Player's handbook

The Forgotten Domain
a Live action Role playing game

Visit us at
www.forgottendomain.yolasite.com

2016 Edition
The Forgotten Domain
Player’s Handbook
2016 Edition by Ricky Luckette
Edited: Phoenix Boisnier
The Forgotten Domain is a Live Action Role-playing game designed for players from 16 years of age and older. The Forgotten Domain reserves the right to refuse services to any individual and to suspend the privilege to engage in game-play to ensure the safety of other players and the integrity of the game. No illegal drugs or alcohol use is allowed or tolerated at The Forgotten Domain events.

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

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 										19
Armor 											20
Weapons & Spell Packets 								20
Crafting										24
In Game Items 									25
Rules 											27
Role-playing 										30
Chapter Three: The Forgotten Domain
Game Schedule 									31
Volunteering & Donations 								31
Metagaming 										31
Tavern and Bases									32
Dying & Death 									32
Hierarchy & currency									33

An Introduction to Live Action Role-playing Games
	A Live Action Role-playing game (or LARP) is a cross between playing a dice based table-top game, improvisational acting and reading your favorite book. There are numerous games being played throughout the country, different rules, different settings, different costumes, but all 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 dice based 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 story line 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 conceive. 
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 one place to another, even from one world to another. Because of this Elrick has traveled to all sorts of realms and dimensions. From Azeroth to Hyrule he 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 then branded him a fool and told him that the portal would be a death trap. Although disappointed he did not receive the permission from the council, he decided to build never the less, 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. Once activated, the other portals started to appear in all of the other realms. Elrick decided that he would go first into the portal and to inform the other realms on what he had accomplished. He then set the portal to bring him to the province of Cyrodil in the realm of Tamriel so that he could tell their leader of his doing. But when he stepped through the portal he was in a completely foreign land. Elrick had never even seen this world before. He then came to realize that the portal he came through had vanished and that there was no way home. Elrick then figured out what he had done. He created a cross dimensional world in between all of the portals. That anyone who walked into any of the portals scattered throughout all of the different realms and worlds would be stuck in this cross portal land. 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,” a “good guy,” or something in between?
• What is your character in search of? Wealth, adventure, 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: Repairs one point of armor or a shield for each 30 seconds of work simulated anywhere.
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: Does not die from limb loss and is granted the Devour Skill. Devour Skill: One minute of simulated corpse eating restores all limbs and hitpoints.

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. 
Tamriel  (Elder scrolls) 		Time: Word of Dragons in Skyrim
Hyrule (Legend of Zelda) 		Time: Young Link's time in OOC
Middle-earth (Lord of the Rings) 	Time: After the fellowship departed
Earth (actual earth) 			Time: Medieval/Renaissance or earlier
Azeroth  (World of Warcraft)		Time: Any
Warhammer Fantasy			Time: Pre-End Times
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 +

Offensive
						Defensive
			
			Prestige "Bear Pit"					1 - 5 of another class			
			5. Natural Toughness
			4. 2-Handed 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, based on the crowd’s reception of you, if 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 1, Wizard Wield			9. Resurrect 2
8.Fire ball 2, Entangle 2, Banish 1		8. Heal 4, Magic Shield 2
7. Wither 1, Book of Destruction		7. Heal 3, Book of Creation, Resurrect 1
6. Fire Ball 1, Statue				6. Heal 2, Silence 1, Magic Shield 1
Offensive					Supportive		

			Prestige  "Magic report"					1 - 5 of another class			
			5. Teleport, Staff, Bludgeons	
			4. Reflect, Sleep 2
			3. Entangle 1
			2. Sleep 1
			1. Swords, unlimited Magic Bolt, Heal 1, Speak to Ghosts
The Prestige
The Forgotten Domain, being a new realm in between 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 of the domain and how they are similar and 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, Armor +

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
Warrior skills
Dual wielding: Grants a player to hold two weapons at the same time.

Natural Toughness: You gain +1 hitpoint to your torso. Heal spells and potions are used to get the hitpoint from natural toughness back.

