THE EVENT IS UNFORTUNATLY CANCELLED

A calling which must be obeyed. An urge like none other you ever experienced.
It is like the force which keeps us alive, suddenly awoken from its slumber and making the magic in us flourish.
On this day it starts again.

Many years have passed since the Magic last called out.
Now it beckons again, and any who hears it have been drawn to the magical fields, where they shall experience the Magic unfold itself.
This is what you were created for. This is what the magic inside of you wants.

But beware.
Magic is not fair. Magic is not gentle.
It takes what it wants, and pushes all its practitioners to their limit. And Beyond.
This will forever change who you are, and not all of us will return.

This is the prophecy, and it is ruthless and unavoidable

The Prophecy is a LARP for 60 players that spans over 4 days (Sunday is for cleanup and travel home). During this time, players will be linked together with another player. The story and the other participants will reveal past relations, discover deep personal secrets and will be tested by a great power that will decide if you will be Blessed by Magic - Or perish. 

When: 14th - 18th February 2024
Where: Birkedal Lejeren, Sjælland, Denmark
Players: 60 spots, 18+
Themes: Magic, separation, deep relations, decision making, desires.
Genre: Low horror, low magic, fantasy.

about the event

in collaboration with

our vision

Our vision for The Prophecy is to explore the character relations when you are challenged with a call you thought never would come. A call that can result in a better future and at the same time mean losing a part of yourself. In a low fantasy setting containing magic, we introduce the players to an ancient prophecy in a dark academia world, after they are called to gather by Magic itself.

The focus will be on the intrigues and problems that arise when people meet in a situation, of which everyone has heard half stories about throughout their lives. People's relationships, good and bad, will help to create intrigue, love affairs, problems and togetherness, and form the game in the direction that the players want, until the inevitable happens; half of The Called is chosen by the Magic and the rest becomes The Forgotten.

We want to show that magic doesn't have to consist of a long set of rules to be a part of the game techniques, and that great play doesn't have to come from any other plotline than the premises of the game. It can also emerge from player-on-player relations and smaller events that can be opted out of, if desired so by the player.

The premise of The Prophecy is going to be outlined by three big rituals - In between, small events will occur for the players to interact with, if they so choose.

Just as the players have an expectation from the organizers that they will make the game run, we as organizers also have an expectation that the players themselves are part of the development of the scenario. We expect the players themselves to take the initiative to create games and accept the hints that are sent ingame. If what is sent into play by the organizers is not played, we will not push it down people's throats.


This is the game for you if…

  • You want to play with relations in a Nordic LARP style

  • You want a LARP without being chained to a plot

  • You want to create a story together

  • You want to experience low fantasy and easy magic that focus on the person behind

  • You want to experience and create plot for yourself and others

This is NOT the game for you if…

  • You want to win, figure out and solve the plot

  • You don’t want to play on themes like separation, betrayal, loss and choices

  • You want to be the hero

  • You want to design your own character

  • Want a 100% structured time schedule