What is Wildlands?
Wildlands is a live-action fantasy roleplaying game. A common explanation you'll hear is that going to a "LARP" (Live-Action RolePlaying) event is like going to a Renaissance festival, but one where you take a much more active role than just shopping and chowing down on turkey legs!

Most Wildlands West events last an entire weekend, from Friday night to Sunday afternoon. While at events, players pretend that they're in the mythical city of Onyx Hollow that exists in another world. Participants dress in vaguely medieval costumes and make believe that they're someone else while in Onyx Hollow, someone who grew up in the world of the Wildlands. When players speak to each other during games, they speak "in character," say the things their character would say and talking about things that exist in the Wildlands world. Game play does not stop during mealtimes or at night. Players eat their meals in character, and even if you can't play your character while you sleep, the game goes on without you as others may still be awake and acting in character.

What can my character do?
There are areas in life where you excel. It may be what you do for a living, a hobby, or some other knowledge or talent. The things you can do are collectively your "skills." Your Wildlands character has skills, too. They may not be things that you can really do. For instance, you might be a computer programmer, but you can decide that your character is a blacksmith, a fortune teller, an apothecary, or a cat burglar!

When you design your character for the Onyx Hollow campaign, you select skills from the Wildlands game system for her. Many skills are designed to interact with NERO's combat system and allow your character to wield boffer weapons or cast magical spells. Skills of vision such as Dreamer and Precognition can give your character insight and information into the workings of the Onyx Hollow world. Production skills allow characters to produce goods used in the Wildlands, like weapons, magical scrolls and simple mechanical devices such as wind-up toys and padlocks. For those with daydreams of a character who lurks in the shadows and finds her way by guile and cunning, there is an array of Stealth skills to please. For the merchants at heart, there are Craftsman skills which do not actually produce goods within the game, but provide the character an income simulating craft and trade between events.

So your characters have more to chat about than how nice you all look in your nifty costumes, a group of people volunteers to write storylines to spice things up in Onyx Hollow. That's the Wildlands West Campaign Committee. Like a play or an episode of a television program, each Wildlands West event has a theme and one or more central storyline threads. Usually, there is some kind of conflict, a problem that needs to be solved. You and other characters in Onyx Hollow are free to decide how to try to solve the problem. Sometimes, you can just talk it all out, arrive at a decision, and it's done. Most of the time, this is where the "story" turns into the "game."

It's up to you how to proceed. You choose skills from the Wildlands game system for your character, and those skills are among the tools you'll use to solve the conflicts and problems the storylines offer. Most people play the same character at each Wildlands event they attend. Those characters improve their skills through experience and acquire new ones as they go along. They also meet other characters, form alliances and make enemies.

Is there magic in Wildlands?
The world of the Wildlands is infused with magic. Magic powers most everything, and although it's not practiced in some areas of the world, everyone believes in it. Like the laws of physics or science in the real world, the people of the Wildlands may debate how magic works and how to improve it, or master it, but they all know it works and it's "real."

Some people in the Wildlands who can cast magical spells. NERO represents this with small beanbags filled with birdseed. To simulate casting a spell, you speak a short phrase that's listed in the rulebook (such as "I call forth a magic missile" or "I call upon the earth to cure light wounds"), and throw the packet at your target. If you say the words correctly and hit your target, the spell works. If you miss with the packet, or flub the words, the spell fails.

What about religion?
NERO sponsors fantasy roleplaying games that borrow flavor from medieval times. Although religion played a large role in actual medieval life, we do not wish to offend anyone's beliefs. There is no religion in any NERO game. There are no fantasy gods or demons, and players are not allowed to create their own. Although Wildlands uses the word "cult" to describe some groups, that word is used to imply fanatical dedication to the group's cause, not religious or occult affiliation.

Do I have to play a human character?
Humans aren't the only ones who walk and talk in the Wildlands world. There are other "races" like elves and orcs. Race in NERO never refers to your actual ancestry and appearance. It refers to whether your character is human, elven, orcish, etc. All players are welcome to play all races. If you're 6'4", you can still play a dwarf or a hobling. If you're 4'11" and weigh only 100 pounds, you can still play a gruff ogre-kin! Use your imagination to design your character, not your reflection.

