introduction The Last Ark events are co-created and highly physical stand-alone experiences, each with its own unique focus. All events are designed to be accessible to newcomers. They're set in the classic Swedish roleplaying setting MUTANT. ​ The events will focus on realistic simulation and doing things for real. That means working on your part of the settlement, fishing, cooking over a slow fire, arguing over control or making deals with your enemies for bullets, meeting unexpected beings in the hills, sleeping inside old industrial structures, and having a lukewarm beer while watching the sun set over the formerly-doomed world. ​ Together we'll create a new way of living, where harsh commandments and violence inherited from the dark days of old steadily give way to new closeness and cultural triumphs. Along the way, you might hunt your enemies for sport and pray to greedy rust gods who feast on pain. But hope is never lost.

THE "MUTANT" SETTING ​ Mutant was launched in 1984 and has much in common with settings like Fallout, Gamma World and Metro 2033, but is set in Scandinavia. It's darkly humorous post-apocalyptic world, where the surface of the earth is inhabited by mutated people, monsters and speaking animals. You can read more about it here. ​ ​

BUILDING THE ARK Settlement During and between the events, we'll be taking apart and re-purposing existing structures, and forgotten island junk to build a real mutant rust town!



We invite you to take part in this, by working on your own projects around and during the events. That might mean building your own one-Mutant clay sauna, painting a mural or tending to the herb garden. We very much see the island as a communal project - insofar as time, resources and global pandemics will allow it. ​ The structures created for the Last Ark series will be allowed to remain permanently on the island and evolve over time. A dance in the ruins. A new beginning. An escape from our contemporary age to explore future lives in a new dawn.

PLAYING A MUTANT "You are the spawn of humanity, but not quite human. You are twisted funhouse images, mutated freaks. Your bodies and minds have incredible powers, but you are unstable. Fragile."



Mutants are weird, fucked up, strange and quirky. Even if their mutations are not always visible, they move, speak and behave in unusual ways. This is one of the best things with the Mutant setting - you don’t have to play nice, sexy, polite, well-spoken or clean to fit in. For the last few generations, the crew of the Silver Ark and many other mutants have struggled with infertility. It's been decades since a Mutant child was born. As one of the consequences, gender has become highly irrelevant and romantic partnership is considered highly old-fashioned. Intimate bonds are more often built on having mutual enemies, being in the same cult or sharing a secret and comfortable hiding place. There's still prejudice and intolerance in the air, but it's never based on looks or gender. All events will include workshops to help you find your inner Mutant through movement and mannerisms mutation Examples



Resistance to rot (toxins, disease and radiation) ​ Direction glands (always knows where North is) ​ Pointy ears, coloured (often bluish or greenish) skin or other cosmetic changes that are all interpreted as signs of being Pure in the eyes of the Silverkrist Godhead. ​ PSI mutations, like the power to cause waking nightmares



GEAR The Arklanders are dressed in the ragged remains of the life-vests, uniforms and civilian clothes worn by the original crew. Rust, dirt, fat and salt stain the fabrics, and clothing is patched, modified, armoured and decorated to suit the needs of the cultures of the ark. The costumes of the zone dwellers are stained with mud, and patched with leather and pieces of rubber, and they often wear metal pieces of armour made from scrap metal and tires. For inspiration, find our Pinterest here. Watch a few videos by the inimitable Nuclear Snail, the Youtube master of post-apocalypse fashion for the best and most fun methods to build and distress your gear to look awesome.

CREWS AND CULTURES - ARKLANDERS



The Silver Ark mutants are divided into crew cults. Some have existed since the Ark set sail, others were created when groups of survivors joined the original crew and came to fulfill some function on board.

The Old Command has harshly ruled the Silver Ark and its smaller vessels since the maiden voyage generations ago. There has never been a time when the Captain was not in charge, and although rumors abound on lower decks that he must be weak and old by now, all Arklanders know that the Captain sits at the wheel both day and night, his power absolute. Even if he is rarely seen, and only from afar.

The Chosen of Silverkrist adhere to a bizarre form of Christianity adapted from Laestadianism blended with Anthroposophy. They see mutations as the blessing of the fish-god, their leaders are preachers, and singing, dancing and ecstatic prayer is at the heart of their highly communal lifestyle. According to their belief, the Ark will sail until all members of the crew are “pure” and ascend into Heaven carried by metal angels. Touching dry land is supposed to be forbidden and stranding on the island is a great blow to the power of the preachers. ​ The Wave-Stalkers are the last remnants of an elite military unit incorporated with the Ark several generations ago. They are allowed to roam far from the Ark in their small armed vessels and often raid other ships or go on extended exploration trips to dry land in order to supply the Ark with reserve-parts, grub, artifacts and captives. ​ The Golem are baseline (unmutated) human children that Arklanders found floating around on a makeshift raft 10 years ago. The Chosen surmised that they were soulless lesser creatures, sent to them as a gift by the fish-god as servants. ​ N55 is a semi-secret resistance group opposing the power of the preachers by encouraging settlement on land. They are the keepers of the forbidden Manuals; text files and images preserved from a long forgotten arts collective of the same name. Stranding on the island and rebuilding society in a new way is exactly what they have prepared for. Find the Manuals here: http://www.n55.dk/ ​

