Zealot Event 2 Registration

Hello everyone!

Thank you for a wonderful Event 1–and it’s already time for Event 2!

We really need to know who is coming so that we can plan sleeping arrangements.

The registration link is here:
https://forms.gle/mtgoPZSbdDRWdVJY7

Event 2 will occur at Camp Denison in Georgetown, MA. There are a few differences between Denison and Middlesex–namely, the sleeping space. Denison has in-cabin sleeping space for 30 individual PCs and tenting space for many more. Additionally, you need to provide your own bedding for Denison, as the campsite beds do not provide mattresses. (When we PC at Denison, we are generally fine bringing a foam mat and a sleeping bag.) The cabins themselves are very spacious and generally nicer than those at Middlesex–you can easily just bring a cot.

When you register, please indicate what sleeping arrangement you intend to do. Between cots, those planning on offsite sleeping, and tenting, we think we are able to accommodate every PC on site.

In order to play Event 2, you must register by November 1 2023. If you register and pay by October 25, you will have a free magic item draw at check-in.

More logistics below:

The event will run November 17-19 2023 at Camp Denison in Georgetown, MA. (84 Nelson St, Georgetown, MA 01833)
The event is $100 with the option of a $35 meal plan.
Check-in will be on Friday from 8:30pm-10:00pm. Out of Game opening is from 10:30pm-11pm. Game runs until roughly 3pm on Sunday. There will be a two hour dinner break from 7:30-9:30pm.
Compared to Middlesex, there is less space for PC food. There is one cabin in the sleeping area where PCs will have access to a refrigerator, a sink, and a microwave. PCs will need to provide their own cutlery and flatware if they are not on the meal plan.
The in-game explanation for the difference in campsites will be forthcoming later this week.

Meal Plan Menu

Brunch 11am
Baked beans, oatmeal, fruit, bread, cheese, coffee, and juice

Dinner 7:30
Beef stew, roasted vegetables, rice and beans, bread, salad

Snacks (late night and throughout the day)
Assorted desserts, crackers and cheese, fruit, beverages

Event 1: Gods Road Edict and Announcements

(Please see the bottom of this post for Out of Game announcements.)

Plain text below.

Plain text below.

Gods Road Edict (full text)

To Current Residents of Gods Road:

As you may have heard, a new cohort of Devout will soon be taking up the Highgate Barracks of Gods Road. They will be arriving in a little under a month and joining our township as the attending Devout.

We the High Clergy have personally called these Devout to replace those lost to the Abyssal Incursion of the last year. They are individually revered for their talent, determination, and unique service to their Patron Gods. To those of you who are not yet caught up on the current events and the necessity of Devout presence, a brief reminder:

  1. The Abyssal Scar nearest Gods Road has been increasingly active and deadly. The Devout lives lost to it are not insignificant, and it has started to directly threaten the layfolk of Gods Road. It needs to be guarded and maintained.
  2. With the guidance of the Rakes family, the High Clergy has convened and decided to formally reinvigorate exploration of the Abyss. Paladin Pilar Rakes of Beodhen and Nepheris will lead expeditions but has mandated that only Devout be allowed to pursue such endeavors.
  3. Criminal activities have increased in Gods Road and surrounding areas. These need to be marshaled effectively.

Which leads us to the most immediate matter at hand.

We approach the Day of Negotiation, the Highest of Holy Days of Nepheris. As is longstanding tradition, the Old Laws of Circadia will be committed to the realm of Shadows and Truth but erased from formal practice. The laws of all Circadia will be written by the attending Devout of Highgate with guidance from the High Clergy and lay representatives. These laws will govern Circadia until the next Day of Negotiation, at which point they too will be overturned.

This is both a great honor and burden. The attending Devout will need to come together to imagine how the legal proceedings of the next year will work. 

This is an especially difficult responsibility for the Devout new to this area: indeed, the large influx of newcomers makes this a complex process. However, we the High Clergy will invite them to make their perspectives known, and we will ask them to invite a new year based on their experiences.

The current laws of Circadia have been in effect for decades, but they no longer serve our needs. We are soundly out of the Blood War, and new threats and opportunities emerge.

As always, we invite any layfolk interested in contributing their ideas to submit them in writing or by verbal report. Sébastien Silverschloss, the innkeeper of Highgate Barracks, will mediate your contributions.

Every non-heretical voice, Devout or not, will be heard.

The formal Negotiations will begin at the start of the 14th Day of the Tenth Month; they will continue until the dinner hours, at which point a representative will arrive to draft the proposed rules. Immediately at the end of the dinner hour, the rules will be read aloud and submitted for formal codification and circulation.

