The Forgotten Domain
Player's handbook
a Live action Role playing game

Visit us at
www.forgottendomain.yolasite.com

2020 edition
The Forgotten Domain
Player’s Handbook
2020 Edition
The Forgotten Domain is a Live Action Role-playing game designed for players 16 years of age and older. The Forgotten Domain reserves the right to refuse services to any individual and to suspend the privilege of in-game play to ensure the safety of other players as well as the integrity of the game. The use of illegal drugs and alcohol is not allowed and will not be tolerated.

Contact the Forgotten Domain
Phone:
(315) 744-8731
E-mail
rickyluckette@gmail.com
Our web site has useful resources for players:
www.forgottendomain.yolasite.com  
Join our facebook page to ask questions:
https://www.facebook.com/groups/forgottendomain/?ref=bookmarks

Table of Contents
Intro to Live Action Role-playing Games 						4
Intro to The Forgotten Domain 								4
Chapter One: Character Creation
Creating a Character 									5
Races 												5
Classes & Skill Lists 									7
Descriptions of Skills 									10
Chapter Two: Life in the Domain
Costumes 											18
Armor 											19
Weapons & Spell Packets 								19
Crafting											23
In Game Items 										24
Rules 												26
Role-playing 										29
Chapter Three: The Forgotten Domain
Game Schedule 										30
Volunteering & Donations 								30
Metagaming 										30
Dying & Death 										31
Hierarchy & currency									31

An Introduction to Live Action Role-playing Games
	A Live Action Role-playing game (or LARP) is a cross between playing a D20 (20 sided die) table-top game and improvisational acting. There are numerous games being played throughout the country with different rules, different settings, and different costumes, but all with the same idea. You create your own character, design your own costume, make your own weapon, collect what adventuring gear you need, and enter the game. Settings range from Medieval/Fantasy (like The Forgotten Domain) to Post Apocalyptic. In most D20 type and computer role-playing games your actions are determined by the outcome of a certain roll or what level your character is. In a LARP many of the outcomes are determined by your own abilities. As with live improvisational acting, there is a basic storyline for you to follow but the outcome is based primarily on the actions of your character. Just as in real life, you will have friends and opponents that you have to interact with. What you do and where you take the story is up to you. You have the freedom to create and participate in the wildest adventures that you can imagine. 
An Introduction to The Forgotten Domain
	Our story begins with a wizard, a portal master more specifically who goes by the name Elrick Morrwen. Elrick has the ability to create portals out of magic that can bring people from one place to another, even from one world to the next. Because of this, Elrick has traveled to all sorts of realms and dimensions. From Azeroth to Hyrule he has met many interesting people and learned much about their worlds and cultures. Elrick wanted to make it so that everyone could experience the wonders of the different worlds. So he devised a portal that had never been attempted before. To create a portal that would join all worlds. He then proceeded to the grand council of wizards and proposed his idea. The council branded him a fool and told him that the portal would be a death trap. Although disappointed he did not receive permission from the council, he decided to build it nevertheless, recruiting aspiring young mages and other independent magic users in his realm. After about twenty years the grand portal was finally complete, standing two stories tall, outlined in a smooth white stone covered in runes, and pulsating with a blue and purple hue. Upon creation,Elrick set the portal to bring him to the province of Cyrodil in the realm of Tamriel in order to inform their leader of his astonishing accomplishment. Once activated, unbeknownst to Elrick other portals started to mysteriously materialize in other realms. Stepping through the portal he found himself in a completely foreign land. Elrick had never even seen this world before. Looking back, he saw the portal he had emerged from vanished and there was no way back home. It was at that moment Elrick came to the realization of what he had done. He had created a cross-dimensional world in-between all the portals that had surfaced. Anyone who ever so curiously chose to walk into any of these portals would be stuck permanently in this place. It was a world of worlds, the realm of realms. It is the forgotten domain.

Chapter One: Character Creation
Creating a character is the first step toward playing The Forgotten Domain. Picture yourself sitting in front of a blank canvas. Pick up a brush and start painting. You wonder where to start. Here is a list of things to consider when creating a character.
• What is my character’s name?
• Where is my character from?
• Why did my character go through the portal?
• What will my character wear?
• Will you play your character like you live your life?
• Will your character be a “bad guy”?
• Is your character in search of wealth, adventure and/or power?
	Starting a new character can be an overwhelming task for a first time player. You might pick your favorite hero from myth or fantasy and use them as a guide. Although, it would be somewhat presumptuous if you played a barbarian named Conan or a wizard named Gandalf.
Races
The Forgotten Domain is a world of diversity. The population of the realm is predominantly human, though dwarves and elves are not all too uncommon. Other races are allowed, but a race must be determined for Racial Benefits. Below is a list of the different races, the requirements to play that race, and their Racial Benefits.
Humans
Requirements: None
Benefits: None
Elves
Requirements: Elf ears (depending on type of elf)
Benefits: Gets one heal spell per life

Dwarves
Requirements: Beard (preferably large)
Benefits: armor and shield repairs on field for 30 seconds of simulated work

