This page is here to help you choose an origin, culture, faction, or allegiance that gives your character immediate ties to the world, the story, and the conflicts of Erindor. You do not need to know all the lore before creating a character. Start by asking yourself: What kind of LARP experience do I want? And start building up from there.
Choosing a clear origin or allegiance is especially useful. It helps us bring new characters directly into the story and create natural connections, tensions, secrets, and shared goals between characters.
All player-created lore needs crew approval before it becomes part of the world. Bring ideas, and we will help shape them into the story.
This is mostly for “Adventurers” that are making a new character, for our NPC’s (Adversaries & Civilians) we will create your character for you, one that fits the ongoing story and setting.
Old Voldonia
The heart of the current story.
A lost land of old clans, broken villages, blood debts, warlords, forgotten gods, and history that refuses to stay buried. On Piastan maps, it is marked as the Voldonian Marchlands, but many local families, clans, and villagers still call it Voldonia. Choosing Old Voldonia places your character directly in the main conflict of the coming events: clan loyalty, village survival, warlord rule, old powers, and the question of whether Voldonia should rise again.
Choose this if you want: direct story involvement, old clans, local conflict, dangerous and dark spirituality, rebellion, survival and a character who already has roots in the region and strong plot hooks.
Erindor
Safe, wealthy, lawful, and controlled.
Erindor is one of the safest and most prosperous kingdoms in the known world, known for order, strict laws, strong borders, controlled trade, education, luxury goods, and distrust of uncontrolled magic or religion. For many civilians, life is good. For others, Erindor’s peace feels like a gilded cage.
Choose this if you want to be: a merchant, a fugitive, an exile, scholar / investigator, official on a mission, loyalist, smuggler, reformer, or someone torn between safety and freedom.
The Order
The shield, sword, law, and doctrine of Erindor.
The Order protects Erindor, enforces its laws, controls dangerous knowledge, hunts corruption, and stands as the reason many Erindorians believe their kingdom remains safe. To supporters, The Order is necessary. To enemies, it is ruthless and oppressive. Both views may contain truth.
Choose this if you want: doctrine, discipline, forbidden knowledge, Justicars, controlled magic, monster hunters, informants, deserters, or a character shaped by duty and doubt.
Piast
A harsh kingdom of mountain gold, broken loyalties, old family feuds, and survival before ideals.
Piast is rugged, fractured, superstitious, and politically unstable. It has a king, but also rebellious Princess and Princesses, dangerous Marchlands, isolated Crownlands, and a cold war of assassinations, sabotage, and noble conspiracies. In Piast, family often matters more than law, and old customs are not superstition but common sense.
Choose this if you want to be: a folk healer, caravan guard, deserter, spy, smuggler, minor noble, survivor…
The Wildlands
A harsh northern land of clans, monsters, old spirits, and freedom beyond crowns.
The Wildlands lie north of Erindor. They are cold, dangerous, thinly populated, and home to human clans, orcish and goblin tribes, hunters, raiders, spirit-talkers, and outcasts. There is no king to protect you there, no judge to settle your quarrels, and no wall to hide behind when winter comes. Respect is earned, weakness is dangerous.
Choose this if you want: clan loyalty, fierce freedom, spiritual shamanic traditions, raiders, hunters, orcs, goblins, exiles, scouts, or someone who simply refuses to kneel.
Brimland
Steel, duty, discipline, and people who do not bend easily.
Brimland is a hard border kingdom shaped by military pressure, old grudges, contested lands, and the need to stand firm. Brimlanders are often tough, blunt, proud, and difficult to intimidate. They respect courage, loyalty, endurance, and people who can prove their worth.
Choose this if you want: a border veteran, disciplined mercenary, scout, noble retainer, envoy, deserter, or someone sent to watch what happens in the neighbouring lands.
Lorenia
Colour, trade, beauty, secrets, faith, and strange wisdom.
Lorenia is distant, vibrant, spiritual, and rich in trade, ceremony, art, diplomacy, and unfamiliar customs. To northerners, it can feel exotic and difficult to read. Lorenians may smile while measuring every word, and they know that power does not always wear armour or shout commands.
Choose this if you want: a merchant, diplomat, scholar, mystic, healer, artist, noble agent, traveller, or exile far from home.
Not sure what to choose?
You do not need to decide everything alone. Your origin or allegiance is meant to give your character a stronger starting point, not trap them in a fixed role.
You can belong to one faction, oppose it, have fled from it, secretly serve it, or carry its influence without fully agreeing with it. Some characters may even combine multiple connections, such as a Piastan tied to Old Voldonia, an Erindorian hunted by The Order, or a village-born Voldonian drawn toward forgotten powers.
Start with the character first. Choose the origin, allegiance, and archetype that best support the story you want to play.
A living world
The world of Erindor is still growing. Some lands, clans, factions, and histories are already established, while other parts are intentionally left open for future or player ideas.
You are welcome to suggest your own village, family, clan, faction, tradition, or cultural detail if it fits the tone of the setting. The crew always has the final say, and we may adjust your idea so it connects better to the existing lore and ongoing story.
Share your ideas and we will help shape them into the world!
Character concepts can be sent to: erindor.larp@gmail.com