased quantity
of research. For example, if you on your own
Each submission undergoes an initial check,
could do some research related to Bears
during this check we found a few trends
faction lands in one research period, but you
amongst them, so we thought that we would want to cover all factions, then including an
try to give some a little advice to address
additional nine assistants will not achieve
them.
this. Each of those nine assistants will need
to submit a research request to cover each
The concept of a research request is that it
of different faction's lands. Also, as a general
represents one character spending a large or point, if you include several research topics
significant portion of their time between
(similar or not) or too great a volume of
events doing research. There are various and research, we will only consider a response
different ways of doing IC research, the most based upon an appropriate amount of it.
common being library-based research,
laboratory-based research and investigation If you want to use resources such as libraries
in the greater game world. The central theme or laboratories, you need to get permission.
that links all of these is that they are activities You should get an IC document that grants
that cannot be phys-repped in-game - it
you permission, signed by a character who is
would be impractical for us to build a number able to grant that permission (with their
of IC libraries, fully functioning IC laboratories name also clearly written in case we can't
and to physrep an entire game world
read their signature), and it should also
(although we wish that we could). If you can clearly name the character (your character)
do something in uptime at an event, you
who is being granted that permission - "the
should. Be that trying different combinations bearer" is no longer sufficient (except in the
of effects to try and find a cure for
case of access to the Great Library, where
Petrification, or having a conversation with a the librarians are a law unto themselves).
particular character (be they an NPC or a
player character), you should only use a
If your research request is not a research
research request for doing something that
request, but a downtime action submission,
cannot be phys-repped at an event. For
your submission will be rejected and an exexample, if your research request is based
planation will be offered. You may be asked
around "talking to Gwion" then you will be
to liaise directly with the relevant faction/
advised to talk to him at an event.
guild command team.
Research: Hints & Tips
If you are referencing a previous research
request, please include its reference number,
then we should be able to find the details of
it - we may even have more information in
our records than just the response that you
actually received.
Some people choose to research deeply into
the metaphysics of Erdreja. However, please
do be aware that you may eventually reach
the limit of known knowledge of the topic, or
the limit of your character's understanding.
As an analogy, many people have tried to
read A Brief History Of Time by Stephen
Hawking, however very few people fully
comprehend the whole book. Similarly, if you
are researching in a library something that
only recently occurred, you may find that the
library does not yet have documentation that
covers it - it may be more likely that the
librarians end up asking you to document it
for the benefit of the library (upon successful
research of it by other means). If you are
looking for character immortalisation, you
could produce IC documentation on a topic
that you are knowledgeable about and
submit it to us - it may end up being supplied
to other characters in the future in response
to their research requests, along with your
character clearly named as the author.
Please note that all such submissions will be
assumed to grant copyright to the LT.
None of us are perfect. Occasionally we
receive a research request based around the
fact that something "weird" once happened,
be it a strange call by a referee or a strange
effect displayed by a monster.
These are usually intentional, but sometimes
they will be the result of a genuine mistake,
in which case please don't be disappointed if
your research into it doesn't give very much
information and seems to just shut down the
topic - we will try our best to retrospectively
give an IC explanation for the sake of
continuity, but we may well try to discourage
further research into the topic.
It should be noted that research requests are
not a way to do dangerous things with
impunity. If your research request involves
you doing something that is potentially
dangerous, or going somewhere that is
potentially dangerous, please don't be
surprised if our response involves us making
arrangements for you to play this out at an
event. Also, if your research involves you
doing something that would have a financial
cost, e.g. an experiment in a lab using
ingredients that would have a cost if you
were making a lammed item, then we may
well request the relevant IC payment from
you prior to releasing the results of your
research - please note however that this is
no guarantee of success.
We expect that each of the submissions will
receive a written response (either I.C. or
O.O.C.) by Monday 13th April 2015 at the
latest.
If you require any further information please
do not hesitate to contact the team on either
[email protected] or
[email protected]
Gaining Occupational Skills
Gaining Occupational Skills
Gaining Occupational Skills
New Occupational Skills
‘Paladins Armour’ but not with any other powers.
This armour may only be repaired by tearing 1
power card to restore a location to full hits.
We would like to clarify some of the rules on
gaining Occupational skills:
Over the last couple of years several new skills
have become available via certain loresheets.
Skills learned “over the winter”: Some
methods of learning skills will not add them to
your card immediately, but rather your character
learns them over the winter period. E.g. Restricted
skills will not appear on your card until the
following year; you can register at Game Control
to “self-teach” a non-restricted skill, which will
then appear on your card the following year;
non-restricted skills purchased at pre-booking are
also considered to have been learned over the
preceding winter period.
Access to these skills remains restricted to those
with lammies or loresheets that permit their
purchase, but we are publishing the rules for
them here so that everyone is aware of them.
This skill replaces +1 Natural Armour, Gains 2
points of natural armour value. You may
never have more than 4 points of natural armour
by any means.
