"BURNING DOWN THE HOUSE" - June 2023 Tickets now on sale!

We are excited to announce “BURNING DOWN THE HOUSE”, our June event! The Taleholders always like to brag and taunt the Survivors of Barker Meadow. After wiping out The Vail, what do they have planned this time, and how to get back at them? Join us at Camp Santa Maria in Bailey, Colorado on June 23rd!

Please note that for our June and July events this year, we have a slightly modified schedule.

  • People can arrive on site at 3 PM to help set up, and get bunks at 4 PM

  • Opening announcements at 9 PM

  • Lay off at 11 AM on Sunday, as we have to be off site by 1 PM as the site is actively being used as a camp during the summer.

Remember, we are also currently offering:

  • Heated cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

Buy your tickets and meal service here
June event database checkin
Site details here

"GHOSTS OF THE PAST" Event Recap

Our May event, GHOSTS OF THE PAST, was full of revelations, twists and turns. The following is a Story Recap for anyone who would like to catch up, look back, or fill in their understanding of the story of the event.

WEEKEND HIGHLIGHTS:

* The Nuclear Family, under Trial of faith, tried to change over the Trialed faith of the Profane Wolves through frequent rituals (with milk and cookies!), the fallout potentially changing Barker forever.

* The Everliving Wood visited Barker Meadow via Useless Eyes Pinback, who shared crucial information before dying in a burst of psionics sustained in her Infection from battling Taleholders in strange warfare in the Wood. Daring Barkers uncovered secrets about The Workers at the Amphitheater investigating an Unfinished Cracked Crystal Cairn made by The Workers as it disintegrated in dangerous fashion.

* Missing Sainthood members were rescued from the BIZ cult, but not without a challenging battle and a tragic loss of one of their rescuers to the Grave.

* Assassins killed Packrat, later revealed to be the Children of Constantine, radical Fallow Hopes seeking revenge on Barker Meadow. As friends Morgue-sat for Packrat, Mayor Cassady Jaunt stumbled out, having been targeted by a serial killer known as The Ghost who had been haunting the town in its shadows.

* Hutch from the 7x7 Red Stars led town trap-disarmers on a mission to expose Barker's secrets by declassifying records from the archives, leading to numerous shocking revelations.

* Onda Tal-Servi of the Seventh Scourge Final Knights attacked the town but was eventually defeated and killed by his family, in a battle that tragically felled Grail.

* A mysterious representative from Standards & Practices reminded the Telling Visionaries of Barker Meadow's significance in Lorado's Programming, vexing the local TVs and leading to great debate as well as promising tremendous ratings for their schemes going forward.

* Nightjar Calonyction, a descendant of the dangerous Flesher Calonyction, Graverobber of the Taleholders, collaborated with heroes to uncover the truth about Flesher's past actions. The shocking revelations in their Videbit Mortis on Flesher, including Flesher's creation of a Synthetic Morgue in Barker Meadow and the Sin Eaters’ origin at the hands of Flesher at that Morgue, left them with more questions than answers and the looming sense that "All this has happened before, all this will happen again."

* A mysterious Full Dead using Undead under his telepathic control assaulted the Saloon, going after A. Walker of the Postal Service in the process, but was stopped by those inside in an intense fight. While being killed, the Full Dead revealed themselves as “Tape Four” of The Hobbes who have been vexing Barker Meadow with their maddening Fixations.

* The Panoptic Order, a group of elusive Visionary storytellers, helped narrate the history of Barker Meadow through a captivating shadow play. They revealed that the Profane Wolves were created to fight terrifying forces of Fallen Angel undead in Barker Meadow long ago, and were later used by faiths against their rivals in Barker Meadow.

* After tormenting the town for months, a Grave-born imposter pretending to be a local named Percy was captured and experimented on by her associates. However, upon discovering important information about its nature, the Stranger In Our House escaped and vanished.

* Cassandra Joanna Birch from the Fisken Cosmia Darwins of The Boulder, returned to Barker Meadow in search of the history of the local Dark Sky Darwins. As she shared details about one of their members, Barker’s Spring Speaker named Cassiopeia and her connection to past tragedies, events took an unexpected turn when the Profane Wolves began attacking the Darwins.

* Sunflower of The Mutual Aides brought news that Hutch had been arrested for stealing from the archives. The town responded by establishing a fund to help bail him out and began making plans for his escape.

* Henry Aspen from Bear Claw joined Marx in a hunt against the Profane Wolves. They managed to collect samples from the young Wolves in their den, only to be met with chaos when the Wolves suddenly attacked the Darwins, Nuclear Family, and Final Knights all at once!

* The town also researched The Workers throughout the trade, discovering that the psionic maelstrom emanating from these creatures renders them invulnerable except to those who have immuned themselves to psionics. Finding out The Workers are coming to Barker Meadow, they resolved to pursue synthesizing and reversing the effects of the Cracked Crystal Cairns, to fight off the impending threat of The Workers.

