Naringal

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NERO SWV

Location
Charleston, WV
Genre
Fantasy
Conflict resolution system
Light-Touch boffer combat, spell packet based magic
Duration
Full weekend
Established
1989
Games per year
4-6
Credits
Owner: Travis Fauber, Michael Jones
Participation fee
$50.00
Rule system
NERO rulebook
Website
NERO SWV


Setting

All history of Naringal before these dates listed has been either lost to antiquity or currently not known to those that reside in its borders currently.

June – December 608 A merchant by the name of Leonardo Di'Gario supported an expedition to seek out what wealth this land may hold. Few if any returned, from his first expedition and within the next few months he gave free passage to adventurers to help set up an outpost.

During that trip two river boats crossed Loch Naduwn to anchor near the shore of Naringal, while adventurers and men-at-arms marched up the Heren Duin River. They fought their way though giant wolf spiders, and Naringal goblins dressed in black with long black hats till they reached the elven ruins of Amrun Taury. There in the ruins they continued to fight the Naringal goblins, giant spiders, and a troll.

Most of the stories get jumbled about how many people died and had to be resurrected. Also, the stories of other creatures that assaulted them, gets mixed up as well. But you gauge from most of the stories that the first night experience for the adventurers is always the same account.

In the next few months after the expeditions landing, Leonardo Di’Gario’s people fought for their lives against an unknown force coming from an elven gate that was found, in Amrun Taury. These forces pushed the expedition out of the ruined town till they held only the lands around the river and the old elven tower.

January – July 609 Leonardo sent out a request for help, and slowly but surely more adventurers came to Naringal to seek adventure. This new influx of adventurers, many new to their careers, helped make the fort of Amrun Taury stable and there looked to be promise in taming this wild land.

August - September 609 In late August of 609 more adventurers came to the lands and disaster struck. The fort of Amrun Taury was found empty and abandoned. Leonardo Di’Gario sent out what men he could and some adventurers to seek out what had happen to this expedition.

They were only able to find a few of his people, who spoke of a silver chalice that drove the others crazy and turned others spirits evil.

With what resources he had Leonardo and the new adventurers where able to hold the ruins and the fort for only a day before it fell to the minions of the gate. Many lost their lives protecting the fort, and few resurrected. The battle that took place at the fort later became known as the Battle of the Baleful Eye.

After the loss of the fort, rumors came from scouts that Leonardo’s rival had come to take what he had worked so hard to keep. Since, he had taken to many losses; Leonardo took those that would come back with him to the civilized lands of Avalon. Those that stayed faced what would come fighting or siding with his rival from Evendar.

Once Leonardo’s Ship left the lands, the Evendarian’s showed up soon after demanding fealty from those that stayed in Naringal. This didn’t bode well with many of those that stayed, and soon skirmishes broke through out the ruins of Amrun Taury. Most of these fights where won by the usurper’s forces, but a few stunning victories came from the adventurers and expedition forces.

The last battle came the night of September 1, 609 when the Evendarian forces where defeated at their camp in the old fort of Amrun Taury. This battle that took place at the mouth of Heren Duin later became known as the Battle of Frost Blood. Those forces that survived fled the land of Naringal only with warnings of a time when they would return.

The expedition forces knowing this not to be a lie searched for a safe haven to re-establish their hold on the lands they now call home. They found a fallen dwarven military outpost south of the ruins of Amrun Taury which they in turn named Haven.

October – November 609 After a few weeks of rebuilding the small outpost of Haven, Skarn Stoneforge a dwarven smith of the expedition force that stayed behind, set out to bring his clans men to Naringal. Skarn and his apprentice Brock of Clan Ironhill, a few months earlier discovered one of the ancient dwarven mines in Naringal. The only problem with putting these mines to use was the clan of duergar found holding them. Skarn determined to reclaim the lost mines of Bawnishall for his ancestors and for Naringal, made plans for an invasion. He received help from Lord Tel'daarn of Elmrisen who's ship brought over 800 of his battle harden brethren, over the following weeks leading up to the assault. Also, during those weeks Brock and Avril of Clan Boulderbreaker mustered as many adventurers as they could for the battle.