+1 Bonus PR
Advanced Armour Repair
This increases the power rating carrying
capacity before problems by 1 (so items will stop
working at 14)
Requirements to use: Any Armour use CS.
This skill replaces and includes Quick Armour
Repair and allows the character to restore the AV Herb Lore Improved
of a single location to full in one minute. May not This skill replaces and includes the Herb Lore OS.
be used on Magical (e.g. Paladin/Mage Armour) or Gains up to 5 additional Herb Cards per event.
Natural armour
+2 Natural Armour
In all of these cases the skill will appear on your
character card when you book for the main events
following the winter period in which they were
learned. That card does not become valid until the
start of the first main event of the year – so, even
if you have received the card before then, your
character may not use these newly added skills at
any prior events, nor may those skills be used a
pre-requisite for any skills purchased at
pre-booking
e.g. If you registered during the 2014 events to
learn the OS Revive over the winter then that skill
would not become active until the Spring Moot
2015, and you would not be able to pre-book with
the OS Advanced Healing for 2015 as you would
not count as having the pre-requisite skill at that
time.
+1 Magical Armour
This Grants the wearer 1 point of magical armour
this does stack with ‘Mage Armour’ and ‘Paladins
Armour’ but not with any other powers.
Gains 1 point of natural armour value. You may
never have more than 4 points of natural armour
by any means.
+2 Bonus PR
Focused Strike
This replaces +1 bonus PR. This increases the
power rating carrying capacity before problems
by 2 (so items will stop working at 15)
Once per 10 minutes may strike for Crush with a
large melee weapon, This skill will be replaced by
the Crushing Blow OSP and if you have Focused
Strike, purchasing Crushing Blow costs 25 OSP less
than the listed price. This skill may not be
purchased by anyone with the skill Goblin
Resilience and prevents the purchase of Goblin
Resilience.
+1 Natural Armour
+2 Magical Armour
This replaces the skill Magical Armour +1 and
grants the wearer 2 points of magical
armour; this does stack with ‘Mage Armour’ and
If Unconscious and no locations are on -1,
becomes debilitated after 1 minute. This skill may
not be purchased by anyone with the skills Mighty
Blow, Crushing Blow, Brutish Strike or Focused
Strike and prevents the purchase of Mighty Blow,
Crushing Blow, Brutish Strike or Focused Strike.
Hard Worker
This skill allows a person to collect their income
skill money from games control at every main
event they attend rather than just once per year.
Immune to Ingested poisons
Brutish Strike
Once per 10 minutes may strike for Strikedown
with a large melee weapon. This skill will be
replaced by the Mighty Blow OS and if you have
Brutish Strike, purchasing Mighty Blow costs 20
OSP less than the listed price. This skill may not be
purchased by anyone with the skill Goblin Resilience and prevents the purchase of Goblin Resistance.
This armour may only be repaired by tearing 1
power card to restore a location to full hits.
Goblin Resilience
The character is immune to any ingested
alchemical poison which does not specifically
target their racial group.
Improved RoP
This skill only functions if the user does not have
any Tier 5 OS and is in an area covered by the
ritual of peace. This skill prevents the user from
being taken below 0 hits by any of Artefact,
Magebolt, Harm, Fatal; instead they are left at 0
Hits. This does not stop the pattern corrupting
effect of Fatal.
Jack Of All Trades
This skill may only be learned once at a time. This
skill counts as a training voucher (of any tier) for a
single OS purchased from the list specific to the
guild that the character is Oathsworn to.
Gaining Occupational Skills
This does not include any other skills or lists that
may be associated with that guild. To use this skill
they must be accompanied to game control by
someone with command of the guild they wish to
train from (in order to confirm that all roleplay
requirements for training have been met). Using
this skill will remove it from the character’s card
and free it up to be purchased again next year.
For example a character with Mages Oathsworn
would be able to purchase the following T5 skills
Ritualist (Master), Diagnose Powers and Cast
Additional Magecraft. They would not be able to
purchase High Magic (Spellcasting) or +16 Spell
Cards.
Magical Armour Repair
This skill allows Magical Armour to regenerate at
the rate of 1 hit every 10 minutes, Artefact damage or being reduced to -1 on all locations will
stop this regeneration until the
location has been fully repaired.
Mystic Claws
Retractable Claws
Claws count as small melee weapons for the
purpose of delivering the following effects or
poisons:
May choose to extend (wear) or retract (not wear)
weapon safe claws. Each claw may be
extended or retracted independently if
desired. Is debilitated for 30 seconds when
extending or retracting their claws. Requires valid
claw competency. May naturally strike and cause
damage with either claw while it is extended.










Harm,
Through,
Weapon of Cold,
Weapon of Flame,
Paralysis,
Cause Disease,
Cause Fatal Wound,
Ancestral Weapon,
Ancestral Strike,
any Weapon Oil or Alchemical Lethal
Venom.
They may not be used with any Magical
Lethal Venom.
Master Brewer
Self Repairing Armour
Requirements to use: Any Armour use CS.
