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Niklas Tidewalker

PLAYED BY: Nick Farmer 

CHARACTER NAME: Niklas Tidewalker

GENDER: Male

PRONOUN(S): He/him

CLASS: Rogue 

AGE: late 30s

RACE: Ulven

HAIR: Shaved head; short salt-and-pepper beard.

EYES: Amber-yellow, wolf-like 

OCCUPATION: Traveling Fisherman (Hunter)

KNOWN SKILLS: Fishing, net making and repair, rope and knot work, trapping, hunting, and wilderness survival.

BIRTHPLACE: A small fishing village along the Stormjarl coast.

APPEARANCE: Tall, broad-shouldered Ulven with a shaved head, short salt-and-pepper beard, amber wolf-like eyes, and weathered traveling clothes. Several fish hang from his belt on braided cords, giving him the unmistakable appearance of a wandering fisherman.

NOTABLE TRAITS: Talks to the fish hanging from his belt as though they were old friends.

RELATIONSHIPS: None currently. Niklas is searching for a place to belong and hopes to find a community he can call home.

RUMORS: There’s a wandering fisherman who talks to the fish on his belt. Harmless enough… though some swear the fish answer him.

BIO / BACKGROUND HISTORY: 

Niklas Tidewalker was born in a small fishing village along the Stormjarl coast. Far from the larger settlements, his family lived a quiet life sustained by the sea. His father had turned away from the pursuit of glory and chose instead to follow the Path of Gaia, believing there was honor in living alongside nature rather than constantly seeking battle. Wanting his children to know peace, he and Niklas’s mother raised their family where the tides, forests, and wildlife provided everything they needed.

As a child, Niklas spent his days learning to fish beside his father while his younger sister, Astrid, followed close behind. The siblings teased each other endlessly, explored the shoreline, searched tide pools for shells and strange creatures, and learned to respect every animal that crossed their path. His father taught him to mend nets, tie strong knots, and never waste what the sea provided. His mother taught him patience, kindness, and that every living creature had a place in Gaia’s world.

That peaceful life ended in a single afternoon.

A band of attackers descended upon the village without warning. Realizing there was no hope of defending their home, Niklas’s parents hid him and Astrid beneath fishing nets and overturned gear, ordering them to stay hidden no matter what they heard.

From beneath the nets, Niklas listened helplessly as his parents were struck down.

Unable to bear the sounds any longer, Astrid broke from hiding and ran toward them. She never reached them. Before Niklas could move, the attackers cut her down as well.

When silence finally returned, Niklas crawled from his hiding place to find his entire family dead.

For two days he remained beside them, too grief-stricken to leave. Hunger and cold eventually forced him to walk away from the only home he had ever known.

The years that followed were lonely ones.

Niklas survived by taking whatever honest work he could find. He fished rivers and coastlines, trapped small game, hunted when necessary, repaired nets, tied rope for fishermen and merchants, and wandered from settlement to settlement. Wherever he traveled, he found comfort in the wilderness more easily than among people. He became fascinated by the creatures he encountered, quietly observing their habits and treating them with a respect that many found unusual.

Somewhere along those lonely roads, he began talking to fish.

At first, the fish simply reminded him of his family. In time, he found himself speaking to them, and eventually he began hearing familiar voices answer in return. Whether it was born from grief, loneliness, or something only Gaia herself could explain, the voices never left him. He now carries fish on his belt and speaks with them as though they were old companions. Most dismiss him as an odd fisherman with a harmless eccentricity. Niklas simply smiles and continues the conversation.

Despite spending more than twenty years wandering, Niklas has never truly been searching for fish or work.

He has been searching for a home.

Though quiet, capable, and remarkably self-sufficient, he carries the hope that somewhere there is still a place where he belongs… a place where he can once again cast a line into the water, share stories around a fire, and become part of a family instead of merely passing through.

For the first time in many years, he believes he may finally be close to finding it.

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Gráinne Ailisdottir

PLAYED BY: Eva Dukerschein

CHARACTER NAME: Gráinne Ailisdottir of Pack Wetfinger

GENDER: Female

PRONOUN(S): She/Her

CLASS: Mage

AGE: 38

RACE: Ulven, Path of Gaia

HAIR: Brown

EYES: Hazel

OCCUPATION: Blacksmith

KNOWN SKILLS: Sew, Sing, Read and Write, Arcane Magic, Blacksmithing, Tending a Homestead

BIRTHPLACE: Pack Wetfinger village in Clan Spiritclaw territory

APPEARANCE: Gráinne is a short and stout woman with brown hair and eyes. She typically wears a soft smile. Her clothing tends toward simple attire and she rarely wears jewelry aside from her many earrings. Her vanity lies mostly in her large curly hair which she enjoys braiding into different patterns, though she does have a somewhat messy hand.

NOTABLE TRAITS: Her short stature is the first thing noticed about her, then her hair which changes frequently. She is otherwise relatively unassuming.

RELATIONSHIPS: Gráinne has a lost mate, Freydis, who went missing in the year 269, during a Dirge Swamp expedition. She has a longstanding friendship with Kló, a former member of clan Grimward who she has not seen in a few years (played by Talon Wyclyf). Her adopted family, mother (Ailis) and two fathers (Gunnar and Oleg), still live in Wetfinger territory. She does not remember her birth family.

RUMORS: None really, Grainne is an open book.

BIO / BACKGROUND HISTORY:

Gráinne was born in the year 238. She was found abandoned as a very young and sick infant by a Daughter of Gaia, who saved her life. She lived a normal and comfortable life with her mother, father, and papa. From a young age she was taught magic by her mother.

She was 12 years old when the first colonists arrived in Mardrun, however it would be several more years before she ever saw a single colonist. She and her childhood friend, Freydis, got up to the usual childhood mischief but as they grew up something else began to blossom between them and when they were old enough, the two were mated. 

In 261 Gráinne and Freydis met Kló, a Grimward woman who was tasked by her family to help care for the farm of an aging widow in the community. They quickly struck up a friendship with the outsider and were nearly inseparable. Occasional trips to the market all together in the newly founded Aylin’s Reach after the first civil war were some of her favorite memories. She loved taking in the foreign technology and magics.

Freydis was a skilled blacksmith and did work for pack Wetfinger in simple everyday crafts – nails, buckles, and the rare weapon and armor repair. This was why it was such a surprise when she told Gráinne that she would be leaving with a hunting party to explore the Dirge Swamp. They fought bitterly about whether or not she should go, but Freydis held her ground and left. They were never seen again. All that was found was an abandoned campsite. All that was recovered was Freydis’ hammer.

In another devastating turn of events, Kló also left the settlement to live in Aylin’s Reach. Kló told her that even after severing ties with her birth-clan, she felt like too much of an outsider even after many years in Clan Spiritclaw’s territory. Blessedly she still had her parents to support her, but Gráinne’s heart was shattered. Still, she put on a brave face and supported her community by taking over as the pack’s blacksmith.

With the eruption of the second Ulven civil war and the emergence of Clan Stonetooth, Gráinne believes it’s her duty to continue what Freydis started. She intends to travel to learn more about the history of her people and uncovered any secrets that these mysterious sinister forces want so desperately to keep hidden.

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August 2026 – Axes and Anchors

Axes and Anchors

=IMPORTANT DATES=

Saturday, August 8th:
New PC Bio Cutoff
New PC bios submitted after this deadline will not be approved to play at this month’s event.

Monday, August 10th:
Resources and Downtime Actions Deadline

Monday, August 17th:
PC Skill Purchases Via Email Deadline
There is no guarantee there will be time at event registration to update your PC’s skills.

=EVENT DATE AND TIMES=

Saturday, August 22nd:

– Early Arrival Time – 8:30am 
– Registration opens – 9:00am
– Registration closes – 10:30am
– All Player Event Briefing – 10:45am
– Scenario Begins / “Game On” – 11:30am
– Scenario Ends / “Game Over” – 5:30pm
– Check-Out & Clean Up – 5:30pm+ until whenever.

***NOTE: If you are unable to make it before the official start time, it is your responsibility to discreetly notify Staff and get checked-in and NOT disturb the game in progress. ***

=Event Story=

Mardrun has been thoroughly shaken by the groundbreaking revelation to come out of the previous month’s Market Faire celebrations. With Clan Spiritclaw’s horrifying reveal that Clan Stonetooth are worshippers of The Mother, and Spiritclaw’s resulting decision being to join sides with the allied forces of Mardrun against Grimward and Stonetooth, many eyes are watching to see if the rest of the neutral clans act as well.

The rest of Mardrun has no time to waste, however, as news of a war within Grimward has provided hope for an opportunity to press Grimward from the outside while they ruin each other from within. Despite a notable portion of their forces still recovering, the City-State of Newhope has already made their move to press in, and Clan Stormjarl and Clan Nightriver have been quick to join.

