Governor Cairbre Ó Gallchobhair
Governor Cairbre Ó Gallchobhair is widely regarded as one of the most capable and beloved leaders in the northern realms. Born to a respected merchant family with ancient Emerald Folk lineage, Cairbre grew up among both the sea winds and the council halls. His mother was a priestess of Brighid, his father a noted trade envoy to the Reman coast. From a young age, Cairbre displayed an uncanny ability to mediate disputes, remember names, and leave every room with the last word—and the last smile.
In his early years on the Council of Stones, Cairbre distinguished himself as a unifier. He brokered trade compacts with the Norse jarldoms and secured cultural protections for native Emerald Folk artisans. He is credited with the peaceful reintegration of the Dwarven quarter after the Iron Fissure riots, and for protecting the marshland settlements during the Flooding Moon. He walks among the people often, drinks openly in public houses, and recites old verses to children during seasonal festivals. Under his leadership, Lullin has not only prospered but thrived as a model of cooperation between once-warring peoples.
He is particularly admired for his role in upholding traditions—hosting Samhain rites with solemn reverence, supporting the temple of the Tuatha Dé Danann with generous coin, and sponsoring the arts with both gold and personal presence. His voice carries weight, his signature opens gates, and when he toasts to unity, even long-feuding factions raise their cups.
Class: Noble
APR: 0
Hit Points: 5
Attack: Rapier, Longsword, Dagger, Staff.
Shield Use: None.
Scroll Use: Basic, Spirit.
Ghost Talker: Yes
Stats
Culture: Emerald FolkClass: Noble
APR: 0
Hit Points: 5
Attack: Rapier, Longsword, Dagger, Staff.
Shield Use: None.
Scroll Use: Basic, Spirit.
Ghost Talker: Yes
Abilities
Courtly Intrigue–Poison Use: If you can touch a player with your hand and whisper the word “poison” to them they are considered poisoned. They can receive an antidote from a player, NPC, or pre-determined location. If the target player does not receive an antidote in an hour then they are reduced to 0 HP and cannot be revived until the next morning and must remain a ghost until then. In combat this ability gives you a +1 damage bonus with daggers. Equestrian: Much like the Mounted ability, you may cross river obstacles at no cost. However, you cannot carry any other party members. Drain Energy: This is a black spell packet. You must call out “Drain Energy” when throwing the packet. This spell deals 1 point of damage, and can be blocked by shields. This damage ignores APR. If the spell successfully damages a target the caster gains 1 Temporary HP. (Temporary HP gain may go higher than your Maximum HP, but cannot be healed after it is lost). This spell can be cast two times per day (2x/day) and can be renewed. Mental Connection: He can sense the health, location, and condition of his vampire lord, as well hear any commands.What is an NPC
If you’d like to play, but want to reduce costs, then you can sign up as an NPC or Monster. If you choose to play as an NPC or monster, you may be given a role (perhaps more than one). You can specify a combat or non-combat role. You don’t have to choose a class and culture as an NPC, we will choose one for you. You will receive double experience points, standard starting gold, and are eligible for Royalty Points. You will also get an entry at half price.
THE PURPOSE
Monsters, NPCs, and Staff allow the LARP to run smoothly and help players who don't know exactly what they want to play, or that want to help, and/or need help with discounts to take part in the LARP.
The BIG Difference
between an NPC and an Adventurer is that an NPC’s primary job is to help the story move forward and to help players. NPCs fill jobs like healers, essential townsfolk roles, etc.
Current Location
Ethnicity
Age
Looks mid 50s
Children
Current Residence
The Gov'nors house in Lullin
Sex
Male
Hair
Brown
Height
6'1"
Weight
245
Belief/Deity
Tuatha Dé Danann
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