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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.

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Trade Alchemy by Leticia Alcorta

TRADE KIT SUBMITTED BY: Leticia Alcorta

TRADE: Alchemy (+my Chocolatier mods)

DESCRIPTION OF ITEMS: 

I have a fondue pot to be my burner for heating/boiling water for distilling and melting chocolate

Small mixing bowls – I filled them with little things to make potion making more interesting, like alka-selzer for bubbly effects and chocolate powder for the drama of being a chocolatier.

Mortar and pestle, for the process of refining some reagents as needed and general role-play while making potions and healing chocolates

Potion Bottles for the potions

Stabilizing powder, baking soda in a jar for the drama while making potions

I use a propagation station as my beakers and stands for making potions. I put fake candles under each beaker as well

I also have a tea pot that I use as flavor for roleplay and dropper bottles with colored water for roleplay mixing up ingredients.

HOW ITEMS WERE PROCURED:

The fondue pot, propagation station, and all my bottles are from Amazon. The mixing bowls and beakers are from HomeGoods, and the mortar and pestle is from a small Mexican grocery store in Sun Prairie.

CHARACTER RACE & CULTURAL INFLUENCE ON ITEMS:

My character is a human that comes from a background of people who constantly travel, so everything in her kit is still that can fold down or fit into my picnic basket or backpack. I also did research to be able to infuse the health potion into chocolate, so I keep extra props to show that as well, like jars of chocolates. The fondue pot works well to represent the chocolate being melted down and turned into a healing chocolate.

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Salt Beasts

In the year 271, Duchess Madeline D’Argent of the City-State of Newhope put together a crew to voyage to the Outlands to expand an outpost there. After their ship was damaged and the crew was forced to make their way into the Outlands in search of supplies to repair the damage, they discovered they were not alone. A single Syndar watched them from a distance, coming closer to speak to the group. In this conversation, the crew learned that an entire population of Syndar lives in the Outlands, seemingly completely untouched by the mana stream and unaffected by magic.

Very quickly, this crew also learned that there are worse creatures than the Mordok lurking among the trees.

The Syndar taught the group that these creatures were called “Yolqui” by their people, who have fought them for generations. Since then, Mardrun has come to know them as “Salt Beasts”– a nicknamed dubbed for the thick, salty hides of these monsters.

Their most notable features are their limbs, each one a different variation of grotesque protrusions that are often mistaken for swords, but being struck by them causes much more severe injury than any normal sword strike, and it becomes quite clear from closer up that these weapons are grown straight out of their arms.

These creatures have been seen using arcane magic to fell enemies, often releasing a ear-wrenching scream before throwing death-bolts at their targets. Once they’ve taken down their target, a flash of light is seen as they Recall away, presumably to consume their downed target in relative safety.

Their skin can be seen sloughing off their bodies, dropping to the ground in piles of rotting, salty flesh. This shedded skin holds no value or special ability, despite the Northern Syndar’s use of the Salt Beast skins as armor. Presumably, this means the Salt Beast hide needs to be harvested in a certain way to be usable.

These creatures have not been picky in their hunt for targets, attacking the living, the dead, and Mordok alike. The only difference between their hunts in what they decide to take, as one was seen leaving the body of an undead behind. This supports the words of the Northern Syndar– “They are hungry for meat. It doesn’t care where the meat comes from, only that its fresh.”

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June 2026 – Sharp Tongues, Sharper Iron

=Event Story=

Stories of hardship and glory travel up from the southern front, where Newhope and Clan Stormjarl’s forces have successfully bridged their frontlines at a difficult cost. Clan Grimward’s raiders at sea remain a threat, but cannot stop the supplies and aid reaching Clan Stormjarl via the new land-bridge. Meanwhile, whispers travel the former lands of Clan Shattered Spear. The flame of resistance that had fought for freedom and revenge over the last few months… is snuffed out. Survivors, freed thralls, and figures important to the clan’s future begin to emerge from the Great Forest after escaping Clan Stonetooth’s grasp, allowing more of Shattered Spear’s people to be reunited in their current home within Clan Nightriver.

As the heat of summer begins to arrive though, news quickly travels from Hammerfall. The mixed army of Aldorian Marines, Shattered Spear remnant warpacks, and Clan Goldenfield warpacks had continued their advance against Clan Ironmound over the last month, but reports begin to arrive confirming that Clan Ironmound has successfully pulled their lines back to the Hammerfall area, and are now bolstered by their prepared defensive positions. The towns of Bladehome and Shieldhaven remain stranded behind Ironmound’s lines and under constant siege since last year. The two walled towns still stand, but may be at risk of falling if the sieges last much longer, making the need to push Ironmound back further a critical effort before the army of Clan Stonetooth returns to this frontline to attack once again. Any attempted advances by allies have already proven costly though, with Ironmound’s defensive tactics proving to be difficult to crack.

Unexpectedly, the call for aid from any available allies comes not from martial forces in the area, but instead from Jarl Laela Nightriver, Ambassador of Clan Nightriver. Through her efforts, contact has been made directly with Clan Ironmound’s Clanleader, Gustav Ironmound, who has agreed to a meeting of delegates on the frontlines to receive discussion and be heard in return. Contact has been successful, but due to being enemies Ironmound has sent terms.

Their time has been offered up, but requires payments of services, honorbound, or resources to be made to their clan in trade. After a trade is agreed upon, Ironmound’s leaders will allow discussion to happen for as long as battle happens, as enemies of this war. Some may see this as too high of demands from the clan, but others see that Ironmound even just becoming neutral could put them at great risk of angering both Clans Grimward and Stonetooth enough for invasion, making their homeland’s surrounded situation a lethal one for their people. Thus, Ambassador Laela’s calls for aid are not just for those who have words to speak, but also those who have offerings to provide and those skilled in combat to fight while discussions happen.

For those who have fought against Ironmound, their developing hatred for their current allies of Clan Stonetooth has become as well known as their honor strict culture. Many believe that the clan had no interest in fighting in this war, and would have been neutral if not for their pact with Clan Grimward and their clan’s precarious location as the war developed after the first year. With that, some like Jarl Laela see the war’s new situation as an opportunity to help the clan’s return to neutrality with honorable trade, or with luck maybe even convince them with enough aid to switch sides all together.

Rumors have it that Clan Ironmound has been pressured to fully apply themselves to the war on Grimward’s side, so if persuasions fail it may see the sieges of Bladehome and Shieldhaven severely worsen as Stonetooth’s armies are soon to return to the frontlines.

=Event Summary=

Duels waged throughout the day while peaceful talks took place across the outpost. The Clanleader of Ironmound was no easy negotiator, nor were his warriors easy to fight. 

While the results of the day were by no means questionable, especially the celebrations that followed, Clan Ironmound is making their new stance known across the continent. In the days that followed this impromptu “Moot,” leadership across the continent are receiving the following letter:

“To the whole of Mardrun,

Clan Ironmound hereby withdraws our allegiance from the Ironward Alliance and Clan Grimward’s joint war effort with Clan Stonetooth.

We understand the gravity of this declaration, and the perceived stain on our honor it will leave behind. We make it with clear minds, knowing full well the judgment history may pass upon us. Some will call us traitors. Others will call us cowards. We accept that burden.

What we cannot accept is continuing to fight for those who have long since abandoned the honor and principles the Ulven people have always upheld.

The Ironward Alliance was forged to defend our people, to protect our homeland, and to wage war with honor. We did not swear to tolerate disrespect in matters of honor or to watch our allies create more enemies by allowing fallen warriors bodies to lay out and rise again.

Our loyalty and commitment to the Ironward Alliance came from a place of honor, and of Ulven who stood by their honor in the face of uncertainty. We now understand that our loyalty has been mistaken for obedience.

Honor is not blind submission. It is the willingness to stand by what is right, even when doing so demands sacrifice. An oath binds both those who swear it and those who receive it. The Great Wolf is not subjective in his judgments; Honor is Honor and the stain on ours will be hard fought to be righted again, but it is not something we can fix from within the confines of an alliance with Clan Stonetooth.

Leading up to this day, through many battles over the last year, Our opponents have shown us their honor. No matter how much blood is spilled, they never turned their backs on what is right and honorable while facing uncertain odds. Their actions, when compared to our previous allies, are not a small part of why this decision has come now.

Clan Ironmound officially stands with Newhope, Clan Nightriver, Clan Shattered Spear, Aylin’s Reach, New Aldoria, Bladehome, Lumeria, Clan Goldenfield, and all others who choose to oppose the terror of Clan Grimward and Stonetooth.

For Grimward and Stonetooth, much the same as our announcement to join your side of the war, let this missive be a warning to you. You have the remainder of the month to see your exit from Ironmound territory, after which the fight will continue with us being on opposing sides of this conflict.

May your steel be forged in honor.  

Ironmound Warleader Einar Stonefist”

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Lanterns in the Night

The time has come. Rain wipes her sweaty palms off on her skirt, unsure if it was caused by nerves or the heat of the day.

She looks to Niedre.

Niedre who has been her teacher.

Niedre who had been a voice of comfort and reason when she felt like her life was uprooted.

Niedre stands by observing, twirling a pendant in her hand, her face serious, giving the respect due to the ceremony and to the fallen before them. She gives Rain a curt nod, encouraging her to proceed… and a small smile.

Rain steps up to a body, laid out on the ground on their back before her, their head to the North, their palms facing the sky. Connected directly to the earth, open to Solar and Lunara.

She gently pulls 4 stones from her bag, attempting to keep them from clinking together noisily. And she walks slowly around the body, placing one stone at their left, one at the foot, one at their right, and finally one at their head.

This isn’t someone Rain knew. This is just one of many in the blur of faces lost to this war. Rain does her best to hold back a scowl. Would someone cry for them? Miss them? Surely. She hopes their death meant something. That hers some day might too.

She takes a deep breath and refocuses. This ritual is what she has control over. This is the one kindness she can offer to the people she has no words for – reclaiming their mana to the stream. They would be with their loved ones again soon.

Rain next takes a small bottle of blue fynch oil from her pouch, and anoints the stones, calling upon the gods as she does.

“I ask to be a vessel…” the first stone

“That my body may act as a bridge…” the second stone.

“That the mana of this body may flow through me…” the third stone.

“And return to the stream.” The fourth.

Rain takes a careful seat alongside the body and touches her hand to theirs, still a little surprised at the coldness of it, but she doesn’t let on about it.

She focuses on the lingering glimmer of mana in their body. Mentally pulling at the thread of light, gently, until it starts to give.  And then she begins to tenderly spool the energy alongside her own.

Rain takes a deep exhale and lets it out, settling herself into a comfortable position. She digs her fingers into the earth at her sides, and faces the sky, feeling the warmth of the sun heat up her mask and the exposed skin around it. And then she slips into meditation.

Rain feels the taken parcel of mana wind out from her body slowly as she offers it back to the stream – a gift gladly absorbed.

Once fully gone from her body, Rain lowers her head and opens her eyes beneath her mask.

“It is done. I commend this life and return the mana that it held back to the stream that it may find new form and purpose as the gods see fit.”

She rises, looking to Niedre once again.

Once it is done, they leave the deceased with their loved ones, allowing the family to prepare their last goodbyes in peace. The pyre is already built, now comes the final sendoff. Lanterns in the night. 

As they leave in the quiet and distinguished way that Reclament should, Niedre resists the urge to grin and smiles meekly. She nudges Rain lightly, shoulder to shoulder. “Well done. I believe you’re ready.”