Offensive Skills
Bones of Iron: Gives an extra hit once on any limb, used once per life but can be healed by spells or potions.

Crush: Loudly yell the word "crush" as you go to strike at an opponent. If you hit them in any limb (arm or leg), your strike breaks their limb, rendering it useless. The limb is now lost and the strike ignores armor. Does not work on torso shots. (requires bludgeon, axe, or 2h weapon)

Shatter: Players may, using any two handed weapon, bludgeon, or axe they wield in melee, shatter a shield with two consecutive strikes (or with a pole arm 3) 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)

Cleave: A solid strike to the torso with any slashing weapon while saying “cleave,” will "cleave" the enemy's body in half, thus instantly killing them. This skips the unconscious period and ignores armor. Does not work on limbs or pierce magic shield. Can only be performed once per life or after resting at the tavern or base for 1 minute.

Relentless Might: When a player becomes unconscious, within 10 seconds they may call out “relentless might” granting them 10 more seconds of life as if any limbs were not lost. If you take damage while frenzied, you skip unconsciousness and advance to death, but if you kill someone, you receive a heal to the location that caused the death.

Defensive Skills
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 some one within the shield wall attacks, breaks off, or has their shield broken or rendered unusable, the shield wall ends and you are open to attacks.

Titans Grip: Grants a player the ability to hold two two-handed weapons or a large shield and a two handed weapon. 

Magic Shield: See Supporting Wizard, Magic Shield

Ultimate Defense: Any skill effect that causes this player to suffer instant death is replaced with this; This player's armor is now completely destroyed. A warrior is required to be wearing armor on the arms, legs, and torso.

Scout Skills
Dual wielding: Grants a player to hold two weapons at the same time.

Black Jack: Sneak up behind a target, tap them on the back with the pommel of your weapon, and say the words "Black Jack." The target is now unconscious for 30 seconds. (Note: if you are caught by your target while performing Black Jack, the effect will not work.)

Conceal: Grants the ability to “hide” or “conceal” an item or up to 50 gold on your character when they are dead and being searched.

Trap: Traps can be placed down, but not thrown and is represented in game by a frisbee. When a trap is placed, anyone who steps on it or within 1 foot of the trap will be stuck on top of it for 10 seconds. Traps cannot be jumped over.

Arrow of slowness
Color: Orange
Effect: If it strikes, the target cannot run for 10 seconds and is reduced to walking. Magic ward will negate this arrow's effect.

Stealth Skills 
Poison: If you say the word "poison" when you hit someone, they can only walk for 10 seconds.
Assassinate: Sneak up on an enemy, stab or slice them while saying "assassinate." If it hits, the target is now dead. The target is fully dead and skips the unconscious period. This attack ignores armor. (Note: if you are caught by the target while performing Assassinate, the effect will not work.)
Smoke Screen: A scout may call smoke screen put their weapon over their head and become immune to damage for 10 seconds but not be 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” by simulating work, that when striking someone, if they call "noxious poison," the person struck can not be healed until they die or drink an antidote. Noxious poison has to then be recharged for 30 seconds of simulated work to use again.
Armor Penetration: While striking a target with a short sword, you may call out “armor pen” to ignore their armor or magic armor.

Range skills
Silence Powder
Color: Gray
A thrown packet (much like a spell), you must say out loud “silence powder” then throw at your desired target. If it strikes, the opponent can not speak for 10 seconds. This includes magic incantations. You must recharge the powder at a base or tavern for 30 seconds of simulated crafting.

Outpost: Scout gets an outpost to place anywhere in the field that allows them to heal, repair, and recharge. It can be picked up and moved by the ranger who placed it and must conform to the rules for bases. Can be knocked over and disabled for the remainder of the day.

Pathfinder: The scout can travel back to their base at any time by saying pathfinder, putting their weapon over their head, and walking completely back to their base. Cannot be interrupted.

Boom Trap: The ranger may carry 1 Boom trap. It is indicated by a white cloth cover or a white Frisbee. Anyone stepping on the trap immediately loses the leg they stepped on it with.