These forces have been faced with a unique and potentially dangerous problem—Grimward’s usually stalwart front lines have fallen back. This may sound like an easy fight, but an almost missing enemy line has put leadership on unsure footing, worried they’re being led into a trap. The increasing concern is only heightened by an inconsistent flow of Grimward Daughters of Gaia trying to escape the war-torn territory.

With rumors of Grimward warpacks turning against other Grimward warpacks spreading across camps, aid has been requested by Campaign Commander Dame Marie to support and hold lines while a greater picture can be drawn to unravel the mystery without delaying the fight. Coordination along the front line to support and tend to the warriors, as well as helping the Daughters of Gaia, and discerning which Grimward packs are the biggest enemies are at the top of the priority list for any and all who come to help, before chaos can fester and cost the allied forces their chance at kicking Clan Grimward while it’s down.

= EVENT SPECIAL MECHANICS =


1) Event Theme: Information Gathering, Combat, and the Unknown
Players attending this event can expect various encounters throughout the day, with different solutions or choices that must be made. While combat and protecting the camp may be important, the ability to discern information and learn more about Grimward will be the most critical to the war-front as a whole.

2) Specific NPC Roles:
There are no monster roles for this event.
Players will be representing the forces of Clan Nightriver, Clan Stormjarl, Clan Grimward or Newhope. We encourage players to bring ulven-centric garb and equipment, but non-ulven roles will be available too. Both combat and non-combat roles will be available.

3) Pre-Event Setup:
The event will take place in the Outpost, where players will be allowed to pre-event set-up. Spaces can be reserved via Downtime Actions, then the remaining space is first-come-first-served on the event day.

4) Decorum & Out-Of-Game Clarifications:
Please note that the entire in-game area is monitored for decorum, immersion, and in-game discussions. Players will call each other on Decorum if they are not following this. However, please make an effort to check-in with others and make clear “Out of Game” clarifications discreetly if needed.

=EVENT LOCATION=
W7111 New Frontage Road
New Lisbon, WI 53950

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

Membership and Event Sign-Up Info

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

=FOOD, WATER, PROPERTY, AND SAFETY INFO=

=Food & Water=
– We will be providing a simple, optional, pre-packaged food and/or fruit snack for players at this event.
– This will NOT be enough to sustain you all day/event!
– Players may be bringing food to share/sell but it is NOT guaranteed.
– Make sure you bring feastware if you intend to eat in-game!
– There is no running water at this location; all water must be brought in.
– There will be some drinking water brought in BUT players should also plan to bring their own and carry it with them.
*** You should plan on bringing some extra food/snacks and water to tide you over for the rest of the event. ***
*** Plan ahead, be self-sufficient, bring your own food/water and bring bags to take your trash! ***

=Camping, Bathrooms, Fire, and Electricity=
– This event is a single-day event. Camping will not be needed.
– If you need a motel, there is a Comfort Inn and the Edge of the Woods Motel nearby.
-All players are responsible for taking their garbage home. There is one communal trash can for small things like band-aid wrappers or other small dry items. Do not leave bags of trash behind for the land-owners to dispose of.
– There is a porta-potty onsite in the parking area for players. HOWEVER, in winter time, this porta-potty is for emergencies ONLY as it cannot be pumped out until the Spring when it thaws. If you need a full bathroom facility, please plan on driving 1.3 miles back to the Gas Station.
– Campfires are allowed as long as they are PRE-APPROVED BY STAFF and either in an above-ground fire-pit or dug into a below-ground fire-pit.
Any additional fires will be strictly, enforced, monitored, and must be pre-approved.
– There is electricity at the site; please coordinate with Staff for anything that needs electricity and bring your own cables/extension. Simple things like fans or charging cell phones is fine, but portable heaters or anything that draws a lot of power must be pre-approved.

New Lisbon, WI
– The entrance to the property is flanked by several driveways we (might) have permission to park on if needed. Please check-in or get directions before you park. You are allowed to park on the road as an overflow but you MUST park on our side of a road, try to keep the entire vehicle off the road, and minimize foot traffic on the road.
– The property boundaries to the north, west, and east are marked by GREEN flagging tape. The neighbor’s driveway is also a boundary to the east. The southern boundary is the clearing leading up to the interstate.
There are several deer stands on the property; at this time, we ask that you do not go into any of them.

– You may use Hawkins Tower as a look-out/archers post; max of 2 people up top at once.
– The bridges are to be used for traversal only; no fighting on the bridges.
– Do not cut down any trees without approval.
– Do not use adjacent driveways/neighbor property without explicit permission!
– Be cautious about driving into the property due to sunken/mucky areas and existing stumps.
– Our property usually gets a lot of ticks early on and then a lot of mosquitos during mosquito season. Please plan accordingly with bug spray, layers, etc!
– Our property is a wetlands and has run-off creeks and soaks up water considerably in the spring melt and if there is steady rain in the area. Players should be prepared for mud and muck or even standing water on parts of the property. Some players buy rubber boots and alter them to pass decorum, others have water-proof boots, others simply prepare a change of socks/shoes for when they get wet. Take the time to plan this out for your garb and footwear!

= WEATHER CONDITIONS, PARKING, & DRIVEWAY=

– Make sure to plan to bring weather/temperature appropriate base layers.
*** Base/thermal layers do not need to fit Decorum but outer layers do… please make sure you get your garb checked! PLAN ACCORDINGLY! ***
– There is ample room on the gravel pad to park 8-10 vehicles, even in rainy/muddy/snowy conditions.
– Make sure you check with Staff before driving into the parking area in case it is muddy/rutted. When in doubt, park on the pad/road and then ask for help.
 Because of the wet nature of the property, the parking lot may not be easily accessible if it rains/snows before or during the event. If needed, we will plan on shuttling players back to the nearby gas station to park vehicles and then get shuttled back to the event property.
– If you park on the road, all participants must do their best to park ALL VEHICLE WHEELS off of the road and on the grass. An easy way to remember this; if you can park and all 4 tires are in the grass, you are good.

= SAFETY RULES =


– A number of Staff and approved players are trained or able to assist during emergencies (Raised hands will be shown during briefing). Staff have access to a Snake Bite/CPR/First Aid Kit if needed. In case of any emergencies, immediately contact Staff and let them handle it.
– Make sure you adhere to our Alcohol and Tobacco guidelines; no one under the age of 21 can consume Alcohol or Tobacco products. These products CANNOT be sold for real-world money and serving them to a minor will get you ejected from the LARP. *** Check the PC cards/NPC sheets/discreetly check for IDs. ***
– If at any time a player feels uncomfortable or unsafe due to role play, be aware of our “Out of Game Stop” call. Please use this discreetly and/or contact Staff if needed.
– If at any time a player needs to remove themselves, physically or mentally, from the game please do so as discreetly as possible. Notify staff if possible or coordinate staff if you cannot do this discreetly.
– Be aware of proper encroaching, medium hit strength, and be courteous to others.
– If flooded, the Bridge is for traversal only; do not fight on it, don’t attack anyone on it, let them move beyond the flooded spots and then reengage. If the property is NOT flooded, do not use the bridge at all in combat! Use the terrain around it.

COVID 19 RESTRICTIONS & PRECAUTIONS

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

== CUT-OFF DATE, SKILLS, & PLAYER INFO ==

= MONTHLY EVENT CUT-OFF DATE =
– The Monthly Event Cut-Off date is a deadline that is critical to the preparation of the monthly story/event. This allows us to prepare PC bags, write NPC more detailed roles, finalize mechanics based on who we know is planning on attending, and properly tie in player influences like Resources and Organizations.
– The Event Cut-Off date for this event is Wednesday, August 12th.
– Players that want a more detailed NPC role must purchase the applicable membership AND signup for the event by that date.
– Players that want a guaranteed spot for their PC must sign-up by this date.
– Players that want to be added to the Prize Giveaway for the month must signup by that date.

= PC SKILL UPDATES =
– If you sign-up and choose a membership by the Event Cut-Off date, staff will prepare your PC bag with items, coin, and condition ahead of time.
– If you have updates to your PC, do them ahead of time and email us the changes.
– The deadline for these PC skill changes is the Monday before the event!
– If we have time then we can update your PC skills at an event. *** There is no guarantee we can do this at an event due to the registration time needs. ***

= ATTENDING EVENT BONUSES =
– Players attending events in-person are granted several bonuses:
– A PC may roll applicable Profession and/or Tradeskill rolls for coin/affects. You MUST bring your trade manual to check-in to make your rolls.
– A PC may open and review applicable Lore cards at Check-In (and copy them over into their own Lore books if they so choose)
– PCs that are part of an Organization may earn +1 Organization Exp per event day that they attend and prominently display Org heraldry. Bring and show your heraldry to check-in!
– PCs that are part of an Organization may earn +1 Organization Exp for attending and prominently displaying Organization Standard/Banner (Min 3 PCs) Please tell check-in that you will be displaying a banner!

