Mütvia Primer, Rules, and Guidelines
Rules version 1.7.2β
This is a work in progress and is subject to change without notice.
Updated 6 January 2018 — Being actively edited.
How to Play: A Mütvia Primer
If you are new to LARPing, you may find playing in Mütvia like a more advanced version of make-believe. You will join others like you and portray a ficticious character in a ficticious fantasy setting. For the most part, what you can do is what your character can do. For those things not safe, sane, legal, or responsible to do with or against our fellow players there are a few game mechanics. These mechanics recreate the physics of this setting and allow your character to do things they should be able to. After all, you cannot cast curses or use blood magic in real life, but your character may be able to in Mütvia.
If you’ve played in North American LARPs before, you may be accustomed to copious rules, character sheet with lots of stats, calling out numbers in combat, spell packets, body points, physical substitutions for spells like a string for a wall of force type of effect, predetermined paths of character advancement, adventure coming to you, and perhaps even a narrative of what you see. The rules were developed independently, but have since found it is a hybrid between German DKWDDK and Crotian Simple LARP. Since, we have added some Nordic LARP concepts.
Mütvia Basic Principles
Most everything is resolved through your character’s actions and how well you roleplay those actions. If you give a mediocre performance, the results will be mediocre. If you roleplay something so as to make it more believeable, you might be surprised at what follows.
The basic principles of Mütvia LARP are:
- What you can do, so can your character. Define your character by the actions you take as that character. Want to disarm that trap? Actually disarm it.
- Play to tell a story. Every interaction with others and the environment tells a story. It’s up to you how big of a story is to be told. Contribute to it by actually doing something.
- Stay in-character. We are all there to experience Mütvia. Contribute to everyone’s experience by staying in-character from Friday 10 PM to Sunday 12 PM. Yes, you even sleep in-character.
- Combat is more than fippity-fappity foam weapons. Combat is about roleplay in Mütvia. Swords and axes are heavy. Daggers are light. Make them appear so through your roleplay.
- React to everything. No matter what happens, react. Someone scrapes you with a blade? It stings. Is there a sound in the woods late at night? Be paranoid. Feed the fear!
- You have agency over your character, not stats. There is no rigid system for how characters live or die. You may tell a better story by dropping after a single powerful swing or staying alive after a flurry of deadly swings because it made more sense and told a better story. That’s okay to do here. This is also known as “play to lose.”
- Be original. You won’t find elves, orcs, dwarves, or other tropes here. We’ve created a new world, with new creatures, new cultures, and invite you to be just as original in your character.
- You determine your character’s path through life. Your character advances just like in normal life. They learn myriad things or you can specialize. There’s plenty to do, carve your own path.
- Seek adventure. It won’t come to you. You need to find it.
- In death there is a story to be told. While all characters have one shot as a living creature, the character’s story may continue in death depending how they died. They may return as undead, a spirit, or something else.
- Creatures are smart, have a culture, and are deadly. Everything you meet has a reason for being there, has a culture (even the different kind of spirits). Humans don’t have claws, teeth, or a tough hide. They have a powerful brain. Use it to circumvent danger.
- Have fun. No matter what happens to your character, it’s just a game. Get in trouble, roll with the outcome, see what happens. Take chances. Just know this is a world of consequences.
- In-game writing is in the Mütvian cipher alphabet only. If you cannot read or write Mütvian, your character is illiterate. To learn it, have someone teach you.
By and large, stories are developed from external plot, internal plot, and fateplay in Mütvia.
- External plot means the world is full of stories unravelling all around you. Nothing is random. Each creature has a backstory created by the person portraying it, given a nudge in certain directions by the storytellers. Sometimes the stories are interesting, sometimes they’re banal. Find a rock with an odd pattern on it? Maybe it’ll have meaning when someone else finds its counterpart years from now.
- Internal plot means you create new stories and affect the world through your character’s actions. In turn, the universe responds to those actions.
