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Location:

W7111 New Frontage Road
New Lisbon, WI 53950

– Take interstate to New Lisbon, take 61 exit
– Turn onto Frontage Rd near Mobil/McDonald’s
– Go 1.3 miles on Frontage Rd/42nd St (Drive past Victory Fireworks and Car Dealership)
– Destination will be on the right

Event Dates and Times:

Friday, September 20th
– Early Arrival Time – 3:00pm
– Registration opens – 5:00pm
– Registration closes – 7:00pm
– Event Safety & OW Training Briefing – 7:00pm
– Night Scenario Begins / “Game On” – 8:30pm
– Night Scenario Ends / “Game Over” – 10:30pm

Saturday, September 21st
– Registration opens – 10:00am
– Registration closes – 11:30pm
– Event Safety & OW Training Briefing – 11:30am
– Scenario Begins / “Game On” – 1:00pm
– Scenario Ends / “Game Over” – 11:00pm

Sunday, September 22nd
– Registration opens – 9:00am
– Registration closes – 9:30am
– Event Safety & OW Training Briefing – 9:30am
– Scenario Begins / “Game On” – 10:00am
– Scenario Ends / “Game Over” – 2:00pm
– Check-Out, Clean Up, Go home – 2:00pm+

Property, Camping, Safety, and Food Information
Please read the information under each dropdown.

Safety Information & COVID-19 Rules

= SAFETY RULES =
– Staff and approved players have access to a Snake Bite/CPR/First Aid Kit if needed. A number of staff are CPR and/or First Aid trained. In case of emergencies, immediately contact staff and let them handle it.- Make sure you adhere to our Alcohol and Tobacco guidelines; no one under the age of 21 can consume Alcohol or Tobacco products. These products CANNOT be sold for real-world money and serving them to a minor will get you ejected from the LARP. 

*** Check the PC cards/NPC sheets/discreetly check for IDs. ***
– If at any time a player feels uncomfortable or unsafe due to role play, be aware of our “Out of Game Stop” call. Please use this discreetly and/or contact Staff if needed.- If at any time a player needs to remove themselves, physically or mentally, from the game please do so as discreetly as possible. Notify staff if possible or coordinate staff if you cannot do this discreetly.- Be aware of proper encroaching, medium hit strength, and be courteous to others.- If flooded, the Bridge is for traversal only; do not fight on it, don’t attack anyone on it, let them move beyond the flooded spots and then reengage. If the property is NOT flooded, do not use the bridge at all in combat! Use the terrain around it.

COVID 19 RESTRICTIONS & PRECAUTIONS
– All players ages 5+ must be either fully Covid-19 Vaccinated, be medically exempt (pre-approval needed and this includes children under the age of 5), or be in the process of getting vaccinated. This will be handled at Check-In.
All players are REQUIRED to wear masks UNTIL they have Covid-19 Vaccination Proof on record with us. 
– AUGUST 2023 UPDATE: Masks are no longer required to be worn before check-in as long as players have their Covid-19 Vaccination on file and they do not have concerning symptoms.
– Players are required to do symptom checking at registration/Check-In.
– Players can still be asked to wear a mask if they have concerning symptoms/exposure and any questions about this should be asked ahead of time for Staff to coordinate.
– For full information regarding our Covid-19 Restrictions & Guidelines, click the link below:
http://lasthope.kitsufox.com/wiki/covid-19-policy-practices/

Parking and Weather Conditions

– Make sure to plan to bring weather/temperature appropriate base layers.
*** Base/thermal layers do not need to fit Decorum but outer layers do… please make sure you get your garb checked! PLAN ACCORDINGLY! ***
– There is ample room on the gravel pad to park 8-10 vehicles, even in rainy/muddy/snowy conditions.
– Make sure you check with Staff before driving into the parking area in case it is muddy/rutted. When in doubt, park on the pad/road and then ask for help.
– If you park on the road, all vehicles must be on the same side of the road and ALL VEHICLE WHEELS must be off of the road and on the grass. 

– Because of the wet nature of the property, the parking lot may not be easily accessible if it rains/snows before or during the event. If needed, we will plan on shuttling players back to the nearby gas station (Highway Harry’s) to park vehicles and then get shuttled back to the event property.
*NOTE: This is only IF we need to shuttle.

