mystwood rulebook 2nd edition

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    MYSTWOOD 2ND EDITION. COPYRIGHT 2013 TRUAX MCFARLAND. ALL RIGHTS RESERVED.

    INTRODUCTION: THE MYSTWOOD CAMPAIGN PAGE 2WHO'S WHO AND WHAT'S WHAT IN THE WORLD OF MYSTWOOD

    -MYSTWOOD BACKGROUND AND HISTORY

    -ABRIEFINTRO TO LIVE ACTION ROLE-PLAYING (LARP)

    -WHAT TO EXPECT AT A MYSTWOOD EVENT

    CHAPTER ONE: CORE RULES PAGE 16THINGS YOU WILL ENCOUNTER ON YOUR ADVENTURES

    -SAFETYRULES AND RULES OFCOURTESY

    -THE CORE EFFECTS

    -EFFECT TRAITS

    -HAND-TO-HAND COMBAT

    -WEAPON CONSTRUCTION GUIDELINES-WEAPONS AND ARMOR

    -MISCELLANEOUS RULES

    -DEATH AND DYING

    CHAPTER TWO: CHARACTER CREATION PAGE 36WHO WILL YOU BE IN MYSTWOOD?

    -CHARACTERCREATION

    -GIFTS

    -ADVANTAGES

    -DISADVANTAGES

    CHAPTER THREE: CHARACTER OCCUPATIONS AND THE ECONOMY PAGE 59HOW YOU MAKE YOUR LIVING?

    -THE ECONOMY

    -OCCUPATIONS

    -CRAFTING

    CHAPTER FOUR: RELIGION PAGE 109THE GODS AND THOSE WHO FOLLOW THEM

    -RELIGION IN MYSTWOOD

    -THE LORD OFJUSTICE-THE GODDESS OFMERCY

    -THE GOD OF THE WILD

    CHAPTER FIVE: CHARACTER ADVANCEMENT PAGE 118A HERO'S REWARDS

    -MOONSTONES &GAME BUCKS

    -POST-EVENT LETTERS &FEATS OFLEGEND

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    MYSTWOOD BACKGROUND AND HISTORY

    It is a time when danger lurks in the mists, when things long buried emerge from the depths of the forest, when ordinary folk may

    win fame and fortune with sword and spell, or perish unremarked.

    In short, it is as it has always been in the Mystwood.

    Most inhabitants of Mystwood know that they dwell in the Duchy of Eastmarch, and that Eastmarch is part of a larger Kingdom of

    Navarre. But Navarre, like most lands in the Known World, is a weak and fragmented land and the Duke of Eastmarch is the

    greatest power most will ever know. It is the local Barons and Knights who represent the power of Eastmarch that matter. Most folk

    could not tell you the Kings name, or that Navarre has long been at war with Albion, or the reasons for that war. The enemies of

    Eastmarch are many and better known - the Cruel Norse, the Chaos Marauders of Thule, the Goblins of the Mountains to the South

    and above all, The Dragon. The sea lies to the North, settled lands to the South and West, and the unknown forest to the East. This i

    the extent of most peoples geography.

    History, for most, is equally vague. Local legend tells that Mystwood was once the edge of the great Empire now embodied in

    Byzantium, the city of wonders. Brave imperial soldiers drove back the Beastmen and other denizens of the forest and built roads

    wall, forts and towns. The greatest of these was the city of Aquila, which long stood as bulwark against monsters and barbarian

    hordes as the Empire collapsed, besieged from without and gnawed from within by the insidious forces of Chaos.

    Alas, Aquila fell, so the stories say, when the last Emperor, whom some name Romulous and some call Augustus, fled there with a

    great horde of treasure. The power of Chaos corrupted him through his greed and fear, and he was transformed into the grea

    dragon that plagues the land to this day. Brave Aquila and her legion perished in flame, and to this day her ruins, fused to blackened

    glass, still rise among the trees of Mystwood.

    The learned know dates and the names of great Monarchs, but little more. They know that the Year is 961 after the Unification of

    the Church, when the three faiths of Justice, Wylde, and Mercy were brought together in Byzantium, and the Doctrine of the Saints

    codified.

    Living memory extends back only fifty years in most cases, for it was then that hordes of Chaos from the East swept through

    Eastmarch, pillaging and burning. Mystwood was all but deserted, and the border barons with their castles moved further west. As

    uninhabited land, Mystwood fell under the direct control of the Duke of Eastmarch to do with as he would. The Dukes past and

    present doubtless wished to profit from their new acquisition, but for many years it remained a lawless wilderness.

    All that changed with the coming of St. Siventus, a questing Knight ten years past. Visions led him to a hidden chamber within the

    ruins of Aquila, and within he found a treasure greater than gold - tomes from the Library of Alexapolis, a center of learning in

    distant Aegyptus founded by Alexa the Great, the most powerful conquerer the world had ever known. Among those tomes was the

    Book of Life, a blessed volume that would preserve all those who wrote their name within it from violence and misfortune.

    Alas, its protection was not sufficient to save St. Siventus when he took up arms against the Dragon, and the brave Knight perished

    and ascended to sainthood. Siventus had wounded the Dragon sorely however, and it has not been seen in the sky for years, though

    the folk of Mystwood take no chances, keeping their green roofed homes well hidden beneath the trees. With the dragon absent, folk

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    were drawn to the riches of Mystwood, and they cleared land and built homes. Yet now those homes and fields lie vacant, for one

    year past a deadly plague swept through the Mystwood, laying low nine out of ten inhabitants. Now the Duke offers gold to those

    brave enough and learned enough write their names in the Book of Life and resettle the Mystwood.

    Astute readers will notice many similarities between Historical Europe and the Known World of Mystwood, but it would be a

    mistake to assume too much. Mystwood is a place interwoven with Magic and the threat of Chaos, with its own past, religion and

    culture. Though we have used the history of Europe after the fall of the Roman Empire, and elements of its culture (circa 1300) to

    help build Mystwood and to give players a reference point to help them understand the world they will inhabit, we have not

    followed it strictly. As the wise say, Expect only what occurs.

    SOCIAL STRUCTUREIn Mystwood no particular difference is recognized between men and women in law or custom. All occupations are open to either

    gender, and no preference is given to males in inheritance or marriage.At the top of the social structure in the lands of Eastmarch in the kingdom of Navarre (where the Mystwood game is set) are the

    nobility- the Duke, his extended family, and the Barons of the Marches and their families. Their positions are hereditary and derive

    in theory, from ancient claims of descent from legendary kings and queens. In their own minds their power is near absolute, in

    practicality it often extends no further than their reach. All nobility are bound by only one law- that they must keep their oaths. It is

    common therefore for them to be forced through various political maneuverings to swear to uphold certain laws or practices,

    thereby effectively granting various rights to the lower ranks of society, but these are generally subject to change.

    Nobles do not collect taxes as we understand the term in the present day- instead they must earn the money to run their affairs

    through renting their land (most often in the form of collecting a portion of the harvest), charging of various fees for the use of their

    roads, forests, mills and so on, and through various monopolies, most notably control of all brewing. In certain cases there may be

    levies- cash payments demanded from every person for wars, weddings, castle building and so on. These are one time occurrences

    and generally very unpopular, often enforced at the point of a sword.

    Each Noble holds a castle as their seat of power, and extensive lands, which are often somewhat intermingled with those of other

    nobles. Nobles theoretically own all land, but parcel most of it out to others in return to for service, much like the Feudal system of

    historical Europe. No player may be a noble in Mystwood- after all, why would a noble dwell in a timber fort in the midst of a

    monster-infested forest?

    The true backbone of the kingdom is not the nobility however, but the Knighthood. Knighthood in Navarre is by ancient custom

    NOT hereditary. Instead, anyone can become a Knight through acts of valor and proving their worth. Since only a Knight can

    inherit stewardship of a Knight's land, this means that land changes hands frequently from generation to generation. The

    Knighthood of Navarre is the kingdom's elite and has been the bulwark of its defense against enemies within and without

    Knighthood is bestowed by the nobility, but it is required that the College of Heralds concur. Abuse of the system, such as

    Knighthoods being purchased or Knighthood denied in order to break a Knightly family is rare but not unheard of. Truly virtuous

    and courageous Knights are favored by the Gods themselves, and such is the kingdom's pride in this system that it is rarely

    corrupted.

    By law, Knights are given a number of privileges- leadership in time of war, bearing arms in almost any situation, and the right of

    Trial by Combat. Knights are entitled to the honorific Sir if a man, or Dame if a woman, before their name.

