Hours of play
The larp runs 24 hours time-in, and whenever you are not in the bathroom or your bedroom, you will be in character. Anyone may return to their bedroom at any time and close the door. The closed door removes you from play and you are no longer in character. Only your roommates may open closed doors and doing so also takes them off-character. Staff may check on you as needed. Toilets and bathrooms are also out-of-character. Plot activities will not take place between 1am and 8am so everyone can sleep.
During the larp there will be no organizer-initiated activity between 1:00 a.m. and 8 a.m. If you wish to continue to role-play during this time, please do so away from bedrooms with closed doors and be aware that the organizers will not be available except for emergencies.
Gender, Sexual Orientation, Disability, Race
Immerton is designed to be played by anyone who identifies as a woman on some level. We use an inclusive definition of “woman” and “female” and we welcome trans, genderqueer, and non-binary people who identify as women on some level.
There is no place in the Immerton Community, in- or off-game, for sexism, homophobia, transphobia, ableism, racism, or any other form of discrimination or prejudice. Please avoid language or behaviors that could be interpreted as breaking this rule.
Your character can be straight, bi, lesbian, queer, or whatever you choose. At the larp, sexual preference, pronouns, and race are not relevant as an in-game conflict, no matter where or when your character is from.
Players who are disabled may choose to make their disabilities part of their characters. If they do not, then they will simply be accepted and not become an element of play. Players should not attempt to “fix” or “heal” an off-game disability.
Every character will be in a group known as a Vocation. Every Immerton citizen has a primary vocation, an interest area, focus, or aptitude with which they identify. Every vocation has a leader, an elder who mentors others with the call of this vocation. The Vocations are not meant to box a person into a role, but to give a person a circle or tribe that shares a passion or interest. Your Vocation group members are your closest sisters within Immerton, but there are many ways to embody and represent each Vocation. All of the Vocations together create the synergy of community. None is more important than any other. The 7 Vocations are:
Keepers are those who maintain knowledge, secrets, prophecies, history, wisdom, traditions, and lore for the ages. They are the archivers, the historians, the living memories, those who make maps and systems for retrieval, who ensure the past is recorded and not repeated, who create pathways for others to discover what is known. They also are logisticians who ensure resources are procured, planned, and maintained. Their primary services are: mentoring and teaching, the passing of knowledge; archiving and saving, to create our collective memories; and resource management, to ensure needs are met, and all have access.
Tenders are those who care for and about themselves, others, the environment, the community, the symbiosis, the harmony. Represented by the hearth, they are also responsible for stability and inspiration, passion and persistence, the dual forces of the fire. They may harness or ignite equally as they seek continual improvement of the self and the community. Their primary service is to tend and care: for the gardens, for the community, for the children, for the sick, for the infirm, for the elders, for those in distress, for the environment, for the hearth, for all things that need to be sustained.
Vigilants are protectors of the boundaries, guardians of the sacred space, watchers with a bird’s eye view of synthesis, connection, and separation. Vigilants are open and aware, sensing and protecting. Their main function is watching the borders: of the self, of Immerton itself. Vigilants know what to let in, and what to keep out, what to bring close and what to cast aside. They guard. They watch. They understand. Vigilants may meditate for days, they may stand watch over a ceremony, they may ward and wall-off, or open and welcome. They also cleanse, excise, and cast out. A Vigilant’s ruling is law, as they speak for the safety and health of the community.
With powers of intuition and prediction, of sensing, feeling, and seeing with insight, Seers look into souls and find meaning in daily life. Using a variety of media, such as auras, scars, nature, and energy, seers connect across and through the physical, spiritual, and emotional bodies. Their gifts are discovery and reconciliation, for to see is to know, to learn, to forgive. Their primary service is to counsel, to predict, to trend-spot, to explain through art, poetry, prose, music, dance, or other media what they see, and enable us to see.
Anything and everything that needs building, rebuilding, restoring or repairing, whether spiritual, emotional, or physical, whether mechanical or anatomical: these tasks belong to the menders. Weavers, stitchers, tailors, welders, healers, doctors, architects, tinkers, carpenters, restoration artists, bookbinders, inventors, engineers, counselors, herbalists, apothecaries, pharmacists, technicians, mechanics, plumbers, electricians, bakers, chefs, haberdashers and milliners: all are menders who seal rends, rips, wounds, and cracks, who mend hunger, cold, illness, and toil. Menders’ primary service is to repair and create, and through their work, improve how we feel and interact with the world, each other, and ourselves.
Trained and disciplined, warriors are those who use their physical and mental strength to fight, conquer, or overcome obstacles and battles. Some warriors are also hunters. Their duties include fighting the enemies of the goddesses, of protecting Immerton from intrusion, and of coming to the aid of Immerton citizens across the diaspora who are being abused, oppressed, harmed, or who need assistance with obtaining a goal. Warriors may fight by lending their strength to projects, as team members and supporters. With individual strengths and talents, warriors serve by joining others to overcome.