* Realizing something was very wrong with the Wolves, the town decided to accept help from the local Nuclear Family, the Bakers. They provided a powerful Benediction to aid in battling the Wolves.

* As the trade came to an end, the history of Barker Meadow is now splayed before its residents, and many choices have to be made about how to move forward from the ghosts of its past.

Leverage and You!

At our live event in March, we unveiled a new mechanic for Murder Inc. characters: Leverage. This social currency represents influence within the Organization. In this post, we'll clarify the nature of Leverage and explain how it functions.


First, it's important to note that Leverage is different from Favor. Its primary purpose is to persuade the Organization to gather intel on specific targets, with a secondary use in Master Criminal Influence Action Request Modules, which we'll discuss later.


Leverage operates through a bidding system that requires at least two characters(to encourage collaboration IG and OOG) pooling their resources to Bid an amount of Leverage on a Target, representing expending sway to push for investigation of the Target by the Org. The story team then evaluates whether the bid amount has reached the Target Number for intel on the Target. If not, we'll present you with options such as receiving information with complications, overbidding the original target number for better results, or withdrawing your request without wasting your Leverage. Target values will range from 1-5 for trivial targets up to 40-50 for highly secretive and formidable threats.


Primarily, Leverage is employed to gather intelligence and secondarily to equip characters during Master Criminal Influence Action Request Modules. For instance, spending 5 Leverage could provide one useful item for a mission while 40 might significantly enhance your team's gear.


Murder Inc. characters accrue Leverage each month they attend an event – one point per rank of Criminal Influence (1-4, with the Inner Circle Professional Focus Achievement counting as 4), plus one additional point for local Murder Inc Family Society Membership. Note that these optional local Family memberships are distinct from the three mandatory MI branches like Silenced Knell and Adherents of Betrayal that characters must choose from to join MI. Leverage carries over between months.


At live events, you track your own Leverage amount using poker chips distributed by Ops. These chips represent various levels of influence within Murder Inc., with different colors indicating different tiers of Leverage.  This poker chip phys rep is an abstraction whose meaning is only known to Murder Inc. characters – think of showing a chip as noting how much sway you have in the Organization. 1-5 Leverage will get you a blue chip, 6-10 a green chip, 11-15 a white chip, and 16-20 a red chip, after which Leverage caps at 20 and we encourage you to spend it! There's only so much influence a single person can have, but together the Organization can move mountains.



Occasionally, characters may earn extra Leverage through successful engagement in gameplay mechanics or plot events. We've designed this system to enable players to direct MI plots by selecting targets and storylines, encouraging a more player-driven experience this season.


So, pool your Leverage, collaborate with your Organization allies, and see you in the field!


The writeup for Leverage may be found on our Local Custom Mechanics page here: https://www.dystopiarisingco.com/local-custom-mechanics


Secure your tickets for the May event here: https://www.dystopiarisingco.com/blog/2023/5/1/ghosts-of-the-past-tickets-now-on-sale

Special Rewards for Doing The Dishes!

Hey folks, your logistics director here again with a special announcement for new rewards that will be available at the May Event.

At our various campsites, we’ve had two perennial problems involving the amazing meal service our Kitchen Guides provide:
(1) So many dishes that need to be done!
(2) An inconsistent understanding of what rewards we offer to people who do the dishes.

This was brought up again at the April event, so a bunch of us sat down and brainstormed what we are now introducing as the Dishes Network, a joint effort between the Saloon and the Telling Visionists who run the Lorado Postal Service!

Now, in addition to helping individuals complete one of the Work Orders put out by the various Financial Institutions, the Dishes Network is now offering up unique rewards available to those who help with the Saloon’s dish pit. The Kitchen Guides will be in charge of handing out the tokens for a job well done.

Check out the expectations and the rewards here, but don’t forget to get your tickets for the next event!

Rescuing The Sainthood: Will You Answer The Call?

We are looking forward to our event this weekend, and we know our players are excited for it as well, especially the chance to rescue the kidnapped Sainthood from Barker Meadow! 

In the interest of transparency and to help you plan, this blog post will detail what we'll be doing with the module to rescue Jay, Ashe Danvers and Tarth:

The mod is scheduled to start gearing up at 10:00pm on Friday night, we will send an NPC hook to everyone at the Saloon to signal the mod is starting.

In this split-hook mod, players will divide into two evenly matched teams. While one team is going on the mod, the other will be helping NPC for that mod. Then, both groups will switch roles. This is to help us ensure an appropriate level of challenge for all participants.

To maintain balance and fairness, teams will be chosen at the start of the mod on Friday night, as we gather up at NPC camp. Players are encouraged to discuss and rearrange themselves to their best abilities, keeping in mind build and skill levels. 

As you prepare for the mod, you'll be ushered through NPC camp to collect the necessary costuming for your time as an NPC. There's no need to change entirely out of your PC gear; simply throw on one or two pieces over the top. And since we're dealing with strain antagonists, there's no extra makeup required.

Please note that due to the setup of this mod, the left-hand trail branching from the field across the river will not be accessible to PCs Friday night. This area will remain off-limits (the in-universe reason: river flooding) until midnight. We don't anticipate this causing any problems, as it's not typically a well-trodden region by PCs.

To sweeten the deal even further for anyone looking to help make this mod special, we're offering extra local CAPs for anyone interested in volunteering as an NPC on Friday night. If saving the kidnapped Sainthood isn't your main priority, this is an excellent opportunity to warm up with some combat while earning valuable CAPs.

For any questions or concerns about this exciting mod, please reach out via our Discord server – it's the best way to connect with the right people. We’ll also reiterate a basic version of this post during opening announcements for those who haven't been following social media closely and address any issues as they arise. With a good amount of time on our story schedule dedicated to the mod, we'll have plenty of time to explain and respond to concerns.

Keep the conversation going on our Facebook and Discord, and get your tickets for our May event GHOSTS OF THE PAST here!

"Veiled Intentions": Story Recap

Our April event, VEILED INTENTIONS, was bustling with activity and intrigue. Here is a recap for anyone who would like a reminder, more perspective on things you may not have been able to engage with at game, or if you missed out on attending and would like to simply catch up.

MAJOR EVENTS OF THE WEEKEND

* The Angler returned, wearing a mysterious piece of Blue Sun technology that protected it from — among other things — the Psionic Sunlight often used to fight it.

 * Mel Churchland, former member of the Hobbes collective - the psionic hivemind research team behind the Fixations that have been plaguing Barker Meadow since last summer - arrived in town, seeking help in taking down the Thought Bender that had been masterminding the collective.

* Flesher Caloyniction, the Taleholders' Graverobber, enacts the first stage of his Great Work, afflicting the citizens of the Vail with a mysterious condition. Tremendous effort on the part of the town allowed the Vail to treat their own Graverobber, and for doctors in Barker Meadow to work on a long, grueling surgery to treat four Veil citizens, chosen by drawing lots. The remaining citizens succumbed to the condition, becoming zed without sinking, and began attacking the Barkers, killing seven.

* Efforts from several local graveheads, working with Dispute/Descent of the Young and Doomed Kings and Queens Court and the All-Faiths, helped to repair damage done to the Morgue over the past few months.

* The Doctor Ottoman's collective delivered information they helped to gather regarding the Morticide pollution disaster caused by the bombing of Dedstop at the end of the Masterson War. Research efforts by the town help to develop treatment for those who have been exposed to the pollutant, and how to begin a large-scale cleanup to put an end to the disaster.

* Final Knights of the Seventh Scourge arrived in town, threatening Barkers with their 'forced conversion' tactics and seeking information on local survivors who have been a thorn in their side for too long.

* Local Red Star cells the 7x7 Cacophany Collective and The Mutual Aides, tired of the lack of movement by the All Faith's Council, worked together with the town to force the Profane Wolves to change over from Faithless, ending their six months-long Trial, and beginning the Trial of the Nuclear Family.

* A trade kerfuffle between Rawhide affiliates and Bear Claw regarding a Taleholder shipment of goods threatens conflict between Financial Institutions or other complications going forward.

* A disturbance in the mine, apparently caused by a Whisperkin Raider nest, resulted in the collapse of a mine tunnel. What will this do to the economy and social landscape of Barker Meadow, as more threats in the mines appear each day, in a town based around mining?

* Ephraim Butcher came to town with his Wardens, the new regional law enforcement, and started asking questions as the trade wrapped up.


More happened behind the scenes, in the shadows, and between the characters of Lorado, but along with the details of the last event, we encourage you to ask around to others about what might have happened. Keep the conversation going on our Facebook and Discord, and get your tickets for our May event GHOSTS OF THE PAST here!

"GHOSTS OF THE PAST", tickets now on sale!

We are excited to announce “GHOSTS OF THE PAST”, our third live event of 2023! As the survivors dig into the history of Barker Meadow and Lorado, the dangers of what came before become dangers renewed. Will whatever knowledge is unearthed provide solace? Will it help them locate their missing loved ones? Or will it forever alter what they know about the town they call home? Join us at Camp Santa Maria in Bailey, Colorado on May 19th!

A couple of successful and familiar concepts that we are bringing back from the previous season:

  • Opening announcements at 8 PM

  • Lay off at 1 PM on Sunday, providing an extra twelves for roleplay and combat only (Public Works will close at noon)

  • Heated cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

Buy your tickets and meal service here
April event database checkin
Site details here

VEILED INTENTIONS: Pre-Event Info Dump!

