Get Your Own Underworld!

UnderworldLogo

Want to play Underworld outside of our Toronto, Edmonton or North Texas chapters? Why not start your own Underworld LARP Game? At Underworld we divide each of our games, or chapters, into Guilds and each owner is considered a Guildmaster. Every Guildmaster is given a territory in the real (“OOG”) world in which they can run their own events, and collect their own profits. For instance, our Underworld Kalidor Guild has control over Edmonton and the surrounding area.

We’re looking to expand in both Canada and the US and we want you to help us. If you’re hard working, a good storyteller, and you think you have what it takes to run the most bad-ass roleplaying game North America has to offer, then we want you on our team.

We are currently giving away Underworld LARP franchises at virtually no cost. There are no start up fees or licensing fees. It will cost you absolutely nothing to form your own Guildhouse. All you need is some dedication, imagination, a few props and weapons (all of which you can make yourself) and some good friends.

Benefits to running your own Underworld game:

  • As Guildmaster you will have almost complete control over all aspects of the game world.
  • Your town and players can take part in multiple Guild-wide plotlines, written and designed by all of the Underworld Guildmasters.
  • You and your playerbase get the benefit of traveling to other guilds, as your Player Character. Players from other UW guilds will travel to your guild as well (in which you keep their game fees).
  • The profit you make (and profits can be high) are yours to keep, or invest back into the game.
  • We’ll provide you with all the support you need. We’ll even help you setup your own online forums, logistics database, train your safety marshals, and teach you how to make your first weapons.

Interested? Send us an email at guilds@underworldlarp.ca

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Race Profile: Wood Fae

Taz the Wood Fae, by Pat and Sierra

Distant cousins to the Faerie Folk, the Wood Fae are rumored to have been born of the magic within the forests of our world. This may account for many of the Wood Fae having an affinity to nature and natural creatures. Contrary to their “true Fae” cousins, the Wood Fae have an extreme dislike towards all forms of charms and will go to nearly any length to oppose these mind-altering spells and effects. They are not only averse to practicing Charming Magics themselves, but are even able to remove Charming effects on others. Their capital resides on the Isle of Melinda, ruled by a government of elected council members. Having no real homeland or cities, they are (for the most part) very carefree and friendly people. They generally live a polygamous lifestyle, rarely keeping one mate for more than 10 years.

In the past, very little has been known about these woodland beings aside from this: they have pointed ears, horns, and really like sex. REALLY like it… a lot. This lack of knowledge is due to the fact that they seldom leave their beloved forests for the town or outlying kingdoms, and they’d much rather hear and learn of other people then babble about their own culture and history.

Racial Advantages:
CHARM BREAK (purchased skill): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. This also includes all Charm-based attacks. As a racial benefit, it may be used to “Resist” Ritual Magic. The breaking of a Charm spell can only be accomplished through 10 seconds of talking to the Charmed character then declaring “Innate Charm Break” while touching them. This skill is usable once per day per purchase.

LUST FOR LIFE (automatic): A Wood Fae’s natural attunement to the forest and all things living has given them a lust for life that other races lack. Should a Wood Fae drop into their “bleed count” they are given a full two minutes before entering their “death count” rather then the standard one minute.

Racial Disadvantages:
IRON AVERSION (automatic): Wood Fae will take X2 damage from any source using the suffix “Iron” in its damage call. Carrying iron items is permitted, but doing so will cause great discomfort and should be role-played accordingly. This disadvantage applies to damage taken to both Armour and Body.

Physical Characteristics: Long, pointed ears like Elves, and small horns that grow out of their foreheads.

Macha Morrigan the Wood Fae

Fae Race

Language: Gaelic

Life Span: 1000-1200 years

Societal Views

Wood Fae hate having their freedoms taken away from them in any form, whether through magic, alchemy, or force. They will not allow another to govern how they live and are inherently resistant to mind-controlling effects. This ingrained racial desire of freedom may seem to make it impossible for Wood Fae to form any kind of government at all, but Wood Fae love nature as much as they love their freedom and they understand that certain “natural laws” exist and must be obeyed.

Wood Fae society does not have any distinct classes or social castes. No titles denote special rank or privileges and individuals gain respect based on the merit of their work. The closest thing to a title that exists is each person’s vocation. In formal ceremonies, this moniker is used as part of their name (eg. Painter Charity, Councillor Idril, Goldsmith Demetri) or may occasionally be used to distinguish between two people of the same name. While Wood Fae tend to pick one specific art as their job, they often will work on food production crafts as well. Most Wood Fae homesteads have gardens or orchards. These are spaced at least five feet apart in even the most populous cities.

Wood Fae settlements are marvelous constructions combining both natural growths and hand-made building materials in an astonishing combination of art and nature. Assorted sculptures line the roads and buildings are frequently ornamented with mosaics and frescoes, demonstrating the skilled aesthetics of the Wood Fae.

Whereas most societies have economies based on coin currency, the Wood Fae prefer a trade and barter system. They trade in raw materials, finished goods, and works of art.

Like the Hoblings, the Wood Fae are noted for their frequent celebrations and revelries. With some luck, a group of travelers might find themselves journeying from celebration to celebration instead of from town to town.

For more information on the Wood Fae society, see the wiki page here!

Tangle sits outside her home

UW Masquerade Del Diablos 2012

Every year Underworld LARP hosts a masquerade ball, a non-combative, role-playing event where our players get to dress up in their best finery and dance the night away! 2012 marked the first year that our masquerade ball was open to other LARPs in the area. LARPers, table-toppers and any and all other forms of role-players mingled together and enjoyed the revelry.

Images from our 2012 masquerade ball were all provided by our resident photo ninjas Sierra and Pat!

See the rest on their blog here.

Underworld U.S.A! New Texas Guildhouse!

We are ecstatic to announce that Underworld LARP has become an international game system! We are honoured to welcome the newest member of our LARP family, Underworld Texas – Guildhouse New Haven! Harlen is now a Guildmaster in the third chapter of Underworld, to the far south. He’s got a lot of setup to do and we’ll be helping him as he needs it.

You can like their Facebook page, here!
And join their new Facebook group over here :)

Keep your eyes peeled for updates!

How to Get Your Own Underworld

We are currently giving away Underworld LARP franchises at virtually no cost. There are no start-up fees or licensing fees. It will cost you absolutely nothing to form your own Guildhouse. All that’s required is some enthusiasm, dedication, a few props and weapons (all of which you can make yourself) and some good friends.

There are a number of benefits to running your own Underworld game.

* As a Guildmaster you will have almost complete control over all aspects of the game world.

* Your town and players can take part in multiple Guild plotlines, written and designed by all of the Underworld LARP Guildmasters.

* You and your playerbase get the benefit of having the ability to travel between guilds, with your Player Character. Other Underworld players will travel to your guild as well (in which you keep their game fees)

* The profit you make (and profits can be high) are yours to keep or invest back into the game.

* We will provide you with all the support you need. We’ll even help you setup your own online forums, train your safety marshals, and teach you how to make your first weapons.

Interested? Send us an email at guilds@underworldlarp.ca

Race Profile: Einher

Drystan Hammerfall, photo by Angela

In the kingdom of Mjoll to the far, far north, you will find the Einher clans. The Northmen are a semi-nomadic people that are very superstitious by nature. Though the Einher enjoy being shockingly vulgar, they are very serious about any conduct that may bring harm to themselves or their kin. As such, they tend to avoid berating others unless they are looking for a fight. For an Einher it is important to know the difference between a friendly jab at someone and that which will lead to bloodshed. The Einher have an unrealistic (in the opinion of other’s) fear of fog, magical or natural. They will suffer from the effects of paranoia and/or hallucination if confronted by it. The thicker the fog, the worse the effects. The Einher also detest Ice Elves to the point of hatred. Throughout  history the Ice Elves have attempted to force the worship of Shiva upon the Einher clans, causing much bad blood between the two civilizations in the last 100 years.

