Tomorrow, 13 August at 12:00 CEST (10:00 UTC, 6:00 a.m. Eastern), Lowmoor runs
its first live event: one goblin host on the fields north of Mereward, the
whole membership on one wall, three stages over four days, and a vote at the
end on how the story goes from there. Update to v1.5.1 and the game raises the
call itself when the muster opens.

How a muster works
You play the way you always play: enrol at the board, keep descending, and
every hour you stand while a stage runs is counted toward one shared figure.
An hour stood counts the same at every rank, so a chronicle enrolled this
evening weighs what a veteran of the Bottom weighs.
Three rules, so nobody is surprised on the day:
The clock ends a stage, so hours stood past the goal still count toward your badges.
When your hour fills, the board asks you to take it. A tab left open unattended stops earning at that ask, because a muster is meant to be attended rather than parked.
The wire carries no figures off your game: an account id the board minted, a device key, the name on your papers, the muster you stand at, your yes when you take an hour, and the course you vote for. Your damage, gold and save stay on your machine.
Each stage runs 24 hours. When it closes, the board reads the reckoning, and a
12 hour countdown runs before the next stage is called.

The first campaign: The goblins at Mereward
Campaign I, Chapter 1. The first stage is the town wall, and it asks 1,000
hours of the whole membership inside its 24. The second and third stages post
on the board as they are called, and what they ask is written on it. A stage
that misses its goal closes the campaign where it stands, and the book records
what was stood; carry all three, and the vote opens.
The vote
Two courses go up on the board once the last stage is carried. Every badge you
took at the muster is one point of voice: the first badge comes at one hour
stood, and there are fifteen to take, so the members who stood the most decide
the most. You can change your vote for as long as it stands, and the tally is
open on the board the whole time.
What the membership chooses is written into the game, and I want Lowmoor's
history written that way from here, by the people playing it. The vote decides
what Campaign I, Chapter 2 is about, and if musters take, they become a
regular thing: each campaign standing on the choices of the one before it,
and their outcomes reaching into the standing story, the places you walk, and
places and features still to come.
Badges, Profile, History
Five badges a stage, at 1, 5, 10, 25 and 50 hours stood. They pay nothing in
the run; they are your record, and your voice in the vote. Events, Profile
keeps your hours and badges across every muster and every chronicle, and
retirement leaves them standing. Events, History is the Guild's book of how
each muster ended and what the membership chose.
The honest bit
This is the first live thing I have ever run: one small server, a schedule,
and the whole membership on it at once. I have tested it hard and I still
expect a wobble somewhere, so I am sorry in advance for whatever it turns out
to be. If something breaks on the day, I will be at the wall with you, and fix
notes will land on Discord as they happen. Afterwards, tell me what worked and
what to change, and the second muster will be the better for it.
Also in v1.5.1
The line under Lowmoor in a friend's list now names your adventurer, their
trade and rank, and how deep the chronicle stands. And if events are one thing
too many, tick "Do not tell me about events again" on the call: the game stays
quiet about them and the Events menu still opens.
Come and stand your watch, and say hello on Discord:
https://discord.gg/wn5vCCRnZn. See you at the wall tomorrow at 12:00 CEST.
P.S. If you want to make my day, follow me on X. It is very quiet over there: https://x.com/Bogu_CEO