I trust you will offer this new group of Devout a warm welcome and the respect they are due. While they may be new to our area, they are seasoned veterans in many walks of life.

In Service,

The High Clergy

Petra Lionhardt, High Priestess of Beodhen

Myr’naianesa, High Priestess of Nepheris

Duncan of Fairchild, High Priest of Steramestei

Cyrus and Milot Aspera, High Priests of Kasamei

Sympathy Called Sincerity, High Priest of T’Zyri

Out of Game Announcements

Please register! We will start sending out individualized in-game materials in the next few weeks. We need your sign-up and character history to do so.

The Registration Link is here.

The Donations List is now available. Contact us if you have any questions. (Zealot.larp@gmail.com.)

Click here for Donations List.

We would like people to start signing up for In-Game spaces that they will take responsibility for. I’ve heard specific interest from three players, but I’d like you all to formally sign-up.

As we discussed, we are providing the opportunity for PCs to earn CP by taking responsibility for a PC space in order to earn CP. Anyone involved in adopting a space will receive 1 CP per event they decorate the space. This CP does not count to your overall CP cap. (You can go over cap.)

Your responsibilities would include:

  1. Setting up the space and cleaning it up at game-off.
  2. Providing props. (One exception.)
  3. Storing the props and bringing them to site. (We are flexible on this if storage and transport would prevent a person from adopting a space.)

PC Tavern Spaces

Table 1: Shrine to Beodhen, Open

Table 2: Shrine to Nepheris, Open

Table 3: Shrine to T’Zyri, Open

Table 4: Open Concept, Open

Table 5: Open Concept, Open

Other Spaces

Outdoor Pavilion: Shrine to the Sisters, Open (props are provides for this, including the pavilion; we will store this)

Mac’s Shack: Auxiliary PC space, Claimed

If you have other suggestions, we are open to hearing them. Multiple players will be welcome to collaborate on a space. We also know that some people who may be interested in setting up a space regularly may not be able to make it to game–we know life happens and will work with you should that arise.

Sign up for a space here.

Crafting at Zealot

The Zealot Crafting rules are described here.

There are two major types of Crafting: Strandistry and Common Cloisters. They do not require CP, and staff will provide the materials.

The main, out-of-game intent is to make Crafting a predictable and dynamic part of the gamespace that allows players different creative opportunities. Both are hands-on activities that can be done alone or with groups. Strandistry offers a series of set boons while the Common Cloisters are randomized draws of Magic Items. Both can and should be explored more fully in-game.

Additionally, the Rules Page has been updated to reflect the inclusion of Crafting.

V2 Rules Update

Thank you so much to all of our players who contributed to our rules feedback!

We’ve made some changes, all of which are located on the Rules page as both Google docs and PDFs. This is the last rules update we will do this season. We anticipate another rules update after the fall season, though not a major one. The most substantial changes are to the Spell Schools. These have all been improved.

Again, thank you so much to everyone who asked questions, offered criticism, and helped us improve these rules!

The changelog and updated rules PDF files are also included below for your convenience.

The Deck of Fate

For as long as anyone can remember, Death has been a strange thing in Circadia. For the vast majority of citizenry, Death is quite mundane, if frightening: most people live out a life of normal age (generally up to 100 years), fall ill, fall unlucky, and die. Once dead, there is no resurrection unless they are attended by a very powerful Devout healer.

However, for some, resurrection is (almost) always possible. The Devout, due to their special connection to the Gods, are able to draw upon the Book of Deeds and the Deck of Fate in order to restore themselves to life after what should have been certain death.

The Book of Deeds and the Deck of Fate have been supplied to Mortals since the reign of Zyr’Zane and T’Myrim, more than a thousand years ago. Initially, the The Old Gods, when they first alighted to Circadia, provided the two items to Mortals. Zyr’Zane, presenting the Book of Deeds, instructed that Mortals write into it the Deeds which most honestly represent their Devotion. T’Myrim, offering the Deck of Fate, suggested that, by drawing upon the Deck, the Mortals enter into a sustained relationship with the Gods.

Over time, and as the formal Pantheon was established, the Book and Deck became inherently tied to the Devout’s ability to return from certain Death. The histories of this process are unknown. What is known, however, is the function of the items.

Devout who have called upon the Book and Deck generally agree upon the following. Into the Book, they scribe a single deed that represents their Devotion to a God, Gods, or the Pantheon itself. This is an offering to show that they are worthy, in the context of their Devotion, of return. After this, they then draw a card from the Deck of Fate–this card shows them the God that has agreed to resurrect them. 

