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Order of Arnath on Faedrun – Organization

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The Order is a highly hierarchical organization, organized somewhat along military lines in keeping with the martial traditions of Arnath. There are almost two distinct sections to the Order: the Ecclesiastical and the Lay Order. The Ecclesiastical Order is made up entirely of clerics and is the higher, more martial portion of the Order, while the Lay Order is all the people officially under the protection of the Order and associated with its towns and fortresses. It takes a lot of people to supply and feed a fortress, and the Order is glad to offer some protection for this service, as their creed charges them to protect the weak.

The Hand of Arnath is the official head of the Order, acting as the head of the religion. Always an acclaimed warrior and cleric, the Hand is chosen from among the senior Griffins whenever the last Hand dies. They are responsible for coordinating the movements of the Order and make most of the major decisions. If the Hand is ever required to enter combat, it can be sure that the threat is great.

The next in the Order Hierarchy are the Chapter Masters. The Order of Arnath, though all following his path in one form or another, is split between different Order Chapters across Mardrun. These Chapter vary not only by location but also by specialty.

Finally, there are the Militia Generals of the Lay Orders attached to each Chapter.  This member is usually the most senior of the group and often double as the head of the Town Watch.


CHAPTERS

Inside the various Chapter Houses are three ranks in the Ecclesiarchy: Lion, Eagle, and Griffon.


The Lions are the first rank of the Order – their martial skills are renowned, and they are often referred to    as Crusaders due to their many fights against the undead. Slightly more numerous, these clerics are still hardened veterans. A Lion will normally only be dispatched if reports of something especially unusual are confirmed, for their combat prowess is more often needed patrolling the land for signs of evil. The typical Lion is a heavily-armored and highly skilled combatant, for their training is harsh, with a prospective Lion forced to train for days in their armor beneath the grueling sun. Lions are ostensibly the lowest-ranked members of the Order – all recruits start out as Lions until their superiors believe them capable of handling the guile of the Eagles or the knowledge of the Griffins. Do not let that fool you, however – Lions are well-trained, and frequently receive weapon and armor of far-higher quality than most have seen.

The second rank, Eagles, are the lightest-armed of the Ecclesiastical Order. Veterans one and all, they spend much of their lives training for their position. They can be seen as scouts and spies for the Order – they are the ones who are sent out to investigate strange happenings, operating in dangerous lands without the protection of the great armor of the Lions or the formidable knowledge of the Griffins. When the Order needs information, they send out an Eagle.

In addition, the Eagles provide much needed support to the Order. Unlike their Lion brethren, Eagles are taught to fight at range with spear, bow, and javelin. They are more flexible, able to skirmish through the forests as well as stand in the shield wall. Finally, they bring other skills the Order needs: medical service, armor and shield repair, and even arts of subterfuge.

 The highest rank is called a Griffin; these are the elite priests of Arnath, seen as his mind on this world. They oftentimes fill duties in the libraries and fortresses of the Order, for in this division of the Order, they are more concerned with knowledge and lore. Nevertheless, they are skilled in Divine magic and armed combat. They are also the least numerous of the Order – it takes many years to train a Griffin in all the lore and knowledge necessary for their duties. Should the Order need to mass their ranks in diplomacy or politics, it is the Griffins who are sent. Chapter Masters are drawn from the ranks of Griffins

A Cleric can be promoted only when they have demonstrated the appropriate skills in command and fighting prowess, as well as a desire to advance up the ranks – many an experienced cleric has opted to stay with their sub-order due to finding their calling. When a cleric is up for promotion, they journey to the Order’s High Fortress where they are tested to determine if they are ready. The actual tests are kept a secret to those who have not taken them, but a number of promising young clerics have died in the course of them.

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Order of Arnath

 

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The Order of Arnath is a martial order, founded in the Northern reaches of Faedrun several hundred years ago. They were very heavily involved in the war against the Undead, helping to hold the North far after it should have fallen, but at great cost to themselves. Battered and broken, the Order sent many refugees to Mardrun, where they immediately began building a fortress. Starkhaven, as it is now called, is the second-largest colony on Mardrun.

Arnath – Religion and Beliefs

Order of Arnath’s Light Library – The Order has always been keepers of knowledge as well as warriors. Their Library is open for all to peruse, though some items may be restricted.

Order of Arnath on Faedrun

Order of Arnath on Mardrun

Starkhaven

Ranks

Playing an Order Character

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Order of Arnath on Faedrun – History

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According to their own legends, the Order was formed after Arnath himself came down in the form of a lion, an eagle, and a griffin – all of which are sacred symbols to the Order. In more verifiable history, the Order was founded well over two hundred years ago, partially in response to the border skirmishes with the Syndar.

The Order is a major power on Faedrun, helping to hold against the sudden betrayal of the May’Kar people with their Clerics. However, there is a minor split in the Order; some of them believe that they are fighting a losing battle, and so tend to recklessly throw themselves into fights, hoping to act as heroically as possible to save those who flee the undead. They believe that only divine magic and warriors with good, strong hearts and good, strong steel can defeat the undead, and tend to lead groups along those lines.

The Fortress in the Celestial Mountains is home and training ground to several thousand battle clerics and their support staff. If bringing an organized detachment to a battle against the undead, their heavy armor and divine magic could turn the tide of a battle. Entire families live in the small villages and towns that dotted up near the fortress in the lower ranges of the mountain and the farmland below.

The Order’s library is a sprawling affair, filled with large tomes detailing the deeds of the clerics and warriors who fight in the name of the Order. At the ordination of a new cleric, a book is started with their first deeds. As stories of the Order’s deeds filter back, these records are kept, so that others may know those who travel the Path of Arnath. Aside from these texts, there are a number of books of ancient wisdom in the Order’s libraries.

Order of Arnath History by Amelios Zamar

Dear readers,

Before you I lay out what could be verified of the Order’s history on Faedrun. Some of this knowledge came from the Order library before I was denied access. Others came from accounts in the former May’Kar Dominion, or the other Kingdoms on Faedrun. While there is many gaps, I feel with the loss of Faedrun I should try to preserve what history we can.

Prior to Year 1:

Not much is known prior to the Order of Arnath’s emergence on Faedrun world scene during the Human-Syndar wars. The Order claims that they were refugees trying to escape wars with the Syndar. They state that they travelled to the Celestial Mountains where they met a foe not seen on Faedrun; giants. The refugees were pushed to the limit trying to defend against the invaders. They would have fallen if not for a foe driving all before them. A griffin taking the shape of a man. This man was Arnath. He taught them fury, honor, and wisdom.

However, this tale does not coincide with the other chronicled events of the time. The Order were some of the first and fiercest foes of the Syndar; in addition, travelling north to escape the Syndar would have only put them in harm’s way. Some other reason must have been of their forming.

The region of Kupferhügel gives some clue. This area of Richtcrag had close ties to the Order with Arnathian worship being the primary religion. In addition, their fierceness in combat, penchant for heavy armor, and focus on honor has similarities to Richtcrag culture. The uniting of Richtcrag in the decades before their emergence would point to refugees from the Kingdom. Arnath himself may even have been a successful warlord.

This scenario would explain the Order’s religious dichotomy and xenophobia. It is not hard to imagine a group fleeing from loss in their kingdom and passing through the May’kar Dominion. Arnathian worship could easily be the combination of Richtcrag Battle Father and Worship of the Light. The trip to the Celestial Mountains could have also taken them through Syndar lands, inspiring their legends of Giants as arcane magic would be unknown to them.

Whatever the case, the Order of Arnath that appeared during the Syndar Wars was not the form that it is today. An objective look at the wars of the Order can see how by the time of the Undead Plague in 197 the Order had changed in form.

Year 1- 5: Syndar Wars

The Order was at the forefront of the Syndar Wars as much as they could. With the Celestial Mountains bordering Syndar lands, most of the Order was pinned downed defending their home. However, at many of the battles a hard knot of men and women were seen. These Order members were an anchor point and often rallied the humans around them. Win or loss, the Order gathered admirers in those years. The Lay Order exploded in size. Before the Order could use this new manpower the Battle of Greytide took place. The Order contingent had not yet met up with the Aldorians and thus missed the fighting. Many were upset at the peace treaty, but dutifully retreated to their growing stronghold in the Celestial Mountains.

Year 7-12: War of the Knives

Not a standard war of sort, but more of a running string of skirmishes. Feral Syndar came into conflict with the Order in the ancestral homes. The Order viewed this as the Syndar breaking the peace agreement. The Order moved to retaliate, targeting a nearby Syndar settlement. They did not distinguish between the Feral and their Civilized cousins and their fighting method worked best in open engagement.

With the razing of the settlement, the Syndar responded. What ensued was a long list of skirmishes between the two forces. Syndar ambushed and raided Order settlements; fast marched Order Clerics and Lay Sergeants decimated Syndar settlements where they could.  After the initial year, a decivilized zone existed between the two. The Order marched in open array against the Syndar, but found their heavy armor and divine protections did little against the Syndar mages. For their part the Syndar won, but every battle was a bloodbath for both sides.

The Syndar began to deny open battle. The Order was not well enough trained or resourced to lay siege to settlements. With that, the battle moved to the foothills and forest paths. The Syndar held the advantage here as the asymmetrical warfare negated the Order’s preferred tactics. However, Lay hunters and scouts soon came to the forefront of the conflict, more than happy to contest the Syndar in their woods.

The following three years were a time of skirmishes and raids. Order Clerics, refusing to be left on the sidelines, shed their heavy armor to take part. The dishonorable weapons of the bow and arrow were embraced. The ability to hunt, and trap, and move silently were learned. Syndar soon grew to respect their adversaries.

The culmination of the War of the Knives took place at the foot of the Order stronghold. The Syndar nations marched their armies to war. The Order met them. The narrow pass favored the heavy armor and tactics of the old Order. However, they had learned the bow was a mighty weapon against the mage. The resulting siege and sallies went on for a week before a May’Kar diplomat managed to bring both sides to the table. The result was a cessation of hostilities but not a peace. Both sides simmered from the war and promised not to forget.

It is easy to see evolution of the proto-Lions into proto-Eagles. Nowhere in either the nations histories or the Order’s Tomes of Valor had Eagle-like figures before been represented. Afterwards the lighter armored Clerics began to appear.

Year 19-20: Blood Crusade

In the years after the War of Knives the ranks of the Eagles of the Order expanded. While this improved the Orders knowledge as the Eagles roamed, it also caused friction. Some Eagles wanted to use their newfound knowledge to lead the Order. The Lions felt it their traditional duty to do so from the front. The tug and pull came to a head during the Blood Crusade.

The Eagles became aware of a Blood Cult in the May’Kar Dominion. From what they understood, they had been a very fervent Battlefather cult forced from Richtcrag after rampaging through parts of the country. In the May’Kar Dominion they encountered a Death Cult using blood magic. The groups melded together to become a roving band of slaughter.

This was the type of fight the Order was meant for. Indeed, both the Eagles and Lions were so fervent in their belief both rushed to call for a Crusade. The groups’ competition to seek preeminence caused them to overlook crucial details.

For starters, the Order never got the permission to enter the Dominion; nor did they speak to the May’Kar to see if they were knowledgeable of the threat. Had they offered assistance the outcome may have been different. Instead, the May’Kar Dominion sought out the Syndar as allies to deal with the threat. The Syndar responded energetically as blood magic was considered an abomination. Both armies were preparing to deal with the Cult when the Order army passed into the Dominion lands. The May’Kar and Syndar alliance did not know who they were, only that two heavily armored groups now were in their lands.

The Order came to grips with the Blood Cult first. The battle was a thing for the ages, and many Tomes of Valor were filled with the deeds of the day. Battle Clerics waged Divine magics against the Profane of Blood Mages; berserking adherents threw themselves against the wall of shields and steel of the Lay Sergeants; and arrows rained death from above onto all the heads. By afternoon, the heavy armor and training pushed onward over the mountain of cultists bodies. Exhausted, the Order looked to their wounded and finished off the dying cultists.

It was upon this sight the combined May’Kar and Syndar army arrived. The Syndar recognized the heraldry of the Order and were quick to believe their old enemy capable of the deeds of the Cult. The May’Kar, though doubtful, saw the Order killing unarmed and dying people, and could not stand by. Both armies quickly advanced. The Order saw them, and drew up into battle lines. They were all too happy to fight their old enemies and whoever stood with them.

