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Wizards

by John Kammer and Adrienne Amerman

As the last of the Dragons has entered the End Days the time has come for a new race to guide and protect the provinces. As one of the legendary Wizards you must decide who among you will ascend the throne of power and stop those who would destroy everything.

4 hours
up to 30 players

Long Description

The last of the Dragons has entered its End Days. For the first time in recorded history the land will be without its legendary protectors. An era is coming to its end.

The time has come for a new race to guide and protect the provinces. The age of the Wizards is dawning.

But which of the clans is both powerful enough and wise enough to lead? Which of the leaders can garner the support of the five schools? And whom among you might try to stop them?

He who rules shall divide the provinces as he sees fit. He who rules shall determine the fates and fortunes for those who now exist. Favors may be granted. Debts may be settled. It is unlikely everyone will be satisfied. But the seat of power cannot remain empty.

It is up to you to decide who prevails.


In Wizards you will (surprisingly) play the part of a wizard in one of the clans vying for the (soon to be deceased) Dragon's seat of power. The one ascended shall rule over all. But whom is to be trusted? The Priests? The Druids? The Warlords? The Fey? The Gypsies? Surely not the Necromancers...

But someone must be chosen to lead. Whether by diplomacy or force or magic, at end of the day someone will sit on the Dragon Throne.


Rules System: Wizards will use a variant of Magic: The Gathering (MtG) to resolve combat(s) should any arise. Players need not be familiar with MtG in order to play this game. A quick rules briefing will take place prior to game start and GMs will ba available to help resolve combat(s) if necessary.

For more information and the latest updates consult: http://members.cox.net/wizardslarp/

Runs

Run at Intercon F

run at 08:00 PM

Players: