The Mother’s Nest
A large party area with lots of food, music, and celebration. At the center is the largest bonfire you’ve ever seen. The trial lights are seen best from this location.
To form a bond go to the bond fire and write your names down on a piece of paper. Throwing the paper in will form the heartstrings in your designated color. From here you’ll be able to participate in the trials with just your partner or a group of people.
The Five Bonds: (From worst to best)
Silver - You Started out not knowing the other person(s) at all and, in the end, you still don't know much beyond their name. But, at least you aren't enemies.
Purple - After everything is said and done, you have taken a stranger and made a new acquaintance
Blue - You consider each other friends but perhaps not know each other well at all
Pink- Best friends or new lovers rule this pink bond
Red- Soul mates or those with an unbreakable bond
Trial Areas:
Inside the beam of light is a smaller bonfire. Writing the names of everyone in your group and throwing the paper inside will transport you to the arena.
Note: You can die inside of these arenas, HOWEVER, death is reset along with the arena so you can restart. Effectively while you die inside the game you do not die in real life. This will allow you to assess the mistakes you make and try again.
Trials:
Tragedy of the Nightshade:
You and a group find yourselves aboard the Nightshade, a vast luxury ship that was said to be unsinkable. Of course, fate had a different idea. As it sails into icy waters, a might leviathan crashes into the hull of the ship. From here, you and your group must escape…but be warned, even with powerful magic, the icy water spells a quick loss for the entire group. Escape and survive!
Snake Oil Salesman:
There's been a strange turn of events! One of you has been poisoned! But who? There's no trace of the wound and no trace of the poison. In the center of the room is a vial that holds the antidote, but there's only one dose. Deduce who has the poison, and quick!
A-Maze-ingly Persistent:
Your group wakes up to find themselves in the center of a hedge maze. Immediately, you can feel that this isn't a normal maze. It is filled to the brim with mysticism, with odd creatures prowling about. Not every creature is an enemy though, and not all will challenge you to combat. Some may provide hints, at a cost… Any who tries to climb or fly will find themselves entangled; there is only one way out. Work together, and good luck!
Escape Room:
You and your group find themselves in a strange, white room. There are no doors and no windows. But there's something strange about the room, a secret that it may be hiding. Use your wits and magic, and find the secrets it contains. (Just have fun with this, and go wild! The room can evolve into anything you can imagine! It doesn’t even have to be just one room!)
Revaliir Grand Prix:
You and your group awake to find a vast, open-world in the sky. As you take a step forward on the platform, a massive course begins to form in front of your eyes. The challenges appear simple on the surface and blindingly colorful, however, navigation requires dexterity and teamwork. Large spinning turnstiles, floating platforms, seesaws, tiles that vanish if you stand on them for too long, and the infamous rolling boulder are just a few of the trials you'll need to face in this candy-colored arena. Oh, and did I mention that there is no floor? Should you trip or fall, it'll be a long way down…
Rules of the Trials:
1. Difficulty of the trials are based on the highest bond in the group.
2. Each trial needs at least two people who are bonded to begin. The amount of people therefore after doesn’t matter but it will make it that much harder.
3. You can repeat any of the trials as many times as you want!
4. They are left vague so you can have fun with it! You are in control!
5. Upon a death the trial is restarted until you finish it. All participants must be alive for the trial to succeed.