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Ash

PLAYED BY: Eloise Helgestad

CHARACTER NAME: Ash

GENDER: Woman

PRONOUN(S): She/Her

CLASS: Cleric

AGE: Seems to be middle aged.

RACE: Syndar

HAIR: Black.

EYES: Eyes are constantly hidden.

OCCUPATION: Cleric of the Mahsai.

KNOWN SKILLS: Skilled in divine magic and religious practices.

BIRTHPLACE: May’kar Dominion.

APPEARANCE: Always seen in black robes accented with gold chains. A golden blind mask adorns her face, hiding the features from above her nose. A hood covers the rest of her head, leaving her mouth exposed.

RELATIONSHIPS: Often can be seen accompanying Eden.

RUMORS: A collector of odd religious artifacts and trinkets. They seem to have themes of death.

BIO / BACKGROUND HISTORY:

Ash was orphaned from a young age, found as one of the few survivors of a burned diplomatic caravan in the May’kar desert. Two women took her in after finding her while tending to the dead. They raised her, teaching her their own faith and as much as they could of the Syndar people’s. As she grew she began to study in the order that her mothers were a part of. This order was dedicated to the funerary rites of an old religion. In the halls of that small temple she began to learn how to care for the dead. Cleaning the bodies with herbs and oils. Wrapping them in cloth wraps bathed in the waters of the Lagdhu Deva. She became devout to this work.

When the undead threat became more prominent their work became harder and harder. As more and more undead rose to terrorize the people of Faedrun more bodies were simply burned. The risk of funerary rites was too great. Her beloved order that had given her a home was now dying. This culminated when the city guards exhumed the bodies of those buried in the halls, burning them in an effort to prevent a potential catastrophe in the small catacomb.

When the Penitent started preaching in the streets of Saresh some of her order began to join them, outraged with the current state of the city. She was thankful her mothers had passed before they were able to see the conflict that erupted within the small order. Friends turned to enemies as the assembly hall became a circus. Arguments and sometimes violent disagreements became a regular sight. Ash had decided it was enough. She departed her order and the city of Saresh.

Some time later she learned of the May’kar’s betrayal of the Grand Alliance and how they joined the Penitent cause. She couldn’t help but wonder how much of her order survived in the Penitent now.

Eventually she made her way to Mardrun, meeting the Celestine Eden on the boat. She now works to collect artifacts and scriptures from her homeland.

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Iron Tide

I adjust my helm as the Fate Finisher sails along the coast toward the inlet where the three ships are claimed to be held. Spies deal in deceit and tricks so trusting the word of an enemy spy never comes easy. Even if there aren’t any ships it’ll still be a fight. I’m happy to kill Grimward warriors either way. Around me our Viknar adjust their armor and ready their weapons. They’ve fought hard these last weeks and yet they remain ready and willing to fight. I couldn’t be prouder. On either side of the ship the crew man their stations at the oars joined by a handful of Sundvik sailors. Pulling their mighty vessel with heavy strokes and open sail. They are no calm water men and women and they have been armed and trained to defend this longship with their lives. Still, I fear I have sent them to their deaths as we follow the coast further north.

Thrand made the battle plans for this raid. He’s far better at naval matters than I am so I’m happy to let him take the lead. Between coordinating our efforts in this war and keeping our affairs back home in order I’m glad my only part in this is ground command. We spot the ships as we round the southern corner of the entrance. We make no effort to hide our approach. Thrand rends the rhythmic sound of the tide with a blast from a war horn. A long sonorous howl erupts from the instrument as several dozen Grimward arm themselves to meet us.

“We are the storm!” I roar. Our band replies in kind with their own chorus of roars and battle cries as Thrand banks the ship to position the starboard side of this ship facing the beach.

“Landfall!!!” The shared command from the ground element breaks over the cacophony of commands and shouts from the defending Grimward. As one we leap from our longship and crash into the thigh deep tide with fury. Arrows and spears whistle past and into us as we rush toward our foe. I hear cries of pain and muttered curses as they find their mark. To our left a second warpack of grimward raiders move to a longship to try and hold off Thrand and the sailors as they begin their task of freeing our stolen ships. I refocus and rush forward with the Viknar, Valla and Lillith close behind. Our enemy meets us with a skirmish line, half their force appears to be hunters and scouts. Lighter armor but riddling our line with arrow fire. In the center a well armed and armored woman leads the formation, barking commands before all order is lost in the organized chaos. She leads well, but I’ve brought the greatest killers of my clan to bear and we hunger for blood.