- Fateplay is a Nordic LARP concept. If you preregister, you will receive a Fateplay sheet in your character envelope that describes actions your character should take at some point. As others perform their actions, together you create a single conglomerate story, a much larger “fateweb” . For many, this is the best part of the game.
Safety Before Story, Story Before Rules
To be written
Safety & Calls
For full information, check out “Safety, Signs, and Immersion“
- HOLD! Call loudly in case of emergency to stop all game action.
- Caution! Call to other player to warn them of possible harm, e.g. backing into a log or pricker bushes
- Checking in. If you notice someone in duress, feel free to flash them a quiet and unobtrusive thumbs up held close to the chest as a question. If you receive such an inquiry, respond with a thumbs up, thumbs down, or a “stop” sign with palm toward peson asking.
– Thumbs up means you’re okay/everything’s cool/you’re just acting.
– Thumbs down means you’re not okay and are in need of assistance.
– Stop sign means you need some time alone. See “Backing Out” below as an option.
- Are you an animal? Any player being asked this question must respond with “no”. If no answer, ask again loudly and calmly. Begin slowly backing away to more populated area while continuing to talk loudly and calmly. DO NOT RUN.
- Medical assistance. Notify a marshal or Logistics immediately.
- Pick-pocketing. Taking part in Mütvia means you consent to being pick-pocketed. Only belt pouches, shoulder bags, vest/waist coat pockets, and thigh pockets may be pick-pocketed, however. You must have an OOC pouch if you have OOC things to store on your person, e.g. meds, flashlight, etc. See below.
- Wear an Out of Character (OOC) pouch. Have meds or other OOC ites you must carry on you? Have an OOC pouch. Unlike your character’s shoulder bags, belt pouches, or satchels, an OOC pouch may not be entered by another player. Logistics will supply each player with one wooden tag to tie on to that pouch to identify it as the OOC pouch.
Non-Combat & Backing Out
- Sleeping out-of-character is not permissible in camp-supplied public cabins.
- If you require OOC sleeping arrangements, please bring a personal tent. No one may enter a personal tent without your permission.
Mütvia is a live action roleplaying event with a heavy physical component. All attendees are encouraged to participate as fully as they can. Yet this is not necessary to enjoy the game.
- Difficult terrain. The storytellers will maximize the use of the venue’s terrain. Most paths are moderatelyi level and clear of debris, excepting the occasional fallen branch. Please be aware of your surroundings otherwise and adjust accordingly.
- Combat. If you do not wish to engage in any combat, wear an orange armband around one of your upper arms and steer clear of mass combat, however infrequently it occurs. Should a participant approach with intent of melee or you are hit with a weapon, place a hand over your head as in the OOC Sign and say to them “Non-Com” clearly. They should avoid you otherwise. If they do not, please alert a marshal or report them to Logistics immediately.
How to be safe in combat as a non-com
Mütvia has more ambush and stealthy night attacks than mass melee. Here are some tips to take full advantage of your experience and still stay out of melee.
- Distance yourself. If melee breaks out, distance yourself from the main fight. This will allow you to easily see if someone is approaching you.
Be aware that as a non-com participant, your character is not immune to Endeavors or other game mechanics that do not require physical contact.
Sometimes Mütvia wil get intense. At any time you feel a need to excuse yourself from a scene, you may place a hand atop your head and say to a fellow participant “Backing out”. This will excuse you from the scene and allow you to exit the area unscathed. Just be sure to keep your hand on top of your head as you do so. If a marshal is aware, they may follow up with you to ensure you’re okay.
No Drugs, Alcohol, or Smoking
Drug and alcohol use.
Being under the influence of alcohol or illegal drugs at a Mütvia event will result in immediate expulsion and earn a permanent ban from all RHP, LLC events. Even suspicion of it will result in expulsion. DO. NOT.
Smoking and Vaping
We follow the rules of the camp we have rented. Camp Speers, our current camp, does not permit tobacco use of any kind or vaping on their property.
Rules of Conduct
The following is ripped from Diary of a Croatian LARPer, modified, and contains frank language.
