User:Sheighnah/Epoch LARP

EPOCH is a live-action roleplaying game in southern Ontario set in an apocalyptic time of swords and sorcery. It is a world of warriors, bandits, mages, alchemists, and mystics. The EPOCH rules allow for any profession or combination of professions, so the players have total freedom when creating a character.

Dice, cards and hand gestures are never used to determine the outcome of a situation, but rather the players' own abilities -- enhanced by rules in the game. Players really have to fight, hide, and throw spells when playing their characters.

EPOCH is a safe, full contact game. Combat is played out with foam-padded weapons, better known as boffer weapons. Spells are represented by small throwing bean bags known as "mana". Even fists are represented by a section of foam tubing.

EPOCH uses costumes and huge puppets to represent exotic people, fearsome monsters and bizarre creatures, some of which are operated by two or more cast members.

Players must be 18 years of age or older.

Options for Playing Epoch
You have two options for playing in an Epoch game. You can be a cast member, or a player. Players generally create characters of their own choosing, and are given a certain amount of points to allocate to various abilities. Cast members are generally assigned one or more pre-generated characters with missions or roles related to the plot of the event. Players may do whatever they want within the scope of their chosen characters, whereas cast are under the guidance of the director of the game event. If you wish to be a player, you will be required to create your character in advance of an event. The Epoch Toronto club would be happy to help you with this.

The Known World
The Known World stretches from The Great Ocean in the east to the Great Wastes in the west. It’s Southern Forrest forms an effective boarder to the south and the frozen Dragonspin Mountains cut off exploration to the north. Although it is known that there are people living beyond these boarders, no reliable witness has ever traveled there and returned to tell their tales. Those who have claimed to return from travels beyond these boarders are generally thought to be liars, crazy or both.

The known world is split into three major regions.

The Tawdonian Empire
Frequently, this region is simply called The Empire. It stretches from the edge of the Great Wastes to the shores of the Northam Sea and then south through the Rocklands, along the coast of the West Hurn Sea to the Southern Forests. The Tawdonian Emperor from his throne in the Imperial City rules these lands.

The Confederacy of the Eastern Woods
Often shortened to The Confederacy. It stretches from the Great Ocean west encompassing, The Isle of the Dead, The Great Woods, the Spirit Forrest and The Thunder Mountains. The area is in the control of the Confederacy of the Eastern Woods, a loose political grouping of a three of powerful tribes and a number of smaller tribes.

The Frontier
The lands that lie in-between The Tawdonian Empire and the The Confederacy of the Eastern Woods. Geographically, it is centered on the region between the Sea of Storms, the Sea of Aerie and the Eastern Hurn Sea. Control of this area has been in dispute between The Confederacy of the Eastern Woods and the Tawdonian Emperor for the last 300 years. Presently, governments vary from community to community.

The the Imperials and the Confederates have been at war on and off for over 300 years. Most Imperials consider Confederate peoples to be primitive, dangerous savages. Most Confederates consider the Imperials to be arrogant, power-hungry expansionists.

Humans, Fey and Magic
From the point of view of the humans, magic, the Fey Folk and mysterious resurrections have only been around for about two generations- ever since the Great Plague subsided. A few people have "mastered" magic and societies are coming to grips with what multiple lives means spiritually and legally. To the average human these things are still strange and wondrous. The average human has probably not yet met a member of every race, let alone been briefed in full on the workings of their society. It is commonly rumoured that the Fey peoples come from the Mists, a place of mystery and magic. Most human societies regard the Fey peoples with fear and suspicion.

The Plague
The Great Plague ended nearly sixty years ago, and killed about ninty precent of the population. Until the Plague hit, magic and Fae Folk were just legends.

No one knows what caused The Plague. The Confederates believe it was their ancestors crying out in outrage and shame at the way the current generation was behaving. The Empire belives that it was because Sim held dominace in NOS and in society for too long. The Fae believe a variety of things about the origin of the plague. Some say it was a ritual gone wrong. Some say a ritual gone right. Some say the Faerie are responsible. Some think a Dragon played a trick on the world. Some don't care.

Despite the plague, humans still make up the majority of the population of the Epoch world. Both the Imperials and the Confederate cultures are struggling to recover after the plague and the emergence of both magic and the Fey races into the world.

In addition to making people sick and killing them, the Plague has been known to change people, plants, and animals in strange and terrible ways. The Great Plague was never cured. No medic, shaman, priest or wizard could ever find a way to get rid of it. It just went away. Which means it could just as easily come back.

Among the animals hardest hit by the plague, were horses. Effectively, all the horses died. (Although rumors exist that the Emperor might have a breading pair or two). Donkey's and other related animals suffered a 99% mortality rate.

