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Bard by Natalie W.

TRADE KIT SUBMITTED BY: Natalie W. as Aina Possum Riverhead. 

TRADE: Bard

DESCRIPTION OF ITEMS: This kit features my bard trade book (includes rules of the trade, and song lyrics), a frame drum (logo covered with a Possum), a tambourine, and a small hand painted box for misc. tools of the trade (pencil and timer). 

HOW ITEMS WERE PROCURED: The empty leather book was purchased from somewhere typical (Barnes and Noble maybe?) and I added the songs and illustrations over time. I researched and collected old traditional folk songs, and also included more modern songs that have a passably medieval/renaissance sound. I’ve also written songs for specific characters, and lightly modified existing songs to ensure that they’re “decorum.”  Some of these songs are posted elsewhere on the website under Player Submissions (Snippets from Aina’s Bard Book). The wooden box was a plain box from Michaels craft store, painted with “milk paint.” The instruments are from typical music stores, with logos covered as needed. 

CHARACTER RACE & CULTURAL INFLUENCE ON ITEMS (if applicable): Aina is Ulven, so many of the modified songs contain Ulven references or themes. Her clan, Riverhead (now fallen), is jokingly associated with a “hillbilly” aesthetic, so some of her songs lean into bluegrass music in addition to the standard “medieval fantasy bard” sound. The heart painted on the box comes from a Celtic art reference book, and this art style overlaps heavily with Nordic art. 

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Old World 2026

Join Last Hope LARP at our yearly “Old World” event, where we go back in time. Before Mardrun, undead have plagued and waged war on Faedrun, leaving the allied forces to fight undead and their penitent followers in an attempt to save their home.

Location:

W7111 New Frontage Road
New Lisbon, WI 53950

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

Event Dates and Times:

Friday, September 18th
– Early Arrival Time – 3:00pm
– Registration opens – 5:00pm
– Registration closes – 7:00pm
– Event Safety & OW Training Briefing – 7:00pm
– Night Scenario Begins / “Game On” – 8:30pm
– Night Scenario Ends / “Game Over” – 10:30pm

Saturday, September 19th
– Registration opens – 10:00am
– Registration closes – 11:30pm
– Event Safety & OW Training Briefing – 11:30am
– Scenario Begins / “Game On” – 1:00pm
– Scenario Ends / “Game Over” – 11:00pm

Sunday, September 20th
– Registration opens – 9:00am
– Registration closes – 9:30am
– Event Safety & OW Training Briefing – 9:30am
– Scenario Begins / “Game On” – 10:00am
– Scenario Ends / “Game Over” – 3:00pm
– Check-Out, Clean Up, Go home – 3:00pm+

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

Safety Information & COVID-19 Rules

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

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

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

Parking and Weather Conditions

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

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

Property Information

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

Camping, Bathrooms, Fire, Electricity Information

– There is plenty of out-of-game camping and some limited in-game camping available at the event; all in-game camping tents must pass decorum standards and it is recommended you ask ahead of time to make sure there is room.
– If you need a motel, there is a Comfort Inn and the Edge of the Woods Motel nearby.
– There is a porta-potty onsite in the parking area for players. There will be another one available near the Penitent camp. If you need a full bathroom facility, please plan on driving 1.3 miles back to the Gas Station.
– Campfires are allowed as long as they are PRE-APPROVED BY STAFF and either in an above-ground fire-pit or dug into a below-ground fire-pit.  Any additional fires will be strictly, enforced, monitored, and must be pre-approved.
– There is electricity at the site; please coordinate with Staff for anything that needs electricity and bring your own cables/extension. Simple things like fans or charging cell phones is fine, but portable heaters or anything that draws a lot of power must be approved.
– Everyone is responsible for their own trash removal. Do not leave trash for the landowners to take care of!

Food and Water

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

Night Conditions

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



Membership Choice



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

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

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

We are offering a $22 per person “Extra Rations” food package. This will include extra meals, drinks, and snacks every day per person. (exact menu of what is included TBD). This is available to both Grand Alliance and Penitent/Undead players. Players have to sign up ahead of time so we know how much extra food to purchase and prepare.

September 2nd is the Early Bird Pre-Registration cut-off.

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

Event Story

The current year is 235 of the Commonality Calendar. War has ravaged the continent of Faedrun for over three decades. The Syndar Kingdoms, devastated by war and taking the brunt of the initial undead forces, have continued their retreat further north into their territories. Some kingdoms have abandoned their lands and consolidated forces as the undead plague and penitent followers continue to push into the heart of Faedrun. The Grand Alliance is made up of a number of Human and Syndar kingdoms and has stood together for over two decades. With its strengths come weaknesses as the different military forces and their leaders continue to try to work together as a cohesive force. The first few years had been costly, but by now enough time has passed that the Grand Alliance has been working together quite well… but the war on Faedrun is beyond the scope of anything anybody had ever imagined.

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

Since then, reinforcements have arrived from the Grand Alliance as squads of front-line soldiers from the Kingdom of Vandregon as well as magic specialists of the various Syndar Kingdoms. Nine years ago, a military campaign was coordinated by the Mushalee Boluk’s soldiers and their allies to face off against the enemy Penitent and Undead forces in the area. Several powerful Undead leaders were fought against, guaranteeing the scouting reports that the enemy is moving in earnest into the Oasis. After many missions and several grueling front-line battles, the Mushalee Boluk was able to drive back their enemies. With the Queen in Crimon’s power continuing to grow, and the Priest-King Akun, fallen Paladin of the May’Kar, rising from the dead himself intent on protecting his people, the Oasis stands to be a battle-ground of destruction once again.


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

The Grand Alliance
Joint Task Force

Mushalee Boluk Light Infantry

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

Garb and Equipment Requirements for The Mushalee Boluk Light Infantry


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

Key NPC Details

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


Mushalee Boluk Caravaneers

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

Garb and Equipment Requirements for the Mushalee Boluk Caravaneers

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

Key NPC Details

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


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

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

Garb and Equipment Requirements for the Vandregonian Phalanx


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

Key NPC Details


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


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

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

Garb and Equipment Requirements

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

Key NPC Details

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


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

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

Garb and Equipment Requirements

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

Key NPC Details

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


Grand Alliance Quartermasters (Non-combat Support)

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

Garb and Equipment Requirements of the Quartermasters

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

Key NPC Details

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

The Penitent
Supporters of the Undead

The Penitent

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

Garb and Equipment Requirements

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

Key NPC Details

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


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

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

Garb and Equipment Requirements

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

Key NPC Details

These mages have Arcane Magic and require special training.


The Undead
This role has very strict garb requirements.

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

Garb and Equipment Requirements

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

Key NPC Details

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

Event Sponsors

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

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

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July 275 – News & Rumors

Thanks to the tireless efforts of several allied forces, the land bridge connecting Newhope to Stormjarl has been successfully fortified enough to reliably send supplies and troops through for the past month. With the continued efforts of the Einherjar, The Order of Starkhaven, Clan Stormjarl, and Clan Nightriver, the City-State of Newhope hopes to be able to maintain this strategic position long enough to build defenses along the new border, solidifying their claim to the taken Grimward territory.

After several months of Nightriver troops watching small groups of Spiritclaw delegates coming and going from Grimward territory, its been very notable that almost no delegates have entered the territory in more recent months. It was assumed by many that the delegation parties must be finished, and Spiritclaw must have whatever knowledge they sought out from Grimward and Stonetooth. However, early this month a small group of Spiritclaw delegates were seen leaving Grimward territory in quite the rush, heading squarely in the direction of their own territory. Their tight lips raised the hackles of many who witnessed them rushing out, and paired with the rumors of other neutral clans holding meetings between each other, many suspect to be hearing news out of Spiritclaw very soon. The greatest unknown, however, is what kind of news were waiting for.

Duke Joakim Ventrini’s trial has been postponed, but once again the City-State of Newhope is tight-lipped on the reason why. With constant City-State guard posted at the Duke’s estate, and the lack of investigators coming and going from the area, speculation has begun to arise at the legitimacy of the investigation. What reason could Newhope have for postponing such a high profile trial? Perhaps Council member colleagues of the Duke have stepped in to his defense, or Duchess Tricuspus’s investigation wasn’t as air-tight as one would expect from such a public and dramatic display as the Duke’s arrest. Whatever the reason may be, it can be expected that the Duke’s legal council will not stand for him to be held for long without a fair trial.

Clan Ironmound’s letter proclaiming themselves to be switching sides in the war shocked the continent, but it seems none more so than Grimward and Stonetooth. Just as the warleader claimed in his letter, Ironmound issued their formal warning to their new enemies and allowed them the final weeks of the month to see their exits from Ironmound territory. Unfortunately, and yet following the pattern of behavior from Clan Stonetooth, this honorable warning was met with steel as the final parting warpacks chose to start the fight early against their former-allies. It seems the fires that forged the Ironward Alliance were destined to be quenched in blood after all.

An Update, Straight from the Market Faire!

The following content was an in-game publication containing many news and rumors that was printed and published for players to read at the 2026 Market Faire event.

Truthseeker Tells All About the Horrors of Stonetooth Within Shattered Spear

In the month of May, Laifnar Icefury gave his final breaths fighting for the Shattered Spear resistance he grew within their captured territory. During the final stand, several important members of the clan had the opportunity to escape, including the High Priestess, a Truthseeker, and others who have spoken out to share what they learned during their time in captivity. The following information will be a directly quoted recount of Truthseeker Yelena Dawnrock’s findings there:

“There are Warsworn Stonetooth—respected highly as the best of them at waging war. They refer to the god they follow as the Grimmwolf, and it became clear to me this is their name for the Great Wolf. There are Hearthsworn Stonetooth—these are the ones who have taken an oath to cleanse the land of the Mordok’s corruption. They’re likely the closest you’ll ever see to a Daughter of Gaia, as they lead cleansing and harvest rituals and are revered for it. They refer to the god they embody as the Earth Mother, and this is certainly who we know as Gaia—they told the High Priestess herself that Gaia is a false name for this “Earth Mother”. Then, there are the Soulsworn. Their oaths are taken with a god they refer to as The Weaver, and their focus is to use the magic she provides them to empower the Stonetooth. “Vathr”, is what they call this magic, and only the Soulsworn are able to use it due to their devotion to The Weaver. All these are referred to as Oathsworn, as each takes their Oaths with their patron god, and failing their Oaths are punished by death, dismemberment, or some level of torture ending in death. 

Gothi’s are much like pack leaders, if Stonetooth had packs. These individuals led large groups by force. Their word is more than law—it is the air all the Stonetooth beneath them must breathe or they will be put down by the might of their Gothi. Thagns stand below their Gothi, leading warpacks in their conquering crusade. 

Above all, each Stonetooth, from the Oathsworn to the regular Marauders, believe all Shattered Spear are under their ownership, to do with as they please. Regular whippings, torture, and attempts to turn our minds towards their ways were made until many of us truly did believe them. I watched my family be flayed open from navel to neck all the while the rest of us were taught the ways of Stonetooth. Let this be a warning to all—to be near Stonetooth is to be subjected to their sadistic indoctrination, or subjected to death.”

Steinjottun Hawk Races–The Results Are In!

Clan Steinjottun’s annual hawk races have concluded once again with everyone’s favorite underdog hawk once again taking the win in the final stretch! Reports say this unexpected win has once again cost many nobles hundreds of silver on their mis-placed bets. Better luck next year! As for the losing birds, it seems even 2nd and 3rd place winners are good for business, as the business that employs those busy hawks has been so busy with new customers, people have been turned away at the door for the amount of letters has already grown too much! Well done, lovely birds!

Ironward No More– Perhaps Iron-drun?

