consisting of competent officers, educated scientists, hard-working crewmen, hopeful settlers and brave soldiers, sets off onto an unexplored island in Northern Canada. In the name of the British Empire and by order of the Admiralty, they are hoping to claim, charter and settle those wild lands.
We are telling the story of a group of British explorers, sailors and settlers who get lost on an expedition, encounter unexplainable things in an unknown land, run out of supplies and in the end
Make no mistake: we are playing on the bad side of history here. The game will not be an off-game glorification of these themes but allow us to explore them in a safe space and enable us to reflect critically. The story will not have a happy end.
Participants will come from different parts of the world and bring different cultures to our game. To ensure everyone’s emotional and physical safety, we will use a few basic sentiments as the foundation for our play together.
While this larp builds on a strong foundation for organizer-written plot, we expect players to take initiative to enhance their own game, both before and during the event. We can assist you but you are just as much part of making this experience as we are. We need you to be responsible for your own well-being and fun and actively speak up, seek help and put in the effort to make this experience good for yourself.
The stories we wish to tell are driven by narrative first, by logic second. This order is very important to us as we prefer a story to be beautifully told rather than for it to make 100% sense. That’s why we would like our participants to let their in-game decisions be driven by the questions “What creates the most play?” if they are in doubt.
The stage of this larp is a shared one and as such needs a certain empathetic recognition of where your own bit of stage ends and that of another begins. We want our players to play each other up, highlight each others’ characters’ strong suits and thus be able to trust in each other to respect everyone’s bit of stage.
That way, we can tell the story together, rather than have it be a one-person-show.
We won’t be releasing a gap-less world-building in which the workings and structures of this world are 100% set and explained - we would much rather leave room here and there for you to fill. That means that we expect all participants to accept each others’ ideas and conform to a certain amount of “bullshitting” when gaps are being filled. Get used to saying “Yes, and…” and weaving your own thoughts into an idea that someone else presents you with during the game.
Naming discovered thing | Raising flags | Walking through the forest exploring and gathering resources | Witnessing or being involved in violent conflicts | Cannibalism | Playing on punishments e.g. chores, physical harm, up to execution | Cleaning things | Building things | Making music | Following bad plans | Kissing your lover in secret | Exploring sexuality in a suppressed environment | Holding a Sunday service | Experiencing visions, spirits or delirium | Getting addicted to substances | Playing football | Celebrating | Encountering horror elements | etc.
we will not be depicting any racially-marginalised groups ourselves as these are not our stories to tell. We will, however, be informed by members of affected cultures.
If you are worried about less-common triggers that you have, please do not hesitate to ask us about it. We are also open to questions about if/how those triggers can be avoided but we cannot promise it’s possible. Most of the situations will be designed in an opt-out way rather than an opt-in experience.
Note: We do not expect ableism to be a major theme or point of oppression but with playing on mental and physical illnesses, it is something that may come up occasionally. We leave it up to the players how much you want to engage with this.