Where Saresh sits at the head of the Ukor River, Tsamir lays at the tail. It’s one of the southernmost Ukorates in the May’Kar Dominion. When it was a city-state in the days before the Kingdom of Saresh, it was one of the greatest victims of the large-scale pollution of the river, and pestilence had nearly wiped it out.
Having gone through a brutal period of recovery, Tsamir emerged with a culture of resilience and innovation, one that sought to end the material conditions that made it dependent on the practices of the people living further north. When the Habbatt began to put a stranglehold on the rest of the Ukor, they began to develop technologies and practices to care for their water on their own terms, and their relatively remote location allowed them to hold out against royal forces that sought to punish them for their disobedience.
Today, Tsamir is flourishing. The engineering tools and techniques they developed have become the standard throughout the Ukor and even in certain algar. Their greatest export is expertise, which they have had great success in selling to their neighbors and to the crown, and they’re also known for their advances in alchemy, medicine, and metallurgy.
Tsamir is home to some of the largest educational institutions in Faedrun, collectively called the Kathfunza. The Kathfunza were originally funded by the Prince, and enrollment was free to prospective talented individuals, on the condition that they spend a period after graduation working on behalf of the city, or else tithe a portion of their earnings. Today, people from across the Dominion and beyond buy their way in with great sums of coin, but assessment tests are still issued, and seats are still set aside, to find prospective students that otherwise might not be able to afford to attend.
The province has a special arrangement with the crown, allowing it to operate with less oversight and fewer restrictions than is typical of a Ukorate. The argument was originally made that Tsamir’s southern position minimized the impact of its industry and innovation on the river, and any developments it made would ultimately serve the rest of May’Kar. As a result, Tsamir has no magistrate, and the presence and influence of the Mahsai within it is significantly reduced, though not eliminated. Tsamir is also under no obligation to provide conscripts to the crown, but does bear one of the greatest tax burdens in the Dominion.
The lands and waters near Tsamir are home to an incredible diversity of plant and animal life, created through Ukor distributaries which result in wetlands and even marshes depending on conditions like the movements of the river and changing of the seasons. Careful management of these lands, and the research of the organisms found within them, has led to countless innovations in medicine and alchemy. Some of these lands have even become repurposed as large wet farms, fisheries, and aviaries, supplied by cisterns in the dry seasons so they can continue to produce year-round.
In the deepest parts of the desert, caught equally far from the forested mountains of the west, the lush coast of the north, and the Ukor River itself, a city gleams. This city of Mushalee. Surrounded by cracked earth, sandy soil, and little more than bare patches of shrubs, Mushalee is nonetheless called the City That Knows No Thirst.
Mushalee owes its survival to the large oasis that sits in its heart. The water that bubbles up from it, from seemingly deep within the earth, is fresh and pure, and though it isn’t endless, it replenishes quickly enough that there’s rarely been any need to ration it.
The Mushalee oasis is far enough from other major sources of water that they’ve had little to fear from an attack- any enemy sieging them would perish of thirst long before they broke down the city’s defenses. The Mushalee people have taken great advantage of this. Before becoming a proper part of the Dominion, much of their wealth came from plunder, the spoils of raids conducted on their neighbors, especially the Themakeis to their north. The Mushalee were feared for their hit-and-run tactics, and they were able to exert themselves and their horses much harder than their targets could.
In addition to raiders, the Mushalee people are skilled astronomers, cartographers, herbalists, navigators, traders, and logisticians. Their star charts have fundamentally changed the way that May’Kar travels the desert at night. They have always had complex relationships with the peoples around them that were as often collaborative as they were antagonistic, and in some cases have even been seen as peacekeepers in the area. Integration with the Dominion has changed little about this, it’s just added overhead in the form of taxation and new laws to be followed.
When Mushalee’s first algarad made contact and attempted to establish relations with its people, it went surprisingly well. Mushalee’s successes had made it grow, and it was nearing the limits of what it could provide for itself without senselessly increasing its attacks on its neighbors. Sensing an opportunity to capitalize on the Dominion’s need for an outpost, the city quickly positioned itself as a gateway into the rest of the desert: A place for travelers, traders, diplomats, and soldiers to replenish themselves before moving on. They paid their tithe in salt, harvested from nearby flats, which was abundant enough to be of little value in hoarding to them, but was in high demand along the Ukor.
The Mushalee warriors found themselves a natural fit amongst May’Kar’s Auxiliaries, and the Mushalee Boluk is one of the most well-decorated of its Auxiliary regiments to this day. They’re often hired as desert escorts, bodyguards, and even occasionally as translators. Their cavalry still maintains their martial tradition of hit-and-run tactics, which have continued to prove themselves effective, but also prompted their detractors to accuse them of being deserters-in-waiting.