Arrow of death
Color: Black
Effect: If the arrow contacts anywhere on the target or anything they are holding, they are killed. This skips the unconscious period. After you fire an arrow you must go back to the tavern or base to "get" another arrow.

Mage Skills
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 or deflected with a weapon and is still active until it hits a shield, person, other object, or the ground.

Speak to Ghosts: Player may talk to ghosts.

Sleep 
Color: White
Incantation: Dormio somnus defessus sleep
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the target is now “asleep” for 30 seconds. Any nudge or touch will wake the target.

Entangle
Color: Green
Incantation: Laqueus impedio entangle
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the target must plant their feet immediately and cannot move them for 10 seconds.

Reflect
Color: Varies
Incantation: Reflect (and the name of the spell)
Effect: Gives you the ability to catch and throw active magic. Active magic is any spell packet that has not made contact with a person, the ground, or a shield. If you manage to catch a spell packet, you may hold it for up to 3 seconds. You have until the end of the 3 seconds to throw the packet as if you had cast it or it will effect you. You need only say reflect and the spell name when re-throwing the packet.

Teleport
Color: None
Incantation: Perspicuus prodigium abolesco permoveo teleport
Effect: After reciting the incantation, yourself and up to two other people touching you can teleport back to your base or the tavern. The caster decides who can or cannot teleport with them. While traveling back, you cannot interact with anyone or anything and must continuously walk toward your destination with your hand above your head until you reach your destination. 

Supporting Wizard
Magic Shield 
Color: Light blue
Incantation: Contego loricatus placitum defendo magic shield
Effect: After reciting the incantation place a light blue sash on yourself or an ally. This allows the bearer to absorb the first hit and its relevant damage or negates the first unwanted magic effect received, except lightning, whichever occurs first. The sash must then be removed at the earliest convenience. Can only be cast while stationary and must be recharged by simulating some form of ritual (meditation, prayer, dancing, etc) for thirty seconds each.

Heal 
Color: None
Incantation: Vigoratus Heal
Effect: After reciting the incantation the spell heals yourself or an ally, reviving them from unconsciousness, regenerating limbs, or restoring a hitpoint by placing their hands above the target. When reviving someone from unconsciousness, the heal restores the body part that caused the death. Heals must be recharged by simulating some form of ritual (meditation, prayer, dancing, etc) for thirty seconds each at a base or the tavern.

Silence 
Color: Gray
Incantation: Narro silentium barba silence
Effect: After reciting the incantation the spell packet is thrown. If it strikes, the target cannot speak for 10 seconds. This includes magic incantations.

Resurrect 
Color: None
Incantation: Recro vita succurro votum deus superstes resurrection
Effect: Brings target back to life and restores one hitpoint to each body section by placing hands above target. The target comes to life on the spot. Resurrect must be recharged by simulating some form of ritual (meditation, prayer, dancing, etc) for thirty seconds each at a base or the tavern.

Book of Creation: Player may carry on their person a book that must be approved by weapons check that grants the player an additional heal spell. This additional spell may be recharged by simulating some form of ritual (meditation, prayer, dancing, etc) for thirty seconds utilizing the book.

Sight Heal: Heals and resurrects become castable at any range. As long as the caster has direct line of sight to their target, they may clearly, loudly state their target's name (Character name only) and recite the incantation while pointing directly at them. The spell then affects the target.
Offensive Wizard
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 and ignores armor. Fire can be blocked or deflected with a weapon and is still active until it hits a shield, person, other object or the ground.
Statue 
Color: Blue
Incantation: Statua clax congelo statue
Effect: After reciting the incantation the spell packet is thrown. If it strikes a person and/or anything they are holding, they are turned to stone. They cannot move, give, or receive damage for 10 seconds. 
Wither
Color: Brown
Incantation: Edo abrogo extractum wither
Effect: After reciting the incantation the spell packet is thrown. If it strikes, state a limb on the target's body. The target has now lost that limb. Ignores armor and can only target a person's arms or legs.

Book of Destruction: Player may carry on their person a book that must be approved by weapons check that grants the player an additional fireball spell. 