The final tally of everything offered to Ironmound in exchange for allyship has been counted, and the results are heavy. Many attended this pseudo-moot to offer their own pledges, both organizations and individuals. Of the Broken Blade and the Blades of Sol, 1 full year of fealty has been offered, timeframe not set to begin until the end of the war, followed by a year of allyship after the fealty is completed. For the City-State of Newhope, 2 years of Premier economic pricing deals for Ironmound, as well as a unit of political delegates, offered by representatives of the Ravens in attendance. For Clan Nightriver, a Bloodmoon warpack has been honor-bound to Ironmound, as well as the Ambassador herself pledging to advocate for Clan Ironmound in discussions going forward and in future talks of war reparations. Other individuals offered what they could, including supplies, reagents, and offers of labor to rebuild what Grimward and Stonetooth will surely break as the war continues on. With many of these deals not seeing an end-date being set until the completion of the war, many are watching to see if offensive measures begin to ramp up in search of a quick end. 

Furthermore, rumors from two years ago have proven to be not entirely unfounded. Clan Ironmound spent the early months of the war in neutrality, certainly, but also spent their time fortifying outposts on their borders. It seems the potential for an alliance break was always there for Clan Ironmound.

The Pass, Un-Passable

With the exciting news of Clan Ironmound’s switching sides in the war, Clan Nightriver is feeling hot on their own heels to make another concentrated push into the Pass. Hopeful to accomplish this while Grimward is still on the backfoot from the abrupt flip, Champion Holmar Bloodmoon rallied his forces in The Pass to push in, only to be quickly halted by the discovery of a reinforced outpost not far from the current frontline. As it turns out, the ruined remains of Fort Grimwyrm aren’t so ruined after all. The Federation of Architects, Timekeepers Eternal, also known by the common acronym of FATE, who were displaced from their original home three years ago in a brutal attack by Grimward before the war, now reside in Relic’s Hollow. It seems the remains of their first Fort are rebuilt and repurposed as a stronghold right in the middle of The Pass, currently maintaining a very successful defense against Clan Nightriver. Luckily, the battle was short-lived and no major casualties have been report thus far.

Enchanters Enchanting!

Duke Aailmyr’s School of Enchanting is finally open for further enrollment after recruiting several new instructors over the Spring. The waiting list of students have started receiving their acceptance letters, and applications are once again open to new enrollees for the 276 school year. Anyone hoping to attend should get their applications in soon, as if the last three years were anything to go by, spots will fill in fast!

Friends in the North; Becoming More Friendly?

The Northern Syndar have been seen entering Aylin’s Reach in much larger numbers recently, along with many of them choosing to mingle with the residents. Prince Aylin’s lack of his usual boasting has raised questions about the visitors and their business in Aylin’s Reach. Their ability to completely ignore all magic would make them a powerful ally against the Salt Beasts still lingering around the Great Forest. Are the Northern Syndar planning on sticking around South Mardrun? Has the Prince invited them to stay? Too many unknowns, including the mysterious Syndar themselves, to tell anything for certain.

Poetry from a Surviving Shattered Spear Skald

For many long years we scoured

We worked a land that had once been ours 

‘Til Icefury arrived, 

Allies bled Stonetooth hide 

Their sacrifice grants escape to ours 

To Clan Stonetooth, those fucking bitches 

We throw fists with you for no riches 

Our Vengeance absolute 

To clean Mardrun of your brutes 

Shattered Spear you’ll find never cowers

To the Resistance, raise a glass

For their bravery set us free

With the Great Wolf

Their souls will forever be.

The Ventrini Problem; What is it?

