Dammerung 2.4 Rulebook - Living
Dammerung 2.4 Rulebook - Living
Dammerung balances story, emotion, and mechanics while Dammerung is set on a strange planet that draws inspiration from
emphasizing collaboration and community building. It offers our own. We ask that you do not get hung up on ‘This is how it really
rules-light-mechanics and festival-play set in a fantasy world that was’, and instead accept the differences in the spirit they are
loosely resembles Earth in the 9th Century. It takes place in the intended for.
northlands and tells of an impending apocalypse known as the age
They say the age of winters is returning. Ice is spreading down from
of winters. You will spend the weekend becoming a character in a
the north; the south is becoming a desert. Summer wanes and
fantasy world rooted in Norse myth and legend. You will work with
winter maintains its icy grip longer and longer. War, famine, and
your fellow cast members to create stories that will become legends
disaster grip Midgar. Kingdoms topple, Vaesten hordes migrate,
in their own right as the world moves forward and advances in time–
cannibalistic Kraalings and giant-kin raid the Northlands.
After all, this is a Saga LARP, which is to say that each season the
story will progress twenty-five years. Those that came before will be They say that in the south famine and drought have driven the
the stuff of mythic heroism. Dammerung tells the story of raiders, barons and princes to throw off the reins of the Mad King, plunging
outcasts, and exiles trying to survive in a dying world. You will the Crownlands into the fires of war. With the growing Dammerung,
engage in activities like storytelling, music, brawling, duels, warfare, the Twilight of the World, crops have failed, and stars in the sky are
and even learning period-appropriate craftsmanship. fading. The dead no longer rest in their graves, corpses are burned,
buried under great stones or dismembered.
Inspirations They say that the Freeholds of the stalwart Nordvik stand as one of
the few remaining bastions of safety. Refugees and exiles from
Dammerung is inspired by the television shows Last Kingdom, across Midgar are forced to seek refuge in the Northlands. Every day,
Vikings, and games like Trudvang and The Banner Saga. the Shadow, Fire, and Ice grow in strength. Despite the rivalries and
Furthermore, we looked to Sword and Sorcery stories like Conan, as vendettas of the past, the bands of survivors must come together,
well as ancient sagas like Beowulf, where heroism is not so cut and work hard, and sell their lives dearly to preserve their humanity for
dry, and the grey areas a fact of life. as long as possible in the face of growing Dammerüng.
They say the End Times are here.
Inclusivity
Dammerung will be a better experience without real world sexism,
homophobia or transphobia, ableism, or racism. We ask our
participants to respect this decision and to avoid language or
behaviors that could be interpreted as breaking this rule. To be clear,
participants who harass other players or break this rule will be
removed from the experience.
Code of Conduct
Dammerung LARP is a heroic sword and sorcery game set in an
alternate earth-like world in its dark ages. Our story and setting have
created a more gender and racially inclusive cultural situation than
was the case in our own history. However, the thematic time period
represented was dirty and violent and some controversial themes
may come up in role play scenes. We ask that every player be
respectful and considerate to each other. As mentioned, overt,
offensive, racist or sexist slurs aimed at any player’s real or depicted
race or gender will not be tolerated, but there is more to consider. A
live event is one-part theater production, one part improvised: If
your plan is to portray a character with controversial personal
opinions or material in their backstory, we encourage you to talk
with your fellow players before and after game about your role play
and intentions.
Content Warning
aren’t necessarily even related by blood. A woman’s worth is in no
way defined by her ability to have children, and age is not
considered a burden, but something to be respected.
Dammerung LARP contains graphic depictions of violence. It also
contains the occasional use of: loud noises, fog machines, firework Likewise, we want to make it clear that our written cultures are not
smoke, flashing lights and absence of light, nudity (toplessness) intended to be racial divides. They are explicitly religious divides.
depictions of bigotry, depictions of torture and abuse, depictions of Due to generations of intermingling and raiding, ethnocentrism and
graphic violence and injury, and disrespect of religions that while discrimination based on the color of one's skin is not only
based in fantasy, may bear strong similarities to real world religions. impractical, but also ridiculous. This underscores our real-world
commitment to center conflict in Dammerung around familial
Dammerüng LARP can have a strong horror or violence theme. tensions, not race.
Players may be subject to intentionally frightening or shocking
stimulation. Though set in a fantasy world, Dammerung LARP will Through all of this, we seek to provide a safe, consent driven
endeavor to maintain a considerate and researched narrative narrative. If you feel you are unable to participate in collaborative
approach when dealing with depictions of minorities and other storytelling and creating a safe space, then this experience is not
marginalized groups. Dammerüng LARP will not ever condone the for you.
use of sexual assault or rape themes in depicted scenes.
The Design
in the game world,including Dammerung’s directed cast of cultural
strong-arms and religious leaders. After the workshop, play officially
begins on Friday Night, and continues until Sunday afternoon.
This LARP has been designed to explore themes of Intergenerational
conflict, entropy, and community; what brings us together, and what The overarching story is pervasive, but not necessarily driven by
drives us apart. modules or non-player characters. In Dammerung, there are no
non-player characters, simply cast members playing individuals who
We designed the world of Dammerung to be inclusive and not
are trying to survive. You’ll have opportunities to try traditional 9th
subject to the ethnocentric racism and misogyny that are often
century games and crafts, duels and brawling, blacksmithing at a real
falsely lauded as a constant of real world 9th century cultures. To be
forge, shopping for clothes, weapons and armor, battling mythical
clear, we strongly condemn the ideology of white supremacy
creatures, trading riddles with trolls, performing rituals, building
associated with Nordic culture that has been co-opted by hate
dynasties, and engaging in politics and war.
groups. While 9th century earth was a violent place filled with
tragedy, we have sought to break down social barriers, and will not
tolerate the use of real world bigotry or ‘isms.’ The world of
Dammerung has its own social barriers to overcome and real world
‘isms’ are simply not welcome. For example, though this experience
features heavy themes of legacy and the feuding of generations,
heirs are chosen on merit rather than gender or orientation and
2
Basic Rules Game Calls
BE IN CHARACTER TIMEOUT & THE LOOK DOWN
You are the plot, the monsters, and the heroes. Your job is to stay Shading your eyes and looking down indicates that you are out of
in-character and avoid modern conventions. This also means cell character, and should not be bothered. You can use this to pull out
phones and modern equipment are off limits in play areas. (The of a scene and physically exit the area. Saying Timeout to someone
kitchen of each camp is not a play area) indicates it’s time to stop play; this can be accompanied by crossing
two fingers (either in an x shape, or index and middle) for private,
PLAY TO LIFT out of character discussions. However, shouting ‘Timeout!’ means
React to your fellow cast member’s actions in ways that makes them that all play near you should stop.
appear more impressive or cedes the spotlight to another character.
