The Court of Ivory | Player Application Logo
  • The Court of Ivory | Player Application

    A 6-session Vampire: The Masquerade LARP set in Chicago.
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  • Applications closed on June 1st, 2025, but we are still open to more players! We are currently looking for Tremere.

    The Court of Ivory is a 6-session Vampire: The Masquerade LARP which depicts the aftermath of the War of Chicago in 1993 when Chicago's Primogen Council seized power. It is a heavily political, social, and dangerous game about one of the most tenuous times in Chicago's history.

    Read this form carefully before deciding to submit your application, particularly the Content Warning.

    This LARP will run for 6 months, consisting of six sessions total...

    July 19th
    August 23rd
    September 20th
    October 18th
    November 22nd
    December 13th

    Games will run from around 7 PM to 11 PM.

    I'm aiming for between 20-30 PCs and NPCs.

    You did not need to be able to attend every session, but are recommended to attend at least three of the six sessions if you are PCing.

    This game is application based and is not open to the public; you must have this player application or a NPC application approved by a Storyteller to gain access to the Discord and attend the game.

    If you have any questions about the game, please join our Discord here. You will not gain full access to the server until your application is accepted.

    Setting & Time:

    This game will be set in Chicago, following the current day and month, but in 1993. That means...

    • Bill Clinton was just inaugerated
    • The World Wide Web launches for the first time
    • The Nokia 1011 releases, the first mass-produced mobile phone
    • Numeric pagers are all the rage
    • Nirvana's In Utero is one of the top albums of the year
    • X-Files debuts in all its CRT TV glory
    • Doom is released for MS-DOS

    This means there is no rapid mass communication. There are no text messages. Mobile phones are new technology. The Nosferatu and their SchreckNet offer secure email only to those in the know. Land lines and telephone booths are plentiful, but can you trust that no one else is listening? Information travels slowly. Elysium exists as a way to connect Kindred who are otherwise separate from each other.

    This game will be a little bit anachronistic and that's so okay. Your clothing doesn't have to be perfectly period accurate. It's mostly the vibe that matters. No in-character smart phones.

    Media Touchstones:

    • The Sopranos, TV show
    • Conclave, film
    • Suzerain, video game
    • Interview with the Vampire, TV show
    • Vampire: The Masquerade Bloodlines, video game
    • Gangs of New York, film

    Two Ways to Play:

    Players may choose to play one persistent player Vampire throughout the six-session run or play as a NPC (non-player character).

    Player Vampires are ancilla, neonates, and fledglings who make up the majority of the city of Chicago and are a persistent force throughout the run of this game. They will grow, decay, and influence the city for better or for worse. This is the primary way players will engage with this game. Players will be able to play one of the five primary Camarilla clans: Ventrue, Toreador, Malkavian, Nosferatu, and Tremere.

    NPCs are precast characters created specifically for each of the six sessions of this game. This will range from thinbloods to visiting Elders, from ghouls to revenants. NPCs will also make up the rest of the City's clans, like the Brujah and Gangrel. Players interested in attending and NPCing for a session will be assigned an NPC sheet based on their interest. There will be a limited number of NPC sheets available, so if you want to guarantee play, create a Player Vampire. We have lots of NPCs already!

    This form is specifically for players who wish to play a persistent player vampire. If you wish to NPC, please visit our NPC application here: https://form.jotform.com/nickmayerson/ivorycourtNPC

    Cost:

    Players will pay $25 per session attended.

    Players who wish to NPC will pay a discounted rate of $20 per session.

    A limited number of reduced-price and donated tickets are available at request. Please email me at nick.mayerson@gmail.com if you wish to request a donation ticket once your character sheet is accepted. The number of these tickets depends on the number of donations.

    I'm not rich, so if you have the funds, please consider purchasing additional tickets to support your fellow players.

    Accessibility:

    Our primary venue will likely have one flight of stairs at the front entrance. Once inside the venue, everything will take place on one floor.

    This game is run by queer people. If that's a problem for you, don't apply.