Orcs/Ogres/Trolls
Requirements: Green or grey face paint and Orc teeth/tusks Orc mask.
Benefits: Natural Toughness +1
Undead
Requirements: white face paint, or blood on body/face, or full face coverage with shroud.
Benefits: No death from limb loss, Natural speak to undead and devour skill: can use a dead body to regain limbs.
Negatives: heals do damage to undead.
List of Realms:  Here is a list of realms your character can be from. They offer no benefit but may play a significant role in the story line. If you want to be from a world that is not listed below ask a council member and your world may be approved if deemed acceptable. 
world: Tamriel  (Elder scrolls) Time: "Word of Dragons in Skyrim"
world: Hyrule (Legend of Zelda) Time: "Young Link's time in OOC"
world: Middle-earth (Lord of the Rings) Time: "After the fellowship departed"
world: Earth (actual earth) Time: "medieval/renaissance"
world: Azeroth  (World of Warcraft)
world: Warhammer fantasy
world: Westeros (Game of thrones) Time: "Pre-death of king Robert"

Classes and Skill Lists
There are 3 major classes of character in The Forgotten Domain. These are Warrior, Mage, and Scout. All of these classes have pre-set skills that are gained by leveling. There are restrictions on which weapons each class may use.
Warrior 
10. Relentless might					10. Ultimate Defense				
9. Cleave						9. Titans Grip, Armor +	
8. Shatter						8. Magic shield 1
7. Bones of Iron						7. Large shields	(tower), Shield Wall				
6. Crush, Armor +						6. Armor +1
Offensive						Defensive
			
			Prestige "Bear Pit"					1 - 5 of another class
			5. Natural Toughness
			4. 2handed weapons
			3. Bows, Armor +
			2. Throwing 2, Dual wield 
			1. All one handed weapons, small shields (round), Armor +
The Prestige
"Bear Pit": Fight till you drop in a circle of your peers. Then, the crowd decides your fate. Ultimately, a council chooses, and based on the crowd’s reception of you, you pass or fail. Failing incurs a 2-week period where you cannot test again.
Mage 
10. Storm of wrath				10. Sight heal		
9. lightning, Wizard wield			9. resurrect 2
8.Fire ball 2, entangle 2, banish			8. Heal 4, magic shield 2
7. Wither, Book of destruction			7. Heal 3, book of creation, resurrection
6. Fire ball, statue				6. Heal 2, Silence, magic shield	
Offensive						Supportive
			
			Prestige  "Magic report"					1 - 5 of another class
			5. Teleport, Staff, bludgeon	
			4. Reflect, sleep 2
			3. Entangle
			2. Sleep
			1. Swords, magic bolt, Heal 1 (ability to communicate with the dead)

The Prestige
The Forgotten Domain, being a new realm and made up of many other worlds, is full of strange energy and brilliant magic. The magic council of the Domain has acknowledged your ability to use magic and would like to grant you access to more powerful spells. In order to appease the council you must give them a report on the magics and how they are similar or different from the magic you had in the world you came from. If the council is satisfied with your magic report they will privilege you with the learning of stronger spells.

Scout
10. Armor penetration				10. Arrow of Death
9. Noxious Poison				9. Pathfinder
8. Assassinate, Armor +				8. Boom trap	  					
7. smoke screen				              7. Outpost
6. Poison, throwing 3				6. Silence Powder, armour +
Stealth						Range

			Prestige  "Man Hunt"				1 - 5 of another class
			5. Arrow of slow	
			4. armor+, all one handed
			3. Trap 1	
			2. Black jack, conceal
			1. Swords, Bows, Dual wield, 1 throwing

The Prestige
Prove your skills as a Scout by obtaining 4 writs that will be given to select players as the beginning of the day. Obtain them by any means necessary. You need all 4 to pass and move up in rank.

Description of basic skills
Melee skills
Dual wielding: Grants a player to hold two weapons at the same time.
Titans Grip: Grants a player the ability to hold two two-handed weapons or a large shield and a two handed weapon. 
Shatter: Shatter a shield with two consecutive strikes rendering it useless until repaired via spending 30 seconds at home base/tavern. There is a 10 second time frame to hit the opponents shield twice or three times. Players may use any two handed weapon, bludgeon, or axe they wield in melee.
Natural Toughness: You gain +1 HP to your torso. Heal spells and potions are used to get an hp point for natural toughness back.
Crush: Loudly yell the word "CRUSH" as you go to strike at an opponent, if you hit them in any limb (arms and legs only, no torso shots) your strike essentially breaks their limb, rendering it useless. This spell is full armor penetrating. Requires bludgeon, ax, or 2handed weapon.
Cleave: A solid hit to the side of the body with any slashing weapon and shouting “CLEAVE”. This will "cleave" the enemies body in half thus instantly killing them. Does not work on limbs and does not pierce Magic Shield. One per life
Bones of Iron: Gives an extra hit once on any limb, used once per life.
Shield wall: If you and at least one other person has a shield, you may stand together side by side and "walk'' invincibly. You may not attack while in the shield wall. If someone within the shield wall attacks, breaks off, or has their shield broken/ rendered unusable, the shield wall ends and you are open to attacks.

