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	<title>Shadowmoor</title>
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	<link>http://www.shadowmoor.org</link>
	<description>Live-Action Roleplaying in Kings Mountain, North Carolina</description>
	<pubDate>Tue, 18 May 2010 16:06:30 +0000</pubDate>
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		<title>2010 Schedule</title>
		<link>http://www.shadowmoor.org/articles/schedule/2010-schedule</link>
		<comments>http://www.shadowmoor.org/articles/schedule/2010-schedule#comments</comments>
		<pubDate>Mon, 07 Dec 2009 19:24:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Schedule]]></category>

		<guid isPermaLink="false">http://www.shadowmoor.org/?p=51</guid>
		<description><![CDATA[
March 5-7 Camp Cherokee 
April 2-4 Camp York
May 14-16 Camp York
July 16-18 Camp York
August 13-15 Camp York
September 10-12 Camp York
October 8-11 Camp York - 4 day!
November 5-7 (Tentatively, at Camp Cherokee)
MACE November 12-14

All events in 2010 are $50 to play a character. First time players get in free.
Season passes are $325.






Click the PayPal button to [...]]]></description>
			<content:encoded><![CDATA[<ul>
<li>March 5-7 Camp Cherokee </li>
<li>April 2-4 Camp York</li>
<li>May 14-16 Camp York</li>
<li>July 16-18 Camp York</li>
<li>August 13-15 Camp York</li>
<li>September 10-12 Camp York</li>
<li>October 8-11 Camp York - 4 day!</li>
<li>November 5-7 (Tentatively, at Camp Cherokee)</li>
<li>MACE November 12-14</li>
</ul>
<p>All events in 2010 are $50 to play a character. First time players get in free.</p>
<p>Season passes are $325.</p>
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<p>Click the PayPal button to buy your season pass!</p>
<p>Lifetime passes are $1400: you&#8217;ll receive admission to any and all Shadowmoor events from the date of purchase, as well as 30 goblin points for each event. This pass is good for one player for as long as you want to use it.</p>
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		<item>
		<title>2010 Rules Package</title>
		<link>http://www.shadowmoor.org/articles/rules/2009-rules-package</link>
		<comments>http://www.shadowmoor.org/articles/rules/2009-rules-package#comments</comments>
		<pubDate>Sat, 14 Mar 2009 19:14:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://www.shadowmoor.org/?p=44</guid>
		<description><![CDATA[Get the latest rules and learn how to play here.]]></description>
			<content:encoded><![CDATA[<p>For the 2010 Shadowmoor season, we&#8217;re using the 1.8 SOLAR Rulebook, and the 2010 Shadowmoor Supplement.</p>
<p><a href="http://www.shadowmoor.org/downloads/SOLAR_PHBv1_8.pdf">Rulebook</a></p>
<p><a href="http://www.shadowmoor.org/downloads/Shadowmoor2010RulesSupplement.pdf">2010 Shadowmoor Supplement</a></p>
]]></content:encoded>
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		<item>
		<title>Races of the Oasis</title>
		<link>http://www.shadowmoor.org/articles/players-guide/races-of-the-oasis</link>
		<comments>http://www.shadowmoor.org/articles/players-guide/races-of-the-oasis#comments</comments>
		<pubDate>Sun, 08 Feb 2009 22:12:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Player's Guide]]></category>

		<guid isPermaLink="false">http://www.shadowmoor.org/?p=38</guid>
		<description><![CDATA[Oasis citizens are an unusual, mixed bag of people from many different nations, backgrounds, and races. The one thing they do have in common is their determination to survive in a land that is constantly wracked with hostile attention. It takes a special breed of toughness to thrive, and yet many do.
Now, with their homeland [...]]]></description>
			<content:encoded><![CDATA[<p><span>Oasis citizens are an unusual, mixed bag of people from many different nations, backgrounds, and races. The one thing they do have in common is their determination to survive in a land that is constantly wracked with hostile attention. It takes a special breed of toughness to thrive, and yet many do.</span></p>
<p>Now, with their homeland astoundingly transported to a new world, mostly cut off from the trade routes and resources of their old neighbors, the people of the Oasis have a new suite of challenges ahead of them.</p>
<p>(<strong>OOP Note:</strong> All of the location and time references refer to the world of Tyrra, the world in which the campaign of Shadowmoor was originally located. If you are interested in creating an Oasis-based character, and wish to know more of the history behind the campaign, ask our staff and we’ll be happy to fill you in on more of the details.)</p>
<p><strong>Humans</strong></p>
<p><span>The most common people living within the Oasis, most of the humans are settlers from Orbonne and the Sutherlands in the migration of 597. Arriving with entire families, these tough farmers settled in the lowlands in what is now the western agriculture belt, stretching from Solace south to the edges of the Oasis, and east to Shadowmoor town.</span></p>
<p><strong>Elves</strong></p>
<p><span>The surface elves of the Oasis hail from the forests of Sahde, in the Sutherlands. Many arrived in the initial settlement in 597, but many arrived in small groups looking for druidic wisdom or researching ancient history. Since then, the elves have become as much of a part of the culture of the Oasis as the more common human families.</span></p>
<p><strong>Grey Elves</strong></p>
<p><span>The Grey Elves are an ancient race, recently reawoken by citizens of the Oasis. Their new home in the Ice Mountains somehow got transported along with the Oasis to Amroth - landing in the bay several miles off the coast. Their new island home is also the location of the College of Magic, honoring the ancient reverence the Grey Elves hold to the celestial arts.</span></p>
<p><strong>Dwarves</strong></p>
<p><span>Hailing from Borden, a trading freehold on the northern edge of the Sutherlands, the Two Axe and Truebeard clans settled in the Oasis very recently, during the gold rush of 605. Establishing their home in the abandoned town of Aragon, the dwarves now live in an uneasy truce with the orcish tribes remaining after the Frah invasion.</span></p>
<p><strong>Half-Orcs</strong></p>
<p><span>Most of the goblinoids in the Oasis arrived very recently, during an invasion led by the mighty Orcish druid Frah, looking to conquer the Oasis from the Great Druid. After taking the towns of Aragon and Solace, they regrouped around Aragon just days before the archmage Arinth transported the Oasis to Amroth. Now, cut off from their kin, with Frah lost and unheard from, the druidic but brutal orcs contend with the more ‘civilized’ citizens of the Oasis - including their neighbors, the dwarves of the Two Axe and Truebeard clans.</span></p>
<p><strong>Bright Fae</strong></p>
<p><span>The Bright Fae are often called the children of the Great Druid. It is well known that he holds these creatures close to his heart, and many return the favor with devoted service along the druidic path. One of the only peoples that have lived in the Oasis before the colonizations opened up, these mysterious people rarely make it into the towns, preferring to live in the wilder places.</span></p>
<p><strong>Sylvan Fey</strong></p>
<p><span>For better or worse, the fate of Eirinn, the homeland of all fae, is tied very closely with the Oasis. Sylvan Fey from all across Tyrra came to the Oasis to learn more about their homeland and find closer ties here. Many assist the druids in their tasks of keeping the land, others pursue their own path.</span></p>
<p><strong>Dark Fae*</strong></p>
<p><span>Wherever you find sweetness and light, and the happy things in great abundance, sooner or later someone will come to spoil the milk. The Dark Fae are few, and even more reclusive than their more optimistic kin, but the tie with Eirinn, the presence of so many hapy faeries to torment, and the opportunity to tweak the nose of druids everywhere is hard for a dark fae to resist.</span></p>
<p><strong>Unseelie*</strong></p>
<p><span>These doomed people are cursed to forever be shunned from their homeland. Whether out of melancholy nostalgia or furious vengeance, many Unseelie find their way to the Oasis. For good, or, more likely, for ill, more than a few Unseelie call the Oasis home.</span></p>
<p><strong>Wild Elves*</strong></p>
<p><span>The tribes of the Wild Elves, like the fae, live deep in the wildernesses that surround the more civilized areas of the Oasis. Most follow a deeply druidic tradition, others uphold their tribal customs, but all defend the Oasis. It’s rumored that there was some ancient pact that hold them to the land, but if that’s true, the tight-lipped Wild Elves aren’t speaking.</span></p>
<p><strong>* All of these races are restricted to experienced players only.</strong></p>
<p><strong>Note:</strong> All other races in the standard SOLAR handbook are considered Tyrran races in the Shadowmoor campaign. They are restricted to experienced players only. You will be required to demonstrate knowledge of Tyrran history as it relates to your character’s history to play one of these races.</p>
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		</item>
		<item>
		<title>What is LARP?</title>
		<link>http://www.shadowmoor.org/articles/players-guide/what-is-larp</link>
		<comments>http://www.shadowmoor.org/articles/players-guide/what-is-larp#comments</comments>
		<pubDate>Sun, 11 Jan 2009 22:05:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Player's Guide]]></category>

