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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.

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

“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.”

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June 2024 – Nature’s Unrelenting Fury

= EVENT STORY =

The eyes of the continent remain on Clan Shattered Spear as Clans Grimward and Stonetooth continue their advance. Having been given time to organize their warpacks, they now are better able to meet the invaders on the battlefield. However, their supply lines and logistics behind the frontline remains critical even with the arrival of the supplies from Clan Ironmound that were honorably promised during the Moot. Indications show that the Clan has had to abandon hopes in rebuilding their homes and towns in the north from their prior conflict with the Mordok to instead keep their warriors fed and supplied with unbroken equipment for this war. Clan Grimward, bolstered by Clan Stonetooth, continues to field an overwhelming army and drive hard against Clan Shattered Spear, forcing their warpacks to fill their ranks with trained militia. Farmers stand beside veteran warriors in an attempt to defend their ancestral lands.

Clan Shattered Spear continues their requests for aid, both on the frontline taking place among the various defensive positions opposing the conquering forces and in supply line and logistical support. This month they primarily require help with their critical supply situation, and the Clan is seeking assistance in many aspects like harvesting materials, training militia and support, gathering healing reagents, protecting supplies from small groups of Grimward raiders, and many other rear line logistics and duties of the war effort.

= EVENT SUMMARY =

Clan Shattered Spear’s allies show up in great numbers to aid the clan, but nothing proves to be as impactful as the brutal weather that sweeps across the landscape. With Clan Griwmards’ advance temporarily halted, the storms prove to be Shattered Spear’s greatest ally, but also their greatest enemy as their own logistic efforts are greatly hindered. Despite the storms, Clan Shattered Spear’s allies prove their determination to help, or hatred for Clans Grimward and Stonetooth. 

In the cover of village taverns, locals are trained in healing and first aid, while the endless ringing of overfilled smithies and forges keeps away anyone who wishes to keep their hearing intact. Whenever breaks can be found in the blinding rainfall and tree-rupturing lightning, laborers hurry to the local woods and ore patches, while warriors continue their patrols on the main logistical roads. 

Larger raiding groups are driven away by the focused effort by warriors and soldiers, which are quickly followed by teams of experienced workers and laborers who work to improve the main road conditions, allowing supplies to reach their destinations despite the endless muddy pits and ongoing weather. These combined efforts make a notable difference in ensuring supplies aren’t lost, stolen, or destroyed as they reach the frontlines, but as the supply carts return to the rearlines they find damage to the upkeep and repairs that were done. Reports are soon received that small groups of raiders have been following distantly behind the convoys to cause damage to the roads, since other targets were too well guarded. This caused notable delays in further supplies reaching their needed targets, when the weather was permitting.

Only time will truly tell, but Clan Shattered Spear reports that their critical supply situation has been alleviated for now. With the addition of the storms the clan has bought time in continuing their fight against the southern invaders, although their future still remains rocky and uncertain. Nevertheless, the people of Shattered Spear make sure to thank the people from Mardrun’s many cultures, clans, and groups for their continued blood and sweat. While darkness still looms on the horizon, a darker fate would befall the clan if not for those who willingly risk their lives.

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Froden Nightblossom

Player: Kollin Bode

Name: Froden Nightblossom of Clan Nightriver

Gender: Male

Age: 24

Race: Ulven

Occupation: Shepard/Herbalist/Leader

Skills: Leadership, Literacy, Asskicking

Appearance: Young, and thin, sporting long brown hair.

Notable Traits: Headstrong, great with children, plants, and animals.

Relationships: Family; Mates(Freya, Ingrid, Astrid, Saga) Pups(Hilda, Frida, Kelda, Edda, Estrid, Eldrid, Sigrid, Sigfreid, Helga, Gudrun, Thyra, Solveig, Runa, Svanhild, Ylva, Embla, Anne, Kirsten, Inge, Lise, Bjorn, Erik, Leif, Sven, Ulf, Gunnar) Other; Ulven Hirdmadr(Leader)

Rumors: Apparently he has way more pups, like upwards of 80.

