Dystopia Rising Larp Network
 
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STORY THEMES


The roar of thunder is not the marching of an enemy. It’s not the grind of machines driven across the wastes. The roar is not artillery, or conflict, or a storm that we need to weather. The roar is not the pounding beat of the marching undead.

The roar is progress.

It’s been years since nations across the wasteland came together on neutral ground. Over the years settlements grew, were rebuilt, or redefined themselves with hopes for a brighter future. It’s been years since the political machines of suffering have been overthrown. It’s been years since the gears of war were torn apart by the spirits of the willing.

We are now looking at the potential of a new horizon. We are looking at a new opportunity, a nearly clean slate, and a new world rising from the rubble. Most of the trappings of the old world have been torn down, broken, or reforged into new ideas and new purposes. Those few things that we have allowed to continue onward only do so because they were too true, too final, to have been destroyed in the past.

The war machines of the Iron Works were dismantled and RE-PURPOSED. The fiscal control of the Trade Union was mortally wounded and only exists as a ghost of a world long dead.

This is not a gathering of 12 knots. This is not a gathering of a Trade Union. This is not a call for war, nor the declaration of an enemy in the wastes. We, as a people, face something far more difficult than the fight against what is wrong in the world.

We have buried the dead in the wastelands. Now we must find ways to live in the future.

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“Opening the doors to bringing back the dead and buried is a dangerous act. Bringing the dead back to life requires extensive resources and materials to do so, and whenever we reach beyond the membrane that exists within the Mortis Amaranthine to what exists beyond death, we open the doors to horrific volumes of undead.

This is why we come together. We come together with the hope that our dead can be saved. We come together to fight the threats that leak from beyond the wall of death. We come together to research, learn, and to build from the knowledge of the prior years. We come together to celebrate life by day and to mark the passing of death into night.

The gathering grounds of Helsbreach is where we all travel for this purpose. During the day, a celebration of life, science, crafting, commerce, music, and entertainment in the wasteland is our focus. As the day shifts to night, we hold religious ceremonies, speak to each other of the passing of the world, share what is dead and gone, and use what we have prepared during the day to see who may be saved come sunset and into the night.

We live in the light of the day and celebrate our existence so that we may fight what waits to hunt us in the night.“

 
 
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DAYLIGHT IS FOR LIVING.

FROM THE MORNING UNTIL THE AFTERNOON STORIES AND NARRATIVES RuN AT DEATHCON WILL focus ON ASPECTS OF DAY-TO-DAY LIFE IN THE WASTELANDS. PLAYERS IN CRAFTING AREAS WILL HAVE ENGAGING EXPERIENCES WITH CRAFTERS, WORK TO BUILD DEFENSES, AND ENGAGE IN FINANCIAL TRADE.

PLAYERS THAT ENTER THE WASTELANDS WILL DEAL WITH THIEVES, RAIDERS, BIG GAME HUNTING, VEHICLE FOCUSED SCENARIO ENGAGEMENTS, AND RESOURCE RECOVERY ENGAGEMENTS IN DANGEROUS ENVIRONMENTS.

 

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Nightfall is the time between life and death.

Once the day turns to afternoon and into the first stages of night, stories and narratives run at DEATHCON will focus on visceral horror themes related to life and death. During this period of time, the Sunless Garden will be available for grave dives, antagonists will be undead-focused or death cult focused, entertainment will take on a darker and more visceral nature , and characters looking to return from death have the chance of surviving the grip of the grave.

Players that enter the combat zones or the Wastelands will have high reward and high threat scenarios that focus on visceral horror, morally gray spaces, and scenarios where players need to choose the best of a bad situation.


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THE DEAD OF NIGHT BELONGS TO DEATH

AFTER SUNDOWN, STORIES WILL FOCUS PRIMARILY ON HORROR-RELATED THEMES. EvenTS IN THE DOWNTOWN AREA WILL include MEDICINE, DISEASES, FRACTURES, AND THE SUNLESS GARDEN.

INTO THE DARK OF NIGHT, PLAYERS WHO OPT INTO SLEEPING IN THE WASTELANDS WILL BE FACING NIGHTTIME HORROR, RAIDS, AND NEVER TRULY HAVE TIME OF SAFETY. WHILE THREATS wont ENTER YOUR TENTS (SINCE limited by PENNSYLVANIA LAW), GUIDES THAT GO WITH THREATS WILL BRING BELLS WITH THEM TO INFORM AREAS WHEN COMBAT IS TAKING PLACE. INDIVIDUALS THAT CHOOSE TO STAY IN THEIR TENTS MAY BE aFFECTED BY AREA OF EFFECT CALLS (IF THIS CAUSES BLEED OUT you WILL BE ALLOWED TO OPEN THE DOOR TO your TENT AND FLOP ONTO THE GROUND screaming).

Night raids will not happen in the downtown area or the genre tenting area. so that players can set up shops and hosting areas without worrying about props being damaged


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If you can’t be there, you can still have a story.

If you purchase non-attending tickets for Downfall 2019, you will be emailed a Discord link to an invite-only server for the duration of the event. Once you change your username for the server to your character name followed by your player number, you will gain access to a remote play experience heavily inspired by the original War of the Worlds radio series as well as vote-based choose your own adventure novels. This experience will not require players to be active through the entire event. Instead, broadcasts will include live and recorded segments for players who could not tune in immediately when a broadcast happened.

Help support a team of grave divers who will be embarking on an expedition into the Sunless Garden, and with some help, hopefully beyond the thin veil between life and death.


 
 
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