		<guid isPermaLink="false">http://www.shadowmoor.net/?p=30</guid>
		<description><![CDATA[Overview of the basics of live-action roleplaying and how Shadowmoor puts its own flavor on the subject.]]></description>
			<content:encoded><![CDATA[<p>LARP, or live-action roleplaying, is a hobby that consists of acting, costuming, prop construction, combat, and improvisation. A LARP is a game where each player creates a character for the setting of the game, and then proceeds to act in that character&#8217;s role for the duration of the game. The cowboys and indans you played when you were a kid is just like LARPing, except that we have ways to find out who&#8217;s really dead when you yell &#8220;Bang, Bang!&#8221;</p>
<p>All LARPs have some sort of conflict-resolution system that helps to determine the outcome of an encounter when players come into conflict. It may resolve an actual combat, or whether or not a character has the ability to pick a lock, lift a heavy gate, or convince the king to sponsor his expedition.</p>
<p>Shadowmoor is a contact boffer larp - almost all of our conflict resolution rules revolve around combat - the rest is up to you! We fight with boffer weapons and &#8217;spell packets&#8217;, or beanbags we make with cloth, birdseed, and rubber bands. It&#8217;s safe, fast, fun, and exciting.</p>
<p>We play full-weekend events at King&#8217;s Mountain State Park in the northern reaches of South Carolina, generally one weekend every month in the warmer months of the year. Check out our schedule in the links above to find out when we&#8217;re playing.</p>
<p>Welcome home!</p>
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		<item>
		<title>Races of Amroth</title>
		<link>http://www.shadowmoor.org/articles/players-guide/races-of-amroth</link>
		<comments>http://www.shadowmoor.org/articles/players-guide/races-of-amroth#comments</comments>
		<pubDate>Sun, 11 Jan 2009 00:03:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Player's Guide]]></category>

		<guid isPermaLink="false">http://www.shadowmoor.net/?p=20</guid>
		<description><![CDATA[The people of Amroth defy expectations. The ideas and attitudes vary from nation to nation, yet they are all linked by common threads of fate and the fierce pride of Amroth itself. You can take on the persona of one of these unique cultures, and explore the future of a new world through ancient eyes.
Dwarves [...]]]></description>
			<content:encoded><![CDATA[<p>The people of Amroth defy expectations. The ideas and attitudes vary from nation to nation, yet they are all linked by common threads of fate and the fierce pride of Amroth itself. You can take on the persona of one of these unique cultures, and explore the future of a new world through ancient eyes.</p>
<p><strong>Dwarves - </strong>The dwarves of Amroth aren&#8217;t your typical beer-swilling, axe-wielding armored beardy guys. These dwarves still hold craftsmanship, quality, and idelas high, but their mountain holds harbor the foundations of philosophy, freedom, and ideals that every dwarf lives to uphold. Dwarven holds build massive stone ships that sail far and wide looking for trade goods, and new places to settle. They wear classical Greek-inspired clothing, and wield fine bronze weaponry. For more information on their culture, <a href="http://www.shadowmoor.net/downloads/dwarves.pdf">download the race packet.</a></p>
<p><strong>Hobblings -</strong> Amroth&#8217;s hobblings live in the northern reaches, along the Great Ocean. Their villages and fortresses are made of thick, broad beams, and they thrive in harsh conditions that cripple most races. They are widely known for their stubborn pride, great honor, and stoic courage. They are more widely known for their longboats, however, and their raids on softer races for plunder and glory. They dress in early northern European garb, and are known for the edges of their throwing axes. To learn more, <a href="http://www.shadowmoor.net/downloads/hobbling.pdf">download the race packet.</a></p>
<p><strong>Barbarians -</strong> The humans of Amroth live on the wide plains of Lostariel west of the Oasis of Shadowmoor. They live in nomadic clans, managing great herds of stout cattle, or in small villages farming their living from the land. They live in fear of the great city of Akadai, and the maurading Tyrant King who rules there with his iron fist. They are a tough, and hardy people, but superstitious and fearful of ill omens. They dress in thick furs, leather armor, and typically wield the largest weapons they can get their hands on. You may read more when you <a href="http://www.shadowmoor.net/downloads/barbarian.pdf">download the race packet.</a></p>
<p><strong>Islanders -</strong> The Islanders of Amroth are a race of humans who have developed the ability to breathe underwater. They live on isolated island chains and can sail their outrigger canoes vast distances, navigating by the stars and by signs in the waters that only they can read. Very closely tied to the land and the water, their shamans have deep knowledge of the spirits and secrets of the seas. They wear Polynesian style clothing, and are famous for their black tattoos. Dive into their culture by <a href="http://www.shadowmoor.net/downloads/islander.pdf">downloading the race packet.</a></p>
<p><strong>Lizardmen -</strong> A secretive race, the lizardmen live in the lush rainforests north of the Oasis, across the Ice Mountains. They watch the events of the world and record the annals of history by reading the omens of the stars. Masters of celestial mechanics, there is little that happens in the world that escapes the knowledge of the master seers of the Tochtec. They wear clothing reminiscent of Central American native cultures, and wield keen-edged weapons made from obsidian and bronze. <a href="http://www.shadowmoor.net/downloads/lizardmen.pdf">Download the race packet</a> to find out what lies in their stars.</p>
<p><strong>Sampan -</strong> No one knows the winds of the seas and the routes of the oceans like the Sampan - elves who live their entire lives aboard great ships in even greater fleets that rarely make a port of call. These elves follow the winds of fate, wherever they may blow, and trade with everyone they come across. They absorb great knowledge, and live by strict codes of etiquette. They wear Asian-inspired garb, and wield light weapons that don&#8217;t get in the way of their sails and ropes. Take an auspcious step and <a href="http://www.shadowmoor.net/downloads/sampan.pdf">download the race packet.</a></p>
<p><strong>Wachagga -</strong> These tribesmen live to the far west of the plains of Lostarial, across the volcanic range that forms its western border. Their knowledge of the elements and the natural world have taight them how to use its resources, and are famous world-wide for Arushan steel, the finest that can be had anywhere. Scholars spend years at the Chuo Kikuu at Ndombwe, a university of great reknown, studying elemental magics and history, while merchants make call on the coast, at the isle of Pemba, trading fine goods for steel and spices. They wear traditional African-inspired clothing, and wield long spears, elaborate shields, and fearsome magic. Forge your way into knowledge when you <a href="http://www.shadowmoor.net/downloads/wachagga.pdf">download the race packet.</a></p>
<p><strong>Sylvani -</strong> Not much is known about this wandering race of plant people. They can be found in any deep forest, always on the move in the warmer months, taking root in the winter as they raise their children through the colder months. No one is more closely tied to the heartbeat of the world, and rumors speak tales of hidden magics and spirits who talk only to these children of the forest. Learn more about their wandering ways by <a href="http://www.shadowmoor.org/downloads/sylvani.pdf">downloading the race packet</a>.</p>
<p><strong>Gargoyles -</strong> When things go bump in the night, or kinsmen go missing without explanation, rumors always include the gargoyles. Torches and pitchforks are popular whenever these evil beings come around - learn more by <a href="http://www.shadowmoor.org/downloads/gargoyle.pdf">downloading the race packet</a>.</p>
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		<item>
		<title>Your First Event</title>
		<link>http://www.shadowmoor.org/articles/players-guide/welcome</link>
		<comments>http://www.shadowmoor.org/articles/players-guide/welcome#comments</comments>
		<pubDate>Sat, 10 Jan 2009 19:48:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Player's Guide]]></category>