Mushalee’s reputation today with its neighbors is mixed. Some still bear the scars of repeated raids, others are much happier to have trade partners and have let generations of relative peace smooth things over. The Mushalee people have used their relatively prominent position within the Dominion as a bit of a cudgel, at times, to fend off those seeking to address past grievances. Regardless, the city finds itself with visitors of many different cultures and creeds, and has become something of a small cosmopolitan hub for the surrounding algari.
Beyond the city itself, Mushalee once had farmlands that grew millet and a few other hardy crops to sustain itself. Now, much of its food is imported from the heart of the Dominion, and these farms have become absorbed as the city expanded. This has put them in a tenuously dependent position on May’Kar, which has begun to undermine the leverage they have in the desert.
As with many in May’Kar, there is no singular faith that can be attributed to the Mushalee people, or even one ‘Mushalee people’ in the first place. The Register has catalogued four distinct belief sets, though only one of which has been legitimized by the Mahsai.
That faith is the Malihtaan, which holds that the original settlers of the Mushalee oasis, which they claim descent from, were once seafarers upon a great ocean, until sin caused the waters to be drained away, leaving the world’s oceans where they are now. Their myths say that they have been called to this oasis due to their ancient kinship with water, that regardless of the sin of the world beyond, this water shall be theirs to keep.
One of the faiths that has not gotten similar acceptance is the Behayiid, which was once quite prominent among the Mushalee but has since fallen greatly in favor. Followers of this faith recognize and worship Behayeh, a god of strategy and tactics, who is claimed to be the source of brilliant inspiration both on and off the battlefield. Behayiid warriors nonetheless find themselves in good company in the Auxiliaries, and a few have famously (or infamously) had success in the Army, with more than one nurad dedicating their victories to Behayeh.
The summer months of Mardrun normally mean bustling cities, well-traveled roads, and festivities everywhere you turn, but between the oppressive heat that has settled over Mardrun and the war, many are at a standstill. The Pass remains a point of contention with both sides slowed by the heat, Clan Stormjarl continues to fight their hardest fights on the coast, and Hammerfall holds steady. While the rest of the continent might be content to wait out the heat and sun by holding up in the shadows, Clan Shattered Spear has no such luxuries. After the Moot where a new Acting Clanleader was appointed, then the Market Faire where the new Clanleader’s plans were announced, the Clan is working tirelessly to gather all able-bodied fighters and ready them for re-entry into the war.
Training grounds have come together within Clan Nightriver’s territory to bring instructors and fresh soldiers together as efficiently as possible, and Acting Clanleader Sigurmon Shattered Spear has made the announcement far and wide: anyone with skills to share should not let their hands go idle. The training grounds are open for those who need training and those who can give it, especially those who plan to fight alongside Shattered Spear in the coming months.
While it’s expected the training grounds will be busy with warriors honing their skill, rumor has spread of a “Hunter’s Challenge” also taking place in the area. Cryptic notes were discovered, leaving many curious about what the meaning is, and what it could be leading to.
Whether you come to test your wits, train your might, or lead your class, Clan Shattered Spear will be gearing up for war, and this time, they’ll be ready.
=Event Summary=
The people of Clan Shattered Spear, inspired by their new leadership and a fire to retake their homeland, found themselves arriving at the training camp and grounds unsure of what to expect. Despite their warrior focused culture and a majority of their people being trained how to fight even before the war started, many who arrived did not understand how to fight as a group and fill their role on the frontline. With a large number of their veterans either gone after fighting against the mordok invasion years ago, Stonetooth and Grimward’s war, or recovering in the eastern clans, new warpacks are formed of the militias from earlier in the war and the tradespeople who fled east when their land was lost.
A mix of experienced military leaders stood awaiting them, prepared with equipment to make warriors and leaders from those who arrived. Positioning, line roles, self-delegating leaders, and many other lessons were taught before practice battles were had. A rare occasion in war, as the sound of clashing blades was not paired with spilt blood and bodies requiring pyres. Mock battles gave experience to those who had not met the enemy yet, and showed that meeting an enemy it will never go smoothly or to plan.
As the high heat began to slowly fade with the setting sun, treasure hunters took to the woods as warriors rested and dueled back in camp. The treasure was found quickly by the skilled adventurers, but the situation became muddled by a rival group who arrived also seeking the treasure. Burning tensions were cooled without violence, but more importantly by a share of hacksilver. As the training day came to a close, Clan Shattered Spear found itself standing with several new warpacks and warrior leaders to guide them in combat.