Neither party waited long enough for any words to be shared. The Syndar and Order lines crashed into each other. Though exhausted from the earlier fight, the battle fervor was upon the Order because of their old enemy. The May’Kar were less decisive, hanging back to try and calm the side, but when the Order Eagles and Archers began to rain arrows upon them, they engaged.

Though fervent, the body can only go so far. The Order lines began to falter. To bolster them, a Lion strode out to declare a personal challenge to any who would accept it. His challenger stepped through their own lines. A May’Kar Paladin.

The two opposing lines stepped back to give the combatants room, if reluctantly on the Syndar part. After a few moments of declaration of names, the pair met. The Clash blinded those nearby in the explosion of holy energy. The Paladin was everything the May’Kar were in those days: skillful, honorable, and pious beyond measure. Her speed was blinding and her blows crushing. Steel gave way with every strike of her holy blade. The Lion was a paragon of his class. Strong, tall, with a look chiseled from stone. He towered over the Paladin with his tall shield and long blade. His blows were not as swift but equally crushing. His divinely infused blade shone like the sun, and parted armor and shield where he met it.

After a long bout, both separated. A few minutes were spared as each side doffed rent armor and shield. Both took the moment to pray again to their Gods, asking for their holy favor. Clad mostly in mail, both side forwent the safety of shield for a two handed grip on their divine blades.

The next round started in a cautious advance. A pause, and the pair struck again. Where their blows fell mail exploded in a shower of steel rings. Both knew that their only true safety lie in the might channeled into their blades. As holy weapons collided they flashed and sizzled as divine energy strove to keep the blade together. After a particularly vicious exchange, both pairs back off again.  

Gone was everything now except their heraldry. Both knew that only their faith and skill at arms would protect them from this point on. Both gave a final prayer, and approached. It was cautious now, fatigue setting in their limbs. The duelists knew a single stroke could decide the fight. A pause, and then collision.

The onlookers knew the Paladin was the greater of the two warriors. Though the Lion had run out of mana, she had not. However, her honor had not let her reapply her protection. She would face her opponent on equal ground.

The Lion knew this, and knew only his reach kept him safe. A veteran of the War of Knives, he knew patience, and cunning, and strategy. He knew this fight was lost, but the battle could still be won. With that purpose he fought not to win, but to not lose. A younger Lion would not have been able to swallow his pride and do what was necessary, but he could.

After a series of feints and parries, the duelists backed off. The Lion checked on his men. They had taken the time to rest, and meditate for the final fight. The wounded were healed, protections granted, and armor reshaped into somewhat usable. It would be soon. The Lion had been fighting for almost an hour now, and his movements had begun to slow. His reach would no longer save him. This round would be his last.

He came at the Paladin with all the fury a Lion could possess. Though aware of the possibility, it still took her aback. Blows came ever closer to her, threatening to end the fight. However, as they came within an inch she pivoted and brought her own blade across. Only his padded jack and gauntlets saved the Lions hands. As it were, his tendons were cut and his sword fell from lifeless fingers. He fell to his knees, all that he was exhausted.

Expecting the fall of a blade, he was surprised when it did not come. The Paladin had been granted insight in the duel. No man as pious as he could have undertaken such acts. With that, she called a meeting to discuss the matter. Shortly after, the Syndar departed for home as the May’Kar gave succor to the Order.

I beg my reader’s indulgence in the matter. It could have simply done to say they fought, and though the winner, the Paladin called a halt to the fighting. However, this comes not from the Tome of Valor as it has been lost, but accounts from the Syndar and May’Kar. I feel such an account should be replicated here so history may remember it.

So, what is the significance of the Blood Crusade? Twofold: first, the Order took to heart the May’Kar advice of being more tactful. The began to understand in their meeting with them that political power was a weapon to be wielded just as readily as physical. As such, the Griffins were created. Brought forth from the wisest of the Eagles and Lions, they constituted the soft approach. In addition, each Order was granted a head.

Secondly, from then on their would be a singular elected ruler of the Order of Arnath. The Council of Lions and Eagles would be no more. He would be counseled by each of the Heads of the Order, and he would be Arnath’s Hand. The first elected leader? The Lion would dueled the May’Kar Paladin.

