Introduction to Eldarlands LARP

Greetings friends,

My name is Levi and I’m the creator of the Eldarlands world. I’d like to take a moment to give you a few insights about the world in which this game is set. You could just as easily read the Eldarlands books for your introduction but I find this method a bit quicker.

There are numerous races found in the Eldarlands world. Many of the more common races have been listed in the Player’s Handbook as playable races. The less common races still exist but are harder to balance into the game and therefore were not included. It doesn’t mean they don’t exist, simply that they aren’t (at this time) playable.

Classes in Eldarlands LARP are more archetypes than set-in-stone templates. The idea is for players to build what they want to play, rather than limit themselves by a specific set of abilities and proficiencies. Unfortunately, the abilities and proficiencies list remains. That was the only way to balance the game and keep the class structure. However, the classes are written to allow different play styles within their structure. If a player can’t create what they want through the means of a single class, they can always multiclass after 3rd level.

The reality is the world setting which this game uses is irrelevant. With the combat rules it could be set in any world and still operate just fine. All the setting does is provide a story with which the players of the game are able to learn, interact with, and react to. I chose the Eldarlands world because I own the rights to it. I have creative freedom to direct it. And I know the most about it. If not for these three things I could have just as easily set the game into Lord of the Rings, Dragonlance, Forgotten Realms, or any of the other thousands of fantasy worlds which exist.

To begin, the worlds of the Eldarlands saga are vast. Many of the books have not yet been written (soon…hopefully), which doesn’t help in their exploration, but a fair amount of it is available. The primary world in which these stories take place is called UR. It’s a Pangaea landmass, surrounded by ocean (much like our own world). Depending on the era you’re learning about, the land could still be adjoined or it could have already split into the seven continents. In the event you’re here simply for the LARP and have no care about the books or the world in which they’re set, Eldarlands LARP takes place during the 3rd age, following the first Demon War but before the second. This is before the sundering which caused the mainland to split into its smaller pieces.

The 3rd age was also the only time period which I hadn’t already heavily explored. I wanted to minimize the risk of me using existing storyline to influence the story of the game. As far as I’m concerned, the two are entirely separate entities, sharing little more than a name. The characters of the LARP are the ones who shape the story’s direction (even if their direction breaks published storyline).

Eldarlands LARP takes place roughly 300 years post an event called The Great Nothing (TGN). It’s a time where all known history was lost. Books detailing anything that happen before TGN are blank. The few beings who were alive at the time don’t recall anything substantial happening. For them, it was just normal life. There were no notable wars to speak of and no great problems plaguing their lands. They existed, at least as they recall, in a time of normalcy. What they don’t know, however, is that quite a lot happened during TGN. Their world was nearly overrun and destroyed. The few beings capable of knowing anything more are aware that their memories of that time were sacrificed as a means of saving the known world. If anyone discovered the truth as to what actually happened, the seals which were erected to protect them would begin to crack and before long the treat they so narrowly escaped would be upon them once again.

This is where the events of Eldarlands LARP take place. A strange and wonderful continent has been discovered, named Taldora by the scouts who found it. The landmass contains a power unlike any other. Unfortunately no one has been able to reach the source to determine exactly what lies at its center. Between wild and shifting lands, creatures or all sort, greedy bandits, and many other threats, every expedition into the continent’s heart has ended prematurely. As rumor begins to circulate, more and more adventures come seeking fame, fortune, escape, or any other number of motives. The only safe haven to be found is a growing fortress, founded and funded by a crusading noble by the name of Barius D’Averon.

Each day to population of Outpost, as the fortress has been deemed, continues to grow. As the strength of those seeking answers continues to rise, so too do the mysteries of Taldora seem to drift further away. Will the secrets of the land be discovered? Are those secrets the key to understanding what happened during The Great Nothing? Or will the wilderness overrun the protectors of Outpost and reclaim the land so many have settled upon?

Step into the realms of Eldarlands and decide the fate of the world for yourself!

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