BIO: Pack Nightblossom was a pioneering force in early Ulven alchemy. Though many of their teachings have since been made obsolete since Faedrun alchemy found its way ashore, it was due to this Pack’s knowledge of Mardrun floral applications that alchemical processes were so quickly able to transfer. Many Mardurn flora catalogs and alchemy textbooks cite Nightblossom Witches and Herbalists as sources and contributors. Their most notable contributions relate to the fickle nature of Moonflowers, as well various collection methods, and refinement processes.

Froden Nightblossom has been cited in no such examples. He is a Shepard. Though he does still pose an aptitude for his pack’s name sake.

Guiding his flock across the rolling hills and verdant meadows of Clan Nightriver, Froden found a profound connection to the land and its creatures. His understanding of the natural world went beyond the realm of alchemy; it was rooted in the rhythms of life and the balance of nature.

Yet, despite his humble occupation, Froden’s life was far from ordinary. Blessed with a magnetic charm and an irrepressible spirit, he found himself entangled in a web of love and companionship unlike any other. For Froden Nightblossom was not just a shepherd; he was a man with four mates and twenty-six pups, each one a testament to his boundless capacity for love and devotion.

His mates, each a formidable presence in her own right, brought harmony and joy to his life. From the gentle grace of Mother Gaia, they formed a tapestry of strength and resilience, supporting Froden through the trials and triumphs of his days.

Together, they built a home filled with laughter and warmth, a sanctuary amidst the chaos of the world. But even the strongest bonds could not shield them from the winds of change that swept across the land.

As Civil War loomed on the horizon, Froden and his family found themselves caught in the crossfire of shifting allegiances and ancient rivalries. Their once peaceful existence was shattered as the conflict engulfed their homeland, forcing them to flee for their lives.

With their world torn asunder, Froden and his family embarked on a journey into the unknown, seeking refuge from the storm that raged around them. But through it all, they remained united, drawing strength from the love that bound them together, a beacon of hope in the darkness of war.

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Æsa

PLAYER NAME: Samantha Klinkhammer

CHARACTER NAME: Æsa  (Pronounced eye-suh)

AGE: 25

RACE: Ulven (Path of the Greatwolf)

CLASS: Ranger/Warrior

HAIR: Brown

EYES: Green

OCCUPATION: Hunter out for revenge

RELATIONSHIPS: Signe Ironshear, Hildr Ironshear, Froden Nightblossom, Halfdan Olegson.

BIO:

“Vivica, you are in charge while I am away.” Aesa started gathering her hunting gear as she talked with her eldest. “Don’t answer the door to anyone, you understand? Not even me, not with how things are right now. Make sure your little sister gets her milk as well please” Vivica stood by the front door listening to her mother.  

“Yes Ma’am” Watching her mother walk towards Kara and kissing her forehead, Vivica fiddled with the hem of her sleeves. “When do you think you’ll be back?” Vivs voice shook with uncertainty. 

“I don’t know child…” Aesa walked over to her daughter and hugged her. “I’ll do my best to be quick” Aesa looked at  Vivica one last time before heading out for the day. 

As the hours pass by, chaos shrouded the village they live in. Grimward has started an attack on the village, homes engulfed in flames. Vivica took notice and started barricading the doors and windows to try and block any intruders coming in. To no avail a few raiders busted through the door. One of the men struck a blow on Viv knocking her down onto the ground in pain.  

“WHY ARE YOU DOING THIS TO US?!” Tears started streaming down her face, Kara could be heard crying until someone walked over to her…The room filled with a deathly silence. Skarde was next, they grabbed the 7 year old boy by his neck and lifted him into the air.  

