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CALL OF ADVENTURE

Will you heed the call of Leram?

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WELCOME TO CALL OF ADVENTURE!

It has not been long since the last Daengard civil war was fought between House Ravenmoore and Harrod. After the death of both her son and husband, Lady Estrova Harrod sought the destruction of House Ravenmoore, eliminating the King and anyone who followed him. Queen Estrova is into the early years of her rule. 


Under Ravenmoore’s rule, the King had an ambitious plot to enslave all the races united to serve him, though House Harrod put a halt to this. Queen Estrova of Harrod ruled her kingdoms differently. Instead of trying to hatch a plot similar to King Ravenmoore, Queen Estrova made it clear that each race shall have their own domain or kingdom. Should any race enter the walls of these domains and break the laws set in this domain they are subject to the domain’s law.


Under Queen Estrova there was a massive boom in industry in Irontown and soon the rest of Leram. Lord Iron took it upon himself to expand Irontown and improve its industry. However, Irontown is a site of great contention. When the original Lord Iron began to build Irontown, he had established the city in the dense woods close to Southern Siren territory. There were periodic battles between the humans of House Iron and the Sirens of the South Marsh, though ultimately the Sirens would disappear and the waters once known as the South Marsh dried up in its entirety forming the Deadwoods.


Although House Iron and the Sirens have not forgotten the battle fought between them, they would ultimately make a truce. After seeing the sudden annihilation and then disappearance of the Sirens of the South, the North, East, and West, tribes merged into one united tribe.


Irontown has become the largest trading town in the realm. Many races seek Irontown out as a means to earn coin, trade, and adventure, though also there are many outlaws that come and hide in Irontown. Due to Lord Iron’s ‘relaxed’ guards and the overwhelming number of travelers, adventurers that catch a thief, murderer, or any criminal can bring them forward to the Iron Guard for extra coin.


The Call of Adventure is upon you! Shall you heed Leram’s call?

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Home: Who We Are
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CHARACTER CREATION

Find your roots in Leram!

The Call of Adventure requires players to create a character. They may select their character’s race and class. In addition, it is also important to create a story for your character. Once you have done this please submit this to ______. 


Step 1: Picking your Race: Each race comes with its own unique history, feats, and faults. Please make sure to read through your races’ history.


Step 2: Picking your Class: Make sure to read your race carefully! Some may not be able to select certain classes. I.e.: Elves and Sirens CANNOT be Inventors. 


Step 3: Character’s Background story: Please submit your characters Race, Class, and Back story to ____.


Step 4: Wait for Staff to Approve Character


Step 5: Prepare for game!

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THE RACES OF LERAM

Picking Your Race:

Be sure to read each race carefully! Each race comes with a unique racial ability.

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ANU’ZURBI

'The Afterlands can wait.'

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BURROWERS

'An ancient race that constructed a tunnel system stretching all over Leram'

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DAENGARDS

'Loyal to their Allies'

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ELVES

'A race as old as Leram itself.'

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GNOMES

'Ambitious, Cunning, Short'

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GOBLINS

'Creators of Technology, the Bane of Raia'

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HEP'LOPS

'Friendly, Nomadic,Caring'

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INVENTIONS

'These may be the droids you're looking for'

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ORCS

'From disastrous beginnings to High Society'

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OUTCASTS

'Hated by the Gods'

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SIRENS

'Guardians of the Waters of Leram'

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CLASSES (WIP )

Classes have their own unique abilities! Please read carefully.

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INVENTOR

INVENTOR
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PRIEST

Priest

OUTLAW

Get in Touch
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PALADIN

Get in Touch
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WIZARD

Get in Touch
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FACTIONS OF LERAM

There are factions that exist in Leram that follow a particular way of life. Some factions are permitted within the walls of certain kingdoms, while others are not.  You are more than welcome to use these factions in your backstories should you please.

