The Realms & Conquests Society is now open to all Grognards and newcomers alike. Join the Discord, find your region, find your table, roll the dice.
Purpose of the Order
"A project of gaming anthropology and the preservation of Fantastic Medieval Wargame Campaigns — returning to the source, stripping away fifty years of accumulated assumption, and asking: what was actually there?"
The Realms & Conquests Society exists for a single, urgent purpose: to play the Original Game as it was played, at a table, in person, with real dice, real rulings, and real consequence. Not a reconstruction. Not a retroclone. Not an homage. The thing itself — or as close to it as living, breathing human beings can manage.
The game that emerged between 1974 and 1981 was not a finished product awaiting later correction. It was a living inquiry — a set of creative provocations scrawled in the margins of wargaming, full of gaps that were never bugs but invitations. The referees and players of that era did not wait for official answers. They ruled. They invented. They contradicted one another gloriously. That instinct — to trust the table over the text — is what this Society seeks to recover.
Too much of what calls itself old-school gaming has quietly re-anchored itself to a particular stratum of rules — a specific revision, a specific edition — as if that moment were the true and natural equilibrium. It is not. The Society begins earlier, and goes further. We strip back to the foundations not out of nostalgia, but out of genuine curiosity: what grows from those roots, untrimmed by later consensus, when given light and a table full of imaginative people?
The soul of the game lives at the table. Online sessions are accepted, but in-person play is the beating heart of the Society.
Anyone is welcome at any session. The Original Game was never a closed guild. Pull up a chair. The dungeon does not require credentials.
Characters may adventure across referee regions. Deeds, deaths, and discoveries ripple outward into a shared and breathing campaign world.
One real-world day equals one campaign day. Time is not paused between sessions. The world does not wait. Consequences are real and permanent.
The Origins: Where We Begin
The Society begins with the texts of 1974 and their immediate companions — not as museum pieces, but as live documents under active scrutiny at the table.
The Society's Principles
These are not house rules. They are the operating assumptions of the Society — the commitments that make a shared, living campaign world possible across multiple referees and regions.
Building Your Region
Referees are the world-builders. Each referee domain is a distinct territory within the shared campaign world — mapped, populated, and reported. Follow these steps to establish your region: