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Old World 2025

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

Saturday, September 27th
– 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 28th
– 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 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 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 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/

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Aylin’s Reach Market Faire

Aylin’s Reach Market Faire

=IMPORTANT DATES=

Saturday, July 12th:
Resources and Downtime Actions Deadline

Monday, July 21st:
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, July 26th:

– Early Arrival Time – 9:00am
Do not arrive before early arrival time.
– Registration opens – 9:30am
– Registration closes – 11:00am
– All Player Scenario #1 Briefing – 11:15pm
– Scenario #1 Begins / “Game On” – Noon
– Scenario #1 Ends / “Game Over” – 5pm
– Swap Meet/Change Over – 5pm-8pm
– All Player Scenario #2 Briefing – 8pm
– Scenario #2 Begins / “Game On” – 8:30pm
– Scenario #2 Ends / “Game Off” – 11:30pm
– Check-Out & Clean Up – 11:30pm+

Sunday, July 27th:

Clean Up and Leave by 9am
Camping is encouraged after the late event, however all campers must be off the premises by 9am Sunday morning.

***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=

=Aylin’s Reach Market Faire=

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!

=Out of Game Swap Meet=

Between the Aylin’s Reach Market Faire and the Black Market Faire, enjoy an out-of-game market out of the trunk of your car, where you can buy/sell/trade your old LARP stuff!

=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!



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) Scenario #1: Aylin’s Reach Market Faire Tournaments :
Saturday day’s scenario will feature a social and merchant focused market faire. PCs and NPCs alike will be coming to buy/sell/trade and interact with others. It is also an important social gathering for people to meet and talk. The focus of this event is merchant stuff, socializing, and tournaments or games. It is not an “adventure” or “combat” event by any means.

2) Scenario #2: Black Market Faire:
Saturday night’s scenario theme is specifically reserved for the seedier, dirtier, and more adult themed part of our game. There WILL be a higher amount of swearing, lewd commentary, suggestive things, and adult themed situations. It is up to the players to decide whether to attend an event with this kind of theme or not. This scenario may not be suitable for all players. Staff will be on hand to heavily monitor this portion of the event. We are not going to limit players based on age from attending the scenario as it will still follow our core rules of Last Hope for adult themes, tobacco use, and alcohol use… but anyone under the age of 16 is strongly recommended to be accompanied by an adult. However, there may be certain tents or areas that are marked as 18+ or 21+ and all players will need to respect these boundaries (out-of-game as players… NOT just in-game as characters). However, this event is not a “free for all” to get drunk or push the limits of the rules… but instead allow us to explore the darker part of our game world a bit more.
This scenario would be a great time to use your Resources such as Gather Info, Spies, or Black market

3) Tournaments & Games:
Players may suggest tournaments or volunteer to run tournaments via email to lasthopelarp@gmail.com. Downtime Actions are not required for this, however if Downtime Actions or Organization Actions are used, greater impact will be placed on these requests. These actions are still due on the Downtime Actions due date.
All emailed requests are due on the event pre-registration deadline.
More tournament info will be released as the format is finalized.

4) Attempting to Flee
Since the Market Faire takes place in the heart of a settlement, any attempts to flee the area (by running “out of bounds/out of the game area” while being pursued) will result in a dice roll to see if the escape is successful. Applicable skills (such as Lore: Survival, Lore: Tactics, and Break Away) could help influence the outcome of this roll. On the opposite side of this, the settlements different levels of Foci, any patrolling units, and certain upgrades could make this roll more difficult. Characters who cause trouble (fighting, stealing, assassination attempts) should think twice (and/or plan ahead) before doing so due to “off-screen” mechanics being factored so heavily into this.

5) Playing PCs at the Faire(s)
Players may attend this event and choose one scenario to play a PC with a Standard membership or play two different PCs, one in each scenario, with a Premium membership. A single PC can attend both scenarios with a Premium Membership.

6) Specific NPC Roles:
There are no monster roles for this event.
Players will be representing all races of NPCs at this event and are asked to bring appropriate centric garb, weapons, and armor to be able to fill in where needed.

7) Pre-Event Setup:
Spaces can be reserved via Downtime Actions or Org Actions, then the remaining space is first-come-first-served on the event day.

8) 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.

9) 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.

=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 late night event; players will have the option of tent-camping on the land. All players must be off the land by 9am!
– 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, July 16th.
– 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.

For more New Player Info, please click the link below:
lasthope.kitsufox.com/new-player-information/

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June 274 – News & Rumors

Martial forces in the area known as the Gap came together last month to hold back the forces of Clan Grimward and Stonetooth, and the stories are already making their way across Mardrun. Tales of blacksmiths working quicker than ever seen before with an enchanted hammer, and another hammer, enchanted to give arcane protections, and yet another enchanted hammer, taken from a Stonetooth leader and kept for the eastern allied forces. As the hammers came down, fierce and unquestionable in their ferocity, whispers turned to grand tales. The land previously known as “The Gap” has now come to be known as Hammerfall!

Steinjottuns Hawk Races went off without a hitch– or, at least without any major disasters. Many eyes were on two birds in particular, both hawks having shown a great deal of their talent during pre-race demonstration by their handlers. Many placed bets on the two hawks, and as the races began, the two were neck-and-neck through the courses. As the crowd’s energy ramped up, so did the birds. It seemed the birds grew so agitated, they started pecking at each other mid-race, allowing the third place bird, a scraggly looking pigeon, to make its way to the finish first! The confusion among the crowd was a split between those celebrating the unexpected underdog win, and frustration among those who wish they’d never placed a bet on a bird in the first place. Perhaps the handlers next year will focus on training discipline and patience into their birds.

As the colorful blossoms of spring fall away to make room for the vibrant summer, new hopes come for the hunter and gatherers around Mardrun. The Woodhallow duck have returned from their winter migrations. These waterfowl, better known to the colonists as the Fawyth Empress for the ornate crown-like feather structure on their head, make their home in old decaying trees most typical of the murky heart of the dirge. The migration of these birds is critical to the ecosystem and way of life of many Ulven communities. Through a process known as anchoring, the birds consume the various flora from the areas they migrate to, and upon returning, the seeds still in their digestive tract give way to greater biodiversity in the area. Many herbalists cultivate these rare plants and use the knowledge to better their understanding of potentially distant lands. Rumors have been circulating that late into the summer, after the plants have had a chance to grow, many of the skilled trackers from Clan Steinjottun and warriors from Whiteoak are planning an expedition deep into the dirge, where many of these birds roost, to find potentially never-before-seen plants.