NON COMBATANTS & TOO MUCH
WYSIWYG To signal that someone is swinging too hard or has gotten too close,
We want you to look around and see only Midgar. What you see is say ‘Too much!’ to break contact and reset. Always respect this. Non
what you get. No throwing fireballs, unless you’re using some special combatants must wear a bright orange band. They should never be
effects! attacked, and should surrender if surrounded, or tap out.
ALWAYS REACT CHECKING IN & INVITATIONS
Always react to roleplay and abilities. Do not ignore them or get If you want to invite someone to sensitive roleplay, begin your
caught up in a rules discussion. Reward good roleplay by giving an statement with ‘Mark My Words’ and follow with what you want to
equal performance in response. do. Eg. ‘I’ll torture you.’ This prompts them to respond with one of
the following hand signs:
STEALIN’ STUFF
A THUMBS UP means 'I’m up for that.'
You can not tamper or take others’ props without consent- but some
items belong purely to the Dammerung world and may be stolen: A THUMBS DOWN means 'I’m not up for that.'
Setja Stones, Coins, Treasure, and Food bags. To search for and take TWO CROSSED FINGERS means 'Let’s talk with timeout
items from a fallen enemy, make a show of ‘searching them’ by before we continue.'
patting down their arms. They must then produce any stealable
items they’re carrying. They mean the same thing at any point, prompted or not, so look
for when they’re in use. You can invite someone to use one of these
PERIOD TENTS, STORAGE, & FORTS signals by flashing the ‘ok’ sign.
Never enter period tents, and always store your game resources
visibly, in public areas or on your person. You can’t start a fight SIGN OF POWER
without OOG consent inside the sanctuary unless someone tries to If someone points with ‘the horns’ they are indicating that they are
steal game resources from you. If you are caught stealing, anyone using power or forcing an effect or command on you to follow. You
can command you to put it back and leave the area OR they can should give the caster at least ten seconds of roleplay, matching the
attack you. effort of the casting. If the caster's roleplay is exceptional, you
should give them a more extreme, or longer lasting effect. The
THE DIMHALLS person using the effect may quietly inform you of additional
Do not enter the dimhalls unless you are a troll, invited by one, a information, or lingering effects. Please follow these instructions
kraaling that has been given permission to do so, or if you have the whenever possible. We strongly suggest using lights and FX as well!
ritual assistance of your Osthaler (Game Master). It is considered a
place between realms, and while you can see the physical building
location, it is not truly there to be entered and should be treated as
a magic gate you can not enter.
NEGOTIATION
You can always go off game and talk about how you want a scene to
play out. If you cannot come to an agreement, part ways. If someone
does not want to play something out, your job is to say okay, and not
press. Romance must always be pre-negotiated.
3
Game Effects CONTACT MAY OCCUR… AT ARMS REACH
You can touch or grab someone’s arms from arms length, but other
Effect calls are spoken loudly or indicated by lighting and hand signs
contact isn’t okay without consent. You also can not seek consent
to handle game abilities.
mid battle. Never use strength to over power someone; instead tell a
SPIRITS & INVISIBILITY story together. If someone calls pause and asks you to stop or let go,
immediately do so.
Individuals with an arm across their face like an opera cape are
incorporeal and cannot be seen. Treat them as if they aren’t there.
COMMUNICATING IN COMBAT
BANG SNAPS & PYROTECHNICS When a character uses a special attack or defense, they should
communicate that ability through roleplay. For a weapon can be
Loud bang Snaps cause your condition to drop by one level when honed, allowing it to cut through Tough Troll Hides. Before attacking
you trigger one. This game uses pull bangs specifically. the Troll, they might say “You may be tough, but my blade is sharp...”
Reinforced armor can resist a single blow that normally would have
FEAR breached it. When struck by a two handed weapon, a character
Red lights or Fear calls cause you to make poor decisions, and you might say “You would have had me… if I hadn’t doubled up the
should hesitate to approach the source of your fear for at least ten padding.” Likewise, if someone doesn’t SEE you shoot your crossbow,
seconds. they won’t know they were hit by one! This is a theatrical medium,
so sell the scene!
SICKNESS
Rats props, Trollweed, Poisons, or Sickness calls cause you to be sick
and disoriented until you are healed by a Healer. This effect
shouldn’t ‘take you out’ but does limit your effectiveness. For Rats
and Trollweed, getting within a yard of the prop is enough to make
you sick (With an exception for if they’re on a shrine, in which case
they do nothing unless touched)! Note: Only gardners and
Ratcatchers don’t get sick from these, AND can pick up or handle
the props.
Conflict
The village is a safe zone, but you can be attacked in the wilds at any
point. Cabin interiors are always safe, non combat zones- but during
raiding hours you can be attacked in the village proper. (pg.13). You
can always flash the thumbs down or tap out of combat, leaving the
scene. Typically. your character can not be killed, captured, or
mutilated without your out-of-game consent, but some foes may
mutilate you during raiding hours (pg. 13).
SPLINTERED SHIELDS & SKERA
Blows from a honed weapon (Shouts of Skera!), or from a ‘mighty’
foe destroy a shield. You should discard a destroyed shield to
simulate it being hewn to pieces. A shield can be repaired by a
Metalverker or Outfitter.