Property Information

– The entrance to the property is flanked by several driveways we (might) have permission to park on if needed. Please check-in or get directions before you park. You are allowed to park on the road as an overflow, but you MUST park on our side of a road, try to keep the entire vehicle off the road, and minimize foot traffic on the road.
– The property boundaries to the north, west, and east are marked by GREEN flagging tape. The neighbor’s driveway is also a boundary to the east. The southern boundary is the clearing leading up to the interstate.
– There are several deer stands on the property; at this time, we ask that you do not go into any of them.
– You may use Hawkins Tower as a look-out/archers post; max of 2 people up top at once.
– The bridges are to be used for traversal only; no fighting on the bridges.
– Do not cut down any trees without approval.
– Do not use adjacent driveways/neighbor property without explicit permission!
– Be cautious about driving into the property due to sunken/mucky areas and existing stumps.
– Our property usually gets a lot of ticks early on and then a lot of mosquitos during mosquito season. Please plan accordingly with bug spray, layers, etc!
– Our property is a wetlands and has run-off creeks and soaks up water considerably in the spring melt and if there is steady rain in the area. Players should be prepared for mud and muck or even standing water on parts of the property. Some players buy rubber boots and alter them to pass decorum, others have water-proof boots, others simply prepare a change of socks/shoes for when they get wet. Take the time to plan this out for your garb and footwear!

Camping, Bathrooms, Fire, Electricity Information

– There is plenty of out-of-game camping and some limited in-game camping available at the event; all in-game camping tents must pass decorum standards and it is recommended you ask ahead of time to make sure there is room.
– If you need a motel, there is an AmericInn and the Edge of the Woods Motel nearby.
– There is a porta-potty onsite in the parking area for players. There will be another one available near the Penitent camp. If you need a full bathroom facility, please plan on driving 1.3 miles back to the Gas Station.
– Campfires are allowed as long as they are PRE-APPROVED BY STAFF and either in an above-ground fire-pit or dug into a below-ground fire-pit.  Any additional fires will be strictly, enforced, monitored, and must be pre-approved.
– There is electricity at the site; please coordinate with Staff for anything that needs electricity and bring your own cables/extension. Simple things like fans or charging cell phones is fine, but portable heaters or anything that draws a lot of power must be approved.

Food and Water

– We will be providing a simple, optional, pre-packaged food and/or fruit snack for players at this event. This will NOT be enough to sustain you all day/event! 
– There is an optional “Extra Food Package” available to players, detailed below in the “Additional Food Package” Section of the payment info. This is available to both the Grand Alliance and Penitent groups, as a dedicated helper will be in charge of coordinating the food and water for each camp/side.
Specific items being served in this food package will be announced closer to the event and will be dependent on the food restrictions listed by the people who purchase the package, so it’s important to sign up ASAP!
– Players may be bringing food to share/sell but it is NOT guaranteed. Make sure you bring feastware if you intend to eat in-game!
– There is no running water at this location; all water must be brought in. There will be some drinking water available, but players should also plan to bring their own and carry it with them.
*** You should plan on bringing some extra food/snacks and water to tide you over for the rest of the event. ***
*** Plan ahead, be self sufficient, and bring your own food/water! ***

Night Conditions

This event WILL have night conditions, starting at 8pm, on both Friday and Saturday. Read the rules, page 11, for full nighttime rules!
– Players are responsible for their own light sources (which must be decorum and brightness approved!)
– Arrows must have illumination devices (yellow glow bracelets or any illumi-nock color)
– Spells must have the appropriate illumination on them (colored glow bracelets, listed in the spell description)
– Red lights may be used as kill rags/out of game player travel if necessary. 



Membership Choice



Membership Services:
There is no cost/charge/entry fee required to participate in this event and all are welcome to participate regardless of their membership status or not. However, certain perks require additional membership.

