Ever since the First Witchard, that fabled original spellcaster unleashing the power of the first magic, there has been a tension in nature. Something that shifted. Undetectable by normal senses, but nevertheless there – a tremor deep in the souls of all with the gift of magic.
WereWar is an all-new persistent storyline spanning multiple chapters across multiple locations in several countries.
at Czocha (Poland)
When Chapter One begins, things at Czocha appear to be almost as they always have been. While Headmaster Crumplebottom welcomes everyone back for a new semester and only briefly mentions the abstract perils of a faraway war. There are murmurs amongst the professors and staff, an odd tension, perhaps a secret, but surely nothing to worry about. Life continues …
Until war knocks on the castle gates. During the larp the Guardian Order will declare Magical Martial Law in the conflux of Czocha. With the college so near the front line, the syllabus drastically changes and professors are conscripted to teach emergency versions of their classes, to aid the war effort. Czocha has become a WereWar hospital. Students are drafted out of their Houses and into Orders to help in any way they can.
Chapter One is not about open rebellion, except the ”treasonous” act of treating or communicating with those designated as the ”enemy”, but the seeds of doubt and suspicion that something is terribly wrong in witchard society to be sown. And yes, there will be a ball at the end.
at Bothwell (United Kingdom)
As open conflict spreads across the continent the Orders assemble at Bothwell, assuming control of the school and establishing the heart of the war effort there.
Meanwhile resistance to the war effort brews, and groups form through whispered secrets and shadowy meetings, lest one invokes the wrath of the Guardian Order.
Autumn '10 - Autumn '12
The Lander Rebellion
The terrorist group, the White Fangs, hiding out in forests and caves at a conflux in Southern Lander – in Central Germany – began to strike against unprotected witchard residences in the countryside, and soon escalated the conflict to include kidnappings of magical children and attacks on hospitals.
Even more horrifying to the witchards was the fact that the werewolves started doing the unthinkable – appearing in front of mundanes and even recruiting them.
Winter '15 - Spring '18
During the Winter of ’15 the first reports of attacks on Witchard communities started to surface. As they grew in size and regularity authorities started to notice they all happened on or near full moons.
By the summer of ’16 a major attack was attempted on Paris. Fortunately the attack was stopped, and multiple Weres were killed.
However, the skirmishes throughout the Hearthland Confluxes did not abate. The guerilla tactics proved extremely effective.
Missing in the Mists
In height of summer of ’19 the mists surrounding Avalon grew denser and deeper.
Eventually, the entire island seemed to vanish, becoming inaccessible to the outside world.
The disappearance of Avalon sent shockwaves through the European confluxes. Any and all attempts at contacting or reaching the Misty Isle have met with abject failure.
Emergency Powers Granted
The Council of Regulators approach the Hearthland Confluxes with a plan to combat the growing Were menace.
The confluxes agree, and expanded authority is granted to the Council of Regulators.
The Guardians move swiftly to impose limitations on the freedom of assembly, movement and speech by non-humans within the Hearthland Confluxes.
Responding to what is called “a systematic oppression of Weres” several terrorist groups, including The White Fangs, declare war on Witchard Society.
The Guardian Order responds by swiftly deploying units and troops along the Hearthland border.
WereWar differs from the classic College of Wizardry and Bothwell School of Witchcraft in several key ways. We’ve outlined these differences below.
WereWar has a plot written by the organizers. Whilst each episode is self-contained, the actions of the players at one episode will affect what happens next. You will be able to play your character throughout the entire WereWar series, provided they survive.
Characters may be sent on quests through portals to other places. These quests can offer important information, magic, and great rewards, but some will be extremely perilous! At WereWar when you partake in dangerous quests or rituals there will be a very real risk of your character dying. At other CoW larps, you can choose whether or not your character should die; at WereWar the choice is made for you. Actions have consequences. This time, if you choose to summon a demon at midnight, the outcome will be out of your hands
WereWar will offer a cast of persistent supporting characters you can get to know as friends, or as rivals. They have their own stories and objectives and will involve you in them. Their fates, like those of your characters, will be determined in play.