Acting Clanleader Sigurmon Shattered Spear sends thanks to all who provided aid in the first steps of retaking their homelands, especially to the trainers who returned the offered silver payment for their services. The new warpacks march west to reinforce Hammerfall, where rumors speak of crumbling morale as thralls are forced to be slain in vain and salts beasts stalk their food.
Among the chaos and fog of war, political movements of Clan Shattered Spear, and notable morale drops across the continent, the time for the Market Faire could not come sooner. Aylin’s Reach is a buzz of activity as the Faire grows nearer, with merchants erecting stalls and travelers making their way into the heart of the city. The Prince promises revelry, drinks, and celebrations of every victory– for everyone. Come for a day packed with tournaments, camaraderie, and good times!
=Black Market Faire=
In the shadowy corners of Aylin’s Reach, sly hands are still working. Criminal movement in this area isn’t easy, but shady business dealings still manage to make their way through any tough area, especially in the busy chaos of war. In the cover of darkness, the Black Market Faire emerges again this year, ready for debauchery and reckless abandon, with or without the law. Some notable groups are expected to use this fair to their advantage, much to the intrigue of their business partners.
Drinks will flow and silver will fly– be there to enjoy it!
=Market Faire Summary=
Great duels of steel and carpentry could be found with cheering crowds and spilled drinks as the Aylin’s Reach market faire was filled with people from most parts of the continent. Whether having arrived for the food and drink, trade, or to watch people hit each other with blunted steel, it was easy to find ways to escape from the war even if just for a day. The great unofficial official sport of chairs even found its return, with its general promise of creating more bards as only one carpenter stands victorious.
As various tournaments of combat and skill were hosted throughout the day, Prince Aylin himself joined the festivities and allowed for impromptu meetings with the public and far travelers, whether for business, requests, or casual discussion. Whispers on the side mention of tense moments of discussion, but luckily no one found themselves thrown out from Aylin’s Reach this day. Further rumors even mention of a packleader of Clan Spiritclaw being present, but remained unannounced and lesser known until the festivities had already ended. Aylin’s Syndar guests from the farthest north also traveled the faire grounds and opened discussions with travelers, seemingly fascinated by various acts and projects of magic, and the odd mixed cultures of the southern lands.
In the end, nothing could interrupt the cheer and merriment of all present; but as the sun set, various travelers soon found their way to the other side of the city outskirts, intent for a different form of entertainment.
=Black Market Faire Summary=
“Uhh yeah, someone gave me a lot of drinks so one second… I think someone got stabbed, I might have gotten stabbed… mmmmm nope I’m good. There was a guy who wouldn’t shut up about the stars… and I remember people kept talking about snakes but I never got to see one… aaaaand another guy might have got stabbed. Yeah I think that’s everything… what do you mean I was supposed to be on guard duty?”
The heat of summer quickly descends on Mardrun. Constant fighting in the Pass and support sent to Hammerfall has raised concerns over Clan Nightriver’s supply stock. With the official entrance of Clan Ironmound into the fight, it’s easy to see that the Nightriver’s enemies are just as well set on arms and armor as they are. Clan Nightriver maintains the stance that their supplies, while indeed being used as intended, are not in dire need of replenishment. Although their supply stock isn’t urgently in need, there is no harm in seeing more effort towards the task of getting more, in case of a day where the stock is depleted.
Towards this goal, Clan Nightriver has announced that there will be an expedition to the island off the eastern coast that previously had been identified as having a deep Ironsand ravine. With the goal in mind of bringing laborers, blacksmiths, and other tradespeople along to collect and refine this ironsand into a workable material that can be used in the war, Nightriver is also inviting anyone who wishes to further explore the uninhabited island, spend time fixing their own equipment broken in the war, or even relax and recuperate some much needed morale. Regardless of one’s reason for journeying with the Nightriver Ulven to this island, any friend of Nightriver is invited.
=Event Summary=
Even when Clan Grimward isn’t present, enemies of the ironsand operation made themselves present in the form of a blazing hot sun and blood thirsty flies. The workers were not deterred though as digging teams worked to tear up the old iron ore pit while blacksmiths and woodcutters worked to process raw materials into refined tools and equipment that would be needed to set up the ironsand smelting and harvesting camps in the coming months. Tradespeople of all kinds found themselves busy and unfettered by the untamed land, as herbalists hunted for magic plants, healers prepped healing herbs for future worker injuries, and alchemists prepared potions and adhesive concoctions. Rumors have it that a few diggers even found gems in the old mining pit that has now run dry.
Clan Nightriver’s project leader had originally projected the sand operation to be completed in September, after which the smelted iron would begin to be transported and fuel the Nightriver mainland. Due to the unending hard work of the digging teams and almost every single subcontract being completed by the time the sun was setting, the project leader found that the ironsand mine would likely become operational in August. Nightriver’s labor and engineering teams were not set to arrive until July, but thanks to this prework being completed a potential iron supply crisis will likely be averted assuming everything continues to plan.