Racial Advantages:
BESERKER RAGE (purchased skill): A Northman can incite in himself a powerful Berserker Rage. The character must cry out “BESERK!” for a ten-count. (i.e. “Berserk 1, berserk 2, berserk 3…”) while working themselves into a frothing frenzy. For the duration of one combat, the character gains +1 Strength, +5 Body, and is immune to Fear effects. From the point at which the fight ends, it takes 5 minutes for the effects of Berserk to wear off. The character cannot will the rage to end any sooner and must continue to fight so long as opponents are visible. This skill is usable once per day, per purchase.

RESIST COLD (automatic skill): Resist Cold allows the user to “Resist” one cold-based effect. As a Racial Ability, it may also be used to “Resist” Ritual Magic. This skill is automatically given on character creation, cannot be purchased for multiple uses, and is only usable once per day.

Racial Disadvantages:
HELL’S EMBRACE (automatic): The Einher live for battle. It is their belief that if they final in combat, their souls travel to a great hall where they will fight and drink for eternity. It is every Northman’s fear that they will die alone, outside of combat. Einher who die outside of combat have a 50% chance of taking two deaths on their character card for the one they take in game. An Einher who has died outside of combat will first flip a coin to determine if the death taken is counted as one or two. The deaths are applied to their character card, and finally, if required, an additional flip(s) is used to see if they succumb to final death.

Physical Characteristics: As an Einher, it is required for the PC to dress in furs or kilts and braid their hair.

Einher Women are nothing to mess with

Northmen

Language: Swedish

Life Span: 60-80 years

Einher Superstitions:

Fog: (mandatory)
Many tales of spirits coming out during the fog have been told. Namely on the seas, spirit ships of longboats with crew that had drowned have been reported. It is widely speculated, as well believed, that the fog attracts spirits of the deceased whom did not make it to Valhalla, forcing them to return to their own realm where they came from. During a fog, a slight fear of returning dead comes upon all Einher; for fear that their brethren have come to damn them.

Grey Wolves: (mandatory)
Though it is widely taken that the Grey Elves “Race of the Old” are but a mere folk myth told to keep young children in line, superstition does rule over many Einher adults. Tales of pure grey wolves roaming the wilds that could not be killed began to take form; however no one has ever seen a victim of a grey wolf attack. Tales of hunts failing when facing wolves such as these are heard often, but are never told by eyewitnesses. Thus, many believe that though the Grey Elves are mostly a myth, as they are never seen only spoken of, superstition supersedes logic and pure grey wolves are no longer attacked for their pelts and meat, but rather avoided. Keep in mind, those who do indeed manage to see a Grey Elf in their lifetime may do what they wish afterwards with the knowledge assuming Grey Elves exist.

Warding off evil omens and unknown magic: (optional)
There are those that have heard tales of iron being a potent substance for creating an invisible barrier against evil spirits. This coincides with the superstition of Fog. These tales originated in distant lands, telling of spirit folk who would lose all power when confronted with iron. Some choose to believe that it doesn’t protect them from evil spirits of the lands, thinking this is nothing but myth.

Elves: (optional)
Elves are widely known of from stories told in Norse villages. The common thought for some Einher is that Elves are created from the bark of trees. Some do believe that Elves are divine, and are followed or worshiped like their own Einher Gods, but to a lesser extent.

Mead: (optional)
There is a myth that Odin had drowned in a vat of mead causing his death. The other Gods had resurrected him, but there was one drawback… as he had been resurrected with his body still in the vat, a small portion of his power remained within the drink itself. Therefore, the warm feeling that one gets while drinking it is not only the effect that mead has on people, but is a portion of Odin’s power being inserted into the drinker for a short amount of time. With this thought, mead is drank before every battle, or any event of significance. Those who drink it regularly are the main followers of Odin.