There are over 25 different races in Wildlands West, each with a distinct appearance. The Distinctive Features section of each race description gives you an idea of what the races look like. Players use make-up and costuming to signify their character races. The make-up and different accoutrements used to represent racial appearance can be purchased at most costume shops. The Links section of this site has information on different vendors who sell makeup and costume supplies. Additionally, under each race is a picture of the makeup requirements for that race to help you determine what you will need.

Your character's race determines some of the skills you can select for your character. Some races have abilities that others don't.

I heard Wildlands allows undead Player Characters. Is that true?
Sort of. Wildlands has a race called Cursed Ones who exist in an unfortunate state of half-life, and half-undeath. Follow the link to learn more information about them.

What are the clans and how do they function?
As the old adage goes, there is safety in numbers. The Wildlands world is a rough place. The people who live there have banded together for mutual protection, and these groups are called "clans." Wildlands clansmen are not necessarily related to each other by blood or binding familial relationships. Members of a clan will generally look out for one another, however. Player Characters are not required to declare membership in any clan, but most will probably want to. Clans offer a modicum of protection and guidance, but their most precious gifts are knowledge and training. Only those who have learned the rare and coveted skill of Instruction can pass their knowledge on to others in the Wildlands. Most clans have a variety of instructors who teach the most basic knowledge of weapons, magic, craft, dexterity and vision and some clans are known as masters of one or more realms of knowledge.

Declaring membership in a clan is also a good way to meet other players at the game and form friendships and alliances for your character. The clans of the Wildlands are like "pre-made teams" at events. Although it is by no means required, most clansmen will want to stay with or near their allies.

Can my friends and I make our own clan?
The Campaign Committee strongly encourages you to mesh your team concept with one of the clans listed in the Campaign Book. Although we are happy to review and discuss any new clan proposal you make, the committee has not yet approved any custom clans.

Are there sword fights?
Using NERO-approved padded weapons made from PVC pipe or plastic kite poles and foam pipe insulation covered with duct tape, you will test your swashbuckling skills against those both swift and clever. Perhaps you will come to the aid of a wounded friend outnumbered by the dreaded serpentmen, or maybe you will learn the true value of having a sword in-hand only when you have none and must outwit your opponents or outrun them!

Each type of weapon (dagger, longsword, axe, club, mace, etc.) is assigned a numerical code to represent the damage the weapon can inflict. This number, and a one-word description of the type of weapon (normal, silver-coated, or magical) are collectively referred to as a "tagline." Meanwhile, each character has a sum of "hit points" that represent how many times he can be struck and still survive. Those characters who dedicate themselves to a life of fighting will usually have more points than those who have pursued a more scholarly, less physically rigorous path. Race and armor as well as protective magical spells may contribute to the number of hit points a character has.

As an attacker swings a boffer weapon, she calls the tagline when the weapon strikes ("2 normal" for instance). When hit, the defender subtracts the damage amount from his total of hit points. When a character's hit point total reaches zero, he falls unconscious. There are healing spells and skills like First Aid which can be used to aid wounded characters. (Now you see the benefits of joining a clan and making some friends for your character! It's easier to avoid trouble when you're not alone.)

Do women fight, too?
Yes. NERO sponsors fantasy roleplaying games, not historical reenactments. In the Wildlands world, there is no sexual discrimination. Some of NERO's best fighters are women!

How safe is NERO?
No one has ever been seriously injured using our padded weapons. The worst injuries in NERO history involved people running into trees and tripping over stumps in the dark. Wildlands West events are conducted at state parks, and even walking in the woods presents the need for caution. Be smart, take your time and mind your step. Evading that angry goblin isn't worth risking a turned ankle if you're unsure of your environment.

Sadly, an all too common occurrence is for players to get so caught up in the fun of events that they forget to drink water, eat, and break for sleep! We know you don't want to miss the game. We don't want you to miss it, either. We'd much rather see your character relaxing in the tavern, having a glass of water or juice, or eating dinner with friends, than see you take time out for the "Drink More Water" lecture from a concerned EMT or Campaign Committee member!