SHATTERED HELMETS
If a character wearing a helmet made of bone or metal becomes
wounded or fallen, they may discard it to resist the attack. The
helmet needs to be repaired by a Metalverker or Outfitter to be used
again.
4
Fighting & Combat
medical roleplay from someone with the Healer training, or some
other special effect and then rest for a few minutes next to a fire or
in a chair or bed.
EXCHANGING BLOWS Helmets: (metal helmets) allow you to resist your condition
Combatants make a few attempts to strike at each other, blocking worsening after a clash if you discard it.
and parrying. Attacks can be quick, but should have very little real Shields: protect against any melee or arrow attack hitting them. If struck by
impact force. To convey “force” to the attack, make a wind up, grunt a crossbow, the bearer must choose to worsen their Condition or discard the
or cry as you strike. When a blow strikes you or your opponent you shield as broken.
should make no more than one counter attack or strike in a flurry
before backing off for a moment to Assess and roleplay. WEAPONRY
Light Weapons are generally one handed, often shorter, quicker
ASSESSMENT weapons such as daggers, swords, hand axes, but also include staves
Once an exchange is over take a short moment, a few breaths at and light spears. They may be used to make quick attacks but lack
least to allow you and your opponent to roleplay injury, reactions, the penetrating power to easily defeat a metal armored foe. In such
get better footing, and ready themselves. It is during this brief a situation their best use is to injure the limbs or two hand dramatic
moment that you should think about if an attack hit you in an strike at gaps in their opponent's torso armor.
unarmored location or may have penetrated your armor. This also Heavy Weapons are generally longer, burly weapons which require
gives you or your opponent a moment to decide to flee or start both hands to use and rely on their weight. Polearms, great swords,
moving to a better fight location. Basically: Don’t pulverize each battle axes, and the like, whose killing weight should be roleplayed in
other without ceasing until a fight is over. That is how injuries occur. bigger swings and roleplayed fatigue. It is very hard to conceal a
Heavy Weapon.
CONDITION: HEALTH & INJURY
The Health of your character is tracked by your Condition: Healthy,
Ranged Weapons like bows or crossbows should never be fired
unless you can see your target, and should be aimed center mass.
Wounded, Fallen. All characters start as Healthy. Once they suffer
Draw weight should be no more than 30-35 Lbs. Bows & Crossbows
some sort of injury, damage or what have you, they become
always ignore normal armor but Crossbows can break shields.
Wounded and should roleplay pain, fatigue and stress. If they are
damaged again by something they become Fallen and collapse to the
ground, barely able to move, barely conscious. For a character to
move from fallen or wounded to healthy, they must receive
5
Character Creation ARCHETYPES & THE WAR MAP
The overarching story of the Dammerung Saga plays out, in part,
You can play a character in any experience bracket, or even move
through the War Map mini-game. Every participant of Dammerung
from one bracket to the next between games by accumulating
has some means of influencing the fate of their culture, faction or
Hardships: a term that in this case refers to horrible curses, lingering
group. The state of affairs on the War Map at Yule sets the tone for
wounds, or mental trauma from a storied life of dangerous
the events that will unfold in the next Wheel of Years time jump.
adventures in a harsh and dying world. We encourage research and
Have a mighty Stronghold with many Bondi and Wikkmenn? Your
care when dealing with these issues, and we reserve the right to
people likely thrive or at least survive the passage of time. Are your
change any portrayal that might be considered disrespectful.
people reduced to living in a Hideout, scavenging to get by, pursued
YOUNG OR INEXPERIENCED characters have 3 Trainings, and 1 Talent. by their enemies? Then that is the tale for the coming generations.
MATURE OR EXPERIENCED characters have 4 Trainings, 1 Talent, and at On the War Map, Leder characters will have a settlement token that
least 1 Hardship. they can place in a region. Starting as a moveable Hideout they must
OLD OR GRIZZLED characters have 4 Trainings, 2 Talents, and at least 2 gather followers to join in the effort of founding a permanent Hold-
Hardships. which offers much more protection and benefits. Bondi offer their
services, placing their markers next to their Leder’s settlement,
ANCIENT OR WORLD-WORN characters have 5 Trainings, 2 Talents, and
banding together for mutual gain. Leder’s may ally and band
at least 2 Hardships. Running is difficult, you no longer have the
together to stack up into a Stronghold allowing even more to join
Healthy Condition.
and live in relative safety.
Pick an Archetype Wikkmenn defend against raiders and trolls. Forbyrter raid farms and
mines to steal resources. Misfortunes occur each event that the
Every character has an archetype that determines who they are and
occupants of a settlement must overcome together, pitching in
what they do in Dark Ages society.
resources and effort by Saturday night or face a tale of disaster and
BONDI dispossession! Over time the Map will burn and shred, literally, as
Skilled laborers and artisans, Bondsmann help out all others in the the world dies. The War Map is your way to tell us and each other
hold, forming the last line of defense before the noncombatants. the tale of your people in the End Times!
Bondi Start play with a Bondi token signifying their, or their
family’s, promise to work their Leder’s lands. You can find the war-map and strategy game rules here!
LEDER
Most Leders have a noble bloodline or come from wealthy families,
but some are simply hard-bitten commanders who have rallied
people to a common cause. Leder Start play with a Leder token
signifying a gathering of off stage people in a settlement of some
kind.
FORBRYTER
Raiders and combatants, Forbryter often disregard laws, claims, and
traditions for their own ends.
Forbryter Start play with a Raider Token signifying their cunning
plans to loot and plunder.
MYSTIKER
Mystics are compelling in their ability to communicate and invoke
divine aid. Clerics of Juve, Kraaling Bonespeakers, and petty hedge
mages or prophets are all mystiker. Mystiker can perform rituals to
create shrines, close Trollgates, and generate Blessings. Generating
blessings can only be done once per hour (See page 13)
WIKKMANN
Warriors function within holds as Huscarls, defenders, look-outs, law
enforcement and guards. Wikkmann Start play with a Warrior token
signifying their pledge to fight.
