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Getting Started

Click here for a more in-depth guide created by our NPLs (New Player Liaisons)

First Steps

1. Join our community: Getting ready for an event can be a huge undertaking if you've never attended a larp before. Take advantage of our Discord and Facebook to ask any questions you might have. Our team of New Player Liaisons are there to help with every step along the way.

 

2. Learn the mechanics: To be able to move on to the next step and create a character its a good idea to familiarize yourself with the basics of the game. Understanding how roleplay, health points and weapon swings work are a good place to start. You can find more information on these beginning at page 6 in the Rulebook or by watching these videos created by the Toronto guild, Jericho.

3. Create a character: After learning the basics you'll have to think of a character you'd like to play. The possibilities here are endless. You can create a deep and complex backstory or not have one at all. The choice is yours.

 

Begin by choosing a race and class. Each race, excluding human, requires different Racial Characteristics or visual representations to play. As for skills, you begin with a pool of 150cp (character points) to spend. Your race and class can grant unique skills in addition to a collection of skills any character can choose from. See the Skills & Descriptions section of the rulebook for more information about these skills.

 

An unofficial character builder Android app is available to help this process. (Be aware this may not be up to date with the current rulebook.)

4. Create an account: Once you're settled on a character concept you can fill in the form on the Join page. You will receive a confirmation email from our Logistics team upon the creation of your database account. This email will include your account username and password to be used on the Underworld Larp database.

5. Register for an event: Now you're ready to register and attend an event! For a guide on how to register, click here.

Underworld LARP Ottawa: Mournfall
Underworld LARP Ottawa: Mournfall

The Story So Far

The story of Underworld has been ongoing for over 20 years and is built around a rich backstory, which includes the history of the world, its geography, culture, politics, and mythology. The backstory provides the foundation for the LARP's setting, characters, and plot. This world is dynamic and evolving through a collaborative process involving Shapers (Game Masters) and players, with player actions and choices influencing the course of the story leading to unexpected plot twists and outcomes.

Welcome to the captivating world of Arthos. A realm rich with ancient magic and full of beauty and mystery; a realm now steeped in conflict, the culmination of a dark past. Lush and verdant, stark and desolate, this vast land is shared by a plethora of mortal races – proud elves, enterprising humans, indomitable dwarves, formidable orcs and a myriad of others all call this place home. But they are not alone here. In this world mortals walk astride the primordial Firstborn Dragons and the Gods of Light and Darkness, each vying to place themselves at the apex of power.

For more about the abundant lore of Underworld you can check the Global Wiki.

For more about Mournfall's own local lore check our Local Wiki.

Underworld LARP Ottawa: Mournfall Arthos Map

Races of Underworld

Here is a quick overview of the base races of Underworld. Each of the individual races in Underworld grants their own advantages and disadvantages. These can range from being able to withstand poisons to having a vulnerability to sunlight and anything in between! See the Races section of the Core Rulebook for more information on each one and our post on Racial Characteristics for makeup and costuming examples.

Savar'Aving

The Savar’Aving are a matriarchal race of cat-people who resemble humanoid hunting cats. Their society is ruled by women and views male Savar’Aving as second-class citizens. It is rare to find a dominant male Savar’Aving who is free and even more rare for him to survive for long. The Savar’Aving are a strong, proud race with deep ties to nature. They have recently suffered a catastrophic plague of necromantic origin that killed many of their people and then turned them into Undead. The few Savar’Aving that survive today struggle to put to rest their Undead sisters and attempt to rebuild their once great society. The Savar’Aving were originally known simply as the Savar, but those who survived the plague began to call themselves Savar’Aving to remind themselves that, no matter what fate throws at them, they will triumph.

Underworld LARP Ottawa: Mournfall Savar
Underworld LARP Ottawa: Mournfall Gargylen
Gargylen

The Gargylen are a sentient race of half-construct, half-living gargoyles. Originally slaves, they have since broken free from the oppressive yoke of their mage creators. This construct race has proven that they have free will and are sentient. They have also developed a method of reproduction. Very little is known about them, and they have no recognized territory or homeland. A Gargylen’s skin is stone grey and often hardened, making them less susceptible to conventional weapons. All Gargylen are horned and although some have wings, they are all flightless. They are an enigma, and questions surround their purpose or moral standings. Most seem to possess an instinctual need to protect the innocent, although this is certainly not the case with all Gargylen. Gargylen characters will be no older than 30 when they come into game. Gargylen babies mature into adults in six months.

Mountain Dwarf

Mountain Dwarves are famed miners and smiths, though they may specialize in any number of trades. All dwarves sport a full beard and, although they are generally shorter than humans, they are on average stockier and hairier.

Underworld LARP Ottawa: Mournfall Dwarf
Underworld LARP Ottawa: Mournfall Dark Elf
Dark Elf (Drael'Thalan)

Dark Elves are an underground dwelling race that is sensitive to sunlight. Because of this, Dark Elves shun the surface world during daylight hours and often live underground. The Dark Elves are mistrusted by the other races, mainly because of their dark reputation for deception and murder, as well as their natural aptitude with Alchemy.

High Elf (Deminis'Thalan)

High Elves are a long-lived race that make their home primarily in cities. All High Elves are graceful, artistic and magically inclined. Although wise, they are perceived by other races as arrogant and rude.

Underworld LARP Ottawa: Mournfall High Elf
Underworld LARP Ottawa: Mournfall Wild Elf
Wild Elf (Olagot'Thalan)

Wild Elves do their best to co-exist with nature, believing that the beasts and land are here for far more than simple exploitation. They consider few things worse than taking more than you need from the world. Examples of this would be mining expeditions, industrial forestry or commercial fishing. While they are intelligent enough to understand the ways of civilization and industrial progress, they choose to live a life outside of it. Wild Elves have no formal cities or homeland and tend to live in nomadic tribes.

Wood Fae

Distant cousins to the Faerie Folk, Wood Fae are rumoured to have been born of magic within the forests of the world. This may account for many of the Wood Fae having an affinity to natural creatures. Quite contrary to their faerie folk cousins, the Wood Fae have an extreme dislike for all forms of charms and will go to nearly any length to oppose mind-altering spells or effects. They are not only averse to practicing Charming Magics themselves but are even able to remove Charming effects from others. They are for the most part very carefree and friendly. They generally live a polyamorous lifestyle, though they rarely keep one mate for more than 10 years.

Underworld LARP Ottawa: Mournfall Wood Fae
Underworld LARP Ottawa: Mournfall Orc
Orc

Orcs, or “Green-Skins” as they are commonly called, are a fierce and combative goblinoid race. Orcs normally organize themselves into tribes and clans that consist of ogres, kobolds and other goblinoid races. Orcs appreciate strength and skill in combat above all things. They are less intelligent than a human is, but generally stronger and more disciplined.

Ajaunti (Aja)

An extravagant, passionate and amicable people, the Ajaunti (“Aja” for short) are a nomadic and colourful race. Where and when the Aja culture came to be is a mystery. Full of life, love and celebration, the Aja place high value in songs, dancing, and storytelling. Life never stops moving, so the Aja never stop moving either. Wanderers by choice and welcoming of strangers, Aja “clans” slowly criss-cross the continent in large caravans, following the weather and the winds of fate. The Ajaunti are always willing to share their wine, campfires and wisdom with any willing to join them.

Underworld LARP Ottawa: Mournfall Aja/Ajaunti
Underworld LARP Ottawa: Mournfall Einher
Einher (Northmen)

A semi-nomadic Northern people, the Einher are very superstitious by nature. Though the Einher enjoy being shockingly vulgar, they are very serious about any conduct that may disrespect them or their kin. As such, they tend to avoid disrespecting 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 the sort of thing that blood will be shed for. The Einher have an irrational fear of fog, whether magical or natural. They will suffer from the effects of paranoia and/or hallucination if confronted by fog. The thicker it is, the worse the effects. This fear is strictly roleplayed. The Einher detest Ice Elves. Throughout their history, the Ice Elves have attempted to force the worship of Pandora upon them, causing much bad blood between the two civilizations.