Welcome to the first of our pre-event blog posts this season, for our April 21st event, VEILED INTENTIONS. In this post, we'll discuss some themes for the weekend, important story elements to know, and recent updates to gameplay mechanics.

The main themes for this weekend are Grief, Revenge, and Creeping Horror.

At our last event, Barker Meadow Reservoir experienced its first permanent death of a Leading Character when Mira was killed by mysterious assassins and later rose as one of the vicious Undead. While some plan memorials and tributes for the fallen, others seek revenge. The primary suspects are the Taleholders, a society from the Everliving Wood that has taken a malevolent interest in Barker Meadow's citizens and stories. How will your characters react to a tragic loss and the opportunity for vengeance?

Additionally, this weekend features an underlying dread and race against time. A terrible affliction has befallen the nearby Lorado Village of The Vail, impacting all its citizens. They turn to Barker for help – but what are the consequences if they cannot be saved? This storyline explores what happens during your attempts, with a dread fate approaching.

Two vital story elements to be aware of are the Vail Half-Dead and The Taleholders' machinations.

The Vail Half-Dead is a bizarre and grisly phenomenon with an unknown cause that is progressively worsening the afflicted villagers' condition. The nature of their ailment is something players will need to investigate in-game. Remember: sometimes character development occurs not through success or failure but through how they tackle formidable challenges.

Meanwhile, the Taleholders have become more prominent following our February online event, Tales of the Wood. These scheming Seasons and Visions from the Everliving Wood have ill intentions toward Barker Meadow due to past interference with their plans. With the return of their Graverobber, Flesher Calonyction, they are plotting a dark and significant plan involving the Gravemind. Be prepared to learn more about The Workers, mysterious entities connected to the Gravemind who affect the minds of those nearby. We recommend seeking more information in-game and engaging with this plotline as it ramps up this season!

Lastly, be aware of some mechanics changes.

First, Information Gathering is available due to several prominent town Sainthood members being kidnapped. Players must take some time on Casting Shift for their Leading Character to investigate "out of town." More details can be found on our Local Custom Mechanics page.

Second, we’ve got some additions to our buylists, including Trade, Criminal, and the Minor Favor Buylists with our local Financial Institutions! Check with Public Works for more details.


We look forward to seeing you in-game at our next event! Tickets for Veiled Intentions can be found here.

So your character just went through the Grave Mind: What do they look like now?

Here are a few tips and ideas for what your character could look like after going through the Grave Mind and leaving the Morgue. Note that all of these are optional, for extra effect to cause your friends and fellows cause for concern.

The intent of these suggestions is that your character comes out looking more undead and then the signs can/may fade over time (your choice).  It’s also your choice as to whether or not to have the signs fade, and this should not be impacted by how much infection you have remaining.  This is to allow those who have a lot of makeup or who don’t like/are allergic to makeup to choose to not add additional steps to getting into character if they don’t want to.  We want people to have fun playing with different looks if they want to, but not make it a requirement.

None of these suggestions are intended to indicate that your character is on their last infection.  It can indicate that they have lost infection, even a lot of infection.  There is no one thing that indicates that a character is on their last infection, as that will be unknown. The idea is that they look more and more undead each time they come out of the morgue. Start small and build each time the character dies; add different layers if you want.  

Things that you can do for your character to look more undead or that they have been recreated by the Grave Mind:

  • Green veins - Start with a few and add more each time - these are parts of the morgue still in your system. Again, green veins are NOT an indication of being on their final infection, they are an indication of a death.

  • Necrosis at the tips of your fingers or nose - black that starts at the tip of your fingers and creeps up your fingers or at the tip of your nose and fades up the nose

  • Sunken face - add shadows (not black, use a few shades darker than your own skin tone, brownish or even a purplish color) to hollow your cheeks, eye sockets, the side of your nose, and temples.  This should not be super dark.

  • Grey tint to skin - Your character’s blood stopped flowing so the warmth and pink in your skin would not be present at first.  Using a zombie flesh color, blithe, or a light gray—not white, unless you are super pale to begin with and are only using it to lighten your skin further (you should not be clown white).

  • Mottled skin - using yellow (think sallow tint), green, gray, blithe, zombie skin color; create uneven layers, stippling, and blending.  This could start as patches of skin.

  • Blue, black, or pale tint to lips - your character hasn’t been breathing and their blood hasn’t been flowing.

  • Red and purple stippling on one side of your face/body - the corpse may have been lying in one position while the morgue messes with your mind and the blood has settled in one area (lividity).  Or this is something that occurred after the morgue rebuilt the body but before they returned to life.

  • Green and black stippled patches on your skin - Your character is being rebuilt from the morgue (a fungus), some bits might not have fully absorbed/formed yet or they may have picked up some of the mortis.

  • Scars - These can be done with makeup or a combo of makeup, rigid collodion and prosthetics (we do not have rigid collodion or prosthetics in NPC camp).  For makeup, you can do these with a skin color lighter than your own skin tone bracketing a reddish line or “knot” (lines can be jagged, it could be a chunk of skin missing, etc).