Don’t play a mighty warrior; play a warrior and be mighty.
Mütvia is a game about ordinary people thrust into extraordinary circumstances. If you feel the need to stand out as something special on Day One, this is not the game for you.
You are not the boss of anyone else here.
You are not the authority of Mütvian lore. Do not tell someone else they’re doing it wrong. Instead, lead by example.
Are you really a drósti?
Are you playing a drósti because you think they’re cool? Because they have powerz and dress funny? Or are you interested in an in-depth culture and an outsider mindset?
Are you really a noble?
You want to be revered as the almighty ruler of the domain? Act like it, earn the respect in-character. No one’s bending a knee to you because of a character sheet.
Your caste doesn’t make your character different from the real-life you, the way you act as them does.
You are not your endeavors.
Your endeavors do not define your character. Who they are, what they do, and what they want are the things you should concentrate on. Min/maxing power gamer munchkins are roleplay killers.
Silly character names means no one takes you seriously.
Everyone here takes their time to create something in-depth. Do likewise. Names like “Venom Spiderbite” and “Dracula Frankenstein” are not original, funny, and only serve to take others out of the immersion.
“Don’t take the piss.”
Don’t be a jerk.
I do not want to find your character in a book,movie, or TV series.
LARP is littered with plagiarism. It’s not a good choice and it’s not clever. Be inspired, but not a copycat.
Drum-rolling is for marching bands.
Weapons are pretty damn heavy. Act like it. I want to see huge, heroic, Conan-like sword swings! Tippy tappy flicky fighting makes it look like you are fighting with foam. That does not mean you need to move in slow motion but instead convey real combat.
Being hit hurts.
When someone hits you it hurts. A lot. Even if it doesn’t kill your character you should show the pain. React to being hit, no matter what type of armor you are wearing!
No one cares what would really happen.
The “what would happen in real life” argument is the first resort of the sore loser. It’s not historical re-enactment. Don’t worry about authentic, but try to be coolthentic.
React to everything.
Your fellows participants are putting on a show for your benefit and you are doing the same for them. When they do something, have a reaction.
“What’s an ‘out-of-character’? Are you ill?”
Except for those things in the “Non-com and Backing out” section, if you are in an in-game area during game hours, please be in-character at all times. If you want to be out-of-character for whatever reason please go somewhere else such as Logistics or the parking lot. Other people wish to be in-character, do not spoil it for them.
Resources are plants, minerals, or animal parts often used in crafting, but also as food for Maintenance and other uses.
Resources are also sometimes used for barter as there is no currency.
These cards are hidden throughout the camp. They’re tucked into bark, under rocks, and many other places. The rarer the item, the harder and more out of the way the item is.
When you find one, you must have the appropriate Identify endeavor to harvest it. Harvesting a resource card takes 30 seconds of roleplay. If you do not have the appropropriate Identify endeavor, you must place the card back where you found it or not touch it at all.
Resources may expire. Plants expire more rapidly than animal parts, and animal parts expire more rapidly than minerals. Some minerals do not expire at all.
Rituals are an organic magic system in Mütvia that represent the summoning and creation of effects beyond the capability of mere mortals.
Even when properly cast their exact outcome may contain some unpredictable results. Yet to those who have taken the time and care to experiment, learn, and observe any in practice, rituals can be a potent source of feats of unspeakable and imposing power after years of study.
Rituals are not tied to any Caste or Endeavor and as such any may learn this dangerous practice. There is no cost to learn outside of what another character may charge if you’re lucky enough to find a tutor. All it requires is patience, a willingness to learn.
With terms of art such as sigils, planes, paths, vectors, intersections, and a little more, rituals themselves also require learning a new language comprised of these very things. One glance at a successfully cast ritual and you will understand they are no small matter.
The Basics of Ritual Work
A single thought can be conveyed through speech or writing any number of ways. You have basic grammatical rules, words, and punctuation but the exact order and combination of these components is up to the individual and their style. Rituals are no different.
