March Event 2018

Good Afternoon Expeditioners!!!

The day has arrived, the final weekly Thursday Post Day, from here on out we will post the Thursday before the event for sure, and any other posts will be ad hoc.  Tomorrow will be our first full event and will mark the start of a journey a year and a half in the making.  It was not a journey made alone, but one filled with support and energy from all of you.  We are excited to finally see where all the hard work has taken us and what you players will do with it.  It is no longer our game, it is everyone’s game, and we can’t wait to play it with you.  But what would Thursday Post Day be without IC material, so let’s get into the preview of our March event:

Stage Point Bravo has had two years of development, and despite setbacks and odd happenings, Stoneforge and Company has declared the site a success.  What was once a rag tag set of large traveling tents surrounded by the expedition wagon train, is now a small town composed of several buildings.  A local river was diverted in order to provide riverboat access to the north shore. An accompanying dock was built so that resupplying can happen more quickly and the Vand Nisse have a halfway point between New Vardo and Anvil’s Fall.  Much like it’s sister city to the west, Anvil’s Fall, Stage Point Bravo will need a name of its own and a local government established.  The alliance of nations has selected a Magister to uphold the Crimson Ravine Accord within Stage Point Bravo until the debate regarding the legality of Antioch is settled.  Stoneforge and Company has decided to celebrate the auspicious occasion with a party in which the very denizens of Stage Point Bravo can select a name for the new settlement.  In order to make its presence known, The Imperial Star Trading Company has volunteered to cater the event with exotic food from across Sha’Uru.

The announcement has attracted many more people who are seeking their fortune to sign up with the expedition and make their way to Stage Point Bravo.  In the days leading up to the celebration, scouting reports have come back of strange flashes of light in the surrounding jungle.  Bandit camps have been rooted out by some of the guards but they suspect that there may be more, biding their time to pick off unwary travelers.  The local wild life seems skittish and the Tenggin Dur have been agitated as of late.  Who knows what’s in store for the expedition over the coming week end.

The Lands of the Forged Kingdom

Good Afternoon Ladies, Gentlemen and Sentient Creatures,


Today’s post will be the map of the lands of the Dur.  Unlike the Elven and human maps, we’ve had to replicate the same land mass a few times.  Since the Ouranos are in the sky and the Vrachos beneath the ground, each specific map will only outline that society’s settlement.  We also have a fourth that just shows the land without any keys.  I can’t believe we are a just a little over a week away until our premiere event.  Enjoy!


Character In-Game Lifespans

Good Afternoon Ladies, Gentlemen and Sentient Creatures of All Ages,


Today’s post will be about the lifespan of the sentient creatures in Sha’uru.  First, all of the major sentient species physically age at the exact same rate for the first 20 years of their lifespan.  It is after this point that their unique physiology kicks in.


Durren Lifespan: Average: 200 years, Oldest Recorded: 250 years

Socially, most Dur are considered adults at the age of 50 even though they have physically been adults for 30 years by that point.  Physically Dur are at their prime at the age of 100 and begin to reach physical decline by the age of 150.


Nisse Lifespan: Average: 350 years, Oldest Recorded: 500 years

Nisse are considered adults upon attaining the cultural marking which can be anywhere between the ages of 16 and 30.  Physically Nisse are at their prime at the age of 75 and begin to reach physical decline by the age of 325.


Human Lifespan: Average: 55 years, Oldest Recorded: 110 years

Humans are considered adults by the age of 16.  Physically Humans are at their prime at the age of 25 and begin to reach physical decline by the age of 50.  Humans have the overall second lowest average life expectancy because they tend to fall victim to disease far easier than the other species.  This is compounded by the fact that most common people work long hours in terrible factory conditions.


Goblinite (except Homunculi) Lifespan: Average: 45 years, Oldest Recorded: 90 years

Goblinites are considered adults by the age of 16.  Physically Goblinites are at their prime at the age of 20 and begin to reach physical decline by the age of 40.  Goblinites have the overall lowest average life expectancy because they tend to have very harsh lifestyles and live in remote and dangerous parts of the world (especially Gnomes).  Ironic, as most tend to be heartier than their non-goblin parent.


Homunculi Lifespan: Maximum Unknown, Homunculi were invented 50 years ago, and none have died of natural causes yet.  It is unclear if they age at all, but they can be killed.  Killing a Homunculi is considered destruction of private property of the most grievous kind.


Goblin Lifespan: Average: 120 years, Maximum Known: 650 years

Goblins do not age the same way the other species do.  In fact most theorize that Goblins do not age at all, they just become more corpulent as time progresses.  The oldest goblins have died due to “unfortunate accidents” and the ravages of war.


Orc Lifespan: Average: 40 years, Maximum Known: 60 years

Orcs are very warlike and fight amongst each other as often as they do with other species.  The above lifespans are for Orcs based on historical documents.  No one is sure if there is any physiological difference between the Orcs of Calydon and Lerna and those of Antioch.