Don’t go too heavy on any of this, especially on your character’s first death: after all, you don’t want people thinking they are leaving the morgue as a zed!  But one effect or layering a couple is okay.  Keep it lighter if you are using more than one effect.  You can go heavier each time you die. If you want, some things could be temporary (i.e., lividity, necrosis, skin tone) and resolve over time as blood flows or the mortis is absorbed and others could be permanent (i.e., green veins and scars).  Play with it and decide if you want to keep elements or not.  Any could be kept or can fade if you want them to be.

Feel free to use NPC camp makeup to add your makeup while in NPC camp.  But please continue to follow our makeup rules to adhere to our sanitary requirements.

Law in Lorado Comes...like it or not

The rickety lift rattled as it made its slow ascent, ornate grating shuddering every time a support strut or a door off onto one of Silverline Citadel’s many storeys passed from above to below. Friendly Dan winced as it did. He was here for the same reason many others would be: the moneyed interests of the Big Rock Financiers’ Council had called a meeting, one where all the big financial players of the Western Wastes would be represented. The topic, Dan didn’t know - this time, he wasn’t here as the face of Rawhide, but as bodyguard and attache for the bigger fish who was. Dan’s boss, Vespine Hennessey, rode next to him, her stance as relaxed as Dan’s was tense.

The lift rattled again and Dan instinctively reached for his tobacco pouch, but Vespine shut him down with a look like daggers. Not here, it conveyed, this is an upper crust company.


The lift finally chunked to a stop. Friendly Dan made the deliberate choice not to throw up. And the grate was opened from the other side by a bellhop, who gestured down the tastefully dim marble hall. Through the door at the end, the two were greeted by a penthouse meeting room of staggering opulence. Tapestries of the old Pureblood family crests hung from every pillar - including some, Dan couldn’t help but notice, that were an interesting choice to leave up after the ends their owners had met. Chandeliers lit the room from the high, curved ceiling. Through the west-side windows, the sun cast a light like a flame through bourbon across the whole room as it set over the Big Rock Mountains.

At the center of the room sat a long black marble table, and gathered around that table was… everyone. That was the only word Dan could think, everyone. Anyone who moved and shook the money in Lorado, plus a few. A dozen heads of Pure Blood families. A Digitarian with two heavily kitted guards, probably one of the reclusive Northheed bigwigs. Shred of the Topaz Tribe was here, flanked by her diligent note-taker, Scrawl. Cinderella and Chivalry Shane stood regally to either side of their father, Oberon. Henry Aspen sat representing Bear Claw Hunting & Trapping. At the far end of the table, half a dozen Diesel Jock chieftains fidgeted awkwardly, slowly soaking motor oil residue into the expensive fabrics of their chairs; Dan recognized Chief Mustang and Chuck Bentley, and noted an imposing figure in white armor seated to Chuck’s left. Lysinger of the Mortar Brigade was here with his usual thugs - interesting choice, Dan thought, that’s a pretty small fish for this pond - as was a delegation from Ironwood, and, Dan noticed with a twinge of satisfaction, Mistress Shrike of the Warehouse was not. Only one empty chair remained, at the head of the table, and it was to this that Vespine sauntered over and sat. Dan took up a standing position to her right as she addressed the room.


“Evenin’!” She began, the chatter of the room hushing in response. “Glad to see you’re all here. We can get started.

I’ll cut right to the chase. As y’all know, problems with the law - namely, absence of it - have been a pebble in all our shoes for a while now. Robbers on the roads. Gangs in the towns. Trading sabotage with our rivals, even with each other sometimes. These small town sheriffs ain’t shit enough to do shit ‘bout any of it. ‘Open season’ is the term I’ve heard used by my boys who keep an ear to the ground. You all know it. Everyone in this room can think of somethin’ you’ve lost or some pain in the ass you’ve had because of it.

So I’m here to propose a solution. A regional solution we can all invest in, that’ll give back to all of us.” Vespine smiled widely and took two maps from her bag, which she unrolled and passed down either side of the table.

“Y’all may recall that as prisoners accumulated from the wars of the past few years, we wound up stickin’ many of ‘em in the old prison off to the West of the Mortar Brigade, North of Ironwood. The group runnin’ the place, if you’re not familiar, has been callin’ themselves the Wardens. They’re a mixed bunch. Ex-Drylands Militia, old law dogs from towns that ain’t there no more, folk that lost everything to the Mastersons or the Von Lobos. But one thing they all got in common is… let’s call it a passion for justice. 

Put simple, I want us to fund ‘em. All of us. Build up Locktown into somethin’ like it used to be in the way-back-when. Get money and people into the Wardens to make ‘em into law dogs. Big law dogs with big teeth, who can go everywhere. Let’s get us some law and order in Lorado, y’all.”


