Expanded Game Overview
Greetings Adventurers!
This document is designed to guide both new and potential players into the world of Menhirs Fate, a player-versus-environment (PVE) live action role-playing game (LARP) where you will be an adventurer facing the many threats of Elandra. Learn what to expect from the game, how it works, and how to make the most of your adventure!
About Menhirs Fate
Menhirs Fate is a PVE (Player Versus Environment) system where the wonderful world of Elandra is under threat from the Corrupted. These powerful and malevolent beings, each distinct in nature, have forged an uneasy alliance to bring down the forces of good and destroy the 9 Nations of Elandra. The nations are divided into 3 Realms. The Corrupted have driven every nation to the very edges of its borders, seizing the bulk of the lands for themselves. You, as part of the forces of good, have been forced westward, struggling to hold on to the last pockets of territory still under your control.
Emergency action has been taken by the people of Elandra, and agreements have been made between Nations, Realms, and Guilds to support each other as they strive to survive, defend, and perhaps even one day reclaim the land that was taken from them.
The Gods created Haven, an area of land infused with the power of the Menhir. They have urged the adventurers of Elandra to come and use this precious land against the common enemy.
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Getting Started: Your Character
How to create your adventurer
First, you create a character who is one of these adventurers from Elandra. You will choose which nation they are from, along with their skills and background (resource).
Your skills will allow you to interact with the world in a variety of ways. Some of these include:
• The ability to wield certain weapons or use armor effectively.
• The ability to heal your allies through surgery.
• Casting cantrips to aid your allies or weaken your enemies.
• Collecting the faith of those around you to empower the gods, bless your allies, or smite the Corrupted.
• Creating unique consumables to heal and empower yourself and others.
• Enchanting magical items of your own design.
• Casting powerful rites and world-altering rituals.
These are just some of the amazing abilities you, the adventurer, will have at your disposal.
Choosing Your Nation
The 9 Nations are split into 3 Realms.
When creating your character, you will select which nation they are from. Each nation helps guide your character’s look (see our “Look and Feel” section on the wiki and immerses you in the game world.
Each nation has its own plotlines, quests, and characters that will draw you in. Many will appear in your nation’s camp in Haven, while others will be found on the battlefield, in encounter areas, or modular dungeons.These will be a mix of encounters for all types of gameplay, including combat encounters. In your nation, you will be greeted by our incredible Nation Support, who are respected members of your Nation. They will act as your referees and representatives in the wider game. They have a lot of responsibilities, from refereeing to helping you with game questions, leading you (showing you the way), and getting you ready for adventures. They’ll also make sure you know what’s going on.
If you are unsure of anything, just ask them! They are looking forward to helping you get into the game and will be playing alongside you when they aren’t answering questions. Your Nation Support will also write the plot for your nation before each game, as they know about your characters’ backstories and events in your lands and groups.
Please look after them and be kind; they are working hard to ensure you have the best game possible.
Understanding the Realms
Realms are made up of three nations, usually your closest neighbors. Because of this, you share a special connection and will also have some shared festivals and views.
The Crownlands: High adventure, generally a very happy and colourful bunch. Wholesome, really.
The Commonwealth: Known for their love of adventure, but also their love of commerce and exploration, whether via sea, land, or innovation.
The Sanctuaries: A realm of faith and community, working hard together to overcome any obstacle.
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Resource Backgrounds: What Are They?
Each character begins with a set amount of money and a background. This background grants you either extra money or resources from one of the five base spheres of the world: Fire, Earth, Water, Wind, and Spirit.
Coinage is broken down in the following ways:
Saga – a copper coin
Myth – a silver coin
Legend – a gold coin.
All coins come in 1, 5 and 10 piece denominations. It takes 20 Saga to make a Myth and 20 Myth to make a Legend- also known as base 20.
Further detail to be released on the economy and production will appear in other documents.
Each resource provides you with one Essence of that sphere (used for rites and enchanting) and at least 7 Flicker, used with the Apothecary skill to create magical consumables.
All items are tangible and can be collected from the Bank to keep or use but beware these items can be lost or stolen when outside your bank account.
You also have a downtime between each event, which is managed through your character screen on the website. No matter what your background is, you can choose to help with an adventure that your character does with others between events. Don’t worry; your character will always survive this and will always contribute to the adventure’s goal.
Downtime Adventure Choices
What is downtime? Downtime is the time between events. During this time players can use our website to submit their choice of an action their character participates in during this downtime.
Nations will each have one or more representatives who decide which adventures or quests, chosen from an array of pressing challenges, will be added to the pool of downtime options between events. Each nation will have its own way of choosing which adventures will be added to the pool.