The morning of November 28, 609 the Battle of Bawnishall Mine took place. The fighting in the tunnels carried on till the evening, until the majority of Clan Sha'Dhurm was removed from the mines. After the battle other skirmishes happened in the tunnels close to the mines. In the northern tunnels of the Under Realm many of the adventurers encountered giant spiders, ettercaps, black hat goblins, and trolls. The occupying dwarves encountered to the west dark trolls and to the southeast more duergar of Clan Sha'Dhurm.

The months following the victory of Clan Stoneforge, the dwarves put their new mine back to working order. Now with the forges glowing night and day the dwarves turned to help their human allies in their goal to take back the ruins of Amrun Taury. Still all the while Clan Stoneforge keeps watchful eyes out for Clan Sha’Dhurm and others creatures in the Under Realm. December 609 Since the Battle of Bawnishall Mine, the 1st Company of Naringal started making plans to take back the ruins of Amrun Taury. During the month of December Captain Eric von Beckelheimer’s patrols found a human of unknown origins wondering the outskirts of the ruins of Amrun Taury. The patrol took this man back to Haven for questioning about where he was from and what he was doing in the ruins.

After a few weeks of questioning to determine if he was telling the truth or lying. They came to find out he is a direct descendant of the ancient peoples of Naringal. His moot came from an expedition sent by the dwarven and human kingdom’s of old to hold back a feared enemy from the Keldpazen Mountains. During this time the elven court refused to send help as their last expedition was lost by all accounts. This expedition was successful and they even found what was left of the elven expedition. But as time went on they lost contact with the outside world as their own kingdoms fell to other dark powers.

In these dark years to follow many dwarves and humans intermarried, as did some humans and elves. Thus creating two cultures from what can be gathered, that have worked together to keep his town of Varhardt safe.

During the last few months his moot has been attacked more savagely lately by creatures allied to the Ymirkelds. They are the creatures his ancestors where sent to protect the lowlands from and are now fight for their mere survival against. Once hearing the tale of Trevor Gatenvald’s troubles Captain Beckelheimer sends out a call for adventurers. He makes plans to send a expedition to the Keldpazen Mountains to help the people of Varnhardt, by sending help by a spirit walk ritual in Haven to Varnhardt.

January 610 The evening of January 29, 610 the expeditional forces along with two sections from the 1st Company of Naringal under Corporal Terik Locklain, spirit walked in to Varnhardt. For three days these forces fought to protect the town from the forces of the Ymirkelds. During those days the expeditional force faced brutally cold weather, cunning enemies, and the foul magic of the Ymirkelds themselves. Much blood was shed on the snows of the Keldpazen Mountains and many resurrections were performed. On the third day of Corporal Locklain’s Keldpazen campaign his battle for attrition saved Varnhardt from destruction. For helping save his moot Gatenvald gave Corporal Locklain the knowledge he needed to use the gate of Varnhardt to travel back Amrun Taury.

After traveling through the gate Corporal Locklain’s forces quickly made their way past the occupying forces back to Haven. Once back in Haven the expedition forces relayed their success to Captain Beckelheimer and the knowledge they had gained about the gates and other magic of Naringal. With this new knowledge and a new ally Captain Beckelheimer went back to work outlining plans to recruit more soldiers and adventurers for his assault on the ruins of Amrun Taury.

February – May 610 Months passed by since the Keldpazen campaign in the northern mountains of Naringal. Corporal Locklain was promoted to Sergeant and given a metal for his valor. Plus he received another section under him in the 1st Company of Naringal. During these months adventurers scouted the lands north of Haven close to the area controlled by the minions of the gate. A few skirmishes took place with the adventurers winning every encounter, except one. In these few months a tribe of river trolls once allied to the forces of Naringal, turned against them to join the minions of the gate. They attacked the docks made on the Heren Duin River that was the major trade route south to Haven. Now with the minions having total control of the Heren Duin River, Captain von Beckelheimer sent forces east to construct a new dock east of Haven on the Great River of Avalon.

