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 learn about 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 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. 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.
An "Ability Regain" lets you regain all "per life" and "per refresh" abilities, but you lose all active enchantments. At the start of a new day, quest block, or any battle game you participate in, you receive an Ability Regain
Unless specified, all game rules are in affect from 09:00 - 23:00. Game rules can be modified for each quest event.
Martial Class Archetypes can be changed once after every Ability Regain, but you must Respawn to do so.
Magic Class spell lists can be revised once after every Ability Regain, but you must Respawn to do so.
Those playing a Monster Class can change monsters once at the start of a new day.
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 or every 1 battle game 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 access to an exclusive merchant at the Adventurer’s Guild, who sells “Gear” cards, which let you use the listed gear regardless of your class’s gear restrictions, and discounts on other merchant Items. You can choose to opt-in during the event whenever you respawn, forfeiting your original class and their level. Once you opt-in, you can not opt-out.
Items 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 rules.
Relics are powerful Items that can be used by combatants, so long as they possess the matching Item Card. Relics will start with no effect until they are brought to the adventurer’s guild to unlock the Relic’s full potential. If you possess the Relic until the end of the event, you are granted its ownership for use in the Duchy of River Watch. 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 from the merchants at the Adventurer’s Guild. Any items found at the merchant can be sold to the adventurer's guild for half its gold cost.
All Items and Gold must stay on you and on site at all times.
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 various tasks and encounters 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 time period passes and can only be completed once. Return to the quest giver or the Adventurer’s Guild to verify a quest’s completion.
Quest Characters may also have Intel that can be inquired about, which detail limited time quests to complete. However, only one party can claim the rewards of these events and its completion can be reported to the quest’s Reeve.
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.
Travel to the Adventurer’s Guild to turn in your completed quests events for Gold and court reputation.
There will also be scheduled battle game "Quest Events", which increases your court’s reputation at the Adventurer’s Guild upon participation.
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. Quests gained from gathering Intel 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 party 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. Can only be attacked by Quest Characters.
Attacks are received with light taps from a weapon on the torso or limbs. Any attack causes you to die.
Cannot be looted or hold non “Quest” Items.
Cannot wield weapons or have a class.
PVE Combatant: has a class sash worn, but no court bandana. Can only be attacked by Quest Characters.
Follows all combat, quest, and class rules.
Can only be Looted of Relics and Quest Items
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-combatants during the event whenever they respawn, to which they must surrender all non “Quest” Items they possess and their class. However, non-combatants cannot switch to being a combatant.
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 must either fight you or “Surrender”.
Combat cannot take place in "Safe Zones".
For public safety, bows, crossbows, and thrown javelins cannot be used outside of mapped combat zones.
Other thrown projectiles are allowed to be used outside of combat zones 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 symbol.
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 (Adventurer's Guild on Friday and Saturday, your court's base on Sunday).
You cannot interact with Quest Characters while you are dead, nor can you start or complete quests.
You must give consent to be returned to life from a player ability.
While you are dead, you can return to life into the game through any player abilities. You are no longer open to Looting once you return to life and you keep any game objects you still hold.
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. If 60 seconds have elapsed, you can longer be looted.
Any PVP combatant can choose to loot a combatant that is open to looting by moving 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
Up to 3 gold coins
Once a target has been looted, they can no longer be looted until they respawn or return to life through a player ability.
If you are killed while reciting the incant, the target retains all of their items and are still open to be looted.
You can loot any “Lootable” Items found in the world in the same manner.