Walkers among the spirits and the planes, shamans are intercessors between worlds, times, minds. These are the priests who open and close rituals, who perform and transmit what is kept, tended, mended, seen, expressed, protected, fought for. Shamans have the primary responsibility to find Immerton initiates, and to bring them to the world soon after their awakening. They lead the sacred rituals and traditions of Immerton, they summon and channel the spirits of the divine, and seek to balance the four forces of creation, fortification, destruction and reclamation.
(more coming soon)
- Acolytes of Creation, Goddess Innara
- Acolytes of Fortification, Goddess Rahdira
- Acolytes of Destruction, Goddess Ellishara
- Acolytes of Reclamation, Goddess Tohtma
Many of the characters will be incarnations of famous women throughout history. The goal is not to play *as* that person, but to take inspiration, wisdom, and guidance from that woman. Invocation not replication.
Pillars & Crowbars
Each character will be someone’s Pillar. Pillars are tasked with helping their assigned character feel more positive, to give them hope, support, and encouragement. Pillars may seek out their assigned characters over the weekend to be supportive. Characters can also seek out their Pillars when they need support.
Each character will also be someone’s Crowbar. Their task is to be a lever for change, to ask difficult questions, to pry into feelings, to help open and breakthrough. That may include making the other person uncomfortable or to doubt, but it is done with the spirit of “tough love” or “real talk” to help a friend recognize something.
Someone else will be a Pillar and a Crowbar for you.
All characters will have built-in Admirations for two other characters. That is secret information that may be from a past life or divined another way that gives a point of connection and something for those characters to admire in the other character. When they come in contact with the characters whom they admire, they should be prepared to role-play on that admiration, even in some small acknowledgement. All characters, from Initiates to Elders will have admirers and admire others.
This larp has very few rules. Instead it has a number of meta-techniques that are used to control and amend play. These will be introduced in more detail during mandatory pre-larp workshops.
Cut is a safeword that signals that the personal boundaries of an individual player have been crossed and the player needs to extract themselves from the situation, or that someone has been hurt, or does not feel safe. If another player uses this word, then immediately cease the scene. You do not need to give an explanation for using cut.
You may choose not to interact with a scene or another player at any time by covering your eyes, looking down, and walking away. This is a visual cue that the participant (rather than the character) wants to opt out of a situation. This does not represent invisibility. If you use this technique you must leave the area you are in, so you cannot use it to stand and watch another scene.
If you see someone use the Lookdown hand signal, ignore them. Please don’t confront them or ask for an explanation of why they are going or where they are going either before or after. The Lookdown technique works precisely because it’s not questioned. The reason is almost always boring anyway.
- Player 1 shields their eyes and walks away.
- Player 2 (and all other players) continue play as usual.
This game can become quite dramatic. A player could be going for a great performance, slumping over in dramatic sobs that look quite real. Or they could be actually sobbing for real. It’s very hard to tell sometimes, especially if you are playing with someone who you have just met for the first time. For this, we have another hand signal, the “ok” sign. This way you can quietly check to make sure that someone who is screaming in pain for dramatic purposes is not in actual pain.
Flash the ok sign. You can even do so against your body so that it’s subtle.
If someone is okay, they’ll give you the thumbs up.
If they give you a thumbs down (not okay), or a wavy flat hand (not sure if I’m okay), ask them if they need to see their Vocation leader (an organizer in-game) or go to the Sanctuary. You might consider accompanying them, or your asking may be enough. Sometimes when someone isn’t doing okay, they do not necessarily want a lot of attention, so let the organizer handle that part.
The Check-In Procedure:
- Player 1 flashes the “OK” symbol — with the thumb and index finger touching in an “o” and the other three fingers extended upward — to another player and establishes eye contact. This gesture means “Are you okay?”
- Player 2 responds to the signal with one of three responses:
Thumbs-up, which means “Doing fine, no need for follow-up.”
Thumbs-down, which means “I am not okay.” Player 1 responds by coming to the facilitator for assistance.
Flat hand, which means “I am not sure.” Player 1 responds by coming to the facilitator for assistance.
Although all participants will be women, not everyone may use “she/her/hers” as pronouns. We will use the Pronoun Correction mechanic when needed.
Player 1 accidentally uses the incorrect pronoun to refer to someone.
Player 2 says the word “Pronouns” and shows the P hand signal, derived from the British sign language symbol for the letter P. If the player does not have both hands available, just use the verbal cue “Pronouns.”
Player 2 follows the verbal cue and hand signal with the correct pronoun for Player 1 to use.
Player 1 says “Thank you” for the reminder. Play or conversation resumes.
The Goddess Chamber is a black box room where you can go in order to play out scenes that are out of time or space for the larp. You might want to experience a scene from your character’s past, or a “what if…?” scenario from their future. It is also a space where you can go to roleplay very intense scenes about topics that other players may not wish to experience: e.g. more intense or extreme roleplay about sexual violence or abuse.
The Goddess Chamber is a black box space with some sound and lighting effects in it, and a couple of staff members who will work with you to enable the scene you want to play. To use the black box, you should “ask to see a Goddess” by talking to one of your Vocation leaders. You can enter the Goddess Chamber individually or as a small group; you will be given a time that one of the Goddesses will be present. You may not know which of the four Goddesses will meet you in the chamber. The Goddess will help facilitate your scene.