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Warbound is a live action role-playing game about medieval fantasy warfare. It aims to put its players on the frontlines of a plausible conflict through a mix of simulative combat, physical and mental exhaustion and strategic problem-solving.
Warbound is also an instalment of The Fog – the largest LARP series on the Balkans.

Although it is a direct continuation of The Fog LARP: Lines We Draw, this game will delve deep only into the series’ PvP core and distill 10 years of tactical and simulative game design experience into one streamlined 52-hour challenge unlike any of its predecessors.

Learn more about the game below, but keep in mind additional details will be disclosed at a later time and some will not be disclosed at all..

Warbound, like all human conflict, will not determine what’s right, but those who join us might just become what’s left.

If you are a newcommer, feel free to have a look at The Fog LARP’s main website, join The Fog LARP Community Group on Facebook or simply contact us.

I. SETTING

A War Meant to Be Avoided

The Tenebran Empire may have been pushed back, but peace never had the chance to take root. In the wake of liberation, a new power emerged: the enigmatic Muglizh Confederation, forged by the cunning warlord Dante Ortega. He was the first to develop a new kind of weapon—cannons, built on fragments of long-forgotten technology. With them, Muglizh rose swiftly from a minor player to a force impossible to ignore.

To the east, the Principality of Zmeyovo—small, proud, and fiercely independent—did not ignore it. Citing classified intelligence that Muglizh was preparing for aggression and viewing Zmeyovo as a vulnerable neighbor, they launched a preemptive strike. No evidence was presented, as Zmeyovo claimed their sources were too sensitive to reveal. Framing the attack as an act of self-defense, they moved swiftly against what they called an unpredictable and heavily armed threat.

The Pyrgos Intervention

The Republic of Pontus—distrustful of Dante, but even more wary of chaos—intervened almost immediately. Their official position was firm: in the midst of war with a common enemy, Zmeyovo’s strike was nothing short of treason in heaven. They rejected the claims of an imminent Muglizh offensive and argued that, lacking the approval of the Joint Security Council, the attack undermined the fragile peace holding the Free Nations together.
Yet not everyone believed Pontus acted from principle. Whispers spread that they too had eyes on Muglizh’s cannon schematics.

A Spark Ignites a Storm

What began as a skirmish between Zmeyovo, Muglizh, and Pontus quickly escalated into a full-blown international crisis. Two coalitions emerged.

Nations siding with Zmeyovo—driven by fear, revenge, or agendas of their own—signed the Sentry Coalition, presenting themselves as guardians of the Free World, willing to act proactively against cunning threats.

Those who stood with Pontus formed the Protection Pact—a bloc claiming to uphold order and prevent reckless, radical escalations. In the role of the victim, Muglizh welcomed their support.

Meanwhile, not every state declared its allegiance. Some are rumored to have entered the conflict unofficially—sending unmarked troops to maintain plausible deniability before the Joint Security Council.

The Battle Before

En route to what may become a decisive engagement, special forces from both coalitions converge on a contested zone. Their mission: to carry out tactical operations that will shape the battlefield for the armies to come—seizing key ground, denying enemy movement, and securing positions from which artillery might later be deployed.

How the War That Shouldn’t Have Happened Happened Anyway and Didn’t Change a Damn Thing

The war that wasn’t supposed to happen is now underway.
And what happens there won’t decide who was right.
It will decide who is left.
Who gets to write the history.
Who gets blamed.

War doesn’t end in clarity. It ends in an aftermath.
Become what’s left.

II. LOCATION

Welcome back to where it all began.

Warbound will take place in the legendary Fog LARP terrain near Gurgulitsa Hut, in the municipality of Kostenets. For returning players, this is a chance to revisit the cradle of the game—rich with nostalgia. For newcomers, it’s the perfect place to discover the roots of The Fog.

The area features a mix of open fields, dense forests, and varied elevation—offering both physical challenge and some welcome cool during the hot summer days. Expect uneven ground, hills that will test your legs, and shady cover when the sun’s high. It’s an ideal setting for tactical movement and territorial control.

Veterans, take note: time changes all things. The terrain is still familiar—but not untouched. New forest paths and dug-out sections may surprise you. Think of it as one more obstacle to overcome.

Important: Most of the game area has no phone coverage. Please plan accordingly.

III. GAMEPLAY

Fog-Style Combat, Focused on the Fight

Warbound is a war game built around The Fog’s signature style we know from “All Quiet on the Northern Front”. However, it focuses entirely on territory control, tactical combat, and coordination between squads, without non-combat plots or puzzle content.

This is a game about fighting smart and fighting hard. Expect open-field engagements, raids, ambushes, and a strong focus on planning, logistics, and teamwork under pressure.

It’s The Fog stripped down to its PvP core.

52 Hours of Tactical Pressure

Two opposing coalitions will battle over a contested zone using a live, tech-supported territory control system. Every skirmish, raid, or defended position contributes to the wider objective. The game runs continuously, including overnight—there are no scheduled breaks.

