
One Reaps What One Sows !
Since several cataclysms rendered the continent of Mitraspera nearly uninhabitable, small patches of fertile lands have become a vital bastion for the survival of the surrounding settlements. But for a particular region, this once highly profitable abundance is now under threat, as disturbing disappearances are multiplying, spreading unrest and chaos throughout the region.
In response to this growing crisis, the Wardens call upon their members: an expedition must be launched without delay into these southern lands, for if the threat is not contained, the peoples dependent on these harvests may soon fall into relentless famine.
Upon reaching the epicenter of the unrest, the expedition uncovers an explosive diplomatic situation, with divided and distrustful clans, and dark folkloric rumors surrounding a forbidden forest. Naturally, it all would have been easier to solve… if the scouts hadn’t confirmed the untimely presence of the undead scourge!
The Harvest is coming
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Infos & Tickets
Tales of the Harvest is an official LARP set in the Mythodea universe. It will take place from August 22nd to August 24th, 2025, in Satigny, and will immerse 100 participants in adventures full of mystery and danger.
Tickets are now available on Skald.com.
Registration form is available at this link.
Minors must be accompanied at all times by their legal guardian. Children under the age of 16 will not be allowed to participate in battles.
Further information will be sent to participants at a later date.
Location & Date
Tales of the Harvest will take place at Rte d’Aire-la-Ville 153, 1242 Satigny.
Parking spaces are available on site.
Participants may arrive starting Friday, August 22nd at 7:00 PM.
The game will begin on Saturday, August 23rd at 9:30 AM.
The game will end on Sunday, August 24th at noon.
Food & Beddings
Meals on Friday evening, Saturday (morning, lunch, and dinner), and Sunday morning are included in the ticket price.
If you have any dietary requirements, intolerances, or allergies, please indicate them in the registration form.
Friday evening is a little special.
The game officially starts on Saturday morning, but players are welcome to arrive on Friday evening for an in-character evening, representing a final meal before reaching the event’s main location.
Participants have two options for sleeping arrangements: renting a bed inside the center or bringing their own tent and camping gear.
There are 42 beds available inside the Scout Center, which can be rented for 10 CHF each.
The tent camp is out-of-character.
Tone & Game Experience
Tales of the Harvest is a mass LARP set in the medieval fantasy universe of Mythodea.
You can familiarize yourself with this world through the lore articles, our summary documents, and the external links provided.
Creating a character that fits into this universe—including their background, personality, and reason for being there—is your responsibility. There is no pre-written background for player characters provided by the organizers.
Don’t worry if you’re feeling a bit lost—feel free to contact us, and we’ll gladly guide you step by step.
A mass LARP usually involves coming as part of a group, but our event has solutions for solo players, by integrating them into existing groups such as the Militia or the Wardens.
The tone of the LARP is heroic. You can expect to encounter people in distress to help, deadly mysteries to solve, and hostile forces to face in order to survive. There will also be strategic and diplomatic gameplay, as well as significant moral dilemmas.
Players will need to cooperate, show intelligence and determination to achieve a favorable outcome.
Some scenes may be tense, hostile, or unsettling, but no one will ever be forced to take part in them.
While there may be romantic elements, no explicit sexual content will be included in the plot.
Organizers will be present and easily identifiable on-site at all times should you need assistance.
New Players Welcome
No group, no costume, confused ? We are here to help.
Tales of the Harvest has a number of roles for newcomers to Live Action RolePlay (LARP), send us an e-mail at info@talesof.org and we’ll sort you out in no-time.
Universe & Lore
Mythodea, abridged
Mitraspera is a collection of continental islands within the world of Mythodea, a land of ancient power, scarred by arcane cataclysms that have left it on the brink of ruin. Drained of its elemental essence, Mitraspera is a dying continent, and its people now seek a way to survive until salvation can be found.
Over twenty years ago, settlers arrived through a mystical gate and began to colonize the land. Mitraspera was divided into five great geographical Seals, North, South, East, West, and Center, each governed by an Archon and a Nyame, chosen champions of the Elements.
Notably, the Eastern Seal vanished in one of the cataclysms, and the Southern Seal harbors the terrifying Undead Flesh: a faction of rotting, undying cadavers bound in a necromantic, feudal order that preys relentlessly upon the living.
Encircled by impenetrable fog and sealed by a wall of ice to the south, Mitraspera remains isolated. Beyond that icy wall lies Sarkan, a distant continent that may hold the key to survival. Now, the people of Mitraspera are divided: should they struggle to heal their dying land, or abandon it in search of life beyond.

