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Bjergtaget (In the Halls of the Mountain King)

by Maria & Jeppe Bergmann Hamming

Bjergtaget is a four hour long nonverbal larp for 10-24 participants. The participants play either 17th century Danish Jews or Scandinavian fae of the Underground. Through attraction, conflict and memory, play to find out whether the human and the Undergrounder stay together, or if the human will return home.

4 hours
up to 24 players

Long Description

In the shadows, in the corners of our eyes, beneath the earth we walk upon, dwells something inhuman: magical creatures of the North that play, dance, and long to be near humans. It is said that their influence is felt everywhere, from the deep woods to the royal court. Sometimes a young person travels to see their family for the High Holy Days and catches the eyes of an Undergrounder. They are lured to the halls of the Mountain King, where they forget time, love, loyalty, even keeping Shabbat. There, they are lost for perhaps even hundreds of years before returning to a world changed.

This larp is about humans and Undergrounders, about Jewish community in a vast and terrifying world, about luring and being lured, about losing yourself, remembering and about finding your way back home.

We will play a day in the halls of the Mountain King, an endless day of seduction, ecstasy, memories, conflict and the possibility of returning back home, when the evening of Shabbat disturbs the magic of the underground.

The scenario will use a soundscape of music and light to create the atmosphere of a magical time in the north. The participants play either Sephardic Jews living in 1600s Denmark, or creatures from Nordic folklore - the Undergrounders. They will interact through symbolic gestures and through movement to music instead of words.

Through this game we want to give the participants a feeling of the magic world of Nordic tales, and we want to explore magic, seduction and the battle for free will. We want to give the participants an experience of going through a day of magic both fearing and longing for sunset.

Through workshops the participants learn the symbolic gestures and how to move to the music, before we all enter a nonverbal world of magic and myth. The tone of the game is steered by the players: you can aim for any mood from hope to tragedy. The game has an open door safety policy, so if anything in play isn't working for you, you can step out on your own or with your co-player at any time.

Runs

Run at Intercon V: Voices

run at 09:00 AM

Players: