The story

Elysium was once a very valuable hub for resources and technology, but greed became the downfall of the outpost and most people moved away.
Some years ago, a new Governor took control and slowly turned the tides. The carefully positive outlook was destroyed when it was revealed that the Governor had associated with raiders to protect the outpost in exchange for caps. The citizens did not want to pay for protective services any more.
After the reveal, things turned worse for Elysium, and the outpost, which now stood powerless and without protection was nearly destroyed in its toughest year yet.
Elysium survived last winter, but just barely. Raider attacks, shortages, and exhaustion pushed the outpost and its people close to collapse. But with spring and summer came new settlers, refugees and traders, and old friends returned. Along for the ride comes new challenges and resurfacing conflicts. Elysium must stop being just a shelter and become a functioning society again.
Another future for Elysium
Things are changing and always moving, both in Elysium and in the world outside. Power shifts, events happen and affect people, and there is a living, breathing world out there, that also reflects within Elysium.
To help make the world feel more alive, and to help players add content to their play, we are intriducing something we call Tracks and Hooks this year.
What is this Track/Hook thing?
The track and hook system is a framework designed to generate player interaction and story elements with minimal intervention from organisers. This is voluntary, and it gives no benefit to the players or characters, other than more things for you to play on.
A Track is a thematic plot category that you can choose when signing up, such as siding with a specific goal, investigating a threat, play on misery and drug abuse etc. Within each Track there are Hooks, which are specific instructions or character motivations that you should use to guide some of your characters actions during the event. However, Hooks are NOT meant to be an overall main plot, identity or world changing device. It’s more of a flavouring than a full meal, so to speak.
How the Track and Hook system work
The Hooks are often interconnected with associated and/or counter hooks in other tracks, so that when one player acts on their objective, it naturally creates conflict or opportunities for others. This means the tracks works best if everyone follows their assigned hook.
How you get a hook
After you buy your ticket, you are sent a form to fill out. In that form you have the option to wish for Tracks and Hooks. Once we see how many players want which Tracks and Hooks, we will assign them to those who asked for them somewhere between now and a few weeks before the larp.
Be aware that all Hooks contains at least some amount of scripted behaviour that your character simply needs to follow. You are responsible to make up reasons why, and how it fits your character. Don’t sign up for a Track if you aren’t ready to follow the direction.
More in depth information about Tracks and Hooks can be found here.