Fae: (optional)
Myths of a spirit folk with the name of Fae have been spoken of. These are thought to be a people who change their shape and cause mayhem and mischief wherever they go. Tales of Fae shape-shifting into the form of a human, and infiltrating the Einher clans causing skirmishes and political upheaval are known throughout the lands. Other such tales have been passed along from person to person, thus leading to a general mistrust of these Fae spirit-people.

Religion:

The pantheon of the Einher Gods is a great one, unmatched by any other in existence. Their Gods are considered to be the strongest and smartest, superior in every way to all other Gods. In general, the belief is that “My God can kick your God’s ass.” Other Gods are not to be followed and are considered Gods for the foreigners, in their foreign lands. Any and all Gods that are from the same lands as those of the Einher ones are seen as great and to be respected and revered as divine ancestors.

As well the Einher Gods tend to be followed more than worshiped, not to say there aren’t worshipers of the Gods. Einher are considered to be descended from their Gods, and so they view their Gods as doing what they please (though the Gods do show favors on occasion). The Einher that worship the Gods and are considered religious fanatics are named bear-zerkers (bear shirts) and ulfhedinns (wolf skins). Other Gods may be worshiped, but they must be viewed strongly and come second after Einher Gods, and it is extremely rare to see worship of non-Einher Gods within a Clan. Foreign Gods that are followed are most likely to be from the same land as the Einher ones.

Einher Placenames:

Asgard: Realm of the Gods
Midgard: Realm of Mankind
Alfheim: Home of the Light Elves
Niflheim: World of Ice
Muspelheim: World of Fire
Jotunheim: Home of Giants
Svartalfheim: Home of Dark Elves
Nidavellir: Home of Dwarves
Helheim: Land of the Dead
Yggdrasil: the World Tree
Bifrost: the Rainbow Bridge, closing the gap between Midgard and Asgard
Vanaheim: Home of the Vanir
Ragnarok: end of the world

For the full history and lore of the Einher race (as well as specific Clan information) view the wiki page here.

Nadja and Agni of Fenheim

Welcome to Maud’madir!

Maud'madir

Maud’madir is a medium to large continent in the northern hemisphere of our world. It is most likely not the only existing continent, but so far any other continents seem to be undiscovered… at least as far as most inhabitants know.

The landmass includes Tiefanue to the west, Berphaunt to the east, The Grey Elven forests to the south and the vast arctic wastes of Mjoll and Jormunger to the north. Maud’madir is the home to four major island chains and at least two major mountain ranges. Temperature is arctic towards the north and temperate to the south. There are no tropical zones, although the kingdom of Duvain and the faerie isles are quite close. Hurricanes pester the southeastern shores in the summer months and killer winters extend as far south as Felnir, at times.

Underworld Toronto is played in Jericho and the surrounding area. Jericho is a small farming village on the edge of the Grey Elven Forest, just outside the borders of Tiefanue. It was founded in the year 2249 by the Church of Light of Tiefanue, and was originally a settlement of that kingdom. After a brief period of independence during the black dragon Styphon’s invasion of Tiefanue, Jericho was annexed by Suvant in mid-2251.

Jericho is a frontier town that serves as the first line of defense against evil necromantic forces to the south. It is one of four known towns that protect a beacon which holds up “the curtain” – a powerful magic defense that keeps the teeming numbers of undead hordes (controlled by the living embodiment of hatred itself) at bay. Jericho is home to a large population of misfits and wayward adventurers who have ventured forth from their homelands to seek plunder and glory, or escape from their own horrors. Here we find people from all walks of life banding together to survive and protect themselves from the growing forces of evil, whether they like it or not!

For more information on the kingdoms surrounding Jericho, see the Underworld Wiki page here.