Duke Joakim Ventrini’s dramatic arrest still has The City-State of Newhope whispering, especially after news broke of a delay to the trial. Unfortunately for those still waiting for answers, while the date may have finally been set, it’s not until late this year we may finally know the details of all the charges, potentially even early next year. The courts have been reserved for an incredibly large block of time, only creating even more questions for the people of Newhope. Is there so much evidence is all must be reviewed directly in front of the judges of Newhope? Or is it a filibuster tactic to keep the Duke’s seat on the Council empty as long as possible? Only time may tell, but even she is notoriously tight-lipped. Whispers continue as discontent and distrust continue to grow in regards to the Council, with one arrested Council member having died in custody, and another charged with a list of heinous crimes an arm long. The Council, and Duchess Mary cul Tricuspus in particular will have their hands full with regaining the trust of their people during this trial. 

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Companion by Rachel Miller

TRADE KIT SUBMITTED BY: Rachel Miller

TRADE: Companion

DESCRIPTION OF ITEMS: This kit is meant to be used to assist players with their projects by handling note taking, letter writing, and write ups of official documents. Everything shown fits in the rattan basket for easy transportation. Included is paper, 2 wax melt ovens, candles, a variety of wax colors and seals, ribbon and scissors, glass pen with ink, and a large gold base that can be used as a stand for the wax ovens or as a paper weight on windy days.

HOW ITEMS WERE PROCURED: Most of the items shown have been bought from craft stores or online vendors like Etsy, Amazon, and Wish. The baskets, wax containers, and gold platform were found thrifting at Goodwill and St Vincent de Paul’s.

CHARACTER RACE & CULTURAL INFLUENCE ON ITEMS: This kit includes a lot of gold and red items because the character who uses it is a Phoenix Syndar. Many of the wax seals are also related to the faction she’s part of, but some are generic for use with patrons.

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Bard by Rachel Miller

TRADE KIT SUBMITTED BY: Rachel Miller

TRADE: Bard

DESCRIPTION OF ITEMS: A large book filled with LARP – decorum songs, and a leather carrying bag. Not pictured are sand timers. Typically when you bard for someone, they have their own timers, but I keep my own as well as a requirement of the trade.

HOW ITEMS WERE PROCURED: Both items in this kit were hand made. I made the book myself. The hard covers are fake suede and chipboard from an old poster. The paper is large watercolor paper so it can handle ink. I format all my songs on a computer and print them off, then use a tracing light tablet to trace them into the boom.  The leather bag was made for me by Xak Hawkins.

CHARACTER RACE & CULTURAL INFLUENCE ON ITEMS: This kit is for a Phoenix Syndar. The biggest influence on this kit is the bag which includes a phoenix emblem on the front. Additionally, many of the songs are geared toward more fae-like stories and takes from Faedrun. Some are love songs and fight songs that may be heard in taverns as this character would spend a lot of time in them.

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Merchant by Leticia Alcorta

TRADE KIT SUBMITTED BY: Leticia Gonzalez

TRADE: Merchant

DESCRIPTION OF ITEMS and HOW ITEMS WERE PROCURED:

My tables of items for sale are all Unmedievable merchandise that I procure from places like Larp Distribution, Calimacil, or Burgschneider. Variably i’ll find good deals on other decorum items and bring those to sell as well. 

Most items are sold for paper, but I also have a grill that I will use to make food to sell for silver, and this character always makes chocolate bars or other chocolate treats to sell.

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

My character is a human merchant who travels quite a bit and has recently joined the Phoenix. The way she looks and the way her merchandise is presented is always important to her, so I always bring lots of decorative items to hang from my tent or pretty cloths to cover the tables with.

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Blacksmith by Michael Hannes

TRADE KIT SUBMITTED BY: Michael Hannes

TRADE: Blacksmith

DESCRIPTION OF ITEMS: mend strips, multiple sized hammers, oil can, small anvil, two buckets for water and coal, fan, pliers, sand timer, and carrying bag 

HOW ITEMS WERE PROCURED: Most items were acquired on Amazon, most of the hammers I got from my father in law or antique shops. 

CHARACTER RACE & CULTURAL INFLUENCE ON ITEMS:(if applicable) There was no cultural influence on this kit. 

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Making a PC

So, you want to make a PC. Here’s a checklist to make sure you’re ready!