Northern Seal, the first and the best Seal (totally unbiased opinion) is made up of efficient and pragmatic people, if slightly dark sometimes.
The Southern Seal has recently split into several factions, its territory is contested by more than just the awful Undead.
The Western Seal is a land of knightly people dedicated to worship of the Elements.
The Center Seal also known as the Realms of Roses is the most recently founded Seal.
The Eastern Seal was destroyed during the First Cataclysm and nothing is left of its former glory.
The World Forge was the beating heart of Mitraspera. Its destruction by the Undead caused the First and Second Cataclysms.
The Heartseekers are a splinter faction of the South Seal claiming much of its western territory.
The Southern Seal
At the forefront of the war against the Undead Flesh, the Southern Seal has borne the brunt of the conflict for years.
Over the past decade, arcane cataclysms, political fractures, and relentless warfare have torn it apart. Yet, as it borders the promising lands of Sarkan, it now sees a steady influx of soldiers and adventurers from the other Seals in preparation for the campaigns to come.
Niederhain, the Low-Grove
Situated on the southern island of Mitraspera, this secluded valley remained largely inconsequential throughout most of its history. However, as successive cataclysms rendered much of the continent nearly uninhabitable, the steady and abundant harvests of Niederhain became both a lifeline for its neighbors and a source of considerable profit for various factions.
Niederhain takes its name from the dense forest at the heart of the valley. Once part of the Southern Seal, the region found itself adrift when the Heartseekers seceded and the Seal fractured. In the aftermath, as new borders were hastily drawn, Niederhain found itself in unclaimed territory as neither side asserted control. Seizing the moment, the valley declared its autonomy.
With caravans bearing food and spirits flowing outward, it seemed Niederhain’s prosperity was assured. But troubling news soon reached the ears of the Wardens, prompting them to call upon their allies. A disturbing number of unexplained disappearances have plagued the region, and with whispers of growing undead activity, this is no time for Niederhain to fall prey to some insidious and unseen threat.

The Wardens have settled their camp near some strange ruins bordering the Low-Grove, between Thalwacht and Steinheim.
Founded by House Steinmark as their seat of power, Steinheim was the first settlement in the valley and remains its largest and wealthiest to this day. Its stone halls and well-kept roads stand as a testament to the family’s enduring ambition and influence in Niederhain.
Thalwacht was founded atop ancient ruins that predate even the World Fire, standing watch at the entrance of the valley. Originally established as a Southern garrison, it has since grown into an independent village. Nevertheless it proudly upholds its long-standing role as Niederhain’s first line of defense.
Nesselfurt was originally established to house serfs working the distant mining shafts of House Steinmark during their ill-fated search for gold. The abundance of nettles growing beyond the river, both a nuisance and a symbol of resilience, gave the village its name. Today, Nesselfurt stands as the stronghold and heart of the Ackerbrüder.
The Nine Follies, the Nine Disappointment or simply the Nine are a series of mineshaft dug into the cliffside by House Steinmark back when they thought Niederhaim was filled with gold. The Nine have since found use as cellars, safehouses and other.
The Nachtbrunn is the eerily deep and shadowy lake at the heart of Niederhain. Local rumors speak of ancient ruins resting on its lightless floor, and many believe ill fortune befalls those who gaze too long into its dark waters.
The Niederhain, the Low Grove, from which the valley takes its name, is a deep and secluded sanctuary forest. The local priesthood of Terra strongly advises all to keep their distance and treat it with reverence. Though legends speak of nature spirits dwelling within, most are regarded as little more than fanciful tales.
The Golden Road winds its way around the valley, linking the villages of Nesselfurt, Steinheim, and Thalwacht before continuing beyond its borders. Once a humble trade path, it earned its name in recent years as the caravans it carries brought wealth, grain, and gold alike to those who walk its length.

Steinmark
The “Noble House von Steinmark” boasts a storied existence that stretches back to the Old World. Whatever troubles once marred their legacy have long been eclipsed by the abundance that now graces Niederhain.
It is no secret that House Steinmark’s fortunes were not always so bright. Their history stands as a testament to resilience and the ability to adapt in the face of failure.
Two decades ago, they purchased a remote valley believed to hold veins of gold. After nearly bankrupting themselves in fruitless mining efforts, it became clear that Niederhain’s true wealth lay not beneath the earth, but in the fertile soil above, yielding harvests of great value in these Cataclysm-stricken times.

Thalwacht
Thalwacht has stood as Niederhain’s shield since the valley was first settled twenty years ago under the banner of the Southern Realm. Though the borders have since shifted, its role remains no less vital.
This modest garrison is largely unknown, save to a handful of scholars familiar with the battle of Doerchgardt. That crushing defeat left countless dead, and many of the wounded were quietly relocated to the secluded outpost of Thalwacht to recover, far from the frontlines.
Over time, the soldiers and support staff transformed the garrison into a small village, one that still watches over the valley’s entrance with quiet vigilance, led by the renowned Marshall Eibensturm.

Ackerbruder
This influential brotherhood of free workers secured its independence from House Steinmark and has tended the valley’s fields ever since.
The Ackerbrüder were born in the dark days of the Winterbringer, a malevolent entity that cast much of the world into a deathly, unnatural winter nearly a decade ago.
Their renowned founder, known as “Eisenfaust,” won the freedom of Steinmark’s serfs and united many of them under a new banner. Today, the spreading village of Nessefurt, nestled at the valley’s end, stands as their headquarter.
It is difficult to know how large the Ackerbruder really are but they are definitely a force to be reckoned with.
Elements
Power and belief on Mitraspera revolve around the five sacred Elements.
Aeris, Ignis, Aqua, Terra and Magica are the five esoteric pillars upon which the reality of Mythodea rest.
Each Element has multiple Aspects which determines which facet of society or reality they are linked to.
Aeris is the element of movement, change, and perception, embodying inspiration, dexterity, and the thrill of the challenge.
Ignis burns with passion and intensity, representing love, desire, community and sacrifice but also destruction, wrath and domination.
Aqua flows with grace and intellect, symbolizing vitality, curiosity, elegance and deep wisdom. Schemes and manipulation are part of its liquid approach to things.
Terra stands firm in truth and strength, honoring creation through perseverance, justice, and a grounded, enduring love for life and its laws. It is also responsible for the flow of souls and their reincarnation.
Magica weaves all together through unity, empathy, and balance, seeking harmony and understanding in both the mystical and the mortal.
Ancient Rulers
Mitraspera was once a continent pulsing with raw power, harnessed by the greatest civilization the world has ever known.
These beings, remembered as the Ancient Rulers, vanished almost entirely in the wake of a cataclysmic event known as the World Fire, which occurred centuries ago.
Now remembered as monsters and madmen, the Ancient Rulers were unrestrained by morality or humility. The most powerful among them shaped entire races of sentient servants to satisfy their whims.
In time, some delved into ever stranger and more unnatural creations, driven not by purpose, but by the obsession to test the limits of their power. The Undead Flesh, an experiment in eternal life, was born from the ambitions of such a cabal.
The First War broke out between those who revered the Elements as sacred and those of the Ratio, who saw them as mere tools to be mastered.
This brutal conflict of faith and philosophy devastated their civilization before the World Fire finally ended their dominion over Mitraspera.
Undead Flesh
Undying, unforgiving… The Undead Flesh is a relentless army of animated corpses, fueled by dark souls bound to their one and only master: King Garvan.
Anathema to Terra and the cycle of life, the Undead Flesh must harvest the bodies of the living to replace their own rotting members. Nothing lives on undead lands and they must constantly raid their unlucky neighbhours for their grim bounty.
Looking for more lore ?
Mythodea is an universe over twenty years old that has been worked on by thousands of people. If you are interested to learn more, visit :
- The Official Website’s Lore Section
- The Wander Library
- If you are courageous, you can check The Old Library
Extended Ruleset
More depth, more cooperation, more story…
The Tales of Extended Ruleset adds structure and narrative tools to enhance the LARP experience without getting (much) in the way of immersion. This ruleset is an extension of Realms of Mythodea’s ConQuest Rulebook and both can be downloaded below.
Refined Combat Rules
Simple and familiar combat system with weapon damage, hit points and armor points for a more balanced and consistant battlefield experience.
New Specializations System
Each character can choose a specialization—a trade that reflects their skills and purpose in the group. These roles create an interconnected economy of effort, reward, and consequence.
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Collectors scour the land for raw materials, supplying others with the essentials for crafting. Hunters, miners, gatherers are the foundation of the system.
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Alchemists turn base ingredients into powerful potions, poisons, and medical supplies that can save (and take) lives.
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Artisans repair armor, create masterwork equipment and forge enchanted foci. They’re the backbone of logistics and combat preparation.
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Healers bring allies back from the brink of death and diagnose mysterious ills. Their skills keep teams standing and stories moving.
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Arcanists wield powerful magic, conduct rituals, enchant allies, and shape the unseen forces of the world.
Whether you’re a war-weary smith, a reclusive herbalist, or a rune-marked ritualist, your specialization matters, and others will come to rely on you.
The Quest Map
The story extends beyond the field. Send your off-screen ally on missions, influence the world, and reap both consequences and rewards.
Whether you’re here to fight, heal, craft, scheme, or explore, the Extended Ruleset is made to brings more to your story.