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ConQuest Quarters and Camps

Here you’ll find all the important information about the different player camps and what makes each of them special.

The Grand Host Camp

The Grand Host Camp is fundamentally divided into quarters, group camps, and themed camps. All camps are connected by a wide network of roads, which serve both as emergency access routes and loading zones, and in-game as neutral pathways between areas. This means that separating in- and out-of-character walkways is almost no longer necessary, allowing you to fully immerse yourselves in the camp experience.

Many camps require an application (marked with “*”); you’ll find the relevant contact information in the descriptions of each camp further down on this page. Everywhere you go, the camps are beautifully and lovingly designed — and your own camp setup will play an important part in creating that atmosphere.

Not sure where you want to camp?

Just ask in our ConQuest Discord community – there you’ll find experienced players, camp organizers, and plenty of helpful tips.

Camps & Quarters Overview

There are several types of player camps at ConQuest:

The Realms of Mythodea (RoM) Camps include themed camps such as the Waterfront or the The Banner of Knights, Wayfarer’s Arrival for newcomers, the Family Camp for participants with young children, the Free Camp for those without a fixed camp affiliation, as well as The Tross with taverns, guilds, merchants, and more.

In addition, there are around 20 community-run camps and quarters – organized by player groups themselves (SC camps).
Additional camps or quarters for groups of 50 or more participants may be possible upon request: regie@mythodea.de

Please note:

All camps that require an application are marked with a “*” in the list below. You will only receive a place there after confirmation from the organizers, while you can sign up for all other camps freely.

Camp Selection

Camp selection is done via skald.com. Once the feature is activated (usually in autumn), you will receive a step-by-step guide from us on how to assign your ticket to a camp or quarter in your Skald account:

1) Log in to your account at https://skald.com/.
2) Now you can select the tickets individually under “Tickets” (dropdown menu top right), select one of the camps with “Pick Location” and confirm “Select”.

At “Details” you will find the camp description and the contact details of the camp orga. Please write to the camp orga (organizator) e.g. if your group is not on the list.

If you bought your tickets without an account at Skald:
Register a new account at https://skald.com/ with the email address you used to buy the tickets, then the tickets will automatically go there. If you have any questions, just send an email to info@skald.com.

Dog- and early arrival tickets can not be assigned.

Realms of Mythodea (RoM) Camps

The RoM camps are central parts of ConQuest and reflect key themes of the game world. They offer you a direct entry into the setting of Mythodea – whether as a starting point for new players, a place for families, or a thematically designed camp with a unique atmosphere.

Themed Camps

These camps follow a shared narrative and visual concept, bringing together player groups with similar backgrounds and ideas. They aim to enrich the overall game experience, create visually immersive environments, and offer newcomers an easy way to connect with others. Application* required.

The Banner of Knights*

Themed Camp: The banner is a union of knights (and their retinue) from all parts of the (LARP-) world, who together with the Atteronians live out the virtues of chivalry aside from high courting politics. At ConQuest, they set up their own camp in the style of King Arthur, including a round table, knightly oaths, exuberant celebrations and a lot of epic battles.
If you are interested, write an email to the coaches (bundderritter@freenet.de).

The Waterfront*

Themed Camp: The Waterfront is the place for all captains, fishermen, and traveling merchants – and maybe the occasional pirate! Breathe in the scent of freshly arrived spices, listen to tall sailor tales in the tavern, or engage in serious trade negotiations late into the night. Whether you’re a rough sailor or an honorable tradewoman, the love for the sea, sea shanties – and of course, gold – unites everyone in the Waterfront.

Groups wishing to be part of this themed camp can apply via hafenviertel.mythodea@proton.me.

Waterfront Styleguide (The English version can be found in the PDF starting on page 8.)

In the Waterfront, you’ll find the “Seehandelsgilde” as well as the Crimson Sails Company, which also hosts the Beginner’s Experience Workshop there.