OCCUPATION: Fisherman and a Bard in the group “the Bardbarian”
KNOWN SKILLS: Fishing and how to pilot a boat, singing and playing the flute
BIRTHPLACE: I was born off the Eastern shores of Mardrun in Pack Sjóúlfur in the Nightriver Territory.
APPEARANCE: Looks sort of like I haven’t eaten in a while and would try to steal silver from you so I could buy some food, but if you get to know me, you would quickly realize I probably wouldn’t…
NOTABLE TRAITS: Very shy but still has a big personality
RELATIONSHIPS: Traveled across the ocean with Drake Carrion and Tor Inazuma
RUMORS: Might be a Grimward operative
BIO / BACKGROUND HISTORY:
Hi, my name is Bethel Mellifera Sjóúlfur but most people just call me Bee. I was born in a small tight knit community with our fishing village built into the cliffs off the Eastern coast.
My life was pretty good. As a child I would accompany my father, Bifur Sjóúlfur, on short fishing trips and at home I would help my mother, Zephyr Sjóúlfur, cook meals for the family. There was this one rock I loved to sit on and play, and practice my flute with all the birds. I used to love to play with my older sister Chicory Myra Sjóúlfur, but I called her Cory. We would make up so many games. One of my favorites was a game called “Ghost in the closet.” It was an ongoing sort of game where the objective was to try to scare the other person without them seeing you. One day she decided to set off to see the world and I haven’t heard from her since. I still think about her from time to time and wonder where she might be right now and if she’s thinking of me too.
I had just turned sixteen and was allowed now, to go on longer week long fishing trips with my father and some of his friends. Later that week I was going to leave for one of these fishing trips. Before I left I heard rumors about a ship no one had seen before, bearing a pirate’s flag, but I tried not to think much of it.
The first few days went relatively smoothly except for a few minor things like the sail torn a bit but we were able to fix it pretty easily. Side note, have you ever eaten swordfish? It’s so good. Around four days in, I woke up to the sound of people shouting so I crept out of the cabin to see what was going on. What I saw was a big ship bearing a pirate’s flag. They were about to drop down their boarding planks. My father yelled at me to stay back but I thought I could help so I grabbed a knife and stood there as they boarded our ship. We tried to fight back but there were too many of them and we were quickly bound and gagged and thrown in the holding cells in the bottom of the ship.
After about a week of being locked up in the cellar of the ship, I heard a big crash and a bunch of fighting and after about fifteen minutes of this, someone came down into the cellar and unlocked the prisons. We were led up a flight of stairs and then something hit me in the back of the head and then I saw nothing. A few hours later I awoke on a completely new ship called “The Shadow Strike.” After meeting and getting acquainted with Drake Carrion and Tor Inazuma, I started helping around the ship. A few weeks later we were able to be dropped off at the southern Nightriver border and we started making our way back to my village. We traveled up the coast for days and eventually made it back home. Once we finally made it back home, we had a big feast to celebrate the fact we were still alive. After a while at home, I decided to just say goodbye to my parents (for now) and leave on a quest to find Drake Carrion, because I heard talks of a group being formed called the Bardbarians and I was hoping to join. I promised my parents and my community I would come back and see them again soon. And so I set off.
KNOWN SKILLS: Makes decent potions, her mead needs work
BIRTHPLACE: New Vandregon
APPEARANCE: Pretty Generic Human
RELATIONSHIPS: She knows some folks around Haven, though she isn’t very talkative as she’s mostly found in the kitchen/cellar with her concoctions.
BIO / BACKGROUND HISTORY: Imay couldn’t remember a time when she hadn’t been interested in plants. Her most consistent childhood memories were wandering the lanes and sidewalks looking for weeds. No one paid them much mind, they grew in the cracks and crannies, taking in just enough to be able to grow where nothing else seemingly would. Being trodden on and plucked didn’t phase them, they grew back anyway. Timeless.
The rhythm of the seasons moved them. Growing, flowering, sleeping, dying, then growing again. They held properties in each of those seasons, many were harmless, coaxing weeds into soothing a burn or numbing small pains was child’s play. In some months, the properties were less known, less desired, less safe. Though, those were reserved for those that truly destroyed the weeds. They deserved more than to be cast aside, to be squandered and forgotten. Just because they grew in undesirable places didn’t mean they weren’t worthy of life, or respect, or examination. Passersby forgot that they were there in the winter, when they took their annual respite to recompose. To breathe, rest, and plan for the year ahead. To spite those that had tried to stomp them out. They didn’t have to grovel and scrap for space, they could move and live on. If not themselves, then in what they made. In their roots spreading and their windblown seeds. In new creations and compositions. Changing their leaves, balancing their properties, finding new ways to survive and thrive. If they couldn’t stay, they would find their place elsewhere.
