
22nd-24th January 2027
HQTS Lord Amory, Docklands, London, UK
In an alternate 1998, five years after a catastrophic flood submerged much of the world, radio has become humanity’s primary source of information and entertainment. Players take the roles of the biggest radio presenters in the world, aboard a radio station broadcast ship in the North Sea serving New Europa, living out the daily life of radio stars while gradually discovering that a second, unstoppable flood is about to wipe out the last remaining land on Earth.
Practical
Friday 22nd to Sunday 24th January 2027
12pm arrival, 11am departure
HQTS Lord Amory, Docklands, London, UK
16 onsite players
€300/£258.85 per onsite player
Remote Listeners players will be able to participate for free
The event will take place on a decommissioned navy vessel
Indoor bunk accommodation in shared cabins
Includes meals from Friday dinner to Sunday breakfast
The Experience
This larp combines the plot-driven focus of UK style Larp with pre-written characters & interpersonal relationships from International Larp, and aims to find a middle ground where both elements compliment and work together to create an impactful experience.
The onsite players will be radio presenters for the New Europa Broadcast Company (NEBrC), household names in a world where radio stars are the last true celebrities. Their voices have carried comfort, distraction, and a sense of normality to millions of isolated listeners for years.
The presenters live and work aboard a repurposed UK naval vessel, permanently stationed in the North Sea to maximise broadcast range across New Europa. The ship is their workplace, home, and stage. Presenters rotate in crews, living aboard for weeks at a time before returning inland.
You will be living out your presenters’ daily lives and presenting your own radio shows, as well as helping produce other presenters’ shows.
The radio show itself will be broadcasted live privately to a discord server for remote listener players and organiser NPCs, who will then be able to interact with the radio show via in-game emails, web forums and telephone calls.
Only the audio of the radio show will be broadcast, so remote listeners won’t be able to see the onsite players at any time, although there will be a visual component to the livestream.
The technical side of this will be handled by the organisers, who will also be in the studio as a producer-presenter to support onsite players during their shows.
You will be able to create your own playlists of music to play during your shows, in addition to an existing catalogue of 60’s, 70’s, 80’s & early 90’s music.
Whilst not on-air you will be playing on interpersonal relationships that will likely change in tone over the course of the event as the news rolls in that the presenters won’t have a home or family to go back to.
The Larp takes place during a world-ending event, resulting in the remaining parts of the world being completely flooded, and leaving the presenter players as the only people left alive.
The players will discover this in real time throughout the game.
What the Larp is:
Playing NEBrC presenters: larger-than-life radio personalities with their own shows, relationships, rivalries, and secrets.
Relationship drama unfolds off-air: love affairs, rivalries, questions of legacy and succession, office life aboard a ship and living with a found family in relatively claustrophobic & isolated confines.
Presenting at least one radio show of your own: music, talk, late-night mysteries, comedy double acts, agony aunt segments, or cultural programming, withthe technical side of things handled by the organisers.
Radio Shows are interactive, drawing on emails, phone calls, and forum posts submitted by the organisers & remote listeners.
What the larp isn’t:
Hate or Discrimination
Hate speech, racism, sexism, homophobia, or other discriminatory behaviour will not be tolerated in any form, in or out of character by both presenter players and remote listeners.
Violence or Combat
This is not a game about physical conflict, war, or military action. Whilst tense scenes and small fights could break out onboard between presenters during a heated argument, those should be rare & fleeting and won’t be a core theme of the larp.
Winning or Competition
There is no way to “win” the Larp. The focus is on collaborative storytelling, relationships, and the shared experience of events that unfold.
Mysteries or Puzzle-Solving
This is not a puzzle game or an escape room. There are no hidden codes, riddles, or secret solutions to uncover.
Whilst the web forums may contain discussions about things like conspiracy theories regarding the cause of the past disasters & flooding, they exist solely to provide content for radio shows rather than unravelling a greater truth.
Whilst impossible in reality, there is a full explanation behind the disaster event 5 years before the larp, and the disaster during the larp. This will be explained in a post-event debrief to both presenter players & remote listeners.
Changing the World Plot
The overarching world events are not alterable. Both onsite players and remote listeners can only react to the unfolding story, not prevent, redirect or change the outcome.
The rate at which the global flooding occurs will make it impossible for any kind of disaster relief or rescue efforts to happen, and remote listeners won’t encourage presenters to ‘save them’, nor make them feel guilty for ‘not helping’.
Themes
Isolation
Living at sea, far from home, with only your colleagues and the limited internet for company.
Loss & Longing
A world reshaped by catastrophe, and the constant ache of memories, families, and places left behind.
Duty & Responsibility
The weight of being the voice millions rely on, keeping up the show no matter what happens off-air.
Community & Found Family
Rivalries, romance, and reluctant bonds: the shipboard crew that becomes your closest circle.
Fame & Ego
Radio presenters as household names, with clashing personalities, pride, and the pressure to always perform.
Performance & Authenticity
The tension between the cheerful on-air persona and the fragile person behind the microphone.
Hope & Escapism
Providing comfort, laughter, and distraction in a time when entertainment might be all that keeps people going, eventually in the final moments of their lives.
Safety
The themes of the larp will include the fact that the entire population of the game-world, aside from the onsite player characters, will all lose their lives to the flooding by the end of the larp, meaning that the onsite player characters will be the last people left alive.
Given that the larp is being run on a decommissioned navy vessel it isn’t wheelchair accessible, and players will need to be comfortable with narrow corridors, low ceilings, shallow staircase-ladders to traverse the ship, shin-high steel thresholds to step over in every doorway and a large step from dock onto access ramp to board the ship.
This event is unsuitable for smokers/vapers, as smoking or vaping won’t be possible at this larp.
This is due to rules of the venue, as smoking or vaping is not permitted in the ship, outside on the deck of the ship, or anywhere within the dock where the ship is located.
The Team

Phil D’Souza
Lead Designer & Broadcast Producer – Empire, Valour Manor, Goetia

Lu Larpová
Lead Character Writer – Together At Last, Conscience, Love And Duty

Dhiamara Coulson
Graphic Design & Event Photographer – Goetia, Void Space, Empire

Sarah Cook
Production Manager – Goetia, Tales Out of Anchor, TANKERS

Siân Rees
Deputy Production Manager – Valour Manor, Menhirs Fate, Odysseus

Lu Dunraven
Internet & NPC team – Goetia, Valour Manor

Dave Dunraven
Internet & NPC team – Fairyland, Empire

Dominic Zeal
Catering – Curious Pastimes, Goetia, Lemon Difficult

Bean Taggart
Catering – Second Chance LARP, Wilde Realms, Goetia

Peter Green
Safety & Welfare – Goetia, Empire, Bonds Unbroken
Contact
Following signups, all contact and discussion about the event will happen via a Discord server.
If you have any questions about the event, feel free to contact us via email:
