Minor edits to the rules may be applied in the lead up to the event and players will be kept updated.
ALCOHOL AND DISORDERY CONDUCT. Please see the published Swordcraft policy. FIRST AID. First aid will be available at the event. More details to come. COMBAT IN THE TOWN. Combat in town is non-lethal scuffles and brawling. Players may use LARP weapons in town, however the Town guards may require permits (enforced through in-character role play). For the purposes of non-lethal combat, all players not from the Faction controlling the town are assumed to have 3 HP. (This means Black Faction this Quest will have normal HP). If HP are reduced to zero, the player is "knocked out" for 1 minute and then recovers fully, if feeling somewhat groggy. COINS. Swordcraft copper and silver coins will be in play. Coins may be able to be purchased at the event. All players are welcome to bring their own form of currency however it is up to fellow players if it means anything. VEHICLE ACCESS AND PARKING. Access to site is from 9 am Monday with possible bump-in/set up from Sunday 18th September. Vehicles must follow the directions of the local signs and the traffic control personal. FIRES AND COOKING. Each faction camp will be provided with at least a fire drum. They are welcome to bring more but they must have a coal/ash tray. Water buckets will be provided, and must be filled and maintained by the camp. There will be some vendors in the town selling food. COMBATANTS AND NON-COMBATANTS. Please be aware there will be many people present, when entering combat with someone, ensure that they are actually a combatant! Please only attack people who have a weapon. Otherwise, touch them with the tip of yours and advise them they are slain. As per usual, using this rule to *break* the system is considered bad form. If you choose to walk around without a weapon you have no recourse but to take the death (see below “death”). THE FACTIONS. 5 Major Factions (Red, Blue, Green, Black and Gold) are vying for control of the Empire! There are also Minor Factions at the event as well. Major Factions aim to keep their banners safe in their forts. Major Factions can conduct a siege to try and get another Major Faction's banner between 9am and 6pm on each of Wednesday, Thursday and Friday. Sieges may be conducted on Saturday from 9am to 1pm (see conducting a siege below). If a Major Faction has any banner (whether their own or another's) at close of sieges on Saturday (1pm), they can contest the Final Battle later on Saturday plus each House in the Faction gets 2 ducats. Note: players not in a Contesting Faction can still fight with a Contesting Faction in the final battle. The winning Faction of the Final Battle (last banner standing) gets: - its leader appointed as Emperor/Empress for next Quest the right to police the town next Quest (Factions members are the only ones on full HP in town - everyone else is reduced to 3HP, regardless of armour. - 12 ducats to split evenly among its Houses, any leftover ducats to be allocated by the Faction in whatever manner it decides. [This will reward a winning Faction with less Houses as each gets a bigger slice of the pie] The Senate will be meeting every night at 7pm - 7:30pm to pass the laws relating to Quest (Chaired by the Emperor/Empress or their stand in) - the laws are only as effective as the game allows but can include the spending of the Imperial Treasury (100 silver in-game coins) to pay bounties, hire mercenaries, appoint a town magistrate, etc. Each House gets one seat per Saga's territory controlled. Every House can enter into the Senate one Voter (who votes on behalf of the seats controlled) and one Advisor. This prevents the Senate overcrowding with 100+ people. Factions appoint a leader. If the Leader is killed, a new one must be appointed. If a Faction's original leader is still alive at start of Final Battle, all Houses in the Faction are awarded 1 ducat. LOOTING. This a fundamental part of some players’ quest experience and a mechanic used for exchanging goods. You many not loot any item without the players explicate permission. Looting is a Role playing option. Many players will run their own quests or missions for either their own group of friends or the wider community. If you find an item that looks out of place but you don’t know what it’s for, have a look. If it’s readable, read it, but do not remove it unless you know what it’s for. Some players will leave instructions with items, if it’s something you are uncomfortable or unable to do, do not take the item. Feel free to sell/tell the location of items to other players. Do not just take an item for the sake of having it. DEATH AND HEALING. Healing and Respawning at Quest: The idea of being "weakened" is that if you engage in any strenuous activity, including combat in the next 15mins following healing or 30 mins following respawning, your wounds re-open and you immediately lose the benefit of the healing (or if respawned the you revert to zero HP and start to bleed out). Death, bleedout and coup de