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.