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past tense, 'cuz uh. it dead
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Evermore Park is, in its own words, an Experience Park in Utah. Themed around a small European Village, the park can be thought of as a rules-light LARP crossed with a persistent Ren Faire. Guests a.k.a. [[InsistentTerminology World Walkers]] interact with the natives, go on quests to earn gold or favor or just help others out. There are guilds to join, magic to study, secrets to uncover, and of course the town is a DoomMagnet so there is always some problem that needs fixing.
Evermore operates seasonally, cycling between the gloom filled Lore in the fall, the cold perils of Aurora in winter, and the brighter threats of Mythos in the summer. Each season begins with the opening of a different part of a PortalNetwork attached to the town. Each portal brings different visitors, and new threats. Generally each season's current problem will be solved in part by [[PlayerCharacter World Walkers]] and in part by the Evermorian natives and whoever is visiting.
The park is notable for its persistent narrative. NegativeContinuity is not in place and the end of one season will have repercussions on the next. The plot moves every night the park is open, whether any given World Walker is present or not. Characters and World Walkers can develop friendship or animosity. World Walkers are encouraged to come in costume, create persistent characters, and build relationships with the natives.
Evermore operates seasonally, cycling between the gloom filled Lore in the fall, the cold perils of Aurora in winter, and the brighter threats of Mythos in the summer. Each season begins with the opening of a different part of a PortalNetwork attached to the town. Each portal brings different visitors, and new threats. Generally each season's current problem will be solved in part by [[PlayerCharacter World Walkers]] and in part by the Evermorian natives and whoever is visiting.
The park is notable for its persistent narrative. NegativeContinuity is not in place and the end of one season will have repercussions on the next. The plot moves every night the park is open, whether any given World Walker is present or not. Characters and World Walkers can develop friendship or animosity. World Walkers are encouraged to come in costume, create persistent characters, and build relationships with the natives.
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Evermore Park is, was, in its own words, an Experience Park in Utah. Themed around a small European Village, the park can be thought of as a rules-light LARP crossed with a persistent Ren Faire. Guests a.k.a. [[InsistentTerminology World Walkers]] interact with the natives, go on quests to earn gold gold, or favor or just help others out. There are were guilds to join, magic to study, secrets to uncover, uncover... and of course course, the town is a DoomMagnet DoomMagnet, so there is always some problem that needs fixing.
Evermoreoperates operated seasonally, cycling between the gloom filled Lore in the fall, the cold perils of Aurora in winter, and the brighter threats of Mythos in the summer. Each season begins with the opening of a different part of a PortalNetwork attached to the town. Each portal brings different visitors, and new threats. Generally each season's current problem will be solved in part by [[PlayerCharacter World Walkers]] and in part by the Evermorian natives and whoever is visiting.
The parkis was notable for its persistent narrative. NegativeContinuity is not in place place, and the end of one season will would have repercussions on the next. The plot moves moved every night the park is open, whether any given World Walker is present or not. Characters and World Walkers can could develop friendship or animosity. animosity, and World Walkers are were encouraged to come in costume, create persistent characters, and build relationships with the natives.
natives.
Evermore Park [[https://www.ksl.com/article/50975977/utah-immersive-fantasy-park-evermore-shutting-down-property-owner-promises-a-new-attraction ultimately shuttered on April 9th, 2024]], with promises from its current owner about a "new attraction".
Evermore
The park
Evermore Park [[https://www.ksl.com/article/50975977/utah-immersive-fantasy-park-evermore-shutting-down-property-owner-promises-a-new-attraction ultimately shuttered on April 9th, 2024]], with promises from its current owner about a "new attraction".
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None
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The park is notable for it's persistent narrative. NegativeContinuity is not in place and the end of one season will have repercussions on the next. The plot moves every night the park is open, whether any given World Walker is present or not. Characters and World Walkers can develop friendship or animosity. World Walkers are encouraged to come in costume, create persistent characters, and build relationships with the natives.
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The park is notable for it's its persistent narrative. NegativeContinuity is not in place and the end of one season will have repercussions on the next. The plot moves every night the park is open, whether any given World Walker is present or not. Characters and World Walkers can develop friendship or animosity. World Walkers are encouraged to come in costume, create persistent characters, and build relationships with the natives.
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None
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* YetAnotherChristmasCarol: Aurora '20 offered a walk-through production of A Christmas Carol where guests and a narrator/tour guide follow Scrooge throughout the park on his journey through past, present and future.