grace rules are per previous quest will continue to apply (see consolidated rules below). This neatly makes healing more time consuming without any real rule change, promotes concept of medical tent, gives players more of a chance to RP injuries and healing and will help players value their lives more - plus puts armoured and unamrourned players on same footing. Death and Healing at Quest Definition: Weakened: You are weakened after healing and respawning. While weakened, if you engage in strenuous activity (including combat, running or jogging) you immediately lose the benefit of the healing and lose any HP gained from the healing. If you have been respawned, you will immediately revert to zero HP and start to bleed out. The healer or Death will provide you with a bandage with the time you recover from your weakened state marked on it. There will be a clock in town near Death and in each Faction's designated hospital tent for keeping time. While weakened you are encouraged to RP your condition. 1. Normal SC healing rules apply if you are not yet "dead" save that you are "Weakened" for 15 minutes afterwards. 2. You are considered "dead" and need to respawn if you are incapacitated i.e. on zero HP and have either: (a) bled out; (b) someone has performed a coup de grace on you; or (c) you were struck by a siege weapon or epic creature (you're pulped...). 3. To respawn, you must visit Death in the town. This may involve a challenge. 4. On respawning, you are "Weakened" by the respawning experience for 30 minutes. 5. Respawned players will not be able to remember at least their final 30 minutes prior to their respawning and should Rp accordingly. 6. Bleeding out: (a) If you are bleeding out, you need to count to 60 (approximately a minute). On reaching 60 you are considered dead. (b) If you are healed while bleeding out, you have been saved and wont die (that time). When healing commences your death count is paused. If the healing is interrupted your death count resumes at the same point. (c) If another player actively and continuously performs first aid and does nothing else (for example holds a bandage to your "wound" to staunch the bleeding while doing nothing else), your death count is also paused. If the first aid stops or is interrupted the death count resumes. Additional players could get involved such as 2 of them carrying you while the first aider continues to adminster first aid. Both the dying player and the first aider are encouraged to rp the experience. (d) If another player actively and continuously performs first aid and does nothing else (for example holds a bandage to your "wound" to staunch the bleeding while doing nothing else), your death count is also paused. If the first aid stops or is interrupted the death count resumes. Additional players could get involved such as 2 of them carrying you while the first aider continues to administer first aid. Both the dying player and the first aider are encouraged to rp the experience.All other previous special quest death and healing rules we have used in the past are replaced by these rules. CONDUCTING A SIEGE. THE FORT. Combat is divided into three parts. The courtyard, the defenders side of the wall. 25m x 25m behind the gatehouse. The gate house, the defenders obviously. The battle ground. 25m x 25m in front of the gatehouse. These areas are going to be clearly designated with flagged stakes. The fortifications may not be damaged in any way. Be aware some of the materials are not as strong as a real fort wall. Any ranged weapons may shoot over the walls and gatehouse; they may not shoot around the wall. Melee weapons may be used over the walls and gatehouse. Players must either wait for the end of the siege to recover expended ammunition or arrange a trade with opposing players. STARTING A SIEGE. To begin a siege the attacking forces needs to bring a marshal to the defending fort. Declare their intentions to the defenders. This may be as simpl |
Ticket Types Full event: Weekend: Day: | Early Bird July $100 $80 $50 | Early Bird August $125 $100 $60 | September $150 $120 $70 |
Tickets available at the door are Credit Card Only. Merchants can purchase a ticket to trade but must be open between 9am - 4pm from Thursday to Saturday. |
Ticket Information
Type
Available Until
Price
Booking Fee
Quantity
Full Event
Sunday to Sunday
$150.00
None
Sunday to Sunday
Three Day
Thursday to Sunday
$120.00
None
Thursday to Sunday
Day - Monday 19th
Single day ticket
$70.00
None
Single day ticket
Day - Tuesday 20th
Single day ticket
$70.00
None
Single day ticket
Day - Wednesday 21st
Single day ticket
$70.00
None
Single day ticket
Day - Thursday 22nd
Single day ticket
$70.00
None
Single day ticket
Day - Friday 23rd
Single day ticket
$70.00
None
Single day ticket
Day -Saturday 24th
Single day ticket
$70.00
None
Single day ticket
Merchant
Must be open between 9am - 4pm from Thursday to Saturday
$100.00
None
Must be open between 9am - 4pm from Thursday to Saturday
|
Where:
Mafeking Rover Park Caveat-Dropmore Rd Caveat , Victoria Australia |