Downtime
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At Menhirs Fate almost all of the game happens while you are at the events or what we call Uptime. The only external element to this is Downtime which can cover a few processes.
How do i Downtime?
After each event every player that attended will have access to a downtime option. These stories take place between the appearances of Haven and may influence the war against the Corrupted by the armies of the Pact or smaller adventures in response to a wider variety of problems. Some of these issues may present a choice and supporting different options may influence the narrative and the direction a plot may take. Ultimately Downtime is not not supposed to produce an optimal solution to anything. Instead its a vehicle to let everyone spend a little more time in this world and explain what they may have got up to in between events.
When we open downtime you will be able to support 1 Flag that represents either an Adventure or a supporting one of the military forces of the Pact Nations. After downtime closes these will produce a downtime result for anyone who chose that option. We encourage people to save these for the field as roleplay prompts and reasons to talk to other characters.
Rewards
Downtime will never offer material rewards. This is because the system is not intended to offer optimal solutions to be found or rewards to weigh against each other. Instead we are aiming to provide supplementary prompts for roleplaying or deliver the narratives we can't show at Haven. Downtime can in some cases produce things such as roleplaying effects or wounds that offer a prompt for further roleplay and interaction without material reward.
Adventures
Adventures are Downtime option that doesn't involve one of the war engagements with the Corrupted. It may still have them lurking about or dealing with them but it won't feature armies or units clashing against their forces. The scope of adventures can be quite wide and interact with many elements of national character and ongoing plot. Adventures can affect plot that is happening in uptime to varying degrees but it is intended to weave in and out of the game and add further stories or context that people may use within the world. We do want to stress that uptime is where the game of Menhirs Fate is intended to happen however and this is supplementary to that rather than a major element of plot progression.
The War Game
At Menhirs Fate each nation has access to a selection of resources such as military units or armies (and 1 navy!) that can fight the forces of the corrupted at a strategic war level. Each of these has an offscreen commander who administers and runs them on a day to day basis. This could range from the leader of a Mercenary Band in Urdrevan such as the Red Rain Marauders or as the Princeps of War in Syradonia commanding the army of the High Bulwark. What these people need is the knowledge and direction of people in Haven who can help them best fight back against the formal militaries of the Corrupted.
The Process of War
Each season every unit (Both friendly and enemy) can attempt to do one thing. The various military captains will always try to execute orders as best as they can in the circumstances and if unknowns appear that disrupt those plans they wont blindly attempt to continue to do something that has been rendered impossible nor will they hurl their own unit into oblivion.
The War Wall
Each event the War wall will meet once on Friday and again on Saturday for roughly and hour each time. These session are presided over by the following NPCs.
- Captain Rafael ‘Rafe’ d’Amici di Leviathan di Ravesso
- Bryn Argyll
- Paraphena of Nyxeria that Fades, former Strategos of the Phalanxes of Parasophelia, War born and Warrior Blessed
Each of these sessions will contain new information about the war provided by the above NPCs. It may be through a variety of sources and will not always be 100% accurate but will be the latest known information about what is going on. You can also ask for clarifications on mechanics or what your orders might do. While we generally cannot give definite results we can confirm if something is completely impossible or likely to have a result. We can also confirm known general outcomes for newer players such as generic effects of the Fading.
Movement & Maps
This section of the war is currently being redeveloped to move away from the hex based map that was initially used. The best option to determine how far a unit may be able to move is to consult the 3 War advisors in Haven at the War Wall meeting.
The IC explanation for this change is that Haven is constantly allowing for and pushing the Pact to collaborate more effectively and the close proximity of people working together causes the Pact to re-evaluate how it presents information.
Why didn't my Unit appear in Downtime writeup?
Military advisors can suggest a wide variety of things for their unit to try and achieve and not all of these may show up as flags in the downtime system. Sometimes people will get reports or other responses about what they did during a Downtime option.
Current Forces of Haven
| Name | Nation | Army/Unit |
|---|---|---|
| Riverside Ramblers | Avereaux | Unit |
| Knights of the Aery | Avereaux | Unit |
| The Threshers | Avereaux | Unit |
| Embermount Fire Keepers | Avereaux | Unit |
| Irondelve Stoneshapers | Avereaux | Unit |
| Grove's Storm | Wonder | Unit |
| Silent Wake | Wonder | Unit |
| The Veinbloom Guard | Wonder | Unit |
| Gaia Artillery | Wonder | Unit |
| The Nightcap Brigade | Wonder | Unit |
| The Union of Courts | Valdraeth | Unit |
| The Serene | Valdraeth | Unit |
| The Haxbern | Valdraeth | Unit |
| The Dredge | Valdraeth | Unit |
| Storm Callers | Valdraeth | Unit |
| The Tide Runners | Portavas | Navy (Army) |
| The Saltborn | Portavas | Unit |
| The Horizonseekers | Portavas | Unit |
| The Pride of Elzano | Portavas | Unit |
| The Hammerplatz Harbingers | Hammerstadt | Unit |
| The Zweiburg Grass Snakes | Hammerstadt | Unit |
| The Klarasburg Haymakers | Hammerstadt | Unit |
| The Corvolis Jackdaws | Hammerstadt | Unit |
| The Westwyk Tidebreakers | Hammerstadt | Unit |
| The Slumbering Ember Keepers | Urdrevan | Unit |
| The Rime Tusk Hearth | Urdrevan | Unit |
| The Hot Wind Shrikes | Urdrevan | Unit |
| The Kin Stained Hunters | Urdrevan | Unit |
| The Red Rain Marauders | Urdrevan | Unit |
| The Shoal Guard Sirens | Kairos | Unit |
| The Naxara Gallery Kolossi | Kairos | Unit |
| The Aerphos Irregulars | Kairos | Unit |
| The Phalanxes of Parysophelia | Kairos | Army |
| First Cohort Within-our-faith-is-purest | Syradonia | Unit |
| Second Cohort Our-hammer-remains-truth | Syradonia | Unit |
| Fortification-spreads-our-purpose | Syradonia | Unit |
| The-high-bulwark-of-iron-souls | Syradonia | Army |
| The Penumbral Regiment | Morvalis | Unit |
| The Vigil's Heart | Morvalis | Unit |
| The Dead who March | Morvalis | Army |
| The Regiment of Ashes | Morvalis | Unit |