THE LAST ARK
Three immersive events set a century after the Great Plague. Humanity as we know it has ended. But you are more than human. You’re a mutant zone-survivor, and this weird new world belongs to you!
CRASH is June 25.-28, ADAPTION is August 19.-23, and CELEBRATION is September 17.-20 2020.
BUILDERS TICKETS AVAILABLE FOR 500sek/ 46EU
Location is just outside of Stockholm, but simultaneously totally isolated: the fantastic, forgotten Stora Höggarn. 0,16 km² of old industrial island turned part-wilderness, part futuristic science experiment.
BECOME A MUTANT AND LEARN THE ART OF SOCIAL ADAPTION TO THRIVE IN AN UNCERTAIN FUTURE!
Want to take part turning massive old ships and oil cisterns into a post-apocalyptic village? Want to experience the community, the struggles and the freedom of Mutant? This is for you.
Sign up open now!
Many generations ago, your ancestors launched the Silver Ark to escape the End of Days. Against all odds they survived.
For as long as you can remember, your reality has been shaped by life in the belly of the Ark – her cramped quarters, the movements and moods of the ocean, the cult-like hierarchies of the crew and the constant hum of the reactors and the double salt cleaners. Now you must prepare to leave it all behind.
Soon the Silver Ark will land on a mysterious island in the Muskö Zone. The ancient Captain is approaching death and his control is slipping. The 200 souls, who until recently made up the crew of the Ark, will be forced to adapt.
To survive and thrive, the Ark crew must now create society anew, conquer or make peace with the outlandish sea tribes of the Zone and build a permanent settlement by cannibalizing the great wreck of the Ark and its way of life.
However, the island also has a will of its own.
The story of Last Ark begins at a new dawn, a new year Zero. How it ends is up to you.
WELCOME TO THE FORBIDDEN ZONE!
The Last Ark events are co-created and highly physical experiences about scarcity, the joy of breaking free from the old world and perhaps most of all, about the people who manage to build a good future from the ruins of a troubled past.
The story consists of three stand-alone events, each with a unique focus. It's set in the classic Swedish roleplaying setting MUTANT.
Take part by becoming one of the Arklanders: a member of the new settlement, or by taking on the role of Zone dweller: free-roaming, wild inhabitant of the islands.
Beginning the Journey
To take part in the Last Ark, sign up to receive a pre-written Arklander character or create your own weird and fantastic Zone dweller. Through your character, you'll take part in shaping the diverse cultures of the Zone and the world they'll live in.
Do you need to know what you're doing? No! All events in The Last Ark - series are designed to be accessible to newcomers. Enthusiasm is the key.
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 warm beer while watching the sun set over the formerly-doomed world.
Together we'll create a new way of living, and the vision is that 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. You can read more abou it here.
Mutant is a darkly humorous post-apocalyptic world, where the surface of the earth is inhabited by mutated people, monsters and speaking animals. The Old Age is only a memory, kept alive by the inhabitants of the survivor Arks. One by one the formerly-forbidden Zones are re-inhabited, and slowly a new age of civilization dawns.
The technological remnants of the Old World are impenetrable mysteries to most of the Zone's inhabitants. The written language of the past is known only to the most devoted chroniclers or half-crazed Automatons of the dead old world.
It's a satire which takes the world's present condition on the brink of disaster seriously, but plays with it in a soft and silly, sometimes darkly humorous way.
We use Mutant with official license from Cabinet Entertainment and work with several of the authors who have written for this universe through the years.
Mutant has always been a story about the time after the apocalypse, when various groups of survivors begin to work together again after a long age of strife. It’s about creating a new society in a world that has long ago forgotten who we were and what we used to think of as important.
By starting again, from Year Zero, we might even get some fresh ideas to take back with us into our present reality.
BUILDING THE ARK Settlement
During and between the events, we'll be taking apart and re-purposing existing structures, oil cisterns, shipwrecks and forgotten island junk to build a real mutant rust town! In the process, the different cultures of the Zone will clash and a new society be created.
You don't have to do hard labour on the island to play, but the development of the Ark will be a big part of the events. That might mean building your own one-Mutant clay sauna, painting a mural or tending to the herb garden. Only time and enthusiasm limits your level of involvement.
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 us find your inner Mutant through body language and voice.
Note that most of the mutants will be "human mutants", as opposed
to the intelligent animal mutants that will become a common sight later in the setting.
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.
Poison fangs or claws (paralyzes prey)
Empathic snout (allows the mutant to smell emotions and when someone is lying)
Pheromone glands (a strong musky body odour that makes the mutant very persuasive at close range)
The mutant crew of the ark 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 every single piece of clothing is heavily patched, modified, armoured and decorated to suit the needs of the cultures of the ark. Similarly, the costumes of the zone dwellers are stained with mud, patched with leather and pieces of rubber. Land-based mutants often wear metal pieces of armour made from scrap metal and tires.