Race Profile: Savar

Malnen - photo by Pat and Sierra

The Savar are a matriarchal race of cat-people, appearing as humanoid hunting cats. Deep in the dark forest lays their capital city, Felnir. Their society, ruled by women, views male Savar as second class. It is rare to find a free dominant male Savar and even more rare for him to live for very long. The Savar are a strong, proud race with deep ties to nature and the mysterious Grey Elves. They have recently suffered a catastrophic plague, necromantic in origin, killing many of their people before returning them through undeath. The few that remain now struggle to put to rest their Undead sisters and attempt to rebuild. All this happened (perhaps coincidentally) around the same time as the Fulmination and the disappearance of the mysterious Grey Elves.

Racial Advantages:
NINE LIVES (purchased skill): When a Savar has used up their two free deaths, and is flipping a coin for Final Death, they may use this skill. The skill must be activated after the Savar’s “Death Count” but before their flip. If the Savar fails their flip s/he may then flip an additional time. This skill cannot be stacked and is only usable once per death. This skill is usable once per day, per purchase.

NATURAL CLAWS (automatic): Savar can choose between being declawed at birth or keeping their claws throughout their life. The choice must be made at character creation and the effect is permanent. Should a Savar keep their claws they are restricted from using any other weapon or shield. A Savar with claws receives a free proficiency in <Medium Weapons Group Proficiency: Claws> and may use one claw boffer weapon (See Chart 6.1 in the rulebook) in their good hand and nothing in their off hand. They may buy specializations with them (as Medium Weapon Specialization: Claws). Should a Savar purchase the skill “Ambidexterity”, they may use a second claw boffer weapon in their off-hand. Essentially, these claws act the same as Normal weapons of their size, with the exception they cannot be destroyed or disarmed

Racial Disadvantages:
PLAGUED (automatic): While the worst of the plague seems to have past, its effects on the Savar people still linger. As a result, all living Savar take double damage from the Dark and Necromantic sources of Magic. Furthermore, should a Savar enter their death count via Dark or Necromantic Magic, they will immediately rise as a mindless lesser Undead, cursed to destruction. While undead, Savar cannot use any magic, and nothing short of resurrection or divine intervention will return them back to life. This undead form will last 24 hours or until the Savar is slain.

Physical Characteristics:  Their distinguishing characteristics are make-up appropriate for the type of cat being played, and possibly the use of a prosthetic feline nose if make up is sub-par or your subspecies is similar looking to another race. Example: Black Panther Savar and Dark Elves are similar because they both wear a full-face of black face paint, the savar would be distinguished from the dark elf with a prosthetic.

Savar players at Anime North 2009

Bestial Race

Language: Hindi

Life Span: 40-60 years

Religion

Most Savar follow Gods relevant to their profession, and though worship of The Cat Lord “Ryiak” is reasonably common, it is not universal. There are a number of churches and shrines to Ryiak and other gods throughout Felnir. Ever since the plague, the worship of Dark and Necromantic Gods is considered true abomination. Any Savar caught worshipping or implementing Dark or Necromantic items is immediately killed or exiled.

Catsbane

As if the Savar didn’t have enough problems, there is Catsbane. Two herbs, cinnamon and mint, are known to the Savar as ‘Catsbane’. Each one has a peculiar effect on the Savar. Depending on the Savar, one herb will send them into the Killing Edge, and the other will send them into a mating frenzy. Even the smallest whiff of one of the herbs can make this happen. Not all Savar are affected the same way. Not all Savar are even affected by Catsbane. Some experience the effects from only one herb and not the other, some are affected by both, and some none at all.

The Killing Edge, when brought on by Catsbane, is quelled as normal. If the female cannot calm herself down, or be calmed down by a male, she will become a Lost One. The mating frenzy, when brought on by Catsbane, is quelled through mating, though in rare instances it can be calmed by willpower.

For the full history and customs of the Savar race, visit the UW Wiki page here.

Felicity the Tigress - Photo by Pat and Sierra