Knowing where they lay underneath packed snow gave Imay a sense of comfort as she strode through New Vandregon. Leaving them behind for Haven gave her a small sense of loss she couldn’t quite explain. It didn’t matter. She would set down new roots, she would make new friends.
Ghost-white flesh in the light of the lone lantern,
Clang
A leathery hand in a vice grip on their ankle,
Wren’s knuckles were white underneath the soot stains from their work today, white from gripping the hammer too tight. They had landed the last strike wrong, putting an extra dent in Katya’s breastplate. Sweat dripped down their back from the heat of the forge, but their breath came in quick gasps for other reasons. Those haunting eyes…
Wren hadn’t slept well in days, not since the fight with the salt beasts. They were still working with a heavily bandaged shoulder, tender and oozing from where the second death bolt had struck. Splintered bone had been reset by Sunny’s deft fingers, but could only heal so quickly. The knitting tissue ached with each movement, but the job needed to be done. Wounds like this one weren’t a surprise for Wren anymore. Part of the job. Get on with life, get back to work, fight on. The hand holding the enchanted hammer shook as they stared into the middle distance.
Something about this time had been different. Not just the fear, the terror of those eyes, those screams, that hand tugging on their ankle, trying to get them into the trees. Wren had taken death bolts before. They bragged about how many they’d survived. But this time… They had crumpled to the ground, overcome by the pain of the bolt to their shield shoulder, and they’d been aware of one of the Blood Bath Corps straddling their body for a while to keep the salt beasts away, then the calloused hands of the farmer trying to hold in the blood and spreading necrosis. There was shouting, calls for bandages and help, and all the usual sounds of battle. But it all seemed distant to Wren, lying there in the center of it all, staring up at the stars. As if their soul had already wandered away in search of the next world.
The breastplate had cooled too slowly, warping out of shape. Wren stared at it, glassy-eyed. Get on with life. Get back to work. The coals in the forge popped. The beast had its hand wrapped around Wren’s ankle, tugging, tugging, their hair caught on branches, leaves slapping them in the face, the farmer screaming, Wren screaming–
The hammer fell to the floor, slipping out of numb fingers. Wren looked down at its faint violet aura, the sign of its power. They cursed quietly, berating themself for being so careless with one of Bladehome’s most prized possessions. Unacceptable, for them to be acting like this. That breastplate would need serious work now, and if the hammer had broken somehow they’d never forgive themself. They gently laid the hammer on the anvil, set aside the breastplate, and took a shaky breath. Fresh air. That might help.
The stars shone overhead, spread across the sky in a map on the edge of understanding. Wren inhaled deeply, taking in the cooler, cleaner air of the main street of Bladehome. It was nearly one in the morning, judging by the pair of Blood Bath Corps soldiers falling out of the tavern down the road. They were singing as they staggered towards the barracks.
Broken blade, black blood falling
Shadow of the ash
Wren’s shoulder ached.
The farmer’s face loomed in and out of focus over their own, his hands pressing, pressing their wound, his voice ringing through the growing fog. Get away, get off them! Wren closed their eyes, sinking away from the pain. When vision returned, the face swimming overhead was distorted, changing. One second the farmer’s frightened, determined eyes gazed down at them; the next moment, the face of a man long dead, lost to the wars on Faedrun. Their mentor, the man who had shaped them as a fighter, as a mercenary, as a person. Sargeant Landon Faulken, who had marched off with the army and never come back. Stay back! Let them go. Wren had no strength left to speak, couldn’t lift their arm, couldn’t reach out to him. Their lips moved silently, trying in vain to call to him, call for help as that leathery hand gained its grip on their ankle again. The pressure released on their wounded shoulder and Farmer/Faulken rose, battle axe in hand, and clove the arm of the salt beast again and again, till it was forced to release its prize. Wren sank into darkness for a moment, then found themself hauled to their feet, supported by two Nightriver warriors, being dragged back to the town they had defended. Back to Sunny’s healer mat and admonishments. The stars wheeled overhead.
Through rubble, rock and stone
The ashes are our home
The drunken singing faded as the door to the barracks slammed. The voice and hand of Faulken echoed in its final strain.
Sunday, August 10th: Resources and Downtime Actions Deadline
Wednesday, August 20th: Early Bird Pre-Registration Cut-Off Expanded NPC roles, prize giveaway raffle entry, guaranteed PC spot, faster PC reg.