Of course, the relationship between the Gods and Mortals is rarely simple. The Deck represents the Gods who actively offer power to Mortals–currently, there are 22 cards in total representing the dual aspects of the various Gods. All Gods, in returning Mortals to life, offer either a Blessing or a Favor. To receive a Blessing is to be looked upon favorably; to receive a Favor is to be held in often contemptuous debt by the God offering it. While such things can be reconciled, the Deck of Fate is nevertheless an artifact that causes many trepidation.

Currently, the Book and Deck are housed at the God Road Shrine. They are available for use by all Devout.

Read more about Death and out-of-game Mechanics here.

What does the Deck of Fate look like, however? Read the below guide to see the possible cards and their meanings.

The Dynasties

While the High Clergy are the most prominent Mortals in the Realm, they are certainly far from the only important Circadian Mortals. Indeed, there are various Dynasties associated with their longtime worship of the various Gods. While some may consider these families “noble houses” the nobility is only sometimes associated with monetary wealth–indeed, some of the Dynasties are of humble means but nevertheless garner extraordinary respect. The most significant Dynasties and their allegiances are described below.

Note: Players are welcome to play members of these Dynasties, relatives of these Dynasties, loyal to the various families, or to entirely make up their own families.

Dynasties of Beodhen

The Lionhardt Family

Location: Tel’Faeris

Allegiance: Beodhen

Crest: A golden lion on a red field

Motto: Like a Lion among Wolves

Rivaled only by the Beausejour and Rakes in their Dynastic esteem, the Lionhardt family are among the most ardent of Beodhen’s supporters. Located in Beodhen’s city of Tel’Faeris, the Lionhardts have long served the King of Gods and rose to particular prominence during the Blood War.

A large family, the Lionhardts boast almost exclusively Devout of Beodhen. While most Lionhardts pursue the path of the Paladin, there are quite a few Worship Leaders who spend the majority of their time working with common folk.

The Lionhardts are generally beloved: they are known for grand parties and feasts and tend to be quite generous with their significant wealth. The current High Priest of Beodhen, Petra Lionhardt, is a highly visible member of this family.

The Lancaster Family

Location: Pel’Neris

Allegiance: Beodhen

Crest: A flaming sea serpent riding blue waves

Motto: Older than the Tides, Grander than mere Flame

While the Lionhardts are more prominent, the Lancasters are nevertheless significant in their own right. Followers of Beodhen, the Lancasters trace their worship of the Gods earlier than the Lionhardts and point to documents that indicate early worship of Le’Neris and Pel’Pyri.

The Lancasters are important politicians in Circadia. Many follow the path of the Devout, but just as many invest their lives in simple commerce, politics, and public education. Due to their connection to ancient history, a good many Lancaster Family member, Devout or otherwise, are members of the Cloisters.

Portia Opportunity Lancaster and Magister Leopold Liberation Lancaster II are two significant members of the family. Portia is one of the most promising new students at Myrim’Lyr College’s Department for the Social Study of Heretical and Abyssal Magic; Magister Lancaster is a decorated professor emeritus at Myrim’Lyr’s Departmen of History.

The Red Spring Family

Location: Red Spring

Allegiance: Beodhen, formerly Hyrnedhna

Crest: A red dragon flying over a red spring on a green field

Motto: For the People

Of all the Dynasties, The Red Spring Family remains among the most controversial. Prior to the Blood War, the Red Springs had long served the Goddess Hyrnedhna and are thought to be among her earliest Devout. Indeed, it is rumored that some of the Red Springs even speak Beast Tongue–a true Blessing from Hyrnedhna.

However, during the Blood War, the Red Spring–upset by Hyrnedhna’s destruction of common villages uninvolved in the Blood War–renounced the Goddess and took up arms with Beodhen. Their decision to support the King of Beasts was a major turning point in the War. Today, they are seen as both true loyalists and traitors.

Vanya Red Spring was only a teenager during the Blood War but nonetheless fought ardently. It was assumed, when Myrnaia’nesa and Duncan of Fairchild both declined Beodhen’s offer to become his High Priest, that Vanya would be appointed High Priestess. However, political pressure motivated Beodhen to choose another: Vanya has long been betrothed to Cyriaque Beausejour’s, Verine’s High Priest, and her appointment as High Priest was determined to be nepotism engineered by the Beausejours.

