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Where they wanderA Sword and Sorcery version of the game Humans Vs. Zombies, for use with Amtgard. Players must fight against monsters known as Deadites in an extended survival format and role play scenario. Deadites, unlike zombies, retain their intelligence; granting more chances for roleplay.
Crats
Autocrat - Raya Fireheart
Warcrat: Human - Kage
Warcrat: Deadites - Olan Wartooth
Gatecrat - Snapdragon
Non-Comcrat - Treya Execratus
Cleancrat - Xsaga Kurai
Feastcrat - Kenji
Price
Full Weekend - $30
Day Trip - $20
Children 12 and under free.
Get tickets here: https://www.tickettailor.com/events/kingdomoftherisingwinds/2392665?fbclid=IwY2xjawUOoPZwZG9mBWV4dG4DYWVtAjEwAGJyaWQRMVRxbmxPb24xYVkzMGRLQ3ZzcnRjBmFwcF9pZBAyMjIwMzkxNzg4MjAwODkyAAEeK3UQhXVkqCFUIyCg-6e2B71duWs-eeQwOMTEDwJamCEk_ApyGlJDnk83NKY_aem_rBiV4bzcMX40URKOCTHQnA
Rules
Extended Survival and Roleplay: players will be in an extended survival scenario intended to take up most of the entire weekend. Fear not, we will have scheduled breaks, mealtimes, classes, as well as plenty of time to sleep.
Missions
Players will be able to go on missions to collect supplies, rescue captured teammates, solve puzzles, and other undertakings that will aid in survival.
Motes of Light: Players will each receive 5 motes of light. These motes will act as a player's life points. Each time a player dies they must give 1 mote of light to the player that killed them. If a player runs out of Motes of Light, they become Deadites. Players may come across extra motes of light during missions. Notes of Light may be traded freely.
Non-combatants and Combat
We want everyone to be able to roleplay and participate as much as possible. That being said, there may be Non-Combatants helping out on missions. Please do not strike the Non-Combatants. Getting within 5 ft, or a light tap on the shoulder from behind should suffice for them to call dead. Non-Combatants will be wearing pink sashes.
Non- Combatant Professions
Non-Combatants will have access to professions, such as blacksmith or Alchemist. These professions can utilize the supplies gathered from missions to activate abilities, as well as create potions and scrolls. Abilities have a supply cost next to the ability: GreaterHarden -2 would cost 2 supplies.
Event Schedule
Day 1:
1:00pm: The Deadites have begun to wander. The event starts.
3:00pm: Waterbreak and 15 minute rest. No combat.
5:00pm: Waterbreak and 15 minute rest. No combat.
7:00pm: One Hour Break to rest and eat.
8:00pm: The Deadites Wander again. Game resumes.
10:00pm: Waterbreak and 15 minute rest. No combat.
Midnight: The Deadites withdrawal for now, you may rest. (Break for sleep)
Day 2:
10:00am: The Deadites wander again (Game starts back up)
1:00pm: One Hour Break to rest and eat.
3:00pm: Waterbreak and 15 minute rest. No combat.
5:00pm: Waterbreak and 15 minute rest. No combat.
6:00pm: The Last Stand.
7:00pm: The Deadites have ceased. Either the Humans have persevered, or The Deadites have devoured every light and soul. Come and join everyone for feast.
Expanded Rules
Alchemist
An alchemist is a master of transformation who bridges the gap between raw nature and arcane science by brewing potent elixirs and volatile concoctions. Whether they are a wandering herbalist or a studious academic, they spend their time hunting for rare reagents to empower their allies and outsmart their enemies.
Garb
Swords and sorcery style garb as well as a minimum 5”x5”
Belt favor with a vial and star on it.
Look the Part
Starts the game with 5 supplies
Abilities
Entangle -1
Fireball - 3
Force Bolt x2 - 1
Gift of Fire -2
Iceball - 2
Lightning Bolt - 2
Phase Bolt. - 2
Mote of Light -10
Blacksmith
Masters of the forge and keepers of ancient craft, Blacksmiths are the backbone of any adventuring party, turning raw iron into the blades and mail that keep heroes alive. With hammer in hand and the roar of the bellows at their back, they possess the unique skill to mend shattered gear or enchant weaponry with legendary strength. In a world of steel and sorcery, a skilled smith is the difference between a glorious victory and a broken shield.
Garb
Swords and sorcery style garb as well as a minimum 5”x5”
Belt favor with a hammer and anvil on it.
Look the Part
Starts the game with 5 supplies
Abilities
Ancestral Armor -3
Bear Strength -1
Berserk 3 -1
Gift of Earth -2
Greater Harden -2
Greater Mend -2
Harden - 1
Imbue Armor - 1
Mend - 1
Word of Mending - 3
Apothecary
Masters of an ancient art of turning raw botanicals into life-saving elixirs for weary allies. By brewing and administering potent potions, they serve as a vital lifeline, mending wounds and purging toxins. Their mastery of the vial ensures that no injury is final as long as their satchel is full.
Garb
A minimum 5”x5” belt favor with a plant and satchel on it.
Look the Part
Starts the game with 5 supplies
Abilities
Battlefield Triage - 2
Blessing Against Wounds -1
Release - 1
Gift of Water -2
Greater Heal -2
Heal -1
Mass Healing -3
Tavern Folk
The colorful heart of the inn, encompassing everyone from the barkeep pouring ale, to the local minstrel weaving rumors into song. They serve as the ultimate neutral ground-holders, ready to trade vital local gossip, dish out side-quests, or stir up a rowdy tavern brawl at a moment's notice.
Garb
A minimum 5”x5” belt favor with an instrument or alcohol on it.
Look the Part
Starts the game with 5 supplies
Abilities
Confidence - 1
Empower -1
Amplification -1
Restoration - 3
Silver Tongue -2
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Event venue
35 E 700 N, Valparaiso, IN 46383-8908, United States
Tickets