     

    • About the Game 
    • This is a game about Vampires grappling with a society at its breaking point after a devastating war. When Lodin, Chicago's ancient Prince, died in the later stages of the War of Chicago, the Primogen Council claimed control to prevent lesser factions from seizing the city. We will explore the peculiarities of an emboldened Primogen Council, centering the relationships Kindred have with their clanmates.

      Themes

      • Vampires are monsters in human skin, and there's no telling when the mask will break and the monster comes out. Political negotiations are tense and scary because every Kindred knows that everyone in the room could slaughter each other at any moment. How will you maintain your mask?
      • Vampires are entropic; immortality is an unending slide towards decay. Bad things will happen and continue to happen. Someday, you will botch a feeding. You'll kill your niece. You'll break the Masquerade. And now, Gehenna is here. And yet, you survived a war. How will you continue to survive?
      • Clan is the closest thing you have to family. Your Primogen has the potential to be your strongest advocate in the city... or the reason you become ash. Is your family your greatest ally or worst enemy? 
      • Power is survival. Power is corrupting. Power is paradoxical, intoxicating. Power is stability, but power is unstable. How will you engage with power?

      What You'll Do

      You'll explore your character's relationship with their beast and their peers as the fabric of Chicago's Camarilla threatens to buckle under the weight of internal and external pressures. You'll play up to six sessions of LARP, in addition to written downtime actions and optional roleplaying scenes. You'll collaborate with your fellow players and discover how your character fits within Chicago's ecosystem. Lastly, you'll decide how Chicago moves through this power struggle and whether it ends up better or worse than before.

      Game Mechanics

      We will be using Laws of the Night V5 for the core rules of this game with a few additions:

      • The Negotiation Phase
        • Every use of a discipline or physical confrontation with another character will start with a negotiation phase. The player crosses their fingers and says ‘Negotiation’, and the target player responds with the same.
        • The players can then negotiate any outcome that is possible to happen automatically. This can include discipline use or physical combat. Any discipline that requires a rouse check to use still gets a rouse check. Players may also choose to use the rock-paper-scissors system and negotiate the two possible outcomes.
        • If a player declines negotiation because they can’t agree on an outcome, a Storyteller should be invite over and the players can invoke the rock-paper-scissors system in the rules. The Storyteller will help decide the outcome.
      • This game depicts an incredibly tenuous time in Chicago. To reflect this tension, knowing that even the most stable individuals have the capacity to make mistakes in times of stress, this game will feature two additional downtime mechanics:
        • Hunger and feeding will be at the core of this game's tension. Before downtime actions are submitted, Storytellers will roll to see if your character will face beastly hunger during that month. Characters will be able to try and sate this hunger or risk consequences at the next Elysium.
        • In conjunction with this, characters will be subject to a bad things happen roll. Some characters might find that their Domain is threatened, a Ghoul goes missing, their documents get leaked, or a diablerie is revealed. Your peers might find out. 
      • Chronicle Tenets:
        • Understanding that Chronicle Tenets exist to be broken or challenged, the Chronicle Tenants of this game are:
        • TRUST IS EVERYTHING
          • Societies are built upon a network of trust. Trust in institutions, like the Camarilla, ensures that its laws and norms are upheld. Trust in individuals ensures that order and peace are maintained. Do not desecrate your network of trust.
        • DO NOT INDULGE IN CRUELTY
          • The War in Chicago devastated the city. War is a state of being, but the war is over. Whatever immoral actions you or your beast took during the war are historical anecdotes that will not be revisited.
        • MY CITY, RIGHT OR WRONG
          • Chicago is your home. Chicago is your community. Regardless of its purity or lack thereof, you have fought for and will continue to fight for the betterment of Chicago, whatever that means to you. Chicago’s challenges are an opportunity for it to grow.
        • Remember, Chronicle Tenets, when broken, put Stains on your character's Humanity. Chronicle Tenets are in-character norms that set the themes of the game - they are not lines or content to be avoided. Engage with the Tenets!
    • Lore Brief 
    • The Years Before


      Your first memory of Chicago is, more likely than not, of The Chicago Fire in 1871. Whether you lived in the city and experienced it yourself, moved to Chicago after its eruption, or were told the tale by your Sire, The Chicago Fire was the first event to reinvent Chicago’s landscape. Domains shifted. The parallels between the Fire and the War you just endured are hard to ignore. It established the landscape of the next one hundred years and the subsequent Praxis of Lodin.