Since the Captain’s forces was being used to hold Haven and the surrounding area. He sent out a call asking adventurers, farmers, etc… to go north of Haven to an area outside of their patrols. This territory was dubbed the Borderlands, since it was close to the area controlled by the minions of the gate. He offered land ownership to all who could carve out their own lands and who could defend them.

June 610 In June 610 this call was taken up by many adventurers and the 9th-11th sections of Naringal under Sergeant Locklain headed north to claim this territory. This group of fortune seekers fought many of the humanoid tribes in the area and discovered a valley to the west of the Borderlands they nick named “The Valley of Chaos.” This area was riddled with caves filled with many different humanoid tribes hostile to their cause. Still after a number of battles with these tribes, the Naringal forces were able to lay claim to a small part of the Borderlands.

July 610 Micha Amasai an adventurer of Naringal discovered a dark secret. When his family first came to Naringal back in April 609, one of them encountered a beautiful blonde woman with emerald green eyes. They heard her screams out in the Naer Fade, when they had left the fort of Amrun Taury. When they went in search of this noise, they encountered black hat goblins, giant black spiders, worgs, green hat goblins, and an ogre. During the battle with the ogre, one of them fell to its blade and bleed out. This is when his brother encountered the beautiful woman. She brought him back to life and healed his wounds with magic. She then gave him a large emerald necklace and said it was for saving her life. She then turned and left the area to flee back into the woods. Once the battle was over Micha asked his brother about the necklace and he told him it was a gift to him for saving the beautiful woman. Not ever seeing this lady they accepted their brother’s gift and turned back to heal their wounds back at the fort.

A year later after many adventures, Micha discovers through research his brother’s necklace is a Hag’s Eye. He learns a Hag’s Eye is a magic item created by hags to see and hear what the wearer does. It also can be used by them to channel spells through it for their own plans. He recounts all the times the necklace saved their lives and when it didn’t do anything at all. Still not knowing what to do about the necklace he lets his brother keep it.

Then one day when they were patrolling their claim in the Borderlands. The Amasai encounter a vornae who wishes to speak with them. After seeing the necklace around Micah’s neck he asks him to tuck it under his tunic. The strange vornae then asks to speak with one of his brothers away from Micha and the necklace. During the encounter the vornae tells the Amasai a covenant of green hags controls the forces they call the minions of the gate. He advises Micha to destroy or lose the necklace as soon as he can to avoid being used as their puppet any longer.

He also tells them of an attack heading south from Amrun Taury to attack the people of Naringal in the Borderlands area. After gaining this new knowledge, the Amasai quickly set out to warn and defend against the green hags’ forces. Once warned of this attack the adventurers and 9th-11th sections of The First Company of Naringal prepared for battle.

Then during the evening of July 26th 610 the Battle of the Hag’s Eye Moon took place in the Borderlands. This battle was a bloody one as many defenders took resurrections. When the battle was over the defending people of Naringal was victorious. But this great news was killed, when they learned Haven was under siege.

The attack on Haven came from the south, right as the Battle of the Hag’s Eye Moon was taking place. This new force was also made up of creatures following the green hags of the Vintergas Moor. August – September 610 During the next two months the adventurers and the 9th-11th sections of The First Company of Naringal divided to defend The Bawnishall Mine and Docktown. These next two months the defenders took up holding positions against the Green Hag’s forces surrounding Haven. News came all that many survivors in Haven are still holding out in the under hall below the town proper.