Stealth skills
Conceal: The ability to hide or conceal an item or up to 50 gold on your character when they are dead and being searched.
Black Jack: Sneak up behind an enemy, tap them on the back of the neck with the pommel of your weapon and say the words "Black Jack ''. The opponent is now unconscious for 30 seconds. If you are caught while performing Black Jack, the effect will not work.
Poison: If you say the word "Poison" when you hit someone they are reduced to walking for 10 seconds.
Assassinate: Sneak up on an enemy, stab or slice at them while saying "Assassinate". It is a full armor penetrating attack that instantly kills the opponent. The opponent is fully dead so there is no 30 seconds unconscious period to be revived. If you are caught while performing Assassinate, the effect will not work.
Smoke screen: A Scout must say out loud “Smoke Screen” and put their weapon over their head. The Scout becomes immune to damage for 10 seconds but is not able to attack for those 10 seconds that the Scout must count aloud. The scout can move while this skill is active.
Noxious Poison: A Scout may coat his weapon in a Noxious Poison and when hitting someone say out loud "Noxious Poison". That person can then not be healed until they die or drink an antidote. Noxious Poison has to be recharged for 30 seconds of simulated work.

Range skills
Trap: Traps can be placed down, but not thrown. When a trap is placed anyone who steps on it or within 1 foot of the Frisbee will be stuck on top of it for 10 seconds. You cannot jump over traps. Traps are represented by a green Frisbee.
Silence Powder
Color: Grey
This involves a thrown packet (much like a spell). You must say out loud “Silence Powder” and then throw at your desired target. If it strikes, the opponent can no longer speak for 10 seconds, this includes magic incantations. You must recharge the powder at a base or tavern for 30 seconds of simulated crafting.
Arrow of slowness
Color: Orange
Effect: If it strikes, the opponent cannot run for 10 seconds and is reduced to walking. 
Outpost
A Scout gets an outpost to place anywhere on the field that allows them to heal, repair, and recharge. It can be destroyed and you only get one a day.
Pathfinder
The Scout can travel back to his/her base at any time by saying out loud “Pathfinder” and putting their weapon over their head. The Scout must walk back to their base. It cannot be broken once in a Pathfinder.
Boom Trap: The Ranger may carry 1 deathtrap. It is indicated by a white Frisbee. Anyone stepping on the trap immediately loses the leg they stepped on it with.

Healing and defending magic
Magic Shield 
Color: Light blue
Incantation: Contego Loricatus Placitum Defendo Magic Shield
Effect: After reciting the incantation place a light blue sash on you or an ally. This gives them an extra armor or magic hit (but not lightning) until damage is taken. Can only be cast at Tavern or a base. Magic Shield will go away first after a strike.
Heal 
Color: None
Incantation: Vigoratus Heal
Effect: After reciting the incantation the spell heals yourself or an ally. This revives them from unconsciousness OR regenerates their limbs, your choice of one or the other. If you chose to revive someone from unconsciousness and they still have missing limbs they remain lost.
Resurrect 
Color: None
Incantation: Recro Vita Succurro Votum Deus Superstes Resurrection
Effect: Revives an ally from death.

Offensive magic
Magic Bolt
Color: Orange
Incantation: Magic Bolt
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the spell does damage to the hit area. Magic Bolt can be blocked.

Fire Ball
Color: Red
Incantation: Incendia Ignis Fire
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the spell does damage to the hit area armor penetrating . Fire can be blocked.
Wither
Color: Brown
Incantation: Edo Abrogo Extractum Wither
Effect: After reciting the incantation the spell packet is thrown. If it strikes, state which limb of the body you wish to remove on the opponent. This is limited to arms and legs. This spell penetrates armour.
Lightning 
Color: Yellow
Incantation: Levitas Desumo Percutio Lux Navitas Offensus Lumen Lightning
Effect: After reciting the incantation the spell packet is thrown. If it strikes, it instantly kills your opponent. This spell penetrates all armour and shields.

Utility Magic
Entangle
Color: Green
Incantation: Laqueus Impedio Entangle
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the opponents feet are snared to the ground for 10 seconds.
Statue 
Color: Blue
Incantation: Statua Clax Congelo Statue
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the opponent is turned to stone. He/she cannot move or give or receive damage for 10 seconds. If it hits anything you are holding, it turns to stone and is rendered unusable for 10 seconds including weapons and shields.
Silence 
Color: Grey
Incantation: Narro Silentium Barba Silence
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the opponent can no longer speak for 10 seconds, this includes magic incantations.
Sleep 
Color: White
Incantation: Dormio Somnus Defessus Sleep
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the opponent is now asleep for 30 seconds. Any nudge or touch will automatically reawaken them.

Teleport
Color: None
Incantation: Perspicuus Prodigium Abolesco Permoveo Teleport
Effect: After reciting the incantation, you and two other people can teleport back to your base. During this period of traveling back, you can not give or receive damage. You cannot break the teleport at any time until you have fully reached your base.

Banish
Color: Purple
Incantation: Amoveo Aufero Pello Sepono Expello Banish
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the opponent is then teleported back to their base. During the time of being teleported they cannot give or receive damage. They cannot break the teleportation until they fully return to their base. This spell cannot be blocked.
Reflect 
Gives you the ability to reflect magic. You may catch any magic and throw it back at an enemy within 3 seconds. The spell will affect whoever you hit. If you fail to catch it and it hits you or you hold it for more than 3 seconds, then the spell will affect you.
Wizard Wield: 
Gives wizards the ability to wield a sword and staff at the same time.