“Why?” A sinister laugh echoed from the man “because young child, if no one here joins us. THEY WILL ALL DIE!!!!” His grip tightened around neck as Skarde clawed at the man choking the life out of him. Vivica took notice of Kara, blood was dripping down from the cloth she was wrapped in. She then turned her attention to Skarde who was fighting with whatever life he had left. Viv stood up taking everything in, her breathing becoming uneven, unable to control herself. She became blinded with rage and charged at the vile creature taking her brothers life away. Vivica plunged a knife into his knee causing him to drop Skarde, another person rushed over to try and attack the two but she held her brother close to her and screamed for these terrible beings to leave.  Out of nowhere powerful waves of magical energy could be felt throughout the area causing the enemies to pause in their tracks. It was at that moment she knew something was wrong, the men looking at one another as if they were speaking to each other without using their lips.  

“How about this-” Viv held her brother tightly to her as these men walked closer to her “We will spare your little brother if you come with us” Her eyes darted between Skarde and the men, fear in her eyes. Knowing what had to be done Vivica whispered to her brother.  

“Don’t worry, I’ll be back one day…I love you Skarde” They cried together before one of the men grabbed Viv by her hair and dragged her away.  Skarde crawled over to his baby sister Kara and held her close, waiting for their mother to come home.  

Aesa had a successful hunting trip and started to walk back towards the village.  Smoke rose high which caught Aesa by surprise. Who could be making such a large fire? Her eyes followed the trail of smoke down to the main action. Aesa dropped the rabbits and dashed on over to her home. 

“Skarde?! Vivica?!” She rushed in to see her son cradling his dead sister, tears streaming down his face as he tried to stay brave.  

“She’s gone Momma…Kara…” Skardes voice cracked, unable to hold his emotions anymore he started to cry hard as he clung to Kara. “They took Vivica Momma, they took her away…” Aesa walked over to her children and held them to her. “She’ll come back…She said so herself.” Skarde leaned into his mothers embrace not once letting go of Kara. Aesa’s breathing was uneven taking in the information he had given her.  

“We need to leave…” She took kara and stood up walking over to the fireplace, rearranging the logs and laying Kara down on them. “Onrich is our safest option right now my son” Skarde walked over watching his mother place his sister inside the fireplace. “Once we reach there I will do what I can to secure us shelter.” Aesa lit her fireplace and took a step back holding Skardes hand.  

“Momma…I’m scared” He squeezed his mothers hand tightly as she stared at the flames. Aesa did her best to stay strong for her son but that didn’t last long as she started to hear the sizzling of Kara’s skin. Aesa fell to her knees as a throbbing pain formed inside of her chest. Kara is Dead. Vivica is gone. My son is bruised. I will have my revenge.  

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Halfdan Olegson

CHARACTER NAME: Halfdan Olegson

PLAYER NAME: Michael Hannes

AGE: 29

RACE: Ulven/Path of the Great Wolf

CLASS: Warrior

HAIR: Brown

EYES: Brown

OCCUPATION: Farmer/Laborer

RELATIONSHIPS: Signe Ironshear, Hildr Ironshear, Froden Nightblossom, Æsa

BIO SUMMARY:

My name is Halfdan Olegson. I come from a long line of turnip farmers and have lived on the family farm in the village of Molvun in Clan Nightriver my whole life. Our farm goes back to my great great great grandfather Oleg Halfdanson, who passed the farm down to his son Halfdan Olegson, who passed it to his son Oleg Halfdanson, who passed it to his son Halfdan Olegson, who passed it to my father Oleg Halfdanson who was going to pass it to me, Halfdan Olegson. The day started like any other, I woke up, washed my face and got ready for the day’s chores. We needed more wood for the kitchen to cook with so I was tasked with felling trees while my father Oleg tended the fields with our beloved steer Sigi, and my mother Olga and sister Gida were busy weaving and preparing the days meals.