The Fey
Out of the mysterious Mists came the Fae peoples. Believed by some to be the union of mortal men and True Faerie, the Fae are neither human, nor immortal Faerie. They are the beings of legends and lore, and recent newcomers to the world. Shortly after the Great Plague ended, these unusual creatures moved into the abandoned areas of Man, starting their own societies. Now somewhat integrated into the fringes of human society, the Fae peoples are still regarded with a great deal of apprehension, fear, and awe.

Humans
Throughout the world, there are a variety of distinct Human cultures. The two largest are the Tawdonian Empire, and The Confederacy of the Great Woods. In addition, there are also many smaller groups, such as Gypsies, Wastelanders, Northern Wildsmen, Southlander tribes, Crescent Islanders, Frontiers Folk, and numerous other smaller groups as well.

Dwarves
Dwarves are second eldest of the Fae, less pure in Faerie blood than the Elves, but more pure than the other Fey. Because their blood marks them as different from the other races, Elves and Dwarves, although frequently rivals, always treat each other with respect. All other Fey are considered so distant from Faerie blood as to lack this bond. Dwarves tend to be blunt people with an eye always on the bottom line. Although profit oriented as a people, they tend to be long term planners which make them (fairly) honest. When Dwarves are wronged, they tend to be quite tenacious in exacting revenge, although they may not seek redress immediately. Dwarves have LONG memories.

Less than one Dwarf in ten is female, and as such females are prized in Dwarven society, and all doors of opportunity are open to her. If anything, Dwarves tend to imbue respect upon female Dwarves without concern as to whether it has been earned or not.

Dwarves can be recognized In Game by their beards. Females tend to cultivate Dainty goatees, but a male Dwarf would be ashamed of anything less than a full beard.

Elves
Elves are known by all demi-humans to be the mortal race with the greatest claim to kinship with the Faerie. It is because of this that many of the other Fae (demi-humans) respectfully refer to the Elves as "older brothers" or "older sisters" in deference to their purer Faerie blood. Their blood makes them so akin to Faerie that they are inherently magical, and they tend to become powerful mages. The Faerie consider Elves to be their business and force the Elves to adhere to a strict code of honor; straying from this code can have dire consequences for an Elf. Aside from this code, Elves lack a concept of good and evil, and it is not uncommon for personal tastes to lead Elves to opposite sides of a conflict.

The Elven strength is also the Elven weakness. Many Faerie consider Elves to be their business and force the elves to adhere to a strict code of honor; straying from this code can have dire consequences for an Elf. On the other hand, most dealings with the Faerie are likely to end poorly for any group that cannot provide an Elven spokesperson. This is, of course, a generalization, as all Fey were made in the image of the Faerie, and there are some Faerie who see their non-Elven children as being their own personal direct descendants. There are no biases between sexes in Elven society. A partial list of the Elven Code of Honor is as follows: ·	An Elf may never harm another Elf. ·	An Elf must try to prevent other Elves from being physically harmed. ·	An Elf must offer aid to an Elf who has fallen on hard times. ·	An Elf may never lie to or break their word with another Elf or Faerie. ·	An Elf should strive for the overall betterment of Fey in the human world. ·	An Elf must live elegantly and show themselves to be a role model for all fey.

Elves can be recognized In Game by their pointed ears.

Fauns
Fauns are flighty forest dwellers. Although some take a fancy to the social scene of civilized areas, they always remain near their beloved woods. Fauns are a lustful, socially oriented race; loners are unknown! Fauns like nothing more than being at the centre of an admiring crowd. They are naturally devious; they consantly play harmless practical jokes in an effort to make everyone else lighten up. They have had enough experience with other races to always keep an eye on the exits just in case one of their jokes is taken the wrong way. Fauns ternd to rely on fleetness of foot, quickness of mind and advance preparation to deal with whatever troubles may be thrown at them.

Fauns can be identified In Game by their horns. Some Fauns have furry legs.

Kaern
Kaern are a cat-like people who live in a female dominated culture. Although they may be found in human society, they will tend to congregate in an area which they mark as their territory. Trespassing into Kaern territory can be dangerous indeed as this passionate people tend to ask questions later, if at all! Kaern are quite emotive and tend to share their feelings with everyone. No Kaern has ever learned to use a poker face - instead they revel in sensuality. They consider their own pleasures (and displeasures) to be of the utmost importance. Kaern males are all owned by a female. The males are taken care of by their female, while the female demands complete loyalty from her men. Males who have no females are called "rogue" and are either absorbed or destroyed by other Kaern groups.

Kaern can be recognized In Game by their cat-like facial features. Some Kaern have tails. Kaern generally take on the characteristic traits of the cat their coloration most resembles.