Your costume can be as simple or elaborate as you wish, based on some general guidelines for the setting. So far, you can find our Pinterest here. Many groups will be recognisable through a common use of color, painted symbols or ancient logotypes. 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
During the first event, “Crash”, we focus exclusively on the mutants of the Silver Ark.
The Silver Ark mutants are divided into crew cults. Some have existed since the Ark set sail, many were created when groups of survivors joined the original crew and came to fulfill some function on board. During its lifetime, the Ark destroyed many smaller vessels, assimilating their crews, raided coastal settlements and recruited specific groups of pirates, enclave researchers or fishing mutants to acquire the talents, mutations and technologies it needed to survive.
The chosen of Silverkrist is the most powerful and numerous culture aboard. They 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.
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/
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. They support the power of the Chosen with their talent for violence, their lovingly-maintained diving gear and their military-grade hardware. They will be the only group who have visited the island before the start of the first event and have faced its threats at great cost. They are ruled by military ranks but are divided in their opinions on if and how the island should be settled.
CREWS AND CULTURES - ZONE DWELLERS
During the second and third events, “Adaption” and “Celebration”, you can sign up as one of a dozen different Zone-dweller groups or even create your own group from scratch. These groups are often (initially) hostile to the crew of the Silver Ark. Some examples:
Zone-Ghouls are a close-knit, nomadic and violently xenophobic tribe of nocturnal mutants, clad in masks and ragged dark cloaks to hide their severe deformities. They are known to be hostile and very dangerous to Arklanders, but hide a secret that may save the Last Ark.
The Nova Sect is a procession of seemingly non-mutated humans in makeshift vessels, clad in long dark robes, slowly make 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.
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. Now a delegation from Scrap Island approach the Ark under a white flag of truce – but can they be trusted?
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 if you have a group from another post-apocalyptic event like “Blodsband” or "Dystopia Rising" it’s likely very easy for us integrate it into the MUTANT setting.
All MUTANT events are open (everyone is welcome and should be treated equally no matter who they are) and co-created (we help each other both in- and outside of the fiction).
We are all responsible for our own and each other’s safety while on the island. That means lending a hand when you can, trusting your fellow players to know what they're doing and keeping 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 tapping out" 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 heart-starters and a speedboat plus emergency car on standby to bring players in need of serious medical care to a hospital nearby.
For comfort and rest breaks, we'll have a small "off-game" area, where you can chill and talk to one of our volunteers about whatever.
June 25 - 28: CRASH
The Captain is old and the Ark is about to go on ground. The crew must gather the courage to leave the ship. A small part of the island is explored. Pressure cooker that explodes in civil war as the old regime ends and something new begins.
We meet at 12.00 Thursday and will be done by 18.00 Sunday.
August 19 - August 23: ADAPTION
(Arklanders and Zone dwellers)
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. Tense meetings between radically different groups of survivors.
We meet at 12.00 Wednesday and will be done by 18.00 Sunday.
September 17 - 20: CELEBRATION
(Arklanders and Zone dwellers)
10 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 12.00 Thursday and will be done by 18.00 Sunday.
Each event is a full experience in itself. Sign up to one or several, depending on which of the themes that interest you the most.
The Last Ark series takes place at Skärgårdszonen Living Arts Island outside of Stockholm. Also known as 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 later for Arlanda airport, and an underground research center. 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.
Throughout the spring and summer, we'll go out there and back again regularly, so it will be possible to go to the island and work on building projects, for those who want to make their own mark on the island.
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 Stockolm.
The Tower of Babel was a construction by the Ancients, so high it almost reached into Heaven, built on the pride of humanity. It was never finished, as God punished his creations with many languages, so they could not understand each other, nor the technology they had mastered.
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.
Arklanders (written character): 2250 sek / 209€
Zone Dwellers (write your own): 1750 sek / 163€
Builder's ticket (help us build for 3 days): 500 sek / 46€
Up until two weeks before each event, 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.
There may be some groups reserved for players with special skills or abilities, such as groups only open to sight-impaired players, Arabic speakers, skilled welders or players with scuba diving certificates.
The events are financed equally through a generous arts-grant from Kulturbryggan and ticket sales. The estimated total budget of the event series is 2-3 MSEK.
Reach us at
Unless otherwise mentioned, photographs are from location, illustrations from Mutant - or a combination.
Living Arts Island
The structures we build on the island will become the foundation of a permanent center of living arts. They will not be taken down after we are done, but will remain as a permanent sculpture park and event space.
You can rent it when MUTANT events are not running.