So, with the siege of Haven still continuing the Green Hag’s forces set out to attack the Bawnishall Mine and Docktown. When news came of the attack heading towards Docktown, Lord Tel’Daarn Ebonwyrm of Elmrisen Territory of Willowdark, sent forces to Docktown to protect his interests and the interest of a group he belong to called Avalon’s Crown. When their ships arrived in Docktown they came just as the Green Hag’s forces started to assault the village and the adventurers that came to defend it. Leading the defense was Mich Amasai and his brothers along side Lord E’nick and Tarien Backster of Avalon’s Crown. The siege of Docktown went on from August till September when the forces of the Green Hag’s fell back after new adventurers came to the aid of these defenders.

Towards the west of the Siege of Haven the Green Hag’s forces set out to destroy the defenders of the Bawnishall Mine also at this time. Corporal Locklain, his brother Vaylen, Arms Corporal Arvil Boulderbreaker, the 9-11th sections of the First Company, and Clan Stoneforge prepared for the coming assault by the Green Hag’s forces. Towards the end of August the two forces meet in the Stoneforge Highlands. This battle known now as the Second Battle of Bawnishall was bloody, but the Green Hag’s forces took a major defeat as their formorian general was slain by Corporal Locklain, Arms Corporal Arvil Boulderbreaker, and Vaylen Locklain.

Since both forces sent out by the Green Hag’s were defeated, those remaining retreated back to Haven. Knowing the next battle would be a trying one the divided forces of Naringal put plans together to retake Haven.

October – December 610 The next three months many skirmishes went on between for forces of Naringal and those of the Green Hag’s. Then late November 610 before the first snow set in the forces of Naringal attacked those of the Green Hag’s laying siege over the town of Haven. The battle of Haven went on for three days, till the forces of the Green Hag’s broke and fled into the Stoneforge Highlands where they continued to fight the forces of Naringal from secret lairs during the winter.

January – March 611 The months of January, February, and March saw the forces of Naringal united to take down those foes that still lingered in the wilds of the lands they all had laid claim too.

Avalon’s Crown as per the agreement with the local populace was granted lands in Docktown and Haven for their own use, these bastions would become their centers of influence in Naringal to use as they saw fit. They even helped the First Company of Naringal capture siege weapons being used against the town during these months at the Battle of Bone Mountain. This today has been the single biggest use of necromancy used by any force of the people of Naringal.

The dwarves of Clan Stoneforge took to defending their lands from the Bawnishall Mine to the center of all Naringal influence the town of Haven.

The First Company of Naringal back under the Captain Beckelheimer grew its ranks and pledged its allegiance to the free people of Naringal from Clan Stoneforge, Avalon’s Crown, the loyalist vornae, adventurers, and to the ratlings of Skitterfell later in March of 611.

April 611 In April 611 an old enemy returned far to the north at the mouth of the Heren Duin River. The self proclaimed Duke of Naringal Grigory Mustalanoff secertly built a small town just north of the Heren Duin River where it meets Loch Naduwn. His forces with their spies delievered messages to those towns and villages south of the Heren Duin. These messages harken the Duke’s arrival and his intent to rule all of his citizens in Naringal.

This tore the united land apart for awhile over the next few months after his claim on a pieces of Naringal. His tactic was flawless he pited adventurers against their own interests to further many of their own short sighted goals. He even made a list of out laws targerting those people that he felt would threaten his station in Osterdorf.

All the while he played the peoples of Naringal on himself it bought him time to put together his forces to fight off the Green Hags forces around the area of his claim and let him get a better grip on the lands he wished to rule.

May 611 The month of May saw growth in Docktown now called Stormberg after the siege of Docktown. The change in name came from the storm clouds that darken the sky over it. These clouds came from a spell casted by the Green Hag’s forces that spread out over Haven and towards the Bawnishall Mines and Docktown. The storm clouds threw down green bolts of lightning and kept things under a cover of darkness to lesson the spirits of those fighting against them. The clouds over Stormberg have been rumored to have been captured by a counter spell by a member of Avalon’s Crown. This spell did stop the storm but did not remover the dark clouds over the town.

Now with a new name the town of Stormberg saw great prosperity under the guidance of Avalon’s Crown and House Ebonwyrm of Willowdark. There was the creation of a lumber mill and shipwright along with other jobs. The town looked as if its bad luck was making a turn around.

