
GAME STRUCTURE
Routine
With the intention to create a sense of “normality” then have events that will disrupt it, this larp will be using routine as a central element. Each day, characters are supposed to do certain things in a certain order. They have been doing it for years and they think they will keep doing it for years. At first, small elements will change then bigger ones as the days pass (see Acts).
The routine is also meant to create opportunities for slice-of-life moments, low intensity scenes and slow play.
It’s not a closed set of activities that you must follow at all cost, even if your characters might be pressured into that. You will have the opportunity to flesh out what the routine is made of with your co-players during the workshops, even though we will provide you with documents that suggest options.
For example: theoretical magic study will happen every day of the larp. We will give you a few props and some lore elements to use if you want to, but you are free to go in a very different direction from everything we give you. You may want to create more material before the larp. You may want to spend the entire time discussing herbs, making potions or pretending to write down the words of one very wise character. You may start arguing about magic theory with made-up complicated words.
It is also supposed to make your characters feel like they are stuck in this loop, this very strict life with no backdoor, but that is something only you can adjust with calibration and with your inner play. Organizers will never tell you where you should be or what you should be doing, unless they want to make you aware that a scene is happening somewhere.
This routine is yours to adapt and to flavor as you please! (at least, off game)

Act 1 : Home
Most characters still feel at home despite the recent changes, or at least they try to.
Nothing is disturbing the day’s normal routine, except for the new Apprentice’s arrival. Emotions are kept in check, even though some might be a bit tense because of tomorrow’s Harrowing.
There are no violent interactions between templars and mages, with one notable exception that might cause some ruckus in the evening.
The night is uneventful, aside from a few vivid dreams on the templars’ side.
At the end of this day, people are still sheltered from the truth and clinging to their secrets.
We ask that you try to: act normally, enjoy the good parts of your day, keep your secrets and don’t solve your conflicts, worry a bit but not too much, don’t start fights unless you’re a brute.
Acts
Each day of the larp is considered an Act, even though there are no ellipses between the days. The Acts are just a way to signify that we move on to the next step of the storytelling and that this day will have a slightly different atmosphere.
They are meant to help everyone create a slow escalation of the situation.
Pairs will change during Act 2. See transparent schedule to know the exact time of change.


Act 2 : Disruption
It starts to feel like this isn’t home anymore. This is something else and it might keep getting worse.
Templars’ are nervous about the Maleficar and everyone is looking for a culprit. Mages start to act up in small ways. A few violent interactions occur, but the silence might be the worse part of the tension that is settling, as pairs are now forbidden from separating. As Louis-on’s Harrowing approaches, that tension rises.
At night, violence spreads like a wildfire then stops just as quickly. For now.
We ask that you try to: worry more, still seek moments of joy, look for the Maleficar, be annoyed by the new rules and occasionally break them, start small fights, maybe let some of your secrets out, speak to the people you hate but don’t solve everything just yet.
Act 3 : On the Edge
Last night’s wounds are open and bleeding. Old crimes are judged again. Tensions are constant and some might start to break under the pressure.
The tower’s on the edge of a precipice, just about to tip but not quite there yet. People try to fix things in a rush, to take out the fire. Rules are discarded, people scream at each other and confess their last secrets, hallucinations start for a few.
Until the Circle breaks.
We ask that you try to: toy with every limit, make bad choices, be afraid for yourself and your loved ones, take too much lyrium, wonder if blood magic might be the solution, wonder if your friend’s a blood mage, beg people to change, let all secrets out, look for a way out, play all the scenes you want to play (you might not be able to do so during the night).
At the end of Act 3, “the last night” begins.
The echoes
What we call “the echoes” is an opt-in mechanic meant to support internal play and give players a potential insight on how other characters are feeling. If it creates an interesting atmosphere, it’s a nice plus, but it’s not a performance and there is no expectation as to the way you should or should not play it, as long as you stay silent when needed and respect other players’ moments.
This is not an actual scene happening in game, but you can use what you learn during the scene to feed your play in a reasonable way once you return in game. For example, it’s ok to say, “Rowan looks like they are having regrets, maybe I should go easier on them or try to speak to them about it” - but it’s not ok to say, “Gabrielle is about to start a rebellion” if you have zero in-game reason to back it up.
It will likely be a heavy moment for most characters. You are allowed to be there and not actively take part if you don’t wish to, no questions will be asked. You may leave the scene at any time.
This mechanic will be explained and practiced during the workshops, but if you wish to know in advance the questions that will be asked to your character, you will have the opportunity to access them before the larp.
The last night
While “the last night” is planned to potentially be an intense experience, it is not “the most important part of the larp” at all. You are allowed to approach this part of the larp the way you want to and the way it feels right for the character you’re playing.
We encourage people to have all the scenes they really want to have before the last night, because when things start to spiral into murder and madness, you might not be able to create the right occasions anymore. In the same fashion, if you want your last night to go a specific way, please calibrate with involved characters and keep in mind that it might still go very differently. It will be a chaotic moment.


Here is what you should know about the last night of the larp.
A specific music will play: that’s everyone’s cue that “the last night” is about to begin.
The Right of Annulment will be called; that doesn’t mean all the templars will turn on the mages or that all mages will die by their hands.
Before or after that, some of the Mages will likely rebel; that doesn’t mean they will manage to overcome the templars.
Some mages will turn into abominations or invoke demons.
That means many people will die.
There is no secret way to “win” the game. This is not the point. The enchanted door of the tower is closed. If your character thinks they found a way out, it’s probably just a glimmer of hope in the middle of a desperate situation. The last night will be bloody and hopeless, no matter what. People will hide under tables and screams will echo through the tower.
For how long it goes on will depend on the players’ desire to make it last or not. The team will simply make sure it doesn’t go on past midnight.
If you really feel like ending the larp for your character before that last night, especially because of your emotional safety, come to the team at that time and we can work something out together.
Feel free to experience this part of the larp however you prefer, as long as you also respect other players’ needs.
Turning into an abomination
Lore documents will give mages an explanation on how abominations happen and suggestions on how they can portray their character’s progressive possession then transformation if they want to.
As we would rather not have all characters turn into abominations, and not at the same time, we will be pacing this process. We ask that players start asking themselves if they want to be possessed on Day 3 and not before. At that point, they can approach the team to discuss it, especially if they want the possession to be noticed and to be made Tranquil by other characters before it gets out of hand. If not, they have to wait until the beginning of “the last night” to actually turn into an abomination, though there can be small signs that something is wrong before that (again, lore documents will help with that part).
This is a completely optional part of the larp. If no players wish to turn into abominations, some characters can still invoke a demon (played by an NPC) and wreak just as much havoc.
