Under construction.
Marrow To Thy Bones is a LARP - a live-action role-playing game. You will embody a character and act out their story through interactions with other players, NPCs (non-player characters) and solo play.
While the stories in this LARP are meant to be intense, it is still a game. You cannot win or lose this game; all that matters is that you had a good experience playing it. If you need a break or if the game becomes overwhelming, you can always retreat to an off-game space. Your wellness is more important than the LARP.
Interactions between players are also part of the game. There will be a variety of relationships in this game: familial, romantic, hatred, devotion, subjugation, consuming, toxic, friendship, etc. Playing out these relationships does not, and should not, reflect on who you and other players are out of game and how you feel about each other. You will have a chance to calibrate some of your more important relationships beforehand so you can discuss boundaries both in and out of game.
Under construction.
You will be present on site for two nights. A rough schedule is as follows:
Day 1
13:00 - Arrival
14:00 - Workshops
18:00 - Dinner
19:00 - Time in
00:00 - Sleep
Day 2
08:00 - Breakfast
09:00 - Time in
12:30 - Lunch
18:00 - Dinner
22:00 - Time out
22:15 - Debrief
Day 3
08:30 - Breakfast
09:30 - Cleanup
In this LARP we will be working with several LARP safety techniques. We will practise those in a pre-game workshop.
There are (possibly) triggering themes that come up in several storylines or are an underlying theme in the LARP in general. These themes will be unavoidable. If you cannot handle these themes, it is best to not apply for this LARP.
General triggers
Abuse of power
Codependency
Colonialism/imperialism
Death (of yourself and/or a loved one)
Grief
Hallucinations
Madness
Some triggering themes are written into certain storylines. It is not always 100% guaranteed that these themes will come up. The player's handbook will detail which storylines deal with specific triggering themes, such as:
Cannibalism, genocide, incest, religious zealotry and (attempted) forced conversion, sexual coercion and institutional abuse (backstory only, not in-game), terminal illness.
All characters have a unique storyline with different perspectives on the world and the people around them. Within each group there are ‘true believers’ who are set in their ideological ways, and ‘doubters’ who could change sides in the conflict around the Empire’s aggressive expansion. However, the different factions do all share some common themes.
Play a Necromancer if…
…you want to play to lose.
Marrow To Thy Bones isn’t a power fantasy for anyone. However, the necromancers have it just a bit more difficult than most. Because of the Resurrection Beast, necromancers do not have access to their magic and are affected by the Blue Madness. But the necromancers still hold a lot of power over their cavaliers. Playing a necromancer means playing with a loss of power, increasingly little grip on your mental faculties, and coming to terms with your inevitable death.
Play a Cavalier if…
…you want to play with power dynamics and intense personal bonds.
Necromancers hold a great amount of respect for their cavaliers and know they are dependent on them. However, the necromancer is still the one issuing orders. This can give interesting play in whether the goals and methods of cavalier and necromancer are aligned and what happens when they’re not.
Cavaliers feel devotion towards their necromancer. This can take many different forms. You can lean into and play with this - what does this relationship mean when there’s an inherent power imbalance?
Play a Rebel if…
…you want to be an instigator.
Normally a Blood of Eden rebel wouldn’t stand a chance when face-to-face with a necromancer. But with the truce they hold more power than ever. Will you try to undermine the Houses even at the end of the world, through sabotage, intelligence gathering or by taking direct action? Will you hear out what the House representatives have to say? Can you convince the civilians to join up with your cause?
The rebels hold a lot of power in interaction with the necromancers and cavaliers. Don’t be afraid to use it.
Play a Civilian if…
…you want freedom of choice.
The civilians have little power in the fictional world, but a great amount of power in the LARP. Though each faction has doubters who might switch sides, but the civilians are the only ones who are all neutral on of House vs rebellion loyalty at the start of the game. Rebels and House representatives might try to strong arm you in expressing your loyalty to them, but you as a player are the one who ultimately decides who your character wants to support.
Marrow To Thy Bones IS…
…an experience of tragic existentialist horror.
… a LARP focused on emotions, characters and relationships.
…canon-divergent with events that branch off from the books.
…in a similar tone to the books: edgy without being grimdark.
Marrow To Thy Bones IS NOT…
…a power fantasy.
…a game you can win.
…a reenactment of the Locked Tomb books.
…a game with a happy ending.