6
Pick Your Trainings Pick your Talent(s)
Roleplay being good at tasks related to skills you have, if you’re not Talents are a characters’ special trait. Talents can be used once
trained, roleplay being bad at it, or failing outright- like dropping a before needing restoration through the Brewer and Cook Trainings,
weapon or shield you aren't used to using. Many tasks don't require Blessings, or Inspiration. If your talent fails to work for some reason,
trainings; for example, anyone can pick up a one handed weapon you may use it again against someone else. Many of these talents
and make use of it. A character may replace old Trainings in-game by are basic uses of some advanced game concepts- especially the
studying under a teacher! mystic ones. You should seek out a teacher in-game to make the
most of them! Your Osthaler can help!
COMBAT TRAININGS
Brute: You can use heavy weapons. MUNDANE TALENTS
Archer: You can use bows and crossbows. Berzerker: Go berserk, healing a wound, but then attacking anyone
Shieldbearer: You can use a shield. near you until the end of the scene.
Trapper: You can set traps using pull bangs and string. Willful: You can ‘trick’ an Enchanter by completing your task to the
Armored: You can wear heavy armor. letter of the law or a technicality.
Strong: You can overpower non-Strong opponents. Always Active.
CRAFT TRAININGS (PG 13) Inspiring: You can Restore the use of another's Talents.
Herbalist: Craft potions and poisons. Gird Armor: You can roleplay tinkering with a Splintered shield or
Metalverker: Enhance and repair metal materials. shattered helm to ‘fix’ it.
Wokaverker: Craft and empower talismans. Hearty: You can rest for a few minutes to remove Sickness.
Outfitter: Enhance and repair natural materials. Diehard: You can remain dangerous while Fallen on the ground for a
short time before losing consciousness.
FAVOR TRAININGS (PG 12)
Heirloom: Roleplay invoking over an ancestral item to reuse an
Tahler: Bards and Skalds. You can tell a tale at three camps to place a
expended talent. Additionally: Once per dawn or dusk the Heirloom
blessing on a shrine with the help of a mystiker.
will give you the will to go on, healing a Wound.
Vandrer: Travelers and Explorers. You can listen to a story or news at
three camps to place a blessing on a shrine with the help of a
mystiker.
MYSTIC TALENTS (INTENSE ROLEPLAY!)
Veithr: Hunters and Scouts. You can range to three Gathering points Enchanter: Perform a ritual on someone that compels them to
to place a blessing on a shrine with the help of a mystiker. perform a task. (As long as it's fun)
Invoker: Impose Fear or Sickness effects on foes.
MISCELLANEOUS TRAININGS Necromancer: Perform runic blood magic to cast Necromancy spells
Brewer: All player-provided ‘booze’ restores Talent use by Resting (Bought at the Market). Aside from Nordvik, necromancy is seen as
and Drinking in a camp or around a fire. evil.
Cook: All player-provided decorum food restores Talent use by Sigilist: Using dangerous and precisely drawn markings you can cast
Resting and Eating in a camp. Sigilist spells (Bought at the Market).
Gardener (See pg. 13): You can handle (2-3) Trollweed at once, and Skafraega: Perform dark magic over a victim to steal some of their
plant them near shrine candles as an offering. soul, healing a wound, becoming Strong for a scene, or stealing one
Healer: Make a target ‘Healthy’ with bandages and surgery, or year of their lifespan for yourself. Aside from the Vaesten, skafraega
remove Sickness Effects with medical roleplay. is seen as unholy.
Rat Catcher (See pg. 13): You can handle (2-3) rats at once, and The Sight: Sense and communicate with spirits or incorporeal
plant them near shrine candles as offerings. beings. Sometimes visions overwhelm you (RP)
Undead: You can’t sprint or speak loudly, but you can become
Healthy after Falling. Must have a Necromancer master and Undead
makeup/costume.
7
Pick a Culture
All Crownlander characters must choose either the Field or
When you pick a culture, you pick a god to worship first and
foremost. Religion and faith is what dictates a character’s faction and the Court:
cultural bonds. In this, you pick one pantheon or one god to revere
above all others. The Field: You are a laborer, soldier, artisan or tradesperson here to
settle the north. You care little for the affairs of the Court, unless you
CROWNLANDERS are forced to. Your lives are often short, and doing the bidding of
people you will never meet. You pay lip service to Juve and go about
Crownlanders are analogous to monotheistic Saxons, Normans and your daily life hoping for as little interruption as possible. Some on
Frankish Europeans in the early Middle Ages and the 1st and 2nd the path of the field are newly devout Cernish Converts.
Crusades. There are also elements of Teutonic knights in the
The Court: You are here to settle the north by bringing culture and
north east and north, while the south has elements of the civility. You’ll accomplish this by converting others to the word of
byzantine empire and mediterranean influence. This is a very Juve, winning friends with foreign goods and honeyed words, or
difficult culture to play, as it expects you to adopt a feudal making cutthroat power plays and seizures of land. You believe the
mindset. pagans can continue to worship their gods so long as they accept
Juve as well.
Gameplay speaking, play this culture if you want to fight against
Outsiders- The Sudelans: Typically,
Sudelanders follow the path of
‘barbaric’ ideology, insidiously spread the word of the one true god,
or serve those who do, exploring what happens when high culture
the court and are analogous to North African cultures in the
falls to new lows. Dark Ages. Any Sudelans concept must be submitted and approved
Culturally speaking, you are not good people by modern standards: before game.
Order knights are indoctrinated murderers, and exceptions are You are here only because your land has begun burning and the
ruthlessly culled. Landed knights are less zealous, but still play their Alakir- ravenous undead, feast on the living. You are likely wealthier
part in the Empire’s corrupt and feudal construct that lauds “the and more advanced philosophically and materially than other
greater good.” Peasants do what they can to get by, while nobles Crownlanders, and while you have different names for Juve and the
ruthlessly jockey for power. Everyone looks to the priesthood for measure, (and other gods as well) the Great Work is still your goal,
guidance. even if by more civilized, or material means.
Politically speaking, your nobility (Kings, Princes, Barons, and
Lords/Ladies) all believe that they are inherently better than your
peasants (menn-at-arms, serfs, and even artisans). The lower class
has learned that revolts quickly get put down, and feudalism is part
of your everyday life.