Towards the west in Haven rebuilding continued but infighting did as well as the Duke’s influence over those of lesser minds continued to point fingers at those that had adventured and bleed longer in these lands. Clan Stoneforge along with the First Company of Naringal and Avalon’s Crown decided it was time to unite the people of Naringal against the forces of Clan Sha’Dhurm. During this time Clan Sha’Dhurm threw its lot in with the Green Hag’s forces and was fighting to reclaim what they had lost in the First Battle of Bawnishall Mine.

This battle was for the tallest mountain in the Stoneforge Highland range. The Mountain was called Old Fog Top, because of the continuous fog that surrounded the mountain top and around its base.

The Battle of Fog Top took place late May 611 and ended with a great victory by the united forces of Naringal. They completed taking the mountain and its upper halls but were held off by a large force of iron golems that gave Clan Sha’Dhurm to cut off the upper halls from the lower halls and those deeper in the Under Realm.

June - July 611 The months of June through July saw the creation of the First Republic of Naringal which is known as just the “Republic.” The Republic saw its creation during the month of July after adventurers traveled back in to the Borderlands. The Borderlands is lands between the Naer Fade the Stoneforge Highlands and Stormberg which have been sought after by the Republic over a year ago before their great war with the Green Hag’s forces.

During these months rumor came of Evendarrian forces from Osterdorf where crossing the Heren Duin. This was a move against a treaty set forth by those south of the Heren Duin and the Duke of Naringal. These rumors became true in early July 611 when forces from the south found a contingent of the Ducal knights attacking loggers that where working for Avalon’s Crown and House Ebon Wyrm of Willowdark.

This confrontation did not go well for the newly created Republic and it’s newly appointed Lord, Vaylen Locklain. The Evendarrian Knights expelled the united forces twice over till forces from the Avalon’s Crown encampment that was attacked tracked the knights to their current location. The last skirmish had those surviving Ducal Knights fleeing across the Heren Duin vowing to seek revenge on the citizens of the Republic of Naringal.

Another faction also stepped to attack the new Republic at that time the Bog Hags. The Bog Hags was another force and faction of hags from the Vintergas Moor. These forces much like the Green Hag’s forces are made up of many different minion creatures. This force became know as the Yellow Hag’s forces by those in Stormberg as they attacked from the south of the town. The forces of the Yellow Hag’s have been stopped and contained at this time by forces from Avalon’s Crown and the First Company in a area called the Southern March. The land has since been riddled with trenches and spikes on both sides creating a no man’s land between Stormberg and the Vintergas Moor.

August – October 611 Since the creation of the Republic of Naringal many support structures where being seen to during these three months. The Republic created the House of Lords which are filled with nobility appointed by the Republic. This body of government was set up to help take care of the daily tasks of managing the Republic and its allies. There has been a movement as well with in the government to create the House of Commons to be made up of appointed citizens who would help create laws if need be and see to the rights of the common populace.

Also, during these months skirmishes took place in the Highlands and the Borderlands against forces from the Green Hag’s, Clan Sha’Dhurm, The Vornae usurpers, The Wraith Lord, and The forces of the Horned Rat. The most damaging part of these skirmishes came in early August when the loyalist Queen Mother of the Vornae allies to the republic was killed. Her people where destroyed by the Vornae usurper’s forces those that survived flee into the Under Realm and to the surface of Naringal and they have not been heard of again. This was a heavy blow for the Republic to face losing their oldest ally in the lands and the only known true survivors of ancient wars the fell the kingdoms of old.

November 611

Not yet been written

OUT OF GAME INFO: Naringal, a location in NERO's world of Tyrra.

Game history

The NERO Live Action Role playing Game was founded in 1989 in Massachusetts. It is now the largest fantasy LARP in North America, with over 50 chapters across the United States and Canada. There are thousands of members across the United States and Canada. Chapters are as far south as Florida and Texas, and as far north as New Brunswick and Maine. You can go out west to California and Colorado, or to the east to Washington D.C. and Boston. You can play your Character in any one of these chapters, this is truly a national game.

There is no "rock, paper, scissors" in NERO. If you want to fight someone, pick up a harmless "boffer" weapon (made of PVC pipe covered in foam and duct tape, they really are quite safe) and hit them with it. The amount of skill your character has bought with that weapon determines how much damage that attack did. Every character has a certain amount of points of damage they can take. It's just a game though, you only need to swing hard enough so that they know they were hit, don't swing your sword like it was a baseball bat. Also, for safety reasons the head, hands, and groin are not legal targets. If someone hits you with a weapon there, you don't have to take the damage.

If your character is a Mage, then you can cast a spell to hurt or help someone. Spells are cast by reciting a short phrase, which represents your character's spell casting and lets everyone know what you cast, and then throwing what we call a "spell packet" which is a small bag of birdseed. If you hit your target with that packet, then the spell worked.

If your character is a Thief, then you actually have to hide in the shadows to be unseen, there is no "pretend you don't see me" skills or spells in this game. To disarm a trap, you'll actually have to get out some tools and keep that trap from going off, to pick a lock you'll have to get out some picks and try and open it yourself (not modern warded locks, simple old-style locks that are much easier to pick). For safety purposes things like climbing walls and swimming aren't allowed and we have rules to simulate them. We try to have you do everything yourself except when legality or safety make it impossible.

The setting of the NERO campaign is the world of Tyrra, a medieval fantasy world combining historic re-enactment and mock-combat with high-fantasy and role playing. The Tyrran setting is at a level of technology roughly equivalent to the late Dark Ages or Early Renaissance, although there are no firearms in the world of Tyrra. A dozen fantasy races interact with countless monsters, dragons, elementals, and undead. The continent of Avalon (where all the various areas represented by chapters are) is a busy place, with ancient kingdoms, ominous empires, anarchic wilderness settlements, tainted swamps, and a rich patchwork of realms.

We don't want to offend anyone's religious beliefs, so there is NO religion allowed in NERO. We are very serious about this, there are no gods or demons, no angels or devils. Please don't use any religious titles or symbols in your character's name or costume. There are no Priests or Clerics in this game (magical healing exists in this game but it is strictly non-religious). Characters are also not allowed to create any religion or bring one in-game. Yes, we know that a religion could add a lot to the game, but it could also offend people or be misunderstood by people. It's just simpler to leave the entire issue out.

Your character can be human, or any one of 12 races, including Elves, Dwarves, Half-Orcs and other fantasy races, even a race of cat-people called the Sarr. There are 4 character classes to choose from: Fighter, Rogue, Scholar, and Templar (a spell caster with slightly better combat skills but worse spell casting than a Scholar). However, character classes aren't as important as the skills you take. This is a skills-based game, every character begins with some points to buy skills, and every event you attend your character earns some more points to get more skills and abilities. Character classes mostly determine what different skills cost for your character, magical skills will be very expensive for a Fighter, but they can learn weapons and fighting skills very cheaply. Sometimes what race your character is also affects the cost of a skill, making it more or less expensive. Any character class can learn any skill, it might just cost a more Build Points, and some combinations are highly impractical.

The NERO Game is designed to require as little help from a Game master to function as possible. Interaction, combat, and most game scenarios can be performed seamlessly by player characters without a game master (called a Marshal in this game) following them around. They are only required in special circumstances, like powerful magical rituals (to ensure that all rules are followed) and thieves breaking into someone else's cabin to steal in-game items (to make sure that only in-game items are stolen, instead of someone's out-of-game property). There always are Marshals available to make rules calls, supervise those few things requiring a Marshal, and to properly run the NPC camp, where all the NPC monsters and townsfolk are costumed, equipped and prepared

All things said, NERO is a very fun way to act out those adventures you only read about in novels or played out in tabletop games.

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