Dynasties of Nepheris

The Rakes

Location: Lyr’Nephri

Allegiance: Nepheris

Crest: A white and silver quill and inkwell on a blue background

Motto: Learn the Unknowable

Of all families in Circadia, the Rakes are perhaps the most famous among the common folk. Unquestionably Nepheris’s most dedicated followers, the Rakes are also a family of knowledge, learning, teaching, and governance.

In particular, the Rakes were personally responsible for maintaining trade routes and supply lines during the Blood War. This allowed not only for Beodhen’s success but also for the safety of many common folk uninvolved in the War. Today, they are credited with stabilizing the post-War economic collapse and, slowly but surely, the revitalization of major hubs.

There are various Rakes followers of considerable significance, but chief among them are Magister Odipos Rakes and his son Magister Devon Rakes. Odipos is Nepheris’s High Priest, involuntarily retired, and now returned to his post at Myrim’Lyr College as professor emeritus of Political Theory, as well as an honorary scholar of the Cloisters. Devon is now the Chair of the newly established Department for the Social Study of Heretical and Abyssal Magic. Neither seem to be entirely comfortable with this arrangement.

The Silverschloss Family

Location: Lyra’Tel

Allegiance: Nepheris and Mynair

Crest: A white seashell and silver coins on a white background

Motto: Smooth Seas and Strong Winds

Prior to the Blood War, the Silverschloss family were a relatively unimportant mercantile family dedicated to Nepheris. Seafarers by training and passion, they occupied most of their time establishing trade networks along the coasts and through the rivers. While they accumulated significant wealth and maintained devotion to Nepheris, they were never as significant as families such as the Rakes.

This changed during the Blood War: during the Blood War, the Silverschloss, with holds in the beautiful city of Lyra’Tel, provided aid to all refugees of the Blood War–particularly the displaced coastal folk. Their reputation rose, and, at the end of the Blood War, Nepheris personally recognized their service. Since then, they have been among the most respected and prosperous of traders and, working with the Rakes, have helped re-establish many of the coastal towns.

Due to their involvement in the coasts, the Silverschloss frequently married Mynair followers. While Mynair has no established dynasties, there are enough Silverschloss originally from Mynair following families, that they are a well-established lineage. It is rumored that Myrnaia’nesa, High Priestess of Mynair and Nepheris, has relatives in the Silverschloss family.

Dynasties of Kasamei and Steramestei

The Aspera Family

Location: Deathwalk and the Brightwater Isles

Allegiance: Steramestei and Kasamei

Crest: Gold and silver stars on a black field

Motto: To the Stars

The Aspera are a well-regarded family of ancient origin: it is said that as soon as the Sisters alighted to Circadia, they Blessed the Aspera with their gifts of Revelation and Sight. Today, the Aspera are thought of as among the most gifted Seers in all of Circadia.

While many Aspera follow both Sisters, an equal number follow either Kasamei or Steramestei. The Aspera, particularly those of Kasamei, are generally heavily involved in their communities and happily offer guidance and insight.

Due to their ancient lineage, the Aspera are scattered across Circadia, and the family practices are quite diverse. However, the Aspera nevertheless dutifully remember their loyalties to the Sisters. High Priests Cyrus and Milot Aspera, the dual High Priests of Kasamei, are the most well-known of the family.

The Daviyah Family

Location: Deathwalk

Allegiance: Kasamei

Crest: A black raven on a purple background

Motto: Strength through Care

The Daviyah Family are one of the most enigmatic, if revered, families in Circadia. Longtime Devout of Kasamei, they attend to all matters associated with the Goddess–particularly those connected to Prophecy and Travel.

The Daviyah are committed to the careful understanding of Prophecy. Historians of the Sisters, many Daviyah find themselves associated with the Cloisters.

The Daviyah routinely take on what they call “foundlings.” These are the misunderstood children abandoned or delivered to the Daviyah: frequently layfolk who have never had Devout in their lineage fail to realize that Kasamei’s Blessing can take strange and even frightening form. The Daviyah seek out such children and offer them shelter, kinship, and guidance. Many who grew up in such circumstances may keep their original family name, but some change their name to their adoptive family.

The Fairchild Clan

Location: Fairchild

Allegiance: Steramestei and Opix

Crest: Multicolored stars on a white background

Motto: Dying stars burn brighter

While not a proper family by lineage, the Fairchild Clan is nevertheless culturally and geographically bound by their history and worship of Steramestei.

Historically, Fairchild was a village populated by Steramestei followers of various lineage, as well as small clutches of Opix followers. It is widely known that the destruction of Fairchild, by Hyrnedhna’s forces led by the Ragged Bear, was a major turning point of the Blood War. Duncan of Fairchild and other Fairchild denizens entered the War after their home was devastated. Duncan was rewarded for his wartime performance by promotion to High Priest of Steramestei and is known to be the Star Lady’s most preferred Consort.

