World of Darkness LARP
Rebuilding After the Fall
Greensboro By Night
Fee: $25.00 (at the LARP)
Premis
The past few decades have been a time of great turmoil and turbulence within the World of Darkness. The Eastern United States have particularly felt the brunt of much of this upheaval. Prior to the summer of 1999 most of the east coast was under the sway of the Camarilla; enforcing the Traditions of Kindred existence and offering protection to those who found it worthwhile to “bend a knee” and “kiss a ring”. All of that changed when the Sabbat attacked, waging an assault from Florida to New York, leaving nothing but devastation in its wake. While the Ivory Tower was able to hold strong within Manhattan, the Sword of Cain’s march left them with the majority of territory. But that was only the beginning.
In modern nights, the elders have begun answering the call of the Beckoning. Full city councils vanishing without warning, leaving their neonates to fend for themselves. The Sabbat has seen fit to chase these elders to wherever it is they’re being called to, waging a new war. A GehennahWar. Many Ancillae kindred have stepped up to take control of the Domaines. New Turfs and Praxis popping up where others have fallen. Greensboro, North Carolina is no different. With the Sabbat squatters of the area now gone, the Anarchs and the Camarilla scramble to take hold of the various territories they lay abandoned.
The Game
Vampire: the Masquerade
The System
Nordic LARP: LARP Lite
Your Host & Storyteller
Voivode Mekhet
Mekhet has been playing and Storytelling World of Darkness games for over 20 years. He has been the Storyteller for many convention events throughout the United States and has partnered with By Night Studios on many projects. He literally wrote the Chapter on Storytelling in the upcoming Hunter: the Reckoning LARP supplement; Laws of the Hunt (5th Edition) and is the founder and Lead ST for Our Worlds of Darkness.
Contact Mekhet at voivodemekhet@gmail.com
Experience Needed
None, just a healthy love for Vampires, roleplaying, theatre and, political intrigue
Preparation
No pen, paper or books needed. No dice, cards or other.
Players are encouraged to have a character concept in mind.
Character Creation
All that is needed for a workable LARP Lite character is a Vampire: the Masquerade concept.
All character creation needs will be provided and as long as the concept is in mind character creation takes just a few minutes.
Available Vampire Clans
The Main Clans
Judges of transgression, intellectuals and lawyers, assassins and blood sorcerers; once known as Assamites, the Children of Haqim have recently joined the ranks of the Camarilla.
Fighters against the system, rebels against injustice, petty criminals, raging rabble, activists, agents of change, warrior philosophers fallen from grace.
The clan closest to their inner Beast, from feral soldiers to folkloric travelers and free spirits, from inhabitants of the urban jungle to boardroom sharks.
Necromancers, Graverobbers, Lazarenes. The Hecata are as much a Family as they are a Clan; the only true Independents in these nights, the separate Clans of Death, including the Giovanni, Cappadocians, Samedi and others have now united as the Hecata. For them, the Family is everything; and if you are not one of them, you will never know how deep the Blood runs.
Winners at life, religious figures, manipulative shadow masters, social climbers, ruthless fighters; once a pillar of the Sabbat, they’ve now begun defecting to the ranks of the Camarilla.
Seers and jesters affected by supernatural madness, psychological masters, oracles concealing and revealing truths and themselves.
The rebranded Followers of Set, refused admission by the Camarilla and welcomed among the Anarchs. Both liars and liberators, seekers of freedom from chains through pain, pleasure, and any other means, occult cultists and preachers, standing between refusal of social norms and true depravity.
Permanently afflicted by supernatural hideousness, they hide in the dark as gatherers of secrets, information procurers, hackers, elusive enforcers, often with a connection to rats and outcasts.
A nomadic clan of masters of misdirection, these rogues and illusionists prefer to not bare fangs for something they can obtain with subtler methods.
Few exist in the modern nights; unlike other clans they are not embraced on a whim. They instead are carefully chosen by their sire to complete a task through their inquisitive nature, nigh-pious with the tenacity to survive through difficulties.
Seekers of emotion, romance, cruelty, beauty… anything that can remind them of lost humanity and sentiment. Artists, divas, social butterflies, appraisers and lovers of beauty.
Scholars and counsellors of the occult; heavily hit by the Second Inquisition, the warlocks guard their secrets of sorcery, hoarding and searching for knowledge.
The Dragons of Kindred, this clan embraces to own. They do not care if their charges live well, but aim simply to control. Those who are loyal to the Tzimisce are often so more out of fear than love.
Vampiric aristocracy, guardians of the Traditions and a pillar of the Camarilla, businessmen and politicians, sometimes archaic traditionalists, sometimes true entrepreneurs.
Clanless
Clanless and curse-less, the only trait that the Caitiff share is not having inherited the bane of the other Cainites and finding themselves outcast by Kindred belonging to any true lineage.
With the thickness of vitae dwindling, the Duskborn are too far removed from Caine to share his curse or reap the full benefits of vampirism. Thrust into the world of the night and disliked by True Kindred, they must survive the night by finding a way in or a way out.