1 – Have you NPCed atleast once at Last Hope?
2 – Have you read up on the lore to make sure you know what you want to play?
3 – Are you ready to select (at minimum) a Standard Membership for the events you want to play this PC?
4 – Since our loaner gear is reserved for NPCs, do you own all the gear and clothing you will need for your PC?

If you answered yes to all those questions, you’re ready to make your first PC!


Submission Deadline

The deadline for new PC bios is 2 weeks (literally 14 days) prior to the event you want to play them for the first time. Consider this rule to also apply for submitting Downtime Actions– your PC bio will be due 14 days prior to your Action due date. This gives staff enough time to review your bio before the event, and also gives you a chance to sign up to play the character before the usual Early-Bird Deadline for pre-registration.


However, if your bio does not fit the lore of our game, if your spelling and grammar is wildly off, or if something else needs to be changed about your bio and we have to send it back to you for those revisions, we cannot guarantee your ability to play the character at the event. The earlier you can submit your bio, the better!


Submission Template

The template below is a helpful guide for creating your PC bio. Want to use a different format, or leave some details out for drama and mystery? Go ahead! We encourage creativity when creating your PCs. Just don’t forget, we’re gonna need all the info in order to approve the bio. Have fun!

PLAYED BY: Your name

CONTACT INFO: Email. This will not be posted on the bio, but will allow Staff and Heralds to contact you when they are approving it. We need the contact info for the actual player of this PC as well, even if it was written by another player.

CHARACTER NAME: Your PC’s name.

GENDER:

PRONOUN(S):

CLASS: Warrior, Rogue, Cleric, or Mage?

AGE:

RACE:

HAIR:

EYES:

OCCUPATION: What does your character do? A career, profession, trade, member of an organization, etc?

KNOWN SKILLS: Stuff your PC can do. Doesn’t necessarily have to be skills right out of the rule book, but a brief description of things your character is skilled at.

BIRTHPLACE: Where were you born? Contact a Herald for help on family/world history stuff.

APPEARANCE: What do you look like?

NOTABLE TRAITS: Unusual traits that someone would notice right away upon meeting you, such as blind, scar on face, etc

RELATIONSHIPS: What relationships do you have other PCs and NPCs?

RUMORS: If they gossip about you, what do they say?

BIO / BACKGROUND HISTORY: Background info and notable events! This is where you will detail the story of your character. If needed, contact a Herald for help! If you can send a bullet list of ideas to lasthopelarp@gmail.com for approval, it will help you detail out your bio. You can earn 0-5 exp for writing a bio; the more detailed, thought out, well written, and spelling/grammar checked it is the better your chance at earning a full 5 exp. We expect players to think about their backgrounds and the personas of the PCs they intend to play, so please take this step seriously. Who do you want to play and who do you want that person to be?
What relationships do you have other PCs and NPCs?

SECRET INFO: If you so choose, this is the spot where you can put down secret info that most players would not know about your character. This will not be posted to your bio page on the wiki, but it allows the Staff and Heralds to know things about your character to help with the character creation process. Did you murder someone? Did you steal something? Etc.

Once complete, email this to lasthopelarp@gmail.com with the title [BIO]: [Your name]

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Trade Skills

Trade Manuals

The following manuals can be printed, double sided, on parchment paper (not plain white paper!) and sewn or lashed together to make a portable trade manual.

Alchemist – 15xp – Version 2.1
Bard – 10xp – Version 1.2
Barkeep – 5xp – Version 1.3
Barkeep Effect Card – Version 1.2
Blacksmith – 15xp – Version 1.4
Companion – 10xp – Version 1.0
Enchanter– 15xp – Version 1.1
Enchanter Item Cards – Version 1.0
Enchanter Known Enchantments – Version 1.1
Escort – 10xp – Version 1.0
Healer – 15xp – Version 1.3
Healer Bill of Health – Version 1.3
Healer Extra Infection Cards – Version 1.3
Herbalist – 10xp – Version 1.3
Hunter – 5xp – Version 2.0
Instructor – 10xp – Version 1.2
Laborer – 5xp – Version 2.0
Merchant – 5xp – Version 1.1
Merchant Seller’s Permit – Version 1.1
Picklemonger – 10xp – Version 1.3.1 [Clarification Note: Any pickled food can be used in this trade, not just pickled cucumbers]
Soldier – 5xp – Version 1.0
Surgeon – 15xp – Version 1.0
Weaver – 15xp – Version 1.3

Trade Kit Examples

Barkeep

No example kit submissions yet. See below to submit yours!