Shattered Spear has been seen preparing for their Moot this month, with many refugees seen traveling to the area. The two top contenders for the position of Clanleader have been seen socializing with the travelers, Grettir checking on injuries and Sigurmond regaling war-stories. With no large-scale group consensus on which contender is more favorable, the continent is waiting eagerly to find out what decision the Clan will come to.

Attention is turning back to Hammerfall again as troop morale begins to dwindle with the constant fear of the return of the “Salt Beasts”. Reports have come in detailing piles of salt seemingly dumped across the ground in some areas, but no salt beasts in sight. Theories include anything from Salt Beasts melting into piles of salt in the sweltering sun, to Stonetooth leaving salt around to create paranoia amongst any who see it. It is unknown at this time how many Salt Beasts are still in the area, but reports of sightings have continued as the weeks have gone on. Now, without a concentrated war party or, perhaps, help from the Northern Syndar, only time will tell if the beasts stick around.

In Clan Stormjarl, forces have realized that Grimwards push on their coasts are more than just raids. As the fighting continues, both on the coast and in the water, Stormjarl will need to keep up their momentum of success to come out ahead. The treacherous fight to travel to Stormjarl doesn’t look to be letting up, and concern continues to grow about allies being able to come to Stormjarl’s aid. 

Prince Aylin has announced officially: The Annual Market Fair will be held in Aylin’s Reach! The location is exciting for many as it will give access to many in the neutral clans to be able to attend, and many are hoping the Northern Syndar are staying in the area for the fair as well. The Prince looks forward to seeing smiling faces and glasses raised in celebration, rather than swords raised in battle, at least for a little while.

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Torvin Inazuma

PLAYED BY: David Lambert

CHARACTER NAME: Torvin “Tor” Inazuma

GENDER: Male

PRONOUN(S): he/him/his

CLASS: Cleric

AGE: Don’t ask

RACE: Human

HAIR: Silvery brown

EYES: Hazel

OCCUPATION: A member of the Bardbarians

KNOWN SKILLS: Sailing, Singing, swinging dangerous things

BIRTHPLACE: Small port town in Aldoria

APPEARANCE: Rather disheveled but in a wise and learned way

NOTABLE TRAITS: Has an attuned and practiced sense of humor, remembers the old world, and loves telling stories, especially about his amazing conquests.

RELATIONSHIPS: The Bardbarians, his adopted son.

RUMORS: He has had some pretty crazy adventures with his son.

BIO / BACKGROUND HISTORY: My childhood was an uncomplicated matter. I was born and raised in the beautiful trade port of Ciryndor in Aldoria, the greatest of lands. There was much beauty in my youth. I was raised by the sea, the sun on the water, the lapping of the waves, living off the bounty that the sea provided. While harvesting the sea’s bounty my father would create shanties which my mother and sister would weave into enchanting harmonies. These are my oldest memories.

In my youth I was also taught of the deity known as the Sea Hound, the god of the seas. It fascinated me, and I soon learned the language of his form. My devotion to the Sea Hound meant that I was a favorite of the local dogs due to my tenderness, and perhaps the fact that I always carried something to feed them.  One dog in particular, a black behemoth I named Goliath, adopted me and became my inseparable companion.  The majesty of the sea and my love of the Sea Hound resulted in my joining a merchant ship to explore the world at the age of 15. I am convinced that my connection to the fiercely loyal Sea Hound has guided and protected me during my life journey.

As a swabbie I did things such as scrubbing the deck until my hands were raw, hauling on lines, managing the sails, working on the masts and, if needed, rowing until my back felt it was going to break. It was hard and dangerous work, but I loved it. It was a small price to pay for life with the Sea Hound. For the next two years, with Goliath by my side and my dad’s shanties on my lips, I seemed to be a welcome companion to the seasoned sailors who taught me their tips and tricks of the trade. The captain, Silas Sunsail, a devout worshipper of the Sea Hound, took me under his wing and expanded my worship of the Sea Hound by helping me become well versed in the “barking prayers.”

One fateful day the ship’s minstrel, Jareth Truthweaver, asked to speak with me. He said that he’d heard my singing, saw how hardworking I was, and had gotten permission from Captain Sunsail to offer me a position as his apprentice. I eagerly accepted, and he began teaching me that very day. The next 6 months were quite formative for my future, Jareth provided me with song after song until my throat was sore.

However, one day, after a huge storm, the captain called me to his cabin. At first I thought I was in trouble until he told me that Jareth had fallen from the mast into the water and was swept up in the boat’s wake. I was devastated by the death of my friend and mentor. That night, during an ensuing storm, while most of the crew was below deck, I was atop the mast, lost in my grief. I screamed to the heavens, “Why?!?!?” And the heavens responded. I heard the Sea Hound’s gruff, barking voice in my head, as clear as day: “Be not sorrowful that he has joined me beneath the waves. Now you must fulfill your duty. Sing the song of the Sea Hound across the seas.”

The next five years were anything but simple. I carried the song across distant lands, bore witness to a resurrection, leapt from a tower, took more arrows than I care to count, and at one point had an axe lodged in my arm. I bought a ship. I sank a ship. Just your everyday kind of chaos.

Then one day we were sailing south toward the port town of Silver Cove in Vandregon, hugging the coastline, when I saw her on the lighthouse. Something about her held my gaze. She moved with quiet purpose, tending the great lens with practiced hands. The rising sun caught in her hair which, dark as ink, moved like ribbons in the wind. “She’s new,” said my First Mate, catching my stare. “Took over last winter, I heard. Name’s Ioelenia.”

Ioelenia.

