Welcome To
The Goblin Ball XIV
Chapter 1.
Brineshore
Brineshore is the port city and merchant settlement on the coast of Ebonvale.
Known for its maritime trade, hospitality and cosmopolitan population, Brineshore is one of the most connected settlements in Ebonvale. Ships arrive regularly in its harbour carrying goods, travellers and wealth from distant lands, making the city a place where people from across the realm meet, trade and cross paths.
Brineshore is characterised by its harbour, trading houses, merchants, taverns and diverse population. Hospitality is highly valued, and commerce is woven into everyday life. Sailors, merchants, travellers and pirates pass through the city alongside those who call it home, bringing with them stories, customs and goods from distant places.
The exchange of objects and stories has become part of Brineshore's culture. One of its oldest traditions is Trinket Trading, in which visitors exchange small objects representing their homes, travels, trades or personal histories. In Brineshore, almost anything can have value if there is a story behind it.
The People of Brineshore
The Gods’ Revelry
Each year, the city opens its doors for the Gods’ Revelry: a celebration of the Gods, the city and the strangers who arrive upon its shores hosted by Brineshore’s keeper The Goddess Istharra.
This year, however, the celebration has taken an unexpected turn.
With the arrival of the Ancient Gods Pintina & Darko, Mayor Adelheid has reshaped the festivities to welcome her unexpected guests and showcase Brineshore at its very best.
For one night, the city is determined to prove that there is nowhere in Ebonvale more welcoming, more prosperous, or more ready to celebrate.
But not everything is as it seems.
The Lands of Ebonvale
Brineshore is one of five regions that make up Ebonvale, each with its own people, traditions and way of life. Beyond Brineshore lies a world of marshes, enchanted forests, ancient mountains and endless grasslands, each with its own stories waiting to be discovered.
Moorvynd
The Marsh
A network of marshes where the land is never quite what it seems. In Moorvynd, survival and magic belongs to those who know how to adapt.
Falkenmark
Domain of the Fae
A realm where the boundary between the mortal and the Fae is dangerously thin. Here, nothing is quite as simple as it first appears.
Nachtwald
Nocturnal Highlands
High in the mountains lies a land of ancient forests and endless night. In Nachtwald, some truths are better left undisturbed.
Heatherin
The Grasslands
Endless grasslands stretch beneath open skies in a community built around peace. But keeping the peace can be far harder than finding it.
Chapter 2.
The Costume
Dress for Brineshore
Merchants, sailors. travellers. Pirates and socialites, adventurers and strangers arriving from distant realms.
There is no single way to dress for Brineshore.
Costumes are encouraged, but there is no need to be an expert. Start with something you already own and build from there.
People of Brineshore
For those who call the city home.
Merchants, artisans, innkeepers, sailors, officials and families who have made their lives along Brineshore’s shores. Their clothes are practical but distinctive, shaped by the work they do, the wealth they’ve earned and the city they’re proud to call home.
Think rich earth tones, deep burgundy, warm browns, muted greens, cream and antique gold.
Colours drawn from the harbour, its markets and the wealth that passes through its doors.
The Travellers
For those who travel Ebonvale.
Sailors, adventurers, wanderers and people who have spent more time on the road than at home. Layer up, carry what you need, and let your costume show where you've been and what you've picked up along the way.
Perhaps you have crossed the marshes of Moorvynd, travelled beneath the ancient trees of Nachtwald, come down from the highlands of Falkenmark, or journeyed across the grasslands of Heatherin.
Let your costume tell us where you've been.
The Strangers
For those who have arrived from somewhere else.
Brineshore is a city of travellers, and every stranger brings a little piece of another world with them. Dress as your favourite fantasy character from a movie, book, game, an adventurer between journeys, or someone who has come to see what Brineshore has to offer.
Come in your own worlds dress from the reaches beyond Ebonvale and share your stories through your costume.
The Tradition of Trinket Trading
Since the first Goblin Ball, creatures from across the realms have brought small tokens from their homes, their travels and their lives to share with one another.
A trinket might tell a story about where you come from, honour your people, represent your trade or simply be something you treasure. Some are carefully crafted. Others are curious, strange or seemingly insignificant. What matters is the story behind them.
Throughout the night, Goblins meet, exchange their trinkets and discover the stories carried by the creatures they encounter. A trinket given away becomes a little piece of one world carried into another.
No two Goblin Balls ever produce quite the same collection of trinkets.
BRING SOMETHING
Bring a trinket related to your character or the world of The Goblin Ball..
FIND SOMEONE
Meet another Goblin and find something you'd like to trade.
MAKE THE TRADE
Exchange your trinkets and take home a little piece of someone else's story.
The Letter Exchange
Some messages are meant to travel further than their writers ever will.
Leave a letter for a future guest of The Goblin Ball, and take home a letter left behind by someone who came before you.
Write a message, a story, a wish, a secret, or simply a few words for whoever finds it. You never know who will read your letter, or where it might take them.
The Letter Exchange can be found in the Low Sensory Space throughout the evening.
Every Goblin Ball has a Supreme
(or two)
The Walk of the Ancients celebrates the guests who best embody the spirit of The Goblin Ball — and the most extraordinary costumes of the night.
HOW DO I ENTER?
You don't. We find you.
