Friday, January 28, 2011

New LARP - History and Politics

Unconquered

The world is ancient, but the lifeforms are young.  In fact, other than the plants and bacterium, no creatures are indigenous to this land.  They have come from alternate dimensions and universes.  It is because of this that the variety of beings in this land is so great (and you can be nearly any race in your imagination).  The land itself is wild and unconquered, and there is an ongoing battle for control.

Not all beings are friendly, and a slew of uncivilized, nomadic creatures roam the land.  Some monsters will be premade but, along with the Sword and Shield, Alchemy/Magic, and Physical Abilities, a fourth Ability class (Monster Abilities) can be used to custom create your own monsters unique to your part of this unconquered land.

Some beings have joined together, though, to form small towns and cities.  Since any technology from their own worlds is rendered useless in the transition into this world, they have had to use their collective intelligence and skills to create weapons and armor out of the resources found on this planet.  It is only through working together have we accomplished so much, but with all unconquered worlds, there is a taste of greed that cannot be ignored.

Each group or "Keep" can choose a name for themselves.  They are their own entity and may choose to rule their land however they wish, be it with a single ruler chosen with an election or a tournament, or a group of rulers with different duties.  Rulers may change as often as each week, each month, or each year depending upon how that Keep is chosen to be run.  There are no distance limits for Keeps and there can me multiple groups in a single area, but it can be a dangerous thing to build your town in the shadow of another.  A Keep may choose to invade another and, if successful, gains control of that Keep.

For instance, Windtree Keep, lead by a ruler elected once a month, is only 10 miles from Shadow Bay Keep, a smaller group controlled by a single ruler who has won his or her title in a tournament.  Windtree Keep has decided to invade Shadow Bay Keep.  There is a battle held at Shadow Bay Keep's home park.  If Windtree Keep is triumphant, Shadow Bay Keep would now be under the rule of the Barony of Windtree and would either have to adopt Windtree's political rules or be allowed to continue with their own, as chosen by the victorious leader.  If Shadow Bay Keep is triumphant, then no changes would be made and the members of Windtree Keep must return home defeated.

Not all conquering must be hostile.  Shadow Bay Keep may choose to join forces with Windtree Keep to become a Barony if agreed upon by both groups.  There may be goods or services involved in the transaction as well.  However, whether the joining is hostile or friendly, the groups must stay at their individual home parks in order to become a Barony.  Two to four groups will become a Duchy and five or more groups become a Kingdom.  If the groups decide to join together at the same home park, they would be considered one Keep under one name.

No comments:

Post a Comment