Monday, August 25th: PC Skill Purchases Via Email Deadline There is no guarantee there will be time at event registration to update your PC’s skills.
=EVENT DATE AND TIMES=
Saturday, August 30th:
– Early Arrival Time – 8:30am – Registration opens – 9:00am – Registration closes – 10:30am – All Player Event Briefing – 10:45am – Scenario Begins / “Game On” – 11:30am – Scenario Ends / “Game Over” – 5:30pm – Check-Out & Clean Up – 5:30pm+ until whenever.
***NOTE: If you are unable to make it before the official start time, it is your responsibility to discreetly notify Staff and get checked-in and NOT disturb the game in progress. ***
=Event Story=
The summer months of Mardrun normally mean bustling cities, well-traveled roads, and festivities everywhere you turn, but between the oppressive heat that has settled over Mardrun and the war, many are at a standstill. The Pass remains a point of contention with both sides slowed by the heat, Clan Stormjarl continues to fight their hardest fights on the coast, and Hammerfall holds steady. While the rest of the continent might be content to wait out the heat and sun by holding up in the shadows, Clan Shattered Spear has no such luxuries. After the Moot where a new Acting Clanleader was appointed, then the Market Faire where the new Clanleader’s plans were announced, the Clan is working tirelessly to gather all able-bodied fighters and ready them for re-entry into the war.
Training grounds have come together within Clan Nightriver’s territory to bring instructors and fresh soldiers together as efficiently as possible, and Acting Clanleader Sigurmon Shattered Spear has made the announcement far and wide: anyone with skills to share should not let their hands go idle. The training grounds are open for those who need training and those who can give it, especially those who plan to fight alongside Shattered Spear in the coming months.
While it’s expected the training grounds will be busy with warriors honing their skill, rumor has spread of a “Hunter’s Challenge” also taking place in the area. Cryptic notes were discovered, leaving many curious about what the meaning is, and what it could be leading to.
Whether you come to test your wits, train your might, or lead your class, Clan Shattered Spear will be gearing up for war, and this time, they’ll be ready.
SPECIAL GAME MECHANICS APPLIED UNTIL FURTHER NOTICE: Traveling to or from Clan Stormjarl: For both this event and moving forward, travel to or from Clan Stormjarl carries the risk of seeing sea combat which can cause PCs to be injured, supplies to be lost, and units to be forced into combat. Current Danger Level: Danger is moderate due to increased Grimward raider ships.
To Clarify (Click for more):
All PCs traveling to Stormjarl territory will be subject to survival-style rolls to see if they encounter combat/hardship on their way in. All PCs interacting with Stormjarl territory via attendance at events in person, or using Downtime Actions to interact with Stormjarl territory, will be tracked. All players that have a PC that is tracked in Stormjarl territory that signup for a future event outside of Stormjarl territory will also be subject to survival-style rolls to see if they encounter combat/hardship on their way out, This special “territory travel mechanic” will remain in effect until in-game narrative changes warrant it’s removal; all events that are influenced by this dangerous travel mechanic will be noted in future event mechanics
= EVENT SPECIAL MECHANICS =
1) Event Theme: Training Day Players attending this event can expect to spend the day doing combat training. This is a great opportunity for those who may not get to regularly attend combat practice. There will be Clan Shattered Spear characters to interact with, localized tasks players can choose to interact with that may be relevant, and opportunity for war-related discussions to take place.
2) Instructor Classes Characters with Trade: Instructor can expect opportunities to host classes, particular ones focusing on Martial skills, as the main focus for this event revolving around new Clan Shattered Spear warriors training for combat.
3) Specific NPC Roles: There are no monster roles for this event. Players will be representing Ulven NPCs and we encourage players to bring Ulven-centric garb, weapons, and other gear.
4) No Pre-Event Setup: There will be no pre-event set-up; players must enter into game with the gear they intend to use. This is a newly established and remote training grounds location and Clan Shattered Spear is not allowing large spaces to be taken up so that all the grounds can be used for training. However, trades can be setup without limitation as long as they are not in the way. NOTE: Players will be centered around the “Merchant Village” location, not the “Main Outpost” for this event.
5) Decorum & Out-Of-Game Clarifications: Please note that the entire in-game area is monitored for decorum, immersion, and in-game discussions. Players will call each other on Decorum if they are not following this. However, please make an effort to check-in with others and make clear “Out of Game” clarifications discreetly if needed. 6) Updated 1.7 Rules! The 1.7 version of the rules is now ready in electronic format. Please go to the rules section of the Last Hope LARP website to get a copy of the 1.7 rules.
=EVENT 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
Membership and Event Sign-Up Info
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.
