
13 - 17 October 2025
Ehrenfels Castle Sils
SWITZERLAND
WELCOME TO THE LIMINAL DOMAIN
When a Witchard’s time comes to an end, their Essence is whisked away to the Liminal Domain, where they are sorted back to the flow of the universe
and continue their journey in a new existence.
The Liminal Domain is in the in-between, floating outside the boundaries of time and space, where the Essences of Witchards gather after their earthly journey concludes. It’s a place of wonder, where they can have new experiences and are guided through the maze of their past, resolving regrets, and facing trials that shape their future.
Here, every Witchard’s Essence is sorted into its next existence,
whether it be a different creature, realm, or in an entirely new plane.
The Liminal Domain is about the touch of new experiences, the taste of joy, the chance for redemption, and the face of consequences. It’s a realm where death was just another beginning, and every ending opens the door to magical possibilities.
PLAY
The game is varied and has several sorts of activities. You can expect joyful, cheerful, silly but also sad, angry and fearful moments. This LARP is very much what you make of it and how your character chooses to approach things.
You can expect Type 1 and type 2 fun.
Type 1 fun is enjoyable in the moment
Type 2 fun may feel challenging or uncomfortable during the experience but is rewarding and enjoyable in retrospect.
ACTIVITIES
Trials are activities with the goal of sorting Essences players and attribute a future to them. The end result is the casting of Essences and the Passing to their next existence.
Assemblies are group activities of several types, logical, mental, physical, creative... The goal of these Assemblies is to allow an Essence to have a last chance of trying something and challenge their perceptions, wants, and wishes.
The Dreamweaver’s consultations are spaces where NPCs allow players to relieve parts of their past and try other outcomes (100% improvised). In-game registration to participate, open for all as observers.
Cacophonous or serene shenanigans are calm or loud spaces with fun activities and challenges for the players to mingle. Players of all types can propose activities to organizers.
THE EXPERIENCE
In the Liminal Domain, you’ll embody a magical being journeying through a place where time bends, logic twists, and every corner might hold a riddle or a surprise. As a player, your character will be one of three types: a Passer, a Guide, or an Essence. Whether you’re creating trials, guiding Essences, or making peace with your past to find your future, you’ll be in a place that’s both extraordinary and enchanting where sometimes the strangest moments will lead to the most profound revelations.
CHALLENGING PERCEPTIONS
In the Domain, notions of good and bad are fluid and subjective, shaped by the unique journey of each Essence. This LARP invites you to explore the boundaries of your Essence, challenging your character’s understanding of morality, balance, and identity as you navigate the path toward your next life.
While it explores concepts of life, death, and the afterlife, the Liminal Domain is not a religious game; it is designed to challenge perceptions without endorsing any specific beliefs.
This emotionally charged LARP delves into the full spectrum of emotions and contains triggering themes; players must review the safety section before enrolling in this experience.
ABOUT THE DOMAIN
The liminal Domain exists to help maintain the flow of Essences in the universe.
This space is managed by Dragons who take the Essences in the safety of their domain, protecting them until they are ready to pass to their new existence.
The Domain is a bubble outside of time and space where the concepts of good and bad are completely dependent on the character’s background, origin, and morals. There is no search for holiness or evilness in this game.
ROLES
All roles have creative freedom and require different kinds of preparation. All costumes are based on the role and color group, and all characters are self-written. Refer to the “ROLES AND PLAY” section of the Player Handboook for more information.
Roles of Passers and Guides require creating your character and pre-LARP preparation for mechanics, scenes, and eventual plots.
The role of Essence requires creating your Character but no pre-LARP preparation regarding plot or pre-play. You can simply arrive with your costume, and you will be just fine!
DRAGONS
The Dragons are the supreme rulers of the Liminal Domain, responsible for maintaining the flow of Essences and the Domain’s protection. Their tasks range from helping and interacting with players, managing the Dreamweaver’s Consultations, often handling logistics and other activities. Dragons are played by organizers and volunteers and each one has an in-game character. In-game a player character cannot become a Dragon.
Dragons dress in grey and wear masks on upper half of the face.
ESSENCES
You died. And maybe in your last instant, you thought that that was it. The end. And then you find yourself at the entrance of a castle, your clothes are colored, and you are confused. Where are you? Why are you here?
As an Essence lives, it transforms and evolves, when their life ends, they need to be sorted to the future. What scars do you carry from the life you lived? What do you dream of becoming in the future? Can you release the past and step forward, or will you cling to what you were? Will you choose to change, or will you stay the same? What do you wish to do with the little time you have left?
Essence's traits are visible through the colors they are dressed in, and Essences are grouped according to their colors into Baltan, Crimbor or Flara. A group is meant to support each other in their quest for the afterlife.
GUIDES
Guides are the same beings as Essences, or at least they were... Except they were unable to pass until now, but they might still have a chance to. The Dragons have taken the Guides in and agreed to keep them safe. In return, the guides help the Essences explore who they are, what they feel, or what they want to feel.
Guides help Essences have several types of experiences through the Assemblies they make. Your role is to question the Essence’s point of view about things and push their boundaries. Good or bad is but a concept that differs for each Essence and your goal is to shake their convictions and have fun bringing play while doing it.
Since Guides have been in the Liminal Domain for a little time, players with this role will have access to some hidden lore about the Domain and the Dragons within. Guides can choose to be assessed for passing on the last game day if they wish. They can also volunteer to play the trials.
Guides dress in black or white and can have small traces of color in their accessories.
PASSERS
Passers are the same beings as Essences. Except they are so depleted that they will probably never be able to pass on to a new existence themselves. The Dragons have taken the Passers in and agreed to keep them safe. In return, the passers help sort the Essences to the continuity of their life.
For this, they create trials where they can assess the Essences and help the dragons define what will become of them. Before the trials, their role is to observe, question, and interact with the Essences. This helps them have an idea of the evolution of a player during the game and makes sorting easier.
Since Passers have been in the Liminal Domain for some time, players with this role will have access to a major hidden lore about the Domain and the Dragons within. Players of passers are expected to create part of their characters using the hidden lore. Their goal is not necessarily to continue their journey anymore but some might still have hope.
Players of passers dress in black or white.
COLORS
In The liminal Domain magical being’s traits are visible through the colors they wear. Players must incorporate it in their costumes.
During the game Essences are grouped according to their casting colors into Baltan, Crimbor or Flara and the color group is meant to support each other in their quest for the next life. Passers and Guides group among themselves to plot and scheme but also participate in the Essence’s color groups.
BALTAN
Color tones: blue and purple
Traits
Relationship oriented, Psychic abilities, Authority, Influence, Wisdom, History.
CRIMBOR
Color tones: red and orange
Traits
Action oriented, Physical abilities,
Charisma, Success, Courage, Opportunity.
FLARA
Color tones: yellow and green
Traits
Analytics oriented, Transmutation abilities, Focus, Science, Technology

FIND OUT MORE
Join the community
A LARP BY
MEET THE TEAM
Vanessa Zumsteg
Lead Producer
Gameflow and Safety
coordination
Julien Rechemann
Lead Story
Trials and Dreamweavers
coordination
AJ Smith
Lead Engagement
Assemblies and Shenanigans coordination
John Shockley
Witchards Lore
Coordinator