= DOWNTIME ACTIONS, ORGANIZATIONS, & LORE SKILL USAGE =
– Players may have a PC(s) use Downtime Actions to make an impact on an event.
– Organizations may pledge their monthly Actions and/or applicable Units to make an impact on an event.
– Downtime Actions & Org Actions influencing this event must submitted by the Monthly Event Cut-Off date OR the 10th (Whichever is first)
– Relevant information gained or a summary of the influence of these efforts will be available at Check-In at the event; a player must attend to be able to see that info.
– IT IS YOUR RESPONSIBILITY TO ASK FOR THAT INFO!
– PCs with applicable Lore skills may have access to certain Lore cards at check-in. Frequently, there are Lore cards available for you to read that represent your characters ability to know about things going on in the area. Some of this information can be really useful to know!
– You may not take these Lore cards but you are welcome to copy the information they have into your own Lore book but it must be done at Check-In.

= PC SPOTS & LATE PLAYERS =
To guarantee a spot for your PC at this event you must sign-up and pay for membership services before the Monthly Event Cut-Off date.
– If you sign-up after this date, we will coordinate a waiting list for players wanting to play their PCs.
– If NPC roles are needed, you will be notified before an event what those roles are so you can prepare.
– If NPC roles are not needed, you will be notified that you’re approved to play your PC.
– This helps us balance event mechanics and needed NPC roles to adequately facilitate an event but still allows ample opportunity for players to guarantee being able to show up as their PC.

We are following a strict time-block for check-in/registration so players will be expected to arrive on time to get registered and then attend the game briefing.
 If a player is going to be late and they are going to arrive after registration closes, they are expected to notify the staff by emailing the lasthopelarp@gmail.com address to let us know.
– This allows us to prep their NPC materials or pull their PC cards prepare their items/coin for when they arrive. Failure to do this may result in a forced NPC role if the player arrives after the briefing as all registration supplies are packed up and put away.
– This does not mean we do not have wiggle room; all you have to do is notify us ahead of time via email so we can prepare accordingly.

= MANDATORY CHECK-OUT =
– All players are required to properly check-out at every event; this means that all in-game items and PC cards with PC conditions will be turned over to Staff for proper record keeping.
– We will be doing a dedicated Check-Out after each day.
– If you plan on leaving before the end of the event day/scheduled Check-Out time, it is your responsibility to seek out Staff in order to properly check-out.
– If you checkout as a PC, you may not “check back in” after a period of time. Once you check out as a PC, your PC is done for the event day.
– There may be limitations on how and where PCs can check out at an event; ask instead of assuming if you feel like your PC would leave early, and then staff can assign you a role after that.

== SPONSORSHIP ==

=Wizard Quest=
Our continued sponsorship for 2024 is Wizard Quest! Mention the LARP for a local’s discount and remember to share with us a picture of you attending for cross-promotion EXP!
www.wizardquest.com/
Wizard Quest in Wisconsin Dells
400 Broadway Ave
Wisconsin Dells, WI 53965

== HELP! THIS IS MY FIRST EVENT! ==


– It is understandable (and normal) to be completely lost and overwhelmed coming to your first event.
– Staff and/or Veteran players will be on hand to help guide you and answer questions. We want your first event experience to be a positive one!
– It is very normal for staff and players to be running around doing things to get the event going on time; you may need to seek out someone with a gold belt flag and ask for assistance.

UPON ARRIVAL
– When you arrive, the most important thing is checking to see if you need to park in specific areas.
– Make your way to Check-In, wherever that is for the event. This will be where a number of players are at and also where Staff are at checking people into the game. This is also where Staff can guide you to the proper areas (such as New Player Helpers or NPC Wranglers)

AFTER CHECK-IN
– Once you have checked in, the most important person/station for you to search for is the “NPC Wrangler”. This is usually 1-2 Staff members that are taking care of garbing up and handing out NPC roles.
– There will be time available to make sure you are prepped for your NPC role. This is a great opportunity to ask questions!
– If you need anything else from your vehicle or for any setup, this would be the time to do so.

BEFORE BRIEFING
– Once you have your NPC role and you know who you can contact for questions, there is usually extra time before the event briefing.
– During this time, we will do a Combat Tutorial so you know the basics of combat. This usually takes about 30 minutes, so try to factor that into your event arrival time.
– There will be announcements of when briefing will take place; make sure you are available to listen to the briefing of an event as it covers a lot of story, safety, and property information.

AFTER BRIEFING
– Normally right after briefing, all NPCs and the NPC Wranglers are assembled into a group to discuss NPC roles, any connections they may have, answer more questions, and review the overall event theme/goal.

DURING EVENTS
– Once “Game On” is called, it is very important to maintain decorum in the game area. This can be very intimidating at first!
– If you need anything, please discreetly find a gold belt flag staff member and ask for assistance. Most of the time we will move off to the side for a quick out-of-game clarification or move out of the game area entirely to be able to have a full discussion.
– If you are confused on what to do, please seek out staff discreetly to double check your NPC motives and goals or discuss ideas on what you can do.

AFTER THE EVENT

– All of your borrowed garb, gear, coin, etc will get returned back to the NPC Wrangler as soon as the event is over.
– This will also be a chance to discuss any meaningful interactions you had as an NPC that we might want to follow up on
– The NPC Wrangler and potentially other staff will be available to answer any questions you have.

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

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July 2026 – 15 Year Anniversary Market Faire – Camaraderie and Community

=Event Story=

With the City-State of Newhope giving right of way to host this year’s market faire to the people of Lumiria, the Blades of Sol have prepared their settlement to receive visitors and merchants from all walks of life. Even in times of war, people look forward to gathering to enjoy each other’s company. Whether it be food, gossip, or a chance to reconnect, people from all corners of Mardrun have come to Lumiria, located in Aylin’s Reach territory, to participate in this year’s annual market faire, a welcome respite from the constant strain of war.

Part 1: Blades of Sol Host The Market Faire
The Blades of Sol Faction members will be hosting the Market Faire this year, coordinating the in-game schedule of events and tournaments.

Part 2: Out-of-Game Community Hangout
This event will include an evening of out-of-game community hangout! There will be a 15-Year Celebration Ceremony and then camping, a cook-out, a swap-meet, and just hanging out are all encouraged. Share your stories about the past 15 years of Last Hope LARP history!

=Event Summary=

Faire goers all gathered in the city of Lumeria as Mardrun’s annual market faire began. Faces among the crowd were some that many expected to never see again in places of celebration, especially the newly-allied Ironmound fair-goers. While politics and mercantile deals were present as always, this faire seemed to be one of the people, focusing on merriment and honoring those lost in the war first, rather than pushing hard on war agendas.

Rather quickly, attention shifted back to the war, as a Truthseeker of Clan Spiritclaw read a declaration from High Priestess Morrigan Solfire herself.

“To the people of the free Clans, the colonies of Newhope, and Aylin’s Reach, and all others in attendance,I am High Priestess Morrigan Solfire of Clan Spiritclaw. Hear my words. For many moons, we have paid close watch to both sides of this conflict. Clan Spiritclaw has remained neutral on such matters as we did in the prior war. With the emergence of a secluded Clan and the new magics they brought with them, outreach and discovery was prioritized. We were curious about this third unknown entity, as I’m sure all of you are as well, and we sent a delegation to learn all that they could from Stonetooth. Just as they welcome the willing Daughters of Gaia who seek them out from Grimward, we were welcomed as well.However, we were presented with bold claims by passionate interlopers to look with a more discerning eye at the actions of Stonetooth. This forced us to ask hard questions and learn difficult truths. The news that was brought back to me I am duty-bound to share will all of you.We asked Clan Stonetooth about many things, their way of life, their leadership, their history, their Pillars… and their opinions of the north and the monsters that live within. When we spoke of the mordok, who Stonetooth despise as equally as any of us, they told us that the mordok draw their power from their Weaver by creating idols of corruption and bastardizing her magic.