You MUST do BOTH (pre-register AND select/pay for your chosen membership services) before you are considered fully pre-registered for an event!
=FOOD, WATER, PROPERTY, AND SAFETY INFO=
=Food & 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! – 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 brought in 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, bring your own food/water and bring bags to take your trash! ***
=Camping, Bathrooms, Fire, and Electricity= – This event is a single-day event. Camping will not be needed. – If you need a motel, there is a Comfort Inn and the Edge of the Woods Motel nearby. -All players are responsible for taking their garbage home. There is one communal trash can for small things like band-aid wrappers or other small dry items. Do not leave bags of trash behind for the land-owners to dispose of. – There is a porta-potty onsite in the parking area for players. HOWEVER, in winter time, this porta-potty is for emergencies ONLY as it cannot be pumped out until the Spring when it thaws. 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 pre-approved.
New Lisbon, WI – 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!
= WEATHER CONDITIONS, PARKING, & DRIVEWAY=
– 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. – 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 to park vehicles and then get shuttled back to the event property. – If you park on the road, all participants must do their best to park ALL VEHICLE WHEELS off of the road and on the grass. An easy way to remember this; if you can park and all 4 tires are in the grass, you are good.
= SAFETY RULES =
– A number of Staff and approved players are trained or able to assist during emergencies (Raised hands will be shown during briefing). Staff have access to a Snake Bite/CPR/First Aid Kit if needed. In case of any 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. 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: lasthope.kitsufox.com/wiki/covid-19-policy-practices/
== CUT-OFF DATE, SKILLS, & PLAYER INFO ==
= MONTHLY EVENT CUT-OFF DATE = – The Monthly Event Cut-Off date is a deadline that is critical to the preparation of the monthly story/event. This allows us to prepare PC bags, write NPC more detailed roles, finalize mechanics based on who we know is planning on attending, and properly tie in player influences like Resources and Organizations. – The Event Cut-Off date for this event is Wednesday, August 20th. – Players that want a more detailed NPC role must purchase the applicable membership AND signup for the event by that date. – Players that want a guaranteed spot for their PC must sign-up by this date. – Players that want to be added to the Prize Giveaway for the month must signup by that date.
= PC SKILL UPDATES = – If you sign-up and choose a membership by the Event Cut-Off date, staff will prepare your PC bag with items, coin, and condition ahead of time. – If you have updates to your PC, do them ahead of time and email us the changes. – The deadline for these PC skill changes is the Monday before the event! – If we have time then we can update your PC skills at an event. *** There is no guarantee we can do this at an event due to the registration time needs. ***
= ATTENDING EVENT BONUSES = – Players attending events in-person are granted several bonuses: – A PC may roll applicable Profession and/or Tradeskill rolls for coin/affects. You MUST bring your trade manual to check-in to make your rolls. – A PC may open and review applicable Lore cards at Check-In (and copy them over into their own Lore books if they so choose) – PCs that are part of an Organization may earn +1 Organization Exp per event day that they attend and prominently display Org heraldry. Bring and show your heraldry to check-in! – PCs that are part of an Organization may earn +1 Organization Exp for attending and prominently displaying Organization Standard/Banner (Min 3 PCs) Please tell check-in that you will be displaying a banner!
= DOWNTIME ACTIONS, ORGANIZATIONS, & LORE SKILL USAGE = – Players may have a PC(s) use Downtime Actions to make an impact on an event. – Organizations may pledge their monthly Actions and/or applicable Units to make an impact on an event. – Downtime Actions & Org Actions influencing this event must submitted by the Monthly Event Cut-Off date OR the 10th (Whichever is first) – Relevant information gained or a summary of the influence of these efforts will be available at Check-In at the event; a player must attend to be able to see that info. – IT IS YOUR RESPONSIBILITY TO ASK FOR THAT INFO! – PCs with applicable Lore skills may have access to certain Lore cards at check-in. Frequently, there are Lore cards available for you to read that represent your characters ability to know about things going on in the area. Some of this information can be really useful to know! – You may not take these Lore cards but you are welcome to copy the information they have into your own Lore book but it must be done at Check-In.
= PC SPOTS & LATE PLAYERS = – To guarantee a spot for your PC at this event you must sign-up and pay for membership services before the Monthly Event Cut-Off date. – If you sign-up after this date, we will coordinate a waiting list for players wanting to play their PCs. – If NPC roles are needed, you will be notified before an event what those roles are so you can prepare. – If NPC roles are not needed, you will be notified that you’re approved to play your PC. – This helps us balance event mechanics and needed NPC roles to adequately facilitate an event but still allows ample opportunity for players to guarantee being able to show up as their PC.
