Location: The Hobbit, Southampton.
Approx Time: 12pm - 7pm
Terra Incognita is a (mostly) political, high fantasy,
player versus player LARP set in the realm of the fey, a reality mostly
separate from our own made of pure possibility and raw potential with
one's imagination being the only limit.
You as a player will be
playing one the many inhabitants of this realm, be it Fae, Wyrdling,
Cuckoo (human) or Lost, your actions and role playing will shape the
ever growing realm of Terra Incognita.
Factions:
Joining a faction is not compulsory as it may be that none of them appeal to you or you might even want to discover them for
yourself during the course of the game. Or perhaps you wish to walk the path of the pariah or
maybe you have ambitions to build your own faction. Tread carefully
though as the 4 great powers are jealous and unlikely to share that
which they guard so jealously.
The factions are: The Iron Crown. The Knights of the Swan. The Wyrdling Alliance. The Cuckoos in Flight (the human resistance). The pariahs and the unmentioned.
Races:
F a e
First of the elder races, creatures of fantasy
and magic. The Fae are the chief inhabitants of Terra Incognita. The
term Fae does not indicate a particular race rather a collection of
different species that are native inhabitants of Terra Incognita.
Though varied in shape and ability all share a common trait of being
creatures of magic. Most are descendants or creations of the High Fae,
who once ruled this realm in times of yore, though very few are a match
for their power being but pale shadows in their diminished state. This
does not make them weak though as their power is swiftly returning and
even the least of the fae are wreathed in eldritch magic and can be a
terrible foe to face. Almost any magical creature of high fantasy or
mythology can be classed as fae be it elf, dragon, dwarf, nymph, dryads
or satyr. Whatever their appearance or agenda all that is asked of this
race is that you are magical and a cut above the rest by birth or
ability.
Fae is a good choice for a politically active character that relies on ancient magics and social finess rather than brawn.
Being
varied, Fae have a mixed costume standard though it’s mandatory to look
at least slightly inhuman ranging form pointy ears or horns, to bright
blue skin and scales.
W y r d l i n g s
The second of the races that inhabit
Terra Incognita are the Wyrdlings. Like the term Fae, Wryrdling is a
catch all term rather than a racial specific. Sometimes called the
lesser fae, Wyrdlings are similar to their fae cousins in many respects
bar one. Though both are without doubt magical creatures, the Wyrdlings
are unable to manipulate the stuff of dreams, glamour and shadows. The
Wyrdlings' strengths lie not in subtle glamour and social finess, but
in rather in brute force, head on conflict and martial skill. Orcs,
trolls, ogres, goblins, hobgoblins, giants and even some lesser demons
or djin are good examples of Wyrdling races but feel free to create
your own.
The Wyrdling race is a good choice for the more
aggressive and melee based character with a greater emphasis on
strength and martial skill.
Wyrdlings have costume requirements
similar to the Fae. Though whereas some fae, at a push, can pass as
humans, Wyrdlings cannot. Please bear this in mind when designing your
costume.
C u c k o o
Homo sapiens, mortal, very adaptable, human.
Every system has them and you’ll find it's no different here. Yes
humanity is making itself known in the land of the fae, make no mistake
about it. And they're not leaving because, lets face it, no one can.
The cuckoos as, the natives call them, are humans who have become
trapped in the lands of the fae be it by choice, punishment or, more
often than not, by accident. Time flows differently in Terra Incognita
and its gates can be found throughout human history though they
abruptly stop appearing during the late Victorian era. Cuckoos
therefore come in all shapes and sizes ranging form Neanderthal
savages, Greek merchants and medieval knights to Napoleonic riflemen,
Cromwelian pike man and Victorian gentry.
Though not predominantly
creatures of magic, The Cuckoo does have one immense advantage over his
immortal counterpart: Knowledge. Blacksmithing, farming, masonry,
accounting and bureaucracy are all human creations and not something
the fae usually bother with.
Cuckoo are a good race to choose if you
want to play a character that is skilled in a certain field rather than
magically enhanced.
The costume standard is quite easy just dress according to your period or profession and you’ll be fine.
T h e L o s t
The last of the 4 races that inhabit Terra
Incognita are its most recent arrivals though some would claim that
they’ve always been there. The Undead: the vampires, zombies, mummies,
ghosts, liches, and wights.
All that once knew life but now find
themselves bereft yet unable to move on. Some want vengeance, others
closure or simply the things that death has stolen form them. The Lost,
ever growing never dying unless destroyed. And they want their fill of
this world. And they will take it.
The lost are a good choice for
the player that wants a character that can act independently of the
politics either through social immunity or sheer durability.
Costume requirements are easy; just look dead and in period.