I will repeat this. The Stonetooth believe that the mordok draw their power, corrupted and twisted, from their deity they call the Weaver. We know, as well as all of you, that the mordok are of the Mother. They are her children, named so by her own words that have echoed from the visions suffered by those who fight her power or dare to get too close to it. Either by their own ignorance or an attempt at deception towards us, Clan Stonetooth are worshipers of The Mother, disguised under a false name. Spiritclaw has and forever will fight against the dark forces that fester in the Dirge Swamp. To even consider aligning ourselves, or turning a blind eye to a Clan who draws power from the same evil we seek to eradicate would be a desecration. We have seen with our own eyes the monsters that Clan Stonetooth has unleashed upon the downtrodden, watched as they salt and burn the lands that Gaia had blessed.At this very moment, this same letter has arrived into the hands of various Clan Grimward leaders, assuming there are any left. We beg of you, good people of Grimward, to cease this madness. Separate yourselves from this vile infection, or they will be your downfall. There is no glory worthy of Corruption. On this day, we will sit by and watch no more. Clan Stonetooth has made an enemy of Clan Spiritclaw. We cannot stand idly by as they seek to spread poison into the heart of Mardrun. May Gaia’s embrace shelter us all.”

With Ironmound having declared war against their former allies and now Spiritclaw joining the fight, hopes are high among the shocked crowd. The horrifying discovery of Stonetooth’s worship of the Mother perhaps couldn’t outshine the silver lining of another allied Ulven clan.

Further into the day, the competitions and tournaments continued. After several tense rounds, victory was claimed by fighters, bards, talented creampie-eaters, and the golden stool was secured for another year.

Towards the end of the day, another letter made its way to the public. This time from the Council Member of New Hope, Duchess Madeline d’Argent delivering important news from the warfront in Grimward, read aloud by a representative of Starkhaven.


“To our allies in this war, Know that this letter comes from the office of Duchess Madeline d’Argent. The City-State of Newhope finds the information credible and plans to act on it promptly.The land bridge between Stormjarl and Newhope has afforded us opportunities for intel gathering. Our forces fighting along our new front lines have seen precarious arguments between various Grimward warparties shift into all-out combat. This has not been a single event. Whatever seeds of discontent may have been planted have most assuredly been sown.Sources from within Clan Grimward, who give reason to be trusted, have provided key details, as follows;


Firstly, Pack Oakheart has begun fighting against several other Grimward packs. They’ve sought safe passage out of Grimward land for their Daughters of Gaia, and without aid those Daughters may not make it out. Clan Stonetooth’s extreme beliefs and their attempts to press that belief onto many Daughters has pushed to this extreme response, and word has it that more packs have already made moves to follow Pack Oakheart. Our sources plan to meet with us again soon for further information. Secondly, Clan Stonetooth has effectively twisted the beliefs of enough Grimward leadership to maintain the lack of a living Clanleader. Should this continue, almost surely there will never be another Clanleader of Clan Grimward. It is their position that the Warsworn Khulgar Greytide, Warleader of Clan Grimward maintain his control over the clan. Itis unclear even to our sources what that means for the clan once the war is “ended” and they’ve completed their conquering. Allied forces of Mardrun, strike hard and strike true. Clan Grimward has begun warring with itself–Newhope will not let the opportunity to crush from outside while they crumble inside pass us by.

–Duchess Madeline d’Argent, on behalf of the City-State of Newhope Council”

The crowd that had gathered quickly broke off to discuss and plan with their allies, and once again, the focus of many was shifted back to the tides of war.

As the sun began to set, several gathered around a fire with folded parchment carrying names of those they’d lost. As they were read aloud and their stories shared, their names were carried into the sky by the smoke and their spirits laid to rest with the ash. Among friends, family, and new allies, a fresh breath of hope concluded the annual market fair. 

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Nara Pentare

About Nara Pentare

Nara Pentare is a human nation in the eastern mountainous region of Faedrun. It is a beautiful country, full of high mountain crags and lush, fertile valleys, but it is ringed by a treacherous mountain range that separates it from the nations that surround it, most notably the largely hostile Kingdom of Richtcrag.

This country prides itself on its independence and self-sufficiency. They are able to supply their own weapons and fabrics, building materials and foodstuffs. There is an abundance of game in Nara Pentare’s rich forests and her mountain lakes and streams teem with aquatic fare. Some trade exists between Nara Pentare and other nations, but the trade routes are long and arduous and full of dangers; earthquakes, rockslides, avalanches, and bandits are only some of the obstacles that keep land trade to a minimum. The Richtcrag have little tolerance for excursions through their lands, and those who do so had best have their approval, which is not often forthcoming and may vary on which band approved their passage.

The peoples of Nara Pentare banner under the regions they occupy. Within those regions, the major family lineages are known as Houses.

  • Houses of Metal – Residents of mountaintops and cliffsides, buildings from stone and hewn directly into the mountainside. They wear fur and leathers and heavily layered garb. Their most common exports are building materials, metals, minerals, and precious gems. Livestock are less common, but mountain herding is still important in the villages. Most of the military is trained and stationed here as a barrier to Richtcrag.
  • Houses of Wood – These Narans reside in the plains and forests of the flatlands. Their architecture varies by terrain, though it is often elevated and walled: communities leftover from warring times. Cotton, linen, and silk are common textiles, and they wear long and delicate garb from readily available agriculture and plentiful livestock. 
  • Houses of Water – The coastal peoples, their distinct communities form and vary based on their connection to the ocean. Ports, villages, and cities built on beaches, cliffsides, and rivermouths will all be vastly unique, no two alike. They have available to them a variety of cloth choices, linen, cotton, canvas, due to plentiful trade and to help adapt to the different temperatures that come off the waters. Fish and seafood are common exports, but larger cities are popular trading hubs for cooperative syndar and human nations and are infamous merchant havens.
  • Houses of Fire – Denizens that reside in the original central city of Nara Pentare, The City of Light, belong to the Houses of Fire. This is the city that houses the Emperor and most of the highest ranking noble families at its very center. It is a large cultural hub and merchant haven.

The country is rich in arts, literature, dance and music, even competitively so amongst themselves. Festivals that bring together all corners of the country to share their creations and compete are common. This competitive spirit has brought about the invention of many dice and card games as well whose pieces are highly decorated. These pastimes played in merchant cities, learned by sailors, and carried into port towns have adopted alternative rules for gambling. These games are popular in households and taverns across Faedrun.

Traditionally, the currency in Nara Pentare is based around the weight of grain and metals, typically iron. They had refused to adopt the Vandregonian coin much to the delight of their syndar trade partners, who happily barter using their own chit system.

Iron and other metal craftspeople are equally respected artists, especially those working with rarer materials. Because this craftsmanship is held in such high regard, weapons of war are precious, often passed down through lineages or claimed as spoils by rival Houses. Wielders of these weapons are expected to be artful in their skill, always striving for perfection just like any other craftsperson. This ideal is most often held in noble families, where few have actually seen the face of war.
Warriors only engage each other in combat after a formal challenge has been given. Once this challenge has been delivered and accepted, combat ensues. This ethic is true for any form of combat, from a single duel to the full extent of armies on a battlefield. While sneak attacks, ambushes, and assassinations are not unheard of, no self-respecting family or House would ever lay claim to such actions.

The City of Flame, oldest city in the country where the first palace was built, is a large multi-tiered city with the Emperor’s villa at its center. Each tier is home to different families in the Houses of Fire based on rank, and the lowest tiers are reserved for craftspeople and commonfolk. The City lives up to its name, as during the night it becomes alight with lanterns and outshines the night sky. Some say this display is a hubris against the gods, while others claim it’s in reverence to them instead.

The people of Nara Pentare are reclusive and famously hold few positive relations with outside nations. This is not only because they live in an area difficult for outsiders to reach but also that they believe that their people are the most wise, the most balanced, the most worthy to serve the Light. They are protective of their secrets and will only rarely allow outsiders to come to the temples to seek wisdom from the monks. All travel is monitored and regulated, not just for outsiders but for the everyday folk as well. All paperwork must be in order for even the lowliest of citizens to travel from one village to another. All births and marriages are recorded, as well as all deaths. The punishment for violating any regulations is severe.

Oddly enough, their most positive relationship is with the Syndar Nations. Some theorize this is because the Naran people believe that their gods did not create the syndar. Therefore they are not unbalanced like other humans, but something different entirely and perhaps equal. While they often accept visitations from Celestine representatives of each Kingdom, they share a particular enthusiasm for isolation with the neighboring Kingdom of Fawyth, and somehow this has created a bountiful system of trade. While diplomacy flows smoothly between them, little is known about the innovations and advancements they create together.

