The following information is meant to help those that would like help represent and support our setting of the Mirrorworld with all it's strangeness and threats.

We've added some background information to help grant you some more insight in the game. These are given to you as a player in mind, and likely not known to your character yet. Please keep this Out of Character Knowledge away from your Character. Not to worry though, there are no real big spoilers here. :-)

Kristall

1. Where does the Mirrorworld originate?

The five elements (fire, earth, water, air and magic) created the world of Mythodea and the first life upon it:
The high culture of the ancient rulers who then themselves discovered the secrets of the world and created new life. After they had achieved and discovered everything, some of the old rulers decided to grow beyond their own creators (the elements) and create the forsaken elements. To this day, the descendants of the old rulers (The players) are fighting against the legacy of their ancestors. The known forsaken elements are: The Black Ice, The Undead Flesh, The Plague/Pestilence and the Void.

The Creators of the forsaken elements are the so-called „primordial skeptics”. These were those of the old rulers that were the first to doubt the world order as it was created by the elements. They fled a long, long time ago into a world they created as a refuge, the "Mirrorworld".

For the past 10 years, the players have tried to reconquer Mythodea. At the last seal (ConQuest 2013) the elements gave the player-characters the order to find and destroy the root of all evil, the primordial skeptics. The annual summer campaign (ConQuest) is now the ongoing attempt to achieve this in the Mirrorworld.

Besides being the direct order of the elements to enter the Mirrorworld and destroy everything within, the enemy seems to have a weapon that enables him to enter Mythodea anywhere anytime. This is reason enough to try to take the fight to them and not just "wait it out in our end".

2. Why is the Mirrorworld „different“?

transporterUnlike Mythodea, this world was not created by the (almost) all powerful elements, instead it was created by mortals – namely, the old rulers. Although they used the pure power of creation (which they call „Sekhem“) they created this world in a great hurry. This created some problems that are still present and are disadvantagous to the player-characters as well.

It was the creators goal to no longer be dependent on the power of the elements in their world. That is why the elements are cut off from the Mirrorworld to this day, and can barely interfere directly there. This is the primary reason for all problems for the player-characters.

3. How it concerns EVERYONE

For ConQuest, the „Live Adventure Basic rules" and the “extension of rules: mirror world" apply. The described disadvantages therein are obligatory for all players and tribes on ConQuest, and your characters are well aware of these disadvantages as soon as they step through the crystal-portal that connects the worlds.

It feels like a very large burden is placed on your shoulders, as if you get short of breath and as if the sun shines brighter, but sends less warmth. Sounds in the distance are more dull then usual and the green of the trees and grass looks faded and dull.

An answer often given by players is: „But it's 30 degrees in the shade, and there's a flower growing over there, and I can hear perfectly well what the people behind me are doing!“

To those we say: Act as if back on Mythodea, everything is Even greener, warmer/nicer/better/more colorful and just plain better. Complain about the dry air, the ground that turns muddy way too easily, the dust flying around everywhere and that your armor is way too heavy. That shouldn't be too hard! :-)

4. The Rule set - disadvantages

Next to this general sense of discomfort, there are of course more specific and rule drawbacks for your characters:

  • Your base pool of life-points sinks to 2.
  • Artifacts from Mythodea have no power.
  • Rituals are not possible.
  • Alchemist potions that cost 4 or more experience points cannot be used.
  • "Extra Life-points" cannot be healed after injury.
  • Armors, Weapons and Plot-items can only be repaired to a maximum of 50% of their original value.
  • Forsaken opponents seem to be barely injured from your arrows and bolts.

A more detailed description of all drawbacks as well as some tips on how to represent them, and what could perhaps be done to counter them is found in the extension of rules.

Traumdorn

5. Those bound to the elements

There are some players (as well as NPC's and the tribes) who's characters have past experiences that connect or bind them particularly strong with one or more of the elements. These are, for example, the Archons and Nyames alike the beloved children of the elements and those that have earned the „friendship“ of one of the elements (all of which were handed out by Game Masters in the past in the form of dignitaries/titles or rule-set abilities).

These characters are especially badly affected by the fact that one cannot sense the elements in the Mirrorworld. For every hour they linger in the Mirrorworld, they lose life force. The precise effect of this is known to the respective Players and NPC's. Everyone else could at least have heard of scout reports that other regions of the Mirrorworld (Where there aren't dozens of bearers of this „Friendship“ hanging out) are even more barren and lifeless then the environment surrounding the region that the large war-host resides in.

The suffering of these „elemental bound persons“ therefor also serves as good purpose: apparently their sacrifice brings a just enough elemental force into the mirroworld to sustain the War-host enough to establish a beachhead.

6. The Retinue (Banner of the Retinue)

Together with the groups of the „Tross“ (aka Retinue, the former city camp) we have spared no effort to transform this camp into a proper military baggage train (which we will continue to do in 2015). There are extensive plots and stories in the Banner of the Tross that concern themes like „Re- enforcements“ „Gear“ and „Foraging“.

These are not solely brought into play by the „Heereswacht“, but also by many of the groups and guilds in the Tross. There too, the constant shortage of resources in the mirrorworld will be part of the game which is certainly worth taking a look at. 


Heerzug Tross

7. Army Command & War Council

Nowhere in the mirrorworld campaign will there be any form of Army Command that is installed by the Event organizer (or anything else that can be compared to the Avatars of the first campaign). Our NPC's and and tribes deployed in all Banners will however offer and support a lot of plot that directs you at one of the player organized Banners and Army Command structures. 


The one institution that was established by us in advance was the „War Council“. This is the group of powerful ones of Mythodea, those that decided upon, and ordered this expedition to take place last year.

Every one of these has sent a representative into the mirrorworld. These are partially DPC's (directed player characters) or Half-NPC's. All of whom will never lead more then one group, because we want to leave the positions of Banner leaders and army commanders completely in the hands of Players. Next to the Archons of the five seals, the Sea traders Guild, the Heereswacht, the tribes and the Ouai are represented in the War Council.

 
 
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