If out of combat for 10 minutes the AV of any
worn armour is restored to full.
Spell Tempering (Master)
This skill allows the character to make a Master
spell tempered item at each LT Main Event with
Ritual Crafter
tools that can be obtained and used in the
Requirements to use: Ritual Magic CS
relevant Guild area. The character must gain
This skill adds +2 power to any item creation ritual permission from the Guild to use their facilities.
and improves the ability to manufacture items in a
ritual circle.
Corrupters Guild OS list
The following table shows the skills that the Corrupters Guild can teach. Note also that the “Magic
Guilds” table in the Guide to Occupational Skills also applies to the Corrupters
Natural Claws
Must wear weapon safe claws. Requires valid
claw competency. May naturally strike and cause
damage with either claw.
Master Armour Repair
Requirements to use: Any Armour use CS.
This skill replaces and includes Advanced Armour
Repair and allows the character to restore the AV
of all locations on one target to full in two
minutes. May not be used on Magical
(e.g. Paladin/Mage Armour) or Natural armour
Gaining Occupational Skills
Oathbreaker
If an awakened human loses an oathsworn skill
from their character card for any reason they will
immediately gain this skill to replace it. This skill
prevents the use of Jack of All Trades and
prevents any further oathsworn skills from being
learned. This skill cannot be removed once
gained.
Once per event when making any Level 1, Level 2,
potion or poison may make a second copy of the
Regeneration (10m)[<damage type>]
liquid, the second liquid will cost the same amount Gains Regenerates (10 mins). Does not
and require the same ingredients as the first.
regenerate Artefact, takes the specified
damage type as Artefact.
Skill Name
Revitalise Unliving @
Repair Unliving (Advanced) @
Source of Unlife @
Mortician @
Mortician (Expert) @
Wedge Mastery
Dismiss Control +4
Wedge Mastery (Improved)
Dismiss Control +8 @
Corruption @
Necromancy @
Scribe Scroll
Immune to Fear
Immune to Disease
Discern Unliving
Tier
1
2
5
2
4
1
2
4
5
1
1
2
1
3
3
OSP Cost
10
20
50
20
40
10
20
40
50
10
10
20
10
30
30
Prerequisite to learn
Revitalise Unliving @
Repair Unliving (Advanced) @
Mortician @
Wedge Mastery
Dismiss Control +4
Wedge Mastery (Improved)
A Note on Rituals
Rituals & Safety
As many of you are aware, there was a
marked shift in the manner in which power
amassed in rituals last year. Obviously, given
the inherent dangers in rituals, it has not
been possible to completely map out the
boundaries of these changes. Some things,
however, have become clear to us. What
follows is a guide which should be of use
both to experienced ritualists and those new
to the discipline.
The volatility of the circle's power grows
steadily, becoming more dangerous, until it
evens out at the 10 minute mark.
From the 10 minute mark onwards,
assuming that the energies have been
shaped and directed by the ritualist and
contributors, it should be safe to lower the
seal.
Volatility begins to creep in again, the
further beyond 13 minutes the ritual
continues. Ritualists should take care not to
extend their activities long beyond this point.
As stated earlier, the dangers inherent in
rituals prevent us from experimenting to
ascertain precisely what nature of
consequences can result from poor timing of
It is our belief that power in a ritual circle
a ritual. We do know, to our sorrow, that a
comes to a natural crescendo at
approximately 13 minutes after the sealing of ritualist' s life was lost this year past, owing
to a ritual being cut short. Thankfully, his
the circle. Finishing a ritual at this point
team survived the experience. Beyond this,
should prove most beneficial. There are,
we have no information.
however, other considerations.
A Note on Rituals
A candle will only provide a small amount of
light and heat. In the event of it being
knocked over, however, it is easier to stamp
out the flame, before excessive damage
occurs.
An oil lamp will provide more light and heat,
but if it is knocked to the floor and breaks,
considerably more damage will result.
would in the fullness of their health.
Those who are Void Tainted will suffer those
consequences, but also may attract the
attention of the Circle Guardians, who will
not tolerate the damage to Erdreja that such
people inflict. Again, to our sorrow, last year
we witnessed a Circle Guardian take the life
of a ritualist, when attempts to remove his
Taint failed.
Thus it is with power in the circle. More
power will allow you to accomplish more, but With this in mind, we encourage ritualists to
it also raises the stakes, should mishap occur. take precautions. It is possible to soften the
risk in the circle. Should you need guidance
in this, please come and speak to us.
Targets and Magnitude
Timing
From the moment the circle is sealed, power
starts to flow into the circle. For the first 5
minutes, these energies should not have built
to the extent that they would cause
significant damage. The circle can be safely
unsealed up to this point. At the 5 minute
mark, however, there is a marked spike in the
power in the circle. From this point on,
dropping the seal becomes perilous.
Power Levels
In the event of a ritual going wrong, whether
it be due to timing or a failure to correctly
direct the energies, the consequences will, to
some extent, be dependent on the amount
of power in the circle. It might be helpful to
consider it thusly;
Finally, ritualists should always bear in mind
the dangers of asking for too much in a circle.