To fully understand ritual work, you should find a teacher in-game but this primer should at least convey the basics that some have heard about. It will not teach you, however, how to actually construct a ritual as discovery of the actual ways is an organic process.
How to Get Started
Patience is a virtue. Should a ritual make it into game, take every change to observe it or its after effects, what motions, pattern, symbols and more were used to cast it. When your character thinks they’re on to something, have your character plan out the ritual using whatever knowledge they’ve gleaned from their studies. Between games you will first illustrate and send your ritual to us via email, and when your character is ready to cast it at game, notify a marshal, and begin.
By sending it to us between games, we will have the chance to determine the outcome. The observing marshal will watch your character perform the ritual and while they have the adjudicated outcome, they will make the ultimate determination if it succeeds.
Expenditure of Threshold can be expected and in some instances, perhaps even permanent expenditures.
Create a concept
Your character should be believeable and no one is a hero to start. Put in some effort to create a true personality others can latch on to.
- Who are you?
- What are your goals?
- How do you earn your keep?
- Why have you come to Moldev?
Get some details on your character sheet
- Download and print a color or black & white character sheet
- Choose to be a Noble, Commoner, or Drósti
- Choose a name. Russian, Slavic, Hungarian, and Romanian names are wonderful inspirations.
- Record the birthrights of your caste
- Record that you have 5 Threshold
- Choose three Tier 1 Endeavors
Some things to know
- Birthrights do not count toward your starting Endeavor limit
- You may enter with up to three starting weapons.
- You may enter with any number of pieces of starting armor.
- The physical representations (hereafter PhysRep) of your starting weapons and armor must be supplied by you.
- All starting weapons and armor are of the Apprentice level. This means they can withstand being repaired five times before they expire. The Bolstered Endeavor overrides this and may only be taken at character creation.
Combat, Arms & Armor
How Combat Works
Roleplay is Key
In a nutshell, combat in Mütvia is largely based on roleplay and telling a story. You strike your opponent with latex (preferred) or boffer (foam) weapons in the arms, legs, and torso. Stay away from the head, neck, and groin. Never swing wildly or with more strength than is needed for your combat partner to feel the hit.
With each swing or hit taken, you roleplay. Large weapons tend to be slow, small weapons fast. They can be heavy or light, roleplay it.
The degree to which you roleplay your melee strikes determines their effectiveness. A typical combat will be filled with groans and ooomphs, shifting feet and screams; this is our normal.
Decrease the roleplay intensity of your swing, your combat partner must still react but perhaps not count the strike as debilitating.
Increase the roleplay intensity of your swing and you may notice your combat partner goes flying or drops.
Note there is a huge difference between hitting harder and acting like you’ve hit harder. We only accept the latter.
Every time you are hit, you must react even if your character doesn’t feel pain for some reason; their body would still move due to physics.
Reaction not only enhances the experience for everyone around you, it also informs your combat partner you acknowledge the hit.
A melee strike without roleplay does no damage. Roleplay in combat is required.
A single weapon strike on an unarmored limb “maims” that limb. Weapons dangle from the hand or drop, legs go numb or become useless. Note only the limb hit is affected, not both (unless both are hit).
Any damage to an armored location is subtracted from a single armor pool. Once the armor pool is depleted, all further damage goes to your body as above.
Armor is rated as Light, Medium, and Heavy and follows these guidelines:
- Light: hide, thin or soft leathers, furs, very thick clothing; absorbs 2 hits
- Medium: chainmail, gambeson, hard leather; 3 hits
- Heavy: plate armor, lamellar with iron or steel plates; 4 hits
See Stacking Armor below for more information.
To use an armor item card, you must actually wear armor of the representative type, e.g. a plate mail item card requires at least a pair of metal vambraces, pauldrons, greaves, a breastplate, or cuirass.
You may stack armor such as a gambeson under chainmail.
In the above example, a gambeson and chainmail shirt both absorb 3 hits. That means wherever you are hit where there’s armor, the armor absorbs six hits before it touches body.