		<guid isPermaLink="false">http://www.shadowmoor.net/?p=15</guid>
		<description><![CDATA[Want to know what an event is like? Read this!]]></description>
			<content:encoded><![CDATA[<p>Shadowmoor is a unique combination of the best people, the best friends, the best stories, and the best fun that there is to have in Live-Action Gaming. We have a volunteer staff that is dedicated, creative, and engaged with the game, and we work hard to make sure that each player has a great time. Your first event is free - all you need is a costume!</p>
<p>When you arrive on site, you will check in, get your cabin assignment, and hang out until we kick things off. That&#8217;s ususally arounf 10:30pm. We&#8217;ll have an introductory meeting, new players will attend the orientation course, and the game will start. We don&#8217;t stop until the last day of the event, either. There&#8217;s no down time - you eat, drink, and sleep in-character! There is a slow period between 6 and 8pm on each full day of an event for characters to memorize spells, refresh daily abilities, and for players to relax and get some dinner.</p>
<p>Every player is required to spend some time each weekend working to help the game run. The easiest way is to play a monster - we supply the weapons and gear, all you need to do is show up and fight! You can also work in the kitchen, help with the clean-up crew, or many other little things that need to be done to keep things going smoothly.</p>
<p>When the weekend is over, just fill out your checkout envelope, drop your tags in, and let us know how you want to spend your build points. We&#8217;ll see you next time!</p>
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		<item>
		<title>2009 Schedule</title>
		<link>http://www.shadowmoor.org/articles/schedule/2009-schedule</link>
		<comments>http://www.shadowmoor.org/articles/schedule/2009-schedule#comments</comments>
		<pubDate>Sat, 10 Jan 2009 18:52:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Schedule]]></category>

		<guid isPermaLink="false">http://www.shadowmoor.net/?p=3</guid>
		<description><![CDATA[Click to view the full schedule for 2009]]></description>
			<content:encoded><![CDATA[<ul>
<li>StellarCon March 13-15</li>
<li>March 20-22</li>
<li>April 17-19</li>
<li>May 8-10</li>
<li>June 5-7</li>
<li>July 31-Aug 2</li>
<li>Sept 11-13</li>
<li>Oct 2-4</li>
<li>Nov 6-8 (Camp Cherokee)</li>
</ul>
<p>All events in 2009 are $50 to play a character. First time players get in free.</p>
<p>Season passes are $325.</p>
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<p>Click the PayPal button to buy your season pass!</p>
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