To this day, many who trace their ancestry to Fairchild will introduce themselves “of Fairchild” with or without their proper family name.

Dynasties of T’Zyri

The Court of Whispers

Location: Myrim’Zane

Allegiance: T’Zyri

Crest: The Hand of Knowledge

Motto: A kinship of secrecy

The Court of Whispers is not a family by blood but instead a family by training and dedication. Among T’Zyri’s most skilled and dedicated Devout, the Court of Whispers hail from all walks of life and find themselves, through secret networks and liaisons, bound together. To be a Whisper is to be a member of a mostly unseen kinship–a kinship some would refer to as defined by “honor among thieves.”

Most frequently, people come to the Court through their own investigation. The Court is not unknown in Circadia, and many Devout of T’Zyri will seek out people who might initiate them. However, equally frequently, T’Zyri followers are sought out by elite members of the shadowy guild. In general, the Court does not come together as a unified group–unless, of course, they are called to do so. Such affairs usually take place in T’Zyri’s capital, Myrim’Zane, the headquarters of the Court. 

Known Court members are few and far between–afterall, it is a secretive group. However, Misty Skoldskellet, an eccentric known for her love of mysteries, is purported to be a member. This may, however, be nothing more than a rumor.

The Zmeyanov Family

Location: Kurik

Allegiance: T’Zyri

Crest: A green Snake and a red snake, above a gold skull, on a black background

Motto: Seek the Lost Ways

The Zmeyanov family are among the smallest and most tragic of the Circadian dynasties. An insular family of T’Zyri worshippers, the Zmeyanov inhabited the small hamlet of Kurik. As leaders of the small town, the Zmeyanovs innovated new modes of T’Zyri worship and established something of a unique sect whose ways are all but lost.

A few years prior to the Blood War, a group of Witches attacked Kurik. The majority of the town and the Zmeyanov family were killed in the ambush, and many secrets of old T’Zyri worship were lost. To this day, the Zmeyanov hold all Witches in the bitterest regard.

Magister Natasza Yuliyah Zmeyanov and her brother Magister Sacha Zmeyanov are two well-known members of the family. Both are Devout professors at Myrim’lyr College who, as siblings, have revolutionized studies on Mana and its uses. Sacha is dearly beloved for his gentle mentorship of students, while Natasza is admired for her innovative approaches to theories of Mana. It is known that Natasza was once romantically involved with her former research partner, Magister Devon Rakes, but things soured when Magister Rakes was appointed as Chair of the Department for the Social Study of Heretical and Abyssal Magic.

Dynasties of the Fallen Gods

The Trent Family

Location: Waycross, The Grey Isles, and T’Zane

Allegiance: T’Rer

Crest: Gray scales on a white background

Motto: Justice, Truth, Legacy

The Trent family is synonymous with fanatic Devotion to the God T’rer: nearly every member of the family sees the “Fallen King of the Gods” as a righteous exemplar of truth and justice. The Paladins of the Trent family were once revered (and feared) for their political acumen and martial force. Even today, to be a Devout from the Trents is to be one of the mightiest of T’rer’s personally chosen.

Of course, the Trents led T’Rer’s frontlines during the Blood War. They were among the highest casualties and, today, only exist in scattered numbers. They were also spared by Beodhen–allegedly at the request of T’Zyri, though this is contested.

Samson Trent is the current High Priest of T’Rer. Adamant in his worship, Samson only agreed to support the current Pantheon so that other followers of T’Rer might be allowed quiet worship and a home in the destroyed city of T’Zane.

The Beausejour Family

Location: The Beausejour Estates

Allegiance: Verine

Crest: A bronze dragon on a red background

Motto: The Family, The Future

Regarded as Verine’s most talented and dangerous Devout, the Beausejour are the seat of intrigue and action in Circadia. They are an ancient family and–of all families–consider themselves most closely connected to the Dynastic Gods. Their ancient lineage has allowed them to maintain their isolated mountain castles and general disregard for regular Circadian life.

Verine’s current High Priest, Cyriaque Beausejour, has launched the family into legitimate prominence. Prior to the Blood War, the ancient Dynasty was regarded as mostly deadly villains given to nefarious, self-interested acts. However, Cyriaque’s tireless service to Beodhen during the Blood War–as well as his unforgiving relentlessness–demonstrated that the family was committed to the Realm. While committed foremostly to his Goddess, Cyriaque nonetheless vocally offers his support to “the Dynasty,” presumably including Beodhen and Nepheris. Cyriaque’s prominence has allowed for Verine followers to become somewhat more visible.

The Westward Clan

Location: Suul’nedhna Woods

Allegiance: Hyrnedhna

Crest: A brown beaver on a field of green

Motto: Peace and War are equally natural.

The Westward are among the oldest and most faithful of Hyrnedhna’s followers. The are, along with the Red Springs, some of her first worshippers. From their small, scattered villages in the Suul’Nedhna Wood, they have maintained this worship.

Of course, since the Blood War, this has been problematic. The Westward were warriors in the Blood War, though they were far from the most devastating. When Hyrnedhna fell, they agreed to follow the new Pantheon, but requested that they be allowed to follow the Wild Queen. Beodhen assented. The Westward were known for adopting previous combatants of the Blood War, chief among them High Priest Amik, once known as the Ragged Bear. Ashamed of his violence in the Blood War, Amik shrugged off the mantle and adopted the name Westward. Today, the Westward mostly keep to themselves: Amik in particular hopes to recover from the War and lead all Hyrnedhna followers on a road of meditative peace.

It is generally known that, of all Mortal families, the Westward have the most cordial relationship with the remaining Hyrnedhnai–this is due, in part, to their political efforts to maintain worship of Hyrnedhna among Mortals.

The Albright Family

Location: Gods Road

Allegiance: Gu’labir

Crest: A skeletal sea creature and obsidian dagger on a gold background

Motto: Again and again, Death is exquisite 

For a long while, it was assumed the Albright family were pious Devout of Beodhen. Afterall, they were celebrated for their pursuits in the arts, literature, and a variety of other arenas. The Albrights are longtime benefactors and patrons of the most talented in the Realm, and they have (until recently) been beloved.

At the start of the Blood War, it was assumed that the Albrights would join the Lancasters and Lionhardts in their support of Beodhen. While some Albright Paladins joined, the vast majority did not, citing no particular reason. After the Blood War, the Lionhardts and Beausejours launched an investigation into this. It was found that the Albrights were longtime supporters of Gu’labir. While many were indeed Devout of Beodhen, they were more wholly committed to Gu’labir. This erupted in controversy, and the Albrights–unfathomably wealthy and deeply unbothered–retired to quieter pursuits.

The Albrights remain influential. Mona Albright is among the most infamous: a former professor at Myrim’Lyr College, Mona lost her position during her family’s fall. She has given herself over to “the good life” and continues her research Interests independently.

Event 1, Oct 13-15 2023, Registration Open

We had an excellent playtest yesterday and are officially ready to open registration.

The event will run October 13-15 2023 at Camp Middlesex in Ashby, Massachusetts. Cost to attend the event is $100 with a $35 weekend meal plan. Please read more about the logistics in the registration form.

Please fill out this form to register.

We’ll be making edits to the rules over the next few weeks. While we don’t anticipate any major changes, there are definitely some things that need tweaking.

Playtest Logistics

Hello players!

We’re gearing up for the playtest and wanted to give you a sense of what to expect.

Firstly, logistics:

August 12, 2pm-9:30pm, social space reserved for after the playtest.
Sturbridge Host Hotel and Conference Center
Sturbridge, MA

Please feel free to arrive/leave at any point during the event. We’ll have light refreshments and beverages, but you’ll be on your own for dinner. (The area has a lot of good nearby restaurants, and the in-hotel restaurant is usually open. You’re of course more than welcome to bring your own food, but there are no accessible microwaves/fridges.)

The event is divided into three parts: out-of-game discussion, in-game playtest, and character consultations throughout the day.

Costuming
Costuming is as you feel comfortable! Staff will be fully costumed for the in-game portion. “Renfaire lite” is perfectly ok! We don’t expect people to have fully formed characters, let alone costumes. If you don’t have a costume, we suggest a minimum of NPC blacks to build immersion, but this isn’t a hard and fast rule.

Tavern
The PC “tavern” area will be divided into two spaces. An in-game space and an out-of-game space for talk and character consultations. We’ll have a copy or two of the rules for perusal. (We won’t be making any edits until after the playtest.)

Theme
The playtest takes place during pivotal battles during the Blood War. These aren’t the major moments, such as the fall of Hyrnedhna, but instead important turning points in the war. While the war has an outcome, PC actions will shape the nuances!
Read about the Blood War here:
https://zealotlarp.com/lore-and-mythology/the-blood-war/

Your character may have strong feelings about the Blood War, but, for the purpose of the playtest, all players are on the side of Beodhen against T’rer and Hyrnedhna. If this is not how your character might act, you should feel free to be conflicted. Roleplay as is fun for you, but remember that this decision is a pragmatic one for playtest purposes!