The moment I saw her I knew I loved her and that one day we would marry. I boldly told her as much when we met. She thought I was insane, and to an extent I thought I was too. But the more we spent time together we knew we were made for each other. I decided to leave my ship and tend to the lighthouse with her. Occasionally we would visit the taverns in Silver Cove to sing songs of finding one’s forever love. We spent nearly four blissful years together, before war came knocking at my door once again. Word came from my family in Aldoria that Ciryndor was under siege. They warned me not to come, but thinking of my family being in such danger I knew I had to fight.

There was a small fleet departing that day, and Ioelenia reluctantly walked with me to the harbor. I still remember the last time I saw her. She touched my face tenderly and said, “Stay safe and come home soon.”

As we arrived at the harbor in Ciryndor, the sun was just beginning to rise over the familiar silhouette of my hometown–then came the horns of war. The enemy was waiting. They were waiting for us. Twenty ships entered the bay. Two made it out. The galley I was on was severely damaged when the main mast was knocked down by an undead with an axe. I mustered what little strength I had left and blasted the beast into oblivion. Only seven of us (three of whom were seriously injured) made it to a longboat to escape. We rowed like our lives depended on it. At one point I looked back and saw several ships were on fire, while others were being boarded. Watching my fellow sailors being slaughtered. Some thrashed in the water, others floated face-down. It was the saddest thing I’d ever seen.

In the chaos our longboat was somehow able to make it out of the bay and we found sanctuary in a hidden cove a mile up the coast. I did what I could to treat the wounded, but I was exhausted from the previous assault. When we woke the next morning we had lost two men. We continued in the longboat and began following the coast towards home.

We stopped within sight of the docks. What I saw shocked me and will stay with me for the rest of my life. Hundreds of people, maybe thousands, boarding ships. In that instant, I understood—this was the end of all we knew. The fate of humanity was dependent on these people’s lives. Our salvation, our freedom. Our last hope.

I made it onto one of the ships to help those that were sick and dying. Many didn’t make it—I count myself lucky to have gotten the berth I did. From the whispers of the passengers, I learned that Vandregon’s Southern Army had held back the Undead scourge from those docks until they fell. I learned that these ships were bound for a new land: Mardrun. I’d heard the name before, the chatter and rumors of tavern tales, but I had no idea what waited across the sea.

The voyage was long and grueling. My sea-worn skills kept me useful—but I could not sing. Of all the hardships we faced, none weighed on me like the uncertainty of Iolenia’s fate. I didn’t know if she’d escaped. I didn’t know if she was even alive. In my grief—for Iolenia, for my family, for all who had been slaughtered—I had lost my voice, my will to sing.

At last, we reached land. Mardrun. A new world. I found work on the docks of Newhope, hauling crates, so that I could watch for my wife among the disembarking survivors. Every new ship arriving stirred fresh hope—and dread. During the day I asked around when I could, pestering sailors and merchants who might recognize her name or beauty. At night I would have nightmares that she wouldn’t recognize me anymore.

Years passed. Life in Newhope left me with no hope. The sea called to me again and I took a job on a northbound cargo vessel, carrying my grief like a song, always playing in the background. Before I left, I returned to the rented room that had been my home, packed my meager belongings, and stepped away from the only stability I’d found since the Fall.

And so began the voyage that would change everything. A week into the journey, a monstrous storm crippled our ship and as I was swept overboard, I prayed that the Sea Hound would welcome me into his watery embrace. I awoke on a beach with the sun in my eyes and sand in my mouth. It was there, among the wreckage of the ship and my heart, that I screamed to the heavens, “Why?!?!?” And the heavens responded once again. I heard the Sea Hound’s gruff, barking voice in my head, as clear as day: “It is not time yet for you to join me beneath the waves. Your sorrow will deepen your song, not with bitterness, but with truth. You must sing again, sing the many songs of the Sea Hound across the land. Go forth with renewed purpose, and your fortune will find you.”

The next three years were anything but profitable. I wandered from town to town, selling whatever I had on me—songs, stories, trinkets, favors. Most places eventually kicked me out. Some didn’t like outsiders. Others didn’t like my devotion to an almost dead religion.

And then came the boy. It was in a dusty little town deep in Nightriver territory. I’d just been tossed out of the tavern for suggesting the ale could be improved with less mud in it. I was nursing a bruised rib and my pride on a bench when he approached. Thin. Sharp-eyed. Probably fifteen, though he carried himself like someone older. Clothes too big for his frame, hands twitching like he was ready to steal something. I asked him what he wanted.

He didn’t answer at first. Just stared at my staff—the one carved with the Sea Hound’s sigil—and said, “You’re the one who sings weird songs.” I nodded in the affirmative. “They say you talk to dogs.” I smiled and nodded again. He sat beside me. “Teach me.” I blinked and asked, “To talk to dogs?” He answered simply, “To matter.”

That was the first time I truly saw him—not just a street rat or a curious kid, but someone adrift. The same way I had been. The same way so many were in those years. I asked him what his name was. “Drake,” he said. “Drake Carrion.”

And so began the second half of my life. Drake became my apprentice and I began teaching him the craft of song. He would become the son I never had, a reason to keep going. He was a quick study–the best, if you asked him. He was impatient, stubborn, cocky beyond his years. But by the sea hound, he had heart. Where I brooded, he joked. Where I hesitated, he leapt. I sang with a voice that had finally begun to return—not the same voice I once had, but something deeper. Weathered. True. And for the first time in years, I laughed like I meant it.

We traveled the width and breadth of Mardrun, surviving on music and mischief. We had our share of adventures, which, if you ask Drake, I’m sure he’d be happy to brag—ahem, tell you—all about them (like the time we accidentally started a small cult in a mountain village). But we also helped people. Our songs gave hope. Our laughter gave light and brought people together—if only for a night—around fires and mead and old stories. That’s what bards do. That’s what I had forgotten in my grief.

And the rest, as they say, is history.

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Feldar

PLAYED BY: Marcus M.

CHARACTER NAME: Feldar

GENDER: Male

PRONOUN(S): He/Him

CLASS: Warrior

AGE: 19

RACE: Ulven

HAIR: Black

EYES: hazel

OCCUPATION: Feldar is a warrior raised in Ironmound he understands basic forging and metal work.

BIRTHPLACE: Ironmound

APPEARANCE: Feldar stands tall, usually found with his chainmail and weapons.