We form our own shield wall, tighter as we need no openings for archers. And crash into their line, the surf quickly fills with blood and Grimward bodies. Their archers rip into our line, punishing our every misstep. But their hunters and scouts are no match for the caliber of warrior that is the Stormjarl Viknar. Try as they might, they can’t withstand our assault. I move toward the left side of our line. I glimpse Valla raining down blows in a practiced flurry of heavy handed strikes shattering shields and bodies as she and Lillith press into the fray. Lilith’s shield is full of arrows and her sword flashes out pouring more Grimward blood into the sand with each strike. I look to the ships, prepared to redirect now that we’ve pushed onto the beach. I’m greeted by the sights and sounds of slaughter as the other warpack tries and fails to hold off Thrand and the crew from capturing the ships. The water surrounding the two ships is full of blood and bodies. The deck of the Fate Finisher is a maw of axes and spears. Thrand leads the fight with practiced efficiency giving commands between bouts of swift strikes with his long axe. Durnir and Saga stand amongst the crew. Having some experience in sailing Thrand figured he’d do well on the ship and she would do well helping defend with her spear. They prove him right as he and Saga spear and hack into any foe foolish enough to try and board our drakkar.

A horn bellows from the Grimward line as their leader now sporting a fresh gash through her armored shoulder calls for a reforming of the line. We give them no mercy, hacking into them as they flee. I’m more in my element in the attack. I’ve weathered enough punishment, it’s my turn to punish them. I’m a flow of metal and fury. All the world fades as I face any still willing to stand against me and my warriors. I slash and thrust through armor and flesh howling my savage song with every kill. Swift blocks and parries turn into crushing counters as I deal death to the men and women who bring my people war. In minutes I’m a mess of gore. Drunk on the glory.

“Bryech, Get out of there!” Thrand yells out over the battle. I turn and see the Sundvik sailors casting off. Having used their deft hands and sailing skill to get two of the ships ready to move. I hate to leave the third but we’re already stretched thin as it is. Push too far and we risk far more than bruised pride.

“Break contact, back to the ships!” I roar. We usually preach a coordinated retreat but we knew this was probably going to be a hasty getaway. Our warpack breaks ranks covering themselves as they scramble back to the Fate Finisher and the other two ships. Viknar rush to man the oars of the reclaimed longships and quickly set them back toward the coast. Arrows fly behind us trying futilely to stop us from our mission. No such luck for them. The water is cold as I climb the side of our drakkar. Not so cold I don’t feel the sting of an arrow punch into my body. I scream in pain as Thrand hauls me over the edge. We land with a thud on the deck as he pulls me from the danger.

“What happened?” Thrand asks. As he steadies himself.

“I got shot in the ass!” I respond. Wincing at the pain in my right buttock. Thrand looks at the wound and laughs. Through the pain I join him and so does much of the crew as we move back to the sea and arrows rain into the waters of the inlet. With Thrand’s help I remove the arrow and limp my way to the bow. Taking stock of the other ships I’m flooded with relief as we account for all of our warriors. No one came away unscathed though as everyone sports fresh wounds. Arrows riddle our Viknar, but they stand proud. Hooting and hollering their victory over our foe. I let out my own howl as we make our way back to Sundvik.

The people of Sundvik cheer at our approach and they flood the longship docks to welcome their people back to safety. Loved ones greet their sailors and the people praise us as we disembark. All of us limp to the great hall, which has been turned into a temporary barracks to house all the warriors and adventurers who come to help fight. Wounded men and women fill the beds. Most of them from neighboring settlements that fell to the swift raids of Grimward in the opening days of this war.

I move to the area set aside for the healers to ask for Ylva’s help patching us up.

“Ylva, you’re gonna love this.” I say before stopping dead in my tracks. She’s asleep, curled up on a cot holding the spare tunic for Toralf she’s carried with her since we left Ulvesal. She holds it like a child would their first blanket. And I can see it’s stained with tears. She has cared for the people of Sundvik and the surrounding villages body and soul. I know she’s as exhausted as the rest of us and her grief saps even more of her strength. I turn back into the hall to find one of the new healers she has trained. They could use the practice.

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Soft Cheese Bread

After partaking in good wine and fun while at the Itir Celebration in Lumiria, Artemis returns home to prepare a new batch of wine and a new low alcoholic concoction called Kombucha.  After many months of practicing fermentation, he has started to become a master of fermentation.  He’s started off small at first.  He started out with making bread.  A process in which you use the organism yeast from flour and let it rise to create dough.  Then you bake it in an oven and boom, you have created bread.  It is an artform that he has honed over many years, and it is a quite calming process.  Kneading dough, shaping it, measuring ingredients, adding cheese, these are all things that are calming and bring him peace.  Then he discovered the art of pickling.  Started with cucumbers and letting it sit in a brine made of vinegar and spices and over time it would change and create pickles.  Same process is done with cabbage and sausage.  He then would progress to making his own sausages and drying them to become jerky.  Then finally, he would progress into his most profitable and easiest craft, wine.  All of this to say that Artemis is a master at his craft and what he does in the kitchen is an art.  Which makes what happens next more tragic.  