Free Membership – How it works
  • Spectators can attend the event for free with no NPC to play.
  • Dedicated Undead players attend the event for free and receive an additional XP reward.
  • Old World is a large event that takes the effort of many people to organize – email in to LastHopeLARP@gmail.com to learn about Volunteer Opportunities that could earn you free or discounted entry to the event.
Basic Membership Perks
  • Eligible for Penitent or Grand Alliance general roles (Penitent or Mushalee Boluk Militia & Caravaneers)
  • Eligible for the “Attendee Giveaway” of Coin and XP
  • 4 XP Reward
  • Bonus +1 XP (for a total of 5 XP)
Standard Membership Perks
  •  Eligible for Penitent or Grand Alliance general roles (Penitent or Mushalee Boluk Militia & Caravaneers)
    – Minimum membership required for any Specialty Squads (Vandregonian Phalanx, May’Kar Orats, & Tiellorien Magic Corps)
    – Eligible for the “Attendee Giveaway” of Coin and Exp
    – Bonus +2 Exp (on top of exp earned through memberships: 8 total)
    – All normal membership perks (6 exp + 1 coin + 1 perk)
Premium Membership Perks

  • – Eligible for Penitent or Grand Alliance general roles (Penitent or Mushalee Boluk Militia & Caravaneers)
    – Required for any Specialty Squads (Vandregonian Phalanx, May’Kar Orats, & Tiellorien Magic Corps)
    – Eligible for the “Attendee Giveaway” of Coin and Exp
    – Eligible for the “Premier Giveaway” of sponsorship items (weapon(s), feastware, memberships, pouches, etc… exact items TBD)
    – Bonus +3 Exp (on top of exp earned through memberships: 11 total)
    – And normal membership perks (8 exp + 2 coins + 2 perks)
Additional Food Package

On Saturday only, each attending player will be given a peanut butter and jelly sandwich and a banana. This is meant to be more of a snack than anything (covered in the food section). However, we are offering a $20 per person “Extra Rations” food package. This will include extra meals, drinks, and snacks every day per person. (exact menu of what is included TBD). This is available to both Grand Alliance and Penitent/Undead players. Players have to sign up ahead of time so we know how much extra food to purchase and prepare.

September 4th is the Early Bird Pre-Registration cut-off.

Signing up by the early bird pre-registration cut-off gets you entry into prize giveaways for the prizes from Unmedievable and Last Hope LARP. This deadline is critical to event planning and mechanical balancing! Signing up after this cut-off is still allowed and encouraged, but may result in a less-detailed NPC role, not getting your preferred “specialist” role, or a shortage of spare gear.

The current year is 220 of the Commonality Calendar. War has ravaged the continent of Faedrun for 21 years. The Syndar Kingdoms, devastated by war and taking the brunt of the initial undead forces, have continued their retreat further north into their territories. Some kingdoms have abandoned their lands and consolidated forces as the undead plague and penitent followers continue to push into the heart of Faedrun. The Grand Alliance is made up of a number of Human and Syndar kingdoms and has stood together for the last 9 years. With its strengths come weaknesses as the different military forces and their leaders continue to try to work together as a cohesive force. The first few years had been costly, but by now enough time has passed that the Grand Alliance has been working together quite well… but the war on Faedrun is beyond the scope of anything anybody had ever imagined.

One of the military forces deployed to the Grand Alliance is the Mushalee Boluk, a “company” of soldiers under the command of the current ranking commander, the Boluk-Bashi. This specialized military unit is made up of soldiers and support personnel that are sent to deal with undead forces that have been able to cross the searing heat of the desert of the May’Kar Dominion. Previously, a large battle was fought after an anomaly had been found in one of the Oasis locations of the May’Kar dominion; a village that was built over a crypt that held the corpses of influential people local to the area. This magical presence was sought after by the Penitent and Undead forces, but was controlled and cleansed entirely with divine energy. Immediately after, the fighting had died down and the Boluk’s forces were stationed in the Oasis as a garrison.

Since then, reinforcements have arrived from the Grand Alliance as squads of front-line soldiers from the Kingdom of Vandregon as well as magic specialists of the various Syndar Kingdoms. Seven years ago, a military campaign was coordinated by the Mushalee Boluk’s soldiers and their allies to face off against the enemy Penitent and Undead forces in the area. Several powerful Undead leaders were fought against, guaranteeing the scouting reports that the enemy is moving in earnest into the Oasis. After many missions and several grueling front-line battles, the Mushalee Boluk was able to drive back their enemies. With plenty of territory still under the control of Penitent and Undead forces, and the unexpected rise of a powerful undead called “The Queen in Crimson”, the banners of the Grand Alliance will have to rally again to drive out the Queen and her Crimson Court.

In this Old World storyline event, players will go “back in our history” and play as one of the soldiers in the Grand Alliance or the followers of the Penitent and Undead during the war that ravaged Faedrun.