NOTABLE TRAITS:  Aside from his teeth as an ulven nothing really stand out for Feldar

RELATIONSHIPS: Feldar is a member of the broken blade

RUMORS: He was clan Ironmound and he did fight against the clans Clans Nightriver and Goldenfield warpacks.

BIO / BACKGROUND HISTORY:

Feldar of Ironmound was a proud member of his clan, raised as a traditional ulven in the south he learned the way of the warrior being taught that magic was not a gift males of the ulven were given. Being of age when his clan leaders chose to ally with the stone tooth clan to fight for land in the expanse south of the newly conquered Shattered Spear territory. He was sent out to fight with his war pack. Feldar fought as he was told but this does not mean his eyes were closed to the dishonour and cruelty of his now allies the Stonetooth.

On one day of battle, he saw much that put a bad taste in his mouth. From the start he was already dismayed by fighting alongside the stone tooth seeing the mages, and thralls that they sent out just to die for seemingly no reason. In one great show of cruelty Feldar was forced to watch as a Stonetooth thrall master took three thralls to the front lines and used them for a game forcing a member of the clan the thralls were part of to choose one to kill to save the other two. After this Feldar was sickened by this “game” his distaste for the Stonetooth became even stronger than before.

Staying on the road to His camp, he stood across from Katya BlackThorn while exchanging banter but not looking for a fight they stood at a standstill. Soon enough people came charging from behind Feldar and his allies screaming at some beasts that tore through a camp. Feldar had to run joining the people he was once fighting in their camp unarmed and without much choice Feldar was honour sworn to protect the camp seeing how the people he once fought sought to go help those left out to be killed by the beast known as “Salt beasts” rather than prioritize their own safety. Feldar felt a deep respect for them unlike those he not long ago called his allies in the Stonetooth.

After the night had passed with him defending the gates of the camp as he was honour sworn to do. With a heavy heart Feldar made the choice to stay on the side that he once fought against. In doing this Feldar has chosen to abandon his clan due to his perceived failure of the leaders for siding with the Stonetooth. Feldar sought out Katya wanting to join them even if it meant fighting against his own clan.

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June 2025 Event – Ironsand Expedition

June 2025 Event – Ironsand Expedition

=IMPORTANT DATES=

Tuesday, June 10th:
Resources and Downtime Actions Deadline

Wednesday, June 18th:
Early Bird Pre-Registration Cut-Off
Expanded NPC roles, prize giveaway raffle entry, guaranteed PC spot, faster PC reg.

Monday, June 23rd:
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, June 28th:

– Early Arrival Time – 9:00am
– Registration opens – 9:30am
– Registration closes – 11:00am
– All Player Event Briefing – 11:15am
– Scenario Begins / “Game On” – Noon
– Scenario Ends / “Game Over” – 6:00pm
– Check-Out & Clean Up – 6:00pm+ 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 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.

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: Grimward’s fleet has seemed to slow it’s sea raids this month. Travel danger is present but low.

To clarify:

  • 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: “Day-In-The-Life” Event:
This event will take place on an uninhabited island off the eastern coast of Mardrun, where Nightriver is freely transporting anyone who wishes to help with the set-up of an Ironsand mining operation or meet/aid other travelers. All tradespeople are allowed and encouraged to set up their trades here, and there will be a variety of opportunities to make silver.

2) Specific NPC Roles:
NPC players can expect to be representing Nightriver or Newhope as laborers and other skilled folk at this event, but other roles will be available as well.

3) Pre-Event Setup:
PCs will be allowed pre-event set-up in the Outpost on a first-come first-served basis, AFTER those who may have used Downtime Actions to reserve space.

4) 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.

5) 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.

=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, and bring your own food/water! ***

=Camping, Bathrooms, Fire, and Electricity=
– This event is a single day event; players should plan on driving home once it is over.
– 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. 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, June 18th.
– 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 ==

=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.

For more New Player Info, please click the link below:
lasthope.kitsufox.com/new-player-information/

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May 2025 – Out of the Sea, Into the Fire

=Event Story=

A Stage of not One but Three:

The fighting in The Pass continues as the new month begins, where gaining ground requires payments of warrior corpses, but the other frontlines find themselves calm no longer. Gone is the time for preparations as new fronts open up and the new year of war may pale the prior.

Scenario #1 Saturday:

Rumors of small skirmishes from last month have no time to circulate before the real news reaches the people east of The Great Wolf’s Hackles. Clans Ironmound and Stonetooth begin their advance through the wide gap between The Great Forest and The Hackles, their lines clashing with Clans Nightriver and Goldenfield warpacks stationed and ready for a fight. Both sides attempt to maneuver against each other’s forces, but Clan Nightriver and its allies have found themselves on the initial backfoot as Clan Stonetooth’s elite troops spearhead their invasion and continue to send units of Shattered Spear thralls against their enemies to break morale, with Clan Ironmound’s defensive tactics resisting attempted counter-attacks. The eastern clans do not stand alone though, as Clan Shattered Spear remnant warpacks fight hard against their homeland’s conquerors while the fortress towns of Bladehome and Shieldhaven stand firm in the north and south, creating key staggered defensive points that could become critical in the months to come.

As the large armies fight on the main routes, a key flank route just south of the lake has been identified by Clan Goldenfield leadership in the area. Should their enemies be able to claim and control this route it could cause them and their allies to be forced back, potentially losing significant ground and isolating the allied defensive towns. Clan Goldenfield calls for outside aid in defending this at-risk flank, neither them nor Clan Nightriver confident in having enough troops to cover it while also handling the brunt of the frontline on the main routes, if their enemies discover its significance.

Both sides fight with ferocity, not knowing what each day of bloodshed will bring or who will come out ahead as the battle on this new frontline has only just begun; but Clan Goldenfield, not known for significant martial prowess but bearing a critical agricultural role in the war, may become in danger in the future if this front fares poorly.

Scenario #2 Sunday:

The frontline of Clan Stormjarl has grown quieter last month, the great Grimward land invasion having not arrived as expected. To the east, the Yurnai River remains bolstered and watched by the troops of Newhope and their vassals, while excess units of the colonies and warpacks of Clan Nightriver continue to be sent via ship to reinforce Haygreth’s Scar on the Stormjarl border. None are fooled to think that Clan Grimward has backed down or been defeated on this southern front, but where the bulk of their forces have gone leaves concerning questions.