Guests are selected during the queue and throughout the first 30 minutes after doors open. Only six guests are chosen for each night, so arrive early and make an impression.
Those selected will meet 30 minutes before the Walk to register before being presented to the Goblin Council, who score each contestant across three categories:
50%
Costume
How impressive is the costume? We look at creativity, originality, visual impact, detail, craftsmanship, execution, transformation and how well it has been made.
Hand-made and self-made work is recognised as part of the craftsmanship of the costume.
30%
BELONG TO THE WORLD
How well does the costume fit into the world of The Goblin Ball?
This can come from the current theme, the wider Goblin Ball mythology, or simply creating something that feels like it belongs in our world.
20%
CROWD REACTION
How does the crowd respond when you appear?
Your audience reaction is part of the judging, but it isn't the whole decision.
The Supreme isn't just about having an expensive costume or being the loudest person in the room.
Enter the Walk of The Ancients
The judges' scores are tallied, then the audience reaction is added live on stage.
The final three are announced, with all three receiving prizes. One will be crowned The Supreme and take home the trophy.
THE SUPREME’S HONOUR
Crowned for a year, the new Supreme joins the Goblin Council as a judge for the following year’s Walk of the Ancients — and receives a Double Pass to the next Goblin Ball.
Chapter 3.
The Quest
Something is coming…
Something is not quite right in Brineshore.
Heatherin has fallen silent. Ships are arriving with unsettling rumours, trade routes are behaving in ways Mother Hildegard can’t explain, and strange disturbances have begun to appear throughout the city.
And from the north comes a warning:
An Ice Kingdom is rising.
The name AMAK is beginning to circulate.
But what does the Ancient God want with Brineshore?
And if his influence has already reached the city, how will you know who to trust?
Something is coming to Brineshore.
Quest for Brineshore
Your night begins with a question…
Follow the clues. Question the people of Brineshore. Decide what you believe.
You will decide what happens next.
Coming Alone?
Quest groups are formed on the night, with up to four people in each group.
You can arrive on your own.
You'll be given a mystery to investigate together, and you'll have the freedom to decide how you approach it.
You might arrive as strangers, but you leave with a shared story.
Make Your Choice
There is no single answer waiting for you at the end.
Your group will gather what you've discovered, consider the evidence and decide what you believe is happening in Brineshore.
Then you'll have your own say in what happens next.
Meet the People
Brineshore is full of people with their own stories, secrets and agendas.
Your investigation will take you into the lives of merchants, travellers, politicians and strangers who may know more than they're willing to admit.
Everyone has something to tell you.
The question is whether they're telling you the truth.
Be Rewarded
Everything in Brineshore has value.
Complete your investigation, share what you've discovered and have your say in what happens next.
Then choose from a selection of in-world rewards to take home with you.
Uncover the Secrets
Your Patron will lead you through a series of investigations.
Follow documents. Examine evidence. Question characters. Solve puzzles. Piece together clues that other Questers may never see.
No group has the complete picture. Compare discoveries with other Questers and see what they've found.
Build Your Journal
Your Quest Journal becomes your guide, your evidence file and your record of the night.
Create your character. Record what you discover. Follow the clues. Decide what the evidence means.
And when the investigation is over, take the Journal home with you.
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Quest tickets are available when you purchase your Goblin Ball ticket.
When you arrive at The Goblin Ball, you'll receive your Quest Card and be given everything you need to begin your adventure.
Your Quest group will be formed on the night, with up to four people in each group. You can arrive on your own, no pre-arranged group is required.
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A Quest is a story-driven adventure inside The Goblin Ball.
You'll investigate a mystery, meet characters, uncover clues and evidence, and decide what you think is really happening in Brineshore.
Your choices will help shape what happens next.
-
No.
Quest groups are formed on the night, with up to four people in each group.
You can arrive on your own and meet your fellow Questers when you begin.
You don't need to know anyone beforehand.
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Your Quest contains three investigations, which you can complete in any order.
You might speak with characters, examine documents, investigate evidence, follow clues or solve puzzles. You'll record what you discover in your Quest Journal and work with your group to piece together what is happening.
Different groups will uncover different parts of the story.
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No.
You don't need any previous roleplaying experience, and you don't need to know the story of The Goblin Ball before you arrive.
You can simply be yourself and investigate the mystery, or create a character and let them influence how you approach the night.
There is no right way to play.
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Your Patron is the person who sets you on the trail of your investigation.
They'll introduce you to the mystery, give you your starting information and be there if you need to return with questions or discoveries.
Your Patron is part of the story and they're not there to tell you what to do every step of the way.
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our Quest Journal is your guide and record of your investigation.
It contains information about Brineshore, your character, the people and places you'll encounter and the investigations you'll undertake.
You'll use it to record clues, evidence and your conclusions.
And when your Quest is over, you take it home with you.
-
No.
The Quest isn't a test, and you're not trying to guess the answer we've hidden from you.
You'll uncover evidence, hear different stories and decide what you think is happening.
Some people may tell you the truth. Some may not.
What you believe is up to you.
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Yes.
Once you've completed your investigation, you'll have your own say in what happens next.
Your individual vote will be counted alongside the decisions of the other Questers and will contribute to the wider story of The Goblin Ball.
You aren't just investigating the story. You're helping to write what happens next.