Societal Hierarchy

At the center of the Naran government, literally and metaphorically, is the Emperor of Light. The Emperor is not just the ruler but also the vessel of the Divine Light and speaks as the mouthpiece of the sovereign deity Hanhuo. The title of Emperor is inherited by divine ‘worth,’ trained in magics and chosen by a special monastic order of bridge casters, the Seekers of Light or colloquially known just as ‘Seekers.’ It’s rumored that previous Emperors have held a strong enough influence to sway the final decision towards their preference, but ultimately the Seekers choose and announce the Emperor’s predecessor. The child of an emperor can potentially inherit the title, but it is not guaranteed. The child must prove their capability and worth, and any noble family can put forth candidates to be trained by the Seekers and considered for the role. Because Emperor is not a hereditary title, there is often a political maneuvering for power in marriages with the ruling families fighting to stay in high rank. Many noble families send their children to be educated in magic with the hopes to earn the right to become a monk and potentially be chosen as the next emperor.

Because bridge casting is attributed to these ranks, casting to some capacity, at least within nobility, is incredibly common. However, bridge casting is reserved for monks and monastic orders, who are believed to be the only ones who have trained extensively enough and been deemed worthy of holding the responsibility to balance the arcane and the divine. Because the Emperor must always first be trained as a monk, the Emperor will also always be a bridged caster. To ensure the regulation of who can become bridge casters, the monastic orders are not only spiritual leaders but also train their own enforcer groups. These investigators and battlemages ensure rulebreakers of this creed are dealt with. Any who are caught daring to try and grasp the knowledge of both magics without proper training and oversight are severely punished and may lose the use of their hands.

Some fringe groups believe that the spouse of the emperor holds a dichotomic role as the vessel of the Divine Dark, a voice for Hanhuo’s counterpart Shehmtzo, and that the new Emperor’s suitors should be chosen by the Seekers and not the Emperor or their family. However, this view has not been adopted by any Seekers in the central monastic order. The Emperor’s spouse holds no distinct title and can be called many things, both reverent and resentful, depending on the political climate and state of the country, such as Consort, Empress, Concubine, etc.

Surrounding the Emperor are the noble families who lead the Houses. The nobles are the land stewards, holding ancestral lands, determining governors and generals who have earned the right to oversee the regions and care for and listen to the people living there. Every citizen within a region is considered to be of that House, though families are still very much separated by bloodline and status. These bloodlines are carefully recorded to track the order of birthright. Being of a House does not mean you are eligible for noble inheritance. 

Everyday Life

Balance, peace, and honor are the driving principles of “polite society.” Living in a secluded region, they are a tightly knit community and accustomed to close proximity to their families and neighbors. In order to maintain peace, one must maintain good relations with others, whether one is high or low in rank. There is a strict code of behavior that governs all members of Nara Pentare society; man, woman, and child.


The imbalance, either of a person, household, region or nation as a whole is believed to cause imbalanced spirits and are the superstitious reason for anything from bad luck to natural disasters. Harmony with the surrounding environment is equally as important, both to maintain this balance but also due to their geographical and diplomatic isolation.
While this is often a positive, it can be detrimental. Members of a household or neighbors may turn a blind eye to mistreatments to maintain “peace,” or violence may be enacted amongst the nobility in anticipation of preventing uprisings or coups.


It is considered the height of bad manners to show intense emotion in public, and emotional outbursts are frowned upon. Yelling in anger in public or weeping in hysterics are examples of behavior that would be thought of as uncouth. On the other side of this, it is considered rude to call attention to another’s bad manners, so the one who exhibited such behavior would be shamed as would the one who drew attention to it.


Each person is entitled to harmony and peace in their own homes, and within themselves. If a person does something to disturb the harmony of someone else’s home, an apology is to be expected, and when unpleasant news is shared it is expected for the deliverer to apologize for the disruption. However, while the societal norms demand its citizens be emotionally reserved and maintain a surface calm, there are still dedicated spaces which are deemed appropriate to convey emotion. Naran art and performance is rich, expressive, and vibrant. Dedicated festivals celebrate histories and holidays with parades and loud music, and the beat of drums and the thunder of war cries echo during times of war. In the comfort of one’s own home, Narans are free to express their emotions and affections to their families without fear of ridicule.

Politeness is the Nara Pentare watchword, excessively so and sometimes to a passive-aggressive degree. It is common for a gift or refreshments from a host to be refused by a guest several times before it is accepted, with many apologies from both for the inconvenience before one or the other finally relents. One should be careful when complimenting someone else’s possession; if complimented three times, the person is honor-bound to give the item to the person admiring it. This receiver is then honor-bound to give a gift in return, of equal value. This cultural quirk has caused more than one problem between the Nara Pentare and other nations.

It is considered rude to eavesdrop or acknowledge information heard through a wall, even when the information should be shared or reported on. In a similar vein, spies and deceptive intel gathering tactics are considered dishonorable. No respectable House would ever admit they have allies undercover in rival Houses.

The Nara Pentare believe that each person has three masks used to cover a secret face that they share with no one; a heart mask that they share with those they love; a familiar mask, the one shared with close family and friends; and a public mask, the one that is seen by the world. While not literal masks, it is commonly believed this concept is closely tied with the representation of a Naran’s Blessed Three. A person’s public mask, or ‘face’, is very important, as that is what establishes a person’s reputation. The Light illuminates them all and judges them equally.

Physical masks are only socially acceptable during certain festivals where it is encouraged for the community to trade in their metaphysical mask for a literal one. During these romps, everyone is allowed and encouraged to be more frivolous and freer with their expression. Most often these masks are fashioned to look like various animals and other spirits. It is believed that by doing so, the spirits that are awoken and drawn to the celebrations will be convinced they are amongst their fellows and would be encouraged to join rather than retaliate. These masked festivals almost always occur at night, when one’s identity is only illuminated by lantern light and can be more discreetly blanketed in shadow.

This belief in spiritual masks has a perverse counterpart. Physical masks are used to “hide from the Light” when those with ill intent engaging in unsavory behaviors or illegal operations. This is so that a person’s true intention can be enacted without their public “mask” breaking. The more zealous may also believe these masks hide them from the judgement of the Light as well. Someone may do harm to his neighbor behind the cover of a disguise, and in the same day mourn with his neighbor about the loss he suffered. Underground criminal organizations and assassins will especially utilize masks, both to represent affiliation and hide their identities.

While standard attire can vary by region, every Naran will display two specific accessories. One is a series of identifiers as to their rank, and a second set to represent the Blessed Three.

The first is a denotation of seniority in one’s chosen profession, determined by the skill and experience possessed by the individual. This is expressed through the wearing of jewelry somewhere on the body, most commonly earrings, earcuffs, bracelet bands, rings, necklace stacks, or even tattoos. One piece signifies a beginner or initiate in a profession. Two signifies a journeyman or intermediate level, and three signifies mastery. Because one’s mastery of skill must be determined by another master, is it considered a faux pas to bestow the next ranking upon yourself. There are often community ceremonies where a master will accept an apprentice or bestow the next ranking to their student. Only the Emperor, his family, and high ranking members of noble houses may wear a fourth piece to represent Divinity.


These pieces of jewelry may be made of materials representing the chosen profession and would be of quality in accordance with status and wealth. Every Naran would be expected to wear these signifiers whilst living everyday life. To not wear any at all after you have come of age to join a profession would suggest to those around you that you have something to hide or that you hold a great shame. They are not required to be worn while in the home or during festivals and celebrations, as every Naran is free to celebrate together without the burdens of class.

The second is a denotation of the Blessed Three, the three most important entities in a person’s life: Their family or House, their spouse once they are married, and then themselves.
These may be sacred items, intimate gifts, or affluent statements: jewelry worn somewhere on the body, also in a stack. They can be worn casually but will certainly be worn during ceremonies and celebrations. The gifting of one of these symbols is a private affair that traditionally very few guests are invited to witness. These small ceremonies most commonly occur at the birth of a child, during marriage, and are especially important when an individual leaves one House to marry into another as this is seen as a change to the core of their identity.

Religion

Naran mythology tells tales of cosmic beings who have always been and had created humanity as the vessels to live amongst the world made for them, whose purpose would be to create beautiful art, songs, poetry, and likeness in sculptures to venerate them. At the seat of this hierarchy is the God of Light, supreme ruler of the heavens and creator of the stars. The gods are said to have each been the creators of the spirits and talking beasts who are sent to guide the humans or challenge them with tests of morality.

Gods:

  • Hanhuo – The embodiment of light, he is the sun, moon, stars, fire, and sky. He is the first creator and knower of all things.
  • Shehmtzo – The embodiment of darkness, she who is the deep of the ocean, the depths of the undermountain, and night itself. She is said to be the courier to the afterlife and keeper of the unknowable.
  • Hankyeko – A fickle god of the wind, weather, and storms. Their affinity to air has made them a patron of music, song, and speech. It is said that sailors sing songs on the ocean to appease them in hopes of a safe passage.
  • Baohk – Builder of the mountains, tender of the forge and the hearth, they are a patron both of war and of the homestead. Mountains and homes, families and armies alike, are only as strong as the foundations they’re built upon. This god is often consulted at the start of new beginnings.
  • Sithuris – Tender of the earth, its forests, and all green things that grow. As a shepherd-like figure, they are also the caretaker of all mundane beasts. They are the patron of farmers and wayfinders. There are often small shrines for them at the crossroads of well-walked highways.
  • The Lark – A Trickster and patron of trade, chance, luck, echoes, and cheer. A common choice of champion deity for merchants and performers.

