Batukh Hungers

Evil, Cult, Sacrifice

Designers: Alex Helm
Number of participants: 12
Duration: 3 hours
The presenter feels that this larp IS NOT suitable for young people aged 16+

About the larp

It is time for the Dark Harvest. The most devoted followers of Batukh the Suffering God have gathered to conduct the holy rites and ensure their deity is appeased for another year. But times are hard for this dark cult – membership is falling, willing sacrifices are ever harder to come by, and internal plotting and divisions could spell the end.

One thing is certain – if Batukh is not satisfied, the world will end in blood and flame.

This is a UK-style freeform game about cults, magic and sacrifice. Characters are pre-written with interlinking backgrounds, relationships and goals.

Can the cult put aside their differences to appease their dark god, or will a greater darkness fall upon the land?

Content Warnings: The characters in this game will be doing some pretty evil things – worship of dark gods, human sacrifice, murder, mild torture, pain and suffering. There are some themes of drugs and alcohol. There is no sexual stuff in the game. Players can largely opt in to how dark they want to play their own character.

Alex Helm: Larp designer for more than 20 years now. Created all kinds of games that have been run in the UK, Europe and beyond. Total nerd, cat lover and sanctioned Inquisitor of the Imperium of Man.

Parameters

Physical contact Light contact; touching hands or forearms
Romance and intimacy Not relevant for the larp
Conflict and violence Shouting and other intimidating actions not involving contact
Communication style Lots of speech
Movement style Movement around the room to talk to different people. Completely suitable for wheelchair users etc.
Characters Characters are fully predesigned
Narrative control Intensely plotted and designed, but players have freedom as to how to achieve their goals
Transparency There are predesigned secrets that players will have from each other
Representation The fictional space looks very unlike the play space, but players will use their imaginations
Play culture Players are individually trying to achieve goals, such that not all can succeed
Tone Dramatic

Sunday afternoon, Studio 1