      Lodin’s Praxis came opportunistically; Maxwell, the previous Brujah Prince, fled the city after an assault by Lodin and his allies. You recall that none of Lodin’s Ventrue allies survived the battle… none that weren’t of his bloodline, anyways.


      But his Praxis led to peace. Whether or not that was Lodin’s doing, or happenstance, is for you to consider. Was Lodin’s growing paranoia a bane or boon? Nonetheless, for fifty years, Lodin ruled over a seemingly quiet city. Time marched on. It couldn’t last.


      In 1992, The Chicago Flood churned the memories of the Fire back onto the surface. 250,000,000 gallons of water spilled into Chicago, flooding much of the underground of Chicago. For the Nosferatu, this flood proved worse than the Fire, destroying much of their meticulously crafted Warrens. Rumors point to a variety of perpetrators. You might think the Tremere did it to uproot the Nosferatu’s hold over the ground beneath their feet. You might think that Lodin did it to destroy the Nosferatu’s power base… even if it backfired against Lodin’s financial investments. You might even consider it to be an inside job, a sabotage by Nosferatu Sabbat members just before the War. All rumors remain unsubstantiated. While you may not have been personally impacted by the Flood, its impact on Kindred relations within the Camarilla cannot be understated. Tensions threatened to reach a breaking point until a greater threat came to the surface. The War was that greater threat.


      The War in Chicago


      The Garou had lived in relative peace from the Kindred of Chicago. The Kindred claimed the city, whereas the Garou claimed the forests and suburbs beyond. You likely thought little of the Garou in your years in Chicago; they were mythical and you did not engage with them. Engaging with the Garou meant you had done something wrong. But one day, that changed. Rumors spread about Kindred being attacked on the South Side by other Kindred. Then, it was Kindred being attacked by Garou on the West Side. The enemies Lodin had begun to create within the Camarilla now had to look to him. Lodin stood up and declared it a war. A Blood Hunt was called against all Garou. The Camarilla rallied around the flag. And everything became Hell.


      The Aftermath


      Whether you carried your sword into battle with the rest of your Clan or sought to weather the storm - successfully or unsuccessfully in both regards - you were trapped in the War’s clutches. Sabbat, Garou, and even wayward Hunters, Anarchs, and members of your own Sect sought to undermine you, take your power, take what’s left of your life, or worse. You might’ve been blackmailed, stabbed, manipulated, Dominated, or Blood Bound. Supposedly, the Camarilla was winning.


      But the war ended. Clan Gangrel were responsible for brokering a peace with the Garou after uncovering the Sabbat’s manipulation. Once the peace treaty was signed, the Sabbat dispersed to lick their wounds. The night went quiet once more.


      The dust is still settling. The particulates are still in the air. You’re starting to pick through the haze. Whatever wounds you sustained - physically, mentally, in assets, allies, or your own body - have stopped bleeding. You’ll start healing soon. But first, you need to assess the damage.


      On average, approximately one third of every Camarilla clan in Chicago was destroyed. The Sabbat sustained significantly more losses, as did the Gangrel and Brujah. Domains are in flux. The Far Southwest Side and Northwest Side were ceded to the Garou in the peace accords. Previous long-term tenants of critical areas, such as Lincoln Park, are now ashes in the gutter.


      Lodin did not survive the war. No one knows exactly when the Prince died, but a number of those on the front line - perhaps even you - witnessed him take devastating wounds from Garou and Sabbat alike. Many of the significant players in Chicago perished along with him, including the Brujah Primogen.


      Today


      You’re left to pick up the pieces. With a shattered Court, and your Sect victorious, how will you seize this moment before someone else does? How will your Clan respond to the power vacuum that the Prince has left? Where will you find stability in a destabilized city?