Hobling

A typically small, peaceful people with furry feet and hands, bushy eyebrows, and fuzzy sideburns, Hoblings, in general, are a peace and comfort-loving race. Most are horrified by violence and are easily scared off by the slightest danger. However, there are still a great many that find themselves in awe of the world and travel it attempting to learn about (and experience) everything. They are fun-loving and mischievous, enjoying anything that is exciting despite whatever possible danger there may be. These are the Hoblings most often encountered by the other races, since they travel the world over. These Hoblings are often considered an annoyance by other races, but the Hoblings still greatly enjoy the company of any people and love to tell and listen to stories of adventures. All these Hoblings really wish to do is have fun and enjoy life to its fullest.

Underworld LARP Ottawa: Mournfall Hobling
Underworld LARP Ottawa: Mournfall Human
Human

Humans are the most populous of the sentient, civilized races. They range widely in appearance, culture and diversity.

Classes of Underworld

Underworld has 9 base classes to choose from, each with their own costs when it comes to purchasing skills with CP. By no means should you feel you need to comply with the title of your class. A mercenary can be a well-read pacifist, a mage can be a sneaky thief, and a bard can be a bloodthirsty warrior. 

Any class can purchase almost any skill outside of occupational skills. To learn more about each class' individual skills as well as a wide variety of other skills you can add to your character, see the "Occupations and Abilities" and the "Skills and Descriptions" sections of the Core Rulebook

Mercenary

Hamstring: Injure the target’s leg and slow their movement.

Head-Butt: Stun your foe for a short time with a powerful blow to the head.

Dismember: Sever a foe's arm or leg.

Razor's Edge: Sharpen, hone or reinforce a weapon to gain an edge in combat.

Ranger

Detoxify: Pull toxins and alchemical substances from an ally's bloodstream.

Trailblazing: Release yourself from a magical or alchemical binding without injury.

 Nature's Grasp: Infuse your weapon with natural energies to bind your enemies.

Call of the Hunt: Commune with nature and perform a sacrifice to summon a powerful Hunt-Master and their hounds, or become one yourself.

Templar

Burn Slot: Burn away memorized spells to empower your weapon strikes.

Scroll Harvest: Cast magic from scrolls without burning them.

Weapon Break: Shatter your opponent's weapon, sending the shards hurdling toward them.

Weapon Conduit: Absorb magic targeting you and channel it through your weapon.

Assassin

Shiv: Sharpen your weapon to bypass your opponent's armour.

Silent Strike: Silence your enemies with a perfectly placed strike.

Spirit Sever: Cut the strands binding a spirit to their corpse.

Penetration: Bypass any armour or magical defenses an opponent may have with a single decisive strike.

Nightblade

Feint: Quickly evade an incoming alchemical gas globe attack.

Duplicate Key: Duplicate any key, magical or otherwise.

Dim: Blend into the darkness and become invisible and incorporeal so long as you do not move, attack or make a sound.

Passwall: Attune to a small portion of a solid surface, allowing you to pass back and forth through it.

Wytch Hunter

Wytch Mark: Create magical symbol traps that trigger when a foe is affected by a type of magic you oppose.

Twist of the Tongue: Inflict a terrible attack, twisting and spiraling a foe's tongue should they cast magic you oppose.

Karmic Ricochet: Absorb a magic spell from a sphere you oppose and throw it back to the caster, into the ground or use it on yourself.

Counter Magic: Destroy any spell or ritual from a type of magic you oppose. 

Bard

Song of Aversion: Cloud the minds of your foes, confusing them to your exact presence and hiding you for a few precious moments.

Song of Love: Serenade your opponents and charm them with your performance.

Song of Intermission: Use your performance to delay or extend any spells or effects, even death.

Song of Heroism: Perform a masterpiece of heroic inspiration, leading allies to victory and bringing life back to the injured.

Druid

Create Grove: Create a living grove that can commune with the land, sense threats and identify fae creatures.

Forest Meld: Become one with nature, hiding your presence.

Totem: Assume the form of a chosen animal.

Henge: Grow your grove into a powerful henge with the ability to resurrect allies, act as a protective barrier and even open a portal to the fae realm.

Mage

Identify Magic Item: Identify the magical properties of an item.

Mana Harvest: Regain spent spells and cast them again.

Create Familiar: Create and bring to life a familiar made of raw magic to store and cast a spell.

Power Nexus: Create a circle of power to be used in the casting of potent ritual magic.