Partial armor is any armor not covering an entire limb or torso. This includes leather bracers, metal vambraces, pauldrons, and other non-full limb covering armors.
Partial armor will add one point providing they are worn as a pair.
Single pieces such as one bracer will act as a armored location for purposes of body vs armor pool, but will not add to the pool itself.
Example: you have a hard leather cuirass, pair of leather bracers, and one metal pauldron. The cuirass contibutes 2, the bracers 1, and the one metal pauldron 1. Thus your total armor pool would be 4.
Play to Lose
Playing to lose means being willing to take a loss in-game if it means telling a better story.
Enjoy Mütvia with this concept and watch how much more fun everyone has when truly heroic deeds such as personal sacrifices are made.
In combat, playing to lose means enhancing the story. It may mean going down before your armor runs out, when you still have health in your torso, or when someone executed an absolutely fabulous move deserving of reward.
Full Body Contact
- You may see full body contact. Some players have an agreement between each other that full body contact with each other is permissible. Logistics is aware of their agreements. Under NO circumstances is ANYONE to engage with another in such a fashion UNLESS you have explicit consent to do so between the parties involved AND Logistics / Storyteller staff is aware.
Arms & Armor Maintenance
Weapon Construction & Inspection
- All weapons, including arrows, must be LARP safe and pass safety inspection at Logistics prior to play.
- All weapons and armor must have item cards before use in-game.
- Weapons should be latex (Calimacil, etc.), have a thrust-safe tip, and look like the actual weapon being used. Boffer weapons are permitted for your first few games to get you going.
- Boffer weapons must have at least a 2″ open-cell foam thrusting tip.
- All shields must be LARP safe with at least 1″ closed cell foam padding around edges.
- Shields may not be larger than 38″ in any one direction.
- All bows must be 30# or less at 28″ draw.
- All arrows must have a head of at least 2″ in diameter of open cell foam.
- Arrow shafts must have a way to prevent it from ever passing through the foam head. (Penny on end of pvc core, manufactured “shield” design in foam head, etc.)
- If a marshal says “sit it out” and/or wishes to escort you to Logistics, chances are you are being a danger to yourself or others. If there is any fuss or resistance to a marshal’s call, there will be one warning from the marhsal. If you continue to provide a problem, you will be expelled from the game.
- All characters may craft, no Endeavor is needed.
- Commoners have immediate access to Endeavors that augment crafting.
- Crafting types are apothecary, brewer, cook, jeweler, smith, vrojiti (charms, amulets, talismans), and witchcraft (curses and hexes)
- To craft, locate a recipe or work plan of the appropriate rank or lower, gather the ingredients and resources, follow the instructions and roleplay the creation of the item for however long it states
- After you have roleplayed the creation of the item, come to Logistics with the receipe or work plan, ingredients, and any tools needed. You will be given a crafted item card.
- You may create multiple items at a time and then come to Logistics.
- Crafting experience is divided into Ranks: Apprentice, Journeyman, Master Journeyman, Master, Grand Master, and Legendary.
- All characters start with zero ranks in a craft.
- Your first recipe or work plan earns you the title of “Apprentice” in that craft.
- For every 30 recipes or work plans in a single crafting type you create, including the first, you increase by one rank:
– Apprentice: 1-29
– Journeyman: 30-59
– Master Journeyman: 60-89
– Master: 90-119
– Grand Master: 120-149
– Legendary: 150+
- A single recipe or work plan counts only up to five times toward each rank, i.e. you can make 50 daggers and it’ll only count for five where rank advancement is concerned.
- Recipes and work plans display what rank may create them.
and Reverse Engineering
As a crafter in Mütvia, you have the ability to discover properties, invent new recipes and work plans, as well as reverse engineer existing items to find out how they’re made.
Characters in Mütvia can learn the properties of a raw resource (animal, plant, or mineral) via experimentation. This is called Discovery.
Determining the properties of a resource informs you of what it can do or how it may be used in certain crafting types. Some of it is readily apparent — iron ore can be used in the crafting of weapons and tools. Others, such as the properties of the fictional moon shiso (plant) are not so easily known and require tools and methods to uncover its secrets.