Prestige skills
Ultimate Defense 
Everything that would normally instantly kill a warrior, instead, destroys all of the warriors armor. Skills such as Fire Ball and Armor Penetration destroy armor depending on where it hits such as arms, legs, and torso. Skills like Bolt of Death and Lightning however destroy all armor on the body. A Warrior is required to have armor on all three parts of the body in order to achieve this skill.
Storm of Wrath  
Color: A lot of red
Incantation: Incendia Pluvia Attero Censura Clarus
Effect: The Wizard may carry up to as many Fire Ball packets as he/she wants. Say out loud the incantation and toss the packets directly at thy foe. It is death to friend and foe alike.
Arrow of death
Color: Black
Effect: If it strikes anywhere on the opponent including the shield they are instantly dead, no unconscious period, DEAD. After you fire an arrow you must go back to the tavern to "get" another. This penetrates all armour.
Sight Heal
Heals become castable at any range. As long as they have line of sight of their target, clearly and loudly state their character name and the incantation while pointing directly at them.
Relentless Might
When a Barbarians HP drops to 0 and they have dropped to the ground, within 10 seconds of being unconscious they may call out “Relentless Might”.  This brings them into a frenzied state that grants 10 seconds of extra life. The Barbarian still takes damage during this time and can be killed while frenzied.
Armor Penetration
 If you call out the words "Armor Pen" when hitting someone, the attack ignores all armor. Only for daggers and short swords.

Chapter Two: Life in the Domain
Costuming
	There is a lot that you as a Player need to do before you are ready to play the game. The first is getting a costume ready. The Forgotten Domain game system is set in a Medieval/Fantasy arena. Costumes are important to maintain the integrity and feel of the game. You need to decide whether you want a more historical look or if you want to go with a more creative fantasy look for your Character. 
	There are Renaissance Festivals and plenty of online catalogs of historical clothing for your costuming needs. You can find armor of all types, shirts, pants, tights (if you prefer), doublets, bodices, skirts, kilts, and all the accessories to go with.
	If you want to create a more fantasy look for your Character, you can do this by looking at yard sales, consignment/second-hand shops or your local Salvation Army outlet. These can be the perfect places to find the “raw materials” to create your own look. This method will also save you some coin.
	Old leather coats or vests can easily be made into armor. Old oversized belts are perfect for costumes. Check out the jewelry too, sometimes the more tasteless and garish the better. It is best to have an idea of what you want your Character to look like before you start buying up old clothes. A quick look in your own closet may be a good place to start.
	The part, it seems, that most people put the least amount of thought into when creating a costume, is footwear. You could be the meanest barbarian in the world, but it would be silly to see your character in a loincloth and Nikes. Many players will cover their existing shoes with faux fur or fake leather, which can be used to make boot spats. Try to stick with black sneakers or hiking shoes at the very least.
	Craft shops can be a great place to find fabric remnants. You can find bits and pieces of faux fur, fake leather or a sturdy bit of wool or cotton. Even if you can’t sew there are fabric glues, iron-on strips like Stitch Witchery, and plain old safety pins. With just a few dollars, some imagination, and a dash of ingenuity, coming up with a costume is one of the best parts of the game.
	Certain characters are required to wear items that designate their race. Elves have pointy ears and Dwarves have beards. If your character starts the game with these prosthetics, you must wear them the entire event.  A dwarf could not remove his beard when it gets hot out. An elf could wear a floppy hat to cover his ears, but cannot remove them while in game. Before you choose a character that has to wear these race designators, be sure that you wish to do so. Poor wear of racial prosthetics will disqualify the player from choosing characters other than human.

Armor
	Armor is a very versatile part of one's costume. Not only does it complete an image and make your Character look pretty good, it also adds to your Characters defenses. Armor will be inspected prior to the game; anything that is not deemed as armor will not be allowed to be used as armor. This does not mean you cannot wear it, as it is still part of your costume. All real armor made of leather or metal will count unless it has sharp spikes or other parts that could harm another player. Crafted armor made of foam and other crafting materials will count only if it looks like proper armor.
	Armor adds another layer of protection to your character. Depending on your class and level you can gain proficy and gain points into your armor layer.  Armor allows you to take an extra hit (or more) anywhere on your body that is directly covered by it. Armour is split into three sections; Torso, legs, and arms. For each armour level, you get additional points for each section. Example: if you have armour + 3 you would have 3 extra hits to arms, legs and torso. Armour can only be repaired by returning to a base or the tavern and performing 30 seconds of simulated work per armour point lost, or using items that replenish armour points. 
Weapons & Spell Packets
	Most weapons used at The Forgotten Domain events are “boffer” type soft foam weapons. Using CPVC, carbon fiber, or fiberglass cores and covering them with pipe insulating foam (at least 5/8” thick) and 1 layer of duct tape. Weapons must have a thrusting (or safety) tip. Thrusting tips must be 2”-3” of open cell foam (the type used in mattresses and/or pillows)or camp pad. The pommels of the weapons must have a safety tip also. 
Daggers can be between 12”-24” long; swords are on average 25”- 40” (but, can be longer). Hand and a half weapons range from 40"- 48". Anything over 48" is a great weapon.  Quillions, or cross guards, must be made out of foam and tape only. Blunt weapons include clubs, maces and hammers. These can be anywhere between 18”-36” long. The blades of a mace, the head of a hammer and a knot in the wood of a club must be made of the open-cell foam.
 An axe can range from 18”-60”, they can be single or double bladed. The entire blade of an axe will be made of the open cell foam (no core) and one layer of tape. As with the blunt weapons, there can be no sharp edges that could injure other players. Staves (plural of staff) can be from 48”-72” long. Each end must have a thrusting tip and must be padded the entire length.
No weapons can be made to catch or trip other players, such as nets or bolos.