In particular, we will be emphasizing how the current High Priests came into power through action in the Blood War. This will give you a good sense of the themes of the game from a lower political level.

A refresher on political structure:
https://zealotlarp.com/2023/07/24/circadian-political-structures-in-detail/

As you know, you have the option of playing either your intended PC or a prewritten character. If you are playing your PC, you will experience the event as a vision and will retain the knowledge in the game world. If you are playing a prewritten PC, you are a canonical part of the history. If you like, you may build these prewritten characters into your own history for game. Roleplay as is fun for you.

You can still register at this link:
https://forms.gle/JzXVcyM9KFMC7M2VA

The schedule is below.

See you soon!
Zoe, Scott, Michael, Crystal, Cardin, and Ezra


Out-of-Game Playtest

2-3:30pm, Game Philosophy and Discussion
American Grille/PC Tavern

In-Game Playtest
Note: The designation of the Gods refers to the general themes of the encounters, not the appearance of the Gods themselves.

3:30pm-4:30pm, Beodhen and Nepheris
Brazen Paladin of Beodhen and daughter of the esteemed Lionhardt family, Petra Lionhardt leads Beodhen’s army on an important mission. While the God Nepheris has proclaimed his own neutrality, he has nevertheless supplied his brother Beodhen with ample supply routes. In order to buoy wartime supply lines, Beodhen’s followers, led by Petra, must establish emergency silos along the routes. They are sure to encounter belligerent forces from T’rer’s followers and the Hyrnedhnai.

4:30pm-5:30pm Steramestei and Kasamei
War has taken its toll on the populace, and Kasamei and her followers have found themselves overwhelmed with shepherding the dead to their final rest. Indeed, in addition to her High Priest Cyrus Aspera, Kasamei has welcomed his younger brought Milot Aspera as a secondary High Priest.

However, taking pause from their normal work, High Priests Cyrus and Milot are performing work on behalf both Steramestei and Kasamei. Followers of Steramestei have been besieged by disturbing visions, and they need assistance from the Seers of Kasamei to make sense of such things.

5:30pm-6:30pm The Abyss
Up and coming Paladin of Steramestei, Duncan of Fairchild, comes to lead interested parties towards what he believes is an Abyssal Scar. Heinous Corrupted forces are spewing forth from it, and Duncan–momentarily removing himself from the Blood War proper–wants to assuage it before it harms the nearby towns and villages.

6:30-7:30pm Mynair and Hyrnedhna
High Priestess of the dead Goddess Mynair, Myr’naianesa, reluctantly joins to fray to protect the Mynaira: the Hyrnedhnai have began establishing forts closer and closer to the coastline, threatening the Mynaira in hiding. Using what little of Mynair’s magic remaining, Myr’naianesa has agreed to deliver one final flood. It will surely be a horrific battle: Hyrnedhna’s High Priest Amik–destroyer of Fairchild–marches chief among the ranks.

7:30pm-8:30pm Verine, Opix, and T’rer
The time has come for the most dangerous assault against T’rer’s elite forces. This is a decisive battle and will surely be deadly for all sides. As anticipation mounts, however, Verine has quietly entered the fray: while Beodhen’s armies launch an assault against T’rer, Verine has a special task for her followers–something she’s assured will win the war, even if the battle is lost. She has sent her favored Paladin, Cyriaque Beausejour, to rally followers on her behalf.

8:30pm-9:30pm Gu’labir and T’Zyri
With the fate of the battle against T’rer’s elite decided, there is one more (surprising) matter of business: T’Zyri has sent a Worship Leader, Sympathy, to request the aid of Beodhen’s allies–including her own followers. She has also requested the favor of Gu’labir’s chosen–an odd choice for the Goddess currently committed to becoming a reigning Pantheon member. Sympathy has assured that, while a matter of ritual, it will likely be dangerous and perhaps even…unseemly.

You are not expected to participate in every mod, though no one will be turned away. We do encourage you to attend the ones that most interest you! Please anticipate time to roleplay in-between encounters–much of the “lore” will come out through conversation with staff and other players. (Particularly prewritten characters! You’re playing important members of the war effort.)

Character consultations will occur throughout the day.

We’re very, very excited!