How Discovery Works
Discovery is as simple as roleplaying the process with tools, methods, and resources. A visit to Logistics with your expended resource provides your results.
- Visit Logistics first with the resource and tool cards you will use
- Briefly describe what you plan on doing
- Receive your results, enter game and roleplay the results for at least 15 minutes per expended resource.
Not all methods consume resources. The staff in Logistics will let you know.
The discovery process consumes at least one unit of the resource being examined and utilizes one of six known methods, though rumors say there are actually eight.
– Examination Use magnifying glass or divining pool
– Vaporize/Distillation Use retort and burner
– Melt Use burner, crucible, cupellation furnace, or forge
– Mix Sometimes a good ol’ bowl and spoon will work
– Crush Use mortar & pestle, smash it with a rock, etc.
– Suspension Use bath, bowl of liquid, etc.
The two unknown methods may be discovered in-game and may yield incredible discoveries.
- Being written
Signs & Signals
Signs are hand gestures given to alert other participants of something unusual.
Endeavors & Threshold
All Mütvians have a tie to the Land, an unknowable force said to eminate from the earth itself. Through this relationship, humans act as a conduit for the Land’s energy. The amount of this energy any one character’s body may store within it before irrecoverable damage occurs is known as Threshold.
In the game Threshold, is a pool of points. Certain Endeavors require you to spend a Threhold to use it. The cost of these Endeavors is listed in the Endeavor’s description.
At sunrise and sunset, standardized in the game as 8 AM and 8 PM, a character’s Threshold is restored. These times are known as the Surge and such replenishments are automatic.
- Please refer to https://www.mutvia.com/oldrules/endeavors/
- New version being written.
All of Mütvia is you doing something as your character. Achievements is the recognition of something you’ve done as your character that now has a greater in-game effect.
Gaining crafting ranks, for example, earns you the Achiement of that next rank.
Achievements are placed on your character sheet once earned.
Possible Achievements one can earn:
- Brewing (being developed)
- Cooking (being developed)
- Crafting (Apothecary, Jeweler, Smith, Vrojiti
- Healing (being developed)
- Being written.
Character Death… and Afterdeath
Each character has one life, though certain rare forms of ritual magic may allow them to return from the dead or extend their life. As there are no “body points” or other numerical statistic representing character vitality, there is no need for point-based healing types of magic. Disease, blindness, confusion, deafness, broken bones, poisoning, weakness, and other effects do exist, however, and there is a game mechanic to counter it.
Killing Blows & Coup-de-Grace
Mütvia does not have a Killing Blow. Instead, all characters may opt to go through the Steps of Death as outlined below.
Alternatively, you may offer a coup-de-grace (KOO-deh-grah) to a dying character. If you roleplay a killing action with a weapon, that player may allow that character to bypass the Steps of Death and go straight to Logistics.
Some combat or magical effects may result in a character being reduced to a dying state called the Bleed Out, a two-part seven minute period of time.
Bleed Out: Conscious (Five minutes)
You are conscious and may call out and/or stumble along painfully, albeit at a dramatically slow and VERY painful pace. You may not attack, defend, nor use anyendeavors. Others may use endeavors or items on your character to bring you out.
When within Bleed Out: Unconscious (Two minutes)
You are unconscious.
Characters in Bleed Out: Unconscious or Spirit Song may be force fed an elixir or poison by another. The exact nature of the elixir or poison determines the effect it may have, if any, on an unconscious or dead character.
The Spirit’s Song (60 Seconds)
Should help not come during Bleed Out, the character dies but the game is not over for your character. The character’s body is reclaimed by the Land one minute after death and disappears in any manner described by the cast member providing it meets this simple criteria:
- The narrative takes less than 60 seconds during which time the character’s body is said to be slowly reclaimed or absorbed by the Elements
- The dead character may not make a vocal sound or communicate anything beyond basic emotional expressions, but can mouth words as if to scream unheard in some nether realm, or to call out for a companion silently.