The Tross*

At the heart of ConQuest lies The Tross – a vibrant hub of trade, craft, art, and storytelling. Here, goods are bartered, weapons forged, brews crafted, and music fills the air. Between market stalls, taverns, and workshops, you’ll find everything an adventurer’s heart desires: new equipment, exquisite goods, delicious food and drink, and places to relax after a long day on the battlefield.

But where so many coins change hands, it’s not only honest guilds and travelling merchants you’ll encounter. Shady figures, rogues, and scoundrels also make their moves here, adding depth and intrigue to the Tross’s unique atmosphere.

The Tross is an application-only camp for those who wish to become part of this unique heart of the event with a market stall, a guild, or a special concept. Whether as a merchant, craftsman, performer, or artist – here you have the chance to actively shape Mythodea.

Application for merchants: https://realmsofmythodea.com/en/merchants/
Application for artists: https://realmsofmythodea.com/en/kuenstler/

If you’re unsure whether your concept is a good fit, you can contact us at support@skald.com

Additional Realms of Mythodea (RoM) Camps

In addition to the application-only camps listed above (themed camps and the Tross), there are other RoM camps you can join without an application. Here you’ll find a selection of these freely accessible camps.

Wayfarer's Arrival

We are the newcomers, we are the others, our path is still hidden in darkness.

We are here to learn, we are here to help, to understand.

But how do we manage to learn, to help, to understand?

For this we need a community, diversity, openness and the will to get involved.

Every year ships from all over the world land on the shores of the atoll of the Maritime Traders Guild. Every year, their ships bring souls to Mitraspera in search of freedom, adventure, security or something entirely new. Many of them are inundated by the complexity and nature of things in this new world.

Five years ago, a group of Wayfarers answered the call of these souls. We founded the Wayfarer’s Arrival, where everyone new to this wondrous and foreign continent should feel at home and at ease. We had the dream to lay this world at the feet of newcomers, to show them, explain to them and learn to love them. We have dedicated ourselves to this goal ever since. But we know that we are only at the beginning of our journey. We only accompany the “child” on its first shaky steps to explore this world. Once you have learned what Mythodea has in store for you, we will let you go. You will make your own decisions, where they will take you we do not know, but we do know where they can begin.

Join the Wayfarer’s Arrival!
Become part of Mythode!

Contact: orga@wayfarers-arrival.de

The Family Quarter

Some camps are family-oriented, though with the family camp it is already in the name!

The family quarter offers all Mythodea fans with children the opportunity to enjoy the ConQuest even more stress-free. Short distance to the sanitary facilities guaranteed!

Here you will also find gameplay with and for your little ones.

You can reach the family camp team here: el_rik_conquest@gmx.de

Free Camp

In the Free Camp, we open our doors to all those who cannot find a place in the more specific camps or whose concept does not fit into a drawer. The Free Camp is the perfect place for anyone who can’t find a place in the traditional camps or who wants to stand out with a unique concept. Everyone is welcome here. We value diversity and dialogue and offer a space in which creativity and passion can flourish.
We also recommend the “Wayfarer’s Arrival” for beginners and newcomers.

Community Camps (SC-Camps)

Community camps are organized and shaped by player groups themselves.

Here, you can join an existing community or help create a new quarter with your own group – always in close cooperation with the respective camp organizers.

Additional camps or quarters for groups of 50 or more participants may be possible upon request: regie@mythodea.de

Camp name*) = Application required.

Ad Astra*

A traveler once said about Ad Astra

“If you do not know where to go, if a mystery seems unsolvable, if the longing for knowledge and adventure seizes you, go to Ad Astra. There the dreams are grand, the thoughts free and your companions are faithfully connected to you. You will find the elements on the streets, between the bright white houses. You feel the warmth of life on your skin and the scent of aromatic herbs rises to your nose.

You’ll hear of mysteries, of magic – all of which will appear new and wonderful. You think the goals there are too far, too high? No. You have proven more than once that the impossible is achievable.”