Many problems can be helped or solved in downtime. The pool will be ones that your representatives think are the most important to them and need the help of the Adventurers of Elandra.
Your character can choose to go on any quest from the pool between downtimes regardless of their Nation. These will have a narrative effect on the game and potentially on your character.Some options will be added to the pool by the games team that are outside of the ones chosen by the Nations.
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Your Story
In many games, your character’s story ends when you decide to retire them or if they fall in battle. In Menhir’s Fate, we have introduced Narrative End options, explored later in this document. We will allow players to achieve the ability to become powerful creatures—such as gods, vampires, liches, Pinnocs, or members of state—at which point you no longer play that character, and they become woven into the game’s narrative.
The Battle Against the Corrupted
Have the big bads won? Yes, so far. Luckily, each nation still has one standing army and five special units that can be commanded by a character to hold off and fight back against the tide. Each nation has its own way of electing its commanders or controlling them.
Each army and special unit has a special ability and stats from 1 to 5. They will likely take damage between battles, so look after them via economic reinforcements from the bank or powerful weavings via the Menhir.
The commander can tell their unit where to go in the time between the games and will get in-field reports at the next event of what has happened. Special units and armies can also be used as adventure locations or quests.
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Haven and the Bank
The Bankers Guild
Yes, there is a Bank! The Bankers Guild is located in the city center of Haven. Here, your money and resources are safely stored (and cannot be stolen). You can also come here to ask for help or handle various administrative tasks—all in-character.
All you need to do is bring your IC passport, which is also your game pass. This will have your passport number that grants you access to your bank account.
So what is my Player passport?
Your player passport is a IC and OC item item that holds all your information of your character like a character sheet that will also have your passport number that can be handed into the bank to access your account to withdraw or hand in items as well as to sign up to other Guilds.
The Bank also hosts auctions and bank manager bookings (at a small cost) where you can ask to start a community project. These can be anything from a big statue of yourself or a god to a fortification, new unit, or even better roads and other infrastructure.
Once a community project is accepted, anyone can donate money to help it get built. Once the required amount of money is achieved, the Bankers Guild will use the funds to pay the labor forces to get it built. Some of these will take longer to build than others.
Other Guilds in Haven
In addition to the Bankers Guild, there are other guilds in Haven. These include:
• The Adventurers Guild
• The Treasure Hunters Guild
• The Court of Daggers
• The Circle of Weavers
These are all guilds you can take part in! All guilds, except for the Circle of Weavers, usually require you to perform a task before being allowed to purchase a membership. The Guardians of the Menhir in the Circle of Weavers care not for money.
With your membership, you can help your guild perform services that benefit the realms and your fellow adventurers by undertaking tasks set out for you by the Guild Masters. This can range from delivering letters to going on great adventures or discovering ancient artifacts.
The Guild Masters are your guild support NPCs, who are there to help you enjoy your time and to keep the guild running smoothly. These incredible people are volunteers who are writing the plots for the guild with the game’s full support. Please remember to treat them with kindness.
Each guild has its own theme and style to guide your way through Menhirs Fate. After each successful adventure, you will slowly climb up the ranks and have a mark added to your membership. As you gain more marks, you will be allowed on harder quests with the potential for a greater reward. However, easier adventures will become harder for you to access.
Standard adventures will allow characters with the lowest mark score to go on them first. Harder adventures will be offered to those with the most marks.
The Adventurers Guild
The Adventurers Guild is home to brave warriors and problem solvers. Here, you may be asked to mediate problems or to battle a variety of villains and monsters.
The Treasure Hunters Guild
This guild is the home of archaeologists, rangers, and rogues. Here, treasure hunters gather to share secrets, swap information, and go on quests to find lost knowledge and artifacts, ranging from digs to puzzles to even dungeons.
It is even rumored that this is where thieves gather to go behind enemy lines and steal valuable intel and resources from the enemy. However, the Guild Masters wouldn’t know anything about that. This is also where lost property is, as well as where you go to drop off or sell in-character (IC) items you found lying around the place. (See the Player Versus Player (PVP) section later in this document for information about theft).
The Court of Daggers
The Court of Daggers is home to honorable law enforcement, muscle for hire, hex mages, and assassins.
They have a heart of gold. The Guild Masters are here to help those with a talent for destruction get the chance to show off their skills via sanctioned attacks on enemy forces behind enemy lines and perhaps even in our very own home away from home in Haven.
No law can be broken without the expressed permission and payment of the Court of Daggers, from assault to hexing and even murder.
