The Children of The House
The Children
of The
House
August 16th-19th 2025 & August 21st-24th 2025
“May your Paths be safe,
your Floors unbroken
and may the House fill your eyes
with Beauty.”
(from Piranesi by Susanna Clarke)
A LARP based on
Susanna Clarke's Piranesi
Piranesi is a book that is difficult to explain but has stirred an intense wish in us to recreate the experience in a way that is fit for a larp.
It is a story of surviving in an inhospitable place in a tight-knit primitive community with themes of superstition, gratitude and amnesia. You can read more about the setting further below!
This website only contains the skeleton bits of info because websites are exhausting to build.
Please find our full player guide here:
Hard Facts
Two runs in August 2025 - following different time schedules to accommodate for early birds or night owls and their respective sleep rhythms.
Night Owl run: August 16th-19th 2025
Early Bird run: August 21st to 24th 2025
Played by 35 players plus Crew in Pałac Lubinicko, Poland (2.5 hours drive from Berlin)
The game is played in English and requires you to be 18 years or older.
Standard tickets cost 350€.
There are options to support our ability to give our Reduced tickets for 250€ by choosing to pay 50€ or 100€ more than the Standard ticket.
We are also offering Social tickets for 15€ for anyone who is hindered from larping altogether by economic reasons. Newcomers get priority for these tickets.
Join the waiting list now!
The Setting
The Children of The House is a larp heavily inspired by the book “Piranesi” by Susannah Clarke. It is difficult to give a brief description but here is our attempt for a two-paragraph-description of the larp:
The Children of The House is set in a world and the world is a House. The House contains oceans, clouds and, above all else, statues. It is infinite and strange and vast. The player characters are the only (known) inhabitants of The House. The House is all they’ve ever known. They are tied together as a close-knit community based on ritualistic habits and varying degrees of worship for The House. The House may not be a welcoming place to survive in - the Children labour each day to provide food, warmth, comfort and kindness to each other - but The House provides to those that earn their place in it.
One day, everything changes as strange notes start to appear that suggest the arrival of a new person and the existence of a world, a different world, in which The House doesn’t exist. The Children and their community are faced with a new reality that slowly unfolds for them - including their own past and how they got to The House in the first place.
What to expect
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An experience driven by physical hardship.
This is not a larp about explicit physical suffering but it is very much about discomfort. This means:-
Sleeping on makeshift mattresses on the ground
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Making your own food
-
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No alcohol consumption during the larp, only in social hours before and after
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Physical touch as a part of the game, as well as intense physical roleplay like shouting or whispering etc.
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Non-transparent plot & storyline to discover and experience
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Co-created character creation with a base skeleton to work from
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Workshops
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Structured debrief
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Emotional safety incl. food and comfort options that can be used offgame
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Design & safety mechanics
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Self-responsibility of all involved (including you!)
Our themes
The game evolves around not knowing the workings of reality. How is The House made? How does it work? Is it sentient? There will be no definitive answers to these questions. Instead, the characters have adapted religion-like superstitions and practices in their every-day life to explain what they deem to be true about their world - phrases, rituals, prayers even.
Superstition
& Wonderment
Odd things are beginning to happen that threaten the established life, routines and dynamics of the group.
A big part of the game evolves around puzzling together things that were forgotten or lost in the collective and individual memories of the Children - and the confrontation whether it is better to live in ignorance or awake enlightened, yet estranged from what you deemed to be true before.
Amnesia & Mystery
In The House, survival is ensured by maintaining a functioning group with well-oiled habits and routines. Each character has their role within it. The Children have forged a close-knit bond by assuming they are the only people existing in The House. Their everyday is determined by a strong sense of togetherness and connection - they each are, in this House, alone. Together.
Community
Life in The House is simple, rooted in basic resources that meet basic needs. It stands in contrast to the supernatural beauty of The House and Its Kindness. To survive (and to play the game), each character must contribute and accept discomfort. It is the only thing the characters have ever known - a simple life in a stunning, extraordinary place filled with mysteries and simple wonders.
The game evolves around hardship and the gratification that comes with living in a strange, yet beautiful place.
Primitive every-day
& Gratitude
The Team
This event is run under Poltergeist LARP and individuals who have designed and run larps for several years.
While the design of this larp is a serious and, dare we say, rather artsy one, it's important to us to say that we ourselves like to not take ourselves too seriously. In fact, we strongly identify as queer leftist trash and as such, our focus is an inclusive and oftentimes political one - we believe in radical kindness and try to fight inequality both in our events, and our private lives.
Not all larps are inclusive to everyone, we have no illusions in that. What we lack in inclusion for this one, we try to counterbalance in other projects and vice versa.
Together with you, we want to tell your stories - for in the end, that is all that's really left of us, isn't it.
You can contact us with your questions via coth@poltergeistlarp.com or visit our website: www.poltergeistlarp.com!
Lotta
They / them
Early Bird
Sandy
She / they
Permanently exhausted pigeon
Lucky
They / them
Goose on caffeine