What is Ad Astra?

Ad Astra is a city-state in the bay of Heolysos. It is ruled by two rulers, the summer queen Banríon Yollinar ní Fhiona and the winter king, Rí Séamus O’Connor. The capital Asina is an ancient city of an ancient people. The port city of Caledh Erenn was newly built.

Ad Astra focuses on knowledge, understanding and cohesion. A central motif of the game is the acquisition and open exchange of knowledge far beyond the borders of the camp, especially for Mythodea newcomers.

The inhabitants of Ad Astra form a new community from different cultures and create their own traditions in harmony with the elements of Mitraspera. In summer a Fae, in winter a Celt rules over humans, fairies, Toria and other fantasy races from all over the world.

A thirst for knowledge and action, ambition and unity are the qualities with which each one of them will earn his or her place and position at Ad Astra:

Per Aspera, Ad Astra!

Homepage: https://adastra-larp.de/

Facebook page of the quarter: https://www.facebook.com/groups/Wissenssucher

Association Facebook page: https://www.facebook.com/adastralarp


Askalon*

Askalon, one of the newly founded cities in the bay of Heliosos. Built near the ancient fortress Paraij. The Askalonians are aware of their proud heritage. Although they basically believe in the elements of Mythodea, any other belief is tolerated as long as it does not contradict the life and first creation of Mythodea. Thus, elementalist settlers live here alongside believers in the gods from the Midlands and other areas of the primeval creation. Everyone is welcome here, as long as they do not cooperate with the ostracized forces of Mitraspera or pact to their advantage.

Askalon has room for everyone, regardless of faith, ancestry and profession. Orders of knights with their mighty bulwarks stop advancing enemies in the first ring of fortresses, farmers cultivate the vast areas outside the walls of Askalon, while the city’s port gives sailors the opportunity to trade or bring in the fruits of the sea. But also with its academy and the attached libraries, many knowledge seekers find themselves again and again in the city.

If you are interested in Askalon, get in touch and send us your application, we are looking forward to you!
orga@askalon-larp.de

Awakening*

The Awakening

A faint whisper is heard all over Mithraspera; the promise of a new era. Settlers are leaving home and hearth, counts and barons laying off their titles, soldiers leaving their armies – all to join the Diaspora of Gawrok Trollfells who wanders the valleys and streams endlessly and calls all of Mithraspera is home.
“Do not lose sight of yourself, for if you do not know yourself you will not know the true enemy!
For too long intrigue and in-fighting for rank, title and land have clouded our eyes and we have lost sight of the true danger facing us. Let us stand as one.” Spreading this message of unity the awakening travels the land helping where needed with a freedom bound only by the horizon.
We are true adventurers. A colourful mix of peoples of every rank and creed be it warriors, merchants, mercenaries, Bards, whores, nobles, peasants and beggars – as one – sitting together at a table. Whether in war or peace, we are wherever we are needed. We are nobody’s king and nobody’s servant.
We are the awakening!

We are a versatile, closely knit ward, with a lot of atmosphere and a broad range of opportunities to join the plot. We facilitate very active play within the camp as well as the battlefield but also have a strong group of players solving plots. We welcome all active players and groups and are happy to involve interested beginners. To gain entry into this ward you or a representative of your group needs to register with the ward organizer at broich.da@gmx.de

Bloodpact*

A pact of equals, whether Iron or Silver, all blades always point to the same direction.

A pact of free men, wild in spirit, true to the cause and steadfast to their word.

A pact of faith, where, in addition to the elements, the gods have their place by our side.

A pact of blood that unites and strengthens us. Born of blood and created to spill the blood of our enemies.

This is: The Bloodpact

Fortress of Diversity*

The fighters of the Fortress of Diversity (Feste der Vielfalt) have dedicated themselves above all to the fight against evil forces. This can be the physical fight on the battlefield as well as the fight using words, knowledge or other skills. As an army of volunteers, the fighters draw their strength from the diversity of their members, and so representatives from different peoples, seals and distant lands come together under the banner of the Fortress of Diversity. The roots of the Fortress lie in the former earth camp, whose avatar once sacrificed himself for the settlers!

