About
Legynds is a fully immersive live-action fantasy experience built on 25 years of adventure and storytelling.
Now the story continues, bringing the fantasy, the thrill, and the complete immersive experience that players love, while expanding the world with deeper lore, richer roles, and new possibilities.
More than an event, Legynds is a gathering of ambition and adventure where adventurers, traders, storytellers, heroes, and villains shape the world together, forging lasting bonds.
The World
The world you are entering is called Mythir; a land of rising powers, ancient mysteries, and stories waiting to unfold. Here, adventurers, diplomats, traders, storytellers, heroes, and rivals will shape the fate of the world.
This is not simply a story you watch; it is a world that evolves through the people within it. Help shape what Mythir becomes.
Characters
Become the creator of your own original character, ancestry, trade, and story. We believe in unlimited character creation. Build any character you can envision, whether it be a skilled warrior, a mysterious wanderer, a noble elf, or a cunning rogue.
Your character will belong to a specific Lineage. You will choose among the five unique bloodlines as the foundation for your character. Five skill-defining classes will set the path for your character to develop their abilities, thus defining their story.
Choose wisely.
The lineages of Mythir are varied and distinctive, each from their own region with a unique culture. With five peoples and countless origins, choose your blood.
Humans
Humans
Humans are the most varied people of Mythir. They are the builders of empires, keepers of oaths, and the wanderers of roads. Humans are driven by ambition, duty, and the belief that civilization is worth fighting for. No two are alike, and that is precisely their strength.
The people of Aquillis and the wider Empire of the Red Eagle are proud, disciplined, and descended from those who fled the fall of ancient Phyria. They are known for ordered society, deep respect for lineage, and military service. To outsiders, they appear stern and formal, clothed in symbols of an older imperial legacy. Yet beneath that severity lies a people who see themselves as guardians of memory, law, and endurance.
The Mythirians are the folk of the old heartlands, people of ledgers, law, oaths, and civic duty. They dress as if order itself can be stitched into cloth: tabards, sashes in house colors, seal-rings, and travel cloaks clasped with careful insignia. They believe society is built stone by stone, and that a person's word should weigh as much as a blade.
Road-kin and tide-kin, the Wanderers are people shaped by motion, memory, and the hard-won craft of staying alive between settled places. Some travel in caravans across old trade routes, living by tinkering, performing, and knowing which towns welcome strangers. Others are sea wanderers, thriving on salvage and the unspoken rules of dockside life. They prize reputation over titles and carry news faster than any lord's messenger.
The Cyridians are a people hardened by surveillance, cruelty, and the constant lesson that obedience is safer than honesty. They dress in practical, subdued layers such as sun-faded wraps, hooded scarves, dust-stained cloaks. Cyridians learn early to read rooms, weigh words, and keep their true thoughts behind a still face. Some become ruthless enforcers, while others become smugglers and desert-runners. Every conversation is a negotiation.
The Ishi are a people of Hira Suul, forged in war, honor, and ancestral duty. They are born from old civilizations along the Wu Yien River. Their history is marked by the long feud of great clans, the Thousand Year War, and the terrible coming of the Void. To outsiders the Ishi seem stern and disciplined, but beneath that steel lies a culture of poets, warriors, teachers, and healers still carrying the weight of a lost homeland.
Highlanders
Highlanders
The Highlanders are born of ridge, glen, and stormline and are clan-bonded survivors. They measure a person by grit, hospitality, and whether they stand their ground when the wind turns mean. Their customs run deep, their loyalties run deeper, and their songs keep the names of the fallen alive.
The Kael are the hardy, clan-bound inhabitants of ridge, glen, and stormline. They are plain of speech, deep in custom, and fiercely loyal. Their oaths are spoken before witnesses and bind as tightly as blood.
Karralyns are the hard people of the Karralys Mountains, a northern Highlander culture that believes it arose from the mountains themselves. Tempered by bitter cold, raid, feud, and clan loyalty, they prize courage above comfort. Though often dismissed as simple barbarians, the Karralyns possess deep traditions of skalds, seers, war songs, seasonal festivals, and sacred places such as Valiangrad.
Icelanders are the fierce seafarers of the Dark Ice Isles who believe true men and women were shaped from ice. Strength, courage, and honor are the measures by which a life is judged. Their settlements cling to the sea, for it feeds them, carries them, tests them, and claims them. Icelanders organize around clans ruled by Jarls, seeking deeds worthy of saga even when death stands near.
The Dorai are the tough nomadic horsemen and shamanists, wary survivors shaped by a great exodus when darkness and Nether-beasts consumed their former homeland. Driven by sacrifice, endurance, and the wisdom of their spirit-guides, the Dorai feel free, proud, spiritually grounded, and shaped by a history of flight from a doom their people still remember.
Elves
Elves
The elves of Mythir are as varied as the lands they inhabit. They inhabit the lands of the high courts of silver and etiquette, the sun-scorched desert borders, the drowned reefs, and the lightless underground. What they share is patience, precision, and a very long memory.
Long-lived heirs of elder grace, the Everlynn are keen-eyed, precise in speech, and trained from youth to treat etiquette as both art and armor. Since the Blight settled, most High Elves have withdrawn into Silvermist, splitting their kin between those who argue for cooperation with the outside world and those who believe mortal realms cannot be trusted with power. Their isolation is triage: preserve what can be preserved, guard what must not be taken.
The Vanyaryns are boundary-keepers of sun and dust, lean, sharp-eyed, and as unyielding as the desert dunes they call home. They patrol the desert's knife-edge borders, turning back intruders and desperate fugitives alike. Their hospitality is real but ritualized, formal, and never free. A person is measured by what they carry, what they conserve, and whether they respect the old rules that keep life possible where the land offers no forgiveness.