World Map – The Lands of the Nisse

Good afternoon, Nisse, Duren, Goblins and Humans of all ages!!

In today’s post we will be expanding the old world map to give people a better idea of the lands of the Nisse.  For those of you who may have missed our previous posts on the subject here is what the continents of Lerna and Calydon look like without any of the political borders.


And here is the map of the Confederacy of Allied Republics (which essentially takes up the entire continent of Lerna).


So now we move to the south west of Calydon to show you the lands of the Nisse.

Some of the cities listed on this map we have not had a chance to talk about (Mostly those of the Afsla Nisse), but to any of you who caught the Vand Nisse or the Slagte Nisse cultural packets, you will note the location of some of the cities listed therein.  Please note, this is not an in game map, there are cities which are listed on here to give the players an idea of where these places are.  Two of the cities listed in the lands of the Slagte Nisse are not public knowledge, even to other Nisse.


Also a little bit more on the Forbund Af Nisse.  This is the overall governing body of the Nisse people as a whole that deals with the other nations of the world.  We covered that in a previous post as well, but Forbund Af Nisse is also a large city state.  Similar to Washington DC or Rome, it is its own sovereign entity within the lands of the NIsse.

Agrinion – The Crown of the Empire

Good Afternoon Ladies, Gentlemen and Sentient Creatures,

Our Confederacy of Allied Republic series is almost up with the penultimate installment today!!!  Behold, Agrinion, Crown of the Empire.

Republic Name: Agrinion

Capital City: Konin

Cities of Note: Opole, Silezia

Major Commerce: Manufacturing (Shipwrights), Agriculture

Minor Commerce: Mining, Shipping

Description: If chester is the Jewel of the former empire, then Agrinion is the crown that supports it.  Agrinion is the largest republic comprised of a single landmass (if we go by total land size, then Barlethan is the largest). Agrinion also has the largest population, the largest standing army, and the largest navy in all of the republic (and second in the world).  They are the only fully independent Republic for raw materials and food.  The major export of Agrinion is lumber and ships.  The Agrinion River begins here before flowing south into Chester, and unlike the Chester end, the river is cleaner and more vibrant.   So why is Agrinion still a member of the Confederacy and not its own independent country?  There are two reasons for this.  The first is the Konin Chamber of Commerce.  The governing body of the city of Konin elects the governor of Agrinion itself and is comprised of the most powerful merchants in Agrinion itself.  These merchant barons are constantly plotting against each other and the only thing that consistently unites them is the removal of any Governor who seeks to put forward a motion of independence.  If Agrinion declares independence, the governor would then be the de facto ruler of the new country, and the council would lose the power they have amassed.  Outside of the council themselves, the common folk have been crying for Agrinion independence for generations as they consider themselves above the Confederacy.  It would be possible that perhaps Agrinion would have achieved independence if not for the second reason, the lands of Agrinion are the only ones in the world where the mineral Aurum is scarce.  Because of this, Agrinion relies on trade to acquire a significant supply of the mineral that fuels all steam technology.  The southern city of Silezia has a large harbor and several ship factories that produce everything from schooners up to large tankers and steam ships.  In the north west, the mining town of Opole is known for its gem mines and abundance of iron.

Beasts and Monsters

Good Afternoon Ladies, Gentlemen and Sentient Creatures,


In today’s blog post we are going to talk about the beasts and monsters of Sha’uru.  Antioch is unique in that there is a higher concentration of fantastical beasts and monsters than anywhere else in the developed world.  This is due mostly to the development that the Dur, Nisse and Humans have pushed into the wild places of the old world, and the vibrancy of Antioch itself.  All manner of species and breeds of beasts such as tigers, lions, bears, boars, and sharks have been cataloged by Antioch explorers.  There are also the large grey animals known as Hippopotamus and Rhinoceros that are wholly unique to the continent. There are also beasts and monsters that were thought to have been wiped out in the old world, but found in great number in Antioch.  Spider-Scorpions, Owl-Bears and Piranha-Eels have flourished on the continent, as most of the active leyline energies are unregulated and wild.  There may also be other types of yet undiscovered beasts for to catalog and hunt.

Monsters such as Trolls, Orcs, and Ogres have also been reported, but so far explorers have had difficulty locating their habitats.  We have covered Orcs in a previous post, so today we will briefly talk about Ogres and Trolls.  In Sha’uru, Trolls are lanky green humanoids with rock like scales on their forehead, nose and chin.  They are omnivorous and aggressive, and can digest almost anything, but prefer fresh meat.  They are very clever and strong, and prefer to catch their prey in traps rather than attacking them outright.  They have been known to toy with their prey if it is sentient and ask them a series of riddles, promising to let them go if they answer correctly.  These promises are seldom kept. Ogres are larger and stronger than Trolls but lack the troll’s intelligence and cunning.  What they lack in brains they make up for in brutality and raw power.  Ogres have been known to be able to knock down full grown trees for their amusement or to use as clubs.  They have bright orange skin and are carnivores, preferring sentient creatures over animals.  Ogres are simple to trick but react very poorly when they find they have been fleeced.  It is not uncommon to hear an Ogres temper tantrum from miles away.  Their favorite treats are Goblinites, as they are rare and bite sized.



