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branch structure had already been established. The
Society is democratic in nature and has multiple branches around the country. Most branches contain 15–20 members who play at least once a month, though some have as many as thirty. Members can travel between branches allowing them to play in various areas and interact in different plotlines. There are also yearly gatherings which involve multiple branches simultaneously, the largest of which is the
158:, and was the first LARP to break the 1000-attendee mark in the early 1990s. It is a four-day event with on site camping and generally allows players to finish a national plot line that has been running over the previous 12 months. Once again because of the format of missions the operating costs of these fests are lower than usual: even large Fools and Heroes events such as this one cost relatively little to attend.
237:, provided they are willing and able to physically represent ("physrep") this appropriately (for example, those wishing to play and Elf must wear pointed ears). Nonhuman races possess varying natural abilities, and conversely suffer varying amounts of discrimination. An example of this is that certain professional guilds may disallow non-human members.
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Secondly, there are seven
Churches of the Gods of the light which PC's may join. PC's may choose the level to which they devote themselves to their God. They may be lay worshippers, known as Kindred, join the martial arm of the church known as the Devoted, or join the Priesthood itself. Each level of
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or PC. A PC is usually a member of a professional guild or a church following one of several gods. Their abilities depend on their position within their guild or church, which advances automatically after the character has played missions during a specific number of months. Players are also allowed
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The combat system is referred to as location based; to reduce bookkeeping to a minimum during battles all weapons deal a single point of damage. To determine the effects of this the body is separated into locations, two arms, two legs, torso, and head. Each location on a standard human has one hit
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At present there are twenty FnH branches across the UK (there was a
Spanish branch operating at Barcelona from November 2017 to November 2018). Each branch elects a volunteer to act as Liaison Officer (LO) who is responsible for the administration of the branch. The LO also represents the branch's
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which was started in the autumn of 1985 by John Naylor, who placed a small advertisement looking for players in TableTop Games, Daybrook
Nottingham. The first events were run in 1986 and the rules system was written and published by John Naylor and Steve Bell in 1986, by which point the national
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and various other fictional and historical sources. The world itself is based on our own but countries and cities have different names, for example the equivalent of
England is called "Ithron", Lancashire is called "Lanshore" and Newcastle is called "Newcroft". A fictional country named "Axir"
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Most branches run sessions at least once a month, some as frequently as once a week. Most sessions consist of two adventures over a single day, members will play one game as their character and act as "monsters" in the other game. The advantage of this play style is that, unlike systems where
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The Law Guild ensures that the laws of the King, Robert
Blackstone, are followed at all times. Guards, who are found in cities, and Foresters, who are usually in the wilds, can issue arrest warrants, check adventurers for their permits, and also declare people Outlawed.
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The Guild of
Alchemists spend their time away from adventures (known as downtime) brewing potions for use in the field. Some typical potions include those used to heal a wound instantly, to protect yourself from a single blow, or even become invisible for a short time.
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dedicated crew teams must be employed, Fools and Heroes sessions have relatively low operating costs. Other than an annual society membership fee to cover administration costs there is typically no charge to attend these sessions.
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The Guild of
Physicians are the medicinal healers of the FnH world. Using their different drugs, they can heal wounds, stitch up cuts, and even reattach a severed limb. Physicians are worth their weight in gold on any party.
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The Guild of
Blacksmiths, much like Alchemists, use their downtime to make armour and weapons for adventurers, but they can also repair armour out in the field, making them very useful in a tough fight.
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Most characters will be members of at least one of the eight guilds. Guilds are most similar to character classes in other games; advancement within the guilds allows PCs access to different skills.
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point and if damaged must be healed before being able to be used again. Wounds to the head or body are known as lethal wounds, which cause unconsciousness and lead to death if untreated.
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designed for use in live role play to ensure players' safety. As an additional precaution players are asked not to aim for the head and to pull their blows.
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opinions on rules issues and various other topics during national meetings. Each branch also has referees who are responsible for running adventures.
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Thirdly, there are four
Knightly Orders of Ithron, all of which serve the church of Sidhe, the god of justice, to a greater or lesser degree.
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exists, it is the home of the Axirian Empire, based strongly on the Roman Empire and with a similarly strong influence over the FnH world.
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404:[Hosts of Arcana: Fools & Heroes: Rise and fall of the (probably) first transnational LARP ever]. 10 November 2018.
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The Guild of Mercenaries are the front line of a battle, protecting their allies and usually suited with metal armour.
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The Guild of Scouts allows the finding of traps and tracking footprints. They usually wear leather armour.
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402:"Huestes de Arcana: Fools & Heroes: Auge y caída del ¿primer? Rol en vivo multinacional"
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There are also 6 Dark Gods, which a Player Character may never be a follower of, these are:
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Weekend small-scale events all over the UK, many small branch events and one annual
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are permissible, though such variants must be approved by senior referees.
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Sidhe - God of Truth, Justice and Fairness. Father to the other Gods.
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Bequifus - Goddess of pain, revenge and torture, opposite to Kharach
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Fools and Heroes has three different concepts which are analogous to
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Krygan - Goddess of monsters and corruption, opposite to Longstor
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worship carries its own set of responsibilities and benefits.
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Abraxis - God of slaughter and treachery, opposite to Crowa
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Seraklan - God of Deceit and Trickery, opposite to Tralda
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Fygol - Goddess of greed and waste, opposite to Rolbor
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Githas - God of vanity and pride, opposite to Vleybor
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Tralda - Goddess of Luck, Fate and the Downtrodden.
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Members may play characters from any of the standard
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310:Rolbor - God of Knowledge, Prosperity and Wealth.
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298:Kharach - God of Death, Mercy and Patience.
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44:United Kingdom (at one point, also Spain)
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452:Role-playing games introduced in 1985
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118:live-action role-playing game (LARP)
359:"Medieval frolicking's a good larp"
379:. Fools and Heroes. Archived from
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150:Fools and Heroes main event is
447:Live-action role-playing games
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418:. Why I LARP. Archived from
377:"Fools and Heroes Branches"
357:Dick, Sandra (2005-08-11).
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363:The Scotsman Evening News
292:The Gods are as follows:
141:Every branch has its own
215:Dungeons & Dragons
168:foam and latex weapons
156:bank holiday in August
221:The Lord of the Rings
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189:special characters
113:) is a non-profit
416:"History of LARP"
258:character classes
209:Warhammer Fantasy
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83:High fantasy
72:foam weapons
68:Proprietary
441:Categories
426:2007-11-09
387:2010-08-26
341:References
152:Summerfest
123:Summerfest
199:FnH is a
166:FnH uses
201:medieval
187:to play
52:Services
38:Location
252:Classes
242:goblins
204:fantasy
115:fantasy
89:Website
64:Methods
22:Founded
178:System
162:Combat
129:Format
229:Races
79:Field
59:event
144:plot
98:.org
57:fest
30:Type
25:1985
246:fey
111:FnH
94:www
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.