Camp of Light

/Camp of Light
Camp of Light2018-10-15T14:43:01+00:00

Sir Rolland climbed the tallest guard tower and raised the horn to his mouth. He took a deep breath and blew. A deep rumble echoed into the sky when as the calling of the Lord of Light was sent to the stars. “Come celestials! Beings from distant worlds. Come archons from the eternal lands, come angels from the lands beyond, come the jinn storm riders, come the gremlins of the clock nirvana, it is time to stand up and fight in the shadow that envelops us, time to sacrifice everything for the sacred flame. Rise and march to the lands of matter, stop hiding between the stars and answer the call of the Lord of Light.”

The camp of light invites every celestial figure, who is not of this world, to join us. The theme of the camp this year includes creatures with non-human characteristics and appearance. Archon warriors with animal heads, extraterrestrials with blue blood flowing in their veins, half angels, fallen angels, rising angels, tinkerers and golem builders, half-giants and whoever you can imagine. Individual figures can join existing groups in coordination with the captains. A group that wishes to join will be assured to have internal game mechanics and plot lines that will suit the nature of the group and character. From blind future readers to warriors with four arms and wings – the gates of light are open and welcoming you.

Come home,

Come to Light.

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Welcome to Light – the camp of Justice and Equality

~Important to Read~

General information:
Light Camp is one of the camps fighting for the Mineral in Castle Forged. Members of this camp are characterized by a shared interest to bring peace and prosperity upon the land, and fight valiantly against anyone who would threaten that peace. Members of the Light Camp swear their loyalty to the Lord of Light, the Avatar who represents this camp, and act according to ‘The Measure’, “HaMida”, a philosophy which states: “One should act against any threat to the principles of the Light by the Measure necessary to remove such threat”. In other words, members of Light Camp may cheat, kill, torture, break agreements, and fight dirty, if these are necessary measures.

The Order of Light first arrived to Castle Forged II (it did not take part in CF I). Two prophets, in two different parts of the world, proclaimed the coming of The Lord of Light, The Calahir and the triumph of the camp in the Mineral War. Lady Ankalima, one of these two prophets, was murdered by the forces of Apocalypse and her skeleton is hung on their flag. The second prophet- disappeared. Rumors tell of another prophecy which remains from him a prophecy of the Golden Warrior.

Light Camp, counting 18 participants in Castle Forged II, and won with the support of Wild Camp and the Caravan (the Town Camp). After the victory, Light proclaimed several decrees, ordering for new trading routes that do not cross the Forests, banishing the Apocalypse forces through their portal to another dimension, sending Iron to exile in a far continent (The Iron Empire), and taxing the citizens of Castle Forged. The decrees still stand, and all the orders were fulfilled.

The alliance with the Wild camp was broken by them twice during the previous CF War, and so our trust in Wild Camp is fragile; this, despite the marriage of the Lord of Light to Zoya, the War Chief of the Guardians of the Wild, at the end of the last CF.

Present time:
Messengers of Apocalypse Camp were seen at the Light Palace. According to rumors, Abraxas, Lord of Chaos, has invited the Lord of Light to his camp for a “heart-to-heart conversation”, and against all expectations, the Lord of Light accepted that invitation. A group of adventurers from Castle Forged Town was sent to the Iron Empress with a mysterious message from the Lord of Light. Upon receiving that message, the Empress started preparing her troops for movement. By the rumors overheard in crossroad taverns, the Lord of Light cancelled her exile to allow her to fight in the upcoming Mineral War, perhaps as an ally.

Light Camp opposes Apocalypse Camp. These two camps are sworn enemies in Castle Forged. There could be possible alliances both with Iron and Wild camps; however a triple alliance is unlikely as Wild and Iron oppose one another. Such alliances are determined only during Castle Forged (and not ahead of it), in line with the actions taken by the camps. Light Camp has strong bonds to the Town people and will protect them if needed.

Camp Structure:
Light Camp is composed of several groups, united by their support of the Lord of Light and their commitment to ‘The Measure’ philosophy. Beyond that, there could be many strange groups. Currently, the following groups are planned:

Axum – a group of African-themed warriors

Order of Light – Paladins and Inquisitors

Children of Light – a group of young players, fighting in the name of Light

The Consensus – A strange nation of crafters, acting in unison and one mind

The Infirmary – a group of healers, marching under the flag of Light

Guardians of the Dragon – An order of warriors fighting in the name of the Dragons

Guardians of the Land (formerly Guardians of the Forest) – a troupe of were-people (animal-people).

