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 V8.7 "Soupy" 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.
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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 Quest Characters, complete various quests, 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.
When you arrive at the gate, you will receive a Character Sheet and a map of the area. This sheet will be your guide to this world. It will track your character’s class, party, completed quests, schedules, and a map of the area. This sheet will also outline all the rules that will be explained below. Combatants will also receive a court bandana to denote your court alignment. Before you start your adventuring, you will need to choose a class to play. This class cannot be changed during the event.
Please note that any items and LARP currencies outside of this event; only the basic equipment found in the Rules of Play are allowed for use at this event.
The surrounding corruption has twisted the life giving magics of the land. The following abilities have changed:
Returning to life through Resurrect makes you Cursed.
If you are not a bearer of Undead Minion, returning to life through Raise Dead causes you to be Fragile.
The number of active Undead Minion Enchantments a caster can have is reduced by 1.
An Ability Regain lets you regain all "per life" and "per refresh" abilities, but you lose all active enchantments. All equipment is repaired as well. At the start of a new day or QUEST block, you can choose to receive an Ability Regain. You must take an Ability Regain at the start of any BATTLE GAMES you play in.
Unless specified, all game rules are in affect from 09:00 - 22:00. Game rules can be modified for BATTLE GAMES.
Martial Class Archetypes can be changed once on every ABILITY REGAIN or if you LEVEL UP.
Magic Class spell lists can be revised once on every ABILITY REGAIN or if you LEVEL UP.
Those playing a Monster Class can change monsters once at the start of a new day. Monster selection must be approved with the Adventurer’s Guild or with a Reeve.
When you check in, you have the option to either play a class you have levels in, or opt in to use the Level-Up mechanic. On opt-in, you pick any valid non-monster class and start at level 1. Every 4 QUESTS you complete, 1 monster bounty you complete, or 1 “Quest Battle Game”/ Tournament you participate in will grant you a level up. Report to the Adventurer’s Guild to confirm your level up.
On opt-in, you also gain the ability to purchase “Gear” ITEMS cards, which let you use the listed equipment in additional to the equipment your class already grants you, and discounts on other merchant ITEMS. You can choose to opt-in during any QUEST Block, forfeiting your original class and their level. Once you opt-in, you can not opt-out.
tems can be bought and found in your QUESTS, which are associated with a matching Item Card. They can allow you to use the listed Item, so long as you possess the card. Item Cards will have various keywords listed, which will be defined on the card itself or in specific QUESTS and other rules.
Relics are powerful Items that can be used by combatants, with a matching Item Card to explain their effects. If you possess the Relic until the end of the event, you are granted its ownership for use in the Duchy of River Watch, which can be claimed during check out at the end of the event.
Gold is a QUEST reward that allows you to purchase new Item Cards from the merchants at the Adventurer’s Guild. Any Items sold by the merchant can be sold to the adventurer's guild for half its gold cost.
All Items and Gold must stay on you at all times. Relics must stay on site at all times. Relics can be temporarily held at the Adventurer’s Guild or with a volunteer, should you need to leave the site. They must be picked up again after returning. Gold and Items (and their matching Item Card) can be freely traded and gifted to others.
This is one of several "Safe Zones" located on your map, where players will report in for various aspects, such as completing quests, respawning, asking questions, etc.
You will be able to complete Quests for various Quest Characters roaming about. An active Quest Character with their court symbols will have at least one Quest active that will change throughout the day. Anyone can take and complete any number of Quests from any character. A Quest expires after its designated Quest block passes and can only be completed once. Return to the Quest Character to verify their Quest’s completion.
Quest Characters also have intel that can be inquired about, which detail limited time monster bounty Quests. When these monsters would normally die, they instead recover their wounds and abilities before becoming Invulnerable for 10 seconds, requiring for the monster to be killed three times to be defeated. However, only one PARTY can claim the rewards of these monsters and its completion can only be reported to the encounter’s Reeve.
Travel to the Adventurer’s Guild to turn in your completed Quests for GOLD and court reputation. The court with the most reputation at the end of each day will receive a point.
Various vendors in the faire will also have Quests that grant court reputation when turning in their completion. The time limit to complete vendor Quests varies between each vendor. Their completion is tracked on the Renaissance Faire sheet.
“Quest Battle Games” and the Tournament grant court reputation at the Adventurer’s Guild upon participation. “War Battle Games” grant points to the winning court of each game. All Battle Games require combatants to wear court bandanas.
Players may choose to form a team of up to 5 players, 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. Monster bounty QUESTS are to be completed as a Party and all Party members receive its QUEST rewards, even if Party members were not present for its completion.
Players can exchange members from their Party, but no changes may be made once a QUEST block has begun.
Players can create parties with other players, regardless of their court alignment or COMBAT STANCE.
Players are encouraged to interact with other parties along the road—for both assistance and added challenge.
All players are divided into one of three combat stances:
Non-Combatant: no class sash or court bandana. Cannot be attacked.
If a hostile QUEST Character moves within 10ft of you, you are dead. They will indicate this by uttering "I slay thee" and point their weapon at you.
Cannot be LOOT, LOOT others, or hold any “Lootable”, non “Quest”, ITEMS
Cannot wield weapons or use any abilitie
PVE Combatant: has a class sash worn, but not their court bandana. Can only be attacked by QUEST Characters.
Follows all COMBAT, QUEST, and class rules.
Can only be LOOTED of RELICS
Cannot attack non-combatants or other combatants.
Can challenge or be challenged by any combatants to combat for held RELICS.
PVP Combatant: has a class sash and court bandana worn. Can be attacked by QUEST Characters and other PVP Combatants.
Follows all COMBAT, QUEST, LOOTING, and class rules.
Cannot attack PVE combatants or non-combatants.
Combatants can choose to switch between PVE and PVP stances during the event whenever they respawn. Players can also choose to switch to non-combatant during the event whenever they respawn, but they must surrender all “Lootable”, non “Quest”, ITEMS they possess to the Adventurer's Guild or to a volunteer.
Combatants can also wear an additional pink sash to indicate they are a "Non-Melee" combatant, to which they cannot wield melee weapons and cannot be attacked by weapons, but die if a hostile opponent moves within 10ft of them. They also cannot challenge for RELICS and must “Surrender” if challenged for them. Please note you are still at risk of being accidentally attacked.
Combatants can initiate combat with any other combatants. To initiate combat, you must have the full attention of all players involved with weapons drawn. If you are initiating combat to claim RELICS or for QUEST reasons, the target has one minute to decide whether to fight you or “Surrender”.
Combat cannot take place in SAFE ZONES and must be moved elsewhere.
You cannot challenge someone that is reasonably occupied by an activity, such as attending a workshop, eating, playing a BATTLE GAME, etc.
For public safety, bows, crossbows, and thrown javelins cannot be used outside of the WARFIELDS or COMBATANT ARENA.
Other thrown projectiles are allowed to be used outside of the WARFIELDS or COMBATANT ARENA with an under-hand throw.
Agreeing to "non-lethal" combat lets all participants ignores LOOTING, DEATH AND RESPAWN rules for the combat encounter.
Involved combatants can choose to "Surrender", which makes them open to LOOTING for 60 seconds. Combatants can still choose to kill those that surrender.
Surrendered players cannot attack or use any abilities until 60 seconds has passed.
Quest Characters cannot be attacked unless they are wearing a mask and a belt favor of an eye symbol or their court’s symbol.
When you have been killed or choose to "take a Death", you have fully died. While you are dead, you become open to LOOTING for 60 seconds. 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 at the Adventurer’s Guild.
You cannot interact with Quest Characters while you are dead, nor can you start or complete QUESTS.
You need consent to return a player to life with player abilities.
When you die 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. Once 60 seconds have elapsed, you can longer be Looted.
To Loot a combatant that is open to Looting, you must move into touch range with 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 non-“Quest” “Lootable” ITEM
One “Lootable Quest” ITEM
Half of target's GOLD, rounded up, up to 10 GOLD
Once a target has been Looted, they can no longer be Looted until they RESPAWN or return to life.
You are no longer open to Looting once you return to life and you keep any ITEMS and GOLD you still hold.
If you are killed while reciting the incant, the target retains all of their ITEMS and GOLD and still open to be Looted.
Undead Minion prevents you from being open to be Looted. Being under the effects of Summon Dead allows you to move while being open to be Looted.
You can Loot any “Lootable” ITEMS found in the world in the same manner.
Any abilities from Looted ITEMS cannot be used until the next closest ABILITY REGAIN happens.