World building
(more may be added later)
To create a bit more of tools and openings for play, both for the larp in general, but also needed for the Track and Hook system. The following text describes some phenomena in the broader ingame world in general, or in Elysium specifically. Please read it.
More fleshed out info/lore may be posted in the coming months. The topics that you need to know something about right now are: The Troika, Citizenship, Spice, The Watch, and the Sickness.
THE TROIKA
Outpost Elysium lies in a vast no-man’s-land. There are no massive, monolithic nations or fixed states left in this world; at least not as people know much about, however, there are several powerful factions operating in the surrounding regions.
The most significant for this larp is called “The Troika.”
“The needs of the community before the desires of the individual. Under our banner, all enjoy the benefits of unity.”
About a two weeks journey north of Elysium, a powerful alliance has taken shape. Three factions who used to be enemies have created a highly organized militia overseen by a leadership council known simply as “The Three.”
In a broken world, what The Troika offers is appealing: genuine law and order, secure trade routes, and high-quality, affordable medicine. They aren’t mindless raiders; they are actively rebuilding civilization.
However, rumors divide Elysium. Some claim the Troika is reasonable, leaving independent settlements inside Troika territory alone as long as they pay tolls and ban criminals. Others whisper of forced coercion, secret infiltrations, and small farmer-communities quietly vanishing in the night.
What is certain is their ruthless anti-mutant policy. Within their fiercely guarded borders, captured mutants are given a grim choice: forced factory labor or immediate, permanent exile (returning means being shot on sight). Any citizen caught protecting a mutant is severely punished. While the Troika doesn’t send
hunting parties outside their lands, their internal borders are ironclad.
NOTE: Elysium is NOT currently part of the Troika’s territory, and no official threats or military advancements have been made toward the outpost. OFF GAME there’s not a black and white answer to the question if the Troika is good or bad.
The Ambivalence in Elysium: The people in the outpost is divided over the Troika’s expanding influence. Some would welcome them, pointing out that
their strict laws are a small, necessary price to pay for real safety, functioning trade, and life saving medicine. Others are highly suspicious, viewing their rigid structure or anti-mutant policies as an unacceptable loss of freedom and humanity.
ELYSIAN CITIZENSHIP
The outpost has created a citizen system for trust, rights and responsibility, and during the larp your ID paper could come to affect your game more or less depending on what you want to focus on.
It will NOT affect who you can larp with or hang out with. At sign up you simply tell us what level of citizenship you think your character has, if we disagree we will let you know. To help you decide we have CHARACTER EXAMPLES under each level. Just to let you know, this is not a “facist-state” kind of documentation larp.
The four levels of citizenship
Citizens of Elysium
Friends of Elysium
Freeloaders
Undocumented a.k.a Voids
CITIZENS OF ELYSIUM
Exactly what it sounds like: these are full citizens of the outpost. Most of them are local residents who try to build a life for themselves in Elysium. In rare cases you can be a citizen but not a local resident, but there is a good reason for it.
Citizenship is earned, it’s not a right. That means it can be stripped away if you betray the community in a severe way or break the law in a really serious manner. To this date just a handful of people have met that fate, again for good reasons.
EXAMPLES: Bar owner, merchant that has a permanent shop, bounty hunter that lives here, but is away on missions every other week.
FRIENDS OF ELYSIUM
Trusted outsiders, frequent visitors, and merchants known by the locals. This is also the probationary status given to newcomers who have started their journey toward full citizenship. This status is a privilege and can be revoked by the Council at any time, but they have to state a reason.
EXAMPLES: Most traveling merchants who have been here before, entertainment groups that come around now and then, those farmers from the nearby area. That fugitive mutant from a Troika controlled area who is really good at smithing and wants to become a full citizen.
FREELOADERS
People permitted to stay in Elysium temporarily. Depending on the Council’s decision this could be for a longer or shorter period. Normally between a couple of weeks to couple of months. This tier could also include former full citizens or probationary status who are on “time out” after they commited a serious crime. They still have basic rights and is treated with some amount of respect (but not all citizens respects them and think freeloaders as a group is a growing problem). Crimes against them are forbidden.
EXAMPLES: Herb gathering adventurers, nomadic mutants, characters who arrive in Elysium for the first time.
UNDOCUMENTED / “VOIDS”
Characters without ID cards or papers. Officially known as undocumented, but commonly called Voids. They are only allowed to stay in the area for a very short time, after that they must secure a Freeloader status or leave Elysium. Though keeping track of them all is difficult, and who really has the time for that? As a result, some just hang around longer and try to avoid getting to much attention. In a strict juridical sense, committing a crime against a Void isn’t actually a crime in Elysium. Voids have no legal rights and stand outside the protection of the law. No one official is going to launch an investigation to solve the dissapearing of a poor Void.
