The world as we know it ended on December 21, 2012 and the prophesied Time of Judgement began. It had many names: Apocalypse, AscensionEndless Winter, or Gehenna. The Thousand Years of Darkness began with the rising of the black sun, Anthelios, on that fateful day. Fear and madness gripped mankind, and chaos ensued. Governments and the global economy collapsed. Vegetation died, and famine, desperation, and despair decimated humanity.

The Shroud, the barrier between the realm of the living and the Shadowlands, the realm of the dead, fell. Many centuries-old conspiracies claimed credit for this upheaval. The dead took the opportunity to launch an attack on the living with a worldwide invasion. The War of the Dead brought an already suffering population to near extinction.

Supernatural creatures of all types emerged from the shadows. They had been pulling humanity’s strings from behind the scenes for millennia. Now, they gathered survivors, and built kingdoms on the ashes of a fallen civilization.


Among them, the Unseelie Fae King Balor of the Winter Court returned. He united disparate strongholds, which still stood amidst the rubble of North America. Together they resisted the wraith armies and fought the War of the Dead to a stalemate. Balor forged his Kingdom of Dischordia from the surviving domains. Nobles of Dischordia now hold court, vying for prestige and the last vestiges of humanity. They compete with other kingdoms to shape and control the destiny of the world as it spins towards the next age.

Honor is a lie.

Etiquette is forever.


Maelstroms have torn through the world, throwing it into chaos, and sending every surviving kingdom scrambling to defend themselves against annihilation.

The Seventh Age is a Live Action Role Playing Game (LARP), based on White Wolf/Onyx Path’s classic World of Darkness. We use White Wolf's Mind’s Eye Theater rule set, but the setting is quite different. Set after the apocalyptic events of the Time of Judgement, monsters now rule a world of eternal night. The world has entered a thousand years of darkness, under a black sun and a blood-red moon. Supernaturals no longer conceal their existence from the world, and have seized what remains of it as their own.


North America is now the Unseelie Fae Kingdom of Dischordia, ruled by High King Balor. Players take the role of supernatural nobility in the feudal courts of Dischordia. Thousands of survivors and their descendants, form the base of the nobles' power. Players can seize the opportunity to advance the characters' stories. They will reshape the devastated world to their own ends. Political intrigue, diplomacy, duels, enlightenment, and war are their tools.


Players take the role of supernatural nobility from feudal courts around the world, brought together in refuge from the maelstroms by mysterious forces. Thousands of survivors and their descendants form the base of the nobles' power. Players can seize the opportunity to advance the characters' stories, and reshape their refuge to carve out their own base of power. Political intrigue, diplomacy, duels, enlightenment, and war are their tools.

The Seventh Age is a court-based kingdom building game of high costuming and diplomatic intent. Each court, nobles meet to vie for power and influence within the court. Combat is rare, except in the case of courtly duels. Unlike many other World of Darkness LARPs, we don't focus on antagonist-of-the-week plots. We play bi-monthly, on first Saturdays in Indianapolis, IN.

This game exists in an entirely unique setting with a rich history and robust House Rules. As a result, there may be a learning curve which may take some time for new players to grasp the depth of the game. We encourage new players to ask questions. Please contact the storytelling crew with any questions at This email address is being protected from spambots. You need JavaScript enabled to view it..