(As well as additional groups to be approved in the future)

Each group in Light Camp acts independently. There is no hierarchy between the groups, all are equal in the face of Light. The war council of Light includes a representative of each group.

What makes Light Camp unique:
First of all, all members of Light Camp are committed to loyalty to their camp and the Lord of Light. There shouldn’t be any in-game characters who were part of Light Camp and left it. Anyone joining Light Camp should be aware that treason is considered a terrible crime and his character would be hunted down, and killed (repeatedly if needed) by the members of the camp in case of treason. It is possible to join another camp with a different character.

Second, the members of the camp are committed to ‘The Measure’, which means that players are expected to be more active if the camp situation worsens.

Third, Light Camp is blessed by the Lord of Light, which means that curses, plague, possessions, etc. cannot fall upon the members of the camp as long as they are within its walls. There could be certain complex rituals that could break through this protection.

Fourth, the priests of this camp can prepare and use Sacred Water, effective against demons, apocalyptic curses, etc.

Additional unique game mechanics could be approved in the future.

Logistic information:
Light Camp provides a Sacred Arena at the center of the camp, which can be used by the groups for gathering, rituals, and deep conversations with the Lord of Light. The camp has a front gate provided by the game, as well as an off-character area for camping at night. Camp Funds will be some tens of NIS so provide for logistics, lighting, and central locations (Temple). These funds are additional to group funds, as determined by the captains of each group.

What is expected of players in Light Camp:
We expect each player to be available and responsive to their captain. Certain groups have pre-games to connect the players and characters. Players who want to be more involved in their group, for example by writing lore or organize logistics, are welcome to do so. Each player is responsible for submitting their character sheet and paying the camp funds and group funds on time. The schedule will be published in the future.

We expect each player to organize a suitable costume, which fits the theme of the group and camp, and if fighting, to arrange for a LARP-suitable weapon they can use.

Light Camp players are expected to arrive for Build-up day in advance, set their group structures, support other groups if needed, and help with building the central Camp Location (Temple).

Additionally, all players are expected to stay for camp break-down, until the area is cleared and clean.

Who are we looking for:
We accept players from all ages, and would be glad to recruit you, whether or not your character fights. We need fighters, priests, magicians, spies, merchants, craftspeople, healers, and really anything you can play in the game, to have a diverse and interesting camp. Additionally, we are looking for players who which to be highly involved, for Captain positions.

Light Camp is organized by Noam Avrahami, a seasoned roleplayer and GM, and Heine Bernstein, a roleplayer and Noam-reminder.

We will be glad to help with additional information, direction and explanations.

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The Consensus

This world is full of tales. Some are old wives tales, passed down from mother to child. Some are recorded in libraries as legends of history. Some tales are told in taverns, by those who claim first-hand experience.

At the heart of every tale lies a grain of truth. While some tales closely resemble this truth, others are mere echoes of a truth buried in a deep well, dug by the passage of countless generations.

One such hidden tale is that of The Consensus.

The tale of The Consensus starts with a group of people with a common goal. Depending on who’s version you believe, this goal was godhood, the destruction of foreign gods, or the betterment of mankind by pooling together their strengths and labour.

No two tellers of the tale agree on the composition of the first group, the time and place where it all happened, or what drove the group to take such a drastic measure as they did; but on that measure all tellers agree – the members of The Consensus, by some magic or ritual, linked their minds together. Since that day, they have roamed this earth in search of their goal – whatever that may be.

Rumors speak of a small party of Consensus members who came to Castleforged, following hearsay of The Mineral’s power to mend our world. Maybe if one were to search in the camp of Light, they might be found. Or maybe not… after all, sometimes tales are only myth, and rumors are only words.

The Consensus is not open for recruitment.

Captain: Leor Yamay

Co-Captain: Ben Engelman

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Guardians of the Dragon

We have been chosen by the Dragons.

In the far reaches of the West lies a holy place. The Temple of the Dragons exists long before the feuds of men have shaken the foundations of our world. Only a few have ever been granted the privilege to enter and witness the power of the Ancient Ones and their Mother who rules.

We guard their halls and in return we have been blessed. We do not age. We are stronger, faster and more durable than ever before. We have been granted the gift of Steel, blessed by The Mother herself to enforce her will upon those who would see harm to her.

The Dragon Guard arrives in Castle Forged again!

The group has militant characters emphasized by deep character play and epic character designs.

Captain: Aviad Tal

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Far away, on the southern continent, the Axumites are fighting for their homeland.

Their hearts are pure and their skin is black,

Stable as earth and fierce as the sun,

With spears and shields they fight their war.

