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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:
- How much am I willing to spend?
- What is the overall look that I’m going for?
- 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.
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Solar
Solar, the Sun God.
Patron of Life and Passion, Solar is the sun-god of the Syndar and one of their highest deities, along with his wife, Lunara. Depicted as a tall man wreathed in fire, he is considered to be responsible for bringing the spark of life to Faedrun. Celestine Syndar claim to be the distant descendants of Solar and Lunara.
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Freya Rev Anda
Played by: Sarah Larson
Name: Freya Rev Anda
Gender: Female
Age: 22
Race: Ulven
Hair: Brown
Eyes: Brown/orange
Occupation: Warrior -Combat archer/Sword & board
Known Skills: First Aid
Birthplace: Cliffs of the Eastern sea
Notable Traits: Wary of any and all magic. Loves nature. Thinks all Syndar smell funny. Very curious and fierce when need be.
Relationships:
Kragen Bloodmoon- Feels a strong bond with Kragen, as a mentor, fighter, and friend.
Pack Graytide- Ill at ease around pack graytide. Recently fought an honor duel with a member over the death of his brother due to her falling asleep on watch.
Character History
Freya was born in a large village on the cliffs of the EasternSea, into the Sjóúlfur pack. Despite the large size, her Ulven pack was very close knit. Every member of the village was considered family, and supported each other through life’s troubles. They were devoted to worshipping Sjóúlfur, under The Great Wolf, and their clan was named for it. The men and women were treated equally, and all of them were combat worthy in some aspect or another. Each member of her pack was gifted with a Guardian Spirit by Sjóúlfur at birth. This Spirit was believed to shape their character, and protect them throughout their lives. Freya was gifted with the Guardian Spirit of the Fox, and was thus named Freya Rev Anda.
True to a fox’s nature, Freya was always getting into trouble. She was very sly and mischievous, always going where she was told not to and getting into things she should not. While her father was a great warrior, Freya was not built for melee or hand to hand combat; though she was dexterous enough to hold her own or escape if necessary. Her mother taught her to arch in hopes of sidetracking her from causing trouble in the village. She was a natural at it, and practiced every day to please her father, who she looked up to.
Life was quite peaceful in her village. Since it was built into a cliff overhanging the ocean, it was difficult to raid and the Mordok left them alone, for the most part. Freya was an adept swimmer, and her archery skills improved greatly every day [though she often got into trouble for wasting arrows on sea birds]. Eventually, her father started taking her on hunting missions. This was generally a large excursion, where many of the Ulven men and women would travel miles away, into dense forests to track and kill wildlife to later dry and store for the long winters. Mordok became a problem during these excursions. As she grew older, the Mordok became more and more prominent, and grew bolder. Several times they managed to kill some of her pack, and she watched them pass on to the spirit realm. She learned to hate them with a passion, and rightly so.
One night, Freya was perched on a tree stump near the campsite on watch. The fire was low, and most of the hunters had fallen asleep. She was exhausted from the days work, and trying very hard not to doze off. As she sat there nodding off, a Mordok snuck up behind her and grabbed her by the neck, clasping its filthy hand over her mouth. It started dragging her back, but only managed to get a few feet before Freya clamped her sharp teeth around one of it’s fingers and bit it clean off. Screaming with rage, the Mordok threw her to the ground, where she managed to roll back and start crawling back towards the campfire. Gasping for breath, her windpipe nearly crushed, she tried to make it back to camp to warn the others –but the Mordok’s scream had done it for her.
It grabbed her by the ankle and dragged her backwards. She watched as it raised its wicked blade, glinting in the moonlight, and was ready to accept her death. As long as the others made it, that’s all she cared for. Thankfully, one of her pack members ran towards the scream and got there just in time to save her. He slaughtered the Mordok and dragged her back to the safety of the pack.
It was a large Mordok raiding party that was passing through for unknown reasons. The Mordok are filled with hatred and kill without cause. They were eventually dispatched, but many Sjóúlfur were lost. Freya lost her father in that fight. His body was completely surrounded by slain Mordok. The number varies from story to story, but many say he killed around 30 of them before he was overrun. His body was a mangled mess. Some say his spirit still wanders that area in the form of a bear, protecting wanderers from the Mordok, and that the Mordok now fear that place.
Freya was overcome with grief with the loss of her father, and blamed it on herself for her lack of vigilance on watch. Though her pack tried to reassure her that she had woken up the entire hunting party through her valor, she knew the truth. If she had stayed awake, nobody would have died; or at least that is what she told herself. From that point forward she was restless with village life. Her father’s death had changed her.
She packed a small bag of essentials and her bow, and left the village. She was determined to prove to herself that she was strong, and could hold her own. She has spent the last few years roaming Mardrun and killing Mordok. She keeps a string of Mordok teeth with her, one for each Mordok she kills. She has matured greatly while living on her own. Freya is very observant of others, and slow to trust humans and Syndar. She is more at ease with Ulven, but still wary. She is also quite feral, and distrusts magic users, as magic is unnatural to her. At times her mischievous nature shows when she is in a settlement or colony. Most of the time she prefers to stay alone, but her curiosity often overcomes her in town situations, where people are interacting. She tries very hard to maintain a hard outer shell, but the truth is she misses her pack, and having companions, and that shows with her interactions with others. The only thing that is steady with her is her hatred for the Mordok and willingness to work with anyone to kill them.
Character notes:
-Freya speaks in a low, raspy voice since her windpipe was nearly crushed by the Mordok
-Freya is Illiterate. She can not write or read.
-She hates nothing more than the Mordok. She is wary of Syndar and magic users.
-Rev means Fox, and Anda means spirit in Old Norse language.
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Azra Steelfang
Played by: Shelly Sonsalla
Name: Azra Steelfang
Gender: female
Age: 19
Race: Ulven
Hair: dark blonde
Eyes: blue
Relationships: Dria Northwind– traveling companion
Bio:
Ulven are warriors from the day they are born. They fight coming into this world, and they most definitely fight going out. That is, if the Great Wolf wills it. And my only wish is to join the Wolf—after taking out as many as I can of the Mordok who inhabit our lands.
I was born in the spring of 18 years past. My parents, Crewger and Rasaleane Steelfang, and my brother Sathenus, welcomed me into this world, vowing to make me the greatest female warrior in our small but very fighting-oriented village. I did not disappoint them. As soon as I could walk, I began to train, first by just going on long hikes with my brother in the mountainous terrain surrounding our home. Then, once my coordination improved, I began to fight. In the beginning, I was only allowed a small, wooden dagger that I could spar with. And although my father and brother were very patient with me, I did occasionally end up with minor injuries from our sparring sessions. These bruises, scrapes, and the occasional broken finger were treated by my mother, who was so skilled in medicinal herbs and procedures that most of the village turned to her for help with their ailments. Mother always got annoyed at me though, for no sooner would she get me bandaged up and I would be back at it, fighting with all my might against my older and far more skilled opponents.
Over the years, I graduated from my wooden sparring sword to a cheap steel sword. This sword wasn’t the best of quality, but being such, it helped me be able to overcome any barriers I may face in my battles. It wasn’t long before my father and brother had to use their full skill to keep me from defeating them in our mock battles. It was around this time that I earned the weapons I carry today—a silver shield with a golden dagger etched onto its surface and my mother’s sword.
The shield was made for me by my brother, who spent countless hours forging it in secrecy so that it would be ready to give to me on the day that I became the strongest female warrior in the village. That day happened to be only a week after my 15th birthday. It was a tradition in my village that any child must challenge the town’s strongest fighters as soon as he or she reaches 15 years. This was used to evaluate the child’s fighting prowess and to try and find who the strongest fighters are.
My first fight was against a boy I grew up with. He was but 5 years older than me. As I readied myself for battle with him, my hands shook with anticipation as they gripped my unbalanced sword and small, buckler style shield. I knew I had it in me to beat him, the only question was if I could focus or not. I took a few calming breaths to steady my nerves and stepped up to him. We saluted each other, grim faced, stood ready. He was dual wielding, so I held my shield at the ready, prepared to block an attack from any direction. He struck, rattling my shield with his left hand sword while striking with the right. I blocked the sword and used the momentum it gave me to swing for his arm. He twisted out of the way just in time so my slice fell short. At this point, adrenaline was pumping through both our bodies, sharpening our vision as well as our reflexes. I could see every minute change in his body’s position before he attacked. And he could read me just as well. It became a game of trying to fake the other out, trying to get them to lower their guard. And he won. I had been watching him closely, intent on every movement, when I was blinded. He had used the edge of his sword to reflect the sunlight into my eyes. My temporary confusion created an opening for him; he sliced with both swords. I was able to block the first with my shield, but the second sliced open the skin on my leg. I hissed with pain. He had gotten first blood. That meant that I had to land two hits on him before he touched me again. Otherwise, it was all over. I lunged forward with an overhead strike, changing my direction of attack at the last moment with a flick of my wrist. The feint worked and he blocked with both weapons, leaving himself open for my blade to flick in and slice the front of his shirt. A thin trail of blood made his way down his chest as he glared at me between long black bangs. The pressure was on now—whoever landed the next hit would be victorious. My next attack was parried by one of his swords, and while he had my sword trapped out of the way, he struck. My only option to escape the attack was to react in a way he would never expect. So instead of blocking and dodging back, I pushed his sword away with my shield before dropping my still entrapped sword and quickly reaching into my sword belt for the small dagger I always kept hidden there. One quick swish of my wrist opened a shallow cut on his cheek. We stood there for a few seconds, unable to believe the battle was really over, before stepping away and saluting each other. Only then did I hear my family screaming their praise for me. Only then did I realize that I had actually won.
The next few hours were a frenzy of activity, of fighting, blocking, dodging, and lunging. I couldn’t even begin to tell how long I was fighting–all I knew is that Ihad been fighting for a long time….and it was beginning to take a toll on me. I felt my attacks becoming sloppier, my blocks coming up slower and slower, until it got to the point that they barely managed to block the oncoming sword.
Finally, I turned to meet my enemy and found none other than my brother, his 6 foot, heavily armored frame seeming to take up all of the space. I took a deep breath before letting it out in a snarl—a snarl he eagerly returned. Then, just like that, it was on, and the adrenaline coursing through my veins gave me a new-found energy.. Unafraid, Sath charged toward me, slashing viciously. I dodged nimbly back, avoiding every one of his slices. But he gave me no time to counter, lunging forward to bash me in the face with his shield. My head snapped back, my ears ringing in my head. Before I could recover, his blade slashed out once more and sliced open my upper armor. I hissed with pain before launching a fury of attacks, using my light weight and slender build to my advantage. And finally, finally, I landed a hit on his leg, opening a cut barely big enough to bleed. But it did, so we were tied. Before that thought could even fully enter my head, he feinted high before smashing me with his shield and full weight, knocking me back and off balance for a millisecond. It’s the only time he needed to slice open my calf. I hissed, knowing that that cut will scar, adding to the dozens of small scars I already owned. I bowed before he pulled me into a hug and half-carried me over to where our parents were waiting.
As I neared them, I was surprised when Sath picked up a small shield—silver, with a golden dagger inlaid in it—as his shield already works so well. My confusion was soon answered when he held it out to me. “good fighting, sister.” He told me before turning to Rasaleane, who I saw was holding her sword before her. I took it and looked at her questioningly. She nodded and smiled, so I stepped back and swung it a few times. The balance was amazing. I quickly dropped my old sword and shield, sheathed my sword, and slung my new shield on my back.
After that, life went mostly back to normal, except that Sathenus left a few weeks later without a word and that now I was allowed on the front lines if there were any mordok attacks or if we wanted to go scouting for mordok. Once I even led a scouting party that found a mordok camp. We decimated them and brought their heads back to camp for all to see.
And so continued daily life until 3 weeks ago, when word reached our village of the missing caravan and Daven’s Reach. Seizing this opportunity to explore Mardrun, I went straight to my father and requested his permission as clan leader to leave. He granted it without a second thought and I headed off the very next day, without my mother and father giving me blessings of fortune and their word that they would let my brother know where I went.
My journey was mostly uneventful, besides acquiring a companion at one of the taverns I stopped in on my way. I had walked into the tavern in the dead of night, and much to my surprise, there was a Mordok hunting party just leaving. Realizing that I would have plenty of opportunities to kill Mordok when I wasn’t hungry and tired from travel, I let them go on their own. Instead I stepped up to the bar and ordered some mead, soup, and bread with venison. I glanced around the tavern and chose the table in the farthest, darkest corner. I sat with my back against the wall, watching the crowd warily. The majority of the tavern’s patrons were men—extremely intoxicated men. But sitting at another table, quietly drinking her mead was an ulven who appeared to be not much older than i. The next time she glanced up, I nodded to her, then waved her over. She looked hesitant for a moment before coming to sit across from me.
“my name is Azra Steelfang,” I told her.
“Dria Northwind of the Beothunk Clan,” she replied, before telling me her story. Her village had been destroyed by the Mordok, so she was searching for a new hope. She believed that Daven’s Reach was the place where she could find that hope, so I invited her to travel there with me. She accepted, and so after a partial night of sleep, we left early the next morning to continue our journey.
And now I’m about to arrive at Daven’s reach. The party lead by Kragen Bloodmoon had already left for the outpost, but there were rumors of a Mordok camp nearby. So Dria and I decided to meet up with the party of adventurers now residing at Daven’s Reach. Who knows what monsters we’ll encounter after we arrive….