Friday, June 19, 2026

Why I Want To Go - Heroes for Hire II

by: Angel "Aris" 

Hai everyone! If you don't know me I am the one who plays Aris, if you don't know who that is, well its the person running around with orange hair and fox ears. And this is why I want to go to Heroes for Hire. 

First off I want to start by one of my goals as a new player is to hit almost all the events this year. 

Second, I am really excited for the Summer Solstice Festival, (I love solstice's), as it gives me the opportunity to celebrate it and just hang out with people I don't get to see or talk to enough. 

Third, I stand for random questing and all that it is. (aka, the various odd jobs from wildcard guild) Which means plenty of opportunities for shenanigans. 

Hopefully see you there - Angel

Thursday, June 18, 2026

Realmsle #34

 

                       


This custom Wordle-adjacent-puzzle features a 5-letter word that is particularly relevant to the Realms.

If the embedded page isn't working below you can click this link to get to the puzzle.

Like regular Wordle you can copy your result's (but only if you follow the link), so paste them or a screenshot onto social media to let us know how you did. But no spoilers!


Wednesday, June 17, 2026

Happenings on the Emerald Path

Some of our longtime community members may remember a recurring feature on the View From Valehaven called Happenings on the Emerald Path. Since many new faces have joined us over the years, a little explanation is in order.

The Emerald Path was a phrase created by the Bedlam plot team to describe the journeys we take beyond the game; the adventures, milestones, and chapters unfolding in our real lives. Happenings on the Emerald Path served as a space for community members to share exciting news and celebrate one another's achievements.

Whether it was a wedding, the arrival of a new child, a graduation, a new job, retirement, purchasing a home, or any other significant life event, this was where we gathered to recognize and cheer on the next great adventure in our fellow community member's story

We're excited to bring this feature back and once again celebrate together as a community. To kick things off, we've got an emerald path from this past Saturday where community members Dani "Elizah" Lacasse, Anna "Hedda" Rufus, Nataliya "Shader" Kostenko & Brooke "Falco" Gibbas run their first mud run together in Hartford CT. 

Photo by Jamison Bancroft 


If you have an achievement, life event, adventure, or other exciting news you'd like to share with the community, please send it along to Dani Lacasse. 

Tuesday, June 16, 2026

Conspiracy Monthly

 By Kieran/Kyra Barry



Monday, June 15, 2026

Meme Monday

 by the Meme Team



Friday, June 12, 2026

Knave of Hearts - Complete Event Information

 

What is Knave of Hearts?

Knave of Hearts is an alternate version of Queen of Hearts Tournaments and War Maneuvers that will run on odd-numbered event years.

The overall mission of Knave of Hearts is to design an experience that is in many ways similar to the traditional norms of Queen of Hearts but to create a version where players can simply ‘show up and play’ without the need to coordinate teams or prepare the many roles that are required for those teams.

Knave of Hearts puts fighting in War Maneuvers all day as the principle focus with some individual combat, some small-group combat, and some crafting tournaments sprinkled in. 

Please read on below to have a full understanding of what to expect at this year’s Knave of Hearts.




Showing Up and Playing at Knave of Hearts

There are no premade teams for Knave of Hearts. You do not have to find a team to join or coordinate with anyone ahead of time at all. To play at Knave of Hearts just bring all of your gear and get ready to spend the day in a wide array of large group fights.

People will be sorted onto four different teams once tournaments begin on Saturday. Those teams will be named for the four different card suits (spades, hearts, diamonds, and clubs). Each team will have a single Knave that is leading them that will be determined as those teams are made.

In virtually all war maneuvers two of the teams will face off against the two other teams on a rotation, meaning that every team will fight alongside and against every other team multiple times throughout the day. Each team will accrue points for winning war maneuvers independently of one another.

Many war maneuvers will be unlimited. Some will be ‘Queen of Hearts Limited’. See the description on the Queen of Hearts War Maneuvers page for a full description of ‘Queen of Hearts Limited’

We will be having an individual (and 3-person) weapon-style showcase at the conclusion of the daytime on Saturday. In these tournaments each of the four teams will be represented separately. 

There will be some small-group combat (specifically 5-person) tournaments on Sunday morning. In these tournaments each of the four teams will be represented separately. 