Geographically speaking, the Crownlands are expansive and varied,
but rain has become scarce. The great storms no longer bring
destruction and renewal, and the land has begun to wither from the
burning, endless summer. The sudelans are practically burning, and
near uninhabitable.
Aesthetically speaking, chainmail, not platemail, with conservative
dress from the Dark Ages. Crownlanders use simple heraldry; one or
two colors and basic designs.
Religiously speaking, You believe in (or convincingly pretend to
believe in) “The Great Work” and practice a religion called Juvenism,
a monotheist faith that exemplifies love, quiet grace, and beauty;
deifying the sun as a being you call Juve and ‘The Measure’ whom
you believe is a saintly, human paragon that once existed as an
extension of Juve. The Empire is an oligarchical theocracy and the
Church and nobility hold equal power. This means that your religion
is often used to fuel unapologetic imperialism. Crownlander
Mystiker Shrines should have at least 2 of the following: Terracotta
or Metal Cups, Copper Coins (pennies), Sun Crosses, Sticks/lines in
radiating from the shrine.
8
All Nordvik characters must choose between the path of
Culture: The Nordvik the Banner or the Wolf:
They Northerners worship the Old Ways, and are analogous real
The Banner: More organized than those following the path of the
world Norse cultures of the Iron Age. Their gods are quite Wolf, Bannerfolk trade routes and raiders cross the known world--
literally the descendents of the norse pantheon of real world building huge temples to the Nysir, forging the best weapons, and
earth, with a twist. Their culture also largely corresponds to creating incredible art. Your oaths are everything, and you honor
real Norse culture. them at all costs, even to your own peoples’ detriment and
destruction.
Gameplay speaking, play this culture if you want to examine the
The Wolf: You live for sailing, raiding, and war. Everyone knows it is
paper-thin line between “getting yours” and Norse honor culture, as the axe time, a time of chaos, yet the Banner folk remain rigid and
well as the hypocrisy of “honorable” people lauding thieves and diplomatic. Your skills are best put to use in battle; and the harder
raiders. the fight, the more it calls to your blood. You live to pick unwinnable
Culturally speaking, you are vicious raiders, and not good people by fights, even to your own detriment, either for sport or as
modern (or dark age) standards. You believe that might makes right,
mercenaries for gold and glory.
and your culture reflects this. The clans only come together
peacefully at ‘Tings’, but quickly turn on each other for the sake of
Outsiders - The Vaesten: The Vaesten are an analogue to Silk Road
“honor” or bragging rights. If given the chance between peace and
proving that you’re better than your cousin, you pick violence every merchants, as well as Slavic, Mongol, and Afrighid peoples. Any
time. There’s no greater glory than besting another Nordvik; Vaesten concept must be submitted and approved before game.
although, if you could stop squabbling, you might form a formidable The roving, horse-riding warlords of the steppes, your once verdant
empire. (Too bad you never can--there’s no honor in bowing.) homeland plains have dried to a barren waste, overrun with colossal
Politically speaking, you are divided. The clans are varied, and there Thursar and other terrors. A collective of the remnants of the eastern
are petty monarchs scattered across the Nordelans, each with lands beyond the horizon, you ride for your horde and sell your sword
dozens of Earls, Jarls, or Chieftains flocking to their banner. Beneath to the highest bidder, all the while giving thanks to the Ancestors as
them, landowning Karls oversee the common folk, known as Thanes. you seek a way to outrun the end.
Finally, at the lowest rung of the ladder, are Thralls or servants.
Geographically speaking, the Nordelans are expansive and cold.
Rocky shores, frigid and desolate, line great tundras and rolling hills.
Islands lay to the west, and are home to raiders and cutthroats.
Aesthetically speaking, the wealthiest warriors wear chainmail and
lamellar (but never plate mail) with a Viking Age helmet. Most wear
Viking Age clothing: layers of cotton and wool. The wealthier you
are, the more colorful it should be. Diamond pattern hoods and
simple over-the-shoulder cloaks are common.
Religiously speaking, The Nordvik worship the old gods, a pantheon
of flawed deities who control the Nine Realms and demand bloody
sacrifice. Every nordvik considers it their duty to comply with these
demands. These old gods are called the Aesir and Vanir, though the
last Dammerung saw them die in battle, with some being reborn
entirely as the new gods, or Nysir. Vott, once known as Odin, was
chief among these gods and took his daughter’s throne in Helheim,
his other daughter; Valfreyja now reigns supreme in his absence.
Nordvik Mystiker Shrines should have at least 2 of the following:
Upright logs or sticks, White Flowers, Depictions of the Gods,
Chalk/Ash/Paint Runes.
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Culture: The Cern
Outsiders- Trolsir: Afflicted with unsightly inhuman qualities such as
patches of discolored or stonelike skin, yellow/strange eyes, claws
and tusks, bulls horns, and cow tails; Trolsir are Half Cern and Half
Cerns hail from the Cerlans and are analogous toLate Iron Age Troll. Passionate, strong, and frequently cruel, they are either reviled
and Early Middle Ages Picts and Celts. A fundamentally fractured or revered depending on their loyalties; those loyal to the Fimrish
culture, the Cerns are refugees and survivors before all else. Conquerors are of high status and look on humans as inferior.
They boldly cling to what few pieces of home they have in the However, Trolsir in the broken clans are barely tolerated by their
fellow Menn. Fimmtroll (Iron Troll) traits are strongly dominant,
cold, strange north.
expressing even in other Troll-Cern mixtures. Horrifically these traits
can lay dormant, sometimes manifesting more later in life or with
Gameplay speaking, play this culture if you want to be a refugee or
age! Trolsir straddle the line between human and monster.
embattled warrior exploring themes of compromise, survival, and
finding joy despite insurmountable odds.
Culturally speaking, you are a hospitable, but divided people. While
most Cern would offer food, drink, and music at the door, others
revel in ambushing travelers on the road as offerings to the gods.