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THE EVER BURNING FLAME

Led by High Inquisitor Harrowhall, the Ever Burning Flame, is a religious militant group that is outlawed in almost every kingdom. The Ever Burning Flame worships Delphier and believe that they must maintain order by leading those ‘impure’ to the flame. Queen Estrova has made it very clear that The Ever Burning Flame is a terrorist group, not permitted within the walls of ANY Daengard domain. This group actively hunts monsters and Outcasts regardless if they have committed a crime or not. The Ever Burning Flame only permits Daengards to join.

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ENDALARS

Endalars are mossy like forest creatures that dwell in the woods. Endalars are known to dislike ALL races except for Sirens, Hep’lops, and Elves. While Endalars will not attack a Siren, Hep’lop, or Elf, they will if the other race engages. Endalars are gentle giants that protect the woods. Unfortunately as other races have innovated their societies and weapons, Endalars see them as threats. As Irontown expands, Endalars do their best to bury trees and keep nature alive in Leram.

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KNIGHTS OF ATRAMEDES

A group of Orcs that have sworn themselves to defending those that cannot all over the realm. These Orcs attempt to uphold the law and help those in need.

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HOUSE RAVENMOORE

There are few that remain to House Ravenmoore. Queen Estrova’s invasion of Ravenmoore’s kingdom was brutal and chaotic. Most of this house was wiped out during Queen Estrova’s invasion, however, Estrova could not kill all the ravens. Those loyal to House Ravenmoore keep their loyalties and even identities hidden.

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STEAMSTOMP GANG

After the Goblin Civil War, Duke Steamstomp as well as other aristocracy managed to escape the uprising, though now dwell in secrecy. The Steamstop Gang is known to ambush trails to steal goods from adventurers and merchants. Over the years there have been assassination attempts made on Duchess Cogwheel and Thane Shurkal by the Steamstomp Gang, though none have been successful. Goblins that belong to the Steamstomp Gang try their best to hide their allegiance and to blend in with society. However, the Steamstomp Gang will prey upon other Goblins usings threats and blackmail to get them back in Duke Steamstomp’s fold.

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'MOLE PEOPLE'

 Burrowers will tell any non-burrower NOT to go into the Tunnels because of an ancient violent race that lives in the tunnels. While they do not have a name, the Burrowers have coined these creatures as ‘Mole People’. ‘Mole People’ are ravenous rodent like creatures with the torsos of dwarves, heads of rodents, and tails. Little is known about the ‘Mole People’ except for early Burrower’s encounters fighting them underground.

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TEMPLE OF RAIA (PRIESTS OF RAIA)

On the outskirts of Irontown there is a small temple dedicated to the Goddess Raia. Priests of Raia are welcoming to adventurers, often allowing them to stay the night in their halls should they need shelter. The Priests of Raia managed to negotiate with Lord Iron to keep their temple as to not ‘incur’ the god’s wrath. Lord Iron, more worried of the population getting uppity, decided to sign an agreement where the Temple of Raia would be considered a sanctuary under Irontown protection. All races, except for Inventions and Outcasts, are allowed within the Temple of Raia.

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WOOKA-WOOKA

The Wooka-Wooka are a nomadic group of Gnomes that speak an ancient dialect that not even most gnomes understand. The Wooka-Wooka left developing gnomish society now Tinkertun, to be intune with nature. The Wooka-Wooka are abnormally hairy to average gnomes and often adorn horns, twigs, leaves, and other things they fashioned out in the woods. The Wooka-Wooka normally avoid other races, however, they do not like Inventions or Inventors trespassing through their territory.

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HOLIDAYS OF LERAM

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GATHERING OF MASKS

The Gathering of Masks is celebrated in the late fall. Beings from all walks of life find some form of mask to wear, hiding their faces. Candy and apples are common gifts to be given during the Gathering of Masks. Typically the Gathering of Masks only lasts one night. While this holiday is supposed to be a cheerful one, its origins give little comfort. 


It is said that there once was a Daengard noble that traveled Leram stealing the faces and lives of anyone who crossed his path. The Daengard noble was so rich, that many others were blinded by this fact.


It was not until the Daenguard noble took a young wife, Yule Grey. Yule noticed that her husband frequently left at the dead of night to go into his locked basement. He had forbidden Yule from going into there.