Tradition, friendship and a conviction that together we can win the fight against the outlawed forces, unifies this quarter. Actions and mutual help count more than status and origin. Experienced alchemists, healers, craftsmen, traders, shamans, magicians and adventurers are at the side of the many men and women of this quarter who are fit for battle and who also shape the quarter of diversity with their skills. And everyone is welcome in this community who appreciates the community and diversity of the Fortress and wants to contribute something to the fight against evil.

“For the Fortress – for diversity!

Get in touch!

Contact address: info@feste-der-vielfalt.de
Facebook-Group Feste der Vielfalt.

Fjordlande*

The Fjordlands – (IC)
More than 10 years have passed since a pioneer squad of Fjordlanders left their homeland to support the settlers in their fight against the Forsaken and to prevent them from expanding their borders. Over the years of war, this squad joined forces with newly found fighters and friends, forming an alliance. Often underestimated and despised by some, they have dedicated mind, body, and soul to protecting their old and new home. For: “Die tun uns nichts!“ (an old battle cry from the Fjordlands)

The Fjordlands – (OC)
Our camp consists of various groups with different backgrounds who, according to our lore, have settled beyond the mists in the Fjordlands or are natives.

We value flat hierarchies; therefore, there is no class or rank-based play. A healthy dose of self-irony in gameplay and character design is always welcome.*
Unconventional ideas and actions find a lot of support in the Fjordlands if they create interesting, enjoyable play.

We want to appeal to players who feel discouraged by a lack of creative freedom in strict hierarchies—especially those whose goal in LARP is not to pursue an in-game career, but to experience stories with friends. Players interested in such a camp can reach us at info@fjordstadt.de.

* Anyone who enjoys reading Terry Pratchett novels already has an idea of what we mean.

Herzsucher*

heartseeker – Coming soon

Copper Mercenaries*

The Copper Mercenaries are an association of free mercenary groups. Here, you’ll find a diverse collection of warriors, bodyguards, alchemists, mages and all sorts of those, who offer their blade, wisdom or craft for money.

Central to our game are the contracts: Army contracts, tasks for smaller forces like guard duty for locations and customers or trophy hunts make up our daily life.

But we also include diplomacy, trade and negotiations in our game, as the Copper Mercenaries aim to find their own place in the uncertain future of Mythodea. If you are looking for freedom and diversity in your game, you’ll find it with the Copper Mercenaries.

For cont(r)acts and additional information visit our homepage: https://kupfersoeldner.de

For copper – to war!

 

Märkisch Alliance*

Originally a free mercenary society, proclaimed as Freyenmark 11 years after the discovery of Mitraspera by the poet Sturmhart Eisenkeil, recognized as an independent region 2 years later and finally renamed another 3 years later as Märkisch Alliance.

Today it is a big melting pot of different ways of life and ideas without ever forgetting where it once came from and what its true core value is: To be there for one another.

Because the Märkers know that all titles and offices are only meaningful if they truly serve the community.

Today, the Märkisch Alliance always provides a reliable contingent for the elements on the battlefields. As instructed in the recognition by the Avatar of Magic 13 years after the discovery of Mitraspera, he, the Avatar of Magic, it seeks advice and solidarity with the archons and nyamen. For the Märkers people know about the nature of the world and respect it.

The council community has elected five ministers from its ranks, who divide the concerns of the Märkisch Alliance among themselves and help shape the fate of the alliance.

The Märker have grown together in mutual respect to form an impressive community, which has recognized its responsibility for the world and is determined to carry it out with heart and sword.

If you would like to camp with us on the summer campaign within the quarter of the Märkisch Alliance, please contact orga@maerkischer-bund.de

You can find more information about the Märkisch Alliance at http://www.maerkischer-bund.de or in the Facebook group “Märkischer Bund”.