The day was June 22 273, only days after the Itir Celebration.  It was very stormy that night and lighting was close.  Artemis had only just come home to his homestead and was drinking his latest batch of black berry wine, remembering his fallen comrades at this most recent fight with the Grimward.  He was also reminiscing about his fallen friend Vaels Watetash the Alpha Slayer.  He then began to go into a deep meditative sleep after what looked like two or three bottles of wine.  That’s when the tragedy struck.  Lightning struck his homestead causing a small spark and embers.  No one stirred as the storm was quite loud and no one knew a fire began to start.  It wasn’t until the stench of the smoke began wafting into an open window did Artemis begin to wake.  In his state, he at first attributed the smell to a bonfire.  It wasn’t until he was fully awake did he realize what was going on.  There was no bonfire outside, it was still raining.  He quickly got his family awake to check what was going on.  That’s when others were awake as well, watching.  The roof was on fire.  The fire had been much too strong to fight on hand so individuals did what they could to lessen the damage and move things that were around the home away.  That’s when Artemis realized his animals were still inside.  He rushed in grabbing a cloth to fight the smoke and he was able to save his small lizard Draco and his feline cat.  Artemis, Maretheris, and Naxala watched in silence as their home burned. 

After many hours, the fire subsided, but the smell of smoke will forever be burned into Artemis’s memory.  He had sent Maretheris and Naxala to a friend nearby home while Artemis investigated what could be salvaged.   He was able to find a few trinkets and some clothing for Maretheris but the deeper he went into the wreckage the more that was lost.  Artemis had lost, everything.  What was interesting though, it was only most of his things that was unsalvageable.  Was this an act of a god?  Did he slight a god an anyway that they targeted him?  Was it only a coincidence that a Temple of Arnath was just finished?  Or was this an act from a different god?  Khruki perhaps?  

Artemis was able to recover his personal notes but anything about his father was lost.  The Weaver mat he was given by his father as his last thing that was left.  The Enchanter’s mat Artemis made from an old cloak his father wore.  Even the outfit his father was seen in, gone.  One thing did remain, the Helm Azureal Talonflame wore when he became Guardian of the Wolfgang tribe.  That relic remained.  Coincidence?  He thought not.  

Ingredients

2 spoonsful of buttermilk

(Vinegar, juice of a lemon, and cream of tartar)

2 spoons of sugar

A cup of warm water

3 or 4 cups of flour

An egg

Pinch of salt and pepper

2 bits of any herbs

Lots of cheese

A clove of garlic, minced

Some butter

1 egg

Directions 

Whisk the water, sugar, and a bit of flour together and let sit for about five to ten minutes.

Add the butter, egg, and seasonings and only one cup of flour and mix to combine.

Now add the rest of the flour to the bowl and make sure you have a bit of flour and water nearby.

Now Knead the dough into a soft ball and let rise for a few hours in a well-oiled and covered bowl.

Go ahead and grease a bread loaf pan.

Once doubled in size, lay out the dough on your worktop and roll it out flat.

Add cheese to cover the flat dough, more cheese is always better. 

Now roll the dough into a log that’s about arm length.

With a sharp knife cut the log in half lengthwise but leave a bit at the end.  

We are going to crisscross the dough all the way down.  

Now put that dough into the pan and let rise again for thirty minutes or so.

During this time make sure your oven is hot. You want it HOT.

Whisk melted butter and herbs and brush your dough and add some cheese to some of the pockets.

Now put that bun in the oven for about fourth five minutes to an hour. Check it often; you don’t want this to burn.

Once golden brown its ready to serve and eat!

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Ford

PLAYED BY: Jacob Pelot-Veldhuizen

CHARACTER NAME: Ford

GENDER: Male

PRONOUN(S): He/Him

CLASS: Rogue

AGE: Born 242

RACE: Who wants to know? Why all the questions?

HAIR: Blonde with a red beard

EYES: Blue

OCCUPATION/KNOWN SKILLS: A jack-of-all-trades, Ford can sell, buy, and transport goods. He also has modest blacksmithing skills and will fix it if it broke. Not afraid to get his hands dirty to finish the job. Hangs around UCUM and is often seen with Lady Marrah Faile in the Brown Chicken Brown Cow.

BIRTHPLACE: Unknown

APPEARANCE/NOTABLE TRAITS: Tall and lean with a striking red beard, Ford’s attire attests to his background as a sailor, including the multiple tattoos covering his body.

RELATIONSHIPS: Has strong ties to Lady Marrah Faile, the BCBC, and the UCUM crew.