Regardless, your family and their survival come first. Many Cern hate
the Fimrish or troll blooded among them; harsh reminders that Iron
Trolls conquered and settled the Cernlans, visiting countless cruelties
on the Cernish people.
Politically speaking, you are arranged in clanns and led by chieftains
called Rioga. The Cernlans have dissolved into chaos, but many Cern
have taken refuge in the Nordelans; masquerading as Juvites under
Crownlander rule. However, there are still a few stubborn Clanns
that eke a living out in the wildlands.
Geographically speaking, the Cernlans are landlocked and rugged.
Sprawling untamed highlands melt into treacherous bogs, dense
forests conceal hidden druidic groves, and freezing rain turns to sleet
and snow as mountains rise on all sides of the continent.
Aesthetically speaking, You dress for utility, but the tartan plaid is
unique to Cerns. Commonly worn as a cloaks, tunics or pants, tartans
signify one's clann of origin.
Religiously speaking, You worship ‘The Three’ and believe that life
follows a cycle; Birth, Survival, Death. The Three represent that cycle
and all the spirits that exist within it. Balance is important, and your
ancestors are to be venerated; watching and judging from their
grave. You have druids that lead your ceremonies and preserve your
history through story and song. Each Clann interprets The Three
differently, and disagreements are common. Though they worship
the three, many Cerns pretend to worship Juve in order to enjoy
relative safety of Crownlander Strongholds. Cernish Mystiker Shrines
Should have at least 2 of the following: (3) Stacks of stones,
Wooden/Metal Bowls of water, Leaves/Vines/Gourds, Cernish
Symbols (Spirals, triskele, etc).
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All Kraaling characters must choose between the path of
Culture: The Kraaling the Keeper and Seeker:
Kraaling are hunter gatherers who have rejected the Iron no Age,
The Keepers: You believe in the old ways, the most ancient First
living amongst the forests and mountains of Midgard. They are a Gods. The bones hold the power. It is the First Gods that showed the
cult of cannibalistic raiders with inspirations from real world Kraalings how to learn the lessons of their animal children, how to
paleolithic humans, and on a more fantastical note, the Wendol survive the Age of Winters. As a Keeper you seek to preserve the
from the 13th warrior. We reserve the right to change any Kraaling way of life, the true way, to survive and carry on like the
depiction that might be considered offensive to real world Kraaling always have. The First Gods give strength, their children
must survive. The survival of the human species is on your shoulders.
indiginous cultures.
The Seekers: You believe that there are secrets to be learned out in
Gameplay speaking, play this culture if you want to be the
the world, beyond the Kraal. The laws of the First Gods, the laws of
bogeyman in the woods; exploring themes of survival, brutality, and
the Kraal, they hold you back. Whether curious or malign you seek
primal living. You can expect to spend a lot of time in nature being
out secrets the old ways proscribe: uudmann metal weapons and
spooky and learning survival skills.
tools, tales of far off lands, outsiders superstitions and even the
Culturally speaking, the hunt is everything. When the Dammerung
forbidden sorcery of Skafraega. How far does your curiosity or desire
nears, the tribes will grow- adopting and kidnapping the Uddmann
to survive drive you?
(non-Kraaling) to go to ground and ‘hibernate’ with a leaner more
powerful tribe emerging. Your people reject technology not because
Outsiders - Totemic: The spirit-strong totemics take on aspects of
they are stupid, but because they know it means nothing when the
their chosen totem, and through ritual, mind and body merge into
Dammerung comes. They adopt animalistic tactics that help them
one. It is often hard to tell if totemics are truly part animal, or simply
keep mannkind propagating, even through the end times.
wearing them- and in some cases the change is literal and physical.
Politically speaking, chieftains are decided by strength and power,
Their devotion to the totems grant potent magic and are capable of
first and foremost, while tribal elders, totemics, and shamans advise
performing powerful rituals, even as they succumb to an animal
as best they can.
mindset. While the Totemics are the chosen of the Beast Gods and
Geographically speaking, you are everywhere, and nowhere. The
guides of the Kraaling people, corrupted Totemics, known as
Uddemann fear kraaling, for you can vanish into the mists without a
Wudvas, often join the Jotun in their war of extermination against
trace. Some clans make use of the wilds especially well, occasionally
mannkind.
herding large groups of local animals to feed and clothe themselves.
Those closer to civilization simply raid.
Aesthetically speaking, you live in tents and caves, often moving
from place to place. You wear furs and hides with rough spun cloth.
Some tribes cover themselves in mud and paint, while others cover
themselves head to toe in hide and bone.
Religiously speaking, Your clan worships the totem animals Hroki
(Bird), Sefka (Serpent), Ursul (Bear), Afu (Ape), Balok (Ox/Boar/Ram)
and Canu (Canid); often with one revered above the others. You
believe that bones are the true body- to be gathered and revered in
the Kraal Pit of your clan. Eating the dead is part of life and how the
clans maintain their strength- equal parts practicality and ritual.
Kraaling Mystiker Shrines should have at least 2 of the following:
Piles of stones, Skulls and Bones, Hanging Twig Fetishes, Pictograms,
Handprints.
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The Jotunar - Villains
Taking a Human Break: Jotunar is a high demand concept: lots of
animosity, high costuming requirements, the stress of play ‘Bad
Guys’. It is important to take some time to take a break and unwind.
Kra Jotunar are the descendants of the Jotun, a number of All Jotunar should at least some basic human garb to wear when
different species that ruled the world of Midgar before the rise they want to walk around and see their friends playing human
of Menn. Their civilization fell in Ragnarok and since they have characters, eat, giggle, relax. It is also fun to see the game from the
been driven into the wilds and mountains of the world’s edge. human perspective for a short time. Self Care is more important than
the End of the World.
Twisted by their exile the Jotunar have sworn hateful pacts to
extend their lives and gain the power they need to drive humans
If you’re playing a
Waerloga: Not a Clade, but a group of exiles from Troll society,
to extinction and reclaim their world.