NERO does not guarantee the presence of medical personnel at events, although traditionally, there are a few Emergency Medical Technicians who arrive as players. We ask players who are national or Kentucky-licensed EMTs to check-in with us at the start of events. It's nice to know where to find the EMTs for the occasional sprain or bee sting.

How good does my costume need to be?
We aren't sticklers for historical accuracy with costuming in our fantasy roleplaying games. Nice costumes that enhance the medieval fantasy atmosphere make the game more enjoyable for everyone. You'll see some costumes that are truly spectacular, on which the players spent a great deal of time and money. You'll see clans and teams of players with fancy, matching tabards - some even hand-painted or embroidered! You'll also see costumes based on a simple piece of cloth two feet wide and six feet long with a hole cut in the center, or frilly dresses from a catalog. All we ask is that you make an attempt at a costume and keep the atmosphere of the game in mind. Fancy leather boots look great, and many players choose to wear them. NERO recognizes that comfort is important, however, and you'll see many other players wearing sneakers, hiking boots or combat boots. Don't wear neon colors, printed T-shirts, sunglasses, baseball caps, football helmets or padding, or other unnecessary modern trappings. (Your prescription glasses with or without chromatic lenses are certainly alright.)

Bear in mind that you'll be at a state park in Kentucky without heat or air conditioning for the whole weekend. For most events, light, cottony fabrics are probably best. You may want to bring warm hoods or cloaks for the Oathbreaker's Night event in late October.

May I play a nobleman, Knight, Lord or Lady?
No. The world of the Wildlands does not have much of a noble structure. Read the Campaign Book and the information on this site for more information.

May I transfer my existing NERO character into Wildlands?
No. The world of Wildlands is completely separate from the Tyrra campaign run by most NERO chapters (Tyrangel, Baddira, Hawthorn Bluff, Ravenholt). Character and item transfer between Wildlands and Tyrra is not possible.

I've heard Wildlands West is a "low level/low power" campaign. Do I have to start over?
All Player Characters start play at 1st Level, with no more than 22 Build Points. The Wildlands system does not offer Experience Point blankets in exchange for Goblin Points. The only way to advance your character is to play the game.

Wildlands uses a different Experience Point system than core NERO and the Tyrra campaign. Wildlands West also runs just four adventure weekends each year. Because of these factors, character progression in Wildlands is slower than Tyrra. Many players who are accustomed to the higher power levels of the Tyrra campaign world find the "on paper" power level of their new Wildlands characters a bit disorienting at first. In a new campaign world, a certain amount of readjustment to something different is to be expected.

The truth is, Player Characters in Onyx Hollow are very powerful within their environment, despite their comparatively lower level than the average Tyrran PC. Power is in perception. The Wildlands system offers a campaign storyline explanation of why Player Characters are more powerful than the average "offstage" farmers and barrel makers. The whole of the Wildlands world is no more capable than its Player Characters, and considerably less powerful on average.

The Wildlands campaign world is a fluid one, and it responds to the actions of the PCs, usually immediately. Every single character in the Wildlands world has tremendous capacity to affect events around her. There is no greater power Player Characters can wield in any campaign world than the ability to affect and shape the world around them. Wildlands is designed to give Player Characters that power.

What are the main differences between Tyrra and Wildlands?
There are many differences between the Wildlands campaign and the Tyrra campaign of most NERO chapters. In brief, the Wildlands system is based on core NERO rules, but has added over 20 new races, over 30 new spells and many new skill sets and abilities. Many Logistics functions and other matters handled outside Tyrra storylines are incorporated within the Wildlands game. The conversion of money to Experience Points and then Build Points is an in-game process of magic in Wildlands. Your unspent Experience Points are the measure of your "Inspiration." Learning takes time, after all, but magic can inspire the spirit to learn quickly - even immediately. There is no between-games character update at Wildlands West. Game monies must be delivered to magical junctures during the course of the game, and skills can be updated on-the-spot. Magical "junctures" are in-game areas, however, and if characters can't get to them during events, they can't turn in money, can't buy Inspiration, and can't update skills!

Most differences between Tyrra and the post-cataclysmic, lawless Wildlands are in the campaign settings and storylines. Please see the Wildlands West Campaign Book for details.