    A Knight Errant has nothing but their rank and often struggles to even maintain their armor and keep their belly filled. If they prove

    themselves, they may be awarded a fortified hall called a manor house, land of their own, and serfs to till it, thereby becoming a

    Knight of the Realm.

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    The children and spouses of Knights, though not guaranteed a Knighthood themselves, do enjoy many advantages in wealth and

    education. They form the majority of the clergy, scholarly, and mercantile occupations. They form a somewhat amorphous social

    class- technically Free Commoners but actually more privileged than most.

    No player may begin the game as a Knight- it is an honor earned in time, though they may be the children of Knights. Below the

    Knights are Free Commoners, who comprise perhaps half the population. They practice trades such as blacksmithing, may hold land

    directly from a lord themselves, and are generally free to pursue any path they wish. They provide the bulk of the armed forces of

    the Nobility, and in time of war form Militia warbands to defend their homes. They are generally well armed, but rarely own armor,

    which is unsurprising given that a suit of armor costs about the same as a car in modern terms.

    Last are serfs, slaves and thralls. Most were free peasants who were forced, in time of famine, to voluntarily bond themselves to a

    lord in exchange for food. Others are those who have become debtors in other ways, children of serfs, or (rarely) prisoners captured

    in war. Their status varies a great deal- in some villages the difference between free folk and serfs is merely a legal point and you

    cannot readily tell who is who. In others, serfs are not permitted to bear arms and are ground down into abject poverty by the

    demands of their lord or lady. Serfdom is hereditary, as debts are inherited by children from their parents along with property. All

    serfs are not allowed to leave their land without their lord's permission.

    By a custom as ancient as that of Knighthood, anyone can purchase their freedom for a cost of equivalent to the cost to feed a family

    for a year, generally equal to what caused their family to become serfs in the first place, or about 200 crowns. A thrifty and

    fortunate serf can save this amount in a few years, but a poor harvest can easily cast down a free family, forcing them to placethemselves in their lord's hands in exchange for grain from the castle stores.

    THE BARONIESThree Baronies provide the bulk of the settlers of Mystwood and form the bulwark of Eastmarch against exterior threats.Fennwyck is northernmost, a land of dreary fens and moors, bordering the sea. Much threatened by raiders, its people are hardy,

    independent, and superstitious. Its ruler, Baroness Orla, is young, but still feared as potent Knight and a canny politician. She is

    rarely seen outside the seat of her house, the ancient fortress of Caer Aldwyn, but is said to travel her lands in disguise. Fenwyck's

    colors are Green and Grey.

    The northernmost outpost of Fenwick is the village of Colwaith. Ships from the North Sea call there, and the blood of Skadia runs inthe veins of many of the inhabitants there.

    Scattered along the edges of northern marshes, many of the people of Fenwyck live in the simplest of dwellings of turf or stone

    following ways of life unchanged for thousands of years, fishing, tending sheep, and waging war, each in their season.

    Inland along the shores of Lake Soloy is Dawnwater's Edge, a village built entirely on stilts for protection from the Scadian raiders.

    To the West is Dragonshire -- the most powerful of the Baronies, and the most likely to meddle in the affairs of the Mystwood. It is a

    poor land once much devastated by the Dragon, but the hard work of its people has made it prosperous none the less. To take the

    Dragon as a symbol of one's house is a sign of arrogance in the eyes of many, and Baron Andrac is well suited to it. A minor scion of

    the family risen to power through merit during the power vacuum following the death of the previous Baron, he is known forunusual ideas on religion. Dragonshire's colors are Black and Yellow. Its castle Dracford, is newly built at great cost, alongside the

    river Elwash, boundary of the Mystwood.

    Much of Dragonshire's land has grown up with forest, and is only recently being cleared. Some of its villages, like Bymaple Pond

    are quite idyllic, with prosperous but hardworking inhabitants.

    Other settlements are much smaller and meaner, inhabited by the most wretched of serfs.

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    Although it is not in Dragonshire Proper, the Abby of St. Siventus should also be mentioned. A mighty fortress restored by Baron

    Adrac, it guards the road South from the Mystwood that links Eastmarch with the city of Venetia and the lands of Carpathia. The

    armies of Unlife have assailed it many times in recent years, but it has never fallen, defended as it is by stalwart warrior monks of

    cult of Justice. It is perhaps the only safe place along the South road between the Keep of Mystwood and the Carpathian border town

    of Caranthium.