Jotunar, you don’t have an Archetype,Trainings, or Talents, and
Waerloga are oathbreakers that have breached the Waer-Oath, that
gives Jotunar their strength and power, by betraying the Jotunar or
instead create your character from the Jotunar Powers and falling in love with a humann. Waerloga are stripped of their power,
Costuming guide. their longevity, and begin to wilt into pathetic human forms, mortal
and frail. Lost between two inimical worlds they are afflicted by the
Gameplay speaking, play this culture if you love over the top memories of the evils they perpetrated or desperately seek to reclaim
costuming and pageantry or if you want to be an irredeemable their lost power and regain the faith of their species that they
monster, literally and figuratively. Your entire purpose is to burn the betrayed.
world of menn to the ground, and laugh while you do it. You will be
moving and fighting a lot as you will be surrounded by enemies on All Jotunar characters must be approved by the Osthaler through
the ticketing page, and must choose a Clade, a type of Jotunar they
all sides and won’t be welcome in Human fortresses.
Culturally speaking, You are extremely petty, and the desire for are portraying:
competition and glory is only matched by your gluttony and greed.
The Fimmtrolls: Irontrolls that rule the mountains and the Cernlans.
Even the least violent among you can be driven mad by finding a
Masters of forge and flame: Their armor is thick and their shields
human more beautiful or perhaps stronger than you are. You are
broad.
long lived, but not immortal. Because of this, you feel superior to
menn in that you were here first, and you will be here last.
The Skogetrolls: Forest trolls that gather in warbands that strike out
Politically speaking, Trolls don’t get along very well, but you hate
from the deep woods in which they lurk. The Skoge also know best
humans even more than you hate one another. You gather in clades
how to slip through the World-Roots via troll gates.
and sometimes courts, playing petty politics that often result in
brutish displays of violence and bloodshed. Take inspiration from the
The Wudvas: Twisted once-men, the Wudvas are bestial and wild.
court of the Skeksis in the Dark Crystal.
Descended from kraaling who devolved into a more beastlike form
Geographically speaking, dominating the northern mountains and
by practicing dark magic, the Wudvas are rapacious in their hunger
wastes of Jotunheim, the Jotunar also have hideouts and lairs within
for manflesh.
many deep woods or bogs of the Nordelans, most notably the vast
Myrkskogur Forest.
Heavily Restricted- These concepts have more scrutiny than most!
Aesthetically speaking, your costuming is extremely varied, and will
The Hulder: Forest Sirens that grow from trees, these alien creatures
likely face higher scrutiny than other parts of the game. You are
put on attractive human forms to lure fools to their doom. Their
inhuman, and should look it. Seek out the Jotunar Powers and
bright green eyes can ensorcel the strongest mind.
Costuming guide for more details.
Religiously speaking, bound to the will of the dark titans Thrym
The Thursar: Stone Giants that sleep for ages only to a wake savage
(Ice), Surt (Fire) and Morrogha (Shadow), the Jotunar have traded
with hunger. Known to eat both flesh and precious metals, when they
their souls for dark magic and resurrection. The Waer-Oath is Law,
are sated they enjoy riddles but kill any who make them feel stupid.
The Waer-Oath is Power, The Waer-Oath is Life. The war to eradicate
the world of Menn is the purpose to exist, for only then can the
Jotunar know peace. They make this sacrifice so that in the next age
their descendants can rebuild the world of the Jotun.
12
DIVINE FAVOR
Mini-Games Empower setja stones by placing Blessing tokens into the box
corresponding to your Gods’ at the Tross. Once placed, these can not
Dammerung has a variety of mini-games to play. You can compete
be moved. Mystiker shrines aren’t the only way to earn Blessing
for Blessings, Treasure, Food, and resources- even against your allies!
Tokens- Even some skills offer them. The more blessings, the less
In the end, superstition reigns supreme- all characters will seek the
‘magical backlash’ you are likely to face!
favor of the Gods through sacrifice and hard work, superseding petty
politics and pig wars.
BLESSINGS
Veither, Vandrer, and Tahler are able to traverse the campsite,
RESOURCES
performing tasks, roleplaying the collection of tracks, stories, and
Treasure and Food make up the game’s economy and can be stolen
news respectively. They can do this to place a blessing token on a
between noon and midnight. If you get caught stealing in a fort, you
shrine with the aid of a mystiker (Who is not them). These can be
consent to being attacked! However, the person who catches you
used to help empower setja stones, or they can be traded to the
can also dictate that you leave the fort without your loot. Resources
Tross for resources.
must be stored out in the open, or in genre-appropriate containers.
No Loot can be kept from event to event - at the end of the
SETJA STONES
weekend, turn everything in.
Setja stones are blue stones invested with magical power, often won
FOOD looks like burlap satchels or knots. in contests or received as quest rewards. They can be used to do
TREASURE looks like wooden boxes or goblets and other loot that’s wondrous things at the witching hour; the stuff of fantasy and wish
spray painted silver and gold. Look for a gold sticker to be sure! fulfillment. More stones confer more power, but without the
MARKS look like coins. Ten of them add up to a single piece of blessing of the gods, the magic may backfire. Setja Stones and the
treasure. magic they bestow must be worked out with an Osthaler. Once
obtained they must be carried in the open, (at which point
HINDRANCES someone can take them from you), or placed near your culture’s
Rats and Trollweed inflict Sickness when you touch or get within a primary altar (as designated by the Osthaler). Once placed, only
yard of them (unless they’re on a shrine). If you have the right skill, your Osthaler can move it, unless it’s raiding hours.
you can pick up these props and place them elsewhere. If you don’t,
don’t move the prop. RAIDING HOURS
At 6-7 pm the village is not safe. Rest inside of a cabin if you do not
SHRINES & OFFERINGS wish to engage with foes, as monsters may attack the village. If you
Mystiker can create a shrine in the wilderness (out of sight from swing on a monster during these times, you consent to receiving a
any forts), and light a white LED candle there. With the help of hardship. Some foes with red glow sticks may cause them outright if
thaler, veither, and vandrers, they can earn blessings Once an hour, if you do not tap out in advance and leave the scene. At 9-12 pm setja
you perform religious roleplay with a thaler, veither, or vandrer after stones appear in the woods and begin charging and glowing. They
they perform their trainings’ roleplay requirement-- you can give can be brought back to your culture’s primary altar for use at
them a Blessing (a blue glass bead) that they must immediately midnight. During these hours, you can fight around setja stone altars
place on the Shrine. Once Three Blessings have been placed, the in pursuit of Setja stones.
