
larp Party 2026
High Ground
Three factions. One sanctuary.
No weapons inside the walls.
No safety outside them.
Factions
Three Factions. One Sanctuary.
In the shadow of a coming superstorm, three fractured communities take shelter in the highlands of post-apocalyptic Appalachia—each carrying the weight of old wounds and uncertain futures.
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The Sanctuary Survivors cling to tradition and isolation, guarding ancient knowledge and hard-earned stability.
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Former Raiders, scattered and leaderless after a failed conquest, seek redemption, power, or simply a place to start again.
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Refugees, last remnants of a broken alliance, arrive weary and desperate, hoping to rebuild something better before the skies fall for good.
Trust is fragile, resources are scarce, and something old is stirring in the mountains. When survival demands unity, who will you become—and what will you sacrifice to see the next dawn?

Sanctuary Survivors
Remain isolated to protect stability and values, or open up to trade and new ideas to prevent extinction?
Nestled high in the Appalachian mountains, the Sanctuary has remained untouched by the chaos of the world outside. Its population is small but hardy, governed by a deep respect for tradition, oral knowledge, and the wisdom of elders. Outsiders are rare, and few are welcomed. Their survival depends on strict routines, conservation of resources, and unity.
Values
Self-sufficiency
Ancestral knowledge and preservation
Caution and suspicion toward outsiders
Tensions Within
Generational divide over openness to change.
Resource strain as population declines.
Hidden dissent about past choices that led to isolation.
Goals
Protect the Sanctuary.
Decide whether to share or protect the pre-apocalypse tech.
Determine leadership succession as the Keeper nears the end of life.
Predispositions
Raiders are dangerous, unpredictable, and potential threats.
Refugees may be redeemable, but are seen as chaotic or weak.
Former Raiders
Form a new identity—integrate, rebuild their own crew, or go their separate ways?
Once feared, this group is now fractured. After their warlord was killed, they were hunted by rivals and forced to flee to the mountains. They bring skills in combat, survival, and scavenging, but their past is littered with violence and betrayal.
Values
Strength and loyalty
Adaptability
Respect through fear or accomplishment
Tensions Within
Old rivalries and scores to settle
Loss of purpose and leadership vacuum
Some want peace, others want revenge or new conquests
Goals
Determine a new leadership structure
Figure out what role (if any) they’ll play in the Sanctuary
Decide to embrace peace or reclaim power
Predispositions
Sanctuary could be easy pickings or a second chance
Refugees are old enemies, but strangely familiar in their desperation
refugees
How do you rebuild when the ideals that held you together failed? Seek community, embrace self-reliance, or start something new?
Once part of a larger, ambitious settlement alliance committed to cooperation, trade, and shared knowledge, their homes were torn apart by infighting, dwindling supplies, and attacks from raiders. Now scattered, they seek purpose and survival among strangers.
Values
Hope for rebuilding something better
Mutual aid, even when strained
Skepticism of authority after betrayal
Tensions Within
Blame over the collapse of the Alliance
Trauma from betrayal and war
Competing visions for the future
Goals
Protect remaining members of their group
Seek justice, closure, or revenge
Decide whether to build a new alliance or scatter for good
Predispositions
Raiders are violent pests, but some hold surprising connections
Sanctuary may be a new beginning, or more of the same.