(p.s. My dear readers. I would like to say that the Paladin and Hand struck up a friendship and became a famous pair, but history has no such record. Considering the distances between them, it would be dubious to suggest it. Perhaps it is only in our fantasies that such would be fast friends.)  

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September 266 – News and Rumors

Numbers within Clan Shattered Spear territory have swelled as the bulk of Riverhead’s remaining refugees have fled there, putting a large strain on their supplies. These ulven are driven, however, eager to strike back against the Mordok that drove them from their homes, and Shattered Spear’s front lines towards the swamp have been thoroughly reinforced by fresh troops. The migration was bittersweet, however: during their retreat, Warleader Brynjar Riverhead was injured and pulled from the fighting. Noticing the morale of his warriors waning, Clanleader Hakon Riverhead took up his spear and shield and joined the fray himself. Though he fought bravely and bought time for his clan to escape, Hakon was struck down in the battle, his body unable to be recovered. Homeless and now leaderless, the clan is looking to High Priestess Lyrri Riverhead and the recovering Warleader Brynjar to take the reins of the clan until a new Clanleader can be decided.

Stirrings in Clan Ironmound seem to hint at a decision to be made soon, and the tone of these whispers implies that it could change the face of Mardrun altogether. Though their leadership has remained tight-lipped about the situation, they have stated they will make their announcement in the coming month, and will expect a response from each clan.

Mordok continue to press even as they are driven out of the Great Wolf’s Hackles, focusing instead on Clans Shattered Spear, Whiteoak, and Squallborn. While Shattered Spear and Whiteoak have the numbers and resources available to defend themselves, Squallborn is facing an uphill battle. With the bulk of their good farmlands taken by Aylin’s Reach and the Stormborn settlements to their south, hungry Squallborn warriors have taken to raiding these territories when they are not fighting against the Mordok. The slowly swelling population of Aylin’s Reach has been able to focus on their own defenses, building sturdier walls and manning more patrols, though it seems the Stormjarl priorities are elsewhere for now.

Clan Watchwolf has issued an official proclamation, one which many understood was coming, though few expected so soon: Clan Watchwolf would be no more. The Watchwolves of Luna to the west, impressed by their treatment at the hands of Clan Grimward, has opted to officially join the clan. Feeling that they have failed in their sacred charge by allowing the humans and Syndar to remain on Mardrun uncontested, they have chosen to rename themselves as Pack Fairtongue, in honor of the diplomats they produced early in the war and the countless lives saved by their efforts. Across the continent, the Watchwolves of Sol have joined Clan Nightriver, keeping their ancestral name. They have spoken at length that they do not believe the colonists are the danger they have been watching for, and seek to continue their charge. However, without their western kin to aid them, they sought the resources and numbers of Clan Nightriver for their own protection.

As the weather begins to cool, movement is seen across the continent, though it is not the Mordok, nor warpacks on their way to do battle against the beasts. This massive march is headed towards the center of the continent within the Great Wolf’s Hackles, and is made by units flying the colors of many smaller groups and factions from across Mardrun. Their common destination quickly becomes clear as their intentions are spouted to those who will listen: they claim to march on the Spire to bring the wanted man Vazra to justice. Many major players across the continent are sitting back and watching the events play out, reluctant to throw their lot and resources in with one side or another for a variety of reasons. Though many details are yet unclear, one thing is known; this show of force will change the course of Mardrun, one way or another.

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August 266 – News and Rumors

Much to the ire of Clan Nightriver, Haygreth Grimward has once again pressed his luck by moving a substantial number of warriors into the Great Wolf’s Hackles, defying the treaty he had signed two winters prior. Grimward warriors were met with grudging tolerance by colonists and their supporters, with tensions kept subdued seemingly only due to the mutual enemy the groups shared in the Mordok. The combined efforts were able to strike a number of decisive blows against the creatures, however, forcing Branthur to acknowledge the role Grimward played in retaking the mountains.

Rumors have begun to spread of progress on the cure for the creeping corruption, though little has been confirmed at this point. A whisper here, a guess there is all it has taken to spread like wildfire in hushed tones. Those largely unaffected by the corruption have expressed their relief that such suffering will surely be brought to an end soon enough. The reaction among the corrupted and their families, however, is a little more divisive. While many are eager to be cleansed and are optimistic for the news, others grumble about the lack of transparency among the powers working to develop the cure. They want answers, and they want them yesterday.

Refugees from Clan Riverhead continue to search for new homes while their lands remain in the hands of the Mordok. Some have taken to Grimward and Shattered Spear, eager to strike back against the invaders. Others have settled in Nightriver or Stormjarl lands, hoping to blend in and regain some semblance of a normal life. Still others have taken up hammers and plows with Clans Ironmound and Goldenfield: they may not be warriors, but they can still provide the tools of war needed to win.

Clan Goldenfield has made clear their intention to work tirelessly to harvest food for the coming months. Between the movement of displaced refugees, constant battles against the Mordok, and fear of a cold winter, they hope to stand ready to provide for the needs of Mardrun. They are requesting assistance in the form of military or economic units to protect and distribute the harvests. They are also willing to pay laborers who agree to work their fields in the effort of yielding the greatest harvest recent history has seen.

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LARP Weapons

LARP Weapons and You

As the world of Last Hope is a dangerous one, most players should expect to carry a weapon with them. While you are under no obligation to fight when you are at a game (and oftentimes, the best option is to simply flee from combat if you’re outmatched), it’s always helpful to have something to defend yourself with. There are a staggering number of weapons available, however, so the choices can sometimes be a bit staggering – there are a LOT of companies and styles out there. This is intended as a resource for players looking to purchase their first weapon or someone considering expanding their armoury.

Things to keep in mind

First off, remember that we are a low-fantasy game. This means that weapons are meant to be a little more utilitarian, and you should avoid weapons which are overly decorated or fantasy-oriented. Another thing that you should remember is that you should try to have a weapon that fits with your character – if a weapon seems rather incongruous or out-of-place in the hands of a character, you may be asked to explain where you got it – this allows for a bit of leeway in terms of gear, but prevents things like Ulven warriors carrying jewel-covered scimitars or Vandregonian nobility with stone clubs.

A few other points to keep in mind with your weapons:

  • If a weapon requires Herald training or approval before use, you must have gone through the training in order to use it. Just because you have purchased a weapon does not mean that the staff is obligated to allow you to use it – there are specific safety concerns with some of these weapons, and failing to adhere to the safety guidelines or training will likely result in a Herald asking you to put the weapon away.
  • Take the time to maintain your weapons! Don’t just leave them in your car – Calimacil weapons, while practically indestructible, tend to harden a bit if left in extreme temperatures, and latex degrades. After an event, wipe down your weapons, check them for defects, and (if they are made of latex) utilize silicon spray to maintain the latex.
  • Expect to go through weapon checks at every event you attend. Just because a weapon has passed before doesn’t mean that it will always pass – entropy is the master of us all, including LARP weapons. There will be a clearly-marked area for weapon checks, and if a weapon fails, the Herald doing a weapon check will explain why. If you take the time to maintain your weapons, then it is much more likely that they will continue to pass in every game.
  • Homemade weapons are generally inspected somewhat more stringently. We are working on guidelines for making your own weapons, but be aware that it takes quite a bit of time and effort to make a weapon that matches the quality (both in appearance and safety) of commercially-available weapons; this is not intended as a slight against anyone’s foamsmithing skills.
  • If you have questions about the appropriateness of a weapon, talk with a Herald. We like seeing new equipment and ideas, and (if it’s needed) we can post a few examples of passing/failing weapons from the various manufacturers.

Choosing a weapon for your character

Think about what you can comfortably wield, how it fits in with your overall costume design, and what you’re willing to spend when looking at weapons. Rather than limiting each class to only using certain weapons, Last Hope tries to encourage players to wield what they think their character would use – while certain skills to utilize weapons (such as two-handed weapons, utilizing two weapons, or using bows) cost more experience for certain classes, it would make no sense to say that a mage can’t use a two-handed sword because “Mages don’t use them”. Instead, think about how your character got their training – are they self-taught? Did they study under a swordmaster? Did they learn in the military? Or did you pick it up in-character over the course of the game?

Here are some general suggestions for players – feel free to ask “why” we’ve made these recommendations in terms of the various races and weapons.

  • The Ulven tend to use simpler weapons, and prefer axes, spears, and straight swords. If a weapon has adornment, it is not the focus of the weapon – the Ulven see their weapons as useful tools for survival, not objects to have art lavished on them. If a weapon has decoration on it, then it most likely has a story – take the time to think about it!
  • Syndar tend towards staves, bows, and more ‘graceful’ weapons, such as curved swords. Decoration and embellishment is relatively common, although Feral Syndar tend to follow the Ulven pattern a little more closely. Expect a well-made weapon to have a long story, usually with connection to some named smith.
  • Humans have the widest variety of weapons, ranging the gamut from utilitarian to nearly priceless blades covered in delicate filigree. Most of the kingdoms have their own guidelines, but with the prevalence of trade, you can expect to find quite a few interesting examples.

Companies and Manufacturers

There are a staggering array of companies. Here is some basic information for people looking to sort out the various brands.

Calimacil

A Canadian company, these weapons are fairly unique in that, rather than using latex-skinned foam, they use a proprietary foam mixture that has no latex in it. Quite a few players in Last Hope use these weapons – they are incredibly durable, made in a variety of styles, and tend to have a slightly more realistic weight than some of the other blades on the market.

Unfortunately, they are also quite expensive. Their basic swords tend to start at around 80$, and they can easily reach over 200$ in price for a single weapon. Additionally, they tend to have quite a bit more “bite” than other LARP weapons, especially their two-handed weapons and blunt weapons. Generally, you will need to be careful of control when using a Calimacil sword.

There are a few weapons with specific concerns or special rules.

  • Currently, we are still reviewing the suitability of their line of stab-safe rapiers. The main concerns is the size of the tip – they are smaller than an eye socket, and so we are waiting to make the decision until we have thoroughly reviewed it and seen what training is required for safe thrusting. They are still legal weapons (although Asmoth is a little bit too high-fantasy: covering or painting may be required) if used for only cutting – if you are caught thrusting without Herald approval, you will not be allowed to use that weapon in the future.
  • Their Martial Arts line utilizes much denser foam, and so are unsuitable.
  • If you are planning on using any of their pole weapons (Telescoping Spear or Halberd), talk with a Herald.

Forgotten Dreams

A German manufacturer, these are rather high-quality latex weapons. Some of their line tends towards the fantastic – ask a Herald if you have any questions. We’ve had no problems with them thus far, although some of the axe heads tend to be a little bit stiff at first.

They also manufacture a wide variety of shields – as above, make sure that the design you’ve chosen fits in with your character concept and the low-fantasy feel of the world. In general, the Medieval and Mercenary collections are your best bet in terms of design, the Gaelic and Ancient collections are fairly acceptable (although their spears are not thrust-approved), and the Chaos and Elven collections tend to be somewhat variable – the Bone swords, for example, are not acceptable for player characters.

Iron Fortress

A Danish company, they produce two lines that are appropriate for Last Hope: Epic Armoury and Ready For Battle. Both of them are perfectly acceptable – there are a few weapons which are a little bit too high fantasy, but otherwise, they are excellent weapons. In general, most of the gear from their Dark Moon line is not appropriate, although there are some modern/sci-fi games in the area that they would be excellent for.

If you are looking to get started, the Ready for Battle line is a good starter weapon – they’re a little cheaper than other latex weapons, they work just fine, and there are a number of good designs available. Otherwise, they make a wide variety of good weapons – regular maintenance is recommended. At the moment, there’s an axe floating around that’s been used in semi-regular practice for two years that is just showing some minor signs of wear, so they’re quite durable.

Action Props

An English company that does a mix of commercial designs and custom work, their gear ranges in the solid middle to high-end of latex weaponry. There are a few US distributors of their weapons, but their selection is somewhat limited.

If you’re not looking to get custom work done, then most of what they have available is simple straight swords. Most of their medieval/Renaissance-looking weapons are just fine. The latex seems to be a little bit harder than that of Iron Fortress or Forgotten Dreams, and their longer weapons have a little bit more whip than some people are used to, but they are also extremely well-balanced and make some gorgeous-looking swords. At the moment, no one in Last Hope has any experience with their custom work.

Eagle Flex

An excellent starter brand – while Eagle Flex is one of the cheapest “entry level” brands, they are also relatively good quality – their swords hold up well, handle decently, and come in a variety of styles. They make a few axes and daggers, as well as shields, all of which hold up rather well.

Ateliers Nemesis

A Canadian company that specializes in high-end latex weaponry. While they maintain some stock, most of the appeal lays in the customization available on their weapons – when ordering, you can select from a good number of options to customize a pre-existing design. The detail and handling of these weapons is fantastic, although they are rather pricey for latex weapons, easily exceeding the price of most Calimacil gear for the larger weapons.

If you are ordering a custom weapon, expect a wait time of about a month for delivery. As another note, they do not offer many items over 44″ in length, most likely due to construction techniques, so don’t expect to find a cleaving sword from them. They have a few weapons which are a bit high-fantasy, but the overall line is fantastic.

Skian Mhor

Mostly a custom shop based in the UK, they do some fantastic-looking work. At the moment, they do not have an overly-large selection of pre-made weapons, and the shipping costs to the United States can be pricey, but their work is quite beautiful, and they show a willingness to make a wide variety of weapons (Check out the LARP-safe Ship’s Wheel!)

At the moment, no one in Last Hope has any experience with these weapons. It is likely that they will pass, as they are in use at Empire, but until someone buys one for us to check, we can’t really comment on that.

So how do I choose?

When looking at a LARP weapon, there are three things to consider:

  1. How much am I willing to spend?
  2. What is the overall look that I’m going for?
  3. How do I want the weapon to handle?

As a general rule, higher-quality/more elaborate weapons will cost more money – a dagger is less expensive than a polearm, unless you really manage to get some odd custom work done. Simple weapons are often best when you’re just starting out – a lot of people in Last Hope got their start with the basic Eagle Flex Norman Sword, and you still see quite a few of them.

The handling is a major area to consider, however – different brands handle differently. In general, latex is quite a bit lighter than Calimacil’s blend – the Calimacil blades handle a little bit more ‘realistically’, but they’re also slightly slower to respond than the latex weapons. This is a double-edged sword, as they are better for making stable parries, but move a little more slowly when you’re attacking.

So why can’t I just make my own weapon/use a boffer?

Theoretically? You can make your own weapons – they’re just much harder to pass, take a lot more time to get them looking good enough to pass the visual inspection, and it can end up being even more expensive than some of the custom companies if you’re not really sure what you’re doing at first. We’re beginning to experiment with the creation of some latex gear, but that is currently in its infancy.

As for the boffer question, it’s a matter of appearances. We’re looking to make a really immersive game for everyone involved, and the latex weapons just tend to look better. While it’s entirely possible to make boffers that pass the visual inspection (I would recommend looking up Wynar’s Fine Beating Implements for an example of that), it’s not very common, and we would like to avoid the immersion-breaks of the typical duct-tape boffer.

What about ranged weapons?

Arrows are something that go through a stringent safety check before use, so they’re a little more regulated. At the moment, there are three main companies that make LARP-safe arrows or arrowheads.

Live Action Products

A domestic retailer located in Sheboygan, WI, they make modular arrowheads in a variety of colours. The foam is waterproof enough that covers are not required, although they are recommended, because the foam on the arrowheads can get pretty badly chewed-up by foliage, protrusions, and other sharp things if you’re not careful.

As with all modular arrowheads, it is required that you either lock the head to the shaft using an adhesive or artificially reduce the width of the slot by using duct tape – this is to ensure that the head does not accidentally unscrew in flight.

IDV Manufacturing

A German company, they make two types of arrowheads – low-velocity open-cell arrows, and their standard, rounded head. At the moment, the low-velocity heads are the only ones approved for standard bows. The rounded heads are approved for use in IDV’s home-manufactured crossbows, all of which currently pass in Last Hope. Be warned, however – their crossbows tend to have some variability in performance, so you may need to check with a Herald before using one in a game.

Hammerkunst

Another German company that manufactures crossbows, arrowheads, and other archery equipment. We have no experience with their equipment, although we have heard complaints from some German LARPers that Hammerkunst foam is slightly more rigid than IDV’s. We have no basis to test this, but should anyone ever bring arrows manufactured by this company to an event, expect significant testing before approval.