The very last tournament of the day on Sunday will be Knave’s War which will pit all four teams against one another in a spectacle that’s not entirely unlike Queen’s War but with some exciting new twists!




Knave of Hearts Tournament Information

This is a mostly-complete list of tournaments and war maneuvers we plan on running throughout the weekend. Things may get cut from this list, rearranged, or even be added based on time considerations for the event and the pace we follow.

Below are very brief descriptions of the tournaments. The standard Queen of Hearts tournaments will run very similarly to normal (with some slight deviations) and players may refer back to the Queen of Hearts pages on rhiassa.com to learn more about how they work. Some other tournaments that are returning classics will probably require a bit more explanation but complete descriptions are forthcoming.

War Maneuvers (Saturday and Sunday). Every War Maneuver that is won will bestow ten (10) points to both of the teams that were on the winning side. Winning a War Maneuver (and only War Maneuvers) will result in both teams getting a Knave Card.

  • Field Battle (Unlimited and QoH Limited)
You fight. In a field. 

  • Bridge Battle (Unlimited and QoH Limited)
You fight. On a bridge. There will be a time limit. When the time limit is reached in the Unlimited version of this tournament it automatically switches to QoH Limited.

  • Folkestone Challenge (Unlimited and QoH Limited)
A classic tournament! You fight. In a field. That field is full of obstacles that you have to fight around or over or under or through while you are facing your opponents.

  • Castle Battle (Unlimited and QoH Limited)
You fight. In a castle. Teams will take turns attacking and defending. There will be a time limit. When the time limit is reached in the Unlimited version of this tournament it automatically switches to QoH Limited.

  • Monster Chess (Special armor and magic rules)
A classic tournament! It works a lot like Rhiassan Live Chess but all the pieces are different monsters with different special abilities (the Queen is troll twins!).

  • Hadrian’s Wall (Unlimited)
Fight an opposing team on the opposite side of a wall, raising flags for point control. As per normal Queen of Hearts rules.

  • Wizard War (Super Duper Unlimited)
A classic tournament! If you are a spell caster you automatically get an extra path of spells (circles 1-5). Then you may also choose either another extra path of spells (circles 2-6) or a bump up in your weapon restriction. If that bump up in weapon restriction takes you from light restriction to no restriction you may also wear two points of armor.

  • Luck of the Draw (QoH Limited)
A classic tournament! Your team gets sorted into very small squads. Squads get called into the melee in a randomly determined order as the fight builds to its final form.

  • Rock Assault (non-com)
Throw bean bags (rocks) across a maze-filled field to score points in the opposing goal. As per normal Queen of Hearts rules.

  • Grand Teamwork (non-com)
Participate in a physical and mental challenge as a team that will test your ability to plan and coordinate. As per normal Queen of Hearts rules.

  • Challenge Race (non-com)
Run through this obstacle course as a team completing challenges of skill and chance along the way. As per normal Queen of Hearts rules.

  • Knaves War (QoH Limited)
The culmination of the weekend. See more information below.


Individual Showcase (Saturday Afternoon). Winning an individual or 3-person tournament will bestow five (5) points to the team that those competitors represent.

Each individual on your team may fight in one individual tournament and one 3-person squad tournament. They may not both be the same weapon style. All of these fights are true limited and casters can break restriction to enter them.

  • Single Short Individual
  • Single Short 3-person Squad
  • Mixed Florentine - Individual
  • Mixed Florentine - 3-person Squad
  • Sword and Shield - Individual
  • Sword and Shield - 3-person Squad
  • Hand and a Half - Individual
  • Hand and a Half - 3-person Squad
  • Oops all Ranged - Individual
  • Oops all Ranged - 3-person Squad

5-person Squads (Sunday Morning). Winning a 5-person battle will bestow ten (10) points to the single team that emerged victorious. 

  • 5 on 5 Lines
You fight. In a Line. With 5 people on a side. As per normal Queen of Hearts rules.

  • 5 on 5 Bear Pit
Each side sends in one competitor a time, the winner stays in the pit to fight the next opponent. As per normal Queen of Hearts rules.

  • 5 on 5 Jugging
Jugging (or Jugger) is a boffer sport that transcends Realms (there are international rules and leagues) though it certainly has a history in Realms as well with our own adaptations that better fit our game rules. Each side has one ball carrier (the Qwik), one true-florentine wielder, one sword-and-shield wielder, one hand-and-a-half wielder, and one Ball and Chain wielder. Only the Quik can score points by placing the ball (actually a skull) onto the goal on the opponents side. The Ball and Chain weapon will be provided by the event.




The Crafting Competition at Knave of Hearts
(The Arcane Artisan Competition)

Crafting is an important part of the fabric of Queen of Hearts and therefore Knave of Hearts must honor that aspect of our community as well, though it will do so through a fundamentally different method.

The crafting tournament at Knave of Hearts will be known as The Arcane Artisan Competition, and it is essentially a tournament about crafting create-your-own magic items.

Any individual who is attending Knave of Hearts may make a single entry to this crafting tournament. Since there are no pre-made teams there is no way to know who else will be on your team the day of the event and a single team may end up with many entries overall.

You may choose only one of the following categories from which to make your magic item

  • Armaments (weapons, shields, armor, thrown spell props)
  • Apparel (clothing, cloaks, hats, shoes, etc)
  • Artifacts (jewelry, accessories, wands, other spell props, etc)

You may employ whatever crafting materials or methods you choose to make your entry to this competition. The item must be brand new and completely crafted by the artisan that is submitting the entry.

All items must have a significant amount of blue on them, though they do not have to be completely blue or even mostly blue. They should all be particularly ornate and come across as giving the impression of looking magical in some way. This is of course in the eye of the beholder, but it is the vibe you should aim for.

You must make up a power for your item and have it printed/written out on a piece of paper that you will submit with your item. Magic weapons can swing magic along with having one very minor power. All other items may have a power that is roughly equivalent to the power of a 3rd circle spell.

At any point after teams have been sorted, each Artisan should place their crafting entry on the tables upstairs in the tavern. The top floor of the tavern will be set up as an Artisan gallery. There will be blank placards on which you will write the following information

  • Your proposed name for the item. This name must begin with “The Knave’s…”
  • The suit of the team you were sorted on to.
  • You must NOT put your name on the placard. The goal is for all entries to be anonymous.

Throughout the entirety of the day on Saturday the crafting entries will be on display in the gallery. Over dinner break the judges will determine the winners.

  • There will be up to three (3) winners from each of the categories for a total of up to (9) winners.
  • There is no detailed rubric for judging this competition. The winning entries will be the ones that are the most impressive both visually and in the quality of their construction.
  • Each winning entry will earn five (5) points for the team they are on. A team can have more than one winner in the same category.
  • The winning entries will become magic items for one calendar year. The staff reserves the right to modify the item’s powers before granting it the status of becoming a magic item.



Nightquest

After dinner break there will be a significant nightquest by a major plot team. More info coming soon.




Knave’s War

The final culmination tournament of Knave of Hearts will be Knave’s War. You’ll see that Knave’s War is in many ways inspired by Queen’s War to create a similar experience, ending the event in grand fashion, though there are many differences as well.

Throughout the course of the weekend, teams have earned Knave Cards for winning war maneuvers. These cards have no rank or suit, they are all equally “Knaves”. The Knave Cards that your team has earned will give you a subtle advantage in Knaves War.

The four teams will each compete separate from one another, forming four queues that create a square shape on the tournament field. The left side of each of those lines (looking from the middle of the field) is where players will enter the fighting area. Everyone in every line starts the tournament by “standing” (to use the Queen’s War parlance), there are no people sitting initially. 

Teams may give the Knave Cards to whichever players on their team they choose to. These are essentially ‘wild cards’.

Every member of your team that does not have a Knave Card will be given a standard playing card by the marshaling staff. These will be passed out in such a way that your team will end up with roughly the same number of cards of each suit.

Your team will then arrange its standing line in this order

  1. All players with Knave Cards
  2. All players with Spade Cards
  3. All players with Hearts Cards
  4. All players with Diamond Cards
  5. All players with Club Cards

When it is time for combat to begin, the head marshal will pull one card from a shuffled deck and call out what suit it is. When that suit is called out your team will send in either:

  • The first person in the queue that has been assigned that suit or
  • The Knave player that is at the front of the line.

Equipping some of your strongest players with Knave cards and being able to choose when they enter the fray is the advantage that comes from having won those cards throughout the day.

Once the suit is called out by the marshal they will start a 5-count. By the end of the 5-count if your team hasn’t sent in a Knave Card they must send in the matching suit.

Out of the four players that enter the arena only one will be the winner. The three players that lose will start or join the sitting line for their teams, sitting in front of the standing line in the order that they died. Suit order does not matter in the sitting line.

The winner of that fight gets back into the line, at the back of the group that matches their suit (or at the back of the Knaves if they have a Knave Card). They also take the person at the front of the sitting line and have them rejoin the standing line at the back of the group that matches their suit.

Play will continue in this way, with the marshal drawing a card and calling out that suit to enter the arena. If a suit is called and you no longer have anyone who can enter the arena from that suit, you must send in a Knave Card to replace them. If you also do not have any Knave Cards your team forfeits that turn.

Play continues in this fashion until only one team has standing players.

The winning team of Knave’s war receives 25 points.




Prizes and the End of the Event

Prizes to commemorate Queen of Hearts are an important part of the experience and Knave of Hearts will keep that tradition alive. 

After Knave’s War has concluded we will gather together to give out awards for the War Maneuvers, squads, individuals, and crafting tournaments. We will also recognize this year’s winning Knave of Hearts.



(All of the information in this article is archived at http://rhiassa.com/qoh/knave.html)


Why I Want To Go - Anthologies

 


From Violets 


Hello, wonderful people of the Realms, this is why you should join me in questing at anthologies. One of the reasons I'm so excited to go to this event is the blooming. I'm extremely interested in finding a way of healing or curing it using information gained from ground zero. Something else I'm very excited about is finding out more about the blue blazers. The blue blazers is a group I’ve only heard of once before, and im excited to be able to interact with them, though I have been told they do have a price for asking for their help. Hopefully, no one makes any deals.

On that note of making deals, I have been extremely interested in learning more about the weavers. For those unfamiliar with how the strange magic door and people work, the rough gist of it is that there are titles that hold power. Such as weaver, tricker, and traveler, with these titles you can manipulate and change magic and reality in different ways.

Hope to see you soon- Violet




Margaret here.


I’m really worried about Makhta. The darkness in QTN has gotten worse, to the point where there are rumors that The McKyre is returning to fight the darkness because the darkness is here. I should’ve made fixing Makhta part of the deal for putting Soultaker in charge of the Dreaming, but I didn’t realize the Dream Demons were going to keep the Chimeronian Vampires because it was ‘funny’. But I digress. 


Meanwhile, someone from a group called the blue blazers wants help finding the actual name of a door, presumably the door to the Lauralins. Nothing sketchy about that. They are offering to take us to Springs, which is the location of the first known case of The Blooming. I still have a ritual that may be able to cure The Blooming, with the looming question hanging over me of if it’s worth the price. All while a former Villain continues to bet on my successes, and to stack the deck in my favor. So uh. If anyone wants to help with all of this I certainly wouldn’t say no. Because the chess pieces are being assigned, and I don’t want to end up as a pawn. 


With Light,

Magus Margaret August, Lightbringer


OOC Note:

I am incredibly excited for Matthew’s first foray as an EH, especially after having to miss their storytellers mod. The teams involved in anthologies are fun, and I trust them to roll with things while managing to turn a free event in the park into one of my most anticipated events so far. Kathy as MM is going to be hilarious, Sky will make us cry, and Matthew will make me want to pull out my hair. All in good fun. Can’t wait to see you there.

~ Bri




From Companion.


As someone who the villain has tried to directly afflict with the blooming finding ground zero is an exciting venture. We may be able to collect clues on how to cure or at least slow the progression of the blooming within hosts. This could help us save countless people as the blooming spreads through the lands, as it was designed to be a magic nature combo curse. It's a pain in the ass to fix after a certain point, but if we can find more information, it may be possible!


There is also the potential to find out more about Midoru, the rune that was supposed to be dead long ago. This rune has recently seen a resurgence, infecting at least two known people, myself and Makhta. During our questing into the plane of lost things, two items were found containing Midoru: a necklace and a wand. As of now, what happened to the necklace is unknown. There is still so much that we don’t know about Midoru. However, what we do know is scary on its own. We know that it never died, and that it has a cult to back it. We know that creatures with it on them have started showing up, and we know that it can spread. I am both excited for and dreading what we may learn during this quest.


I hope to see you there,

LiiCompanion