CREWS AND CULTURES - ZONE DWELLERS ​ The Witches of Röya channel the powers of the Motherzone through rites older than the ancients. With painted faces, braided hair, rune-encrusted guns and psionic powers rivalling those of the Nova sect, they see the Arklanders as ignorant children. The Zone-Ghouls are a close-knit, nomadic and violently xenophobic tribe of nocturnal mutants, clad in masks and ragged dark cloaks to hide their deformities. They are descendants of the humans who survived the Apocalypse, but over the centuries, they have lost all memory of their origin. ​ The Nova Sect are a procession of seemingly non-mutated humans in makeshift vessels, clad in long dark robes, and have been slowly making their way across the waters of the zone. Perhaps they are on a pilgrimage. For some reason, they settle on or near the Island. When approached, they treat strangers like they were the ghosts of the dead or spirits of the old age. They have strange powers and understand the Old World in ways that are simultaneously threatening and enticing. ​ The Helldivers of Scrap Island: Wave-stalkers talk about an artificial junk island slowly drifting along the coast. Dangerously close to the Island. Settlements are attacked, boats stolen and mutants captured and sold into slavery to the masters of this terrible floating city of rust and blood. Your own group! If you have an idea for a Zone-dweller group, please contact us and we will fit you into the story of the Last Ark. ​ Note that it's fine to re-use groups from other events if modified for Mutant.

SAFETY ​ All MUTANT events are inclusive and co-created (we help each other both in- and outside of the fiction).



Please have a look at our adaptations of CRASH to covid circumstances. ​ Lend a hand when you can, trust your fellow players to know what they're doing and keep a clear head. ​ Be attentive and never afraid to discreetly check in with other players. It's always cool to break character (by saying "RED") or gently slowing down a scene (by saying “YELLOW”). It's also encouraged to signal that you want fellow players to go harder (by saying “GREEN). ​ Since we're on an island, we'll have at least one licensed and trained EMT on site at all times. There will also be a small off-game medbay equipped with first aid-gear and emergency transport on standby for players in need of serious medical care. ​ For comfort and rest breaks, we'll have a small "off-game" area.

PRACTICAL INFO ​ WHEN June 25 - 28: CRASH (Arklanders only) ​ The Ark has gone on ground during a terrible storm. The crew must gather the courage to explore the strange island they find themselves on. Will peace hold under pressure or will straight out war break out? ​ August 19 - August 23: ADAPTION ​ It's been years and the island still hasn't given up all its secrets. The settlers become aware that they don't have the island to themselves. As even more strangers arrive from sea, a crisis must be managed. ​ ​ October 23- 25: CELEBRATION (NEW DATE) ​ Several years have passed since the landing. The Ark is almost unrecognizable, enriched and made stranger by the peoples and crews that have made it their home. There's a new light on the horizon, and even the island hums along with the Gigakräft celebrations as it counts down to 0. Festival, friendly competitions and grotesque, riotous fun. ​ We meet at 16.00 Friday and will be done by 18.00 Sunday. ​ Each event is a full experience in itself. ​ ​ WHERE The Last Ark series takes place at Stora Höggarn. This place has been home to a 17th century inn, summerhouses for turn-of-the-century tourists, a massive oil-tanking station used during the war. And now us. As it isn't possible to access the island without a boat, transport to location from Stockholm will be included in any event ticket. ​ What you get With any ticket, you get a dry place to sleep, food to eat (vegetarian options will be available) and access to toilets and water. From the beginning of the summer, expect conditions to be primitive. As we expand the settlement, the lives of the settlers will gradually become more comfortable. ​ You will provide your own gear and transport to and from the pick-up location in Stockholm. ​ LANGUAGES The main languages of the Last Ark will be Swedish and English. But the mutants have different forefathers, and you may speak several more languages among each other during the events.



TICKETS New written character: 1750 sek / 169€ Return character or self-written zone dweller: 1500 sek / 145€ Builder's ticket (help us build for 2-3 days): 500 sek / 46€ Larpfund ticket (reduced price): 750 sek / 72€ (Apply here) ​ Tickets can be resold and transferred, as long as you let us know. ​ Age requirement: 18+ or 15-17 with written permission from a caregiver. ​ The events are financed primarily through a generous arts-grant from Kulturbryggan with support from ticket prices. ​ Contact Reach us at organizers@mutantzone.com ​ ​

Gallery Unless otherwise mentioned, photographs are from location, illustrations from Mutant - or a combination.

SkärgårdsZonen Living Arts Island The structures we build on the island will (we hope) become the foundation of a permanent center of living arts.



You can rent the area when MUTANT events are not running. Contact us for more information. ​

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