History Of Eldoroth

In recent decades, the Eldarian Empire has risen and spread across the land like a wildfire. They have introduced new culture and technological advances to the people of the newly named continent, known as Eldoroth. There are many that are better off now due to the empire, alternately others resist their rule. To the North, running from the Fennerring Mountains is the Riverlands. The Riverlands is where the Rivian people originate. They used to be made up of independent city states, then the empire came and war broke out. The empire couldn’t break the Rivians— the war would have lasted too long and the blood shed would never end. Eventually, many of the Barons were paid off and offered more land. Peace was made, but the Riverlands would never truly be free again. A small faction of Rivians would never agree to the Barons and the Eldarian rule. Therefore, they still fight to this day, but are outlawed in their own land.

North of the Riverlands are the Fennerring Mountains. On the other side of the mountain is a frozen tundra that is where Sin-Járin live. Barbarians and Huntsmen in years long past have learned to navigate the sea and the mountain pass to their southern neighbors. They have raided the shorelines to the South bringing back trinkets of a new culture. The raiders were relentless; although it’s been years since any raids have happened. Many Sin-Járin still believe in the old way of raiding and pillaging the South battle is in their blood. There is not greater honor to a Sin-Járin than dying in battle, as they are fearless warriors. They see their relationship with the southerners as lesser/softer men who know nothing of the hardship they face in the frozen North. As for other folk whom have traveled to the far north; the Visklins they respect. The Visklins come from a far off land, but are respected as warriors and assassins for hire. Many Lords in the Empire desire their skills— some for body guards or for assassinations. The money is good in Eldoroth for the Visklins. The Sinjárin love to trade with them to obtain exotics from a far off land. The Visklin people just go where the gold is most attainable.

Fallen Syndicate Races

In Fallen Syndicate, there are a variety of races which one may play. These races offer no mechanical advantage in combat; they do, however, allow players to bring characters they use in other LARPs and allow for more creativity in character creation.

The land of Eldoroth is a fairly cosmopolitan place, and one will find warriors of all different races in all factions. When it comes to costuming and character creation, remember to create a character with good taste in mind.

 

Common Races

These are the most common races in Eldoroth. They can be found in all cities and all provinces.

 

Humans

Humans are the most common race in Eldoroth. It is assumed that all Fallen Syndicate players are humans in real life. Therefore, no special size or costuming requirements exist to play as a human.  

 

Elves

Elves are a widespread race which are found in every province and on every continent. Players must have high quality elf ears affixed to their ears to play as an elf. Elvish skin tone can be any tone available to humans, as well as yellowish gold and gray.

 

Orcs

Orcs are a prevalent race; they are tall, hardy, and tough. They originate on the Visklin continent but can be found all over Eldoroth. They excel in combat, and all factions actively recruit orcs. Most factions will try to spare orcs in battle and attempt to bribe them to change sides.

To play an orc, a player must color their skin either gray or green, and they must wear elf-style ears that match their skin tone.

 

Dwarves

Dwarves are a very common race. They can be found in all provinces but are most common in the Fennerring Mountains. They are known for their industriousness and their creativity. They typically live in underground homes and are fiercely loyal fighters. Dwarves usually must be killed in battle because they will not surrender or give up. Males typically have a beard of some sort (females are not required to have a beard, but can if they want).

 

Uncommon Races

These races are historically less common due to conflict, lifespan, or prejudice. These races are NPCs selected by game staff.

 

Giants

These demi-humans are the most sought-after fighters in all of Eldoroth. Every nation treats them with high regard. It is said that giants hail from an unmapped island, but their homeland has never been found. Typically, factions will spare giants in battle and try to convert them if possible. Giants are human in appearance.

 

Gnomes

These demi-elves are known for their small size. They hail from the island of Wahid; however, they can be found in every nation. The gnome population was severely reduced when the Visklin conquered the island and forced them into slavery under the rule of Sultan Qayid.

Gnome slavery was ended under the rule of Sultan Daeif. Who decreed that gnomes were to be treated with honor as equals. Since then, it has been the custom of the Visklin not to kill gnomes in battle and to spare them. Gnomes who align with the Visklin typically quickly earn promotions in the military. Additionally, Gnomic is taught in Visklin schools as a secondary language.

To play a gnome, players must have high-quality elf ears affixed to their ears. Their skin color is any color naturally available to humans.

