July 17-20, 2025
Abbotsholme School, UK

✨”Legend remains victorious in spite of history” – Sarah Bernhardt✨

What makes a legend? A tale told and retold, a fable to learn from, a simple myth made true? We invite you to think of your stories and legends, and the importance of the tales we tell of ourselves, and the magic words hold. History is written by the victor, perception is everything, and memory can be a funny thing…

Do you come from a rich history of heroes and daring deeds? Perhaps you grew up with horrifying folk tales surrounding you. Maybe your home town is steeped in fables about mysterious local beasts or charms affecting the townsfolk? Bring your stories to Bothwell School of Witchcraft for a new school term, and release the magic of words under the guidance of the Bothwell Triumvirate: your three Heads of School.

Every story has a beginning, a middle, and an end. What does this chapter have in store for you? How far through your story are you? The school’s library holds tomes & grimoires from throughout witcharding history. Students’ diaries hold secrets current and past. Faculty notebooks overflow with reports, academic research, and personal stories. Campfires, corridors, and secret clubs hold whispers from the tales told within them.

If there really is magic stored in the words we write and the stories we tell, then what happens when letters, pages, filing systems, and our voices start to go awry?

As usual with these runs, we will see students return to Bothwell School of Witchcraft at the start of a new school year, to revel in new adventures and face exciting challenges alongside their fellows. A fresh intake of First Years will join the school, and through the sorting process find their home in one of the four great Houses. New and returning staff will welcome the students to the school and guide them through the first days, whilst enlightening and entertaining with lessons in the diverse magical fields of study.

As with all our Bothwell larp events, the Head of School and the Story Team will be collaborating with you all to help bring these adventures to life; and to bring a unique flavour to this run of Bothwell School of Witchcraft. We hope that these words will help communicate that flavour to you, so that you can develop characters and stories that fit with the themes, feel and expectations that we have for the run. 

Please note, that whilst the ideas communicated here are intended to form the backbone of the event, and we believe that aligning your stories with them will benefit both the game and your play, these are not mandated restrictions. Think of them less as rules and more as guidelines to help the entire community to pull in the same direction for the game.

Themes

Stories & Secrets

Bothwell is primarily a place of learning. Certainly, that learning is in magic, and as with all educational institutions, much of that magic and learning is stored and catalogued in books within its library and classrooms. Bothwell 7 will have an emphasis on stories, the power of words, and how history is recorded and remembered. The three Heads have varying natures and backgrounds, and as such the the game have multiple layers of focus, depending on the Head you speak to and the storylines you follow – there will likely be play focusing storytelling, secrets, folklore, puzzles, performance, memory, and consequences of past mistakes. This theme is designed to encourage roleplaying surrounding writing your own ending, collaborative storytelling, covering and revealing of secrets, and how history is recorded

Knowledge has its price and its reward

The students and staff of Bothwell are known for their intrepid and adventurous natures, and often this approach leads them into exciting and sometimes dangerous situations. This curiosity always has consequences, both positive and negative. It can be perilous to seek the truth, but also vastly rewarding. This theme is intended to remind us all that seeking knowledge can have a cost, but nothing of worth comes through inactivity.

The value of individuality & personality

Bothwell educates not only through the lessons that its staff teach, but also by allowing its students the space to understand themselves and their place in Witchard society. It is generally an institution that places value on the intrinsic nature of its people, rather than their status or place in the world. Where discrimination exists, it is frowned upon by the school authorities. This theme seeks to encourage you to focus more on stories about the personality and values of your character than their blood status or any wondrous magical powers that they might have, though these themes may be included in your character’s stories.

Feel

To support our themes, we have prepared some short phrases to try to communicate the feel that we expect the school to have for this run. Again, there will be room for other stories, but paying attention to these ideas will allow your plots and characters to fit the broader feel of the game. 

  • Personal rather than epic – the stakes for the stories in this run may have a significant effect upon the people in the school, but are not going to concern the end of the world.
  • Classes are important – Bothwell is a prestigious school and attending it is a privilege for most. Learning is its most important function.
  • Everyday drama – relationships between friends, romances, youthful missteps, secrets, and low stakes adventures are the expected interpersonal dramas for this run.
  • Victories & failures are significant but small – successes and mistakes are important to our characters, but are not likely to be grand or world shattering.
  • The Library is sacred – Bothwell’s library is home to a millennia of magic recorded in the pages that line its walls; you’d be wise to remember that your own history may lie in there too…
  • Witchard authorities are a long way away – Bothwell runs itself, is governed by itself and is staunchly independent. The Guardian Order and the rest of the authorities in the lore will leave it alone to get on with its job as a school for this run.
  • Investigation, Revelation, and Righting Wrongs – This is NOT a comedy run, and The Twilight Shift is in full effect. However, the themes will tend towards the lighter side rather than the grimdark, and darker themes will come out exclusively at night. In the daytime: think Scooby Doo rather than Sherlock Holmes or CSI. At night be ready for the thematic material to delve into trickier subjects, like memory loss, betrayal, the rewriting of your story, and solving darker mysteries.

Expectations

To try to be clear on some of the expectations we have for the game and its characters we offer you these thoughts on them.

  • Low fantasy, few magical creatures – This is a game about Witchards at a school and intended to be populated by these. We will be limiting the numbers of magical creatures among students and staff – but you will still meet them in classes!
  • Witchards are innately special, not because of their family or situation – whilst we are not limiting play on bloodlines or heritage, the emphasis will be on the specialness of your character’s personality and stories, not their connections. That means that while your character’s family may fancy themselves important, if your character breaks rules at Bothwell, they won’t be bailed out by an aunt from the Guardian Order.
  • Threats are at most school wide, not world wide – low stakes threats are the goal.
  • Bothwell is a sanctuary of safety – death is not a thing. Please don’t write stories that culminate in the death of your character.
  • Oppression where it exists is low level and personal – the school authorities encourage a welcoming environment. Bullying does happen, but is likely to be punished if seen, so be sneaky about it – or let yourself be caught!

Characters and Casting

Every participant in Bothwell School of Witchcraft has a character, the person they will portray at the larp. Before the event, you will be asked for your preferences for Year and House of your character, and if they want to be in/form a club, and you can also apply to play a Staff member. The organisers will then assign the characters in a way that maintains a balance between different character groups. This means that you might not get your top choice in everything, but we’ll try to prioritise things that are the most important to you.

Alongside your Year and House, if you’ve requested a prewritten character then you will also receive a character sheet that includes more information about your character, such as some background, personality and ideas for what to do at the larp. This is everything you need to play the larp, but you are also allowed to make changes to your character or even rewrite it completely. Just like for those writing their own characters from scratch, all edits/original sheets must be submitted to the character coordinators for approval so they can make sure the changes are in line with the overall vision of this run and existing lore. They can also offer feedback and ideas for how to improve your character. Please hark the memo about limiting non-human Witchards – being a human is not boring, you’re magical afterall!

Relations between the characters are created by the players. Before the game, there will be many groups on Discord for different character groups, such as your House, Year, SchWiz etc, where you can meet your fellow players in advance. Your own groups are the people you will spend the most time with during the larp, so they are your best chance to find friends from your former school, heated rivalries, or a crush you would like to take to the ball. In addition, you will receive access to Whispers, an in-character social media for Witchards, where you can post as your character and get to know the other characters before the larp. All additional character development and relation-making is purely optional, but it can greatly enrich your experience.

Remember that there is no wrong way to play your character. Each character sheet is just a base on top of which you will build a unique person, and only you know how they think and act. It’s always alright to take your character in a new direction, even during the larp, if you find out the current one doesn’t work out for you. Your character is your own, and we hope you have fun with it!

Costumes

All students of Bothwell are loaned a House tie in your House colour: purple for Tabwen, blue for Boyeswick, green for Wisenforth, and red for MacNewthorn. First Years will receive their ties after being sorted into Houses on the first night. Ties are mandatory to wear during the school day (in the context of the in-character school rules), from the beginning of the first class until the after-school announcements, but it’s also common to keep them on for the entire day. After all, it also helps Staff and other students to recognise which Year and House you are in. The Staff itself, of course, has no such limitations. They wear whatever they please whenever they please.

Other than that, Witchards dress in any imaginable and unimaginable way, mixing styles from times and cultures past, present and yet to be. Hexborns in particular often tend to dress a bit old-fashioned, and many students at Bothwell wouldn’t look out of place in a high-class boarding school, whcih Abbotsholme is! You can’t go wrong with a nice shirt and vest. Others scoff at such ostentation and instead sport bright colours and flowing fabrics. Obviously, mundane clothes such as rock’n’roll t-shirts are generally frowned upon, but then again a mundaneborn activist might still wear them as a deliberate fashion choice. There is also no such thing as masculine or feminine wardrobe – you wear whatever feels right to you. To top it all off, any outfit can be complemented with accessories such as a fancy hat or a scarf in your House colours. You also need to bring a wand, since you can’t cast spells without one!

If you want, you can also bring a more festive outfit for the Opening Ball. There is no dress code, and on the ball night you can see everything from everyday wear to glamorous gowns and suits. Some just change into a fancier shirt or put on a fun party dress, some come in their school robes, and some get creative in various ways. In any case, don’t stress about what to wear. It’s the party itself that counts!

Safety

We want to create a safe and welcoming environment for you to experience the world of magic and to try out new things. All events and interactions are You Do You, which means you can always choose whether you participate or not. If you as a player are uncomfortable with any situation, you can do something different or leave without having to give an explanation. To support this, there is a set of special phrases and hand signals you will learn in the workshops. It is also always allowed to step out of character for a while and discuss how to improve the situation with your co-players. The players are more important than the story!

If you need to take a break at any time, feel overwhelmed or just want someone to talk to, you’re free to visit The Gnome Zone for a friendly face, an energising snack or a quiet corner to sit down in for a while. There will be a Player Care Volunteer available throughout the event, with whom you can process your experience and feelings and find solutions if you’re having a hard time playing for any reason. For many people, larp and Bothwell can be an emotional and intense experience, but there will always be support available if you need it.