In folklore, spirits exist as servants of these gods: as guardians of the land and as deliverers of their lessons. The people of Nara Pentare try to live in careful harmony with these spirits. They believe they are reactive to the emotions of mortals- positive emotions resonate with sweet spirits, while negative emotions resonate with bitter ones. Strong emotions of any kind agitate them, which can cause them to manifest in hazardous ways in the surrounding land. The people of Nara Pentare have developed a culture of carefully practiced stoicism and celebration to avoid rousing these spirits without first presenting offerings to them as appeasement. It is not uncommon for a House to use a symbol of an animal or spirit that resides in a god’s domain in their heraldry to represent their devotion to their patron deity.

History

According to the histories of the Naran people, they were once a migratory populace who settled in the bountiful nook of land in between the mountains and the sea that is now known as Nara Pentare. Despite this bounty, the threat of invading hostiles drove the people into strife, and for a long century, each community warred against one another as well as the outside world as self appointed nobles fought to lay claim to the surrounding land and its resources. As the countryside burned a single man who claimed to hold the power of the Light stepped forward. With a righteous fury he garnered followers and subjugated the warring Houses, either with words or with war. From the ashes a new foundation was built, and the strongest and wisest of the magic users who considered themselves the most enlightened deemed this chosen of the Light the Emperor.
With the Houses now unified, the Emperor established the Houses of Fire from his closest confidants, built the City of Flame, and erected the country’s iconic looming palace.

Sometime before the year 190, it is said that various orders of monks performed several large divination rituals at the behest of the Emperor. From these rituals, a presence was detected across the ocean, and a ship was sent to investigate with little but naught more evidence. After a lengthy voyage, they located what they believed to be the source of their detection, an island surrounded by reefs and richly covered in forests. Soon after sending word back to the mainland, several more ships arrived to expand Nara Pentare’s holdings and establish a colony.
In 197, the Emperor and the Seekers, noble families of the Houses, and any who were lucky enough to fit onto the homeland ships fled Nara Pentare in response to the sudden appearance of the undead, settling the newly established colony. More and more ships arrived until they began to trickle, then stop entirely. In the year 199 the final ship brought news that Nara Pentare had completely fallen to the undead hoards. Any survivors who remained on Faedrun were forced to flee northward, scattering and seeking refuge wherever they could. Very few were successful in boarding the Alliance ships that eventually made it to Mardrun.

On Mardrun

The settled island lies west-southwest of Mardrun and is significantly smaller than the Nara Pentare homeland and has no mountainous regions. The Naran population has been severely reduced, and the country is now a large urban province as most of the peoples have condensed on the rebuilt City of Flame.
The Houses of Metal have been utterly displaced and have struggled to revitalize. Their large militant power serves no purpose in keeping out Richtrag anymore and the ground is too sandy to mine, so they have distributed to naval jobs in the Houses of Water, agricultural roles in the Houses of Wood, or mercenary-like professions within various noble families. This drastic change to their identities, professions, and House affiliations has created a divide, especially when considering how they represent their Blessed Three. Some believe the Houses of Metal have fallen and should integrate with the remaining Houses, while others hold tightly to tradition and their origins.
Severely depleted of mining resources; iron and stone are now rarer commodities. Additionally, there is no large game on the island, and local animals are at risk of being overhunted due to the rapid influx of humans. There was little room on the Naran ships to transport sufficient supply of livestock. Many of the herds that exist on the island are coveted as renewable resources for fiber and dairy and are fiercely protected from poachers. Red meat is rare and game birds are expensive, largely reserved for the wealthy. The island nation now mainly relies on fishing and farming.

Some diplomatic and trade relationships have been established with Newhope, as there is a small populace of Nara Pentare in a district there, but contact is few and far between. Ships carrying ambassadors and trade goods make the journey across the sea rarely. The governance of Nara Pentare has been keen on remaining isolationist despite the clear challenges caused by their doing so. Though the Nara Pentare who reside on Mardrun have had no trouble becoming accustomed to the ulven, Nara Pentare ‘proper’ has had very few interactions with the ulven Clans. No one is quite sure why this is, as most would think that Nara Pentare would view the ulven with a similar curiosity as they do the syndar.

Playing a PC or NPC from Nara Pentare

Nara Pentare contains a variety of regions and the peoples within are equally unique. Originally, inspiration for the lore pulled from specific parts of East Asia, but has now expanded to be more inclusive. These inspirations are used in a variety of combinations and contexts, but are not meant to come together in a homogeneous mix. Players are expected to be respectful of real-world cultures, be aware of proper representation, avoid tropes, appropriation, and racist stereotypes, and should also understand that Nara Pentare is not an attempt to recreate any one group exactly. While historical and fantasy inspired East Asian garb, props, and weaponry are an option for those looking to play a Naran character, they are not required nor excluded from other Kingdoms of origin in our game.

There are out-of-game requirements for Naran garb/props/weapons. Eastern style items must not have any printed or pre-written calligraphy. If items do have calligraphy, it must have been done by the player or the player must provide proof they’ve done research to understand what that calligraphy says.

Q: Why?

A: The Staff of Last Hope LARP recognize that the previous iterations of content written for Nara Pentare fell short of cultural sensitivity and we have a duty to make sure future representations in the game are respectful. East Asian character calligraphy is widely appropriated for aesthetics. This is a symptom of orientalism, which is the depiction or imitation of the Eastern world in a romantic or fetishized fashion by the West, and not a genuine effort to understand any particular country’s rich culture. We ask that players be mindful of the props and garment they choose when curating a Nara Penatre “look.” We discourage anyone from viewing a real language and culture and thinking “this is Naran” without giving it a second thought to understand its true meaning, intention, or origin. 

Q: How is this different from using the elder futhark as Ulven, or using Latin for ancient syndar, or other language examples?

A: Staff and players have given great care and effort to create alphabets based on the elder futhark, as well as translate rituals in Latin for immersive purposes. Some players have asked to sing songs in other languages or speak in their second language and want to know where that language may fit in within the world. Various other fantasy alphabets, codes, and runes have been created in the many years of this game. Please remember that the intention is to enhance the LARP immersion and experience with great effort. What we do not want is the blind inclusion of language for the sake of “aesthetic” or convenience. Culture is not a costume.

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Najji Alhuzen-Neh’ruu Al’Rah’hel Lotus-Al’Sahra

PLAYED BY: Alex Eder (they/them)

CHARACTER NAME: Najji Alhuzen-Neh’ruu Al’Rah’hel Lotus-Al’Sahra

  • Given Name
    • Najji (Survivor)
  • Family Name
    • Alhuzen-neh’ruu (Neh’ruu being the family name and meaning “river”, the prefix “Alhuzen” meaning grief in this context indicating that the family has suffered a great tragedy and is in grieving)
  • Used Name
    • Al’Rah’Hel (The Wanderer)
  • Tribe:
    • Lotus-Al’Sahra (indicating membership in the Desert Lotus tribe

GENDER: Nonbinary

PRONOUN(S): They/them

CLASS: Rogue

AGE: 23

RACE: Human

HAIR: Brown

EYES: Green

OCCUPATION: Al’Rah’hel has spent the past 8 years working in their father’s medicine shop, mixing medicines and treating patients for illnesses. Recently an interest in assisting the war effort has seen them leave home for the front lines to take up work as a battlefield medic.

KNOWN SKILLS: Al’Rah’hel is a proficient medicine mixer and healer, even if most of their experience is with common illnesses and not bloody battle wounds (Trade: Healer and Lore: Disease). Their limited experience in the past few weeks has taught them to quickly clean and treat wounds, although there is still so much they wish to learn (First Aid).

While they do carry their mother’s old weapon with them, they have never been trained in combat.

BIRTHPLACE: Al’Rah’hel was born in Faedrun in the winter of the year 252, although the family fled to Mardrun when they were only an infant and they carry no memory of their fallen homeland. Their childhood was spent in New Aldoria.

APPEARANCE: Al’Rah’hel is a short, androgynous human with light skin, brown hair, and green eyes. They carry a number of decorated trinkets handmade by their mother. They favor the purple and lotus symbol of their family’s heritage, as well as the blue and green and compass symbol of their new home, Aylin’s Reach.

NOTABLE TRAITS: None

RELATIONSHIPS: Al’Rah’hel, having recently left home, has met very few of the soldiers and staff on the frontlines in the alliance. Their father, Al’Saydalia, is their only surviving family.

  • Father: Thabit (Steadfast) Alhuzen-Neh’ruu Al’Saydalial (The Apothecary) Lotus-Al’Sahra
  • Mother: Rakaz (Focus) Alhuzen-Neh’ruu Al’Hamia (The Protector) Lotus-Al’Sahra
  • Brother:  Yamal (Hope) Alhuzen-Neh’ruu Al’Daw (The Light) Lotus-Al’Sahra

RUMORS: Word around camp is that Al’Rah’hel left home after a nasty fight with their father and that they have dishonored their family.

BIO / BACKGROUND HISTORY: 

Amidst the chaos and carnage of Faedrun’s last years, a child was born to two Kae’rim parents. The healer, Al’Saydalial, and the soldier, Al’Hamia. Al’Rah’hel was the second child of the family, but their older brother did not survive the voyage to Faedrun, leaving them to grow up in New Aldoria as an only child with no memory of their lost family, heritage, or homeland.

Despite the grief of their parents and the family’s adjustment to a new life and home, these first years were happy and prosperous for the family. Relative peace, after so many long years of fighting, was a blessing. Al’Saydalial opened his own medicine shop in the city, and Al’Hamia took up work as a guard. Together the parents taught Al’Rah’hel what they could of the Kae’rim’s history, culture, and religion. It was through these lessons that Al’Rah’hel learned the sanctity of life, peace, and healing.

It was when Al’Rah’hel was 10 that things began to change for the family. In the year 262, with the New Hope colonies stepping up their involvement in the war, their mother decided to join the war efforts, working again as a soldier and taking on more dangerous work. Al’Rah’hel’s parents began to fight, the mother insisting that they could not let this home crumble too when Clan Nightriver was all that stood to protect them, their father pleading both for her safety and a return to the peaceful traditions of the Kae’rim people.

Three years later Al’Hamia was dead, her life taken by the Creeping Corruption her husband could not stop. This was thirteen year old Al’Rah’hel’s first experience with true loss, and the experience shook them greatly. While their father fell into a depressed grief, blaming both himself and his wife, Al’Rah’hel sought out an apprenticeship as a healer in New Aldoria, spending their days learning medicines and their nights managing the household in place of their father. In these quiet, grief filled months they vowed to become a force against loss and suffering. The world had taken enough from everyone. They would become more than a healer. They would become the guardian that stood fast at the line between life and death.

Two years later in 267 the family moved to Aylin’s Reach, Al’Saydalial wanting to start the family fresh. He opened a new medicine shop, but unlike before, he refused to treat combatants. While it is not the Kae’rim way to heal those who war against the living, Al’Saydalial had kept the habit of doing just that from his days as a medic in the wars against undead, but no more. He began teaching Al’Rah’hel healing now, and they two would spend the better part of the next decade running the shop together.

But Al’Rah’hel never forgot the vow they had made to themselves. In 273 they were 21 and working as a fully trained healer besides their father when war between the ulven broke out once more. Tired of the suffering and violence that seemed to accent their very existence, Al’Rah’hel decided they had had enough and began paying house calls to those in the city their father refused to treat. They would sneak bits of medicine from the shop- pain salves to heal the aches of those returned from battle, cleansing creams to fight off infections, and do what they could to ease the suffering that just would not end.

And then their father caught them. The two, who had never so much as raised voices, exploded at each other. Their father’s fury at Al’Rah’hel’s betrayal fell full force against their own fury that he would let anyone suffer when he had the means to help. Furious stubborn and idealistic, Al’Rah’hel took their mother’s blade, their modest savings, and left to join the medics on the frontlines.

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Liva Margitdottir

PLAYER NAME: Lyz Simpson

CHARACTER NAME: Liva (Lee-va) Margitdottir 

GENDER: Female 

PRONOUNS: She/Her

CLASS: Cleric

AGE: 34

RACE: Ulven; Path of Gaia

BIRTHPLACE: Stormjarl territory, on the coast in a small village

HAIR: Long, dark brown hair; usually in some braided fashion

EYES: Hazel; amber and brown, like sap on the bark of a tree, with hints of mossy green

NOTABLE TRAITS: She keeps a shell given to her by her mother on her person and often is seen fidgeting with it in a self-soothing manner.

OCCUPATION: Barkeep

Rumors: That she is a bit of an oddball, but caring and nurturing towards the community. She is more reserved than your average barkeep, but a great listener. Word around the village is that she has inherited an ailment.

Bio & Background History:

Liva Margitdottir of Clan Stormjarl was born to Knut and Margit in the year 241 along the Western coast of Mardrun. She had a peaceful childhood until the colonists came, rattling her world. Being as she was too young to fight or aid, her father stayed by her side and kept her safe. Her father was once a mighty warrior, but as he aged, he was plagued by an ailment, keeping him from the battlefield. Her mother, a shieldmaiden, never backed down from an honorable and worthy fight; she went to fight in the first Ulven civil war. 

Her father, saddened to be parted from her and needing to find his new purpose and a way to provide for his daughter, started The Misty Dock, a tavern to serve the community. His plan was to be his mate’s first stop when she returned home, but fate was not on his side. Liva’s mother fell during battle, and never returned home. Her father soon followed and started his own Journey. It is unknown whether he succumbed to his ailment, or simply followed his mate to meet The Great Wolf. 

Having lost both of her parents fairly close together, Liva took over the running of her father’s tavern, hell-bent on keeping his legacy alive. She is introspective in nature and always happy to lend an ear. She prides herself on aiding the weary that cross her threshold. However, Liva seems to have inherited her father’s ailment, slowing her down physically. She tries her best to keep this hidden from her patrons, but some days she is quieter than normal, and the rumors are spreading that she has the same congenital fate. Due to her limitations, Liva aids with her skill of mana transference. She knows it’s not much, but she yearns to help in any way she can. 

Growing up along the sea, Liva has a special penchant and reverence for the water. She enjoys keeping shells and rocks from the shore on or near her. She insists that by having them close, she can feel Gaia’s Blessing. There is one shell in particular though that she is often seen fidgeting with, a shell given to her by her mother shortly before she left to fight. It is Liva’s most prized possession apart from The Misty Dock itself. 

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Angmar Ishmor

PLAYED BY: Miles

NAME: Angmar Ishmor

GENDER: Male

AGE: 21

RACE: Human

OCCUPATION: Ex-Hunter/Outcast

LOCATION OF ORIGIN: Land and Mansion of Bellecourt, In the kingdom of New Aldoria

BIO:

I was born from the wealthy family of Ishmor. My father was a wealthy tradesman; my mother was a great part-time cook for the owner of the Mansion of Bellecourt. I trained from the age of 6 in the arts of archery and sword play. I always hated the lavish boredom of a wealthy life and longed for adventure. So at age 12 I took my sword and bow and ran away. I found work in a small town and became a blacksmith’s apprentice for 2 years. I took great care in physical training and building up an immunity to most attacks. During this time, a traveler came to town with news of far off lands full of danger and glory. So at age 14 I left town to seek my fortune. After I left my home, my life became full of adventure. I joined a group of wondering travelers/warriors. The leader of the group had a daughter that I became close to. The time I spent with her and the group were the happiest days of my life. Until Mordok attacked us in the night and slaughtered our group, including her. The soul surviving member of our group, I took an oath to slaughter every Mordok I ever met.

UPDATE:

It has been 7 years since the Archons were deposed. Back then I was a foolish 14 year old boy, blindly chasing the majesty of magic and desperate to learn it. After the fall of Vazra and the destruction of our Leadership, I found myself taken by the knights of New Aldoria. However, due to my age, and my lineage I was never charged with the same crimes of my leaders. Young and still eager to learn I was sent back to my family estate, Ishmoor Manor. 

I spent my next few years with my parents, re-learning how to read, write, and practicing my swordplay. Though we were not Nobles, my family was wealthy and had some influence with their liege Lords. One of these men was an officer in the New Aldorian Marines. Sergeant Adwell, a respected tactician and commander of a small squad of ships in the Royal Navy. His close friendship with my father from his time in the Marines gave me an opportunity to serve under him as a student, learning how to fight and move about on a ship. Though not given any official rank, I spent my late teenage years shadowing him and his crew as they went about their daily mission of protecting the Kingdom from pirates and helping to find new ship lines to further expand Prince Aylin’s influence. Throughout these years I learned a great deal about what it meant to be a Marine, the bond that is formed between squadmates and the discipline needed to thrive within their ranks. I also became friends with many of Sergeant Adwell’s subordinates and even the Sergeant took time to school me in the ways of the Marines. 

