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What is Mordavia?

Mordavia is the name of the world in which the game takes place. The land of Mordavia, although vast, is fully surrounded by what is known as “A'Tul”, or more commonly referred to as “The Mist.” Anyone who dares venture into A'tul rarely returns, and the unlucky ones who do always leave their sanity with the mist. Little is known of the times before the mists were cleared. They say that everything we know today as the principalities was once subsumed by a blanket of mist. this mist was said to be imbued with quintessence. Quintessence is the force channeled by everything to do anything. So in those days with an abundance of this free flowing magical energy anything was possible. This was also the time of the Solomanari. They were the proginators of all magical schools and wielded raw magical power with only intention. That is to say their power seemed limitless. It was not long before these creatures divided into sects and begun to fight one another. Details are hard to find or understand but it is believed to the final battle between the Solomanari was the catalyst which cleared the mists. It is also believed to be the event which ejected the Solomanari from this world. After the destruction of the world by the Solomanari Wars and; consequently, the Creation of Atul, the surviving peoples suffered in great chaos.

Today the Order of the Right Hand, an ancient group of worshipers of the creator spirit Gebelises. Have the self-proclaimed duty of defending the Kings Law and watching over the tax paying citizens. Above all they hold to a sacred vow of eradicating necromancy from the face of Mordavia.

Theme

The Theme of Mordavia is survival. Not just survival of the individual, but survival of groups of individuals, communities, ideals, ideas, and even the survival of lasting legacies.

Mood

Tension runs rampant in Mordavia. Races hold ancient grudges, guilds are always vying for the best contracts, nobles are always scheming in court, disagreements between schools of magic, and the constant fear of Necromancy all hold the denizens of Mordavia in constant uncertainty. Conflict is not always imminent, but it is always a distinct possibility if the tension breaks the wrong way.

Mordavian History

Mordavia is world between worlds. It is an infinity caught within a wrinkle.

Little is known of the times before the mists were cleared. They say that everything we know today as the principalities was once subsumed by a blanket of mist. This mist was said to be imbued with quintessence. Quintessence is the force channeled by everything to do anything. So in those days with an abundance of this free flowing magical energy anything was possible. This was also the time of the Solomanari. They were the progenitors of all magical schools and wielded raw magical power with only intention. That is to say their power seemed limitless. It was not long before these people divided into sects and begun to fight one another. Details are hard to find or understand but it is believed to the final battle between the Solomanari was the catalyst which cleared the mists. It is also believed to be the event which ejected the Solomanari from this world. After the destruction of the world by the Solomanari Wars and; consequently, the Creation of Atul, the surviving people suffered in great chaos. The power used in the War irrevocably alters the lands infused with magic, the once peaceful wilds began to spawn monstrosities of all kinds, some only heard of in legends others never before seen.

Humans emerged atop the new hierarchy as there were, by population, far more of them who were less powerful versus the other races who were fewer in number but more powerful. However, due to their actions in the Solomonari War, all races were granted citizenship rights as long as they continued to agree to always be a bastion against the crimes of Necromancy. The exception to this was a Human sub-race called "Gypsies" by the Human culture. These beings were those Humans who had come into contact with and been cursed by the Necromantically tainted power of Bendis. For the crime of Necromancy, they were considered outlaws and to be considered dangerous at all times.

So much magical energy had been expended in the Solomanari Wars that it took some time before mages even began to become aware of higher magics above their rudimentary levels. But when several aspiring young Human mages stumbled across a powerful artifact of the Necromantic Solomanari. They unlocked ancient secrets of raising and animating dead bodies. As capable casters, their powers grew quickly and were soon raising armies. The attack began in the heartland of a major kingdom. The kingdom was caught off-guard at the arrival of this enemy. No undead had been seen in 660 years and overran all opposition, except for a relatively small band of knights from a neighboring land. Those knights hailed from the ancient Order of the Right Hand of Gebelisis. Armed with skills, gears and magics that were seemingly designed for this war, the Order Knights were able to mount a defense.

The land was united under the Alcyon Dynasty for over 1000 years before the "Gypsy Event" happened. On the Winter Solstice of 1776, for 24 straight hours, most Gypsies across Mordavia fell victim to a surge in their curse and all transformed into Necromantically tainted beasts. However, the Gypsies were everywhere, literally. High ranking members of all organizations, groups, societies, walks of life, and professions, even nobles, became suddenly and violently taken by the curse. Though the event lasted only 24 hours, the damage was catastrophic. Untold deaths had occurred, but more importantly, the Royal Family, and many of the heirs to the throne had been wiped out from within their own homes. This event, known as the Gypsy Event, shattered the old Kingdom into many fractious parts and once again rendered The Order as an obsolete tool for an old age. Clearly, their success against Necromancy had been so complete, in general, that Gypsies had ascended to take over much of Mordavia... so it was time for a new approach.

Presently the land of Mordavia is governed by three royal families governed by princes and an assortment of guilds that monitor the transfer of goods throughout the principalities. The guilds require the sponsorship of Nobles to ascend the ranks of political power in order to insure more business.