Knight Realms is a Live Action Role-Playing Game (also known as a "LARP") that involves both action (live mock combat, using padded "boffer" weapons) and atmosphere (acting focusing on drama, personal interactions, and other social activity). We are based at our own land in Sparta, New Jersey, with a player base that extends into the New York and Pennsylvania areas, and around the world.
As the winter snow swirls on the wind, the tribes of the north begin their annual migrations to slightly warmer climes. Nomadic tribes roam the lands looking to purchase, sell or trade their wares. Some tribes bypass the niceties and raid the civilized lands for new treasures. All seek to learn news and stories of what has been happening in the world so they may later sit round their fires and retell the stories to their tribes. The one story they all learn is of the defeat of Balfurous and the end of the demon wars. The demons and demon-possessed who once haunted the land have died away and new life springs among all.
As these peoples move south, one rarely-seen tribe has unexpectedly arrived from the far west corner of the Wastelands. These quiet people, who have rarely ever interacted with any civilization, are deeply in touch with the earth and the spirits of the ancient world. Their history is not well known and only a few phrases, buried in the studies of other tribes, mention this particular people. What is recorded is that they are a proud and self-sustaining people. While they are quite spiritual, they do not worship any one god over the others. The texts elude that this tribe, the Cheveyo, perform a sacred duty that is in direct opposition to the hated Venier; but the text do not detail what that task may be.
But what has brought them south? What has made them emerge from their homeland?
* * * * *
Dohat'e whistles softly through his cupped hands letting the wind carry it back to the small band of his fellow tribesmen. His signal lets them know to pause and conceal themselves in this sparse forest so that he may take a moment to assess what lies ahead. With the recent death of their chief he supposes he is now their leader as well as their shaman, but concerns of the tribe must wait. All that matters now is their sacred duty. For the first time in the tribe's history, as told from one generation to the next, they are in jeopardy of failing in their responsibility. Many days they have traveled, and are now the farthest from their homelands as any of them has ever been. Many people they have seen, some with whom they consulted but most they avoided. Now their pursuit has led them here, to a town of heroes - or so they are told. It matters not, they have finally caught up with the enemy, which means their task is urgent. Dohat'e looks through the trees ahead and spots many lights. There are many buildings in this place and he resigns himself that he and the tribe Seer, Honovi, may have to spend time inside the structures in order to speak with the local chieftains. Again, it matters not. All that matters is that they do not fail.
* * * * *
With all nomadic trade comes raiders. This particular season is especially dreaded among the barbarians as the warlike Venier have become more aggressive in their mad lust to serve their dark goddess. In the name of his father, the great Warchief Ulffr, Vark of the Bloody Skull launched a great hunt. Vark has gathered most of the dark tribes to the hunt with the intention of finding the legendary source of great spiritual power. His people have been searching for the source for decades and should Vark succeed where so many have failed he will follow in his father's footsteps and become a great Warchief. He secretly desires that his word-fame will outgrow his father's and make Vark the most formidable Chief in Venier history. The spirit totem of any tribe is said to bring untold power to those who take its essence and his Raven Goddess will surely bestow her great and terrible gifts upon him and his house once he completes the sacrifice. This hunt has led them far south of where they usually raid to a land rich in gold and skilled peoples who would make valuable slaves. With Her blessings, Vark can return to the North wealthier and more powerful than any who have come before - and he can cut a swath of destruction worthy of his Goddess from this wealthy land all the way to his home.
* * * * *
As the cold descends upon Travance, as the snow threatens and the chill winds whip through the small towns and forests, many huddle by the fire for warmth and safety. What they have yet to realize is whether they be willing or not, the hunt is on...
Knight Realms is the main menu for information. Here you can find details for New Players, more about the staff, and the logistical workings of Knight Realms. We give you the rundown on the organization from what it is to how to be a part of it, and everything you need for your first event. If you are a visitor to this site, this section will tell you what we are all about. Parents or guardians of Knight Realms youth members can find information in here as well.
Game Play is more about the game, and what goes into playing it - Role-Playing (Acting), Props (Weapons and Armor), and other useful information about what makes the game so much fun. The Rulebook (also in the upper right hand corner) is always available for information about how the game itself is played.
Community is where you can find the Photo Gallery, filled with event photos, movies, fan art and more. You can also access the official Forums where the Knight Realms community discusses a myriad of important and fun topics. In the Forums new members can ask questions and generic announcements are made here as well.
In-Game is where you can study up on the world of Arawyn, the fictional realm which serves as the back-drop for the adventure and drama of Knight Realms. The Baron's Manor contains the laws and structure of the Barony in which the game is set, while The Baronial Library is an archive of knowledge about the world of Arawyn - with the last of your guttering candle flame, delve into the laws, maps, people, and cultures, which color it all.
Resources contains downloads, the feedback form, as well as links to websites of interest to the Knight Realms community.
Finally, be sure to look around and have fun! Enjoy your stay!
Knight Realms welcomes and supports the development and enjoyment of fan sites and fan-related interaction pertaining to Knight Realms. If you are interested in having us link to you, please visit the Web Links page and submit a description of the fan site, the name of the owner of the fan site with all contact information, and the website address. Please note that only content that is delivered through the official Knight Realms website (www.knightrealms.com) or at official Knight Realms events has impact on the events and the events world. All content generated by fan sites or any other medium is for entertainment purposes only and - unless specifically approved by the Director, James Kimball - has no bearing on the continuity of Knight Realms storylines, setting, rules and organization.