We are following a strict time-block for check-in/registration so players will be expected to arrive on time to get registered and then attend the game briefing. – If a player is going to be late and they are going to arrive after registration closes, they are expected to notify the staff by emailing the lasthopelarp@gmail.com address to let us know. – This allows us to prep their NPC materials or pull their PC cards prepare their items/coin for when they arrive. Failure to do this may result in a forced NPC role if the player arrives after the briefing as all registration supplies are packed up and put away. – This does not mean we do not have wiggle room; all you have to do is notify us ahead of time via email so we can prepare accordingly.
= MANDATORY CHECK-OUT = – All players are required to properly check-out at every event; this means that all in-game items and PC cards with PC conditions will be turned over to Staff for proper record keeping. – We will be doing a dedicated Check-Out after each day. – If you plan on leaving before the end of the event day/scheduled Check-Out time, it is your responsibility to seek out Staff in order to properly check-out. – If you checkout as a PC, you may not “check back in” after a period of time. Once you check out as a PC, your PC is done for the event day. – There may be limitations on how and where PCs can check out at an event; ask instead of assuming if you feel like your PC would leave early, and then staff can assign you a role after that.
== SPONSORSHIP ==
=Unmedievable= Unmedievable is ran by a player and staff member of Last Hope and carries many items that are legal and custom-made for our system! They will be setting up a stall to sell things you may need or want at this event. Unmedievable.com
=Wizard Quest= Our continued sponsorship for 2024 is Wizard Quest! Mention the LARP for a local’s discount and remember to share with us a picture of you attending for cross-promotion EXP! www.wizardquest.com/ Wizard Quest in Wisconsin Dells 400 Broadway Ave Wisconsin Dells, WI 53965
== HELP! THIS IS MY FIRST EVENT! ==
– It is understandable (and normal) to be completely lost and overwhelmed coming to your first event. – Staff and/or Veteran players will be on hand to help guide you and answer questions. We want your first event experience to be a positive one! – It is very normal for staff and players to be running around doing things to get the event going on time; you may need to seek out someone with a gold belt flag and ask for assistance.
UPON ARRIVAL – When you arrive, the most important thing is checking to see if you need to park in specific areas. – Make your way to Check-In, wherever that is for the event. This will be where a number of players are at and also where Staff are at checking people into the game. This is also where Staff can guide you to the proper areas (such as New Player Helpers or NPC Wranglers)
AFTER CHECK-IN – Once you have checked in, the most important person/station for you to search for is the “NPC Wrangler”. This is usually 1-2 Staff members that are taking care of garbing up and handing out NPC roles. – There will be time available to make sure you are prepped for your NPC role. This is a great opportunity to ask questions! – If you need anything else from your vehicle or for any setup, this would be the time to do so.
BEFORE BRIEFING – Once you have your NPC role and you know who you can contact for questions, there is usually extra time before the event briefing. – During this time, we will do a Combat Tutorial so you know the basics of combat. This usually takes about 30 minutes, so try to factor that into your event arrival time. – There will be announcements of when briefing will take place; make sure you are available to listen to the briefing of an event as it covers a lot of story, safety, and property information.
AFTER BRIEFING – Normally right after briefing, all NPCs and the NPC Wranglers are assembled into a group to discuss NPC roles, any connections they may have, answer more questions, and review the overall event theme/goal.
DURING EVENTS – Once “Game On” is called, it is very important to maintain decorum in the game area. This can be very intimidating at first! – If you need anything, please discreetly find a gold belt flag staff member and ask for assistance. Most of the time we will move off to the side for a quick out-of-game clarification or move out of the game area entirely to be able to have a full discussion. – If you are confused on what to do, please seek out staff discreetly to double check your NPC motives and goals or discuss ideas on what you can do.
AFTER THE EVENT – All of your borrowed garb, gear, coin, etc will get returned back to the NPC Wrangler as soon as the event is over. – This will also be a chance to discuss any meaningful interactions you had as an NPC that we might want to follow up on – The NPC Wrangler and potentially other staff will be available to answer any questions you have.
Join Last Hope LARP at our yearly “Old World” event, where we go back in time. Before Mardrun, undead have plagued and waged war on Faedrun, leaving the allied forces to fight undead and their penitent followers in an attempt to save their home.
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 26th – 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
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 a Comfort Inn 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. – Everyone is responsible for their own trash removal. Do not leave trash for the landowners to take care of!
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 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.
You may still sign-up after the event cut-off date, though there is no guarantee your preferred role will still be available.
September 3rd 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.
Event Story
The current year is 232 of the Commonality Calendar. War has ravaged the continent of Faedrun for over three decades. 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 over two decades. 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 of the Mushalee Boluk of 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 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/