There are a number of cabins, with many different cabin layouts -
please see the Madrigal Mailing List
for a list of cabins and cabin assignments per event. The cabins are
solidily built and in excellent repair; each has electricity, screened
windows, built-in wooden bunks, and sleep between twelve and sixteen
people each (depending on the cabin layout).
Click here for a map of the
campsite with the major In-Game groups listed, courtesy of The Seekers!
The camp is divided into two rings of cabins; each ring has its own
recently-renovated bathhouse with running water, toilets and showers.
The rings are somewhat close to each other, but they are spaced far
enough apart (and the grounds are hilly enough) that fights on either
side are not fully visible from the other side of town.
If one was standing at the lake looking at the campground, the ring
to the right will be High Town; this ring has the Temple of the White
Court. The ring to the left will be Low Town; this ring has the Mage's
Guild, and is close to a place blessed by the White Spring for Pale
healing skills (though the actual White Spring is much further into
the woods). Though the left side has buildings on higher ground than
High Town, the halves were named by the merchants based on their proximity
to the White Court Temple, rather than their physical height.
At the edge of the site (on the High Town side, near the entrance),
there are several large (and in one case, multi-floor) buildings which
are used as moduling areas; there is also a large modern cafeteria
where meals will be served. Note that none of these buildings are
"in Shadowfane" - your character must travel out of town
(and out-of-game) to reach them. During mealtimes, a gate opens at
the edge of the woods, leading to the hall. When you are traveling
to the module sites, the NPC leading you will guide you through a
gate to reach the module buildings.
Monster camp is located along the lake, and faces between the two
rings of cabins. It is a large, heated building which sleeps 40 -
each with a built-in bunk. It also has a large common area and a small
kitchen area, and a sweeping back porch which overlooks the lake.
Two nearby cabins have also been set aside for additional NPC sleeping
space.
During early-season events, it is possible that the bathhouses may
not yet be open. In that case, there are two bathrooms in the Monster
Camp building, each with multiple toilets and showers. There are clearly
marked doors on the outside of Camp, through which players can enter
the bathrooms from the outside without having to enter Monster Camp
itself. Additionally, there are bathrooms at the cafeteria, a little
further away.
Because the new camp has a great deal of sleeping space, it is no
longer necessary for players to tent; however, we have left the tenting
bonuses (extra CP and reduced cost) in place for the time being. Players
which usually tent may have to adjust to the site - most of the cleared
area is rather close to the cabins rather than well outside of town.
Please speak to Logistics at check-in to confirm where you may pitch
your tent. If necessary, we will declare certain tenting areas to
be dedicated to the Pale, and thus considered "Forest" for
purposes of certain skills.
Parking on the campsite is somewhat limited; main parking is located
behind and to the left of the cafeteria (the second driveway from
the entrance), and there is limited parking space available by the
main office (first driveway from the entrance, up a small hill). As
always, please try not to park anyone in, or park in such a way that
an emergency vehicle cannot get through. Cars must be moved from the
main campsite by no later than 10PM on Friday night.
The campsite is on a very pretty lake, but unfortunately our rental
agreement does not grant us access to swim. Please do not do so!
The cafeteria will serve 3 meals per event; Saturday Brunch at 10AM
($6 per person), Saturday Dinner at 6PM ($7 per person), and Sunday
Brunch at 10AM ($6 per person).
We will endeavor to post the specific menu for each event on the
Madrigal Mailing List prior to the
event, but in general, brunches are traditional "breakfast foods",
and dinner will be a choice of a meat, pasta or vegetarian entree,
with vegetables and breads as sides. Coffee, tea, hot cocoa, and juice
are available at all meals.
Please attend meal times promptly - service is buffet-style, and
it is possible that they may run out of certain food items. Staff
will do our best to ensure that you will not be prevented from attending
meals due to plotlines - sometimes, the NPC you are interacting with
might even accompany you to dinner! Remember, for both staff and players,
the best way to ensure you get the food choice you want is to pre-register!
In-game, the Cafeteria is a large hall owned by one of the Merchant
Houses. They invite all to attend their meals in both the name of
Naveril or the Green Man (as you choose). All are welcome, White Court,
Pale, or indifferent. The hall is not in Shadowfane - the merchants
have arranged for gates to open regularly at the edge of the woods,
which lead directly to the hall. The merchants have warned that citizens
of Shadowfane should not tarry when the gate opens to the feasts,
to ensure that all are fed.
NPCs who play for a majority of the weekend will be provided with
dinner on Saturday night, and Madrigal will pick up the tab.