Curiosity would get the better of Yule and she would discover that her husband had been flaying the faces of random travelers, vagrants, and adventurers. She would report her husband at once and he was hung and buried in an unmarked grave.


The Daenguard noble was so vile, that he died without a name. It is said though on the anniversary of his death that he rises forth from his grave searching for new faces to harvest. While the intention was to forget the tragic event, it soon became replicated into a holiday.

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THREE THIEVES OF WINTER

The Three Thieves of Winter is holiday celebrated throughout the coldest month.  During the winter goods are exchanged like chocolate, peppermint, and gingerbread. Gifts are also given during this time, however, they do not come nicely wrapped with a bow, rather, they are hidden or stuffed in an old sock.


This tradition began one cold night long ago in the early days of Leram. There were three Burrower brothers that would sneak out of the Tunnels at night and arrive at random homes all over Leram stealing the possessions of whatever household their tunnel brought them to. 


The brothers would keep stealing until one day they found themselves at the cottage of a witch. This witch, Calais the Frozen Hand, had a beautiful cottage made of ice. When the brothers entered the home they were surprisingly warm. The home was magnificent and scattered everywhere were ice statues.


As the brothers passed the statues they noticed something odd; none had pleasant faces upon their faces. The statues had expressions of shock and horror. Before the brothers could realize something was wrong, Calais the Frozen Hand returned. 


The brothers attempted to hide, though their cover was blown when an ice statue shattered in fragments of ice, bone, and frozen blood. The 3 Thieves of Winter would be turned into frozen statues by Calais the Frozen Hand.


It is said that somewhere off the outskirts of Irontown the statues of the Three Thieves can be found. They cannot move nor melt in the sun. However, on the night of the Three Thieves of Winter the statues disappear from their resting place, ready to steal from the living one last time.

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PLACES, DOMAINS, KINGDOMS, OF LERAM

IRONTOWN

Lord Iron's family has been running Irontown since its creation. Initially, Irontown was made up primarily of Daengard and Burrower traders, but soon grew into a bigger metropolis, bordering the Deadwoods.

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THE WELL

An ancient Kingdom created by the Elves. Only the Fae and Elves are permitted to enter the Well. The Well is said to hold secrets of ancient magic not known to modern Leram.

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HEL'KUL

The Orcish Kingdom has become a refuge for Duchess Daisy Cogwheel's Goblins. Together she and Thane Ra'kash Shur'kal work on protecting the lives of Orcs and Goblins. Other races are welcome in Hel'kul, though some may be hesitant due to the Orc's history.

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THE TUNNELS OF LERAM

Early Burrowers constructed a series of tunnels that stretch all over Leram. Any Burrower will tell a non-burrower NOT to enter the tunnels because of cave ins and the 'Mole People'.

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THE AFTERLANDS

Death comes for everyone. An Undertaker, one of Perelious the Gate Keeper's many servants, will lead a deceased soul to the Afterlands. The Afterlands opens to all regardless of wicked or good deeds, however, behind the gate may differ for each soul.

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BURROWDORE, THE BURROWER KINGDOM

Contrary to popular belief, the Burrowers built their kingdom above ground into a mountainside in the far north. The Burrower Kingdom is a stunning piece of architecture that races are more than welcome to, though, they will have to trevass a dangerous mountainscape just to see such a sight

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TINKERTUN

Tinkertun is the most technologically advanced Kingdom in Leram. While Gnomes often competed with Goblins in regards to technology, after the Goblin Civil War it was obvious that Gnomes had become the leaders in technology. Tinkertun is run by a group called the Gnomish Council.

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THE RED PALACE

After overthrowing House Ravenmoore, House Harrod became the leading Daengard House. The Red Palace is home to Queen Estrova and a wealthy group of militant Daengards.

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THE DEADWOODS

Bordering on Irowntown, the Deadwoods used to be the watery territory of the Sirens of the South. However, after a period of fighting the encroaching Daengards the Sirens of the South one day disappeared. The waters dried up creating the Deadwoods.

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