Rain looses the breath she didn’t realize she was holding.

Niedre sees a mirror in Rain’s reaction, the one she herself hoped to have one day when her own mentor, Aeronwen, decided she was ready. But that day is gone. And this one is in front of her. She reaches in her satchel and removes her book carefully, almost reverently. They find a spot where they’ll remain undisturbed, and Rain copies down the ritual she just performed into her own. The code, the ceremony, now hers too. 

“Where should I go?”

Niedre clicks her tongue then pauses for a while, giving it heavy thought.

“I owe much to Shattered Spear… and Hammerfall has put out a call for aid. We could travel together. Surely some of your compatriots of the Broken Blade will be present. And I’m sure that they could use their Reclament,” Niedre says with a wink.

And Reclament Rain can’t help but smile.

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Kló

PLAYED BY: Talon Wyclyf Olsen

CHARACTER NAME: Kló

GENDER: Woman

PRONOUN(S): She/her

CLASS: Cleric

AGE: 40

RACE: Ulven, Path of Gaia

HAIR: Dark brown, almost black, and nearly shoulder length.

EYES: Gray, appearing green or blue based on the lighting. (or if I find out I can wear color contacts ulven approved green, need to see an eye doctor to find out if I can).

OCCUPATION: Escort.

KNOWN SKILLS: 

  • Can swing a sword but is not battle tested.
  • Can sing pasably well.
  • Gives excellent massages.
  • “That thing you like”.
  • Wit.

BIRTHPLACE: Grimward land near watchwolf territory. 

APPEARANCE: Large for a woman but not unusual for Ulven, long legs, strong build. The kind of woman they call “a handsome woman”.

NOTABLE TRAITS: Often has complex runes marked on her face, they clearly have meaning but only to her.

RELATIONSHIPS: 

  • A few family friends in Spiritclaw, Wetfinger territory. 
  • Her family in Grimward, 3 sisters, 6 brothers, 9 cousins, her parents and their pack of aunts and uncles Pack Screaming Hawk, all dead to her now, and likely furious if they knew how she felt, and to see her with colonists.

RUMORS: 

  • A very skilled professional.
  • Gives sound advice, but will just listen if you need to talk.
  • A woman of negotiable affections.
  • A Grimward outcast, taken in by Spiritclaw.
  • She’s clanless, not actually a member of Spiritclaw, and has renounced her clan Grimward.
  • Does “that thing you like”.

BIO / BACKGROUND HISTORY: Kló was 14 in 250 when the colonists first arrived, being on eastern Grimward territory isolated her from them for a time. She only first heard of them around age 27 the end of 261 as her family’s homestead was in the path of Grimward advance and too close to Watchwolf for comfort.

The family had also received word of a sudden illness causing a death of a family friend, who’s labor was heavily relied upon by her elderly widow. 

At the funeral Kló met Gráinne and her wife Freydis, they all became fast friends and stuck close to each other the rest of the evening.

After the funeral rites had been seen to Kló’s family leader told her to stay and help care for the farm with my younger siblings. Her family left them their to go join Grimward as warriors. She stayed and worked the farm, teaching her younger siblings how. When the elderly matriarch of the house passed she felt too saddened by the place to stay, leaving her siblings the farm she headed for Aylin’s Reach.

Aylin’s Reach became her home, she was captivated by the cultures she saw and, she made friends with many people, coming to find joy in their art and the differences in cultures. She began working as an escort providing succor to those interested and in need of relaxation. She liked helping people feel better. 

She has lived there ever since, feeling that she cannot go back to Grimward, as she feels unity is everyone’s only chance of survival with the threats posed against everyone from the undead, the penitent and the Mordok, and now Grimward and Stonetooth.

She is now 40 in 276 and this next event may see her make friends with some people that make her want to act to help change things for the better.

Last Hope Larp