The Grand Alliance
Joint Task Force

Mushalee Boluk Light Infantry

A Boluk is similar to a regiment, and the Mushalee Boluk represents the main armed forces of the May’Kar troops in the area. Composed of volunteer soldiers and conscripted militia, the Light Infantry use basic and standard equipment and hail from all over the May’Kar Dominion. These soldiers serve under the command of the Boluk-Bashi (Commander) and the Odo-Bashi (2nd in Command).

Garb and Equipment Requirements for The Mushalee Boluk Light Infantry


– Medieval Turkish, Ottoman, or Middle-Eastern inspired garb and kit.
– Belt sashes of May’Kar colors (these will be provided)
– Shemagh/keffiyah headwrap (these will be provided but no black-and-white or white-and-red), tagelmust headscarves, or another approved hat or headwear
– Squad badges will be used to designate groups.
– ARMOR: Max of 4 pts: Some medieval western European armor might not meet decorum and may not be permitted. For example, a great helm would not fit the general esthetic of the unit and is therefore not permitted. More generic forms of armor, e.g., a Norman Spangle Helm, would pass decorum. If you have any questions concerning decorum, please email staff at lasthopelarp@gmail.com
– SHIELD: Medium (Blue Lotus design shields will be provided). Other medium-sized shields may be used in the event we run out of provided shields, but those shields must be non-distinct or wooden-looking shields and must be round or stylized after Ottoman/Turkish medieval designs. This will be evaluated on a case-by-case basis. If you have any questions concerning decorum, please email staff at lasthopelarp@gmail.com
– WEAPONS: Primarily shield & one-handed weapon focused with up to 1 Archer or Support Weapon per squad.
– MAGIC: None

Key NPC Details

Players may choose one of the following options for their soldier:
1) Extra Armor (May increase to max of 8)
2) Support Training (May use Improved First Aid & Mend)
3) Martial Training (+1 Hit Point)


Mushalee Boluk Caravaneers

Pulling from the families of lesser nobles and the merchant class of the May’kar Dominion, the Caravaneers make up the well-equipped professional soldiers of the Boluk. Where militia can be conscripted into service and are usually equipped with basic gear, a Caravaneer uses their wealth and position in society to purchase higher quality weapons, armor, and training. For this reason, Caravaneers have a wide variety of equipment from light to heavy armor, to different fighting techniques ranging from archery to polearms.

Garb and Equipment Requirements for the Mushalee Boluk Caravaneers

– Medieval Turkish, Ottoman, or Middle-Eastern inspired garb and kit.
– Belt sashes of May’Kar colors (these will be provided)
– Shemagh/keffiyah headwrap (these will be provided but no black-and-white or white-and-red), tagelmust headscarves, or another approved hat or headwear
– Squad badges will be used to designate groups.
– ARMOR: Max of 8 pts: Light, medium, heavy. Some medieval western European armor might not meet decorum and may not be permitted. For example, a great helm would not fit the general esthetic of the unit and is therefore not permitted. More generic forms of armor, e.g., a Norman Spangle Helm, would pass decorum. If you have any questions concerning decorum, please email staff at lasthopelarp@gmail.com.
– SHIELD: Medium (steel-looking lotus design shields will be provided). You are permitted to bring your own shield provided it meets the following criteria: (1) the shield is round, (2) the shield is predominantly steel-looking, and (3) the shield bears the lotus design (see Old World photos from September 2022 event). If you have any questions concerning decorum, please email staff at lasthopelarp@gmail.com
– WEAPONS: Combined Arms Focused (Shields, Polearms, Archery, etc)
– MAGIC: None

Key NPC Details

Players may choose one of the following options for their soldier:
1) Quality Armor (May increase to max of 16)
2) Quality Training (+2 Hit Point)
3) Quality Gear (Reinforced Armor & Shield)


Vandregonian Phalanx
There is a maximum of 10 openings in this squad. Players must sign up with a Standard or Premium membership AND get approval to play this role.

The Phalanx of Vandregon are soldiers known for heavy armor, stalwart shields, and spears. Trained soldiers and campaign veterans of the war against Penitent and Undead, the Vandregonian Heavy Infantry, clad with plate and mail, are capable of being in the thick of intense battle. This squad has been assigned to the Mushalee Boluk as an attachment to the Mushalee Boluk, able to bring a heavy anchor to the battlefield.