This can be a difficult thing to gauge, at
times, as we none of us have infinite insight
into the consequences of what we ask for.
Even so, the following should be borne in
mind. If there is insufficient power in the
circle to complete the task the ritualist sets
out, that power must be drawn from
somewhere - generally from those in the
circle. In extreme cases, this may result in
death. More often, however, Erdreja herself
will step in to safeguard those in the circle,
leaving them alive, but damaged.
Those who are Aberrated will find that their
wounds are more difficult to heal and that
their life slips from them more easily than it
Intervention
As Watchers we are Faction and Guild neutral, we watch your endeavours within the
ritual circle. However, there are limits to
what we can and will do.
Wonderful things can be accomplished in
ritual circles, but when things go wrong, the
cost is measured in lives. We entreat you to
take care. It is worth repeating that we can
and will give you advice on rituals you plan to
do, what happens from there will be
witnessed by Erdreja.
The Watchers Council of the Heartlands
and Southlands of Erdreja
2015 LT Main Events
2015 LT Main Events
Spring Moot 2015
Summer Moot 2015
When: The Early May Bank Holiday Weekend.
Friday 1st May - Monday 4th May 2015.
When: The 1st Weekend in August.
Friday 31st July - Sunday 1st August 2015.
Event Host: Lions Faction
Event Host: The Wolves Faction & the Incantors Guild
The Spring Moot is the first main event of the year. Although the Lions have destroyed Tatalus, his
deamon taint still remains on Azurlon the Isle of Assurance. The lions call all allies, friends and peoples of
the heartland and southland nations to join them in finally taking back their lands. Take this opportunity
to renew alliances, settle old debts and reflect on the year ahead. You have the opportunity to discuss
your overwinter feats of strength and valour or be mesmerised by the tales of others who attended the
many sanctioned events.
You can visit the theme area to watch a ritual, visit your guilds to renew your memberships or continue
your part in the intricate and on-going negotiations between groups and other nations. This is an ideal
time to visit the Traders and see what new stock has arrived, place your custom order ready for The
Gathering. You may also want to start creating your teams, securing the strongest and the bravest for the
upcoming Great Erdrejan Fayre.
The Great Erdrejan Fayre 2015
When: The Spring Bank Holiday Weekend.
The Wolf Faction will host all Factions & Guilds at ‘the village’ nestled atop the mountain rage the border
between Vanaheim and Jotunheim, near the Abbey of Hati, the home of The Order of Fenris. The Order
is renowned for its hospitality, which it offers to others in excess both whilst on campaign and both the
Abbey and the village to the men of the order.
The Summer Moot is the third main event of the year and marks the start of the run-up to The Gathering.
It can be the perfect opportunity to reassess your alliances and settle a few old scores. Pursue your guild
memberships and maybe get involved in a ritual or two. A chance to be a step ahead of the opposition.
The Gathering of Nations 2015
When: The August Bank Holiday Weekend,
Friday 28th August - Monday 31st August 2015.
Event Hosts: Hosts to be Confirmed
Friday 22nd May - Monday 25th May 2015.
Event Host: The Vipers Faction
Hosted on the Island of Haven, The representatives of Haven and the Teutonian nation invite the people
of Erdreja to the Great Erdrejan Fayre. The Fayre offers the opportunity for champions and underdogs to
participate as equals in a grand tournament with various competitions, tantalising games and unique
activities in which to test your resolve, valour, honour and aptitude. The Erdrejan Fayre is usually a lighthearted event with a uniquely relaxed feel. The style and flavour varies year on year, dependant upon
where it is hosted and the Guilds assisting with the planning.
You may be a part of a team upholding the respect of your Guild, the tenacity of your Group, the spirit of
your Faction or the courage shown from a team of unlikely members. Strange, wonderful and at times
bizarre prizes may await the participants, runners up and winners. Should you decide not to take an active part within the tournament games themselves, you can always support your team and rally their
spirits or you can immerse yourself in the on going world plot and other activities and games available.
The Gathering is the Lorien Trust’s biggest main event each summer season. Faction and Guild plots,
politics, trading, merriment, rituals, skirmishes, monsters and so much more. As well as a number of
mass skirmishes and epic battles.
Many long years of history have now passed, including diverse conflicts of interest, near end of world
disasters and minor land disputes. The Gathering Treaty and various pacts has managed to keep the
Heartland Nations together, sometimes only by a thread, but they have still held.
Past Gathering themes have included the Underdark Cavern in 1999, the Pyramid in 2000, the Ice Cavern
in 2001, the Gothic Tower in 2002, the Lava Lake in 2003, the Cathedral in 2004, the Lantian Villa in 2005,
the Dragon’s Cave located at Helenica in 2006, the Dwarven forges near to Igneous in 2007, the Great
Library of Knowledge in 2008, the Temple of Solitude in 2009 , the Ziggurat of Tenkswatawa in 2010,
Babylon in the ‘Hanging Gardens’ 2011, the Island of Orkneyja in 2012, the Wellspring of Fortune in 2013
and the walls to the city of Al-Quafar in 2014. What will this year bring?