By the time I chopped down and split about three trees the sun was blazing high. I was beginning to make my way back home to get some food when I saw smoke coming from the village. I ran as fast as I could to the farm and found Sigi dead in the field, and my father fighting a couple of Grimward raiders. “Go find your mother and sister!! I can handle this!” he shouted to me. I ran as fast as I could back to the house only to find it burning. I looked inside to find my mother and sister laying in pools of their own blood. As the blaze continued it was too hot for me to try and reach their bodies. Before I could react the roof collapsed and buried them in the rubble. I didn’t have time to mourn, I had to go back to the fields and help my father with the raiders, but by the time I got back he had been cut down. I looked as one of the raiders had been wounded pretty badly and the other didn’t even have a scratch. As they turned to look at me I froze. I wasn’t a fighter, I was a farmer. These were battle hardened raiders, what chance did I have? As they began to walk towards me I gripped my axe preparing for my death. With every step closer my body began to shake more and more until my sight turned blood red. I had never felt this anger before, this hatred, this….rage. It burned in my chest hotter than the blaze that took my mother and sister. I let out a roar of pain and anger and charged forward to meet them. I don’t remember fighting, I don’t remember being hit, all I remember is standing over the raiders bodies and my axe dripping with their blood. As I calmed down I realized I had taken a pretty nasty gash to my leg. Luckily it didn’t seem too bad, my mother taught me basic first aid and that should do just fine. 

After I bandaged my leg I made my way back to the village to see if there were others that needed any help. It seems like the raid had ended just as fast as it began. I moved from house to house helping everyone I could that needed basic first aid. Anything more grievous I was unable to do anything. Some of the other villagers spoke of how other villages had been hit by Grimward raids and that refugees were gathering in Onrich. I was also told about how Grimward has joined with Clan Stonetooth and executed the barbaric murder of Branthur Nightriver. Upon arrival it was a ghastly sight. Wounded refugees pouring in from surrounding villages. As I made my way into the village I heard others calling for aid to take up arms and fight back against Grimward. They were farmers like I was and a fire burned in their hearts just like mine. I held my axe high and told them I would fight, and before long I had joined the ranks of the Ulfen Hirðmaðr. I will avenge my family and my farm. I may only be a simple farmer, but I will fight until my last breath to try and make a difference. I am Halfdan Olegson….and I am out for blood.

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Pack Ironshear

Clan: Belongs to Clan Nightriver

Size: Small-Medium

Insignia: For everyday use, one wears a braid of white wool on their belt.  During ceremonies or important events, one braids white yarn into their hair.  During war, these can be dipped in blood.

Pack Ironshear is a small farming pack in North Central Nightriver, bordering the Great Wolf’s Hackles and near but not bordering the pass.  The large swaths of clear land with bright green grass make the area perfect for raising sheep.  As such, wool and mutton are their main exports. 

Ironshear Ulven are renowned for their peacefulness, but their nearness to the Pass has forced them to take up arms in recent years.

Leaders

Pack Leader: Olgur Ironshear

Priestess: Borda Járnúll

Founding

Pack Ironshear is very old.  It has been around as long as anyone can remember.  While the facts of its founding are not known, there are legends.  

The story goes that on one of the Great Wolf’s hunts, he butchered four sheep, and gave the hides to Gaia.  Gaia wove the wool into pure white cloaks, and magic into each of them.  She gifted one cloak to each of four Ulven families.  The first cloak granted the first family great resolve and patience.  The second granted great strength.  The third great agility.  The fourth cloak granted the skill of weaving. 

The four families became known as Járnúll, Rammrúll, Hraðrúll, and Vefaúll.  

Járnúll was distinguished from the others by their calm temperament and slow, calculating movement.  Rammrúll was distinguished by their hotheadedness and strength.  Hraðrúll by their lean bodies and quick movement.  Vefaúll was distinguished by their deft hands and finely woven clothes.  

They soon formed a pack, and being chosen by the Great Wolf, their pack grew until it became the head of a large clan.  It was a prosperous time

There is no legend about the fall of Pack Ironshear.  There is no evidence backing up this legend save for four Ironshear families named Járnúll, Rammrúll, Hraðrúll, and Vefaúll.

Pictures of Pack Ironshear