How do I transfer my previous Wildlands character into Onyx Hollow?
Character transfer between Wildlands West and the previous Wildlands campaigns sponsored by NERO is not currently open.

What are the differences between Onyx Hollow and the previous Wildlands campaigns?
Wildlands West has created their own version of both the rule book and the Campaign Book. All changes to rules or even errata to the core NERO rules are self contained within the book. The primary changes are to some of the races makeup, some of the skills within the game, or most notably the changes to the Cursed One race. Please refer to the Campaign Book for further questions.

Do I need the rulebook and Campaign Book?
No. The Campaign Book has both the rules for playing this NERO chapter and all the setting information for Wildlands West's Onyx Hollow campaign. All players, including veteran Wildlands players from Harkenwood, Everhold, or Carrion Scar, are encouraged to get the Wildlands West Campaign Book and read it cover to cover, preferably before coming to an event.

How much do Wildlands West events cost?
Adventure weekends usually cost about $45, but your first adventure weekend is just $25.

Event fees do not include food. Wildlands West does not promise to maintain full cafeteria/tavern service. A full dinner is usually available on Saturday nights for about $6. Light snacks and a variety of drinks are available at other times at reasonable prices. Players should bring their own food supply, and watch the message boards to see what sort of tavern service will be availble per event.

You are required to also join NERO as a member, which costs $25 each year. Membership in NERO is required to play, and it also has benefits. It allows you to use volunteer credits ("Goblin Points") to help pay for events.

Do NPCs and other volunteers have to pay for events?
No. Wildlands West does not charge its volunteers for supporting our game. We feed our volunteers and do our best to see each of them housed comfortably and with friends. We guarantee a mattress for every volunteer and do our best to find a bed frame for everyone as well. Bed frames are in shorter supply, and if you arrive late, you may have to settle for a mattress on a cabin floor. More information about the rewards for volunteering for Wildlands West are available on this web site.

I'm not sure about this yet. May I come watch a game first?
Like a poker game, watching Wildlands West isn't nearly as fun as playing it! While we are more than happy to give observers a tour through one of our events, we caution you that you'd only see a small part of the big picture, and experience little of the fun. The real joy in live-action roleplaying is jumping right in and participating. There is no prior experience with roleplaying games, Renaissance festivals, fencing, or theatre that is quite like live-action roleplaying. Everyone who plays was new to it once, too, and likely just as confused and unsure of what to expect. Wildlands West players tend to be very helpful to new players, and are usually willing to "take you under their wing," so to speak, and show you the ropes. You'll be surprised how little time it takes to feel comfortable with the game.

Some first time players choose to volunteer for the game before creating Player Characters of their own. The volunteer experience allows you to see many facets of the game and give you an opportunity to make friends within the organization. The Campaign Committee is happy to show you the basics of NERO combat and spellcasting. We'll make sure you get the opportunity to try your hand at different skills and playing different races from the Wildlands world. We have costumes and boffer weapons available for volunteers (although bringing your own is always helpful, and usually a little more comfortable for you).

To make arrangements to volunteer, observe a game, or just ask some questions and meet other Wildlands players face to face, contact the Wildlands West Campaign Committee.

Who plays Wildlands West anyway?
People like you! 60+ Player Characters and 30+ volunteers age 14 and up participate at Wildlands West events. The average age of Wildlands West participants is about 24. Wildlands' gritty atmosphere, challenging combats, cerebral storylines and emphasis on characterization and roleplaying give the game a more mature feel than some campaigns of comparable size and player composition. All participants at Wildlands West events are required to read and sign the campaign's honor code. This promotes fair and fun play and tends to discourage players with unfriendly, competitive, destructive or just plain bad attitudes from coming to Wildlands.

People come from all walks and stages of life, occupations, educational backgrounds and areas of the country to play Wildlands West. About 40% of WLW players come from outside Kentucky for events; a dozen or so people caravan in from Georgia for every adventure weekend!

College students and families, bankers, IS professionals, artists, writers, lion tamers, wrestling fans, clergy and military personnel all come to NERO. Get to know your fellow players. Chances are good you share your profession, alma mater, hobbies or just favorite books and movies with many of them.

Count me in! How do I join?
Event Registration information is available on this web site.