Münzquell*

Münzquell

The free trading town of Goldwacht is located on the coast of the northeastern bay of Heolysos. Together with the surrounding lands, it forms the state Münzquell. The population living there is characterized by diversity and united in the aspiration to live freely and self-determined on Mitraspera. Naturally, they are not averse to an appropriate level of prosperity. But those who think that you will only find merchants and sailors here are mistaken. Formed by many a stroke of fate, a relentless fighting spirit has long since been kindled in Münzquell. The ostracized must be defeated if one wants to survive in this new world. Soldiers, mercenaries and fortifications are as much a part of the city’s image as the trading houses, marketplaces and offices.

The players of Münzquell are made up of many different factions, as well as the population of Goldwacht. Whether soldiers, merchants, freebooters or those who belong to the fine arts – all together stand for the good of the community.

Nobility and citizens enjoy the same rights in Münzquell – only their own prosperity and influence determine their status.

We are always open to new concepts and ideas. Our group of players lives from diversity and the game that arises from it. Whether individual player or group, experienced larper or newcomer: everyone is welcome.
Münzquell – To golden times!

info@münzquell.de

Northwind Alliance*

Where candlelight illuminates the Thingstead and loud chants cut through the night, the Northwind Alliance has set up camp.

The Northwind Alliance is a camp inspired by 10th-century historical Scandinavia. Instead of real mythological pantheons, the participating groups portray their own traditions and backgrounds, intentionally embedded in a low-fantasy setting.

The military alliance marches into battle under the banner of the raven, accompanied by a diverse entourage of merchants, bards, and healers.

In addition to intense trade interactions and a martial alliance, the Northwind Alliance is known for its spectacular markets and festivities.
If you’re interested, join us on our Discord server: https://discord.gg/E9JYkErAf2

Orc Expedition*

Urrotugosh,

it has taken many years to regain our strength, but now it is time: we have travelled through many countries and have heard the call of Gor even in the most distant corners! So let us take up arms!

The orcish expeditionary army needs you!

We offer you an independent ambience camp from players for players. No matter if you are an Orc, Troll or Goblin. Also non-goblinoid, shady characters are welcome here. The requirements are quite simple: You must be over 16 years of age and comply with the clothing guidelines, as we place great value on a dense atmosphere. But don’t panic, we are also happy to help you with your planned costume and character.

The OEH is still under construction, so now you have the opportunity to be part of something new and great. Your own orc camp at ConQuest! Interested? Then simply write to the OEH camp orga and find out more! We’re looking forward to seeing you and a bloody slaughter the likes Mitraspera has never seen before!

Visit us at! http://oeh-orks.xobor.de/

Or send us an Email: Orkexpeditionsheer@web.de

Port Amethyst*

On the wild west coast of Aerdas, where waves crash against black cliffs and the clearing fog promises new opportunities, lies Port Amethyst – an independent harbor town built on the foundations of diplomacy, neutrality, and community.

Recognized as neutral ground, Port Amethyst provides a safe space for diplomatic talks between the factions and peoples of Mitraspera and Sarkans. The protection of emissaries and our neutrality are precious values that are jointly upheld by the city administration, the guard, and the residents.

Being diplomatic doesn’t mean being weak.  Those who believe diplomacy is synonymous with weakness are mistaken. Port Amethyst’s defense lies in its supporters, its influence – and in those who are willing to fight for the idea of a better, more united world with words or blades.

As different as we are, we are united by our past, the battles we fought, and our determination to build a new home together.

Port Amethyst is more than just a place. It is a promise. A promise that mutual understanding is possible. A promise that all peoples have a voice—and can be heard.

We consider ourselves at International Camp, wich is why our game is bilingual, happening in both German and English
If you are interested, please send us your application. We look forward to hearing from you!

info@portamethyst.de

 

Porto Franco*

Freedom and individuality, community, hospitality, and loyalty are the values upheld in the Principality of Porto Franco. Whether vagabond, adventurer, sailor, or simple farmer – here in the growing harbor city of Porto Franco, everyone can find a home who shares and lives by these values.

