Inside the Kern Valley Towers

There are three distinct groups of people within the Kern Valley Towers:

  • the Lords
  • the Guildsmen
  • the Craftsmen

The Lords

The Lords govern the Valley and ensure that all the people are protected and have their needs met. In return the people render their labour and pay their respects to the lords. The Kern Valley is a classic medieval feudal society. The Lords seem so different to the villager that both groups are generally happy with their place in the world.

The Guildsmen

The Guildsmen are sometimes called the Army or the Adventurers.  These volunteers are the armed defenders of the Tower. They take risks and fight battles for the good of the Valley, under the command of the Lords.

The life of a Guildsman is not for everyone. Whilst it is true that you can gain extra privileges, and a handful might even become a Lord one day, it is a hard path. Should you choose this as your craft, you will have to fight, suffer great pain and in some cases be permanently slain before your time.

The Craftsmen

The majority of the people of the Kern Valley are simple folk: farmers in the main with a scattering of carpenters, weavers, blacksmiths and the like. They live straightforward lives in small villages and scattered farms. Most do not travel far from where they were born, and never want to.

There are no raiders; theft is rare, disease usually treated, and famine unheard of. All are fed, clothed, given a trade and cared for. In return they work in their craft or trade six days a week and have one day off. Life is good.

Within The Tower

To the people the Tower is life. It is this that sustains them and protects them from the Mists, the ravaging Hordelings, and the enemy forces of other nations. To be without a Tower is considered practically a death sentence.

The Towers themselves are divided into the Shires (also known as Sectors) and the Halls. The Shires are where the common folk (the Craftsmen) live, the Halls are the residences and training grounds of the Guildsmen and also the location of the taverns and stalls where the Craftsmen and Guildsmen may mingle.

The Shires are primarily farming land. This has to be used carefully, and tended appropriately, to provide space for the people to live and sufficient food to support the tower population. Leading Craftsmen manage most of these resources, and as long as the appropriate food and goods are made available, the Lords do not interfere.

Life in the villages is much safer and you are almost guaranteed a full natural lifespan (as long as the Lords can keep the Tower safe). To the common folk of the land, those who choose to join the Guilds are often the wilder, more adventurous ones. To many Guildsmen the simple life of a Craftsman seems boring, and so the two groups seldom mix.

Kern Valley Hierarchy

Position is also related to political influence and - occasionally - military power, but the following list is a good guide to any person's standing within the Alliance:

  • Tower Leader - Each leader is advised by a council of some sort.
  • Guildleaders - Look after the guild masters: Champions, Master Scouts, Sorcerers, High Priests and the like.
  • Assistant Guildleaders - Have some political power and are responsible for the guild members.  Some large guilds have more than one.
  • Guild Administrators - Have very little political power and look after the guild apprentices.
  • Heroes - May have quite a lot of political power due to their popularity, and are sometimes influential in foreign affairs.
  • Guild Masters - Experienced Guild members who have reached the heady heights of Sorcerer, High Priest, Champion or Master Scout etc.
  • Guild Members - Paid-up members of the guild with rights: wizards, priests, veterans, journeymen scouts etc.
  • Craftsmen - These individuals from the Shires fit approximately here.
  • Guild Apprentices - Starting out as adventurers, they are assigned to various tasks and have little influence or rights.
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