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None
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Evermore Park is, in it's own words, an Experience Park in Utah. Themed around a small European Village, the park can be thought of as a Rules Light LARP crossed with a persistent Ren Faire. Guests aka [[InsistentTerminology World Walkers]] interact with the natives, go on quests to earn gold or favor or just help others out. There are guilds to join, magic to study, secrets to uncover, and of course the town is a DoomMagnet so there is always some problem that needs fixing.
to:
Evermore Park is, in it's its own words, an Experience Park in Utah. Themed around a small European Village, the park can be thought of as a Rules Light rules-light LARP crossed with a persistent Ren Faire. Guests aka a.k.a. [[InsistentTerminology World Walkers]] interact with the natives, go on quests to earn gold or favor or just help others out. There are guilds to join, magic to study, secrets to uncover, and of course the town is a DoomMagnet so there is always some problem that needs fixing.
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Evermore Park contains examples of the following tropes
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* AnAdventurerIsYou: Quests range from mail delivery to espionage to rituals to stop [[GodOfEvil The Darkness]]. All performed by World Walkers with the aid of Evermorians.
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* AnAdventurerIsYou: Quests range from mail delivery to espionage to rituals to stop [[GodOfEvil The Darkness]]. All performed by World Walkers with the aid of Evermorians.
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* SingleBiomePlanet: If the elves and Wolves of Winter are to be believed Aurora is in perpetual winter.
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The
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Formatting, alphabetizing, expanding trope list.
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* BarbarianTribe: The Wolves of Winter, a visiting faction in Aurora '19, move animalistically, wear furs and pelts, and took some time to learn the local language. They are officially the remnant of several tribes.
* GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.
* GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.
to:
* AnAdventurerIsYou: Quests range from mail delivery to espionage to rituals to stop [[GodOfEvil The Darkness]]. All performed by World Walkers with the aid of Evermorians.
* BarbarianTribe: The Wolves of Winter, a visiting faction in Aurora '19, move animalistically, wear furs and pelts, and took some time to learn the local language. They are officially the remnant of severaltribes.
tribes that have been decimated.
* TheBard: Two examples. There is a bardic guild run by an acting troupe, which is also one of the guilds World Walkers can join. And in the sense of musicians and satirists there is a pair of dwarfs who fill the role.
* DarkAndTroubledPast: A common feature of the local Evermorians, presumably to give them some depth and to create secrets that World Walkers can learn.
* GoodGuyBar: The CrookedLantern, a haven Lantern is set up as one of these for pirates but World Walkers. It also works as a safe gathering place in for the park.
local pirates.
* BarbarianTribe: The Wolves of Winter, a visiting faction in Aurora '19, move animalistically, wear furs and pelts, and took some time to learn the local language. They are officially the remnant of several
* TheBard: Two examples. There is a bardic guild run by an acting troupe, which is also one of the guilds World Walkers can join. And in the sense of musicians and satirists there is a pair of dwarfs who fill the role.
* DarkAndTroubledPast: A common feature of the local Evermorians, presumably to give them some depth and to create secrets that World Walkers can learn.
* GoodGuyBar: The Crooked
* {{LARP}}: One of the closest cousins to what Evermore IS, though with fewer rules and less combat than most.
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* OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect and destroy all of Evermore and the rest of the world.
* ThePlague: The central theme of Lore '19 was the Black Blood Plague that controlled, killed, and zombified the locals.
* ThePlague: The central theme of Lore '19 was the Black Blood Plague that controlled, killed, and zombified the locals.
to:
* OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect MysteriousPast: If and destroy all of Evermore and the rest of the world.Evermorian doesn't have a DarkAndTroubledPast they will have this, at least initially.
* OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect and destroy all of Evermore and the rest of the world.
* {{Pirate}}: One of the persistent guilds that World Walkers can join is the local pirate crew, who tend towards gambling and mischief.
* ThePlague: The central theme of Lore '19 was the Black Blood Plague that controlled, killed, and zombified thelocals.locals.
* PortalNetwork: Evermore sits at the center of one. One of the portals leads to our world, and several of the others lead to worlds that give the seasons their names (Lore, Aurora, Mythos).
* SingleBiomePlanet: If the elves and Wolves of Winter are to be believed Aurora is in perpetual winter.
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The portal is closing, please return when it opens.
* OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect and destroy all of Evermore and the rest of the world.
* {{Pirate}}: One of the persistent guilds that World Walkers can join is the local pirate crew, who tend towards gambling and mischief.
* ThePlague: The central theme of Lore '19 was the Black Blood Plague that controlled, killed, and zombified the
* PortalNetwork: Evermore sits at the center of one. One of the portals leads to our world, and several of the others lead to worlds that give the seasons their names (Lore, Aurora, Mythos).
* SingleBiomePlanet: If the elves and Wolves of Winter are to be believed Aurora is in perpetual winter.
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The portal is closing, please return when it opens.
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None
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AnachronismStew: The town is roughly Victorian but the locals are used to seeing phones and know that their actions are shared via podcasts.
TheMerch: Patches for each guild, keychains, dragon's eggs, ornaments, magnets, all the usual things are available in the mercantile in town square. As of Aurora '19 there is also a CollectibleCardGame called Evermore Realms
{{Kayfabe}}: This is not a small theme park in northern Utah, it's a village at the center of an unknown number of portals. There are farms just out of sight, the local witches really do magic, and all of the characters have lives even when the park is closed.
MassiveMultiplayerCrossover: There is nothing preventing World Walkers from cosplaying as licensed characters, and the Evermorians will roll with it.
OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect and destroy all of Evermore and the rest of the world.
AdventureGuild: All of the guilds to some extent.
GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.
TheMerch: Patches for each guild, keychains, dragon's eggs, ornaments, magnets, all the usual things are available in the mercantile in town square. As of Aurora '19 there is also a CollectibleCardGame called Evermore Realms
{{Kayfabe}}: This is not a small theme park in northern Utah, it's a village at the center of an unknown number of portals. There are farms just out of sight, the local witches really do magic, and all of the characters have lives even when the park is closed.
MassiveMultiplayerCrossover: There is nothing preventing World Walkers from cosplaying as licensed characters, and the Evermorians will roll with it.
OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect and destroy all of Evermore and the rest of the world.
AdventureGuild: All of the guilds to some extent.
GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.
to:
* AdventureGuild: There are several guilds World Walkers can join, and all of them provide full quest lines.
* AnachronismStew: The town is roughly Victorian but the locals are used to seeing phones and know that their actions are shared viapodcasts.podcasts. To say nothing of welcoming Jedi and Starfleet officers just as easily as they do knights in armor.
* BarbarianTribe: The Wolves of Winter, a visiting faction in Aurora '19, move animalistically, wear furs and pelts, and took some time to learn the local language. They are officially the remnant of several tribes.
* GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.
* {{Kayfabe}}: The locals do their absolute best to never break character, presenting themselves as completely real individuals, and they will never acknowledge that they are just in a park.
TheMerch: Patches for each guild, keychains, dragon's eggs, ornaments, magnets, all * MassiveMultiplayerCrossover: Most Evermorians are originally from somewhere else, worlds that connected to the usual things are available in park via portal. Additionally World Walkers can cosplay and act as licensed characters from just about any franchise and the mercantile locals will roll with it
* MindControl: A surprisingly common theme intown square. As of Evermore, both Lore '19 and Aurora '19 there is also had aspects of it. The first a CollectibleCardGame called mind shattering [[ThePlague plague]] and the second mind control pies.
* OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect and destroy all of EvermoreRealms
{{Kayfabe}}: This is not a small theme park in northern Utah, it's a village atand the center of an unknown number of portals. There are farms just out of sight, the local witches really do magic, and all rest of the characters have lives even when the park is closed.world.
MassiveMultiplayerCrossover: There is nothing preventing World Walkers from cosplaying as licensed characters, and the Evermorians will roll with it.
OmnicidalManiac: [[GodOfEvil* ThePlague: The Darkness]] central theme of Lore '19 wanted to infect was the Black Blood Plague that controlled, killed, and destroy all of Evermore and zombified the rest of the world.
AdventureGuild: All of the guilds to some extent.
GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.locals.
* AnachronismStew: The town is roughly Victorian but the locals are used to seeing phones and know that their actions are shared via
* BarbarianTribe: The Wolves of Winter, a visiting faction in Aurora '19, move animalistically, wear furs and pelts, and took some time to learn the local language. They are officially the remnant of several tribes.
* GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.
* {{Kayfabe}}: The locals do their absolute best to never break character, presenting themselves as completely real individuals, and they will never acknowledge that they are just in a park.