The Fortune’s Fool
Welcome One, Welcome All,
The Fortune’s Fool’s directors have expressed their pleasure that most clientele entering their
casino have enjoyed the time spent there and some even left with a substantial profit.
Sharp formally of the Guards and now an apprentice “Auditor” has requested that it be known to all,
a representative of “The Fortune’s Fool’” will sign the “Treaty of the Gathering” this year if he can
finally persuade the last signatories to accept the facts.
After the success of “Shut-The Box” and “The Game of Fools”, it is hoped to un-veil a new game this
year, the mechanics of which are a closely guarded secret but, for the lucky few
that dare to play – and win, fortune will be on their side.
A selection of items have been kindly donated by Directors to be won in the
annual Poker tournament. This tourney will be a little different with thirty-two skilled or lucky participants all sitting down at the same time, at eight ‘0’ clock in the evening
at “The Gathering”, to fight for a place on the “Final Table” and win one of the prizes.
Some, of course, will only just have left “The Game of Kings” where the possible prize of up to 400 gold pieces or more will, no doubt, have been won by “The Yakherder”
et again – unless, of course, you are better? Stand up — Be Counted and Arise to the Challenge.
Mini one-table tournaments for this game will be run as usual on Friday nights at ten ‘o’ clock – see Hogath.
This year, as usual, there will be Blackjack, Dice, Game of Fools and Shut-The-Box for those that wish to relax and participate. It is very possible, if not probable, that on
certain nights, if certain players request it, high stake – high odds games of dice may be played by the casino staff!!!
Derylyon has issued a challenge to those that play Cribbage that he is always willing to play a round or two for a modest wager (casino duties permitting) and will endeavour
to have a table if Casino floor space if available.
Please be advised that on occasion vacancies arise for part-time staff at
“The Fortune’s Fool’”
Usually these are for “guard duty” or as dealers on the Blackjack or Poker tables.
Please enquire to Jack, Captain Bob or Sharp depending on what is available or your choice.
The Fortune’s Fool’s is a completely neutral establishment
thus anyone and everyone is welcome.
The Great Erdrejan Fayre
The Great Erdrejan Fayre
The Tesseract
The Tournament of Arms
Thanks to numerous people poking it and taking it on themselves to teach the Tesseract
things, it’s currently being somewhat temperamental at the moment and not doing what
it’s told. Hopefully the teams of highly trained mages assigned to the task will be able to
talk it around and get it properly aligned in time for the Faire.
The tournament of arms is a series of one-on-one knockout tournaments representing
the following different categories.
If everything goes to plan the Tesseract will be continuously actively testing entrants
throughout the whole weekend with a series of small fun competitive games and
challenges open to absolutely everyone. The winners of each individual game will be
awarded Tesseract cards that can be used on Monday morning to compete for a chance
to one of four winners who will receive magical powers.
•
1-Handed
•
2-Handed
•
Weapon and Shield
The relevant weapon use character skills are required for participation in all of the
competitions. No magic is allowed in any of the competitions.
Escape the Tesseract
Teams of two are locked into one of the Tesseract’s many rooms with nothing but their
wits and each other. Will they be able to find the clues, solve the puzzles, and get the key
to their freedom before their hour time limit is up?
Smaller prizes and bragging rights will be awarded to any team that escapes within the
time limit with a grand prize awarded to the team that escapes in the quickest time.
The Great Expedition
As our intrepid deep gnome explorer’s dangerous excursion tour is currently on hold due
to one too many people falling into the lava, he has decided it’s a perfect opportunity to
organise some field trips to train a new generation of students to follow in his footsteps.
Some call it archaeology, whilst others call it tomb robbing. However, one thing is for
certain, regardless of whether you believe it belongs in a museum or concealed in your
pouch there is bound to be plenty of doom to overcome before you can get your hands
on it.
Each faction is invited to put together a team of up to 16 people to enter the Tesseract
and work with their expert guide to overcome its challenges and get out with as much
loot many important historical artefacts that they can find.
The Pit Fight
Teams of five players are invited to compete with all their abilities and powers against
the creatures that reside in the many layers of the dreaded pit.
Teams must progress through four fights of increasing difficulty (Copper, Silver, Gold, and
finally Taal). If the team wins a fight they can decide to bank their time for that stage or
instead progress to the next level.
Although each fight happens in the sealed environment of the Tesseract arena, the
master of the pit can end a bout at any time and lower the seal on an agreed condition to
ensure the safety of the players. Unfortunately due to the dangers involved in the Taal
round the master of the pit is unable to guarantee being able to intervene in Taal bouts.
The teams with the fastest times banked for the Copper, Silver, and Gold rounds will be
awarded a prize. Additional prizes are available for the children’s team that progresses
the furthest in the quickest time and for any team that beats the Taal round.