The Creation of Opix

One of the lesser known tales in Circadia is the birth of Opix. This is a curious thing given Opix’s longstanding popularity among Devout and layfolk alike. Many assume that the tale remains obscure due to the dubiousness of the “facts” surrounding it. Those more astute, however, surmise that any number of Opix’s detractors suppressed the rather miraculous creation of the God of Change and Chaos. The most commonly accepted story follows.

The New Deities

In the later Age of the Old Gods, sometimes called the Age of Creation, many new deities came into being. From the union of Pel’pyri and Le’neris were born Faeris’lyr, Beo’lyr, Vaer’ine, Pel’yra, and Myris’lyr. Even more joyously celebrated were the twins of Zyr’Zane and T’Myrim, T’Zyri and T’Rer.

Strangest among such new deities, however, were Hyrnedhna and Mynair. Rather than being birthed as children from deific parents, these two Goddesses were instead hewn like artistry from the flesh and bones of the earth and its creatures. Me’me’sul, the creator of Hyrnedhna, and Gu’labir, the creator of Mynair, were called visionaries, and almost all celebrated the Gods’ innovation. (All except, of course, for Le’neris. But a story for another time.)

The wellspring of so many new Deities ushered in a time of wonder and revelry: it was as if Circadia had exploded in new power, and Mortals found themselves drawn to aspects of Faith they had never before considered. The Old Gods, united by the elders Zyr’zane and T’Myrim, enjoyed the pleasures that such young Gods invited.

Save one Goddess.

The Lonely Flame

Pel’pyri, Goddess of Fire and Creation, found herself wanting for connection. Though her union with Le’neris had produced five children–the children that would eventually be thought of as the first Dynasty–Pel’pyri found herself an ill-suited mother to such beings. Le’neris, as the God of Waters and Life, had always more easily found peace with Mortal worship. Pel’pyri felt herself more aligned in temperament with Gu’labir and Me’me’sul: a force of unforgiving nature and ever-twisting transformation. As Pel’pyri’s Creation was best expressed by the fearsome, sweeping power of Fire, she found herself often misunderstood, by Mortals, as mere Chaos.

And so, as Mortals flocked to worship the children of Le’neris and Pel’pyri, the Goddess became more and more isolated from the other Gods. She grew lonely and withdrawn, spurning the attention of even those who held her in awe.

Steramestei’s Intervention

By the Age of Creation, Steramestei was well-beloved by Mortals and well-known by the Gods. Steramestei had watched the rise of Le’neris and the Dynasty, as well as the quiet fall of Pel’pyri. Not one to usually interfere in such earthly matters, the Star Lady found herself annoyed with Le’neris’s growing arrogance: afterall, as she was a God of endless Inspiration, the God of Life held little interest. Beyond this, Steramestei had grown bored with this new Dynasty: as she had complained to her sister Kasamei and the Gods Zyr’zane and T’Myrim, she felt Mortals knew the Gods too well. There was no longer the enigmatic distance that allowed the separation of the Deity and the Mortal.

These thoughts guiding her actions, Steramestei bided her time, and, carefully watching the world around her, waited for the right moment.

A Dream of Storms

One day, Steramestei spied Pel’pyri asleep in a forest razed by the Goddess’s wildfires. This was commonplace: when Pel’pyri brought forth flame to burn away a landscape, she then rested. Her body, heavy with the weight of Creation itself, would empower the land around her with new life.

This time, as Pel’pyri slept, Steramestei crept into her dreams. She whispered to Pel’pyri of catastrophic fire storms and explosions of life. She whispered of chaotic thunderstorms that shifted into blinding rainbows. Finally, Steramestei placed in Pel’pyri’s dreams a gust of golden butterflies, fervent and rushing. The butterflies’ furious wings carried upon them winds of change and transformation.

As Steramestei stole away, Pel’pyri awoke suddenly from her dreams. Pel’pyri’s mind was spinning with thoughts of tumult and rejuvenation. Disoriented, she looked at the blasted trees around her. To her surprise, a strange thing, despite the earlier devastation, remained: a chrysalis, charred and ashy, dangled from a broken branch.

As if sleepwalking, Pel’pyri wandered towards the chrysalis. Slowly, she grasped it in her left hand and, clutching with all her strength, set it alight. To the Goddess’s shock, the chrysalis did not erupt in flames but, instead, began to glow brilliant orange.

Pel’pyri removed her hand and watched. The skin of the chrysalis began to fall away, and a beautiful being emerged from its husk.

Their name was Opix. Deity most beloved by their Creator, Pel’pyri. Opix, God of Change, Transformation, and Chaos. Opix, eventual Fallen God, disgraced by treachery.