The typical day at a branch will start with a briefing on the two available adventures for the day. Players will split into teams depending on which mission interests them.
Players will pay as their characters on adventure. While one mission runs, the other team will provide their NPCs usually referred to as the "monsters", and then swap after lunch.
Adventures are directed by sanctioned referees, who will brief encounters as part of the monster crew.
There are multiple levels of plot - refs at each branch will run local plot, that continues from one session to another, with the occasional one-shot. There's no obligation to stick to one plot, and finding out what is happening on a plot you didn't play is often a source of roleplay, both in the fields and through IC letters or on the noticeboard.
There is also the national plot, run by the Campaigns Coordinator, that effects the entire nation of Ithron. These are interacted with at branch level by influencing local events, as well as with special nat plot events and at fest gatherings.
Full details of the game can be found in the player guide, but read on below for a summary!
FnH is set primarily in the nation of Ithron, on the plane of Arda, loosely based on a map of our own world - although sometimes adventurers will find themselves in other countries of even planes!
Ithron is a monarchy, broken down into duchies and earldoms. Facing threats such as foreign powers, demons, undead, banditry and heretics are the adventurers of Ithron, who respond to hirings to investigate and resolve these threats.
A pantheon of 13 gods exert their influence in the world, 7 of the Light that are represented by the Churches of Ithron, and 6 of the Dark that following is outlawed as heresy.
Recently, a new threat from the waters has emerged. A mysterious national fire has damaged most of the Ithronian structure as the adventurers of Ithron are called upon to discover the truth of this threat and respond!
A popular character type most players start with are either as a member of the guild of mercenaries or scouts - either of which gives the character a weapons permit and relatively simply ruleset. Mercenaries represent the professional soldiering of Ithron and Scouts support adventurers by tracking.
The King's Law of Ithron is absolute, under the jurisdiction of the Monarch and Chief Justice. Helping enforce the law are the Guild of Guards and Foresters. Both guilds administer the law across the land, with Guards taking precedence in cities and foresters in the wild.
While all adventurers of Ithron have access to some healing, physicians receive additional training to provide battlefield medicine, but also further surgery, post-mortems, and research new forms of treatment.
Blackmisths and Alchemists have the ability to create tools used by adventurers. Blacksmiths are able to forge armour, both the mundane and the more unique and specialised, that are infused with magical components. They also learn the skills to repair armour in the field, invaluable when facing difficult foes. Alchemists meanwhile brew a variety of potions to provide healing, protection and boons, as well as the highly-sought elixrs ...
The Guild of Mages is separated into the four schools of magic, under the oversight of the Archmage. Mages draw from soulfire to cast spells and perform rituals, to harm enemies or support allies. Enchanters are able to investigate, create, and manipulate magical items; necromancers can manipulate and speak to the dead; demonologists negotiate deals with demons; and thaumaturgists utilise a more broader range of magical knowledge.
All characters can join a church, becoming a kindred; however some find a higher calling and supplement to become a devotee - to represent the military arm of the church - or a priest - preaching sermons and bringing faith and guidance to the people of Ithron. All members of a church pay tithes and follow sins, respective to their rank. The higher up a church someone is, the more powerful the blessing from their god they receive, which manifests in a variety of abilities, including religious spells.
The Seven of the Light, that Ithron follows, and the defiance of is outlawed, are Sidhe (Justice and Balance); Crowa (Courage and Protecton); Kharach (Death and Mercy); Longstor (Nature and the Hunt); Rolbor (Widsom and Knowledge); Tralda (Luck and Fate); and Vleybor (Life and Redemption).
Crowans also have the Holy Order of the Crowan Roses, Devotees of Crowa who take additional oaths to their commitment of protection.
There are two types of Knights in Ithron. Feudal Knights are often from noble families or otherwise represent their Liege's interests, to whom they have monetary and reputational obligations; and the Knightly Orders, who must also be followers of Sidhe and are beholden to their faith, the Knightly Code, and their Order strictures.
The Knightly Orders are the Griffin Knights, the oldest Order who formed the first defenders of Norham and are also Crowans; Black Knights, traditionalists who originated from Axir and are also Kharachian; Grey Knights, honourable and chivalrous knights of fairy tale; and the Sentinels - accepting of any person, no matter their race or background, so long as they are able to be a Kindred of Sidhe, the Sentinels can often be the final place of refuge for those needing redemption.
All the guilds, churches and knightly orders have player-held positions of authority that experienced adventurers can find themselves in. Players can also be rewarded with baronetcies, and some apply to become magistrates and judges.
And if you know where to poke, there are even secret guilds ...