Heroquest larp/LRP Campaign World

One of the great strengths of Heroquest is the depth and detail of the campaign. Adventures may be individual events but will be set against the background of this rich and varied campaign world with its own unique political, economic and cultural environment. There are no pre-determined outcomes for the adventures over which the players have no control. We believe that it is fundamental to the enjoyment of live-role-playing that players at all levels may have a major influence on the world in which they live, if they so choose.

Scroll The Heroquest Larp campaign world is Orin Rakatha, a land originally devised and built by the mysterious Mystics of Old. As the many different communities that co-exist in Orin Rakatha grew, there became a shortage of land and territorial disputes arose. To avoid large-scale wars, the Mystics constructed a series of Towers, which were allocated to communities of adequate size. The Towers are now the backbone of civilized life in Orin Rakatha, and are sentient demi-planes in which combat, magic and invocations do not function normally. Areas are set-aside in the Towers for farming and the other mundane aspects of life, and as such, they represent a safe haven for a community's continued existence.

In addition, the Mystics introduced the mists around Orin Rakatha, which occasionally wash over the lands turning all creatures, not protected by the Tower or by some other means, into Hordelings. Hordelings are disfigured, almost mindless creatures that believe that if they die in combat they will be reincarnated as bigger, more powerful beasts. They are attracted to groups of people, the larger and more powerful the group, the greater the number and strength of the Hordelings that are attracted. They will invariably fight to the death. The introduction of the mists and Hordelings has prevented communities from waging large scale war against their neighbours for fear of creating armies of Hordelings should they be caught in the mists. Therefore, all business, politics and communication in Orin Rakatha tends to be performed by small groups, known as adventurers.

There are more than twenty known Towers in Orin Rakatha, inhabited by a wide range of creatures of different types and beliefs. Our own community, known generally as the Kern Valley, currently inhabits three Towers, having expanded over the years from a single Tower. Broadly, the three Towers are inclined towards good, neutrality and evil, although internal politics make this situation much more complex.

The Guilds

The Kern Valley is generally a unified alliance with close historic ties, although this is sorely tested at times. The nominal head of the Kern Valley is King Paullandis, formerly leader of the White Retreat and he has a circle of Kings Advisors to assist him. However, this is a recent development and not everybody has yet sworn fealty to the new King.

Wolfhold is ruled by Lord Raven.  However Lord Raven is rarely seen and instead issues his edicts through Dreadlord Araikas, the Steward of Wolfhold.  This dark Tower comprises a number of the murkier guilds in the Alliance. These include the Black School of Magic; the Iron Guard Warriors; the three principal evil acolyte sects of the Dark Brethren, the Seers and Reapers; the Alliance Drow Houses, House Tumdurgul and House Drannath; and the Assassin's/Hunter's Guild. Also within Wolfhold is the Church of Lolth, a sect within House Tumdurgul. who gain their teachings from the Dark Path.

The White Retreat is ruled by Sir Clavados, the Steward, who represents the Royal Fellowship. Guilds represented in the White Retreat include the Red, Green, Blue and White Schools of Magic; the Crusaders; the Seekers and the acolyte sects of Humact, Saint Michael and the White Path.

The third Tower is the Village, controlled by Raucus, Leader of the Grey Path acolytes and spokesman for the community as a whole. Guilds represented in the Alliance Tower are the Rangers; the Pathfinders; the Merchants; the Brown, Yellow and Grey Schools of Magic and the neutral acolyte sects of the Grey Path, the Wardens and the Gauntlet. Also within the Village, for political reasons, are the Dark Path and the Hospitallers.

All the Guilds have leaders, assistants and administrators and there is a constant struggle for power in one guild or another. For example, the recent absence of Lord Dalvain Spellsword from the Tower led to a power struggle involving Guildleaders and Adventurers alike until Lord Raven was declared the new Tower Head.

The lists of the leadership of each Tower of the Kern Valley can be found here.

Politics

In addition to the internal guild politics, we are constantly seeking to improve relationships with other communities in the land, with varied degrees of success.Invoke Sphere

The Wizard's Concilium occupy two Towers in central Orin Rakatha and are generally responsible for teaching magic to most other communities in the land. The ability of the Kern Valley to teach its own members the arts of Magic has led to many tensions with the Concilium in the past, although each College within the Concilium has its own stance. Encounters with Concilium groups often result in combat, even though there is officially peace between our Towers. However, relations between our two Towers have recently improved due to the actions of a group of Heroes led by Orlando who were instrumental in aiding the Wizard's Concillium.

The Shadowsfall are a Tower of Assassins who claim to enforce the "will of the Mystics" and ensure that the laws of Orin Rakatha are adhered to (the self proclaimed Police of Orin Rakatha).  They have many unusual skills associated to Status and the Towers available to them and are generally feared by most Towers who encounter them.

The Dymwan are predominantly Necromancers with whom the whole of Orin Rakatha went to war several years ago after the Dymwan had gained a forth Tower and were expanding rapidly. The Dymwan lost this war and now hold just two Towers.

The Kalid are a community holding an unprecedented five Towers and currently considered to be the greatest threat to the stability of Orin Rakatha. The Kalid are divided into a number of legions with different abilities and leadership and who compete amongst themselves to kill the greatest number of their enemies. The Kalid have formed an alliance (the Northern Alliance) with the Saldorians, Celestial Bureaucracy and elements of Halmadons Heights and between them they have the strength to dominate the North of Orin Rakatha. However, recently there appears to be some tension within the Kalid Towers and reports of in-fighting between some of the Legions.

The Dai-fah-Dyne and the Reader are the two merchant Towers in Orin Rakatha who constantly compete for trade across the land.

Other Towers do exist also, please see here for further information.

Heroquest Larp/Lrp Campaign Index Page