This is an Amtgard run event hosted by the Duchy of River Watch, within the Kingdom of Viridian Outlands. Omens runs with a unique set of rules, in addition to the latest V8 Amtgard Rules of Play. Please note, any equipment outside of standard Amtgard class equipment, such as magic items or non-Amtgard LARP gear, and other LARPing currencies will not be allowed for use. They can be displayed and worn purely for aesthetic reasons, so long they do not pose a safety hazard in quests and combat.
Please note that the specifics of the outlined rules may be tweaked before the event’s start. However, the general premise of the rules will not change.
Are you new to the Amtgard LARPing rules? Click the button below to ease you into Amtgard’s system!
Omens 2026 is a fully immersive role-playing event. This means that from the first dawn of Omens until the last sunset you ARE your character!
By day, you will have opportunities to chat with NPC's, complete game objectives, and adventure throughout the Feywilds! By night, you can join in for night ditching, participate in bardic performances, and network with travelers from across the lands.
Players may choose to form a 5-player team called a “party.” Any quest you collect can be completed with the help of your party and they get the quest rewards if they are present for its completion. Quests gained from gathering Intel are to be completed as a party and all party members receive its quest rewards, even if some party members were not present for its completion.
Players can exchange party members from their party, but no changes may be made during Quest encounters and battle-games.
Players are encouraged to interact with other parties along the road—for both assistance and added challenge.
When you arrive at the gate, you will receive a Character Sheet. This sheet will be your guide to this world. It will track your character’s class, party members, Experience gained, schedules, and a map of the area. This sheet will also outline all the rules that will be explained below.
This is one of the Safe Zones where players will report in for various aspects, such as completing quests, respawning, asking questions, etc.
Each player will start as Peasants; able to only use a shortsword or dagger with no class abilities. If you plan to participate in combat, you will be required to wear your anticipated class's sash at all times. Not wearing a sash will indicate that you will not fight and use class abilities.
After completing your first quest, you will report to the Adventurer’s Guild to choose a class and gain its first level. You will also have a choice of various starting item cards and some gold.
Item Cards can be bought and found in your quests. They allow you to use the listed item, so long as you possess the card. Unless stated otherwise, any Item Cards listed as “Gear” must meet your class’s gear restrictions. Item Cards that state “Soul Bound” cannot be looted, traded, or borrowed by other players. Item Cards may also have other keywords listed, which will be defined in specific quests and rules.
Relics are powerful equipment that can be used by anyone, so long as they possess the matching Item Card that describes its effect. Relics will start with no effect until it is brought to a Quest Character to appraise it and unlock the Relic’s full potential. When game rules are no longer in effect at the end of a day, they must be returned to the Adventurer’s Guild; which can be picked up the next day. If you possess the Relic until the end of the event, you claim ownership of the Relic per the Magic Items rules of Amtgard’s Rules of Play. Please report the Relic to the Adventurer’s Guild to claim ownership.
Gold is a quest reward that allows you to purchase new Item Cards at the Adventurer’s Guild.
Throughout your party’s travels, you will be able to complete various tasks and encounters for various Quest Characters roaming about. An active Quest Character will have at least two quests active that change throughout the day. Unless specified, anyone can take and complete any number of quests from any character. A quest expires after its designated time period passes and can only be completed once. Once a quest is completed, return to the quest giver or the Adventurer’s Guild to receive Experience, used to level up, and additional rewards.
Quest Characters may also have Intel that can be inquired about. Intel can grant you a new quest. However, only one party can claim the rewards of these quests and its completion can only be reported to the quest giver.
Various vendors in the faire will also have quests anyone can take but can only be completed once. The time limit to complete vendor quests varies between each vendor.
There will also be scheduled game Events. Participating in these will provide you a number of Experience to receive a Level Up.
When you have collected a listed number of Experience, you get to Level Up. To Level Up, report to the Adventurer’s Guild to confirm your new level, revise any spell lists and receive any additional rewards.
Martial Classes eventually have the ability to choose Archetypes. Archetypes are chosen when you receive your sixth and final level. They can also be changed at the start of a new day and after an Ability Refresh, but you must respawn without being resurrected.
Magic Classes build a list of abilities, known as their spell list. Spell lists can be revised at the start of each day and whenever you level-up.
Archetype changes and spell list revisions must be reported to the Adventurer’s Guild.
Combat can only be initiated with any other player wearing a class sash. To initiate combat, you must have the full attention of all players involved with weapons drawn. If you are initiating combat to claim a “Relic” Item Card or for quest reasons, the target must either fight you or “Surrender”.
Combat cannot take place in Safe Zones. If combat is initiated in Safe Zones, they must be moved outside of these zones before commencing combat.
For public safety, bows, light, and heavy thrown weapons cannot be used outside of dedicated combat zones and battle games.
Magic balls are allowed to be used outside of combat zones and battle games with an under-hand throw.
Unless all involved players agree otherwise, all class abilities are allowed for use in combat.
Agreeing to "non-lethal" combat lets all participants ignore Looting, Death, and Respawn rules for the combat encounter.
Involved players can choose to "Surrender", which makes them open to Looting for 60 seconds. Players can still choose to kill those that surrender.
Surrendered players cannot attack and cannot use any abilities until 60 seconds has passed.
Quest Characters cannot be attacked unless you have received a Quest to do so and they are wearing a sash.
When you have been killed or choose to "take a Death", you have fully died. While you are dead, you cannot move for 60 seconds and become open to LOOTING. Afterwards, you are out of the game for five minutes. Once the five minutes have elapsed, you can respawn to get back in the game by checking in at the designated respawn point (Adventure's Guild on Friday and Saturday, your faction's base on Sunday).
You cannot interact with Quest Characters while you are dead, nor can you start or complete quests.
All “Quest” Item Cards you still possess after 1 minute of death must be returned to the designated respawn point.
While you are dead, you can be resurrected back into the game through any player abilities. You are no longer open to LOOTING once you resurrect, and you keep any game objects you held.
Whenever you are dead or have chosen to "surrender", you become open to be looted. You must not move for 60 seconds while you are open to being looted. If 60 seconds have elapsed, you can no longer be looted.
Anyone can choose to loot someone that is open to looting by moving into touch range to them and reciting the following incant with a free hand:
"Looting 1. Looting 2. Looting 3... Looting 10"
Successfully completing the incantation lets you take one of the following from the target:
One “Lootable” Item Card
Any number of “Lootable Quest” Item Cards
Any number of gold
Once a target has been looted, they can no longer be looted until they respawn or are resurrected.
If you are killed while looting a target, the target retains all of their items and are still open to be looted.
You can loot any “Lootable” Item Cards found in the world in the same manner.
All abilities are regained at the start of a new day. All “per refresh” abilities are regained on every even numbered hour.
Unless specified in different areas, all game rules are in effect during quest blocks and battle games. Game rules can differ for specific quests.
Gates are open between xx:xx - xx:xx. Please talk to an organizer if you need gate access outside of these hours.