    Pelancia lies to the South of Eastmarch, with a milder climate and rich agricultural land. It borders the mighty river Lucerin, which

    brings some trade from the larger world. Pelancia is ruled by elderly husband and wife Baroness and Baron Rochvall, both

    sorcerers of some note. Their colors are Blue and Brown, reflecting the ancient seafaring heritage of their house, though Pelancia

    does not itself border the sea.

    The Rochvall seat is Tiras Ethanor, nestled at the foot of the mountains at the edge of the Mystwood. Said to have been built by the

    Fae, Tiras Ethanor is easily one of the great wonders of Navarre, its towers seeming impossibly tall and graceful to achieve without

    magic. Indeed, Fae blood runs in the veins of many of those in Western Pelancia, the architecture of the Barony is much admired

    Doubters will say that Tiras Ethanor has never been put to the test by a true siege, or dragon attack. Tiras Ethanor is a grea

    inspiration to Bards and Knights Errant, a center of chivalry and romance in song and story.

    From Tiras Ethanor, the river Lucerin flows down out of the mountains. At the edge of the forest lies the village of Driftford, whose

    inhabitants are concerned mostly with the harvest of timber to be floated down river, the herding of sheep and the spinning and

    dying of wool.

    Beyond Driftfield, the river winds through the prosperous agricultural lands of Pelancia, through pastures and vinyards and many

    small hamlets and freeholdings to reach Summermill. Tiras Ethanor being somewhat remote, the Rochvalls are often to be found

    here, and Summermill may soon become a town to rival Tweaksbury.

    Even further West lies Shandlin's ferry, a gateway to Burgundy and Ionia, Shandlin's Ferry is noted for a grand fair held there yearly

    - and for war, plague, and misfortune that comes on the heels of the merchants, pilgrims, and armies that pass through it.

    North of Driftfield is Monteval Abby, arguably the greatest church house in Eastmarch. Monteval is devoted primarily to the Lord o

    Justice, and holds vast lands and wealth in the surrounding area. It is here that many will come to learn the ways of faith.

    Far to the West are lands held directly by the Duke, Guilford II. He is much concerned with the affairs of the larger kingdom

    leaving much of the running of Eastmarch to his middle-aged stepdaughter, Geneveve. Some have taken to calling her the Duchess

    in Waiting, though she is not the heir. The only true cities of Eastmarch, Trieste, the capital, (pronounced Tree-Est) and Tweaksbury

    (boasting several paved streets) are found in the duke's lands. The Duke's colors are Black and White. In Trieste is to be found the

    great Cathedral of St. Amelia, recently finished and considered a great wonder. Another cathedral is half finished in Tweaksbury

    but has lacked the funds for completion for decades.

    Though the heartlands of Eastmarch are shielded from the perils of the Mystwood and the forces of Chaos beyond it, they have

    recently been ravaged by the forces of Albion. Albion's Queen Elspeth claims lordship over all Navarre, and many of the lords along

    the coast have sworn allegiance to her. The current Duke was able to avoid war for many years through skillful diplomacy, but now

    each summer brings skirmishes along the coast as bands of Albionese soldiers raid inland, sometimes reaching as far inland asTweaksbury. Four years past, the Ducal seat at Treiste was besieged.

    Rich farm lands surround the two main cities, with populations much great than that of the baronies, and a number of lesser

    villages.

    Tweaksbury has grown a great deal in recent years, and is now rather too large for its walls. The Ducal lands are the center of Guild

    activity, both legitimate and otherwise.

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    In theory, the inhabitants of Mystwood are subjects of the Duke, though they would most likely have been born in the lands of one

    of the three Baronies.

    WAR AND REBELLIONWar ebbs and flows across the Known World. The Queen of Albion presses her dynastic claim to much of the coastal land of

    Navarre, but this rarely troubles Eastmarch. Armies march and great battles are fought. These battles are decided most often by the

    charge of armored Knights.The Mystwood is, in some ways, more tranquil. Great armies cannot easily traverse the forest with its unreliable paths and many

    hostile denizens. Even when they can, they are loath to do so, for the Dragon is drawn to such hosts, as invasions of its domain, orbecause of its love of horseflesh. Indeed, few horses will willingly enter the Mystwood, and battles are fought on foot.