Juggerball
Juggerball returns with the same format as last year. Twelve teams (one per faction and
two mixed guild teams) compete over two days for the prestigious Jugger Champions
title.
The Great Erdrejan Fayre
Team Size – During league and playoffs matches there is no limit on the number of
players a team may contain and each team is encouraged to bring along as many people
as they wish and make as many substitutes as they wish after each score. However, in the
finals, teams may only draw from a pool of 12 players during the whole match and may
only make a single substitute after each score.
Match Duration – A match consists of two stones of 10 minutes each. An additional third
stone is played in the finals. Teams switch ends between each stone.
Prizes – Prizes will be awarded at the end of the competition for the top three teams,
with an additional prize for the team with the best supporters and herald.
The Great Erdrejan Fayre
Teams may have any number of players, although only five players are allowed on the
pitch during each play. A team is allowed to make any numbers of substitutes after each
point.
The Rules of Shieldball
• Each player may only use the skills allocated in the game.
• No external magic or abilities are allowed to be used on those on the pitch.
• Players aren't allowed to bring weapons or shields into the game.
• Players aren't allowed to cast spells during the game.
The Rules of Juggerball
•Each player may only use the skills allocated to their chosen Jugger position (see below).
•No external magic or abilities are allowed to be used on those on the pitch.
•Only the quick may touch, carry or throw the skull.
• Each team gets a ball and a shield.
• Anyone on the team can throw the ball.
• Anyone on the team can use the shield.
•The team scores a point if their quick gets the skull into the other team’s goal.
• If a ball strikes a player and isn't caught they take a point of damage. Players must
throw the ball they may not hold it and hit people with it as it were a melee weapon.
•After each score the players return to their starting positions.
• If a ball is caught then the player doesn't take damage.
Jugger Positions
• Each player is allowed to be hit three times before they are considered down. Down
players are out of the game for the rest of the point.
•1 x Quick – 1 Hit. No weapons or shields allowed.
•2 x Blocker – 3 Hits. No weapons allowed. May use a shield.
• If a player throws a ball out of the play area they are automatically down.
•2 x Blitzer – 1 Hit. May wield a one-handed weapon
• If a ball hits the other teams shield then you score a point and play resets with all players restored to full hits.
•2 x Enforcer – 1 Hit. May wield a two-handed weapon.

The first team to score 10 points wins.
Shieldball
The shieldball tournament is open to 12 teams, one for each of the following guilds
(Healers, Incantors, Bards, Alchemists, Militia, Bank, Archers, Scouts, Mages, Armourers,
Corruptors, Casino).
Teams are divided into 4 leagues and play off against each other with the winning team
from each league progressing to the playoff matches before returning for the finals.
Children
As always children are welcome to compete alongside adults at all times in all of the
games during the GEF. In addition, several children only game sessions are also provided
by kids plot and details of these session times will be clarified nearer the date and will be
available from games control.
Personal Details
Character Information
Personal Details (PLEASE COMPLETE FULLY IN INK AND BLOCK CAPITALS)
Character Name:____________________________________________________________
Player ID:
First Name/s:
Beastkin
Drow
Dwarf
Elf
Olog
Uruck
Halfling
Umbral
Supported Race
Last Name:
Human
Fey
Lammie supported Race
Lammie ID
Character Skills: Your have 16 points to spend on skills.
Body Development 1
4
Incantations 1*
Body Development 2
8
Incantations 2*#
Ambidexterity
2
Power [1/2/3/4] please circle
Large Melee Weapon Use
2
Ritual Magic [1/2/3]please circle (2/4/6)
Projectile Weapon Use
4
Contribute to Ritual
1
Missile Weapon Use
1
Invocation
3
Shield Use
2
Sense Magic
1
Light Armour Use
2
Potion Lore
3
Medium armour Use
3
Poison Lore
4
Heavy Armour Use
4
Cartography
1
Healing 1*
4
Evaluate
1
Country:
Healing 2*#
8
Recognise Forgery
1
Spellcasting 1*
4
Bind wounds
1
e-mail:
Spellcasting 2*#
8
Physician
*= You cannot have a level 1 & 2 skill from the same magic skill type.
Date of Birth:
D D M M Y
Y
Y
Y
Male
Female
Address:
County:
Postcode:
(Leave blank if no postcode)
4
8
(2/4/6/8)
2
#= You cannot have more than 1 magic skill at level 2 or above.
Telephone:
Mobile Phone:
Free basic skills for every character. Medium & small melee weapons, Literacy, Numeracy & Map
reading. Theses skills will not appear on your character card.
Please list all Occupational Skills you have purchased for this character.
Current Purchased Occupational Skills:
Emergency Contact Name:
Emergency Contact Number:
How did you find us? If you were introduced by a friend, give details below.
Pre-book Occupational Skill Purchases:
2) Medical Details:
Group Name
Group Leader (O.O.C)
Faction (Please tick only one box. If you do not tick a box, one will be chosen for you.)