There are bows and crossbows allowed in the game. They can be no more than 30 lbs of draw. There are toy versions of these items available. Any modern colors and logos should be covered or removed.
	Thrown weapons and arrow heads will be made entirely out of foam with only one layer of tape. No core can be used in throwing weapons excluding javelins.
	The directions given herein to construct a weapon are specifically for a sword. If you would like to create a different weapon, one that is mentioned above, just alter the directions to fit your need. If you experience any problems or need to ask any questions, feel free to contact us through Facebook or our website.
	A safe weapon is a must when playing The Forgotten Domain. An unsafe weapon could result in the injury of yourself and others. We are here to help you enjoy your game experience and will assist you in creating a weapon if you need. Let us know prior to an event that you need help, bring the necessary supplies, and show up early. Our Weaponmaster will assist you in construction of a safe “boffer” weapon. 
	If there is a weapon that you don’t see on this list but would like to make, tell us what it is. You will need to get it authorized through The Forgotten Domain and cleared at Check-in. Make sure that you have another weapon with you in case it fails check-in.
Weapon Construction
Necessary supplies:
• ½” diameter CPVC pipe, carbon fiber or fiberglass shaft: The CPVC should be the rigid type, not “whippy”, Schedule 40 should do. CPVC should be available at any hardware store. The carbon fiber and fiberglass shafts can be had at kite specialty shops.
• ½” ID X ½” thick Pipe insulation: Also available at any hardware store.
• Duct Tape: This can be found in many colors and can be used to give a “boffer” weapon a realistic look. (Silver or gray for metal, brown for wood, black for leather, green for decorative purposes.) It is available at any hardware store.
• Electrical tape: Available at any hardware store.
• Open Cell Foam (about 1½ - 2” thick): Often used in pillows and mattresses. Available at craft or fabric stores.
• Hack saw: To cut weapon core.
• Scissors or utility knife: To cut tape and foam.
• File: To remove burrs from cut edges.
• Marker or pencil
• Tape measure
• Decorative items: You can decorate your weapon to suit your character, as long as the decorations do not obstruct the safety of the weapon. Common items are hockey tape for the grip (available in the sporting goods section), colored duct tape (mentioned above), colored markers or paints (these don’t seem to last thru combat and the elements).
Let’s get to it:
Step #1:
• Measure your core to be about 4” shorter than the total length of the weapon you wish to create.
• Cut your core to the desired length and file off the burrs created by the saw using the file.
• Cover each end of the core with an “X” made from electrical tape to cover the edges.
• Take the duct tape and wrap it in a criss-cross pattern using a twisting motion to create a double-sided tape effect on the entire surface that the “blade” will cover.
Step #2:
• Measure and cut the foam insulation to the proper length (be sure to cut it to be 1” longer than the core at the thrusting end).
• Slide the foam onto the core. The tape that you have wrapped the core with will make this a difficult process, but that just shows that it will do the job it is put there for.
• Take five strips of duct tape, each 3 - 5” long, take four of these and place them lengthwise on the bottom of the “blade”. Take the remaining piece of tape and wrap it tightly around the core to anchor the foam.
• Place silver or gray duct tape lengthwise along the “blade”. There can be only one layer of tape covering the foam, and it must not be wrapped around and striking surface. This will cause a weapon to fail the safety inspection.
Step #3:
• Take a piece of pipe insulation and trace the diameter onto the open cell foam. Cut two pieces out of the foam with the scissors to create your thrusting tips (save one piece for the pommel).
• Place a thrusting tip on the business end of the “blade”. Cut four 3” lengths and one square of tape. Tape the thrusting tip to the blade with the four lengths of tape and use the square to cap the end (take care to fold the tape so as to not leave any sharp or pointy edges on the tip).

Step #4:
• If you so choose, you can cut a crossguard out of the open cell foam and cover it with one layer of tape. Cut a slit in the middle, slip it over the core, secure it in place under the “blade” and move on to the next step.
• The crossguard must be made from a pliable material due the chance of contact with another player during “combat”. This means no cores, no wood, no metal, and no plastic.
• Also, crossguards must be shaped so that there are no sharp edges or points, which could cause harm to yourself or other players.
Step #5:
• We are almost done! Cut a piece of pipe insulation about 2 ½” long for the pommel. As with the “blade” in Step #3, attach the pommel to the core with five pieces of tape.
• Attach the thrusting tip to the pommel as with the tip on the “blade” also described in Step #3.
• Wrap the handle with electrical or hockey tape and decorate the sword to fit your character.