Garb and Equipment Requirements for the Vandregonian Phalanx


Preference should be on Western European designs such as plate, chain, coats of plates, brigandine, etc. Helms could be chainmail coifs, great helms, Norman spangenhelms, etc. Minimum of 6 points of armour required.
– SHIELD: Large shields: Teardrop Kite shield, Knightly Heater, or Footmen’s Tower Shield. Facings should be canvas or wood, or with a coat of arms that is relevant. 

Key NPC Details


Players may choose one of the following options for their soldier:
1) Stalwart (Pull Arrow, Shield Expert)
2) Well Equipped (Pull Arrow, Reinforced Armor & Shield)
3) Hardy (Pull Arrow, +1 Hit Point)


May’kar Orats (Divine Clerics)
There is a maximum of 5 openings in this squad. Players must sign up with a Standard or Premium membership AND get approval to play this role.

Pulling from the various religious shrines and holy places of various faiths within the Dominion, the Orats is a combined group of divine clerics. Followers of the Mahsai have countless unique ways in which they depict and practice their spirituality, finding common ground with any and all they spend time with. These martial-focused divine clerics have taken up arms and trained to become a weapon against the undead.

Garb and Equipment Requirements

This squad has strict garb and equipment requirements!
– Medieval Turkish, Ottoman, or Middle-Eastern inspired garb and kit.
– Solid Blue Tabards (these will be provided)
– Belt sashes of May’Kar colors (these will be provided)
– White Shemagh/keffiyah headwrap (these will be provided but no black-and-white or white-and-red), tagelmust headscarves, or another approved hat or headwear
– Squad badges will be used to designate groups.
– ARMOR: Max of 8 pts: Only chainmail and plate armor is allowed. Some medieval western European armor might not meet decorum and will not be permitted. For example, a great helm would not fit the general esthetic of the unit and is therefore not permitted. More generic forms of armor, e.g., a Norman Spangle Helm, would pass decorum. If you have any questions concerning decorum, please email staff at lasthopelarp@gmail.com.
– SHIELD: None or only Strap Bucklers
– WEAPONS: Two Handed Weapons (preferably swords/halberds/hammers)

Key NPC Details

Players may choose one of the following options for their soldier:
1) Deep Wells (Divine 1&2 and Mana Reserves 1&2&3, Two Handed, Cleave, Meditation)
2) Potent Faith (Divine 1&2&3, Two Handed, Cleave, Improved Meditation)
3) Martial Training (Divine 1, Mana Reserves, Two Handed, Cleave, Increase Armor Max to 12)


Tielorrian Magic Corps
There is a maximum of 10 openings in this squad. Players must sign up with a Standard or Premium membership AND get approval to play this role.

These volunteer groups make up highly trained magic users from the Kingdom of Tielorrien. Capable of supporting the line, recovering from brutal combat, or focusing on Gravestone destruction and anti-undead ritual magic, these Syndar represent a unique weapon against the Penitent and Undead.

Garb and Equipment Requirements

– Syndar ear cap prosthetics (Required)
– Fantasy, Elvish, Fae, or mystical themed garb (Heavily encouraged)
– ARMOR:  Max of 4pts
– SHIELD: Small (preferably fantasy looking or themed)
– WEAPONS: Any (preferably fantasy looking or themed to fit the Syndar aesthetic)
– MAGIC: Moderate for every member (See below)

Key NPC Details

Players may choose one of the following options for their soldier:
1) Deep Wells (Divine or Arcane 1&2 and Mana Reserves 1&2&3, Lore:Ritual, Meditation 1&2&3, All Syndar magic traits/abilities)
2) Potent Magic (Divine or Arcane 1&2&3, Lore:Ritual, Meditation 1&2&3, All Syndar magic traits/abilities)
3) Martial Training (Divine or Arcane 1, Mana Reserves, Lore:Ritual, Meditation 1&2&3, Two Handed, Cleave, Increase Armor Max to 12)


Grand Alliance Quartermasters (Non-combat Support)

Composed of volunteers of various origins within the Grand Alliance, those that make up the supply lines of the Grand Alliance are as valuable as the soldiers themselves. Led by Caravan Masters and Logisticians of the Yabantu Triumverate, this unit focuses on what an army needs to function while on campaign instead of fighting directly. Blacksmiths, Healers, Herbalists, and even just simple helping hands with mundane chores or organizing a mess hall or tavern can become crucial to the sustainability of an army. 

