Underworld LARP Jericho Presents: Blood Drunk

Change is carried on an ill wind; while the council of Jericho looks inward to fill their final positions and approaches stability, the tradesfolk preach of malcontent over recent events, seeking any aid they can find. With a new way to run a Berphauntian settlement, as the Admiral had said, representatives of all walks of life arrived to provide the citizens of Jericho with guidance and continued support, but what will this bring and how will Jericho’s organizations thrive?

Talk of vampires fill the conversations of the peasantry after dark following long days in the fields, no animal is allowed to remain outdoors at night and doors are latched tight. Any who frequent a tavern have their ears filled with rumour and discussion of what they believe needs to occur.

Since the departure of Bartholomew Templeton, Mayor of Mea’Visa, after being thanked for the use of his town by a member of the Black Channel, supplies and trade to and from Mea’Visa have not suffered but have continued into the merchants of Old Crucible as normal. The seeming migration of vampires to Jericho has diminished and only the haunting thanks to those who accepted a gift from the Black Channel remain whispering in the minds of the citizenry.

Travelers from all directions have reported passing by bands of Orcs and Goblins along the roads with makeshift camps, though those from the North report seeing a large encampment that seems recently established about two weeks away. While Jericho fended off several of the Harbringers of Baagh recently, many travelers and rumourmongers speak harshly of what a warband of green skins settling on the borders of Jericho could represent.

Whether blood is to be spilled, or consumed, any sense of safety around Jericho has soon vanished. Will the Channel return after the warning to stay out of their business? While citizens stand hopeful that these matters are at the top of the council’s agenda, musings continue to abound. Will the council take the lead in resolving matters at hand? Will citizens become divided and take it upon themselves? Will concerns amongst the peasantry worsen to the detriment of Jericho’s economy?

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Underworld LARP Jericho Presents: Bloodletting

As the warmth of spring settles upon Jericho, new life forces it’s way through the semi-frozen ground. Like blood returning to a waking limb, sap flows in the forest’s trees and wild beasts stir in their dens. The full moon in all her glory blazes down after sunset, illuminating the prey for those on the hunt.

Perhaps for some Jericho citizens, this renewal of life goes unnoticed. There has been an uneasy calm these past weeks since many of Jericho’s adventurers returned from their most recent task. Asked by their leaders to travel through time in an attempt to stop the plans of the mysterious Black Channel, whether they succeeded is a matter of opinion. At least very least, victory was snatched from the hands of defeat. Yet no new developments have occurred since then, even if the rumour mill runs rampant and there is clear unrest at the possibilities of what will occur next. You could excuse Jericho if it’s a little anxious these days.

As if that was not concern enough, groups of orcs and other greenskins with red streaks on their faces have been seen increasingly along the borders of Jericho, causing unrest amongst the farmers and trade folk travelling the roads. No hostile actions have taken place, but a tension appears to be growing among those who live at the outskirts or travel through it.

Admiral Lockwood, Jericho’s newest ruler, has a plan. Coupled with the midnight meeting of his chosen advisors at midnight on the 12th of May, the Mayor of Mea Visa has been invited to provide insight into economic matters and town development. The time has come for the arrival of the Berphauntian officials promised in the winter months, to assist in guiding the citizens and new leadership in tasks to grow their organizations, prosper and function as a proud Berphauntian town. To help in these matters the Admiral has generously offered to cover half of the living expenses for all his citizens, but his coffers are limited and the time to act together is now to make Jericho not only self sufficient but a thriving hub of activity.

Further to that cause, the local Squamatta tribes are eager to assist Jericho after the help they received last year, but they seem preoccupied with the wildlife and insects the spring brings with it. They report not only seeing orcs in the swamps but also figures moving strangely, almost mindlessly at night near the outskirts of town. Travellers that have recently arrived speak similarly of figures on the roadside, keeping their distance and fleeing when light is presented. One merchant claims to have witnessed a well-dressed gentleman at midnight, raving mad and pulling at his own hair, chest covered in blood. When approached out of concern this gentleman transformed into a magical mist which vanished into the trees! Be wary on the roads, the merchant warns.

With dawn breaking on the summer of 2,259, new stories are waiting to be told and new mysteries to be uncovered. The air is fresh and crisp, the adventurous blood pumps in your hearts. This is why you travelled to Jericho instead of the comfort of some walled town and a cozy, boring life. The next chapter awaits you — it’s time to make your mark.

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Underworld LARP Jericho Presents: Hearts of Darkness

Some of you have witnessed the atrocities that are being conducted on the past citizens of old Jericho. This may be your past selves, or the lives of your friends and family. Regardless of what this may represent to us now, one thing is certain: The mysterious organization known as The Black Channel are using magics most foul to torture, mutilate and harvest the spirits of Jericho’s past. You, present day citizens, are their hope of either freedom, or a quick and merciful death.

Under the orders of your new Baron, The Admiral, you are to return Old Jericho yet again. The harvesting operation must be stopped and whatever purpose the Black Channel has, must be discovered.The Conclave and your town leadership are working diligently to find the means to send you back to that nightmarish place. Where time has no meaning and the air is pierced by the screams of your tortured selves.

Stop the Black Channel by any means available to you. If you find resistance in the past, destroy it. If you find allies, use them to accomplish your task while avoiding any unnecessary complications. There is no telling what may have become of past Jericho You may find hearts filled with light and hope, or those filled with darkness from circumstance.