Enchanter

No example kit submissions yet. See below to submit yours!

Escort

No example kit submissions yet. See below to submit yours!

Herbalist

No example kit submissions yet. See below to submit yours!

Hunter

No example kit submissions yet. See below to submit yours!

Instructor

No example kit submissions yet. See below to submit yours!

Laborer

No example kit submissions yet. See below to submit yours!

Picklemonger

No example kit submissions yet. See below to submit yours!

Soldier

No example kit submissions yet. See below to submit yours!


Want to submit your kit and earn 2XP? Use the template below and send it in with photos of your kit to lasthopelarp@gmail.com!

TRADE KIT SUBMITTED BY:

TRADE:

DESCRIPTION OF ITEMS:

HOW ITEMS WERE PROCURED:

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

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Healer & Surgeon by Rachel Miller

Healer & Surgeon

Submitted by Rachel Miller

DESCRIPTION OF ITEMS:

  • Braided leather belt – used for tourniquet, for people to bite on to roleplay pain, or to tie up rowdy or captive patients
  • Wood plank – used to stabilize metal limb wounds
  • Bloody & Clean cloths & bandages
  • Needle, thread & scissors for sewing up wounds. Scissors can be used to roleplaycutting someone’s shirt open to access a wound. (Obviously don’t cut their clothing)
  • Various bottles filled with herbs.
  • Mortar & pestle for grinding up herbs or reagents to make salves
  • Bucket for water – sometimes on hot days this is great to cool players down when theycome for healing
  • Small pliers for pulling things out of wounds- arrow heads, bits of rusted blades, debrisfrom the woods, even teeth from bite wounds.
  • Many mats
  • Bottle of “pain medicine” -breath mints
  • “Smelling salts” & “ether” – used for putting a patient under and rousing them aftersurgery
  • Leeches & maggots – for bloodletting or clearing away rotted flesh on old, infected wounds.
  • Surgical masks
  • Sand timers, trade manual, pens, bills of health, body location dice (for maims). 10 sideddice for success rolls.
  • A tin cup – used to get patients water or make fake potions for them to drink for expelpoison
  • Ulven healing rune signage

HOW ITEMS WERE PROCURED:

Many of these items were purchased at thrift stores or walmart/target-amazon.

The surgeon tools are from medieval collectibles.

The bloody cloths were made by splattering white cloth with deep red paint.

The hot dagger is a cheap foam dagger from Amazon that I painted with acrylic paints to look hot.

The fake leeches and mealworms are fishing tackle!

The bottles are mostly from the dollar store and the herbs in them are just salt, parsley, coriander, etc. I try to select things that fewer people are allergic to.

The Ether is just a bottle of water with its cork glued shut. The smelling salts are table salt heavily laden with essential oils.

Many of the blankets and mats that I use are thrifted. I tend to buy things that are nice and thick to put a bit of padding between a player and the ground. Bamboo or ratan mats are great because they don’t pick up as much dirt or leaves as a blanket

CHARACTER RACE & CULTURAL INFLUENCE ON ITEMS:

My kit has influence from Ulven culture. Many of the containers used to hold my items are wood or woven. Several of my items also include runes on them. I even made a sign with the rune Uruz, which hangs wherever my healing kit is set up as we are trying to establish it was a known symbol for ulven healers in Mardrun.

I have several furs throughout my kit. Their practical use is to keep the bottles from blanking into eachother and breaking during travel. I also use them as a pillow to pad people’s heads from the ground.

Last Hope Larp