The great kings of the past look on them from above, and they know in their hearts that if they are worthy enough, in their death, their name will also be recorded in the stars.

Axum is a remote kingdom, located on the edge of the southern continent of the world, where wild animals roam and savannah grass grows tallest. The kingdom consists of a variety of tribes united under the rule of the “Prophet Queen” Sarabi, protected under the shield and spear of her son, Crown Prince Mufasa.

In the lands of the kingdom live the people of the beast, the rulers of the land before the arrival of men, kneeling before the Axumi crown many years ago at the end of a bloody war. The fighting lions, the wise baboons and the savage hyenas.

So, will you march with us under the burning sun, brave Axumi? Holding a spear and shield and fighting without fear of the forces of evil over your homeland?

Three times, the forces of chaos tried to destroy and conquer our homeland, the rot and hunger of Nurgle, the steel and blood of Khorne and the machinations and tactics of Tzeentch. We trampled them all, we all defeated and expelled them from our homeland with their tails between legs, and now we will bring the war to them, and we will make this evil seed disappear from the face of the earth.

Remember, chaos also has a place in the world, a man without chaos has no life, and he is like a stone lying silent in a field. But when chaos prevails in a man’s mind and passes on to him, he is like a rabid dog, and then there is nothing else to do for him except to kill him for the sake of his suffering to cease.

The Axum kingdom is an African-style group in which the players are people from one of the tribes comprising the Axum kingdom, wild creatures of the continent (the lions, baboons and hyenas) or external figures who have a reason to come with Axum.

The group has a place for a variety of acting styles and characters, as long as they are built or adapted to the African style.

Our game revolves around the conflict between Axum and the forces of chaos and especially Tzeentch. The alliance we made with the Lord of Light and the people of the mountain at the previous games. It will also be full of our rich inner lore – the history and mythology of Axum, as well as art, music and storytelling around the bonfire.

We have a place in the group for about 5 more players, over the age of 18. Mainly for combat (for the energetic ones) and for priests/magicians (for the Lore enthusiasts among you). In addition, a small and cohesive group that would like to join Axum as an independent tribe will also be welcomed.

Captains: Dror Sulami, Sean Avital

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Order of Light

The Order of Light is recruiting!

A group inspired by the crusader orders that operated during the middle ages.

Paladins, priests, troubadours, craftsmen and healers, who wish to join the holy battle of the Lord of Light, are invited to join us.

“You must have heard the ancient stories of the enlightened knights in the service of the Lord of Light, the brave Lady Ankalima, who was revealed in to our world, and through her sword she banished the darkness wherever she went. The wise saint Baldwin, whose purity and goodness could heal any illness to which men fell. The master Galerion, who has forged a sacred weapon, that every enemy who looked at it on the battlefield was dazzled. The daring Sir Roland who, by the well-known sword, “the blade of the sun”, destroyed the wicked Tzeench spirit.

The legendary Order of Light, the spearhead of justice and goodness, with many songs of praise written about it and its holy brethren, was considered, until recently, as a myth, a bed time story. But there is no greater mistake. The Order responded to the call of the Lord of Light in the mineral war, and proudly raised the camp flag above Castle Forged when the city was conquered. And now, we are called to our holy journey again. The Lord of Light calls his knights, and we respond to the call! A new dawn is coming to the world – will you be part of it?”

The Order of Light, or by its full name, “Order of the Sisters and Brothers of the Sword of The Lord of Light in the city of Castle Forged” opens its ranks for further recruitment! The order is a religious order that worships The Kalahir, the Lord of Light, spreading his faith and fighting the evil and darkness of the Apocalypse. The group is, as mentioned, medieval, in the style of the Crusader orders, such as the Templar and Hospitaller Order.

The group is suitable for players who want to play a game that combines elements of religion and a brotherhood of fighters, but also independent and in camp game. The team is suitable for both new and old players. The Order is suitable for people who want to play a combat role as a Paladin of the order fighting for the Castle but also to those who want to play priests, artisans and troubadours who are very invited to join us.

Also, we are looking for another captain who will be able to help manage the team along with me, and will be able to help with lore and logistics.

**It’s important to note – the group is not looking for monotonous and boring figures who will do nothing but fight.**

It has a place for interesting and colorful characters that come from diverse backgrounds, and the Order allows (in a process that is longer than usual..) even former lawbreakers who are willing to atone for their sins.

Anyone interested, or anyone who has a question about the order, is invited to contact Uriah in detail.

Captain: Uriah Rokach

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