"Favors" are small tokens, that can be used as a currency between the characters in the world of Nordic Equinox. Favors represent the good will and blessing of Ancalagon.

They can be quite valuable since players can use favors to heal or resurrect their characters (even during scenarios). Hosts can use large amounts of favors to invoke powerful ritual magic to help them or hinder the opponents, before each scenario/battle.

Each character is given a few favors at the beginning of the event. Additional favors are seeded into the game by Game Masters, using roleplaying content only. So the best way of gaining favors (aside from figuring out ways of getting them from other players) is to take part in roleplaying activities. If you can't find any quests or feel left behind you can always partake in monstering - that will get you into a lot of action without risking your character and players who monster, are guaranteed to get some favors as payment when they are done.

Favors can be looted from anyone at any time - except players who are taking part in an active scenario. If a character is killed while participating in a scenario battle hes favors can not be looted.

If a players wishes to heal or resurrect his character using favors, he can do so by approaching NPC's like The Diciples, Avatars or other high-level plot characters. Now there is no set fee for helping you so expect to pay different amounts of favors to different characters and different situations. Some NPC's might charge outrageous amounts, depending on your character or outright refuse to help you at all (for example if a champion of light seeks healing from the Dark Avatar). While other characters might give you a better price if you roleplay with them bit. It is usually always up to the NPC to name the price and conditions of your healing/resurrection.

Hosts can use favors for ritual magic only before official scenarios or coordinated (with the Game Masters) battles and in the presence of a Diciple. The amount of favors needed, is marked on the magic scroll for the ritual, which the host must also have to invoke the magic.

General conditions

Each contest will be announced by a sound signal (a drum roll). Everyone who wishes to take part must immediately answer the call to arms and gather into the central White Zone. The contest briefing starts within 15 minutes of the drum roll.

The beginning and end of each contest will be announced with a specific sound signal. The signals are demonstrated to players on briefing. After a contest has started no contestant may enter a player camp nor can any contest object or host flag carried into a camp. All white zones will become red for the duration of a contest. Players not taking part in contests are only safe from contestants inside player camps or in blue zones.

Both hosts have a banner. If the host’s banner is in the hands of the enemy, by the end of the contest, the host wont get any points for that contest (even if they win it).

Host’s banner must be with the host at all times and it can not be hidden or put away.

Winning a contest, will award 125 points to the host and all its groups. Bonus points may be awarded according to the contest.

Mercenaries may gain victory points for winning a contest if they start it as a third host (possible in some cases). Mercenaries must add all of the victory points they have gathered to one host at the end of the event. The choice is made at the end ritual, they will choose freely and without interference from Game Masters.

The winning host will be announced during the end ritual.


(for examples of possible contests, go to the contest archive)


Zones is one of the steps we take to realize our vision of a vivid and exciting game for all kinds of players. Zones are new and fun way to bring some randomness into the game, promote roleplaying and hopefully add possibilities for all included. This year there will be three different types of zones on the game area:

1. Out of game zone ("blue zone") - roleplaying is not prioritized nor can there be any unconsensual fighting. This zone will encompass the camp site(s) and immediate area around toilets. Note that using those areas to escape combat is prohibited. If you enter a out-of-game zone while engaged in combat you have 30 seconds to exit again or you are considered dead/captured/wounded - whatever the opponent decides. Out of game zones will be loosely marked with red and white plastic tape.

2. Warded zone ("white zone") - this is a roleplaying zone, as a rule you should stay in character while you are in this zone, if you do not, you must make sure that you do not disturb people who are clearly roleplaying. There can be no unconsensual fighting however in this zone and NPC's never attack you there. Also this zone CAN be used to escape combat. However be advised - DURING CONTESTS ALL WARDED ZONES BECOME WILD - then only safety lies within a player camp. Warded zones will encompass most of the "common" areas in game, like the tavern and its surroundings, hillfort, smithy, road from camp to tavern etc. There is an exception that is the Sacred Grove which is also a warded zone but it is an "island", meaning roads to and from there are not warded.

3. Wild zone ("red zone") - this is exclusively a roleplaying zone and you MUST stay in character while you are in this zone. There can (and most likely will) be unconsensual combat there and anyone there can be attacked by NPC's or other players. If you die in a wild zone, you must return to the Tavern and wait there for one hour before you can enter the game again. Wild zones encompass all roads, forests and fields of the game area that are not out-of-game or warded zones.

Wild/Warded zone marker is the same, a piece of plywood or cardboard painted white on one side and red on other side. During night-time the markers may have illumination added to them. Approaching from the red side means you will be ENTERING a wild zone, approaching from the white side means you will be ENTERING a warded zone. Players are prohibited to move change those markers in any way. While best effort has been made to provide enough markers everywhere, we will not be marking every single tree in a treeline so use common sense and caution when passing through forests instead of using roads, you might inadvertently cross over into another zone. Always best is to study the zone map beforehand.


Below is a link to the map of game area withe the zones marked out (Red=Wild, White=Warded, Blue=Out of game):


Or an in-game map if you prefer (white=warded, blue=out of game, all the rest is wild)

Zone map in-game


IMPORTANT! All combatantas that are engaged in an official scenario can ignore Warded zones and fight there as well, with anyone they choose. This does not apply to out-of-game zones and it only applies during a scenario.