Spell Packets
Spell Packets are a simple production. Take a single sock, fold the sock in to make a ball shape. around the sock wrap either colored duct tape or colored cloth depending on the spell you wish to make.

Crafting

Once a character has reached level 5, they may choose a crafting vocation. There are five jobs in total. Two of them are gatherers, Miner and Forager. The others are producer, Alchemist, Tome Keeper, and Craftsman. Vocations are used to gather resources and craft them into usable items such as potions and scrolls. Below is a list of what the job types can gather and create. In order to craft items you need a recipe. Recipes can be found in chests and during quests. Players may also give each other recipes they have learned or keep them for themselves. 

Miner 
●	Bronze
●	Mana stone
●	Mushroom
●	Copper (currency)

Forager
●	Green herb
●	Blue herb
●	Phoenix feather 
●	Mystic papyrus 

Alchemist 
●	Health potion
●	Mana potion 
●	Dwarven oil
●	Antidote
●	Resurrection vial

Tome Keeper
●	Magic ward
●	Teleportation scroll
●	Ward wall
●	Blessed ground
●	Enchant weapon 

Craftsman
●	Portable blacksmith 
●	Pitch ditch
●	Shield augment 
●	Net trap
●	Reinforced weapon 

In game items
Health potion: Equal to heal spell, average price round 10 – 20 gold.
Resurrection Vial: Equal to resurrection. Cannot be used on self when dead. Priced around 40 – 50 gold.
Teleportation scroll: When torn, this teleports a single person back to base or tavern. Wizard teleport rules still apply.
Ward Scroll: Dispels magic on contact. This scroll is pinned onto character, and must be torn after one spell.
Dwarven Oil: Can be used on armor or shield for an instant repair of 1 point.
Mana potion: Instead of meditating, a healer or Wizard can drink this to give either 1 resurrection back, 2 healings or a lightning bolt.
Antidote: Removes the effects of Noxious Poison
Relics: Relics are rare items that can be found in the Domain. They usually hold magical properties that can allow you to do some amazing magical feats, so be on the lookout for relics.
Magic Ward scroll: Stops one magic spell from affecting you.
Ward Wall: A magic user may put up a magic barrier, as defined by rope placed on the ground. This prevents everything from going through it for as long as they hold their hands up against the ward wall and hold their scroll card. It may be picked up and re-used for an entire day.
Blessed Ground: A magic user may bless the ground around them, as defined by rope placed on the ground. It then becomes an area of no combat for as long as they hold their hands out and hold their scroll card. Spells may not be cast while in blessed ground. It may be picked up and re-used for an entire day.
Portable Blacksmith: A Warrior of any type may set up a Portable Blacksmith, indicated by rope placed in a circle, and repair their shields and armor for one point for every 30 seconds of simulated work. It may be picked up and re-used for an entire day.
Pitch Ditch: A Scout of any type may lay down a Pitch Ditch, indicated by rope placed in a circle. When any arrow or Fire Ball lands in the circle, anyone inside it is killed immediately. This may only be picked up and reset if it has not been used.
Shield Reinforcement: A Warrior of any type may add a reinforcement to their shield, by tapping the scroll card to their shield. This makes the shield unbreakable for the entire day.
Net Trap: A Scout of any type may lay down a Net Trap, indicated by rope placed in a circle. It can be triggered by shouting “Net Trap” and displaying the scroll card, which causes everyone within the circle to be caught up in the net. The net renders everyone inside immobile and incapable of combat. The only way a net may be undone is by the Scout who placed it calling “Release” or by anyone simulating cutting it down for 30 seconds. During the use of Net Trap the Scout using it may not move as they are holding the rope. If they do move it counts as a release and everyone in the trap is free.
Armor Unction: An oil added to one's armour that causes all status effect magic to reflect off. Can only be used once and lasts for one event. 
Enchanted Weapon: An enchanted weapon has the ability to reflect all magic and penetrate a magic shield. Effect lasts for one event. 

Rules
Rule #1: Safety – Safety is the most important aspect of The Forgotten Domain game. Safety is EVERYBODY’S business. Any act deemed as unsafe will merit a warning from Game Management. If a pattern of disregard for safety is established the Player may have their Gaming privileges suspended or (depending on repetition and severity) revoked.
a) No alcohol or illegal drugs are authorized or tolerated at a The Forgotten Domain event.
b) No physical contact is allowed between Players ever during combat or at any other point during an event without consent. Shields are for defense only and are not to be used as weapons.
c) During combat it is each Player’s responsibility to be aware of the situation. Combat is not allowed in the Tavern. Combat is not allowed on or near stairs, fallen logs, or any other possible injury creating area. If you are aware of a possible injury creator, stop combat with the word “Caution”. Remove yourselves to a safe area and continue the battle. If a real-world injury occurs, the word “Emergency” is used to alert Staff to the situation. All Players upon hearing the word “Emergency” will repeat it to the next person, and take a knee to allow Staff to easily locate the injured parties. When the situation returns to normal, the person who called the emergency will call “Resume” to continue Play.
d) Combat with “boffer” type weapons is intended to be a safe sport. To this end, there are certain guidelines for the proper use of your weapons. Weapon hits to the head and crotch are illegal and do not count as a hit (unless it is magic or arrows). Also the term “Machine Gunning” refers to rapidly tapping another Player in quick succession with your weapon. “Machine Gunning” is not allowed. You need to draw back your weapon between hits to keep the feel of real-life combat. Do not draw back more than 90 degrees when readying for a strike. If at any time you feel that you are losing your temper during combat, or any time during the game, it is your responsibility to remove yourself from the situation until you have had time to breathe deeply and relax. Remember it is just a game; we are all here to have fun!
Rule # 2: Spell casting and Skill use – When using a spell or skill in game it is important to be aware of the circumstances surrounding you and to noticeably publicize which spell or skill is being used. If a player is visibly distracted due to combat with multiple opponents or the combat is taking place at night, the intended target might not feel, see or hear the spell being cast. This rule is not an excuse for players not to know the effects of the spells/skills that are used against them. Once the packet is thrown and the spell name is uttered, the spell is gone! (spell shots to the head count) All incantations and abilities must be said allowed loud and clear. Also, you can only walk while casting spells. when casting lightning you may not move at all. (spell packets cannot be picked up by anyone but the caster that threw them)
Rule # 3: Do what you know is right – The Game is run on the Honor System. Great trust is put on each Player to know the rules of the Game and to follow those rules. straightforward, do not use skills your Character does not have, do not try to make The Forgotten Domain valuables (money, gems, magic items) at home and use them at an Event, do not try to sell a personal prop as an in-game item (if you can get someone to pay double for an in game item, good for you), do not take personal property that does not belong to you and if you take a legal hit, count the point. Excessive and gratuitous vulgarities (verbal or hand gestures) are also unacceptable behavior. There are plenty of ways to use the “Common Tongue” to imaginatively convey an idea to another person and enhance the gaming experience at the same time. Be creative with Elizabethan insults, but be respectful of other players at the same time. Violations will receive a warning, and as with Safety Violations, if a pattern of disregard for the Honor System is established, the Player may have their Gaming privileges suspended or (depending on repetition and severity) revoked. In the case of personal theft, assault, sexual harassment or vandalism, prosecution will be left up to the victim.
Rule #4: Searching other Characters – No physical contact is allowed between players unless agreed upon by both players. To search a corpse or an unconscious character, hold your hand over the person and say “I search you”. The Character that you are searching will tell you what you have found, or that there is nothing to find. If there is something to find, the character being searched will hand over the item. If the person searching tries to take a personal item the character being searched just says “Prop”. This lets the searcher know that the item is not to be taken. A Concealed item cannot  be found. 
Rule #5: Costumes are mandatory – the first week is okay if you don’t have one. But after that it becomes a warning. (This can lead to temporary expulsion or loss of experience) Costumes can be anything. It doesn't have to be anything fancy. Just cut up an old shirt and wear a belt around it. We are not asking for an extravagant/lavish fully put together costume, just something simple.
Rule #8: Mobs and NPC’s – When you see an NPC indicated by either an orange or purple mark you may call out “what do I see?” NPC’s must answer with what they appear to be. Goblin, merchant, skeleton, etc. (Note: aggressive NPC’s can disguise themselves) Merchants are friendly characters that cannot be harmed. They usually sell items like potions and scrolls. They are represented by the color purple. Aggressive NPC’s are marked with orange and will usually attack you on sight.
Rule #9: Role-playing – When you come to the Forgotten Domain Live action Role-playing game, we do expect everyone to participate in the role-playing aspect. All outside conversations should be left outside. As soon as you walk out of the parking lot you should drop all of your worries and stress and save your drama for later. The forgotten Domain is meant to be a place to have a good time and be free of judgment and scrutiny. Thus the role-playing. You may think that you need to have some extraordinary accent or have to use words like "thy" and "hither" As long as you are talking about relative things that our going on in the storyline of the LARP, you are perfectly fine. Note: all who do not role-play will receive a warning from game management. (Also, players who have been with us for a while, it's also your job to help invoke the role-playing to our newcomers.)

COMBAT RULES:
A.      If you get hit in the arm you must put that arm behind your back and drop the weapon you were using. If you get hit in the leg, you may either hop or get down on one knee. If you are struck anywhere in the torso you are dead and fall into the unconscious period. Also, if you lose two limbs of any kind you are dead and fall into the unconscious period.
B.      No using someone else’s weapon unless permission is granted.
C.      No melee head shots. (arrows and magic count to the head) 
D.      A player may permanently kill another to bypass the unconscious period by performing a Coup De Gras.
E.       Fire balls may be deflected by a sword and will do damage to another person.
F.       No throwing melee weapons. No using arrows as melee weapons.
G.     Shields cannot be used as weapons, nor can you shield bash someone.
H.    You can grab the non-striking section of a long weapon such as the shaft of a spear.
I.     If you block a strike and it still makes contact with your body, it still counts as a valid strike.
J.     You cannot attack while casting magic or saying the incantation, but you can still block.
K.     Heals being cast in an attacking manner must be melee.
L.     Friendly fire is on.