* MindControl: A surprisingly common theme in
* OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect and destroy all of Evermore
{{Kayfabe}}: This is not a small theme park in northern Utah, it's a village at
OmnicidalManiac: [[GodOfEvil
AdventureGuild: All of the guilds to some extent.
GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.
Is there an issue? Send a MessageReason:
Fixed the era Evermore is from.
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AnachronismStew: The town is roughly Elizabethan but the locals are used to seeing phones and know that their actions are shared via a podcast.
to:
AnachronismStew: The town is roughly Elizabethan Victorian but the locals are used to seeing phones and know that their actions are shared via a podcast.podcasts.
Is there an issue? Send a MessageReason:
Creating the Page
Added DiffLines:
Evermore Park is, in it's own words, an Experience Park in Utah. Themed around a small European Village, the park can be thought of as a Rules Light LARP crossed with a persistent Ren Faire. Guests aka [[InsistentTerminology World Walkers]] interact with the natives, go on quests to earn gold or favor or just help others out. There are guilds to join, magic to study, secrets to uncover, and of course the town is a DoomMagnet so there is always some problem that needs fixing.
Evermore operates seasonally, cycling between the gloom filled Lore in the fall, the cold perils of Aurora in winter, and the brighter threats of Mythos in the summer. Each season begins with the opening of a different part of a PortalNetwork attached to the town. Each portal brings different visitors, and new threats. Generally each season's current problem will be solved in part by [[PlayerCharacter World Walkers]] and in part by the Evermorian natives and whoever is visiting.
The park is notable for it's persistent narrative. NegativeContinuity is not in place and the end of one season will have repercussions on the next. The plot moves every night the park is open, whether any given World Walker is present or not. Characters and World Walkers can develop friendship or animosity. World Walkers are encouraged to come in costume, create persistent characters, and build relationships with the natives.
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Evermore Park contains examples of the following tropes
AnachronismStew: The town is roughly Elizabethan but the locals are used to seeing phones and know that their actions are shared via a podcast.
TheMerch: Patches for each guild, keychains, dragon's eggs, ornaments, magnets, all the usual things are available in the mercantile in town square. As of Aurora '19 there is also a CollectibleCardGame called Evermore Realms
{{Kayfabe}}: This is not a small theme park in northern Utah, it's a village at the center of an unknown number of portals. There are farms just out of sight, the local witches really do magic, and all of the characters have lives even when the park is closed.
MassiveMultiplayerCrossover: There is nothing preventing World Walkers from cosplaying as licensed characters, and the Evermorians will roll with it.
OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect and destroy all of Evermore and the rest of the world.
AdventureGuild: All of the guilds to some extent.
GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.
Evermore operates seasonally, cycling between the gloom filled Lore in the fall, the cold perils of Aurora in winter, and the brighter threats of Mythos in the summer. Each season begins with the opening of a different part of a PortalNetwork attached to the town. Each portal brings different visitors, and new threats. Generally each season's current problem will be solved in part by [[PlayerCharacter World Walkers]] and in part by the Evermorian natives and whoever is visiting.
The park is notable for it's persistent narrative. NegativeContinuity is not in place and the end of one season will have repercussions on the next. The plot moves every night the park is open, whether any given World Walker is present or not. Characters and World Walkers can develop friendship or animosity. World Walkers are encouraged to come in costume, create persistent characters, and build relationships with the natives.
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Evermore Park contains examples of the following tropes
AnachronismStew: The town is roughly Elizabethan but the locals are used to seeing phones and know that their actions are shared via a podcast.
TheMerch: Patches for each guild, keychains, dragon's eggs, ornaments, magnets, all the usual things are available in the mercantile in town square. As of Aurora '19 there is also a CollectibleCardGame called Evermore Realms
{{Kayfabe}}: This is not a small theme park in northern Utah, it's a village at the center of an unknown number of portals. There are farms just out of sight, the local witches really do magic, and all of the characters have lives even when the park is closed.
MassiveMultiplayerCrossover: There is nothing preventing World Walkers from cosplaying as licensed characters, and the Evermorians will roll with it.
OmnicidalManiac: [[GodOfEvil The Darkness]] of Lore '19 wanted to infect and destroy all of Evermore and the rest of the world.
AdventureGuild: All of the guilds to some extent.
GoodGuyBar: The Crooked Lantern, a haven for pirates but a safe place in the park.