The Guild Masters will investigate any crime via their effective operatives and bestow punishment. The main point of the Guild Masters is to ensure that any PVP is done via an opt-out system that the NPCs of this guild monitor.
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Example of PVP Interaction:
Jess is owed money by Felix and decides to pay the Court of Daggers to assault Felix and demand the return of her money. Jess will go to the Court of Daggers and pay the price in advance for this to be carried out.
Before doing so, a Court of Daggers member will be paid to deliver a letter to the named individual (Felix), informing them that in two hours they will be assaulted for their alleged crime. If Felix accepts this invite, he does nothing. If he does not, all he needs to do is talk to any Nation Support ref, Guild Master, bank member (a person with a radio), or the Court itself to deny this PVP invite, and its process stops. Jess gets a full refund.
If Felix does nothing and the Court member returns, they receive their payment and the timer begins. After the timer runs out, a Court member will be sent to go after Felix. After this process, Jess can raise the bar a step further and ask for a hex, at an increased price. After that, at an extreme price, she can even ask for Felix’s murder.
However, such measures are incredibly rare. Not all the legends in the world can convince a Court of Daggers Master Assassin to allow such a thing to be carried out without just cause.
PVP in a PVE Game: How Does That Work?
It is a PVE game, and we want our players to work together to fight off evil. However, conflict is natural, and rogues and assassins are beloved character tropes in fantasy. We wish to allow players the freedom to enjoy that playstyle.
Therefore, we have the guilds to help guide players in this action toward NPCs. Via the Treasure Hunters Guild for roguish characters or the Court of Daggers for thugs and assassins, we believe these two archetypes have been given a bad reputation. When theft and killings are done against player characters, it leaves one victor and one loser. That will always have a chance of leaving a bad taste and hurt feelings, understandably so.
So we ask our players to express this play style via the guilds and use them for the good of the game. Point that desire toward our NPC and skirmish team. They can’t wait to be robbed, poisoned, cursed, and brutally murdered by you! So go get them with zero hard feelings to be had.
If you decide to do a murder or theft, however, please inform a member of our team that you wish to do that. If it’s done after the fact, please inform us afterward. If you are asked by a member of the game team or via our IC questioning system, you must truthfully say that you did kill a player character. We don’t want the accidental execution of an innocent to be part of Menhirs Fate.
Not following these rules will be counted as cheating, and you may be given a warning or be asked to leave the game. Players under the age of 16 cannot be PVP’d for any reason, and crimes done by players of this age are not held responsible. Instead, the responsibility is placed on the younger player’s parent or guardian.
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The Circle of Weavers
The Circle of Weavers is home to the Guardians of the Menhir, who guide Weavers in learning to harness the Menhir’s power and conduct magical research. These Guardians watch over the Menhir and help you create powerful magical workings, limited only by your knowledge and imagination.
The Menhir will be inside a large tent for magicians to use and is host to a large SFX system designed by the Menhirs Fate team with sound, lights, and projector systems.
Not only will Weavers be able to use it, but also clerics and paladins with the faith to donate to their gods via this powerful beacon. The Guardians are the NPC team that help you get involved with the Menhir and magic. They can’t wait to meet you and help you on your journey.
Faith
All characters in Menhirs Fate will have a faith card with your passport number on it. However, only players with Conviction can use faith to use a large list of abilities and rites that can heal you, empower their strikes, or even commune with the Gods themselves.
This token is to be given freely to a cleric or paladin of your choice to help power the God you believe in that the character represents. Each character will get a new faith card every event, and you can freely choose which character you give it to each event.
The Gods can and will come down to Haven and walk among you as one of their Aspects. Be on the lookout for Gods walking among you! They are likely to offer unique opportunities and challenges with boons up for grabs.
Boons
Many powerful creatures will have the ability to grant boons to characters for services rendered or in exchange for something they desire. This can be from Gods, powerful beings from the Spheres of magic, or from creatures from Elandra or even your enemies. These beings can be found in Haven or out on adventures.
Magic
There are nine spheres of magic: Fire, Earth, Water, Air, Spirit, Forge, Athria, Fable, and Augury.
• Fire is where heat, volcanos and drive comes from without it wind and water would freeze all life, It is the sphere of ambition,Drive, destruction and passion
• Earth is where lush forests, fertile land and mountains spring from creating the bedrock in which life can rest and be nourished, It is the sphere of Toughness, Growth, Strength and Nature.
• Wind is where the wind, storms and lighting come from it’s brings great power and change, It is the Sphere of Focus, Power, Thought and Change
• Water Water is where all seas, lakes, rivers and rain spring from including snow and ice this sphere is where healing waters come from and is needed to sustain life.
