The rules are basically complete, but setting is still a work in progress.
Legend has it that a thousand years ago, the world was a very different and darker place. Magic was a powerful force and powerful mages ruled from twisted fortresses, aided by pacts with dark powers, while inhuman and monstrous magical beings known as “elementals” walked the world, terrorising humanity.
A group of adventurers changed the world and ended this tyranny by performing an epic feat known as the Sealing, largely cutting off the mortal realm from the elemental. Magic greatly faded, and science grew to fill the gap. As the new world was built, the world before became obscured in myth.
In the last few months, strange things have been happening. Thaumaturgy and alchemy have started misfiring in spectacular ways. Strange lights have been seen in forests, and odd creatures have been spotted in isolated locations. It seems that the Sealing is weakening and magic is getting stronger again. Are the dark times destined to return? Or can something be done to stop it?
The ruling Council of the city state of Clare has recruited adventurers to investigate what's going on, and you have answered the call. You may be here because you want to make a difference, for adventure and challenge, for knowledge and power, for coin, or maybe something else...
If you're new to LARPing, you should start by reading our general FAQ.
If you have questions that aren't answered here, you can email the refs.
Quite a few things, but here are some ideas:
The campaign takes place in interactives each Friday, and on linears roughly every other Saturday. Interactives are the regular meetings of the Clare task force to plan, do research, and anything else they might like to do. Linears are excursions in to the wider world, usually with a specific objective.
For the dates of events, please see the main society website. Alternatively, email firstname.lastname@example.org to sign up to our mailing list.