The clock is ticking, the hours are slipping by.

The past increases, the future recedes.

It is time to end this madness now.

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Underworld LARP Jericho Presents: Dancing the Hangman’s Jig

“March 18, 2259

Judge Marshal,

As you are aware, the Empire wishes to consolidate its holdings in your region. As such, the first Barony of Jericho has been established. Your new nobility is a highly decorated naval officer of the 21st Berphaunt Fleet and a loyal man to the Emperor and the Empire. Admiral Zeddicus Lockwood, Baron of Jericho, will be departing from Berphauntian seas to his new home, aboard his personal vessel “Demons Durance” in the coming weeks. He has requested he be referred to simply as “Admiral” and you will abide by that. Once his ship draws close to shore the Conclave are confident they have the means to levitate his vessel to avoid significant travel times, avoid danger spots and to grant him a safe residence within the town of Jericho until permanent structures can be constructed. Please ensure proper arrangements are made to welcome him appropriately to his new position as head of your council and baron to the lands.

Share this missive with the populous as you see fit.

Sincerely,
Lord Terence Aldam
Empire of Berphaunt”

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Underworld LARP Jericho Presents: Jewel of Denial

Know, O thou kind Jericho hosts, that in days of yore and in ages long ago, on a night much like this, a great change stirred.

In our tale, the wealthy and influential did plot and scheme. Four armies of Cindus’Thalan converged on each other on what is now The Eternal City, all reaching for power. Before them all stood a great Stranger standing alone in a tent, inviting the leaders inside. The tent was filled with delicious food, drink and song. Suddenly, the Stranger extended his will, vowing no further blood would be shed on this land for a ten years. With no war to fight, the leaders decided to remain, ready to fight at a moment’s notice. Over time, the differences between the nations softened by the hospitality under the tent, and the war never continued again.

My name is Ardeth bey, I am the leader of my tribe and today, we come to offer our renowned hospitality while your guilds, guards, and leaders make council. We of the Nuwebai Tribe have travelled untolded distances through your Skein gates to find goods, stories, adventure and allies. As a gift from a special Stranger among us, (similar to tales of old), we stay our swords and magics. Instead we welcome song and stories, drinks and dancing, games and gambling. We have heard tell that this is a time of rebuilding and rekindling of friendships within Jericho and we come to raise up a great Pavilion to both entertain and entice you. To you we offer drinking, dancing, gambling and trade. Like us, the citizens of Jericho do not live safe lives, and must be constantly aware of potential threats. So, for one night, we offer as a gift of friendship a place where swords will not be needed, but wit and intellect will be as sharp as any blade.

So please, come and share in the hospitality of the Fire Elves of the Newebai Tribe and listen to our tales while you spin your own.

– Ardeth bey, borne of the Sun

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Underworld LARP Jericho Presents: Set in Stone – An Epilogue

The nights are long and what is left of the day remains frigid and desolate. The wild beasts that roam Maud’madir return to their caves to slumber as winter reaches its darkest depths. In those depths awaken memories from a time long before Jericho called the land above, “home”.

It is now that the Berphauntian Mining Guild chooses to stake their claim on all that lays beneath. They plunge deep into the frozen ground to see what riches they may glean. A new series of caves has been found, inside Jericho’s borders. Evidence suggests rich ore deposits and abundant veins of gems. For their first major descent into this new system the guild will be outsourcing their security and labour needs to local adventurers. That means you.

Perhaps there’s nothing dangerous down there, living underneath Jericho’s new home. Perhaps it’s safe.

And perhaps tomorrow you’ll wake up in a house made of gold.
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Jericho 2017 Season Schedule

Get out your shiny new planners and prepare to ask the boss for the days off, Jericho’s 2017 season schedule has been posted!

If clicking is too much for you:

January 21st – Tavern night (in Toronto)
February 18th – Tavern night (In Toronto)
April 1st – Day mod (or tavern night)
April 22nd – Day mod (or tavern night)

May 12-14 (Full Moon) Weekend #1
June 2-4 Weekend #2
June 23-25 Weekend #3 (Full Moon)
July 7-9 (Full Moon) Weekend #4
** WARCRY August 4-7 ** (in Kalidor / Edmonton)
August 25-27 Weekend #5
Sept 15-17 Weekend #6
Oct 6-8 (Full Moon) Weekend #7
Oct 27-29 (All Hallows) Weekend #8

Dec 2 Day Mod (Highwinter)

Underworld LARP Jericho Presents: The Naughty List

Top of the season to you all!

The time of High Winter is upon you again! We have seen that you have created a doorway to our world. While we are overjoyed that you choose to connect with us, it appears that you have inadvertently released a terrible ancient evil. To compound matters, you have a pesky block of ice plugging up the way into our realm.

Fear not! The Cane-Clave sees that your intentions were good. Certainly all you wished to do was immerse yourselves in High Winter festivities all year round! Sadly, the ancient evil is already causing problems in both our worlds. As well as your intentions may have been, this monster was put away long before Nikolai and Lord Frost became the annoyances that they are.

You simply MUST gather at the nearby Emporium and Tavern on the 3rd of December. High Hooplah Pooblah, Pennyroyal of The Green Spire, will meet you there to provide assistance as you clean up your mess. We know you all want to do the right thing and set things right.

Arvensis Mentha
High Hooplah Pooblah of The Red Spire

naughty-list

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