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THE CULT AND THE EXPERIENCE

"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown" 

 — H.P. Lovecraft

In The Last Call, you are not merely joining a cult. You are becoming part of a fractured faith that has survived through shadows, whispers and blood.

 

This cult is not one church but a thousand forgotten cells scattered across time and continents. Some have not spoken to one another for centuries. Their rituals, songs and scriptures have twisted in isolation, reshaped by madness, devotion and loss.

 

You have not been summoned by any prophet or leader. There is no hierarchy, no command, no centre. You have simply heard the same pulse, a voice from the deep resonating beneath thought. It has drawn you to Vaelsh Island, where the fragments of faith gather once more.

At The Last Call, you shape your own experience by choosing which part of the cult you wish to serve. Each path offers its own truth, its own horrors, and its own form of devotion. You may arrive alone or as a group, creating your own congregation or cell. Your faith, alliances and choices will shape not only your story but also the fate of the world and humanity.

Below, you can read about the three main experiences of the larp manifested in the three cults present.

CHOOSING YOUR PATH

In The Last Call, the kind of cultist you choose shapes the story you will tell.

  • Do you wish to explore faith and devotion, serving the Great Dreamer with ritual and conviction? Then choose The Cult of Cthulhu.

  • Do you crave secrets and subterfuge, walking among believers while serving a darker master? Then choose The Infiltrators.

  • Or are you drawn to desire and transformation, surrendering body and mind to the call of the deep? Then choose The Hybrid Children.

Each path offers a different way to experience horror, intimacy and power. Choose the one that stirs something within you and let it lead you where reason cannot follow.

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THE GOOD

THE CULT OF CTHULHU

For players drawn to devotion, mystery, and the fragile humanity of those who worship the unknowable.

You are one of the true believers. You have seen what the world has become and you know that salvation lies not in resistance but in surrender. The Cult of Cthulhu gathers those who still believe the Great Dreamer will awaken and reclaim what was lost.

Your temple lies in ruin, drowned by rising waters or burned by human hands. Civilization betrayed you, mocking your devotion and erasing the sacred from the world. Yet here, on this forsaken island, you are given a chance to rebuild. You come to restore what was broken, to sing the old hymns again, and to awaken your god.

The experience of playing a Cthulhu cultist is one of passion, faith and consequence. You explore loyalty and power, love and despair, and the haunting question of what it means to serve something vast and uncaring. Through ceremonies, alliances and conflict, you may rise as a leader, fall as a martyr or become something entirely beyond human understanding.

These characters are for players who seek emotional depth and freedom in their play. You embody belief as both strength and corruption, finding beauty in surrender and meaning in the unknown.

THE BAD

THE INFILTRATORS

For players who thrive on intrigue, secrecy, and the quiet pleasure of manipulation.

 

Among the faithful walk those who serve another master. You are one of them. Hidden within the ranks of the cult, you have come to twist its purpose and corrupt its awakening. Your loyalty lies with another entity, a rival god whose will must be carried out from within.

Every moment is a risk. Every word may reveal you. You move among zealots who already know the truth of the cosmos and who would tear you apart if they discovered what you are. You must weave lies into prayers and poison into devotion, shifting your mask with every ritual.

Playing an infiltrator means living in constant danger. You decide how deep the deception runs and how much of yourself you are willing to lose in service to your secret master. The experience is one of paranoia, power and quiet defiance. If you succeed, the awakening will belong to your god. If you fail, your end will not be merciful.


These characters are for players who crave tension and subterfuge, who find beauty in control, and thrill in the moment before the knife turns.

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THE UGLY

THE HYBRID CHILDREN

For players who want to explore transformation, desire, loss of control, and the body as an instrument of horror.

You are one of the Hybrid Children, born of the sea and touched by Father Dagon and Mother Hydra. The change has already begun. Your flesh carries the mark of the deep and your dreams echo with voices older than time. You are both human and something else, something that remembers what the world was before mankind.

Your transformation is slow but inevitable. Every touch brings you closer to becoming. Your skin grows strange beneath your hands, your thoughts ripple with alien desire. The more you yield, the more you become what you were always meant to be, something primal, powerful and free.

The hybrids are creatures of instinct and appetite. They crave closeness and connection. Their worship is physical, their devotion carnal. To them, intimacy is prayer and ecstasy is a kind of rebirth. They do not seek purity but propagation, spreading the song of the sea through body and breath.

In The Last Call, the Children of Dagon are not monsters but the next evolution of belief. Their art is strange and beautiful, their rituals shimmer with alien grace. You embody the hunger of the deep and the pulse of creation. As a player, you can explore this metamorphosis through makeup, prosthetics and play, shaping your transformation as far as you dare.

These characters are for players who feel the pull to go past fear and into raw fascination, who want to press their fingertips against the border of human and other, and sip whatever dark promise waits beneath the surface of the soul.

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GROUP SIGN UP AS YOUR OWN CELL

You may join The Last Call alone or together with friends. Groups can sign up as their own cell or congregation, a fragment of the greater cult. While the designers will write the final version of your cell, you will help shape it through your ideas, inspirations and desires.

Together, we will collaborate to bring your vision to life, a shared creation between players and designers. You can influence elements such as:
 

  • The tone and beliefs of your faith: hopeful, fanatical, nihilistic or ecstatic

  • The rituals your followers perform and what they sacrifice to the sea

  • The aesthetic and symbolism of your cell, from dress and relics to sacred gestures

  • The power dynamics within your group, whether united in devotion or divided by ambition


Your input will guide how your cell takes form within the story. The result will be something both familiar and strange, a reflection of your intentions reshaped by the thing that waits in the deep.

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