Vespine remained standing, leaned over the table, as her words sunk in. Whispered conversations rippled around the room, and finally the delegate from Northheed stood to answer first. 

“Interested,” they stated with a weighty bluntness. “Let’s hear specifics.”


So Vespine laid out her plan. Each of the institutions would have different ways of contributing: some, like Black Diamond and the BRFC, would put up cash for payroll, while the Rolling Coalition would facilitate transport and Bear Claw would provide medical services and tracking expertise. Rawhide and Northheed would supply the various outposts the Wardens would need to set up across the region. The contingents from Ironwood and Die Fabriek had been asked here to give their blessings for the Wardens to pass through their territory coming and going from Locktown, and of course since the officialization of Locktown as a permanent installation would mean they had to accept certain risks.

It took deliberation. Numbers were bandied about, offers asked and counteroffers made. Friendly Dan didn’t speak a word throughout, except to whisper the occasional logistical detail into Vespine’s ear. But at last, the deal was done. Once the agreement was reached, only one question remained.

“Local Warden heads,” Vespine drawled, “for Perseverance and Barker Meadow.”

That made sense, Dan figured. Perseverance, the formerly nameless slum sprung up around the now defunct Forward Operating Base for the final siege of the Masterson War, was a hive of shady activity, one of the two main organized criminal hubs in the region. The other was Barker Meadow. Both would be hot zones.

Oberon Shane stood first. “The Financiers’ Council can offer Sachs Goldman for Perseverance.” A hushed chatter of agreement rippled through the assembly. Goldman’s work was known in the room.


“Ephraim Butcher,” Friendly Dan blurted out. 


The room turned to look - including Vespine, who had told him to let her do the talking and now was smiling at him sweetly, possibly the most terrifying thing Friendly Dan had ever seen. No, second most, after the Anglerfish. Dan cleared his throat and pushed on anyway. 

“I’ll nominate Ephraim Butcher for Barker Meadow. The, uh, Barker Meadow area. He’s done real good work for Rawhide as a bounty hunter for a long time. Some of the best.” He pulled off his hat, slicked his hair, put it back on. “Look… if we’re talkin’ ‘bout criminal networks in Barker Meadow… we know who’s at the top of that anthill. I don’t need to say it. We all know it. And if we’re gonna dance with that devil… it’s gotta be Butcher. I wouldn’t trust it to anyone else.”

The stillness in the room as his words settled made Dan squirm. He wanted a cigarette so bad. He could see the calculation on their faces as they weighed whether to trust his suggestion sight unseen. Whether they went for it was gonna make a big difference in what the ride down the elevator with Vespine would be like.

And then one of the chairs creaked as Liberty Moretti from the Ironwood contingent stood. She looked nervous at first, but cleared her throat and spoke clearly. “I can vouch. We saw a lot of Ephraim Butcher after the Masterson War. He brought us the Carsons.”

“Which Carsons?” The Northheed rep retorted.

“All of them.” 

This caused a murmur. When the Mastersons had been wiped out, their allies the Carsons, along with the surviving mercenaries still infected with Crystal Heart, had scattered to the winds. There had privately been tremendous worry among many in this room that outbreaks of Biz’s influence in other morgues would follow as the infected eventually suffered death from mishap or mistake, but nothing ever came of it. Evidently that was because, as Liberty went on to explain, Butcher and his posse had hunted them down, one by one, and over the course of seven months had brought every single one back to Ironwood - alive - for their crystal infestations to be returned the the morgue from which they had originated. Not a single one unaccounted for. Even Friendly Dan hadn’t known that.

Dan turned his attention back to the room. Some of the shrewd expressions had turned pensive. He watched as each group deliberated quietly amongst themselves. 

His kingdom, he thought to himself, for a cigarette.


In a lonely wooden watchtower somewhere in the Wastes, a black-clad figure kicked up his boots, lit a pipe, and took a shot of something strong, wiping a stray drip from the exposed bone of his chin with the back of a skeletal hand. At the sight of a single lonely light bobbing through the darkness, he reached and pulled a long-scoped lever action rifle into his lap. Then he waited. The light got closer. It was a figure, on horseback, looked like. Finally it cleared the treeline and hoisted its lantern up in one hand and a very expensive looking bottle of liquor in the other.

“Ephraim!” Friendly Dan’s voice floated up. “Got time to talk to a friend about a job?”

Tickets are now available for our April 21st event, "Veiled Intentions"!

We are excited to announce VEILED INTENTIONS, our second live event of 2023! A recent heavy loss of a beloved local looms over the village of Barker Meadow, while mysterious threats from within and without begin to reveal themselves. Join us at Camp Santa Maria in Bailey, Colorado on April 21st!

A couple of successful and familiar concepts that we are bringing back from the previous season:

Opening announcements at 8 PM

  • Lay off at 1 PM on Sunday, providing an extra twelves for roleplay and combat only (Public Works will close at noon)

  • Heated cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

And don’t forget! April will be the last event to turn in the Wicked White Work Order to receive rewards for doing things such as getting the Bivalent COVID-19 Booster, building or rebuilding an entire new costume kit, and bringing along new players to our March or April events!

Buy your tickets and meal service here
April event database checkin
Site details here

Welcome to our first live event of 2023, "FRONTIER JUSTICE", on March 24th!

We are excited to announce FRONTIER JUSTICE, our first live event of 2023! It’s time to return to Barker Meadow and deal with the aftermath of the events at the Everliving Wood and the end of the Von Lobos war from last autumn, and in 2023 we are doing so again at the beautiful YMCA Camp Santa Maria in Bailey, Colorado on March 24th!

A couple of successful and familiar concepts that we are bringing back from the previous season:

  • Opening announcements at 8 PM

  • Lay off at 1 PM on Sunday, providing an extra twelves for roleplay and combat only (Public Works will close at noon)

  • Heated cabins with plenty of bunks, with the options for Opt-in or Opt-out of nighttime raids, as well as to reserve a cabin for members of your group/team

  • No eligibility requirements for those requesting medical sleep

  • Extra CAPs for above-and-beyond normal casting requirements

  • Meal Service provided by our amazing kitchen guides

Interested in helping out or contributing to a bigger part of our game in 2023? Apply to be a guide or writer, we’re certain we can find a place for you that will match your talents with our needs.

And don’t forget! You still have plenty of time to complete and turn in the Wicked White Work Order to receive rewards for doing things such as getting the Bivalent COVID-19 Booster, building or rebuilding an entire new costume kit, and bringing along new players to our March or April events!

Buy your tickets and meal service here
March event database checkin
Site details here

Resources Of The Everliving Wood

The Everliving Wood is dangerous but full of exotic resources with potent uses. The following are some of the Local Resources you may encounter and acquire during Tales of The Wood.

  • Blood Sap is found in the Overgrowth, a congealed, red mass that starts to form in soil and spreads all over, including down past the regular depth of a Morgue to link with the top layer of the local Mortis Amaranthine nodule. Its primary purpose as a resource was originally as a powerful necrofuel. It has since been discovered to also be a reagent in brews, such as the Gravevine Sap Brew.

    Blood Sap in the Wood has “clogged” the reconstruction process of the Mortis, making it so that divers are needed to bring people back to the “surface” when they die.

  • Descrip

    This resource began to appear at the Cracked Bone Cavern Morgue in the Everliving Wood when it was greatly damaged by Blood Sap. These broken and porous crystals have the unique ability to soak Infection into themselves, storing it inside the crystal mass until it can pass into the Gravemind.

    When clustered up against fungal veins leading into the Morgue, they draw in sentient creatures with psionic resonance to consume their flesh by contact, feeding it to the struggling Mortis to keep it alive.

    Cracked Crystals are used in infection-related gizmos and poisons. As well, rumors have it that Murder Inc has a special interest in this strange variety of psionic crystal...tion text goes here

  • Gravevine is a plant spread through the Overgrowth but especially prominent in the Everliving Wood. A strong and spiky vine, it has divinatory and delirious properties depending on its state and preparation. The discovery and production of Gravevine Sap Brew to 'read' the local Mortis by the Pinback Lascarians of the Everliving Wood is the most prominent development recently involving Gravevine. Overgrowth Gravevine, for those that will withstand the dangers to gather it, can be used in various ways however.

    Rumors are it has been used by enterprising Diesel Jocks with scrap as chains on their rides to better navigate the Overgrowth and other tough terrain in Lorado, word of the "All Terrain Violence Chains" is spreading as a new low-technological marvel of Loradan innovation.

We look forward to seeing you at our event this weekend (Tickets) and encourage you to continue the conversation on our Discord and Facebook pages! Facebook, Discord

DR: CO presents Tales of the Wood - Schedule & Changes!

Image Schdule

We have made some slight adjustments to the schedule our upcoming event, Tales of the Wood. The 5pm mod 'Ghost Train' will instead be running as a drop in mod around 9pm, and we will be opening more availability on the other two 5pm mods 'Dictates, Orders, and Processes' and 'We're Off to See the Wizard.' We appreciate your patience as we lock in our schedule for the weekend. We've got a lot of content planned beyond the posted mods, but why not take a look and see if any catch your eye?

We can't wait to see you all in the Everliving Wood!


Server open for soft RP 6:00pm Friday, Feb 10

Opening announcements: 8:00pm Friday, Feb 10

Mods not on the database to be announced in play.

Post office hours:

Friday: 9pm-midnight

Saturday: 8am-midnight

Sunday: 8am-noon

Closing announcements to be held at noon on Sunday, Feb 12

Server open for soft RP until 4:00pm on Sunday, Feb 12.