• Spirit is the sphere of thought without it there would be no free will and intelligent thought in the world.It Is the Sphere of Faith, Belief and inner strength.
• Forge The Sphere of Alchemy, Process.
• Athria The Sphere of memory, Power exchange, History and Death.
• Fable The Sphere of Creation, Art, Enchantment and arts.
• Oracle The Sphere of Dreams,Nightmares and of subconscious thought and feelings.
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Weavers
Weavers are Characters who can interact with the powerful Menhir and create grand workings of magic that can vary massively. Each Weaver can specialise in different spheres of magic; Perhaps opting to utilise multiple Spheres and spread their knowledge, or focusing their efforts on one Sphere.
The Menhir is protected by the Guardians NPCs that help Weavers work out how to use the Menhir and get the best results. They are here to support you and help you get the best results out of your Weaving.
The Menhir will have sfx in the form of sound and Projectors and other effects to help you with your immersion. It is going to look very cool so expect that people will want to watch your performance as well as the Guardians.
The Menhir can enchant you, Armies, Allies and places with powerful magic as well as Characters of faith can make treaties with the Gods and their aspects to grant you power in exchange for Faith and pledges.
Weave Markings
Some players are affected by the flow of magic coming out of the Spheres and effects the way they look and can also affect how your character acts, The magic can however wax and wane quite rapidly and this is to help you with your makeup as sometimes the weather in the uk can be very wet or really hot that can wash off your makeup and that’s fine you can simply say that the magic has waned and gone away for now, This is designed for you to enjoy and play with and does not affect your characters abilities.
Narrative effects
Your character can be affected by a variety of Narrative effects each will have its own name to be found in game and to be explored, This will grant you additional powers, abilities and roleplay effects that you can earn by making pacts with powerful creatures in the world of Menhirs fate but will take time and effort to achieve some of which will eventually end with a narrative end to your character when you no longer classed as human and become something else this effect allows you to play out your characters slow transcendence from being a mortal human to something else when this occurs you will no longer be tethered to the Elandra and tethered to another plane ending your characters narrative and writing your character into the rich landscape of Menhirs fate which is a incredible achievement, the event you choose to ascend to your final narrative form you can play until the end of that event and after that you must play another character but this will always be your choice to take.
We expect each Narrative end will have levels and the NPCs who offer this will inform you when you’re reaching your end form however this will take years to achieve.
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Positions of authority
Each nation will have its own positions of authority from Generals and captains of unique military units to political positions within each nation that will allow that player or players the ability to pull levers to add options to the downtime system for players to utilize or move there armies to defend or attack the armies of corruption.
Each nation will have its own way of choosing who gets to make those decisions and how elections will be made.
Military
We are very lucky to have a specialist in wargames join our team to write our military campaign system. Each nation will have an army and a selection of special military units that can be commanded by players to face off against the corrupted between each event.
Each one has unique abilities and can kept running via the bank or/and by weavings its the hope of the people of the 9 nations that there efforts will keep the enemy horde at bay at to eventually help take back land lost to them by the corrupted after the player Adventurers have brought down the mists in that area.
Our intentions in Mf is that its the heroic choices and efforts of the Adventurers save the world and the Armies and units of the 9 Nations that then help wrap up those battle zones that will then explain those outcomes via a narrative description.
Generals and military unit commanders are strategists and you do not have to be a combat character to attain those positions.
The Pact
The pact is a magical document that was written and signed by the trusted and wise leaders of the 9 Nations, overseen and blessed by the gods and empowered by weavers.
It forbids the murder of children, torture, the taking of land originally owned by another nation except through rightful reclaiming, and so forth.
It also ensured that the Guilds helped rebuild and keep the nations structures and traditions together while the realms suffered under the massive loss of its people to keep order and for the best efforts to keep civility and hope alive.
Non-consensual sexual activity, sex involving minors, eugenics, colonialism, domestic abuse, racism are not and will never be part of Menhirs fate.
Elandra awaits! As you prepare to embark on your adventure in Menhirs Fate, remember that your choices matter. Your skills, your nation, your alliances, and your actions will shape the destiny of this war-torn world. Whether you choose to wield a blade, cast a spell, lead an army, or broker peace, the fate of Elandra rests in your hands. So gather your courage, hone your skills, and prepare to write your legend in the annals of Menhirs Fate! We eagerly anticipate the stories you will tell and the impact you will have on our world.
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We hope this guide has been useful and we look forward to seeing you in Elandra!