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The world we play in

We are placing this larp vaguely in iron age central European or what would be called the La Tène era. We are, however, taking creative liberties to a) keep us from having to verify every single decision with historical resources and b) make it playable and fun for a one day event without needing an ancient history degree yourself. 

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Family and heritage matter in our world. Your home, your forests, your settlements, your tomorrow matter - the greater world out there, whatever lies beyond the mountains or the ocean or even just down over the next valley, these things don’t really matter and will therefore also not be designed for. Rome might be out there plotting your demise but that is not what this larp is about and the characters will not know or care. 

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There is trade of course but at this point, it is rather localised. Once in a while, traders from further away lands arrive with goods, but you are tribes of little significance and little resources - you barely get these far away traders. You trade with each other, mostly. 

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We don’t want to go into druidic practices as the history of those is a bit obscure and would be too much to unpack appropriately for a one day event but the core faith stays the same. You believe in the Sun and the Moon, the Kings and Queens of Winter and Falling Leaves, the Witch of the nearest lake and the Great Wolf of the Sounding Hills. You believe in spirits and the unseen, there is magic and power in the land and the world that you cannot wield but that you can pray to and sway in your favour.

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This is not a historically accurate iron age larp. But it is inspired by it and aims for a very grounded, real world aesthetic.

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In our Design document we are elaborating on topics such as gender, sexuality and laws. To give you a rough overview, here are the key principles we use as socially agreed upon rules for the sake of avoiding long judgement passing scenes and instead, giving you guidelines to settle it between yourselves as much as possible. 

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  • A wrong is righted by equal retaliation. If someone steals your cow, you get to take something of equal value from them. If someone kills your brother, you kill theirs. (Though we hope for no killing at this larp.)
     

  • You can challenge someone to a fight for honour which usually stops at first blood. 
     

  • Once a dispute has been settled by fight or compensation, it is dropped and the community moves on. 
     

  • The tribes pride themselves in being honourable. A word given but broken is one of the worst crimes.
     

  • Extreme punishments for the sake of keeping this game grounded would stop at banishments. Executions exist but won’t happen at this game.

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