In the night, alarm bells shattered the calm with messengers and hawks exhaustively running across all of Clan Stormjarl with news. Clan Grimward has amassed what some believe to be their entire fleet, and hit the northern Stormjarl coast. While smaller villages falling to the initial overwhelming waves of warriors, smoke from blacksmiths in bolstered ports burn in the dark as their people continue to fight, unwilling to be taken thanks to the endless war preparations of the clan and their people. The coastal early warning tactics set in place after the prior civil war have done their job, and Clan Stormjarl relies on its allies to fill in the Haygreth’s Scar border as the clan routes forces to their northern coast with practiced efficiency. 

Stormjarl will not be caught off guard by Grimward’s cunning tactics this time, but that alone will not save them from Grimward’s greater numbers as a portion of Grimward’s fleet moves south and begins to raid Clan Nightriver and Newhope’s transport and escort fleets. Some reinforcements bleed Grimward’s raids and make it through to Stormjarl, while others are drowned and lost to the depths or forced to retreat. Both sides avoid a single determining battle on the sea that would risk a complete win or loss on this front of the war, but neither side is willing to back down. While Stormjarl finds themselves at risk of being cut off from help the voices of the Newhope Council, Prince Aylin, and Sylvir Bloodmoon, Clanleader of Nightriver, speak loudly that they will not abandon their ally.

Clan Stormjarl aggressively responds Clan Grimward’s new frontline on their northern coastline, and calls for the aid of available allies to help in the reserve to keep their troops supplied and able to fight, while also countering Grimward raiders from causing harm behind Stormjarl’s frontline troops. As the city of Newhope continues to be the send-off point of both organized and independent aiding forces, travel to or from Clan Stormjarl has become dangerous; but if left to stand alone, the clan will see a grim fate.

= EVENT SUMMARY =

Scenario #1 Saturday:

With armies clashing on the main roads, there was no doubt in the critical importance this flank route near the Great Lake was as Clans Ironmound and Stonetooth arrived in force and struck quickly to begin taking and holding key strategic points within the area. Clan Goldenfield’s allies struggled to slow down their initial advances as they made the attackers pay with broken steel and blood as they were pushed back, but eventually a line in the ground was made. Despite the unique magic of the Stonetooth, despite the thralls being thrown recklessly against them, and despite the odds being against them, Goldenfield’s allies managed to stabilize and organize themselves. The two lines clashed in ferocious battles, one after another with both sides taking wounds as armor fell to pieces and quivers emptied.

Clan Ironmound’s entrance into the war has a felt impact as their warriors are bolstered by the mountain’s metals and their supplies run deep. As territory is taken by Stonetooth, it is found hard to wrench from Ironmound’s warriors afterwards. Despite standing next to Stonetooth’s forces, Ironmound’s warriors are said to fight with honor, both not willing to throw their lives away but also aiming to save the lives of their opponents when able. Some may say that Ironmound stands as an enemy that fights to win but not to kill; but as Clan Shattered Spear’s people continue to be used as thralls by Stonetooth, many demand answers or condemn Ironmound’s warriors as they stand by to the horrors of the warriors and people being used as fodder to fill the frontlines. Clan Ironmound’s renown traditional and honorable ways of their past have been made uncertain as they fight on the frontline for the first time this war, and answers to these dishonors are rarely given by their warriors.

The news is not all grim though, as messengers galvanize the frontline warpacks of Clans Nightriver and Shattered Spear. Thagn Brynhildr Bloodhammer, Breaker of the North, having been made famous for leading Clan Stonetooth’s forces in the conquering of Clan Shattered Spear, was slain in battle. Body left unceremoniously punctured, smashed, and broken.

Half the territory was lost by the end of Ironmound and Stonetooth’s offensive, but Goldenfield’s allies had pulled together and stopped them from being able to advance any further. As the sun set both sides waned in eagerness to fight as time was sought to recover, but the day’s battle was not over. Scouts reported gaps in the Stonetooth lines, and with Goldenfield reinforcements on their way it created an opportunity to retake ground. But as darkness fell, the forest grew eerily quiet until an inhuman shriek was heard from the unknown. 

Terrors of the night descended upon all who walked the woods. A pack of creatures with mutated flesh and the unmistakable smell of salt, their horrific shrieks filling the air as they hunted for prey. A mass retreat was called back to the nearby outpost, with some choosing to distract the monsters while others went to recover war parties out on the field before they were cut off. By skill, miracles, or blessings of the gods, everyone made it back alive. Many warriors banded together and chose courage despite the fear, marching out to retake ground as the creatures stalked and attacked them from the darkness. The creatures flung magic effortlessly and struck with sharp protrusions of their own bones, but scurried briefly back to the dark when met with organized warriors. Thanks to the partially successful efforts of their allies to retake ground despite what lurked in the woods, Clan Goldenfield reinforcements eventually arrived to help hold the road. Word travels quickly that this was not the only area attacked as other warpacks were struck in the night as well by what many have begun to call “Salt Beasts”. At this time those who encountered them can only theorize if they migrated south, some form of strong magic in the area pulled their bodies as they used recall spells, or if they are a new form of warfare from Clan Stonetooth.

As dawn broke, neither side could claim a solid victory on this side route. Clan Goldenfield’s enemies managed to take enough ground to force some of Nightriver’s line of warpacks on the main roads to pull their positions back to avoid risk of being flanked and surrounded, but thanks to the efforts of their allies they did not lose any warpacks as this shift in the line was made. The bend has caused the fortress town of Shieldhaven to become a part of the new frontline, but the bend was not severe enough for the already-frontlined fortress town of Bladehome to become isolated. Clans Nightriver and Goldenfield fight on as they make Clans Stonetooth and Ironmound’s advance bloody, having used the thin gap to their advantage until the line was reformed.

This battle has only just started, but between encounters with Salt Beasts and fighting Stonetooth’s thrall units formed from the fall of Clan Shattered Spear, the morale of Nightriver and Goldenfield’s warpacks on the frontline has begun to deter faster than wars of the past. The two mixed armies reform from their losses before they face off again. By steel or fire, blood or mana, one side will eventually break in this gap that has come to be known as “Hammerfall” by those who fought there.

Scenario #2 Sunday:

The sounds of distant battle carried on the coastal winds as Clan Stormjarl’s allies and support forces arrived at the rearline. The location was in rough shape as the outpost’s medicinal supplies and most of their able-bodied troops had been moved to help on the front, leaving a wounded gap waiting for Grimward raiders to exploit. Those who arrived were determined to see their people stand strong and the outpost in better shape than when they arrived, even if they themselves were not on the frontline fighting.

The travel across the tides had been brutal for many, as Clan Grimward’s fleet continues to take fights of opportunity to weaken those sailing to aid Clan Stormjarl. Thanks to the undeterred help from Stormjarl’s allies fighting on the seas, a larger portion of the critical rear support fleet was able to reach Stormjarl shores than what Newhope leadership’s estimations were expecting to survive.

Clan Stormjarl and their allies entered the day uncertain of what they would encounter, but they met each challenge with willpower and strength. Their patrols traveled the roads while herbalists, healers, and alchemists were kept busy collecting herbs and restocking the outpost’s depleted medicine reserves. Tasks were taken off Hilmar Saltmourn’s burdened hands, allowing the Chieftain to manage the outpost efficiently while others took lead in the other priorities of the outpost and surrounding areas. Grimward’s raiders were never far though, always ready for a chance to strike.

Wounded came down the road as several villages on the frontline had fallen, their villagers and warriors attempting to flee the chasing Grimward warriors. Clan Stormjarl and their allies fought of the Grimward warriors while holding the wounds of the dying, not willing to accept an outcome where their people needed a pyre funeral. Supply carts needed to be escorted, often falling under attack but still managing  to reach their destinations without damage. The outpost was protected by Stormjarl’s warriors, and they even held firm when a war party of raiders that was scouted to be passing through the area was intercepted and repelled.

By the end of the day, those who arrived to help found themselves exhausted with almost too much work having needed to be done; almost. The outpost found itself with an overflow of medicine stocks, allowing the Chieftain to send extras to other depleting rearline outposts. The areas surrounding the outpost were secured firmly, stopping Grimward’s rearline raiders from achieving their goals in the area or from passing through, forced to either turn back or die on Stormjarl lands. While Clan Grimward continues to land forces on the northern shores and more pillars of smoke fill the sky from burning villages, Clan Stormjarl’s rearline strengthens. The clan will not fall this month, and thanks to their allies it will not fall the next month even if everything were to turn for the worst. Clan Stormjarl nearly fell in only a couple months during the Civil War, but history will not repeat itself this time.

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May 274 – News & Rumors

Northern Syndar have returned to the colonies, this time surprisingly, to visit Prince Aylin in Aylin’s Reach. The rumor spread that New Hope’s Magic Box Blunder is the reason for the shift in typical location for them, but nothing has been confirmed. And, can you really blame New Hope, what with visions of the Mother coming from the box?

Several surviving Chieftains and Jarls of Clan Shattered Spear met recently to address the urgent, unfortunate situation recently seen in Stormjarl of the captured Shattered Spear being forced to fight to their deaths, else their families be put to death. This “Council of Shattered Spear” as some have called it, have come to a formal stance on the matter, believing this to be an emergency enough to take the initiative in leading the Clan, regardless of the lack of real structured leadership. A letter was sent to Clanleader Graytir Stormjarl, addressed as being from Viselda Mossguard.

“The remnants of Clan Shattered Spear have heard what has been occurring along your front lines. We know certainly that those attacking you are now considered your enemies rather than the allies they used to be, and we know nothing can be done about the casualties they cause to your people. We only ask that, considering they surely wouldn’t have chosen this without their families on the line, you give them honorable warriors deaths, and funeral rites like you would your own. Perhaps someday our Clans will come together on a field of buried Stonetooth to celebrate.”

After this letter was sent and received, many speculated on why the makeshift council hadn’t disbanded and gone back to their duties with their packs. The group stayed in the main settlement town of Nightriver, Tungstadr, for over a week after their initial discussion was concluded, only finally looking like they were getting ready to leave recently. Emerging from their private discussions, they came together, standing together with Viselda at the forefront to make an announcement. 

“It is time to select a new Clanleader. The council will reconvene next month to hold a Moot, and surviving Shattered Spear and any of their allies will be welcome to attend. The Moot will focus on the Clan’s current strongest contenders: Sigurmon Shattered Spear, Chieftain of Pack Dawnrock. His wishes are to bring the Clan back together; to retake the land and push out Clan Grimward and Stonetooth until they are all dust under his boot; and Grettir Shattered Spear, a Daughter of Gaia who firmly believes that what’s best for the Clan is the path of survival– staying with Nightriver, winning the war, and preserving the lives of the survivors by not pushing back into their old homelands, only to die in the effort.”

The Ironsand deposit that was found off the eastern coast of Nightriver is now the topic of Nightriver’s news. With Spring thawing out the ground and laborers ready to capitalize on this incredible find, the Clan is preparing ships to sail out to the island and bring in these harvested goods. Nightriver’s allies are being invited to join this laborer’s voyage when the time comes, especially those with the ability to harvest or refine the collected Ironsand. Many are expecting this to be a much welcome reprieve from what’s likely to be harsh fighting in the sweltering heat that’s typical for June.

Steinjottun’s much anticipated Hawk Races are nearly underway, with several contestants already showing off their bird’s prowess in the streets of Steinjottun’s main settlement. According to locals in the area, the judges are hoping to see a few more contestants joining the folds before the races are underway, but never-the-less, the town is quite excited to see how the birds do.

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May 2025 – Out of the Sea, Into the Fire

Out of the Sea, Into the Fire

=IMPORTANT DATES=

Sunday, May 11th:
Resources and Downtime Actions Deadline

Monday, May 19th:
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, May 24th:

– Early Arrival Time – 10:00am
– Registration opens – 10:30am
– Registration closes – Noon
– All Player Scenario #1 Briefing – 12:15pm
– Scenario Begins / “Game On” – 1:00pm
– Scenario Ends / “Game Over” – 10:00pm
– Check-Out & Clean Up – 10:00pm

Sunday, May 25th:

– Early Arrival Time – 8:30am
– Registration opens – 9:00am
– Registration closes – 9:30am
– All Player Scenario #2 Briefing – 9:30am
– Scenario Begins / “Game On” – 10:00am
– Scenario Ends / “Game Over” – 3:00pm
– Check-Out & Clean Up – 3:00pm

***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=

A Stage of not One but Three:

The fighting in The Pass continues as the new month begins, where gaining ground requires payments of warrior corpses, but the other frontlines find themselves calm no longer. Gone is the time for preparations as new fronts open up and the new year of war may pale the prior.

Scenario #1 Saturday:

Rumors of small skirmishes from last month have no time to circulate before the real news reaches the people east of The Great Wolf’s Hackles. Clans Ironmound and Stonetooth begin their advance through the wide gap between The Great Forest and The Hackles, their lines clashing with Clans Nightriver and Goldenfield warpacks stationed and ready for a fight. Both sides attempt to maneuver against each other’s forces, but Clan Nightriver and its allies have found themselves on the initial backfoot as Clan Stonetooth’s elite troops spearhead their invasion and continue to send units of Shattered Spear thralls against their enemies to break morale, with Clan Ironmound’s defensive tactics resisting attempted counter-attacks. The eastern clans do not stand alone though, as Clan Shattered Spear remnant warpacks fight hard against their homeland’s conquerors while the fortress towns of Bladehome and Shieldhaven stand firm in the north and south, creating key staggered defensive points that could become critical in the months to come.

As the large armies fight on the main routes, a key flank route just south of the lake has been identified by Clan Goldenfield leadership in the area. Should their enemies be able to claim and control this route it could cause them and their allies to be forced back, potentially losing significant ground and isolating the allied defensive towns. Clan Goldenfield calls for outside aid in defending this at-risk flank, neither them nor Clan Nightriver confident in having enough troops to cover it while also handling the brunt of the frontline on the main routes, if their enemies discover its significance.

Both sides fight with ferocity, not knowing what each day of bloodshed will bring or who will come out ahead as the battle on this new frontline has only just begun; but Clan Goldenfield, not known for significant martial prowess but bearing a critical agricultural role in the war, may become in danger in the future if this front fares poorly.

Scenario #2 Sunday:

The frontline of Clan Stormjarl has grown quieter last month, the great Grimward land invasion having not arrived as expected. To the east, the Yurnai River remains bolstered and watched by the troops of Newhope and their vassals, while excess units of the colonies and warpacks of Clan Nightriver continue to be sent via ship to reinforce Haygreth’s Scar on the Stormjarl border. None are fooled to think that Clan Grimward has backed down or been defeated on this southern front, but where the bulk of their forces have gone leaves concerning questions.

In the night, alarm bells shattered the calm with messengers and hawks exhaustively running across all of Clan Stormjarl with news. Clan Grimward has amassed what some believe to be their entire fleet, and hit the northern Stormjarl coast. While smaller villages falling to the initial overwhelming waves of warriors, smoke from blacksmiths in bolstered ports burn in the dark as their people continue to fight, unwilling to be taken thanks to the endless war preparations of the clan and their people. The coastal early warning tactics set in place after the prior civil war have done their job, and Clan Stormjarl relies on its allies to fill in the Haygreth’s Scar border as the clan routes forces to their northern coast with practiced efficiency. 

Stormjarl will not be caught off guard by Grimward’s cunning tactics this time, but that alone will not save them from Grimward’s greater numbers as a portion of Grimward’s fleet moves south and begins to raid Clan Nightriver and Newhope’s transport and escort fleets. Some reinforcements bleed Grimward’s raids and make it through to Stormjarl, while others are drowned and lost to the depths or forced to retreat. Both sides avoid a single determining battle on the sea that would risk a complete win or loss on this front of the war, but neither side is willing to back down. While Stormjarl finds themselves at risk of being cut off from help the voices of the Newhope Council, Prince Aylin, and Sylvir Bloodmoon, Clanleader of Nightriver, speak loudly that they will not abandon their ally.

Clan Stormjarl aggressively responds Clan Grimward’s new frontline on their northern coastline, and calls for the aid of available allies to help in the reserve to keep their troops supplied and able to fight, while also countering Grimward raiders from causing harm behind Stormjarl’s frontline troops. As the city of Newhope continues to be the send-off point of both organized and independent aiding forces, travel to or from Clan Stormjarl has become dangerous; but if left to stand alone, the clan will see a grim fate.

(See below red circles for the event locations in the world. Scenario #1 is on the right, Scenario #2 is on the left)

= EVENT SPECIAL MECHANICS =


1) Event Theme: “Combat Scenario” Event:
This event’s theme will focus on two different combat scenarios.

  • Each scenario will in-game take place at different frontlines in the war. 
  • In addition to the expected combat NPC roles, there are non/low-combat NPC roles available for both of the scenarios (menders, minor healers, casters, etc).
  • Players will be able to choose one scenario to play as a PC and then will NPC the other scenario (Standard or Premium memberships like usual). Pre-Registration will be crucial for balancing and PC/NPC placement; players who miss the cut-off may be required to NPC! Players should be prepared to switch to an NPC role should their PCs become too wounded to continue.
  • The limitations to playing a PC for only one of the two scenarios is for event balancing purposes, thus we will allow a player to play a PC on both days if one of those PCs is actively helping the Grimward or Ironmound side of the conflict. Please email lasthopelarp@gmail.com if you wish to play a second PC that meets these standards.

    Scenario #1 (Saturday): Combat Focused
  • Local leadership will not be available and players will need to self-organize their forces to engage and counter Clans Stonetooth and Ironmound from taking control of key strategic points spread across the entire field until clan reinforcements can be sent.