 

Goblins

These demi-orcs are known for their small size and their bad attitude. They are not typically recruited because they don’t follow orders well. They are most commonly found in underground dwellings within Eldarian territory.

Player skin color must be gray, green, or red. They must wear elf ears that match their skin tone.  

 

Halflings

These demi-humans are known for their small stature. They originate from the Sin-Jarin homeland and are known as fierce fighters. Some people say they are just really short humans, but the scholars are still debating.

Their skin color is any color naturally available to humans.

 

Half Races

Players may play a character who is a half-race, such as half elf/half dwarf. However, they must choose one race to be the primary and follow the costuming requirements for that race.

 

Fallen Syndicate Clans, Houses, Guilds, Joint Stock Companies, and Orders

In the Fallen Syndicate, groups of at least four players can band together to form clans, houses, guilds, joint stock companies, and orders. These are player run groups that either work towards a specific purpose or add to the world.  

They are minor factions who are either subordinate to major factions (and thus share allies) or are separate of major factions but are targets of hostility.

 

For example: The order of the Silver Fox would be a Rivian minor faction dedicated to putting the needs of the Rivian people above all else. They would be affiliated with the Rivians and would share allies with the Rivians.

However, a bandit faction such as the Crimson Reavers. Would not be affiliated with any faction and all factions would show them hostility. If they formed alliances, they would become a subordinate faction to the major faction.  

 

Players who form a group must select a leader, who will gain level 4 fame (nobility). The remaining players in the group can choose to accept fame levels 1-3 based on their backstory and character.

These player groups are not legally affiliated with Fallen Syndicate LARP, but can choose to take on in-game duties and roles if they desire. For example, a household might be known for their impressive weapons and choose to sell them to other players in game. A joint stock company might fulfill a role supplying food to the Eldarian army. A secretive order might perform religious ceremonies for the Visklin.

Clans, houses, guilds, joint stock companies, and orders will receive special recognition in the Fallen Syndicate larp and will earn a place on the website.

 

Clans

These are large groups of players who share an in-game familial connection. They are lead by a clan leader and are able to work towards a common objective. They do not have to be open to all players. These can only be aligned with one major faction.

 

Houses

These are a smaller group of players (at least four) who share an in-game familial connection. They are led by either a patriarch or a matriarch. They do not have to be open to all players. These can only be aligned with one major faction.

 

Guilds

These are a group of players dedicated to a specific trade or skills. Such as the wood workers guild, the blacksmith guild, or the fighter’s guild. These must be open to all players who wish to take part (assuming the pass whatever requirement). They can be either aligned with no faction, a single faction, or allied to multiple factions.

 

Joint Stock Companies

These are a group of players dedicated to a profit seeking pursuit. Such as a mercenary company, a trading company, adventuring company, or mercantile company. These must be open to all players who wish to take part (assuming the pass whatever requirement). They can be either aligned with no faction, a single faction, or allied to multiple factions.

 

Orders

These are groups of players dedicated to a specific purpose that is somewhat secretive in nature. Secrecy is the most important part of an order. They do not have to be open to all players. They can be either aligned with no faction, a single faction, or allied to multiple factions.

Fame/Infamy

Fame is a progression system that allows players to advance their characters in the game. There are ten levels of fame. A player will be famous in their own and allied factions. They will be infamous in enemy factions. Players may turn down any fame progression past level 5 if they desire.

Reaching certain fame ranks will grant rewards and will affect gameplay in small ways. For example, reaching very high levels of fame will make characters too recognizable to do missions that require stealth and subterfuge. Additionally, gaining high levels of fame will sometimes give the character dialogue in the story “cutscenes.”

 

Fame ranks

1.    Unknown/commoner/peasant

2.    Locally known/ 15 minutes of fame

3.    Local Hero

4.    Appointed Nobility

a.    Players may try to alter the outcome of quests or intimidate enemies by pointing out their noble status.

b.    Receive a certificate of nobility.

c.    Receives a faction-related ribbon.

5.    Local Legend

6.    Celebrity

a.    Players may try to alter the outcome of quests or intimidate enemies by pointing out their celebrity status.

b.    At this level and higher, the player may no longer perform stealth missions and will be recognized if spotted.

c.    Receives a certificate of celebrity status.

d.    At this level and higher, the player may be asked for input because of their celebrity status in story events.

e.    Receives a faction-related reward.

