FatesDawn LARP

A tale well told

Races

 The Fenn:  The Fenn people are vaguely based upon the Celts of central Europe during the Roman era.

A society split into many small kingdoms. They customarily raid each other and demand the right for more land. They are habitually warlike and uncouth, believing in the power of might.

There is, however, a system of law. Those who commit murder in cold blood or steal are taken before the Earl and his Druids and the trial is conducted. In this manner, everyone over one social rank may speak, but the highest rank takes precedence. Everyone brings forth whatever evidence they have. If there is still a doubt or problem of guilt then the accused may ask for a trial by combat. Someone may stand forth to defend the accuser or the accused to take their place in combat, but if the proxy loses, the one they represented still dies.

 

The Vick: Based loosely around the Vickings and Saxons.

The Vick are a Kingdom from the north east of Fenric, being a rather warlike people they have in fact made a rather serious incursion into Fenn territory, however as yet most of the Fenn lords not actually directly threatened by the assault are saving there energy for dealing with the Arkans and each other. They are also in a border dispute with the Arkans due to said country assaulting their north-eastern border (with Gwent).

As a society they put courage and honour first, however the government at the moment is seeking support from the Fenric people in the form of trade to fund there war effort against the Arkans. As such they have a stable relationship with Bentic and their shared religion gives them a good relationship with most other Earls (however in the north things are a little more strained.)

Their country has a king who then relies on his nobles to work in his interests. Those with no land are the Hunt Lords, they are mostly in charge of "foreign relations" which means they cannot further themselves without either bounty or trade. Those who have land are the Rothkyn and are in charge of collecting taxes and other such home affairs.

 

The Arkans: Based upon the Christian era Romans.

This is debatably the largest power base in the known world.  It is mostly a trading industry, more interested in conquering by cornering a market and then building a power base while integrating there own society so that they can build on it (we know this as a hostile take-over). However they are quite willing to wage war, if necessary using many different variant's of fighter and soldier from the countries they have conquered, drilling them into disciplined fighting units. These units have the variety of fighting style and discipline to survive being outnumbered and faced with overwhelming odds. They work in a very strict society, insubordination is not tolerated but they do have a very democratic society with all citizens getting the vote. Their governmental system is one Emperor elected by the Senate, who in turn are elected by the people. In Fenric however they are under military control with four military heads that vote on major decisions.

 

The Mourne: Elemental spirits, they have no historic basis but inspiration can be gained from a no. of mythological or fictional references.

These people are not new to the land; they had hidden themselves because in the first years of creation they guided man and gave him magic the instrument with which they could contact higher powers. However with the corruption of Balor and the forming of the Fomorie by the powers man know as either Crom Crauch or the Wyrm they taught man how to fight. A decision many of them still regret.

For when Balor surrendered and offered to pull his forces back out to the sea his one condition was that the Mourne also left leaving man to there own devices. The Mourne argued that they should continue fighting, that man was not ready for them to leave with so much still untaught. However man was tired of the horror of war and their king at the time in desperation threatened to turn their weapons on the Mourne if they did not comply. In anger the Mourne left, vowing to return when Man had learned the consequences of complacence. 

They believe that time is now, as centuries later a shattered and bickering humanity face the return of the Fomorie and do not even truly comprehend their danger.  

 

The Mourne are elemental beings very closely tied to the land, as such they are split into two factions. Those that embrace change and all it entails and those that wish only for stability. Those that embrace change are known as the Court of the Moon. The traditionalists are the Court of the Sun. There is little animosity between the two courts that often exist in harmony; however a little competitive sparring is not unheard of between the wit of the nobility and the blades of the knights.

 

The Fomorie/Sea Demons: Based upon celtic mythology these villains are a purely NPC group, of magical creatures bent on the conquest of those they believe have wronged them.

They come from the Sea, Balors children. That dark lord lost his son and in his anger took his own eye and gave his people to the Wyrm in exchange for the power to extract his vengeance. There are few of them left now, and they cannot breed, but shape changers, sorcerers and immortal warriors they are all a Hero’s tale to kill, protected by there father, a dire fate awaits those brave enough to do what needs to be done.