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postapocalyptic weary travelers journeying along the Appalachian mountains in search of a

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.

  • The Sanctuary Survivors cling to tradition and isolation, guarding ancient knowledge and hard-earned stability.

  • Former Raiders, scattered and leaderless after a failed conquest, seek redemption, power, or simply a place to start again.

  • 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.

© 2025 Legends of Cascadon

The Call has been Issued.

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