Role-Playing
Live Action Role-playing games, as mentioned before, are much like improvisational acting sessions. You are given a setting, certain background information, and a basic plot. To this you add your Character, that Character’s motivations, and the input of the other Players. What happens is up to you. We give you the basics, and you write your own script. Here are some hints to help you become a great role-player:
1. Stay in Character. If you make the effort to stay in character, and react to things as your medieval/fantasy Character would, not as a 21st century citizen would, this will add to your gaming experience. It is also addictive to the other players around you. The better you are, the harder they try.
2. Know the rules. Make it a point to know the rules and follow them. They are designed to allow Players to stay in character. Arguments over the fine points of the rules of the game take away from the continuity of the game itself. If everyone remembers and follows the simple guidelines set down in this book, then game play will be allowed to flow uninterrupted.
3. Learn about magic. Even if your Character doesn’t use magic, know what the effects and duration of certain spells are. Play will be interrupted by asking, “What does that do?” In the middle of a battle. You don’t need to memorize the entire list word for word, just a basic working knowledge of what might be thrown at you in combat.
4. Talk to other people. This means the barkeep, the town guard, or the seemingly unimportant settler alone in the corner of the tavern. Everyone has a story to tell. Know your Characters history and share your past with other Players. Have an opinion and voice it often.
5. Explore the Domain. The Domain itself is quite large. There are acres of unexplored forest that surround it. Visit the Tavern, read the messages on the Posting board, ask how to get to the places you want to explore. The woods have many paths leading to places that are as yet untouched by the hand of Man.
6. Write everything down. There will be a lot of information thrown at you during your first few Events. There is no way you will be able to remember it all at once. Have a small notebook and a pencil or pen with you to write down information you think might be useful at a later time. If you are going to do this in game, please do not carry a stenographer’s notebook and a ballpoint pen. Try to find something that will fit the game setting. This will also help with hint # 4 by giving you something to talk to other Players about.
7. Stay active. After a big battle with whatever is trying to destroy the Domain this cycle, it’s nice to sit in the local tavern and down a smooth pint of ale. But, don’t sit around for an entire event waiting for adventure to land in your lap. Explore the forest behind the Tavern, talk to other tavern patrons, or find the man who killed your father. Find a job, join a guild, start a guild, DO SOMETHING! The Game, like life, is what you make of it.

Chapter Three: The Forgotten Domain
Game Schedule
 Players new to The Forgotten Domain will have the opportunity to attend a New Player Meeting, which will be held after the game briefing, to familiarize themselves with the game and rules. Any returning players may begin game-play directly after the game briefing. Game-play will end at 8:00PM.
Volunteering & Donations
	There is always a need for volunteers to be Staffers and NPC’s. The difference between someone who is on the Staff and a Non Player Character, or NPC, is simply that a Staffer helps run the game. A Staffer would create and play a character like the Tavernkeep or Captain of the Guard. They would be in a highly recognizable position, and would need to be played by the same person each event. They would also assist in writing plot and maintaining  certain parts of the game character updates or running a guild. An NPC would get to play assorted monsters and other one time characters important to each event's storyline. Staff will write these parts and NPC’s will be given guidance on how to play them.
	As for donations, they are always greatly appreciated, as we do not charge here at the Forgotten Domain most of the money for supplies and other such come out of our own pockets. Donating allows us to afford more supplies and in the long run  making the LARP better. So please donate, there will always be a donation box at the sign-in table.
Metagaming
	Metagaming is a term used to refer to the act of discussing information about the game in an “out of game” situation. Most systems will strictly disallow use of information obtained “out of game” during actual game play. We at The Forgotten Domain see things a little differently. If somebody is silly enough to tell you their “in game” secrets, then by all means, use them. If you do not want somebody to know what you and your character are planning, then don’t talk about it in front of other people.

Death and Being Dead
	 When a character has reached 0 Health and slipped into unconsciousness, they will remain like this for 30 seconds. If the character is healed within that time or they are brought back to the tavern or base within that time (after waiting 30seconds for base healing) they will be raised to full Health and regain consciousness. If aid is not given within the 30 seconds, then the character is dead and they must stay there dead for another 30 seconds. During this time you may not be healed but you can be Resurrected, which is when your spirit leaves your body. When your spirit leaves your body you cannot talk to anyone unless it is an Undead or with a Healer with the ability to talk to spirits. You can then either go back to a moderator and become an NPC for the remainder of the day, wait at the tavern or faction base for 5 minutes, or find a healer to resurrect you. If you died by an armour penetration attack you are revived with full armor.
The Opening:
1.       Sign in
2.       Weapon inspection / armor inspection
3.       Acquire gold
4.       Revel Period – peace, where everyone socializes in character (role playing) in the tavern.
5.       All return to the tavern, final remarks, quests are given, and the day starts.
6.       All newcomers meet up with the Game Master and he goes through with them all the rules and other things that need to be known.
Hierarchy
1.       Game Master
2.       Council Members
3.       NPC’s
4.       Players
Currency
Remember the Rule of ten
10 Copper Coins  = 1 Silver Coin
10 Silver Coins = 1 Gold Coin