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The Undying Kingdom LARP Group

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World Introduction

The Undying Kingdom, known to its citizens as Bambara, was once the crown jewel of civilization—a city where death itself had been defeated. It is a city unlike any other: its streets, towers, and bridges were designed not just as architecture, but as a living spell—an arcane masterpiece called the Dome of the Undying. The city was not just protected by magic—it was the magic. Its buildings, streets, and citizens formed a living ritual, sustained by memory, bound by the soul of the Immortal King. This spell, fueled by the lifeforce of the King himself, ensures that none within the city truly die. Wounds heal. Accidents reverse. Souls torn from their vessels return, as if by fate itself. For generations, the people of Bambara have lived without fear of the final breath.

At the city’s head reigns the Queen, sovereign and steward of the Dome. Her beloved, the King, has not been seen for many years—his body and soul are the catalyst that sustains immortality, and his seclusion is said to protect the working.

Six powerful immortals form her Council, each ruling a borough in her name:

- Father Hakeem Zoyen – The Bone Singer, master of Marrowvale, tending both the living and the restless dead.

- Grand Magister Sylvas Verdain – The Kindler of Knowledge of Skyspire Heights, keeper of the arcane flame.

- General Hippolyta Kaine – The Steel Hound, warlord of Stonefield Row, whose militias march and forges roar.

- Lucinius, the Faceless – Lord of Shadows, ruler of Lowwater, where secrets are currency and knives find backs.

- K.L.E.O. – Gilded Voice of the Green, muse of Arlong’s Harp, shaping hearts and politics alike.

- Principle Archanist Juno Wren – Mother of the Machinery, architect of New Seneca, where gears spin and paranoia hums.

Each claims loyalty to the Crown. Each quietly strengthens their hold.

But nothing, not even eternity, is immune to time. Now, a thousand years after its founding, the spell flickers. The Dome of the Undying is faltering.
Flickers in the spell ripple through the streets—brief, terrifying moments where the immortality field weakens. Accidents that once would have been shrugged off now leave scars… or corpses. The Dome pulses unevenly and has begun receding. Streets vanish from the spell's protection, and in the forgotten places, death has returned.

The Queen has noticed the signs and fears the truth:
if the Dome fails completely, the King—her lover and the spell’s heart—may perish with it.

What happens next will not be decided by rulers alone—it will be forged in the streets, the alleys, and the battlefields by those willing to act.

The Queen has summoned her Judges.

The Undying Kingdom must act… or it will finally fall.

Core Themes

The Power of the People
The fate of Bambara lies not only with its rulers, but with those bold enough to act, resist, and rise.

Finding Your Place
In a city of shifting alliances and ancient boroughs, survival means forging a new tribe and claiming your place.

Moments of Heroism
True immortality is found in the choices that define you—whether to stand, to fight, or to sacrifice when it matters most.

Key Locations

Marrowvale - Domain of Councilor Zoyen
A district where vibrant nightlife and solemn graveyards intertwine, reminding all that death is never far from life.

Skyspire Heights - Domain of Councilor Verdain
The city’s pinnacle of knowledge, where arcane towers and political halls rise under the watch of the Grand Magister.

Stonefield Row - Domain of Councilor Kaine
A borough of forges and militias, where Orc and Dwarf craftsmanship fuels the city’s strength and Crucible Station tests its warriors.

Lowwater - Domain of Councilor Lucinius
A shadowed warren of markets and back alleys, where secrets, smuggling, and whispered deals hold more power than law.

Bata Village- Domain of Councilor KLEO
A wild, artistic sprawl where nature reclaims stone and fame is wielded as both weapon and currency.

New Seneca - Domain of Councilor Wren
An industrial labyrinth of neon-lit factories and arcane invention, where progress often outpaces caution.

Playable Roles

Choose your path among the Six Callings:

- Warrior – Endure and defend with unmatched strength.

- Rogue – Strike from the shadows and claim what’s lost.

- Mage – Harness the fraying threads of the arcane.

- Cleric – Channel the silent gods and ancestral spirits.

- Bard – Bind magic through performance and memory.

- Arcanist – Repair and rebuild what even time forgot.

Each class holds keys to understanding, protecting, or reweaving the fragile shell around the city.

Your Purpose

The Dome is weakening.
And death no longer waits.

You stand in Bambara, the beating heart of the Undying Kingdom. You are a citizen of this wounded world—an adventurer, a reclaimer, a champion of one of the six callings. You enter this city at a time of uncertainty. The people whisper. The Council moves unseen. Relics stir, artifacts awaken, and old rivalries threaten to ignite into open conflict.

In this city where no one should die, your actions will determine whether that promise endures—or finally breaks.

- Will you side with the Queen to preserve her dream?

- Will you ally with a Councilor, and share in their growing power?

- Will you exploit the gaps in the Dome for personal gain?

- Or will you fight to rewrite the fate of the Undying Kingdom entirely?

The choice is yours. The story is not set. And the cracks are only beginning to show.

The Undying Kingdom is no longer eternal.

Its fate is now in your hands.

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