      In our game, this is where we begin. The Primogen Council has seized power over Chicago after brokering a peace with the Garou. The Sabbat are dead, have fled, or are in hiding.

    • Content Warning & Consent 
    • Vampire: The Masquerade is a political horror game. While we will absolutely do our best to ensure all players feel comfortable and safe, there are some dark themes and uncomfortable content which we are going to intentionally explore in this game; I am calling these the innate themes. 

      It will be a consent based game, but there is no way to sanitize the environment to ensure you do not encounter dark subject matter.

      If you do not feel comfortable with these innate themes, that is okay - you should decide how you will respond to them. That might mean not playing this game - that's okay! A Character vs. Character political game is not for everyone. That might mean having a plan on how to remove yourself from scenes. At the very least, I recommend having an aftercare plan. We will have a safety coordinator available to assist with such plans.

      What content is innate:

      This game will be full of coercive relationships. Blood bonds, disciplines like Presence and Dominate, as well as blackmail and social pressure all will influence the ways characters at this LARP interact. These relationships are a core part of the Camarilla and the themes of this game.

      There will be power imbalances. Other characters will be stronger than yours and you will probably lose any fair 1:1 contest with them.

      There will be political subterfuge. Backstabbing, lying, and more are tactics which your character has at their disposal. Kindness is a weapon.

      You are also playing Vampires, so there will be mention of stalking, feeding without consent, unwanted pleasure from feeding, and unwanted desire. However, feeding will not be acted out during LARP sessions.

      And lastly, bad things will happen to your character. You will be able to negotiate the specifics, but not the severity; there will be times where something simply bad happens to your character and you will have to decide how they respond. Even the eldest Kindred slip; their Beast will make mistakes.

      What content will not be featured:

      There won't be any kind of explicit sexual violence, violence against children or animals, or severe drug or alcohol abuse. There will not be any graphic depictions of feeding. Real-life bigotry towards facets such as race, sex, and ability are off the table, though fictional bigotry towards Clan or mortal/undead status are allowed.

      At the end of the day: we, the players, are not monsters. We're here to enjoy a temporary, fictional experience that might challenge us in ways that are fun. If you find that experience to be unpleasant, reach out! This game might not be for you, or we might be able to collaborate on ways to make it more enjoyable. 

      I will directly reference the book - please read the text screenshotted below. Alt text is available.

      If you've read this far and this all sounds reasonable to you, remember this password: Vitae. Yeah, I'm doing the stupid "put the password in the end of the form" thing. Sue me. This section's important.

    • Laws of the Night is a toolkit for telling horror stories about the darkness in the world through  the art of live action roleplaying. What is ‘dark’ varies from person to person, based on their  own tastes and experiences, and Vampire: The Masquerade has explored a wide range of difficult  subjects over the years, including political extremism, extreme violence, genocide, abuse, mind  control, harassment, sexual assault, kidnapping and mass murder.  This game is a work of fiction. The health and safety of players comes first.  While this book can be used to tell horror stories in many forms, we, as players and Story tellers, need to be considerate and respectful to our fellow players while we explore these dark  themes. We do not always know what other people have experienced, and everyone has different  boundaries. Before you play, talk with each other and work as a team to figure out what subjects  are off limits for the game and players. Each player has their own history and experiences, and it is  entirely up to them if they want to share details or not. No one needs to explain why a subject is  off limits, just that it is.  Games should strive to be diverse and welcoming, with people of many different backgrounds  and life experiences. Players should be respected and uplifted, regardless of gender, race, sexuality,  ability, background, boundaries, or faith. Making the game a welcoming place also includes mak ing the game accessible to new players. Vampire: The Masquerade has a storied history, including  several editions and many books. However, this game tells stories about what vampires are doing  here and now. Enjoy the lore, but never forget that the most important and accessible part of the  game for all players is what happens tonight.  Your objective in playing this game should be to tell a great story for everyone involved in your  troupe, full stop. Respecting the boundaries, identities, and needs of your fellow players is the first  step in creating a great experience for everyone.
  • Character Creation

  • Welcome to character creation! You will be creating a Kindred who has lived in Camarilla-controlled Chicago for quite some time. There are some core, philisophical assumptions that all player characters in this LARP will hold:

    • The Traditions and Elysium are the fabricated facade that prevent every Kindred from massacring each other. Without general consensus on the Traditions and Elysium, blood would flow through the streets - night and day.
    • The Camarilla is the structure which maintains not only this facade, but also the Masquerade, the most important line of defense against outside forces like the Second Inquisition.