BIO / BACKGROUND HISTORY:

Aegir of Pack Seastorm and Clan Stormjarl, is born in the year 242 to a family of fishermen and traders.  Invited to go on his first trading voyage at the age of eleven, Aegir knows little of the colonist’s ways and is excited by the adventure.  When a sudden Wolf’s Wind hits his pack’s longboat, Aegir is swept off the boat and lost at sea.  Found unconscious by a returning merchant near the shores of New Oarsmeet, Aegir is delivered to the home of a wealthy businessman for whom the merchant works.  Nursed back to health, Aegir finds himself in debt to the businessman with no way to pay.  The man’s once generous nature flips to abusive manipulation as he convinces the young Aegir he has dishonored himself and his family.  Aegir is forced into slavery to pay back his debt.

It isn’t long before the mud and stone cell where Aegir and other slaves are kept is broken into by a band of irascible street rats, who’ve come to rescue their friend.  In the ensuing escape, Aegir meets a Syndar girl named Marrah, with whom he becomes fast friends.  She suggests he pick a new name to go by, one that won’t immediately reveal him to be Ulven, who are still distrusted in the colonies.  He chooses the name Ford.  Over the years, Ford and Marrah’s relationship develops into one of romance and dreams.  The pair find themselves working odd jobs on the edges of decent society.  Ford’s shame at what he’s become and had to do to survive prevents him from making contact with his lost family.

Growing and maturing, Ford and Marrah’s eyes begin to focus on their futures.  Ford’s experience sailing and smuggling captures his imagination.  He saves what little he can in hopes that he can purchase a boat of his own.  Marrah also longs for her own life of freedom and wealth, though her patience for it does not match Ford’s, and he is blind to it.  The Ulven Civil War breaks out, and Ford pushes his Ulven self deeper into seclusion.

Ford wakes some years later with a sword to his throat.  Marrah has stolen the silver of every crewmate aboard their current ship.  Ford is forced to take on the debt to prevent the pirates from hunting down and killing Marrah.  Crushed by her actions, Ford loses his trust in others and realizes there is no honor in people.  In the ensuing years, Ford works off his debt, acquiring skills and knowledge of the world along the way.

When the last silver piece is paid off, Ford leaves his crew in search of Marrah.  He will get answers and the silver he’s owed.  Then, finally, he can have the life of freedom he’s always dreamed of.

RETIREMENT:

In the years since, Ford found Marrah and the two made peace with their tumultuous past. That this peace came after his steel found its way to her throat… was quickly forgotten. Especially after he was knocked unconscious by one of Marrah’s girls during the incident. Ford worked for Marrah for many years, helping her build UCUM into a place of prosperity. As UCUM grew, so did their relationship and trust. When Marrah singlehandedly purchased a sea-faring vessel out of the money from her own pocket, it was Ford who was made captain. The dream of his youth was finally realized. Wealth, success, and freedom were everything Ford had hoped it would be. And yet, the half-forgotten and hidden name of his birth tugged at his soul. From time to time, Ford found himself daydreaming of his family, of his birthplace.

One day, the pull could no longer be ignored. Ford told Marrah of his decision and thanked her for her love and generosity. As he kissed her hand goodbye, Ford told her she could always call on him in times of need. Slinging his pack over his shoulder, Ford took his first tentative steps back into the unknown world of his beginnings. A salt-laden breeze swept across the path. Aegir smiled wide. A true freedom and truth now sat light in his heart.

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Nyx

Played by: Alex Pelot

Character name: Nyx

Gender: Female

Pronouns: Any

Class: Rogue

Age: Born 258

Race: Syndar – Serous

Hair: Brown

Eyes: White

Occupation: Traveler, professional pest, scout, animal whisperer, eater of strange plants

Known skills: Being annoying

Birthplace: Small homestead just outside Newhope

Appearance: legs, looks like themselves

Bio:

Born just outside of the fledgling Newhope, in 258. Nyx’s parents raised her amongst the plants and animals of this foreign land. To Nyx, however, the birds, squirrels, donkeys, lizards, bugs, and worms of this world were as familiar as the wanderlust in her Syndar veins. Her parents couldn’t keep Nyx in one spot for longer than it took to say her name. Every time her parents went into market, Nyx would tag along. As soon as allowed, she would dash off into the burgeoning city to explore. Tales of a wiry and mouthy Syndar child would slowly make their way back to Nyx’s parent’s stall, to their mixture of concern and amusement. At day’s end, her mother and father would wait and call, but only for so long. They knew Nyx would show up back home in a day or two. Dirty, hungry, half-crazed, but full of stories from her wanderings. A half day’s nap and she would be back to her buzzing and busy self. Delighted by her clear call to adventure, her parents let her travel farther and farther. She soon found herself witness to and part of many of Mardrun’s greatest events. So it went and so it goes to this day.