Orcs
Orcs have a reputation for being ignorant, bloodthirsty savages, and generally speaking, they deserve it. All Orcs tend to be competitive and clan oriented, seeking to dominate those that hey percieve as weaker than themselves. However, an Orc, when called upon to defend themselves and their homes, or their friends, are capable of extreme acts of bravery and self-sacrifice. The weakness of the Orcs is in their mental laziness. Although excellent specimens of health, they rarely master mental disciplines. An Orc may be cunning and sly, but they generally lack the focus required for study and mental excercise.

Orcs can be recognized In Game by their green-tinted skin and protruding lower teeth. Orcs tend to be very proud of their tusks (they think that tusks are sexy) and tend to gnaw on things to keep them sharp and white.

Halflings
Halflings tend to be a gregarious, cheerful, curious people who are never happier than when they are sitting down to a good meal in comfortable surroundings. The Halfling creed can easily be summed up as "good food, good drink, good friends, good song, and some more good food. They are a peaceful people who seem curiously ill-equipped to deal with the trouble that their curiosity can provoke. Appearances do tend to be deceiving in this instance. Halflings' cheerful natures often allow them to charm their way out of most situations and, in any case, they usually have many friends willing to come to their aid.

Halflings can be identified In Game by the fur on the backs of their hands.

Arluru
Arluru are wolf-like hunters, who's rage fills their minds and hearts. They dwell in the untamed wilderness, taking up and protecting their territory with extreme vigilance. A pack of Arluru are not to be trifled with. A group can explode into a frenzy and tear the offender apart at the drop of a hat.

Arluru are, by instinct, berserkers. When provoked, backed into a corner, or outnumbered, they unleash their anger in desperation. And when one is dangerous, a pack of them is unfathomably terrifying.

The Arluru are fae, and their purpose is to protect and keep the wild lands wild. As such, seeing one in a small town is rare, and one in a major city is unheard of.

Only recently have the Arluru begun to emerge from wherever they came from to The Known World. Before this, they were in a much more horrible place.

Arluru are recognized In Game by their wolf-like facial features.

Elemental Kin
The Elemental Kin are beings made of the 1 of the 4 prime elements: Earth, Fire, Air, and Water. Each species is as different as their elements are to each other and each have traveled to this plane of existence for their own reasons. Elemental Kin greatly revere their respective Elemental Lords as their creator and gods. There is no natural animosity between each element. They are taught by their Lords that all elements are needed together to continue the circle of life. None are commonly seen on the prime material plane. Each elemental has a natural affinity for magic of their element. Their magic power is as much a part of their essence as it is a learned ability. Because of this they cannot teach the magic of their element to others.

Elemental Kin can be recognizes in game by their horns, pointed ears and skin coloured as follows: Fire Kin: red and orange tint to skin with veins a darker shade of red to mimic the colours of fire Water Kin: green and blue tint to skin with veins a darker shade of green to mimic the colours of water Earth Kin: brown and grey tint to skin with veins a darker shade of brown or gold to mimic the colours of earth and stone Air Kin: blue and white tint to skin with veins a darker shade of blue to mimic the ‘colours’ of air

Ashen Order
An organization of Essence mages, The Ashen Order is dedicated to the eradication of all undead and Void Mages across the continent. They usually travel in groups, seeking out those that use destructive magic and necromancy to further their goals. It is rumoured that The Ashen Order is lead by an Angel, a powerful being of Essence magic. If The Ashen Order is nearby in force, it is best for a Void Mage to flee the area to avoid being hunted down.

Ebony Claw
The Ebony Claw became a powerful organization that crippled the entire Frontier. This gang of criminals was led by Grandmother, a being of almost godlike power. A few years ago, Grandmother managed to gain an artifact of great power that allowed her and her Ebony Claw minions to take over the entire Frontier. They travelled along the roads, restricting travel and pillaging towns.

Eventually, Grandmother was defeated in Carreg Wynn, and the Ebony Claw is now in shambles. However, many towns and villages still feel the effects of the take over

Elemental Lords
Though not an organized group, many people across the continent have taken to worshipping the Elemental Lords, powerful beings of magic. Throughout the world, there are places of elemental power, called Elemental Circles, which only the Aware can see. Each circle has an Elemental Champion assigned to it for protection. These Champions are to teach others of the magic of the element they represent, and guard the circle. Elemental circles are powerful magical locations, and many regard them as a site to worship a particular Elemental Lord. While many believe them to be deities in their own right, as their appearance in the world coincided with the emergence of Magic a century ago, many other religious groups, such as the NOSian church or the shamans of the Confederacy, only regard them as powerful elemental beings, not gods.