Information is stored confidentially in a database. Registered on the Data Protection Register
Bears
Dragons
Gryphons
Harts
Jackals
Lions
Tarantulas
Unicorns
Vipers
Wolves
Events, Cost and Declaration.
Lorien Trust Payment Details
Event Prices 2015
This year has seen a slight increase in our pre-book prices of £1 per event. All bookings must be
received by the Lorien Trust (Postal address is on the front of this booklet), prior to the relevant
event deadline you are booking for. Discounts for multiple events are shown below (Multi event
offers). You do not have to pre book to attend, you can pay on arrival at each event (for price see
Gate column). If you wish to arrive early (Thursday from 2pm) there is a £10 on the gate fee for
the extra night. Early arrival cannot be prebooked.
Event Booking Prices
PLEASE TICK EACH EVENT YOU ARE BOOKING.
1st
2nd
3rd
Gate
Spring Moot
£56
£61
£70
Great Erdrejan Fayre
£56
£61
£70
Summer Moot
£51
£51
£56
£60
Gathering of Nations
£56
£56
£61
£70
Children 7-16 years old
£15
£15
£15
£20
SPM
GEF
SUM
G
Spring Moot, Great Erdrejan Fayre, Summer Moot & Gathering
£199 (Save £20)
2nd
Spring Moot, Great Erdrejan Fayre, Summer Moot & Gathering
£209 (Save £20)
2nd
Spring Moot (SPM) & Great Erdrejan Fayre (GEF)
£112 (Save £10)
2nd
Children's multi event booking offer (7 to 16 years old)
£ 50 (save £10)
3rd
Summer Moot (SUM) & Gathering (G)
£107 (Save £10)
Multi event offers
1st This multi offer is only available until 28th February 2015.
Pre-book all 4 events by this date and save £30 against the first deadline price. You will also
receive a bonus of 20 OSPs added to your account if you pre-book before 31/1/2015. After this
date you will only receive a bonus of 10 OSPs.
2nd These multi offers are only available until 31st March 2015.
Pre-book all 4 events by this date and save £20. Pre-Book the Spring Moot & GEF and save £10.
3rd This multi offer is only available until 30th June 2015.
Pre-book Summer Moot & Gathering by this date and save £10.
Name in full as shown on
Credit/debit Card
Valid From
Expiry Date
Card Issue No. (Where Applicable)
I authorise you to debit my credit/debit card for the amount of:
House Number
£
Postcode
CHEQUE OR POSTAL ORDER
1st

Credit/debit Card Number:
Cardholders Signature
Please indicate which multi deal you are prebooking.

CREDIT / DEBIT CARD PAYMENT
3 Digit Security Number (Located on reverse of card)
Children under 7 years are FREE, Children 7-16 are £15 per event (£50 for all 4). All
children (under 16) must be accompanied by a paying parent or guardian. To qualify for
the 7-16 multi-deal you must be under 16 at the first event you are attending. Children
under 16 are not charged early arrival fee.

THE PERSON PAYING MUST COMPLETE THE RELEVANT SECTION BELOW. PLEASE DO
NOT SEND CASH VIA THE POST.
I enclose my Cheque / Postal Order payable to : Lorien Trust
£
If writing a cheque on
behalf of someone else
enter your name here
(IN BLOCK CAPITALS)
In the event of a cheque being declined by issuing bank due to insufficient funds the Lorien Trust reserve the right
to charge a £10.00 administration fee. Event tickets will be sent to the address given on the front of this form.
Signature:
This form must be signed, unsigned forms will not be processed and will be returned.
If you are under 16 years of age this form must be signed by your parent or guardian.
The information I have supplied in sections of this form is an accurate account of my details and I
have not falsely supplied any information on these sections.
I have read and I agree to comply with and be bound by the Terms and Conditions, rules and
regulations of the Lorien Trust and accept that the Lorien Trust organisers and their staff cannot
be held responsible for any injury, damage or loss howsoever caused during, or as an incidental
result of its events. A full copy of terms and conditions are available on the website.
Signed: ________________________________________________
Parent/Guardian Player ID Number ___________________
Date_____/_____/_____
Rules & Regs of Lorien Trust
1. You agree to comply with and be bound by the LT game rules. LT’s decision is final in all disputes
concerning the game rules.
2. The LRP (Live Role Playing) hobby involves the use of specially manufactured LRP weapons. All
participants at LT events agree that LRP weapons may be used on them during active participation. Do
not play the game if you do not agree to be struck with such weapons. Anyone found using an LRP
weapon in a dangerous manner will be warned of their actions and any further incidents of this may lead
to them being expelled from the event. Metal or other non-LRP weapons Must Not be brought to LT
events. Reasonable camping knives are permitted but can only be used in your camp and Must be kept
in your tent. The LT reserve the right to confiscate/ban, any weapon or any item of equipment it deems
to be unsuitable or inappropriate. Any confiscated item Must be collected from the security point, prior
to you leaving the event. Any uncollected items will be kept for a maximum of one year after the event
and may then be disposed of.