Key gameplay elements include:

  • Open-field battles and coordinated assaults
  • Defensive operations, ambushes, and camp protection
  • Mission planning and resource management at HQ
  • Special operations and recon for smaller squads
  • Limited supplies, real-time shifts in control, and persistent consequences

You’ll need to manage people, positions, and priorities. The tools are in your hands—but so are the risks.

Combat-Focused by Design

This event is meant for players who want to actively participate in combat. There are very few roles for those who aren’t directly involved in tactical play. If you’re mostly interested in social interaction, investigation, or character-driven drama, Warbound may not be the right fit.

However, if you enjoy squad coordination, physical challenge, or planning and tactical decisions, this is exactly what the game is built for.

Streamlined Economy, Strategic Consequences

There is still an economic game, but it’s streamlined. You won’t find coin quests – instead, each side’s strategic decisions will affect their final standing and their path to political influence – because as we know, politics is merely the continuation of war by other means. 

IV. RUNS

The first run of Warbound will take place on 11–13 September 2025.
At this time, no additional runs have been scheduled.

Tickets and Sign-Up

Buying a ticket equals signing up for one of the two factions.
Sign-up is individual—players choose their faction at the time of purchase.

Each faction has a limited number of tickets available: 50 per faction (100 in total).

To ensure a balanced gameplay, the organizers reserve the right to:

  • Pause ticket sales for one faction if the other has significantly lower interest.
  • Release a small number of additional tickets to accommodate isolated cases—such as latecomers joining their own club.

Important

  • A good combat game depends on balance. Please keep this in mind when organizing teams or making group plans.
  • You’re welcome to coordinate with other players, but some flexibility may be required to maintain faction parity.

The game is open to participants 18 years and older only.

V. Accommodation

Sleeping Arrangements

A limited off-game tent area will be available not far from the parking as seen at multiple Fog LARP instalments.
Players sleeping in offgame tents will have access to running water and baths in the premise of Gurgulitsa Hut.

In addition around 30 beds are available at Gurgulitsa Hut itself, in shared dormitories and one shared bathroom.
To reserve a bed, please fill out this form. The form is the only way to reserve a bed.
Do not contact the hut owners directly—all reservations are handled through the organizers. 

Reservations are accepted only for the full duration of the event (three nights).
It is not possible to book for just one or two nights.

Beds are assigned on a first come, first served basis.
The form will close once all beds are booked.
Guests will be contacted later to help assign dorms based on preferences wherever possible.

The price for staying in the hut is 25 BGN per person per night and is not included in the ticket price.
Paying is done on the spot, cash only.

Do It the Right Way

Players are strongly encouraged to sleep in the in-game camps to fully experience the event.
Additional guidelines for in-game tents will be detailed in the run-specific rules, but in general tents must look appropriate for the setting.

Food & Supplies

There will be no organized catering or communal food service at Warbound.

Players are expected to bring their own rations and/or cook in their in-game camps as part of the immersion.

The hut will be offering food as usual, but its kitchen cannot support the full player base, and long waits are likely.

For supplies, there are large, well-stocked shops in the town of Kostenets, about 30 minutes by car from the game area.

VI. GETTING THERE

Gurgulitsa Hut is located in the municipality of Kostenets, approximately 1.5 hours by car from both Sofia and Plovdiv.

  • Driving is the only way to reach the hut directly.
  • It is possible to take a train to Kostenets, but from there, you’ll need to arrange transportation with other players.

If you’re a new player without a carpool option, feel free to use The Fog LARP community FB group or contact us and we’ll do our best to help connect you with a ride.

Please note: There will be no organized shuttle service.

VII. Q&A

Will there be deficits or an economic game whatsoever?

Not in the traditional sense. There will be no deficits per se and no coin quests. Instead, each side’s strategic decisions will impact their final standing and political influence in general. 

Can we visit earlier (e.g. weekends before) to build defenses or camps?

No. The game is set in a zone where both factions have just arrived. Preparations, construction, and positioning begin during the game itself.

Can each group build its own camp, or will there be one big faction camp?

Each of the two main factions will have a designated zone. Within that zone, different groups are free to set up separate camps, as long as they stay within the boundaries for their side.

What about existing structures, like the old Sandblades “fortress”?

No camps are allowed inside it.

Can we bring off-game tents into in-game camps if they’re covered – i.e. tourist tents?

As always in The Fog: in-game tents are required. If you’re camping in character, your tent must look the part.

Is there a role for players who don’t want to fight?

This game is primarily for players who want to actively participate in combat.
That said, each faction has an HQ that requires planning, logistics, and tactical coordination. Players interested in that aspect, but who prefer to avoid direct combat, may still find a place in the HQ structure.
However, if your main interest is in social play, mystery-solving, or non-combat drama, Warbound is likely not the right event for you.

BECOME WHAT’S LEFT

BECOME WHAT’S LEFT