PLEASE NOTE: Gravely mistreating Voids is still frowned upon by normal decent people, and Citizens who commit atrocities against them will likely suffer social consequences or vigilante justice from the community. So this is NOT an invitation to go on a Void murdering spree. But please, do play on treating them with heavy suspicion and plain disrespect.
EXAMPLES: Poor refugees, drug addicted vagabonds, street kids, mercenary groups with mohawks, former citizens who are expelled but cover their face and change appearence now and then to secretly hang around their loved ones.
SPICE IS FORBIDDEN
“Forget weak chemical sludge and boring booze; if you want to actually feel alive in this wasteland, you want SPICE. It is the undisputed king of highs. A vibrant, electric rush that washes away the misery and makes you feel utterly untouchable, even if just for a few hours.
It’s the ultimate escape, very addictive if your not careful, and that’s exactly why the Council is terrified of it. Owning or selling Spice is strictly forbidden, meaning every single dose inside the outpost walls is soaked in smuggler’s sweat and dealer’s blood.
The comedown will make you pay for every second of joy, but ask anyone who’s tasted that golden thrill…they’ll tell you it’s worth every risk. And besides, you can always get more, cant you?”
Note: Taking Spice comes with roleplay consequences. We deliberately made it strictly illegal in Elysium because, simply put, a larp needs forbidden things to create believable criminal play!
The illegal Spice is a concrete mechanism to generate exciting situations, secret smuggling rings, and some actual work for the Guard. It gives you reasons to dive into the criminal underworld, experience the misery of addiction, and play out that thrilling cat-and-mouse game with the law.
Off game, spice will be a powdered candy found in every general store in Sweden.
THE WATCH AND WATCH DUTY
Elysium doesn’t have the luxury of a large, standing army. Instead, security is split into two tiers: The Watch and The Guard.
The Guard (Permanent): A very small core of permanent, official protectors. They help the Council uphold order, focusing on major wasteland threats and severe crimes. (Meta note: These are role functions that we assign specifically to characters, let us know if you want to play one!)
The Watch (Temporary): The Guard can’t be everywhere, so the outpost relies on its own people. Every Citizen is, ingame, obligated to perform Watch duty if necessary. These are temporary patrol shifts. If a Guard taps you for a shift, you are expected to grab a weapon, act as an extension of the Guard, and walk the perimeter of the outpost. It’s a dirty, tiring job, but it keeps the wasteland at bay.
Note: While Track B players will voluntarily seek out these duties, any citizen can opt in to be drafted for a watch. It doesn’t take up much real world time, it’s a fun ingame stroll, and maybe something happens…maybe not.
LAWS AND STREET JUSTICE
Elysium is still very much the wild, untamed place it has always been. There is no fully fleshed out legal system yet; society is still something the outpost is trying to figure out on the fly.
The Guard and Watch exist to protect Elysium from major threats and serious crimes, not to babysit. If someone steals your boots or hits you over the head with a beer bottle, don’t go crying to the authorities.
They don’t have the time or manpower to handle minor squabbles, and they expect residents to sort out their own problems. Frankly, most residents prefer this level of dangerous freedom.
Status is Everything
Because everyday conflicts are settled in the arena or the dirt by the people involved, your Citizenship level acts as your unspoken authority. In a street dispute, a full Citizen will almost always have the upper hand against a Freeloader, and a Freeloader over a Void, regardless of who is actually telling the truth. Furthermore, a person with a lower level acting against a higher isn’t just a squabble, it’s considered somewhat of an insult to the social order.
THE SICKNESS
“Keep your voice down. If you hear someone with that dry, rattling cough, walk the other way. The Sickness takes anyone, citizen or not. It takes anyone, and make no mistake: if you leave it untreated, it will probably kill you.
Cases in Elysium have been rare so far, but with more people arriving, that’s about to change. It starts small: a fever sweat, a dizzy spell. Then the itching begins deep under the skin, until you’re frantically scratching at angry, red rashes, coughing up mucus and blood. No one knows what it really is either… Medicine exists, but it’s damn expensive and rare. The desperate turn to Spice; some say it can cure it, some say it just numbs the symptoms. I don’t know.
What I do know is that the dying isn’t the worst part. Tragedy hits for real the moment you catch yourself scratching, and you look over at the people you love. Because it spreads. Fast. It forces you to make choices you never wanna make: Do something stupid to afford medicine, wander off into the dark to die alone, or stay close and hope your loved ones don’t start coughing, too.”
Even if you don’t choose track G. The Plauge is here?, gameplay around the Sickness may come to affect your character in some way or another, but you will not be forced into playing on it. However, your character has probably heard rumours about the sickness, so please feel free to play into this.