3. The LT will inform the authorities if anyone is discovered breaking the law.
4. The LT will charge you for the repair or replacement value of any LT property that you have lost,
damaged, vandalised or destroyed.
5. Our gate issued security wristband Must be attached to your wrist upon entry and then worn at all times
during that event.
6. No Pyrotechnics (fireworks/bangers) will be allowed to be brought into any LT event by players. Any
player found using/having them will be expelled from the event and banned.
7. No naked flames must be used under canvas or inside tents. All cooking stoves must be at least 4ft away
from any flammable surface or tent canvas. Please make sure the ground is not being damaged by your
fire. If needed please ask Event Support for sand to be used to help prevent such damage.
8. No Radio transmitting equipment, scanners, or disruptive electrical equipment can be used without the
prior written consent of the LT.
9. No child under 16 will be permitted to take part in any large battles.
10. Any player caught cheating will be warned. If they persist in cheating they will be penalized and may, as
a last resort, be expelled from the event.
11. Please remember that we are running family events, with children in attendance. As such, you are
expected to maintain a reasonable standard of decency, both physically and verbally. Remember that
Lorien Trust LRP events are there for everyone to have fun at.
Spirit of the game
All participants at Lorien Trust events are required to uphold the spirit, not just the letter of the
rules. Referees and Marshals can only make decisions based on the information at hand. The ultimate
aim of live role-playing is to have fun. Role-playing a character in such a way as to deliberately upset
others OOC is not within the spirit of the rules. The Lorien Trust would like to ask all participants to
leave OOC disagreements with other people outside the event.
Only use the Toilet Facilities provided. Do Not use the Woodland Areas. Anyone
caught using the woodland areas will be expelled from the event and banned.
Site Rules of Lorien Trust & Locko Park
Site Rules Of Lorien Trust.
1. Vehicles without official site access are restricted to the players' car parks only. Any vehicle obstructing
access in these areas or found outside of the permitted areas may be removed. You may only use the
camping drop off points for a maximum of 30 minutes. Ask gate staff.
2. Do not leave valuables visible in your vehicle. All vehicles are parked at the owner's risk, please leave a
note and write just the driver's Player ID number (found on your character card) in a visible place on the
dashboard of the vehicle. If you are the driver and paid on the gate, tell the gate staff. They will take
your details down on a ticket stub. Display the issued ticket.
3. Caravans and motor homes may be brought to the events. However owners must get prior permission
from the Lorien Trust and may have certain restrictions on where they can park.
4. The LT staff area is Out of Bounds to players unless accompanied by an LT staff member.
5. No combat may take place in OOC areas (Toilets, Event Support, Game Control, Monster Room and Car
Parks). No mass combat may take place in these In Character areas; Trade stands, Guild tent, Bar,
Caterers and any area displaying a sign stating this rule.
6. The backs of the Trade stands and traders’ car park are Out of Bounds to players unless accompanied by
a trader or a Lorien Trust staff member.
7. No trading/peddling will be permitted without a valid Lorien Trust trading licence.
8. Be Aware. At LT events, special effects are regularly used which include loud sounds, strobe and UV
lighting and smoke machines. These can be hazardous to you if you suffer from a medical condition that
may be affected by these effects. Also please note pyrotechnic effects that create very loud output are
used. These may cause you a sudden shock or surprise.
Site specific rules to Locko Park.
1. Remember Locko Park is part of the countryside and Must be treated with respect. Use common sense
keep it tidy and leave it as you found it.
2. No animals are permitted at events, except for Guide Dogs with prior permission from LT.
3. Weather permitting, a set amount of fire containers will be provided per faction/camping area. Braziers
and barbecue equipment can be brought to the events but Must Not damage or burn the ground.
Ground fires are not permitted. Don't empty fire remnants onto the grass. Fires Must Never be left
unattended and Must have a large container of water nearby.
4. Areas marked 'No Entry' or 'Out of Bounds' Must Not be entered by any person. If for any reason you
need to retrieve something from these areas, you must first find a member of Lorien Trust staff. They
will then retrieve it or accompany you into the area.
5. Locko Hall, the surrounding buildings and ornate gardens are strictly Out of Bounds. Do not enter any of
these areas under any circumstances.
6. The lake is strictly Out of Bounds. This area is very dangerous. Stay out!
7. Do not damage the plant life, climb or damage trees or collect any loose fire wood. No posters or flyers
may be attached to any tree, fences or structure on Locko Park.
8. Any fields containing livestock or growing crops are Out of Bounds unless you are crossing them whilst
accompanied by a Lorien Trust staff member.
9. When driving through the site you must obey the 10 M.P.H. speed limit which is in effect for all nonemergency vehicles and all road signs and instructions from Lorien Trust staff. Only use the marked site
entrances and exits that are allocated for your use.
10.You Must clear up, bag and tie your rubbish before you leave the site. Keep the site, especially the
camping and main field areas, tidy during the event.