    Scenario #2 (Sunday): Support Focused
  • Players will aid the Stormjarl frontline from the rear through the healing of warriors, repairing equipment, aid in logistics, combat smaller Grimward raider groups, and other objectives.
  • To reach Stormjarl, players and orgs may choose to travel in the organized fleet setting off from Newhope, or their own ship if available. Land-based  travel to Stormjarl is not possible.
  • 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. 
  • If a player believes their PC or org unit to have remained in Stormjarl from prior events, DTA, or org actions then please send an email to lasthopelarp@gmail.com. The character or unit may optionally still partake in the voyage to help provide safety or benefits to the fleet, but the travel risks will then apply.
  • Travel to/from Stormjarl – In sign ups for PCs going to Stormjarl and for org action submission, players MUST choose to be a part of the spearhead fleet, middle fleet, or rear fleet. Each fleet may end up being given different starting locations at the start of the event.
    • Spearhead Fleet – The most dangerous and likely to see combat, but positive results could help make the following fleets’ travel safer. Characters that choose this fleet will start in the outpost and be allowed to pre-event setup.
    • Middle Fleet – Middle of the pack with the goal of helping protect the rear fleet full of supplies from small groups of raiding Grimward ships. There is still a risk of combat in traveling with this fleet, but your arrival into Stormjarl will be delayed. Characters that choose this fleet may have to start the event somewhere besides the outpost but will still be allowed to pre-event setup some equipment in the outpost (the equipment is sent ahead of you).
    • Rear Fleet – The safest choice and least likely to encounter a raid, but combat could still be possible and this fleet has the largest delay with reaching Stormjarl lands. Characters that choose this fleet will not have access to pre-event setup and will have a high chance of starting the event somewhere besides the outpost.

2) Specific NPC Roles:

  • There are no monster roles for this event.
  • Players will be representing all races of NPCs at this event and are asked to bring appropriate centric garb, weapons, and armor to be able to fill in where needed.
  • (Saturday / Scenario #1) Stonetooth NPC roles are available for this event scenario. Players interested in Clan Stonetooth roles must contact staff via email at lasthopelarp@gmail.com for the details of these roles. Note that Clan Stonetooth roles come with special garb requirements that require staff approval.



3) Pre-Event Setup:
Players will be allowed pre-event set-up in the Outpost for Scenario #1 (Saturday) and, depending on signups, choices in Scenario #2 (Sunday). Spaces can be reserved via Downtime Actions or Org Actions, then the remaining space is first-come-first-served on the event days.

4) 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.

5) 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.

=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 two-day event; players will have the option of tent-camping on the land.
– 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, May 14th.
– 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 11th (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.

For more New Player Info, please click the link below:
lasthope.kitsufox.com/new-player-information/

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April 2025 – A Mountain of Corpses

= EVENT STORY =

Fighting in The Pass, the small strip of traversable land that connects Clans Grimward and Nightriver within the Great Wolf’s Hackles, has been grueling all winter. Through the thick, heavy snow and blustering, bitter cold temperatures, warriors here have been kept extremely busy as they continue the fight a year after their clan leader, Branthur Nightriver, was slain in ambush by Clan Grimward. With the recent news of more ground being taken within the Pass by Nightriver, confidence has grown in the Clan’s ability to build up and hold outposts further into the Pass than previously thought while Grimward controlled too much ground.

The constant rotating roster of front-line fighters has kept the fight going, with warriors filtering in and out as needed to get back into fighting shape. Now that the snow has melted and frozen dirt has shifted to mud, the task of building up outposts has begun. Front line fighters now have no option of losing ground, or they risk the loss of these still developing outposts and the resources poured into them.

Victories here are hard-fought and even harder kept, but Clan Nightriver continues to stand tall in the face of Grimward’s attempts to take The Pass, along with help from the Colonies. Fighters here will need to continue to persevere to keep this vital piece of land under Nightriver control. The fighting is expected to be brutal and keeping up the momentum by continuously bringing in fresh troops will be crucial for victory.

= EVENT SUMMARY =

Blood, steel, and countless dead filled The Pass as Grimward’s counter-attack reached the lines of Nightriver, Newhope, and their allies. The two forces fought back and forth upon the thin strip of land throughout the day, the endless battle rarely granting a break or time to rest. Due to the limited width of fightable frontline, troops had to constantly be cycled to fill in gaps left by wounded or fallen. Those who were green to combat this day either joined the mountain eternally or became veterans bathed in blood.

Grimward’s initial advances were beaten back with ferocity, but eventually their offensive gained momentum and they managed to break through the frontlines. It never took long for Nightriver, Newhope, and their allies to reform and retake their positions, but cracks were forming in the rearlines. Eventually the frontline collapsed with three Grimward warpacks breaking through, charging straight for the developing outpost. If not for a reserve-line of allied troops from the Blades of Sol arriving, all three would have surely been enough to destroy it and kill its workers. 

The rearline was struck hard, and one Grimward warpack still managed to push through the reserve and attack the outpost. The reserve-line granted the workers enough time to retreat unharmed, but the outpost was notably damaged in the attack and supplies were stolen as the warpack was eventually driven back by Nightriver and Newhope troops coming up The Pass. By the end of the day Grimward’s forces pulled back from the sanguinary attack, neither side truly coming ahead in the battle.

Reports come back that Grimward appeared to have taken heavier losses while Nightriver’s losses were reduced thanks to the efforts of frontline and support aid from allies, which made up for Nightriver’s higher losses in their own offensive during March. While Branthur Nightriver, fallen Clanleader of Nightriver, has continued to weigh heavy on the hearts of Nightriver’s warriors; this day the warriors found cause for celebration as Steinar, the Hersir of Grimward who dishonorably executed their clanleader, was slain in a Maw of The Wolf honor duel. For many though, the thirst of bloodshed is unquenched as the war continues. Additionally in an unexpected turn of events, a cart of supplies stolen from the outpost was escorted by Grimward warriors to the Nightriver frontline. While Grimward’s actions of the past year make many wonder if the clan bears honor anymore, a moment of peace was found on the brutal frontline as the clan honored the conditions of the duel and provided a cart of supplies to the victor.

The fighting in The Pass is far from over though as both sides expect to continue battling for ground in the months to come. As the eyes of Mardrun turn to the other frontlines, Halfrid Bloodriver, Warleader of Nightriver, asks for outside aid to assist with troop rotation within The Pass to hold off Grimward until the chokepoint defensive outpost can be completed and reinforced in the next couple months.