Mystiker can remove them. This specific set of three tokens can be
placed in your Culture’s Divine Favor bowl at the Tross to earn a ● No more than 5 people can make an attempt at once.
religious victory, or it can restore someone else’s talent once, before ● Never successfully hit the same shrine twice in one night.
becoming inert. If the Mystiker desecrates someone else's shrine ● There should be at least fifteen minutes between
and turns off the candle, they may take one of that shrine’s Blessings attempts.
and take it for themself. Blessings can not be taken from a ● Charging setja stones are impossibly heavy, and the carrier
desecrated shrine. must walk slowly.
● Anyone carrying a stone can be attacked.
Gardeners can make small gardens near shrines and plant trollweed ● It is generally accepted that the stones drive people to
as offerings to gods or forest spirits. A shrine with trollweed can not madness while charging- so it’s not worth holding grudges.
be desecrated. Trollweed can be traded to the Tross for silver.
Rat Catchers can make offerings of rats at shrines, to be purified. A DVERGISH VAULTS
shrine with a rat can not be desecrated. Rats can also be traded to Dvergish treasure vaults are scattered across midgar. These caches
the Tross for silver. can not be picked up or opened until the conditions written on them
are met and the ‘seal’ is broken. Then, the vault must be taken to the
Trolls can steal offerings from shrines, and use them to cause Ruin
Game Runner and ‘sung open’. The vaults contain magic & treasure,
tokens to appear on the warmap.
but can be stolen from you once the seal is broken!
13
Crafting Guide
pullbangs and string) that a trapper can set.
Honed Weapons (Orange, Green, Red): With a shout of ‘Skera!’, you
can damage the toughest trolls or break a shield. After this attack
Dammerung has four crafting trainings to play with, each with their
lands, the effect is spent.
own flavor and purpose. While all of the recipes listed here have
distinct mechanical results- do not let this be the limit of your
Metalverker: Smiths and tinkerers can Repair Metal shields,
imagination. Find ways to work your craft into roleplay or ritual and
enhance metal armor, and hone metal weapons.
make interesting scenes! That said, using a crafted item should be a
Repairing Shields & Helmets (Red, Green): A broken shield or metal
big deal, and you should never use more than one or two per scene.
helmet is usable again.
Reinforced Armor (Red, Green, Blue): Reinforced armor can resist
GATHERING POINTS & RECIPE MATERIALS one blow that would have cut through it, then the reinforcement is
Each craft requires you, or a proxy to go to gathering points and broken.
roleplay collecting materials for their recipes. For simple ingredients, Honed Weapons (Red, Green, Orange): With a big swing and a shout
any player may gather, but it is encouraged to have a Bondi present. of ‘Skera!’, you can damage the toughest trolls or break a shield.
There are four gathering points located around the campsite. They After this attack lands, the effect is spent.
are identified by colored streamers hanging from trees. Each
represents something different: Wokaverker: Woka are single use talismans of protection and
empowerment made of sticks arranged in shapes and adorned with
Red: Ore, Rocks, Mining feathers, strings, and paint. You can never have more than one of
Blue: Dead Things, Spirits, Bones each type on your person. In the case of Woka, you should always be
Orange: Wood, Animal Products making them with objects found on-site!
Green: Herbs, Plants, Medicine Arrow (Blue, Red, Orange): You can match anyone’s might for a
short time by discarding this Woka.
THE MECHANICS OF CRAFTING STUFF Circle (Blue, Red, Green): You resist the next blow that would have
When crafting from the following recipes, one should always try to harmed you by discarding this Woka.
make the process as realistic as possible. For example- When honing The Star (Blue, Red, Green, Orange): You can ward off a single
a blade, you might gather materials like a good rock for sharpening monster or Troll by presenting this Woka and using displaying the
(Red), Plants for testing the edge (Green), and sticks for kindling sign of power. When they are gone, you must discard this Woka.
(Orange). You should travel to those points, actually gather an item
from nature (Not the ribbons!) at each one, and bring them back to Herbalists: Herbalists can make concoctions that do wonderous
your workshop. Then, you’ll roleplay heating your forge or fire with things, but brewing them is time consuming and difficult. You can
the kindling- banging out the knicks and chips on the edge, before never have more than one of each type of potion on your person.
miming ‘sharpening’ the latex weapon with the rock. This process You should always represent your potions with a liquid or bottle of
should work similarly for other crafts as well. Be creative in how you some kind that someone can either mime drinking, or actually safely
theme your trips and found objects. The more props you can include drink. You cannot benefit from more than one concoction per scene.
and find on site, the better! Note: Each individual item you craft Overuse of any concoction causes Sickness.
requires its own trip to the gathering points specified. Magic Potion (Green, Red, Orange, Blue): Restores the use of a
Magic Talent.
Outfitting: Outfitters can Repair wooden shields, enha nce natural Power Potion (Green, Red, Orange, Blue): Restores the use of a
armors, and hone natural weapons. Mundane Talent.
Repairing Shields & Helmets: (Orange, Green) A broken shield or Drugs (Green, Red, Orange, Blue): Get a character intoxicated or
thick leather helmet is usable again. grant them hallucinations.
Reinforced Armor (Orange, Green, Blue): Reinforced armor can Medicine (Green, Orange, Blue): This potion removes a Sickness
resist one blow that would have cut through it. Then the effect ends. effect, or Wound.
Trap: (Orange, Green) You can create a trap (phys repped with
14
Primary Credits
Dan Comstock for Writing and Design.
Sam Stone for Writing and Design.
Zach Hershberger for Creation and Design.
Secondary Credits
Maury Brown of Learn Larp for Safety Mechanics; i.e.. The Lookdown and OK Check.
15