Found Skills Part 2

Good Afternoon Sentient Creatures, Ladies and Gentlemen,


Earlier in the year we made a post about character progression beyond the basic classes and general skill list.  If you weren’t around then and want to take a read you can find the post here or here:

Good Afternoon Sentient Creatures, Gentlemen and Ladies, Today’s post is going to be about hidden skills, aka found…

Posted by Aurum Larp on Thursday, June 8, 2017


Today’s post is going to continue by giving you another taste.  We’ve decided give you all a peek at some (not all) of the found skills that can be learned.  We will not be revealing HOW you can achieve them, but we felt that if you get a general sense of some of the things you can achieve, then perhaps it may inspire some new character goals for you folks.  So take a look and let us know what you think in the comments below.



Skill Name: Fiddle and Tinker Pre-requisites: ?????????????????
AP Cost: Permanent Skill XP Cost: 3
Description: As per Aetheric Tampering, only with Physics devices.  May not be used on Physics devices that do not have a listed duration.


Skill Name: Physician’s Call Pre-requisites: ???????????????
AP Cost: 2 XP Cost: 1
Description: Target an injured character within earshot.  So long as you continue to encourage and call out to the character they may move toward you nofaster than a jogging pace instead of a heel to toe/crawl pace.


Skill Name: Inspire Pre-requisites: ???????????
AP Cost: 2 XP Cost: 1
Description: After 5 seconds of roleplay give your target 3 temporary Action Points for 1 encounter. You may not target yourself and you may not target another with this skill more than once per encounter.


Skill Name: Gagging Strike Pre-requisites: ??????????????
AP Cost: 1 XP Cost: 3
Description: The target is silenced and unable to talk for 1 minute.  Reminder: Speech is required for all Occult ritual casting, activating the charm skill, and other similar oratory hidden skill.

Holidays in Sha’uru

Seasons Greetings Ladies, Gentlemen and Sentient Creatures of all ages.


With the end of year holidays this close, I felt that today’s chewy lore post would be about holiday’s in Aurum. The following are just a few of the holidays that are celebrated by some or all of the denizens of Sha’uru. We have more currently planned, but I figured we would leave some for later. I hope everyone enjoys their holidays this year (for it has truly been a trying year in many ways) and look forward to sharing more rules and lore with you over both next week and next year. So without further ado, here are some holidays:


Vuono Dur celebrate Ancestral Remembrance Day on November 23rd. This is a tradition begun with the Vuono Dur, but is also practiced by the Vrachos and Ouranus as well. On this day the family gathers together for a meal, leaving an empty place for an honored ancestor with a plate of their favorite meal and a flagon of their favorite drink.. If a great member of a house passed that same year, typically this is who is honored. Each Dwarf in attendance recounts why they were thankful to have that person in their life or be a member of that Ancestor’s lineage. For noble households that can afford it, the main dish that is served at these celebration is roasted wild boar.


The Slagte Nisse Day of Silence is on January 6th. This holiday has been practiced by them for millennia. On this day all Slagte Nisse go about their daily tasks without communicating verbally or through the written word. All communication is limited to slight changes of expression and subtle body language. Only in the case of extreme emergencies do they resort to creating noise (typically by the ringing of bells or clanging of metal objects) or perhaps uttering a single word. The Slagte do not share with outsiders the meaning of this holiday, and even other Nisse are not privy as to the purpose of the eerie silence that pervades the Slagte Nisse communities on this winter’s day.


Humans celebrate Republic Day on July 13th. On this day in 1802, Viola-Rose Harewood Silverthorn declared the Silverthorn Empire dissolved and signed the constitution of the Confederacy of Allied Republics into effect. This day is marked by neighborhood festivals and firework displays.


The Feast of the Solstice is observed on December 21st. Though scholars disagree on if this was a Dwarven or an Elven Tradition first, the Feast of the Solstice is a holiday that is now celebrated worldwide by all races (even Goblins). The nature of the festivities may differ due to culture, but the general theme of the Feast is the same. On the longest night of the year, a feast is held to celebrate another year passing. Friends and family gather to exchange gifts and share food and drink. When the clock strikes ten, most gatherings include a round of storytelling that lasts late into the evening. The nature and tone of these stories also varies culturally. Imperials and Vuono Dur tend to tell more austere recountings of past events, while Ouranus Dur and Goblins lean towards the most raucous and raunchy tales they can conceive.