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September 2023

The current year is 214 of the Commonality Calendar. War has ravaged the continent of Faedrun for 15 years. The Syndar Kingdoms, devastated by war and taking the brunt of the initial undead forces, have continued their retreat further north into their territories. Some kingdoms have abandoned their lands and consolidated forces as the undead plague and penitent followers continue to push into the heart of Faedrun. The Grand Alliance is made up of a number of Human and Syndar kingdoms and has stood together for the last 9 years. With its strengths come weaknesses as the different military forces and their leaders continue to try to work together as a cohesive force. The first few years had been costly, but by now enough time has passed that the Grand Alliance has been working together quite well… but the war on Faedrun is beyond the scope of anything anybody had ever imagined.

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

Since then, reinforcements have arrived from the Grand Alliance as squads of front-line soldiers from the Kingdom of Vandregon as well as magic specialists of the various Syndar Kingdoms. Only a year 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, the several months of respite are bittersweet as enemy forces entrench themselves firmly in the outskirts of the Oasis. It seems that the banners will march to war again soon.

UPDATE

The Grand Alliance continued to fight back the Undead and Penitent forces throughout the Oasis. A greater undead woman cried out for a lost child – raising fallen soldiers and penitent as undead everywhere she went. The Death Knight and Banshee previously seen in the area returned again to torment the Grand Alliance. Cult of Anguish Blood Mages swarmed in droves, still searching for something in the area the Grand Alliance scholars couldn’t decipher. In the quiet hours of the night, the Penitent found their goal alongside several Greater Undead. The Vandregonian Phalanx rushed to stop them, but their ritual had already been completed when they arrived. From the ground rose another Undead – the self-proclaimed “Queen in Crimson”. The Phalanx returned to the Grand Alliance camp risen as undead by this new foe.

The following battles proved even more harrowing. The new “Queen In Crimson” declared all the Undead present to be her “Crimson Court” and seemed to command them in battle. Her magic combined with the present Wraith caused every Penitent soldier to rise as undead after being struck down. Attempts at negotiations from the Grand Alliance were met with what seems to be the only language the Undead and Penitent understand – violence and blood. Despite it all, the Grand Alliance held their position in the Oasis. Continuing the fight against the Undead Plague will continue in the area despite the new, unknown threat.

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Old World 2024

Location:

W7111 New Frontage Road
New Lisbon, WI 53950

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

Event Dates and Times:

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

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

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

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

Safety Information & COVID-19 Rules

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

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

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

Parking and Weather Conditions

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

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

Property Information

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

Camping, Bathrooms, Fire, Electricity Information

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

Food and Water

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

Night Conditions

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



Membership Choice



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

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

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

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

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

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

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

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

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

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

The Grand Alliance
Joint Task Force

Mushalee Boluk Light Infantry

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

Garb and Equipment Requirements for The Mushalee Boluk Light Infantry


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

Key NPC Details

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


Mushalee Boluk Caravaneers

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

Garb and Equipment Requirements for the Mushalee Boluk Caravaneers

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

Key NPC Details

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


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

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

Garb and Equipment Requirements for the Vandregonian Phalanx


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

Key NPC Details


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


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

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

Garb and Equipment Requirements

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

Key NPC Details

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


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

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

Garb and Equipment Requirements

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

Key NPC Details

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


Grand Alliance Quartermasters (Non-combat Support)

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

Garb and Equipment Requirements of the Quartermasters

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

Key NPC Details

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

The Penitent
Supporters of the Undead

The Penitent

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

Garb and Equipment Requirements

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

Key NPC Details

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


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

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

Garb and Equipment Requirements

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

Key NPC Details

These mages have Arcane Magic and require special training.


The Undead
This role has very strict garb requirements.

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

Garb and Equipment Requirements

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

Key NPC Details

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

Event Sponsors

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

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

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Rain

PLAYED BY: Rachel Hannes

CHARACTER NAME: Rain

GENDER: Female

PRONOUN(S): She/Her

CLASS: Mage

AGE: 74 in year 273

RACE: Io’Lorian Syndar

HAIR: Strawberry Blonde

EYES: it’s difficult to tell under the mask… maybe green. Perhaps blue.

OCCUPATION: She seems to do what she wishes or what is convenient.

BIRTHPLACE: The Kingdom of Lairthuduil, Faedrun

NOTABLE TRAITS: She dresses in all black and red and wears a mask over her eyes.

RELATIONSHIPS: Sister- Eden

RUMORS: She seems obsessed with finding her sister- does she have her own identity?

BIO / BACKGROUND HISTORY:

For so long,  I have waited.

So long that I almost became just a stoic statue, fit for nobody.

But that ends now. I will find her.

———

The Calavera are a well traveled people. My family spent my first years in Lairthuduil, enjoying the beauty of the vibrant flowers and plants, learning how best to pick and preserve their properties.

When my mother fell pregnant with my younger sister, we were overjoyed. In our family, we pride ourselves on travel, my parents wishing for each of us to have the experience of an upbringing in different Kingdoms. Feeling drawn to the sea and Lunara, my parents decided we would travel to Karindren for this child’s birth and formative years.

It was a very difficult birth, but successful. Something unexpected, though- this child was born with a metallic glow, her skin kissed by the sun god Sol. A rare honor among the Io’Lorian. Our parents were sad to not have the chance to raise her, but handed her over to the Enlightened with pride when called to. I made a promise to myself that I would see her again some day. That made the parting easier. I didn’t realize at the time that I would spend my whole life clinging to this promise.

Our parents tried to conceive another child, but were unsuccessful. Mother became obsessed with the attempts, so much so, that she saught out a healer to examine her, fearing that Eden’s difficult birth may have made her struggle to bear another. But it was worse than that. Unbeknownst to them, Karindren has a strict policy that families are limited to two children. And the healer and midwife who attended her birth made sure that would be the case. This was not standard practice, but with such rampant prejudice against “Feral” Syndar, cruel actions like this were not unheard of.

Mother was devastated. She turned her obsession toward reconnecting the family with Eden some day.  She tried desperately to discover where the Enlightened were keeping her, and where she had gone after “graduating” from training.  No luck. We did learn, however, that Eden had chosen the colors red and black for herself, so we all adopted them as well, tying ourselves to her in some way.

When the undead plague struck Faedrun, we had been in Tielorrian. We rallied with the other Calavera and made the tumultuous journey to Mardrun.  But our ship was blown off course.  The island that we landed on would become our new home for the next many years.

Many Calavera rejected the tradition of being travelers and now called this place their permanent home. I yearned to find my sister, but feared attacks on the seas. After some time, I began to give up. Not just on Eden. But everything.

Until I heard that there was a chance- a silver Celestine who had come from the mainland and connected with our people. Although we were not her heritage, she made a deep bond with us and earned a place as an elder in our community.  Although she could not be my sister, she brought news that the continent would be safe enough to travel. And with that news, the hope reignited in my chest that I may finally fulfill the promise I had made to myself. I could feel my shadow dissolving.

I needed to go to the mainland. I spent months working to earn enough silver to support myself in travel, not knowing how long it would take to find her. I sold things, I poured drinks, I offered services as a personal assistant, and I sang to earn what I could.

Finally satisfied that I would have enough, it was time. The husband of one of our elders often ferries people to the mainland. But when I approached him he was hesitant and issued a warning that war had broken out among the Ulven people. It would be crazy to go to the mainland now.

But I replied simply, “I would travel far beyond the path of reason. Take me back to Eden.”

Take me back to Eden.

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Paldo Larpapadom

PLAYED BY: Bryan Richmond

CHARACTER NAME: Paldo Larpapadom

GENDER: Male

PREFERRED PRONOUN(S): He/him

CLASS: Rogue

AGE: 54

RACE: Human

HAIR: grey, mostly

EYES: hazel

OCCUPATION: Artisan, occasional guard, regular at the taverns of Bladehome

KNOWN SKILLS: alchemy, the gathering of reagents, drinking the little britches under the table

BIRTHPLACE: Valinate

APPEARANCE: Portly, bespectacled, just a bit of a jolly ol’ guy dontcha know

NOTABLE TRAITS: Paldo is fairly gregarious and eager to help. Paldo occasionally gives off “dad” vibes.

RELATIONSHIPS: The many members of the Larpapadom family, other common folk of Bladehome, the Broken Blade, a handful of Shattered Spear drinking buddies, a few ex-wifes and perhaps an ex-husband (buy him drinks for a night and maybe he’ll tell that tale), them lads and lasses at the Busty Bosom Chateau

RUMORS: The Larpapadoms in general, and Paldo specifically, hold the traditions of Richtrag and of their home Valinate in high esteem. Paldo will go to great lengths and spend a lot of silver to recover artifacts of his homeland.

BIO / BACKGROUND HISTORY:

Once farmers-turned-merchant folk in Cul’Claimete, the Larpapadom family moved to Valinate nearly two centuries ago. At that time Paldo’s ancestors embraced many paths to improve their lot. More than a few became Íoclaochra in the Valinate tradition. Eventually the Larpapadoms earned a small reputation as artisans, guards, and merchants eager for travel. This turned to their favor with the outbreak of the undead plague as many of the family were aboard a variety of merchant vessels when Valinate fell. The remaining Larpapadoms gathered and, with the stubbornness only those from Richtrag can muster, drank their way to safety.

After an elder Larpapadom found the journal of a long-thought-lost uncle hidden in a barrel of grog, their fate, and that of a young Paldo, was set. Scrawlings marked with spilled booze detailed a trip across the seas to a new land “for them strange Syndar, poor wretches lost the other boat.” Using clues left in The Book, the Larpapadoms were amongst the first to land on Mardrun. Not the first mind you, drunk Richtcrag scribblings make little sense to drunk Richtrag eyes, and drunk Richtcrag mouths belted out directions that made even less sense to any ear, but they arrived amongst the first wave of refugees nonetheless. That being said, Paldo was the first Larpapadom to lay foot on foreign soil, eager to embrace a new world and perhaps a local drink. Alas, to be so headstrong and cocksure now as he was in his thirties. The grog doesn’t go down like it used to.

Paldo and his brethren kept close to one another, working what trades and caravans they could in the new lands of the Colonists and, occasionally, Ulven territories as well. The Larpapadoms had perhaps a bit better luck with life on Mardrun than some, thanks to an insular nature and a variety of skills on hand. Always keep family close and a whiskey closer, as they say. Valinate shrewdness may have added some spice to Larpapadom success as well.

By the time a much older Paldo heard rumors of Bladehome, he was all too eager to set aside his spear and forge a proper home for the remnants of

Richtcrag. While some of his younger relatives took to the excitement of joining the Broken Blade as warriors and merchants in those early days, Paldo took his own path. Let the little ones earn their feathers, eh. Laying stone and cutting wood made for a long day, a good drink sitting on a bridge just built beside others made for a nice end to it. Sorting out minor cuts, bumps, and bruises, along with other tinkered small fixes to tools and the occasional armor kept things interesting, and was a sure way to make time for an extra sip or two. And if some brigands needed a lesson for interrupting such fine work, well Ol’ Paldo wasn’t one to shy away from providing an education, no sir. For the most part though, Paldo was eager to make friends with Shattered Spear villagers, share a drink or two, concoct a potion when able, and wander off searching for reagents when he could.

Then, after seemingly forever, Bladehome was alive. For a moment, familiar Richtcrag smells and celebrations brought Paldo back to his first, and last, Masquerade. Such joy and wantonness bubbling up out of Richtcrag hardiness. It was when he heard Volrock speak to the people of Bladehome that Paldo knew his heart would never leave. Here was a place for his people. A regular at the Busty Bosom Chateau, he has all but accepted Belterra as a surrogate daughter, a “feisty Larpapadom if there ever was one” by his estimate.

With recent events unfolding, Paldo has decided to take a more active role. It doesn’t sit well with him that the Grimward killed their own clan leader, and another Ulven leader in such a vulgar display, from what he was told. Making war in such a way seemed underhanded, and someone ought to teach those pups some etiquette. Despite many protests behind closed doors in the Larpapadom household, Paldo has taken up his old caravan guard armor (hey, it still fits!) and has fully offered his skills, trades, and service to Bladehome, the Broken Blade, and to Volrock himself.

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Snippets from the Bard Book of Aina Riverhead – Pt. I

May 273

Aina had been temporarily settled in Newhope territory, collecting ballads and folklore from various colonists, when she caught word of the calamitous Moot. Separated from her ancestral land, as well as from the supporting Shattered Spear and Goldenfield clans, she chose to join the most pressing efforts – requiring a perilous trip into Stormjarl territory. Aina found herself nearly frozen in terror as her travel group was pursued; memories of her ineffectiveness at Riverhead flooded her body and mind. She arrived in the camp wide-eyed and disoriented. She gathered herself quickly enough and set to work with her music. Over the years, she had heard tales of some of Stormjarl’s most renowned members. She endeavored to bring comfort and vigor to their efforts in this new war.

Below are some relevant snippets from her Bard book.

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“Ballad of the Unyielding

I sing a tale of Ulven betrayed,

Of terror and if our steelèd resolves,

We began war after losses that day,

But this lament, it is for Toralf.

It started at a gathering of clans,

Called in the season of clouds and chill,

To discuss concerns across all our lands,

As we kept our cups and our bowls filled.

[Chorus:]

Toralf of the Stormjarl Clan,

Last seen as he was shielding,

Rages better than any man,

O where is Toralf the Unyielding?

Rival clans, they were swiftly hard pressed

In tensions over a false Grimward’s spear,

Then with mostly one weapon per guest,

All there gathered to lend an ear.

The jarls spoke about strife and of aid,

Of holding fast against Mordok hoards,

When came up the matter of recent raids,

With flying banners of clan Grimward.

[Chorus]

As the leaders engaged in their talks,

Our hero tended the communal flames,

Suddenly the Grimwards pulled out a box,

And began to stake a new claim.

They revealed that their hearts had rotten to black,

As they ordered parting of the fabric red,

The crowd led out hushèd growls and gasps,

As out came Hagreth’s severed head.

[Chorus]

The Traitors dragged forth a hooded man,

“Branthur Nightriver,” they proudly teased.

He was forced to state his name and his clan,

Then harshly dispatched on his knees.

They commanded all to hold back their steel,

To make their choice to surrender or flee,

Our hero, he stood back despite his zeal,

And braced to keep his people free.

[Chorus]

Toralf is renowned for many bold feats,

Twice he’s been badly maimèd before,

For he would never accept defeat,

Even in the face of death bolts.

So, at the hour of the moot’s ill fate,

Among the strongest was he fielded,

Assigned to protect his people’s escape,

With handforgèd arms that he wielded.

[Chorus]

He endured all that he could of their blows,

His heart swelling with valiant rage,

The damage put him down into final throes,

Then he leapt to his feet in a rampage.

He bled as he blindly swung through his surge,

Berserking as the man who never yields,

But in his weakened state, he was captured,

And his fate remains yet unsealed.

[Chorus]

——————————————————————————————————————————

Ylva’s Hymn

Ylva, Lifemender, of Stormjarl,

O Master of salves,

Keeper of burdens and life threads,

Healer of Mardrun,

cleanser of corruption & ills,

May Gaia

ease your path.

Ylva, Lifemender, cutter away,

O Redeemer of the war-pained,

You of gentle touch and strong will,

Healer of Mardrun,

cleanser of corruption & ills,

May the Great Wolf

sing your name.

Ylva, Lifemender, skill-teacher,

O Weaver of spirit,

Hands of blood-red and ink-stain,

Healer of Mardrun,

cleanser of corruption & ills,

May we wash

your hands in turn.

——————————————————————————————————————————

Bryech the Untouchable

In the Ulven’s war-frought story,

Our hero he survives,

Bathed in the hard-won glory,

On battlefields he thrives.

Survivor of the Battle of Blackwolf Creek

In the lands to the North,

There the woods called to be cleared,

So the peoples chose their heroes,

Among the most revered.

Honored Few of the Great Wolf’s hunt

And Survivor of the Battle of Blackwolf Creek

On these newly hallowed grounds,

Lay the stronghold of the wolves,

Manned with bands of clanless warriors,

Led by the fierce and bold:

Former Longfang Weaponmaster

Honored Few of the Great Wolf’s hunt

And Survivor of the Battle of Blackwolf Creek

With his allies in war,

He leapt from warships beaching,

Saved Stormjarls’ twenty four

And held lines against all breaching.

Shield of the Viknar,

Former Longfang Weaponmaster

Honored Few of the Great Wolf’s hunt

And Survivor of the Battle of Blackwolf Creek

When packs began to splinter,

The Aettinjav was planned,

That day he fought unhindered,

And remained the last to stand.

Victor of the Maw,

Shield of the Viknar,

Former Longfang Weaponmaster

Honored Few of the Great Wolf’s hunt

And Survivor of the Battle of Blackwolf Creek

At cursèd Silfurfal,

The Mordok burned and pillaged,

til Bryech maimed and mauled

The largest one in that mad village.

O Alpha Slayer,

Victor of the Maw,

Shield of the Viknar,

Former Longfang Weaponmaster

Honored Few of the Great Wolf’s hunt

And Survivor of the Battle of Blackwolf Creek

“Should this man not be dead?”

Ask the foes who fear his blade,

Yet with piercing eyes of red

He still fights wholely unscathed.

The Untouchable

O Alpha Slayer,

Victor of the Maw,

Shield of the Viknar,

Former Longfang Weaponmaster

Honored Few of the Great Wolf’s hunt

And Survivor of the Battle of Blackwolf Creek

Bryech of Word Fame*,

May the Great Wolf know your names

The Untouchable

O Alpha Slayer,

Victor of the Maw,

Shield of the Viknar,

Former Longfang Weaponmaster

Honored Few of the Great Wolf’s hunt

And Survivor of the Battle of Blackwolf Creek

*Note: An alternate lyric here could be “Bryech the Treebane.” This captures an eighth frequently referenced honorific, after a battle incident involving the felling of several minor trees. While I have heard this title numerous times in my travels, it remains unclear to me whether this is an “official” honorific taken by Bryech himself.”

——————————————————————————————————————————

Out-of-game Footnotes

1: Lyrics fully original. Melody is a lightly altered version of “Blome Swete Lilie Flour” by Daniel Hart for the movie The Green Knight.

2: Lyrics fully original. Melody is “St Birgitta Hymn” by Trio Mediæval.

3: Lyrics & melody fully original. Musically based on the (morbid) French nursery song “Alouette.”