Garb and Equipment Requirements of the Quartermasters

 Leaders/Primary NPCs are encouraged to wear medieval Sub-Saharan style garb, wraps/shawls, etc with a Grigri bag (Anything from a leather pouch to an ornate colored bag)
– Any traditional medieval garb that fits the Last Hope garb requirements can be worn as a non-Yabantu-origin support personnel volunteer.
– ARMOR: None
– SHIELD: None
– WEAPONS: A single small or medium weapon
– MAGIC: None (unless noted)

Key NPC Details

Although this is a squad that players may choose to join, this is not a combat squad that will be fighting. The Quartermaster squad will be given duties and tasks special to the focus and number of players that sign up for this role. The more supporters that sign up, the more camp tasks and supply line oriented goals that may be prevalent at the event. Old World is a special event where Healers and Blacksmiths are not as crucial due to the high mortality rate and “fresh troops coming in” respawn mechanics. However, the presence of these crucial support roles in the Quartermaster squad will have a chance to make an impact on the overall event and will be heavily factored in.
Examples:
1) Tavern Support: Food, water, gathering supplies, and organizing rations.
2) Healers: Tending to wounds, keeping the overall health of the soldiers in check, finding healing herbs.
3) Blacksmiths: Tending to simple metalwork needs, repairing equipment/wagons/armor, reinforcing equipment/squads, or managing the stockpile of raw materials the army needs.
4) Herbalists: Even in an oasis, certain plants can be utilized for various needs. Whether it be healing salves, raw materials, or foraging for food, herbalists have many ways to help.

The Penitent
Supporters of the Undead

The Penitent

Whether it be common folk that have been indoctrinated to the Penitent cause or Nobles and Military Officers that have joined for various reasons, the ranks of the Penitent are varied. Followers are staunch believers in the cleansing purge of the Undead plague, and followers wear blackened tears to represent the repenting stance of those followers for the transgressions of their respective Human and Syndar civilizations. Fervent devotion to this cause is a keystone trademark of these people and the destruction or conversion of all is their goal.

Garb and Equipment Requirements

– Garb: Any medieval garb
– Facepaint: Black tears must be worn by all penitent (face paint/makeup is provided)
– WEAPONS & SHIELDS & ARMOR: Any design and style is allowed but large/tower shields and heavy armor will be limited based on event needs.

Key NPC Details

Players who sign-up to play penitent will play antagonistic forces at Old World events, shifting to fulfill the needs of the various missions and large-scale battles chosen by the Grand Alliance commanders.


Blood Mage
This role is limited based on overall event attendance. Signing up for this role is not a guarantee and requires approval.

These Mages are devout supporters of the Undead and have dedicated their bodies to the war. They have mastered the practice of Blood Magic and use it to embolden the Penitent and Undead forces.

Garb and Equipment Requirements

– Any medieval garb
– Facepaint: Red tears are a requirement for Blood Mages

Key NPC Details

These mages have Arcane Magic and require special training.


The Undead
This role has very strict garb requirements.

Whether it be the freshly reanimated zombie corpse of a fallen soldier, a medium undead that has begun to recover some of its previous life’s intellect, or a nearly unstoppable powerful entity exuding dark magics, the Undead come in various forms. Although naturally occurring in the world, the ability of Greater Undead to raise zombie minions or pervert the mana stream to further their abilities is what can make this force truly dangerous and fast-spreading. Relentless and never tiring, the hordes of lesser Undead are a constant threat of pressure to all of the borders of the remaining Kingdoms on Faedrun.

Garb and Equipment Requirements

Undead can have any equipment or garb that is medieval themed.
Skeleton/Zombie masks or heavy makeup are a requirement of this role. It is expected that any exposed skin is either painted to look Undead or covered with garb. If makeup is applied then it is expected that the makeup is maintained to keep up with our decorum standards for Undead.

Key NPC Details

Undead roles do not have any special skills or abilities unless otherwise specified.
Some undead roles may have special abilities – email LastHopeLARP@gmail.com for more information if you are interested in playing a special undead role.

Event Sponsors

Thank you to Unmedievable for being a premier sponsor! Unmedievable has donated prizes for player giveaways at the end of the event and is setting up a special discount code for all players looking to buy gear for Old World!
Be sure to check them out at www.unmedievable.com/

Another thank you to our other premier sponsor, Wizard Quest in the Wisconsin Dells, who donated funding that is being used for costuming and props.
You can check them out at www.wizardquest.com/

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