- The dead character is NOT aware of their surroundings during the Spirit’s Song, i.e. they will NOT see anyone around them. This is part of their tragedy and any silent calling out may never be in response to a living’s action or word; they simply no longer experience the living world.
The Spirit’s Song is visible by ANY who can see it regardless of distance. Imagine a deadly battlefield wherein the recently slain scream out silently; it should haunt any who witness it.
The Spirit’s Journey (Up to 10 minutes)
After the Spirit’s Song, the dead character’s body disappears and all physical items (item cards, etc.) remain behind. The player must immediately leave the area of their character’s death and walk (or run) to Logistics in Spirit Form, one arm crossed on their front torso.
This journey may not take any more than 10 minutes during which time the character’s spirit may interact with any who have the power to do so, i.e. Spirit Sight.
The Spirit’s Revelation (Up to one hour)
The character’s chapter may be over, but their story lives on.
At Logistics, a Storyteller or Director will create a final story for the character called “The Revelation”.
The story may include more roleplay as they journey through the spirit realm and encounter new things, or perhaps they receive a vision that imparts some rare piece of information about the world, maybe even the location of some rare item. Sometimes, even life itself may be restored.
Armed with this information, the cast member becomes a storyteller in their own right and has ten minutes to convey this information to ANY OTHER CHARACTER in the game, or to retain the information for their next character if they cannot find their would-be recipient.
The Revelation is one of the ways Mütvia rewards players for their contribution to the stories told in Mütvia, and will always be something that benefits the overall story being told, and (hopefully) increase the player’s experience.
What happens if your character dies
Mütvia is a deadly place and we may not like to think about it, but characters do and will die. This section covers what happens next.
Your Next Character
Hop right in. The best cure for the loss of a character is to embrace the creation and possibililties surrounding a new one. Find ways to repurpose your costuming
- All knowledge you gained about the setting carries over to your next character.
- Specific information about other characters does not carry over, but if there’s something you’re curious about ask a Director or Story Teller.
- Any unspent Service Points you earned can be spent immediately on your new character, saved as normal, or towards a team pool.
- Every two games you attended earns you the ability to add one endeavor or one threshold to your next character. You may not add above a Tier 2 and it may not be a Dark Endeavor without Storyteller approval.
Living on in memory
You’ve invested time, costuming, weaponry, and probably so much more into your character that to see them go can be heartbreaking for some.
There’s a good chance your character died in an impressive manner, something that leaves a good story behind. If so, they’ll be written about by a character known as the Chronicler. As an insular people, Mütvia’s Chronicler is their storyteller and keeps permanent accounts of the deeds of those who strive to be remembered.
These Chronicles of the Mütvia , the term we use to describe an individual’s journey through life, will be made permanent on this website. The nature of your character’s death might grant you access to some uncommon or rare items for your next character as well!
- Strigoi. Those brutally murdered without salting the ground where they died may rise as strigoi, or gravekind inhabited by wights of vengeance.
- Cauled. Those who died a lonely death may return as cauled, or incorporeal spirits whose moans plague the living.
- Ancestor Spirit. Those who died a heroic death may become incorporeal ancestor teacher spirits that inhabit the artifacts, shrine stones, and heirlooms of the living.
- The Shattered. Those driven insane prior to their death may return as highly unpredictable incorporeal shattered spirits, spirits who are driven to rip reality as they understand it to shreds.
- Striga. Those who died after passionately screaming for help during Bleed Out: Conscious but none was given may return as a striga, or a screamer spirit that sets their vengeance upon the healthy and healers by screaming first and then attacking when it’s silent.
- Echoes. Those who died with an important unfinished mission may return as echoes, or incorporeal spirits doomed to relive their failed mission for all of eternity.
- The Cursed. Witches (those who practiced curses, hexes, and other dark endeavors) who died violently may return as an incorporeal cursed spirit and inhabit the places they used to frequent in life, cursing those who still live.
- And more. So much more.