    Nonetheless, the Mystwood sees a near perpetual state of conflict between small bands of warriors (less than thirty in most cases).

    Most of these battles are between the inhabitants and patrols and various raiders and chaos spawn, but five years ago the

    inhabitants, angered by a levy for the building of ships they would never see, rose in rebellion, slaying the duke's sheriff. Though

    there were putative expeditions by Dragonshire that resulted in several small battles (the sheriff having been related to Baron

    Andrac), the Duchess in Waiting simply ordered all contact cut off with the colony. In time, deprived of all commerce and finding

    the fruits of their occupations much diminished, the rebels sued for peace. Part of the settlement included the creation of the Town

    Guard, Mystwood's only professional fighting force, charged with keeping brigandage, sedition, poaching and the like within

    reasonable limits as well as serving as Navarre's first line of defense.

    Out of Game Note: Though the government of Navarre is enlightened by the standards of the Known World, there is still plenty o

    injustice to combat for those with a bent towards such things, though it is generally best to do so with subtlety. It is possible that

    some combination of events could lead to the player characters rising in rebellion. Open conflict with the lords of the kingdom

    causes the economy of the Mystwood to collapse and all occupations will lose some of their abilities. This may be a price worth

    paying, but it should be understood in advance.TRAVEL AND THE LARGER WORLDAll starting characters must be from Eastmarch, however, if your first character dies you may create a new one from anywhere in

    the world. The world beyond Eastmarch plays little role in the Mystwood game. Indeed, most chronicles are concerned only with the

    doings of the forest of Mystwood itself, with the kingdom of Navarre forming no more than backdrop and context for the player'sadventures.Travelers tales of distant lands are always popular, and though most folk's understanding of geography is hazy at best, here are

    some things commonly known. Most who have travelled beyond the Kingdom have taken the little used East Road to the League, a

    group of towns within vast forests. Rothenburg is the first of these along the road. The East road is so dangerous only well-armed

    caravans travel it, mostly bearing treasures from distant Thule, particularly certain magical components very rare elsewhere in

    exchange for gold, weapons, and armor needed to defend the League cities from the hordes of Chaos-following barbarians who

    dwell in Thule. The people of the League are much the same as those of Navarre, though hardened by their struggle with Chaos and

    little given to mercy.

    The caravans must dare the dangerous road through the Mystwood because the sea is closed to them, for the hostile lands of Skadia

    bar the way. Though the Skadians are not wholly given over to Chaos, they nonetheless are easily seduced by it, lacking a proper

    church. The many Jarls of that land take ships to raid Fennwyck when they are not fighting each other, and will not let any

    merchant pass through their seas without heavy payment. Skadians do not speak the common tongue, making them strange and

    foreign to the people of Navarre.

    To the South of Navarre are three Kingdoms- Burgundy, a land much like Navarre, though wealthier and warmer; the city states of

    Iona, heirs to the glory of the Empire; and Illyria, also called Carpathia, a mountainous land of small villages much troubled by the

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    Undead. Even Further South lies Hellas, said to be the birthplace of civilization; and Anatolia, the remnant of the Empire with its

    capital at Byzantium, seat of the Church. To the distant West, Aaragon is said to be land of great chivalry with peerless knights.

    Across the Latin Sea lies Khenti, land of great serpents and cyclops, and Araby, of which many wonderful tales are told.

    LANGUAGES AND WRITINGThe people of Navarre speak a common tongue derived from Latin and a mix of local languages. Latin is used for all writing,

    though for simplicity, things are written in English and it is assumed characters translate. Spoken Latin is a dead language, though

    still used in ceremonies, mottos, and incantations.

    LAWS AND JUSTICEThe right of administering justice in the Mystwood descends from the Duke, and is primarily administered by appointed

    magistrates. Though in certain circumstances, Barons and members of the Clergy are entitled to do so as well. A few key points all

    should know:The kingdom of Navarre has many laws, some fair and enlightened, some not so much. The vast majority of these constitute the

    Code Civitas, and rarely play a role in the game. There is a penalty for failing to keep your livestock out of your neighbors's field, but

    its not likely to be an issue for your character. Nor are you likely to be punished for mixing sand in your baked goods, failing to

    keep up the sections of road near your house, or failing to maintain your weapons for time of need. Indeed, few of the tenants of the

    Code Civitas are enforced in Mystwood. Several notable exceptions include:

    Brandishing- Weapons should not be carried in hand and ready for use when within town walls. They must be sheathed, or in thecase of two-handed weapons, set aside until needed. This is punishable with a warning or a one Crown fine. It is often used by the

    town guard to keep armed strangers from staging surprise attacks. The guard may also require peace bonding of weapons at their

    discretion. Bows, staves, tools and the like are exempt from this requirement.