In the camp of Porto Franco, every player will find a place and their own adventure, if they so wish – be it with our healers, alongside our diligent seekers of knowledge, as brave warriors on the battlefield, as artistic enrichment, or as a helping hand bringing life to the camp.

From the seafarer with their own ship to the farmer seeking a new beginning. Under the Grand Prince and the beloved Princess-Regent, both the Principality and the campaign camp flourish, filling not only the nobility of Porto Franco with burning pride, but also the common folk.

Cohesion and respectful interaction are very important to us, both in-character and out-of-character. Individual play and ideas supporting collaborative play are welcome and encouraged. Porto Franco thrives on the creativity of its players.

If you are looking for a community that stands in for one another, shares intense and meaningful roleplay moments and at other times doesn’t take itself too seriously, then get in touch with our orga team. You can briefly introduce yourself or your group at info@porto-franco.de and make contact with us.

Realm of Roses*

In the Quarter of Roses the inhabitants and friends of the Realm of Roses gather under the Court of Roses and Thorns. The concept of the Realm is very plot- and background oriented. The realm forges a path that proves that reason and adherence to the elements need not be mutually exclusive. Besides a good relationship to the elemental peoples, concepts like art, culture, diversity and personal responsibility are important to the Kingdom of Roses. The quarter offers a high standard of ambience, high play-density and various communal spaces, which allow even newcomers a deeper insight into the Mythodea campaign! We also place great emphasis on bilinguality in English and German!

To get a ticket for the Quarter of Roses, please contact the Reich-Der-Rosen-Orga in advance, hear from you soon!
orga@reich-der-rosen.de

Mercenaries*

This is the place for those whose loyalty is to the men and women at their side, with whom they fight for the coins of their clients. They expect recognition only from their peers, yet they are the most reliable fighters their clients could wish for. Their reputation has preceded them for years.

The Commissionaires keep their coffers filled, while their generals guide the fighters through the horrors of the battlefield, where they shed their blood for gold. Everyone has his place in the alliance.

The mercenary camp offers a special kind of service. We appeal to all who appreciate both the fighting spirit and the shared game beyond the turmoil of battle.

Here, even those who are not dedicated to a higher goal can become part of a unique community. Whether heavy infantry or archer, shield wall or skirmisher, healer or mage – join us!

Contact us here: Söldner-Facebook-Gruppe

Stormwardens

“No longer settlers – no – the new guardians of the land shall be the followers of Aeris!”

 

These were the words of the Crystalthrone of the Naldar as she proclaimed the will of the elements in front of the deceased Avatar. With that, Beorn Ragnarson, Master of the Order of the Taurus Iuvavi, founded  the “Sturmwächter” / “Stormwardens” who aim to follow the path according to the virtues of Aeris.

Freedom, inspiration, hunt, drive, change – Those who seek to follow Aeris must internalize these virtues.

 

Freedom – The highest good, as nothing stops the wind. Be it your own freedom or that of others, be it the freedom of your body or your mind: it must be protected.

 

Inspiration – Be it an action, a song or just a word: we inspire! Where others are stuck in their actions, we are the ones who show new ways.

 

Hunt – We are hunters! Hunt your prey if it is a worthy one. Be it an enemy, be it knowledge, be it food: every hunt is important and every prey is glorious.

 

Drive – Just as the wind never stands still, so do we. Even though we may be calm at times, it may just be the calm before the storm.

 

Change – Sometimes we are as gentle as the wind in spring, sometimes we channel the cold winter storm. Sometimes we celebrate, sometimes we fight. We create, we destroy, we change. Both the pen and the sword are familiar to us.