    Whether or not your Vampire is  fully entrenched in Camarilla ideology or merely accept that it is the lesser of many evils is up to you. Either way, they exist within the Camarilla and have learned - or will learn - to survive within it. If asked directly, they would declare loyalty to the Traditions.

    Anarchs, independent vampires, and the Sabbat exist in Chicago, but are the vast minority and hold little power here. These may only show up as NPCs.

    While Gangrel and Brujah are not immediately playable in this game, they are present in Chicago and will show up as NPCs. For our story, the Gangrel Primogen and Clan are absent after taking significant casualties during the War, and the Brujah are recovering as well.

  • Select your character's proposed clan.

    Clan affiliation is a cornerstone of this game. There will be workshops to ensure you feel comfortable collaborating with the other players of your Clanmates!
  • If you want a suggestion, more Toreador and Ventrue please!

    Nosferatu and Tremere are currently full - if you've told me you're playing one of these Clans, you're totally fine (I've accounted for that), put it in the "other" field.

  • Now, select your character's age...

    Fledgling:

    • MUST have another player character as their sire. You may choose to be matched with another player or find one on our Discord.
    • 15 XP
    • Likely 12th or 13th Generation
    • 0 Status, and as such no recognized Domain - they may still have a Haven

    Neonate

    • 60 XP
    • Likely 12th, 11th, or 10th Generation
    • 1 Status, and as such are Acknowledged and hold some sort of Domain, even if it's just a single building or alley
    • Most players should pick Neonate

    Ancilla

    • 120 XP. Additionally, before you spend XP, you may apply one free dot to an Attribute and one free dot to a Discipline
    • Likely 10th, 11th, 9th, or 8th Generation
    • 2 Status, Acknowledged with a Domain
    • Ancilla players are expected to learn more about the world than what is written in the lore blurb - I recommend reading the wiki articles on the Camarilla, War in Chicago, and Chicago, as well as your Clan.

    Primogen characters, as selected by the ST, should select Ancilla, even though their characters fall under the category of Elder. Primogen gain a number of benefits per their age.

    I recommend everyone consider the Sect War Veteran Loresheets (pg. 172), as they reflect the War in Chicago. The one-dot Survivor merit is sufficient to reflect a character who fought in the war and is recognized as doing so.

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  • The Far Southwest Side and Northwest Side have been claimed by the Garou in the peace treaty...

  • Below is a map of some of the Loop's understood dwelling places for Kindred. In this game, Domain is understood to be property. Kindred who hold Domain have been rewarded it for good service; Domain might be big or small, it might be shared amongst various Kindred in Coteries or Clans. But Domain is territory and Kindred are territorial. In the chaos of the War of Chicago, Domain disputes have risen dramatically. Sharing areas, neighborhoods, and streets with other Kindred will make them more aware of your activites and missteps. However, those near your Domain might also make great Coterie mates, too...

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  • It's time to fill out your character sheet!

    Buy the rulebook here: https://bynightstudios.com/products/laws-of-the-night-v5-pocket-edition-pdf.html

    Find the quickstart guide here: https://bynightstudios.com/products/laws-of-the-night-quick-start-guide.html

    Then, fill out this character sheet: https://mrgone.rocksolidshells.com/pdf/MET/METBNS/V5/Vampire_5thEdition_LawsOfTheNight_2-Page_Color_Interactive.pdf

    Remember, this is not using the TTRPG's rulebook, this is using the LARP!

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