Wizard Wield: Gives wizards the ability to wield a sword and staff at the same time.

Banish
Color: Purple
Incantation: Amoveo aufero pello sepono expello banish
Effect: After reciting the incantation the spell packet is thrown. If it strikes a person and/or anything they are holding, the target is then teleported back to the tavern as per the effects of teleport for only the person struck.

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, the spell instantly kills the target, ignoring armor. If lightning strikes a weapon or shield, whomever was touching the item dies. Lightning must be recharged by simulating some form of ritual (meditation, prayer, dancing, etc) for thirty seconds each at a base or the tavern.

Storm of Wrath 
Color: Red
Incantation: Incendia pluvia attero censura clarus
Effect: The wizard my carry up to as many fireball packets as they wish. Say the incantation and toss the packets directly at the target, as per fireball. It is death to friend and foe alike. Storm of Wrath must be recharged by simulating some form of ritual (meditation, prayer, dancing, etc) for thirty seconds each at a base or the tavern.

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 time period. 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. An elf could wear a floppy hat to cover his ears, but cannot remove them while in game. A dwarf could not remove his beard when it gets hot out. 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 of that race.
Armor
	Armor is a very versatile part of ones costume. Not only does it complete an image and make your character look pretty good, it also adds to your character's defenses. Armor will be inspected prior to the game; anything that does not qualify 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 always 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 proficiency 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.
Weapons & Spell Packets
	Most weapons used at The Forgotten Domain events are “boffer” type soft foam weapons. Using CPVC/PVC, carbon fiber, or fiberglass cores and covering them with foam (at least 5/8” thick) and 1 layer of duct tape or cloth. 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 2-3 layers of camp pad. The pommels of the weapons must have a safety tip also. 
	Short weapons are between 8”- 35”. Anything over 48" is a 2 handed weapon. 
	Single handed blunt weapons include clubs, maces, and hammers and are be anywhere between 8”-47” long.
	A one hand axe can range from 8”-47” and can be single or double bladed. The entire blade of an axe will be made of foam (no core). 
	Staves can be from 48”-72” long. Each end must have a thrusting tip and must be padded the entire length. 
	Cross guards must be made out of foam and tape only. 
	No weapon can have sharp edges that could injure other players. 
	No weapons can be made to catch or trip other players, such as nets or bolos.
	Bows and crossbow are allowed in game. They can have no more than 30 lbs of draw. Any modern colors and logos should be covered or removed.
	