On my 17th nameday I made my first attempt to join the Marines, I petitioned Sergeant Adwell to put me forth as a candidate to his superiors but the Sergeant believes I still had much to learn and instead gave me more responsibilities, saying that if I was able to complete these with skill, I could get my chance in two years time. I spent long hours dedicated to learning the chain of command, the day to day running of a ship, and how to write reports and organize soldiers. Throughout this time I always made time to train, conditioning my already strong body to be unbreakable and striving to surpass the other privates and lower ranking officers in physicality and mental fortitude. 

Finally, on my 19th nameday I was called before Sergeant Adwell and told I would get my chance. Three days later I stood before Lieutenant Graham and Officer Krier- the latter being a direct Liaison to high command and the Prince himself. They reviewed my resume, saw my training scores, and read the reports written by Sergeant Adwell and the other minor officers of his squad. At long last they gave their verdict, permitting me to join the New Aldorian Marines as a Private. 

Though my dream had finally been realized I wanted more. Now an official member of the military, I threw myself into the thick of it with gusto. My experience fighting Mordok on the

shield and bandits on the road allowed me to surpass my fellow recruits. I quickly gained recognition as an extraordinarily tough combatant able to withstand severe physical punishment, but disciplined in my style, with a tenacious will. I soon proved my metal when our squad was sent to fight a band of pirates who were waylaying tradeships that transported valuable food and equipment coming to us from the city state of Newhope. My ship was boarded in an ambush as the pirates attacked our squad through shallow inlets and hidden coves. In the intense pitch battle that ensued I fought and defeated two pirate corsairs before seeing Sergeant Adwell beset upon by the pirate Captain and one of his raiders. I watched Corporal Morbrand- Sergeant Adwell’s first mate be cut down by the corsair captain himself before him and his crewmate grievously injured my Sergeant. I gritted my teeth and rushed through the battle, leaping over brawls and dodging enemy combatants until I emerged directly behind the Captains lackey. Screaming in fury I slit his hamstrings and finished him off with a stab to his neck. The captain turned and struck with lightning fast attacks, penetrating my defense and dealing many blows to my chain armor, piercing it finally and wounding my shoulder. However, he had not anticipated my endurance and I was able to shrug off his next strike- a glancing blow to the leg before burying my sword deep into his stomach. With his death, the remaining corsairs tried to flee to their ships but my brothers, emboldened by my victory, cut them down to a man. 

In the aftermath of the battle, Sergeant Adwell thanked me for saving his life, and in his report, recommended me for promotion to the rank of Corporal, specifically to replace Corporal Morbrand as his first mate. Lieutenant Graham signed off on my letter of recommendation and I soon was promoted to second in command to the Sergeant himself, finally obtaining the rank of Corporal. 

The next two years were a buzz of activity as the Prince made preparations to fortify our borders from the incoming Grimward invaders and their allies. Through this time, rumors circulated that the Prince was participating in political discussion with various organizations such as the Broken 

Blade, Blades of Sol and the Legendary Runa- a survivor of Clan Shattered Spear. Whispers of war and New Aldoria’s part in it abounded, with many of my brothers eager to fight back against Clan Grimward and their allies, but I stayed calm, dutifully doing my duty and training for whatever came my way. 

Finally, the City State of Newhope made a sudden mobilization, linking up with members of the Order of Arnaths Light, Blades of Sol and the Ravens, and the warriors of the Einherhar to cross the Yurnai River and make a strong push into Clan Grimward Territory. An order was issued by high command for scouts and skilled Sailors to accompany Newhope into Grimward territory for 

firsthand reports of the success or failure of the invasion. Sergeant Adwell sent my resume to high command and I was selected as one of the few scouts attached to the army as my bravery, tenacity and prowess on sea and in combat- as well as my experience fighting Mordok on the shield skyrocketed me past other soldiers and earned me a place in the invasion.

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A Klóse Encounter of the First Blade Kind

My spirits had been soaring since meeting the lovely people of The Busty Bousom Chateau, so I decided to enjoy some sport, and lost to my first opponent, I came close to scoring a hit in the young warrior but never landed one before I was forced to yield by a flurry of skillful blows I was too slow to intercept.

Now with two fewer silver in my pouch, my spirits waning a bit, I paused by a market stall to decide what I should do next.

Just then a Blade of Sol approached, his demeanor full of tension and barely restrained hostility. I believe I recognized him as Marshal Seymour, who’s proclamation had deeply effected my changing perspective and ongoing plan for my life.

He questioned why I wore the face paint, and why I used Grimward colors.
I confessed that I was born to that clan, though I have disowned them. I told him I wore their colors as a way of wearing my shame. And the the black bar across the eyes being split by a rune glyph meaning “destroy” was a kind of personal hex calling justice, and down my red tears were the glyphs for “honorless, stonetooth, grimward” and “mordok, penitent, undead”.

I explained that I believe all should become active in the fight to quickly end the conquering war, as we have been in a kind of stalemate with the Mordok for as long as our history, and the colonists had lost a whole continent to the undead, this war only serves to weaken against foes that have thus far been insurmountable.

I continued saying that I lack the power to enact my will for this destruction, so I wore it on my face, so that soldiers fighting Grimward and Stonetooth may have the symbols in their eyes as they fight, carrying my wrath to the enemy for me.
While I was talking, he seemed event still to be extremely suspicious of me, and full of wrath, but I could slowly feel it being lessened, as if his ire were being slowly turned from me back to those we both hated. I then asked if he was indeed Marshal Seymour as I thought, which he confirmed.

I quickly expressed my deepest sincere gratitude for his proclamation and many deeds, of which I simply knew there were many beyond those he had not been recognized for.

He softened to me ever so slightly, and seemed to take on concern for my safety, telling me I should not wear my devotion in such colors, as he could see any of his troops having a similar reaction to his own.

I thanked him and bowed my head in deference to this kind wisdom, and explained that I’d not considered such an effect, as I’m not battle tested, so my grasp of the way my face paint would be seen on the battle field was lacking.

He seemed still tense but satisfied to let my actions back up my words rather than simply assuming them false. As he walked away I could almost feel as if a blade were being held to my throat and was being slowly removed from it’s threatening proximity. 

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Weaver by Natalie W.

TRADE KIT SUBMITTED BY: Natalie W. as Tymraetheleon.

TRADE: Weaver

DESCRIPTION OF ITEMS: This kit includes the basic Weaver requirements as well as some items for “flavor” and practicality. Here are the items shown which are required for the trade: 

  • Weaver mat of choice
  • 4 props to represent the 4 elements, player’s choice (displayed: a rattle made with deer antlers for Earth; a scrying orb with blue flashes in it for Fire; a crystalline bowl with a flask of “moon-charged” water for Water; a jingle bell feather bundle for Air).
  • Beads for different auras cast by the Weaver; Mana bands.
  • Pocket watch, aka Syndar Time Piece, for tracking the duration of skills (sand timers are another option).  
  • Trade manual, which I’ve also integrated with art and many flavor pages.

My kit also shows some optional items:

  • Backpack for carrying the kit;
  • Finger labyrinth for assisting with focusing during meditations;
  • Prop unofficial magical ingredients that are distinct from official ingredients & potions in the game, but can be utilized for flavor when doing a weaving skill; fun box to carry them in;
  • A few bonus items for helping with divination or other rituals (tuning fork, singing bowl, stone pendulum). 

HOW ITEMS WERE PROCURED: Many small items were thrifted, made/modified with everyday materials, and found at “normal” stores. The backpack and various small pouches were from Medieval Collectibles — I recommend them or Unmedievable for basic staple items. The leather book was from Etsy (Momoleather), as was the labyrinth (MamacitaHandcrafts). The Weaver mat is a drop cloth from the hardware store, painted with paint markers. 

CHARACTER RACE & CULTURAL INFLUENCE ON ITEMS (if applicable):

Tymraetheleon is a Io’Larian Syndar, and I specifically wanted to tap into themes of wilderness, outsiderness, and shamanism while being mindful of cultural appropriation and people’s real spiritual practices. I decided to lean into the idea of “witchiness” as my inspiration point. I also liked the idea of Tym engaging with magic in an intuitive and sensory way, vs in a scientific and scholarly way. This is why Tym uses tools like a singing bowl, finger labyrinth, and pendulum, as these each involve different areas of sensory engagement.

The game doesn’t allow established religious symbols on screen, so the design of the Weaver mat is a modified Hecate’s wheel (another witch reference) — the standard symbol has 3 segments and usually involves a moon or star; my modification has 4 segments and is plain, to represent the 4 elements and to distinguish it clearly from the real symbol. 

Last Hope Larp