
New beginning - updated Seed of Revolution structure
Marcin Słowikowski, Agnieszka Kisiel
Feb 6, 2026
We have reworked the structure of the first larp in the Krystalium trilogy - Seed of Revolution - to make it more dynamic, raise the stakes, and make your entrance into our dark universe more dramatic and intense.
These changes are brought about by direct input from players and by our observation. We wanted to remove the faulty elements and to bolster those which brought the most emotion and encouraged engagement.
We have decided to go for more transparency, distinguishing between what a player knows and what a character knows, so we can talk freely about the structure without spoiling the plot. This will eliminate misunderstandings and give players another tool to actively manage their experience.
Below, you will find a general plan of all three days of the game, together with a short description of all the game elements you will encounter. Use the knowledge to introduce your character to the game and to bring the fire of the revolution to a new province.
Day 1 - Arriving at Project Firestarter
Intro scenes for national groups. The game starts after dinner with scripted scenes played out in groups divided by nationality. These will be short, cinematic introductions which may take place back in your home countries or on your way to Dalvios.
Varied time of arrival. The introductory scenes differ by length, so the national groups will enter the headquarters at a different time. This will bring you into the game world more naturally.
Check-in procedure. Each cadet has to go through the administrative process on arrival. You will fill out forms, get your uniform issued, and have your picture taken. There's no army without paperwork.
First tasks. Those who arrive early will receive their first assignments so they can familiarise themselves with the premises and waste no time spent in service.
The Mess Hall and Gambling Tables. After your first evening assembly, you can spend the first evening in the Mess Hall - drink, gamble, relax, familiarise yourself with the other soldiers, and form the first new relationships, good or bad.

In Krystalium, you don't just participate in a revolution, you learn how to run it!
Day 2 - Orientation training and choosing specialisations
Trooper orientation training. The second day is spent giving the cadets an idea about the various tasks and responsibilities of the Project, as well as finding out about the cadets' individual aptitudes and talents through assigning them simple tasks under expert supervision, and only a minimum of theoretical lecture.
Six one-hour shifts. Each cadet receives an individually assigned schedule, with four hours assigned to four distinct specialities and two hours they can spend relaxing or, if they wish, receiving additional orientation training.
Free reassignment. You can switch your assignments with each other if you follow the administrative procedure. You can also ask for repeated assignments to a specialisation that interests you and try to impress the captains.
Officers in charge. The captain characters will create their schedules themselves, provided they can fill two shifts with the cadets and one shift in the Staff Room. They spend their first day evaluating the cadets and assigning them to specialities.
Negotiation. Cadets can set up a meeting with the officer on Staff Room duty to talk about their assignment, try to negotiate a role they are most interested in and generally state their case.
Not only training. Reports from the frontline appear on orientation day already, and their contents may influence your decisions and actions.
Staff Room meeting. In the evening, the officers meet to assign specialisations to cadets and form their teams to their best satisfaction.
Dinner and show. After dinner, you can relax at the gambling tables again, but the second evening comes with a special treat as well, a stage show including a famous Dalvian artist, the star of the revolutionary stage.
Day 3 - Decisions and research
Announcing assignments. In the morning you will see how the captains have assigned the cadets to various specialisations. You will have an hour to try to change those decisions. This is mostly geared towards building drama, possibly introducing some petty intrigues or dramatic scenes.
Official instatement. During a special assembly, cadet characters will receive their specialisation and proper rank. This may be a sergeant or a lieutenant rank. We are introducing the two available ranks since players have asked for a broader, more diverse military hierarchy.
Specialist training. Before dinner, the newly instated specialists will fully enter into their roles and learn about the state of research in their field. This will also be an opportunity to add to their theoretical and technical knowledge.
Choosing a direction. In the afternoon, specialised teams will embark on research projects and strategic plans relevant to the undergoing revolutionary campaign.
The Supreme Decision. Officers will have to make the key strategic decision - choose the governorate where Project Firestarter will instigate a new uprising and start a second revolution.
Final sequence. After dinner, your characters expect the usual evening of downtime and relaxation. As players, you are hereby informed that the third evening will not be a normal evening. There will be a Finale, an ending sequence to finish the game on. However, your characters have no idea anything out of the ordinary is coming. We're not giving you details on purpose, but prepare to be surprised.
The Revolution is coming!

If you're still waiting for a sign, the sign has come.
The structure has been reworked. The rules are clear. The fight awaits. Give us your arm, your heart, your fire!
Previous entries:





5-8 MARCH 2026
international run


12-14 JUNE 2026
bilingual run


2-5 JULY 2026
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3-6 SEPTEMBER 2026
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