Underworld LARP Ottawa: Mournfall Rulebook

Rulebooks

This is the core rulebook for Underworld LARP. It contains an introduction to LARP and the Underworld LARP experience. It will help you learn everything you need to know about getting involve in Underworld LARP, including technical information such as the skills, classes and races available to play.

The Book of Soul Fragments acts as a supplement to the Core Rulebook. It contains special classes, races and abilities that can be purchased with soul “frags” – special reward points given for donations, volunteering and other ways of giving back to the game.

This guide is the one-stop resource for the construction of Underworld LARP weapons, armour and shields.

The synergy rulebook covers all 3 synergy types - ritual magic, chemistry and artifice. These are the advanced forms of spellcasting, alchemy and smithing. This rulebook goes into detail about how to use them.

These rituals, blueprints and formula are commonly known in-game. Additional synergies exist but you must discover them in game!

How to Prepare

Larp camping can be an exciting and immersive experience, but it also requires some preparation and planning. Here are some tips to help make your experience more enjoyable:

1. Plan Ahead: Before heading out, research the location and weather forecast, plan your meals, and make a packing list to ensure you have everything you need for a comfortable and safe experience. Here is a handy Larp Weekend Checklist by Underworld's Edmonton guild, Harrowvale.

2. Pack the essentials:

  • Bring a tent, sleeping bag, warm blankets, cot or air mattress, and a pillow for a comfortable sleep. Events can go from really cold (5°C) to very hot (40°C). Sleeping bags help against the cold while blankets help with moisture to protect your bedding, and can be hung up to dry. Raising your body off the ground while sleeping also helps regulate temperature.

  • Make sure to pack any essential items needed to play your character. Costuming, racial characteristic representations, weapons and in game tags are the base of every character's outfit.

  • Don't forget a headlamp or flashlight and extra batteries. We at Underworld use red lights as out-of-game safety lights while in game lights are made to look more period appropriate and require certain in game items to use.

  • Bring hygiene items like hand sanitizer, wet wipes, toothbrush and toothpaste. The event site does not have showers so its important to be able to stay clean.

3. Stay organized: Keep your gear organized in your tent, and pack efficiently to save space. Use storage bags or containers to keep your belongings organized and easy to find. This is especially helpful when keeping your out-of-game belongings separate from your character's in-game belongings.

4. Bring Proper Clothing: Make sure to bring appropriate clothing for the weather and for your character's role. Layers are always a good idea, as they can be added, removed or changed as needed. A good wool or fleece cloak can do wonders and you can never have too many socks!

5. Stay hydrated and well-fed: Bring plenty of water and food that doesn't require refrigeration. It's also a good idea to bring electrolyte drinks to replace lost fluids and salts. Store food in sealed containers or coolers to prevent spoilage and keep pests away. Dispose of food waste properly to avoid attracting wildlife.

6. Respect the environment: Leave the campsite cleaner than you found it. Bring trash bags and dispose of your waste properly.

Underworld LARP Ottawa: Mournfall
Underworld LARP Ottawa: Mournfall
Underworld LARP Ottawa: Mournfall
Underworld LARP Ottawa: Mournfall

Things To Remember

LARP (Live Action Role Playing) is a form of interactive storytelling where players physically act out their characters in a fictional setting. While there are many different LARP systems and styles, there are some general rules that are common among most LARP communities and that we, at Underworld Larp, also follow:

1. Safety comes first: Safety is the most important rule in LARP, and all players should prioritize their safety and the safety of others. This includes physical safety, emotional safety, and respecting boundaries.

 

2. Respect the game and the players: Players should respect the LARP system and the other players. This includes staying in character, not breaking the immersion, and not disrupting the game.

3. Follow the rules: Each LARP system has its own set of rules that must be followed. These rules are in place to ensure fairness and consistency within the game.

 

4. Accept the consequences of your actions: In LARP, actions have consequences. Players should accept the consequences of their character's actions, whether they be positive or negative. Don't be afraid to take risks! Things that may seem like a negative situation can make for some of the best storytelling! Every good character arc includes hardship.

 

5. Have fun: LARP is meant to be a fun and engaging experience. Players should enjoy themselves and contribute positively to the game.

Underworld LARP Ottawa: Mournfall
Underworld LARP Ottawa: Mournfall
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