The Naqui are sea-kin of reefs, kelp forests, and drowned stone. They are quiet and watchful and they live by the long memory and laws of the deep. They treat the coasts as contested thresholds where storms, predators, and greedy fleets converge. Trespass is answered the way the ocean answers everything: swiftly, quietly, and without apology.
The Jashkyrn are the grey, ash-eyed folk of cavern-roads and buried halls. They withdrew far underground as the surface grew unstable. Secretive by necessity, they are masters of poisons, shadow-blade work, stone-lore, and the patient mapping of underways. Their reserve is a defensive discipline born of centuries of persecution. They deal on tight terms: information for protection, passage for payment.
Fey Folk
Fey Folk
Fey Folk are the silvery-hued folk of the living woods, bound to the rhythms of root and season more than crowns or city law. They are mercurial and warm one moment, vanishing the next. Their loyalties run deep to grove, kin, and the silent agreements that keep a forest alive. The wild is not their home. It is their covenant.
The silvery-hued folk of the living woods, the Sylvans are swift, watchful, and bound to the rhythms of root and season. They dress in bark-toned leathers and mossy cloaks, marking their skin with sap-inks that mirror leaf-veins. Mercurial and warm one moment, vanishing the next. To them the land is not property — it is a covenant, and breaking it invites consequences.
Stout Folk
Stout Folk
Stone-born in spirit if not in blood, the Stout Folk are hearty, proud, and built to endure. Whether dwarves carving kingdoms from mountain rock, Duavlins trading in wine and favors, or the exiled Kinslayers haunting the deep places, they are bound by these truths: they do not break easily and they do not forget.
Hearty, proud, and mountain-made, Dwarves carved their strength into the Pyranos Mountains and have maintained a vast, stubborn kingdom there through the ages. Famously reclusive, few willingly leave their halls. In war they fight the way they build: patient, unyielding, and brutally efficient. They form disciplined shield lines that are difficult to break and harder still to rout.
No one agrees where the Duavlins first came from, only that they have been part of Mythir as long as anyone bothers to argue about it. They are famously merry folk devoted to good food, strong drink, bold wine, and any game involving wagers. They are just as famous for their love of profit. They excel at mercantilism and have quietly entrenched themselves as lenders and financiers to Mythirian houses, holding debts and favors that weigh as heavily as any sword.
Exiled kin of the dwarves, the Kinslayers are born from a blood-soaked schism that shattered the old empire. Branded with runes of shame and betrayal, they kept the marks and bore them in defiance. Now they dwell far below the feared underways, feared as ruthlessly efficient warriors and secret masters of adamantium. They do not retreat lightly and rarely yield while breath remains.
Your class defines the skills and abilities your character develops, but it never limits your story. Nothing says you can't design a Mage who's handy with a dagger, or a Warrior who spends time in the library. Enable the character you want to become — choose your path.
Warrior
Man-at-arms, soldier, duelist — Warriors stand on the front lines, excelling at feats of physicality and combat prowess. They battle on grimly when others are fleeing, defined by the path they choose and the discipline they build.
Combat · Endurance
Custos
Rangers, knights, spell blades — Custos wields both sword and magic. Suited to battlefield and study alike, they master neither fully, but make up for it in extreme versatility.
Combat · Magic
Mage
Wizards, healers, enchanters, scholars — Mages are the keepers of arcane lore and masters of obscure magics. Each Mage chooses their magical path, selecting the Effects and Spells that define their unique role.
Magic · Knowledge
Rogue
Thieves, smugglers, pirates, scoundrels — Rogues find unconventional solutions to unusual problems. Cunning, guile, and charm are their weapons.
Stealth · Cunning
Artificer
Masters of preparation, coordination, and decisive execution — the Artificer excels not through raw power but through foresight and clever use of resources.
Tactics · Craft
Claim your Bloodline. Follow your Calling. Forge your Legacy.
What is LARP?
What does LARP mean?
Live Action Role Play (LARP) — interactive role-playing characterized by improvisation, acting, and ingenuity. The game unfolds as you make decisions and your efforts succeed or fail. Think of it as being the main character in your own story.
What do you mean by "immersive"?
Immersion means creating a believable, colorful, and exciting fictitious reality. The goal of every Legynds event is to summon a living, breathing world so immersive that every player has the ultimate experience.
Who can attend?
No matter your background or experience, you belong at Legynds. The call has been sent out for all seasoned LARPers and brand-new players alike. Will you answer the call and join us in the story?
Events
Sign up for our mailing list to receive event notifications and RSVP details as they become available.
Join the Mailing List| Date | Event | Location |
|---|---|---|
| Oct 3, 2026 | Meet & Greet | Pickets Mill |
| Nov 21, 2026 | Meet & Greet | Pickets Mill |
| Jan 16, 2027 | Meet & Greet | Fort Yargo |
| Mar 19–21, 2027 | ⚔ First Event | A.H. Stephens State Park |
| Apr 30–May 2, 2027 | ⚔ Second Event | A.H. Stephens State Park |
Join Legynds
Be among the first to enter the realm; stand beside those who will shape it as Legynds prepares to awaken in Spring 2027.
The World Awaits
Sign up for exclusive updates, early-play testing opportunities, player gatherings, and first access to world lore.
The Team
The Legynds team is a group of fun-loving, experienced fantasy gamers who are dedicated to creating something extraordinary for players of all backgrounds.
The Legynds Team — Photo: @angiedodso