Who Is Who In The Wood:

In the leadup to our online game in February, Tales of the Wood, we're releasing some information about the setting you'll be playing in, the mysterious Overgrowth forests of the Everliving Wood.

The Everliving Wood is full of mysteries and danger, and the people who live in and frequent the Wood are no different. The following are some of the groups you will encounter in the Wood:

Who is Who in the Woods

Pinback Lascarians

These followers of the Light of Hedon practice ecstatic, mind-opening Grave rituals from the Cracked Bone Cavern, home of the Morgue of the Wood. These self-proclaimed seers, once minions of the Taleholders, style themselves as scrying oracles of entrails and bone. Their leader is the blind Useless Eyes Pinback, who prefers to act on the visions of her third eye. Considered mad by many in the Wood, Useless Eyes was convinced by denizens of Lorado to turn on the Taleholders for their crimes and wage war against them, bringing her people along on the mission. The Pinbacks have now called across the Wastes for aid.

The Taleholders

The Taleholders are a secretive, owl-masked group of Film Union TVs and Father Night Seasons who control the narrative of the Everliving Wood, fueled by its resources and united by the Season as a measurement of time and narrative. Aloof and mysterious, they are known for their sinister and violent tactics, and they wish to keep their sacred, powerful Wood isolated while still using Plot and Protagonists to their advantage. Manipulative and scheming, and will always have a plan, a backup plan, and a plan behind that.

Bear Claw Hunting & Trapping

A Lorado-wide network of outdoorsmen who deal in meat, pelts, bones, tanning, and leatherwork, and rugged clothing tailored from hides and furs. Facilitating big game hunts is another source of income, as is guiding and escorting travelers through the mountains, and brutal frontier medicine for hire. Rumors that not all travelers who hire escorts from Bear Claw are seen again, and that not all the leather the trappers work with are animal, are sometimes whispered in dimly lit bars or around campfires on the trail. A few members of Bear Claw are authorized to operate in the Everliving Wood, a perilous but lucrative place of work for them.

We will release more information as the event approaches, continue the conversation on our Facebook and Discord pages!

The Event happens February 10th - 12th and tickets are on sale now!
https://www.dystopiarisingco.com/blog/2023/1/19/tickets-now-on-sale-for-our-february-virtual-event-tales-of-the-wood

Tickets now on sale for our February VIRTUAL Event: Tales of the Wood!

The Wicked White has set in hard.
Food is scarce and warm shelter more so.
Suddenly, in the gloom of winter messages start to come over the dot-dash box...

"Come to the everliving woods,
no snow here,
grave mind sick,
overgrowth surges
aid is required"

The Wireless falls silent.
Will you answer the call?!

Tickets are available for our 2023 Virtual Event (on Discord) from February 10th - 12th!

Module registration will be available shortly.

Buy tickets now!
Check in on the database

DR:CO Supports Our Community And ClubQ

Everyone here at DR:Colorado are shocked and saddened by the senseless violence that happened at Club Q in Colorado Springs.  Right now all of us, as we suspect a lot of you, are reeling from this event.  Just know that the community of DR is here and will continue to stand as a safe space for everyone LGBTQ+, our communities, allies and any one else who needs a safe space to belong.  If you need to talk about what happened, we have created a Discord chat room dedicated to discussion.  If you need help please reach out to one of the resources we’ve included:

In order to additionally encourage an outpouring of support and love in this dark moment, DR:CO is offering 10 CAPS per dollar donated to any charity that touches those harmed by this tragedy or who help support or defend the rights of any marginalized group.

Donation links:

Forward any donation receipts to drco.logistics@gmail.com once received.

Stay Safe

Zach, Seth, Jeff, Joelle, and Mo

Wicked White Work Order item #2: Get the Bivalent Booster!

In order to keep the community safe, we are currently continuing to require proof of vaccination against COVID-19 or a recent negative test for all attendees. We are very proud to note that none of our nine events in 2022 resulted in a transmission of COVID-19 to an attendee!

The newest way to help protect the community is to get the bivalent booster, which protects against the COVID-19 strains that the original vaccines do not. They are available from both Moderna and Pfizer. You can find out where to get a vaccine here. Get this done and you’ll knock out Item #2 on the Wicked White Work Order!

Full details about our COVID-19 policy are available on our Local Expectations page.

Wicked White Work Order Item #1: Show that you voted!

An easy item to knock out on your Wicked White Work Order is the very first one: show proof that you voted in the 2022 election! A picture of you dropping off your ballot would work, but the best way (depending on your state) is to get your record from the authority that tracks your voting.

In Colorado, if you’ve signed up appropriately, you should have received an email from BallotTrax (updates@coloradoballottrax.com). You can forward that email or get the record from the appropriate website (such as http://govotecolorado.gov) to drco.logistics@gmail.com. We aren’t interested in how you voted, only that you did vote!