 

“Sturmwächter” / “Stormwardens” in summary:

Camp themed around Aeris / Aeris Shrine – Plothunt in small groups – Headquarter/Knowledge exchange – Skirmish battles – Newcomers and veteran LARPers welcome

 

Further information in the forum: http://sturmwaechter.bplaced.net/

The Sturmwächter Discord Server: https://discord.gg/ZhzZ2jtpWh

 

South*

Welcome to the Seal of Terra, the Golden Empire, on the southern continent of Mythodea. The empire extends from the ruins of the undead fortress of Doerchgardts in the west, to the white city of the Naldar on the coast in the east, and from the perpetual ice in the south up to Shan Meng Ray on the northern continent of Mitraspera. The most diverse groups call the Golden Empire their home. Honorable orders of knights, strong Celts, brave soldiers, proud elves, scholars, researchers, craftsmen, sailors, traders, the noble people of the Edalphi as well as the Naldar gather under the banner of the empire. They are all united by friendship, loyalty to the elements, love for the land and the common fight against the outcast. The golden empire in southern Mythodea offers all those who need it and a home, as long as they are loyal to the elements and abide by the decree of the empire. The destinies of the seal of Terra are guided by archon and nyame and their deputies. They are supported by the provincial kings, by the high offices of the south and by the captains of the empire. Since the opening of the seal, the empire has been in constant struggle with the undead flesh. The war wavered back and forth and no final victory could be achieved yet. Last year, the Skargen landed on the coasts and are now posing a new threat, which the empire must and will face together. The Golden Empire is firmly anchored in the background and the plot of Mythodea. Furthermore we attach great importance to a high standard of ambience and good roleplaying. New players and groups are welcomed just as warmly and integrated into the game according to their wishes as experienced larpers. In regular meetings the players of the Golden Empire plan and design e.g. camp setups, lighting, decorations and much more, concerning the visit and roleplay on different cons throughout the year.

“To our homeland – eternal loyalty

True Strength – Golden Empire

– Motto of the Southern Seal

As before, we are happy to integrate new player characters and game groups at the start of the new chapter of Mythodea. Those interested and newcomers are always welcome: You can expect an open, friendly collection of game groups with lovingly designed characters and people who want to engage in intensive roleplaying and immerse themselves in the fantastic world of Mythodea with you.

Please feel free to contact us if you have any questions. Just visit us in our seal forum (http://forum.goldenesreich.de/) or on Facebook in the group “Friends of the South Mythodea” and write to us. At a con you can of course also simply contact us directly.

We are looking forward to you!

Mythodea-South-Orga: Southern Seal – Forum

Duchy of Validar*

The brave men and women of the Duchy of Validar have fought with fire and sword to claim their small realm from the Forsaken. Born out of the Crusade of the Elements to liberate Khal’Hatra, the Duchy and its allies are fighting to drive the Black Dynasty out of the region completely. Belief in the five sacred elements is strong in the Duchy and all who join the Crusade are considered Sword Pilgrims here, following a sacred mission.

Whether your goal is to find a new home in the former Khal’Hatra or to free the land from the yoke of the Black Dynasty as a pilgrim, you are welcome in the Duchy of Validar.

The Duchy and the Crusade of the Elements offer two different approaches for your heroic story. Either as a traveller who only wants to come to Mythodea for a short time to experience adventure, or as a settler who wants to find a new home here.

Validar camp is very international. Our players come from Denmark, France, Poland, the USA, the Netherlands, Switzerland and even Germany. Our interaction is always bilingual, German and English.

If you need more information, you can join our online forum: https://www.herzogtum-validar.de/forum/ or visit the following websites:

https://zweiwasser.wordpress.com/das-herzogtum-validar-the-duchy-of-validar/
https://www.eastblackwood.de/barony-of-east-blackwood/

If you want to camp with us, please contact us by e-mail: herzogtum.validar@schwarzeritter.com

Viribus Unitis*

Viribus Unitis – With united forces!

