In a medieval fantasy world, the people of a small realm – the Barony of Van Heusen, on the edge of the Kingdom of Exiles, a kingdom of humans, elves and their kindred – fight for Justice. Whilst their army, the Defenders, protect the heart of the realm, brave patrols of citizens strike out into the wilderness. Helping isolated homesteads, fending off rampaging orc tribes and hunting dangerous fiends, these brave few are often a villager’s last and only hope.
As a patrollee in this desperate struggle against the foes of Life and Order, you can be a nimble, magically powerful elf; a brutally strong and resilient half ogre; a cunning and robust half orc; a divinely favoured and flexible human; or a half elf, the jack of all trades. Will you use your heritage to your advantage or fight to overcome it?
Some will choose to master the sword as their weapon against the darkness. Make no mistake – there’s no surer ally in a fight than cold steel and iron oak.
Some will choose the fire in the head, magic, brought forth by gesture and word. Elemental magic – Fire blasts, Lightning bursts, mindwarping Ice, enduring Earth; pure General magic; and Spellsword magecraft, energy and blade combined. Which ever you choose, know that the Kingdom’s enemies know them all, and other darker arts; Shadow magic, Demonology and the dread power of Necromancy.
Others will embrace the fire in the heart, divine favour of the gods to their followers brought forth by pious prayer. The deities that watch over the world can bend it to their will through their priests, to heal and to destroy. Choose your Path wisely though, for the gods are quick to anger at followers who cannot hold to their ways, especially those who would aspire to the title of Paladin.
Or will you be a scout, a tracker who hunts their enemies by stealth, never there when sought, always ready to strike? A little magic for a surprise, a word to the gods for help, a quick cut – a scout has a key for every door.
The choice of how you defend the Baron’s capital, Heusenberg, and the Kingdom is yours. Whatever tools you use there are Guilds who will teach you how to use them – though these too have rules to which they demand adherence in exchange for knowledge and power.
Alongside the Guilds, of course, stand the Defenders. Whether your weapon is blade, mind, heart or silent step, they will teach you how to use it. After all, an army always needs fresh recruits.
So, are you ready? Really?
I hope you’re right… there’s more at stake than you realise…
BathLARP games are set in a medieval-fantasy world, usually within a nation known as the Kingdom of Exiles.
The Kingdom of Exiles was founded a little over 100 years ago by a group who arrived fleeing persecution in unknown lands west of the Last Sea. The exiles weren’t the first to settle in this region- many civilisations had been and gone before them, each leaving their mark on the landscape. The most recent to fall was the Hassani Empire, who left behind scattered, isolated villages and roving warband-tribes descended from the Empire’s Legions.
As the Kingdom expanded, absorbing the villages and towns either through diplomacy or force, it began to encounter remnants of the ancient Elven Kingdom, which hadn’t so much fallen as fragmented and withdrawn into the deep woods, high mountains and rugged offshore islands to escape the attention of the conquering Hassani. As these enclaves were first allied and then fully absorbed into the Kingdom it began to grow even faster, inviting the Elves’ arcane traditions to take their place alongside the other Guilds and spread their teachings more widely. Finally, the Kingdom reached the less hospitable areas to which the Hassani had forced the Orc tribes and their kin, an area to this day known as the Orcish Wastes. While some of the more orderly tribes have relatively stable alliances or trade relationships with the Kingdom, and half-orcs and half-ogres are an increasingly common sight in frontier regions like the Barony, the majority of the Waste is a lawless no-mans-land vied over by warring tribes who respect only strength and violence.
On its other borders, the Kingdom is still expanding into new lands, conquering or assimilating the existing inhabitants. Prince Lazar rules from his seat in the capital city, Exile’s Rest, and the Kingdom is divided into regions ruled by Barons, Earls and Dukes.
To the north of the Kingdom lies a high, frozen mountain chain referred to as “The Highlands” occupied by clans of hardy, proudly independent folk known as Barbarians (although usually not to their face). Far to the south is a steamy jungle region inhabited by the ancient, Druidic nation of Arboria and wandering tribes of Amazonian hunters.
Most of our games are set in the Barony Van Heusen, a diverse region on the far eastern edge of the Kingdom. It is constantly expanding into new territory, making it the perfect setting for adventures and new discoveries. The capital city is called Heusenberg. You can find out more about specific locations that have been used in games in Geography.
Other nearby regions include the lands of Earl Grey, Baron Lannister and Baron Scara’fould.
The general technology level is generic medieval-fantasy: no complex machinery or industry, but there are many interesting ways of achieving things through magic and miracles. Skilled professions are generally organised into guilds, and matters of law or keeping the peace are often handled by the Defenders or the Temples of Justice and Order. There are various lords and minor nobility, and different races can mix or preserve their own cultures as they choose. We try not to specify anything in too much detail to leave freedom for other people to be creative, but there are official symbols for the various Guilds, groups and authorities.