Arrow heads will be made entirely out of open cell foam with only one layer of tape or cloth. Arrows must have the tips removed.
	No core can be used in throwing weapons except javelins.
	Slingshots are not allowed. 
	Any other weapons not specified in this category are subject to weapons check's approval.
	The directions given herein to construct a weapon are specifically for a sword. If you would like to create a different weapon, such as 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 or others. We are here to help you enjoy your game experience and will assist you in creating a weapon if needed. Let us know prior to an event that you need help, bring the necessary supplies, and show up early. Our Weapon Master 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/PVC pipe, carbon fiber or fiberglass shaft: The CPVC/PVC should be the rigid type, not “whippy”, Schedule 40 should do. CPVC/PVC should be available at any hardware store. The carbon fiber and fiberglass shafts can be found 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 last through 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 chose a crafting vocation. There are five jobs in total. Two of them are gatherers; Miner and Forager. The others are producers; 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
●	Armor Unction
In game items
Health potion: Causes the effect of the heal spell, average price 10 – 20 gold, more or less.
Resurrection Vial: Causes the effect of the resurrect spell. Cannot be used on self when dead. priced around 40 – 50 gold, more or less.
Teleportation scroll: When torn, causes the effect of the teleport spell only to self.
Ward Scroll: Must be affixed to a player and negates the first spell cast on that player by anyone. Must be torn when expended at earliest convenience.
Dwarven Oil: Can be expended on armor to repair 1 point of armor or repair a shield.
Mana Potion: Instead of meditating, a healer or wizard can drink this to regain 1 resurrection spell, 2 heal spells, or a lightning bolt spell.
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.
Ward Wall: A magic user may put up a magic barrier, defined by a rope placed on the ground that prevents anything from going over it for as long as the caster holds their hands up against the ward wall and hold their scroll card. Should anything pass over the rope, ignore it. It may be picked up and re-used for an entire day.
Blessed Ground: A magic user may bless the ground around them, defined by rope placed on the ground, that 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, that when any arrow or fire ball lands in the circle anyone inside is killed immediately. It may only be picked up and re-set if it has not been set on fire.
Shield Reinforcement: A warrior of any type may add a reinforcement to their shield, by taping the scroll card to the outside of their shield, which 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, That can be triggered by shouting “net trap” and displaying the scroll card, which causes everyone within the circle to be caught up in a 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 armor that causes all status effect magic to bounce off as if it had never hit you and was still in the air. Used once and lasts for one event. 
Enchanted Weapon: An enchanted weapon has the ability to reflect all magic, including lightning, and ignores 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 cabins or 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 out loud and clearly. Also, you can only walk while casting most 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. In other words, 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) 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 here, 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 a friendly mob 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 are 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.
COMBAT RULES:
A.      If you get hit in the arm you must put that arm behind your back and drop anything in that hand you were holding. 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. 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, but do not specifically aim for the head.
D.      A player may force another player to skip the unconscious period by performing a Coup De Gras; an additional strike to the torso. This is the only way to further damage an unconscious player.
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 anyone.
H.    You can grab the non-striking section of a weapon, such as the shaft of a spear.
I.     If you block a strike and it still hits you, it still counts as a valid strike.
J.     You cannot attack while casting magic or saying the incantation, but you can still block.
K.     Friendly fire is on.
L.   All arrows do 2 points of damage.

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 character's history and share your past with other players. Have an opinion and voice it often.
5. Explore the Domain. The Domain itself is a 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
The Forgotten Domain will begin setting up the park at 3:00PM on Friday evenings. 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 6:00 or 7:00PM.
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 a certain parts of the game character updates or running a guild. An NPC would get to play assorted monsters and other onetime characters important to each events 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 donations 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.

Tavern
The tavern is a zone of no combat where many events of the Domain occur. The tavern is also a resurrection point as outlined in the death ad dying section. The tavern may also be used to heal yourself as per the heal spell once every 30 seconds. It also can be used to repair armor and shields by simulating repair on the items. Every 30 seconds restores one point of armor or one shield. Be sure to check in here periodically for news and information.
Bases
A base may be formed when five players come together, design a flag approved by weapons check, and sign a charter. A player may only have a signature on one charter at a time. More players may sign the charter at a later date. After this occurs, as long as five players remain on the charter they may place their flag in the field. Once placed, the flag cannot be moved between or during events unless a fee determined by administration is paid. A planted base flag may be knocked over to disable the base for the duration of one game day. An erect flag has the following bonuses, if purchased, up to 10 feet away:
	May be used as a resurrection point as outlined in death and dying. (Free)
	May be used to heal yourself as per the heal spell once every 30 seconds. (Free)
	May be used as a teleport destination as described in the teleport spell. (Free)
	May be used to repair armor and shields as per tavern rules. (5 silver)
	May be used to recharge spells as per individual spell rules. (5 silver)
	Grants an additional copper to players who are on the charter at sign in. (5 silver)
	May be used to teleport to the tavern or second base as per teleport rules. (1 gold)
After a base is fully upgraded, a second base with no upgrades can be purchased for 1 gold.
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 a base within that time (after waiting 30seconds for base healing) they will receive a heal spell. 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 can be resurrected. After the 30 seconds, you turn into a ghost. When you are a ghost, you cannot talk to anyone unless it is a mage. You can then wait at the tavern or your base for 5 minutes, or find a healer to resurrect you to stop being a ghost.
The Opening:
1.       Sign in
2.       Weapon inspection / armor inspection
3.       Acquire gold
4.       Revel Period – peace, where everyone socializes in character (roleplaying) in the tavern.
5.       All return to tavern, final remarks, quests are given, and the day starts.
6.       All new comers meet up with 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