For over ten years, the Viribus Unitis (VU) camp has been an integral part of the great campaigns in Mythodea. Our guiding principle is clear: to heal and protect the land of Mitraspera with united forces.

The camp is home to those who have put down roots in the Northern Realm of Mitraspera, as well as allies who walk this path togethter with us. We are united by camaraderie, a sense of duty and reason – values that have carried us through countless summer campaigns and now lead us on our way to Sarkan. Our goal: to find the heart of the Third Sister and thus heal Mitraspera. Only time will tell what trials and decisions will await us on this path – but one thing is certain: Viribus Unitis will take any path that brings us closer to our goal!

In the camp, you will find a unique mixture:
            • One of the largest fighting forces of the CoM, clearly organised and led by an        experienced cadre of officers.
            • Researchers, guardians of knowledge and plot players who are interconnected via consuls     and High Command, adding meaning to our game and enriching our background with a       constant feeling of depth.

Our play style is characterised by intense 24/7 role-playing, carried by characters with every shade of grey you can imagine: from drow and chaos worshippers to fallen knights, former mercenaries, daring adventurers, nature-loving shamans and light-hearted warriors of faith. The core of our game is aimed at players over the age of 18, even though we have some families in our camp.

Important: In the game (ingame), we live by clear structures and hierarchies. Characters who primarily embody democratic ideals or absolute free-spirited concepts will hardly find a place with us. But for those who enjoy military order, lived legal bureaucracy, suspenseful adventures, and deep character play, the VU is a home full of possibilities.

Viribus Unitis is closely linked to the concept of the Northern Seal – a game setting in the world of Mythodea that goes far beyond individual cons and has been played year-round for over 20 years.

You can find more information about Viribus Unitis in our OT-Leitfaden.
If you would like to become part of a strong community, experience great campaigns with us and play intense stories, then get in touch!

Please note: A place in Viribus Unitis is subject to application. Only after successful acceptance can you camp with us in VU and become an active part of the camp.
We are always happy to welcome new groups and players who enrich our camp and shape the destiny of Mitraspera together with us.

You can contact us via:
Discord: https://discord.gg/uEnGEnwaCU
Facebook: https://www.facebook.com/groups/311705312204886
Email: orga@noerdliches-siegel.de

Wardens*

Wardens – Coming soon

West*

To get a ticket for the Western Quarter, you must first register with the Mythodea West Orga: Westliches Siegel – Homepage

The concept of the Western Quarter is to play out Mythodea seriously and deeply within the framework of the Western Seal. This means to present the army procession from the perspective of the Western Seal and to experience it together. It is NOT absolutely necessary that all characters in the Western Quarter also belong to a settler group from the Western area, but you have to fit into the structures and rules of the West while at the events. Furthermore, there should also be an interest in the campaign game of the west.

The Western Quarter attaches great importance to ambience when setting up camp. If you are looking for a connection to the campaign, it is a good place to make initial contacts, get to know the West and make friends. The West is the seal of Aqua. It is important to us that you are loyal to the elements and ready to go into battle against the evil second creation at the side of the Archon and the Nyame.

NPC and Player-Friendly NPC Camps

In addition to the regular player camps, ConQuest also offers camps for classic NPCs as well as player-friendly NPCs (PF-NPCs).

The camps for classic NPCs (battle NPCs) are usually located outside the main in-game area. They serve as a base for missions, providing space for prep, gear, and breaks. These camps are focused on practical needs and rest — no immersive decor or constant roleplay required.

The player-friendly NPC camps, on the other hand, are fully embedded in the game world, much like player camps. PF-NPCs live and act permanently in the game, often located right next to player camps to ensure easy interaction and constant availability for in-game content.

Camp / Faction selection and assignment works the same way as for player camps – via your account on skald.com

More info about classic NPCs / battle NPC factions: https://realmsofmythodea.com/en/npcs-and-playmakers/

Details and application form for player-friendly NPC factions: https://realmsofmythodea.com/en/player-friendly-npc-factions/