7.    Prestigious Celebrity

a.    If desired, player may choose from a selection of military ranks for automatic promotion.

8.    Household Name

9.    Legend (Player can become an NPC)

a.    Player is inducted into the Hall of Legends.

b.    Player may start a second character with a different faction; the new character starts as an unknown.

c.    Player receives a legendary ribbon.

d.    Player receives a faction-related reward.

10. Royalty (Player becomes an NPC)

a.    Player receives a certificate of royalty and becomes an NPC involved in helping with events.

b.    Player receives a royalty ribbon

c.    Player receives a gift for royalty

 


 

Fame Progression

All players will start out at fame rank 1 unless they buy a “Nobility Package” and go straight to level 4. Progressing up the ranks requires some combination of attending events, performing incredible actions, daring deeds, going beyond the call of duty, actual IRL heroism at a game (ex., performing CPR or saving a life), purchasing nobility, social media activity, or recruiting new members. If a player has accomplished the tasks necessary to rank up, they must inform the GM.

 

To rank up, one must perform one of the things listed below:

Ranking from 1 to 2

·         Attend three events.

·         Perform a daring deed.[1]

·         Go above and beyond the call of duty.[2]

·         Recruit one new member.[3]

·         Share three FS social media posts on different days.[4]

·         Participate in six FS social media discussions on different days.[5]

Ranking from 2 to 3

·         Attend three events while at level 2.

·         Perform a daring deed while at level 2.

·         Go above and beyond the call of duty while at level 2.

·         Recruit one new member while at level 2.

·         Share four FS social media posts on different days while at level 2.

·         Participate in seven FS social media discussions on different days while at level 2.

Ranking from 3 to 4

·         Buy a nobility package (can be bought at level 1).

·         Attend three events while at level 3.

·         Perform a daring deed while at level 3.

·         Go above and beyond the call of duty while at level 3.

·         Recruit two new members while at level 3.

·         Share five FS social media posts on different days while at level 3.

Ranking from 4 to 5

·         Attend three events while at level 4.

·         Perform two daring deeds while at level 4.

·         Go above and beyond the call of duty while at level 4.

·         Recruit two new members while at level 4.

·         Share six FS social media posts on different days while at level 4.

Ranking from 5 to 6

·         Attend three events while at level 5.

·         Perform three daring deeds while at level 5.

·         Go above and beyond the call of duty while at level 5.

·         Recruit three new members while at level 5.

·         Share 10 FS social media posts on different days while at level 5.

·         Perform an act of IRL heroism at a game. Can occur at any level prior to 6 and will move them to level 6.

Ranking from 6 to 7

·         Attend four events while at level 6.

·         Perform three daring deeds while at level 6.

·         Go above and beyond the call of duty while at level 6.

·         Recruit three new members while at level 6.

·         Perform an act of IRL heroism at a game. If level 6, this will move them to level 7.

Ranking from 7 to 8

·         Attend four events while at level 7.

·         Perform three daring deeds while at level 7.

·         Go above and beyond the call of duty while at level 7.

·         Recruit four new members while at level 7.

·         Perform an act of IRL heroism at a game. If level 7, this will move them to level 8.

Ranking from 8 to 9

·         Attend five events while at level 8.

·         Perform four daring deeds while at level 8.

·         Go above and beyond the call of duty while at level 8.

·         Recruit five new members while at level 8.

·         Perform an act of IRL heroism at a game. If level 8, this will move them to level 9.

Ranking from 9 to 10

·         Attend ten events while at level 9.

·         Perform ten daring deeds while at level 9.

·         Go above and beyond the call of duty while at level 9.

·         Recruit ten new members while at level 9.

·         Perform an act of IRL heroism at a game. If level 9, this will move them to level 10.

 

 



[1] A daring deed is an in-game action the faction leaders or the GM feel as suitably cool or daring.

[2] This is an out of game action that faction leaders or the GM feel is beneficial to the LARP and deserving of recognition, but falls short of heroic action.

[3] This means bring a new entry-fee paying player to an event.

[4] This means sharing posts from FS admins or staff related to FS.

[5] Participate means further the discussion and draw more people into the game.

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Welcome

Thank you for joining us at our upcoming event. If you have any questions or need assistance, you can contact us at dakota@fallensyndicatelarp.com