    Public Nuisance- Acting inappropriately within the town or failing to show respect to those with higher social status. This ispunishable with a warning or a one Crown fine, placement in the stocks or a crow cage.

    Due Payment- It is illegal to take from a non-serf the fruits of their occupation without payment. Although intended to preventenslavement, this law is also used to discourage vagrancy, and enforce a guild's fees. *Punishable by fine of twice the value due, with

    half of the fine going to the victim.

    -One who is cured of an affliction must pay the healer as agreed, pay 4 crowns, or offer one hour's service.

    -Those who are depicted favorably in song, story, text, or illustration shall offer a crown to the scribe, a minor service, or payment

    as agreed.

    -Those who receive food and drink shall offer coin in payment, or if they have none, they shall perform a service such as the

    washing of dishes.

    Blasphemy, Gibbering and Ranting- This is the polite way of saying Talking out of game, in game areas. NPCs and other playerswill react to such talk as foul profanity, and a fine of 5 crowns or time in the stocks or crow cage if the fine cannot be paid. There

    are areas that are fine for talking out of game - but the main areas of the game such as the tavern and town square are not. Think of

    it like a movie set - you wouldnt want to have the hobbits talking about monster truck racing in the background of the Lord of the

    Rings would you?

    Brewing- The creation of strong spirits is illegal without Baronial Writ. This is punishable by chastisement (see below), as istampering with a lawful tavern, with death possible in future events.

    The Code Civitas is enforceable by the town guard without trial.

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    The Justinian Code deals with grave crimes, and is far more likely to come into play during a Mystwood event. All Justinian Code

    crimes require an accuser to be prosecuted. Without someone willing to swear that the accused is guilty, no prosecution is possible.

    However, the accused has no particular right to face their accuser, and it is perfectly acceptable to make an anonymous accusation

    before a magistrate. False accusation is a crime, and thus only the brave or certain will do so, and any accusation that does not result

    in a conviction is deemed false.

    The accused may either submit to the judgment of the magistrate or demand a trial. If the trial is chosen the punishment is heavier

    Normally the accused may choose the type of trial; however, the magistrate does have the right to overrule the accused in special

    circumstances. Trials take three forms:

    Trial by Juror- The magistrate will appoint three jurors, who will be given a short time, usually a day, to investigate the case. Upontheir return they will render their verdict. Many jurors are semi-professional, and it is common to allow both accused and accuser

    to choose one juror. They are thus a cross between lawyers and detectives.

    Trial by Ordeal- The accused undertakes some kind of test, usually dangerous, painful, or both. Survival or success is taken as signof innocence. This is most often used in cases where there is little chance of establishing the facts of the case but strong

    circumstantial evidence exists.

    Trial by Combat- This is a right of all Knights, and may be requested by the accuser when they wish to carry out justice themselves,or by the defendant when they allege the accuser has harmed them in turn. It is permissible to have someone fight for you in most

    cases.CRIMES:

    Murder and Attempted Murder- Punishable by Death or a fine: 100 crowns for a serf, 300 for a commoner, 500 for a knight. TheJustinian code makes no distinction between the two crimes. In Mystwood, sending someone to the book of life is Attempted Murder

    High Treason- Punishable by Death in all cases.Theft and Vandalism- Punishable by fine of twice the value of the stolen or destroyed goods, or by Chastisement. Half the fine goesto the victim, half to the Duke. A second offense is punishable by Branding. Third offense by death. Fraud is treated as theft.

    Poaching- Theft from the Duke, see above.Assault- Punishable by a fine agreed to by the assaulted person and the magistrate, or Chastisement. Note that there is a wide rangeof assault, sometimes assault is punishable by a small fine, other times it may be immense.

    Consorting with Undead or Chaos with Intent to Gain that does not Result in Harm to Others- Punishable by a fine of 50 crowns orChastisement. Second offense punishable by branding, third by Death. If harm results, punishable as if the Consorter had

    committed that harm themselves. See Murder, assault, theft above. Trafficking in Death or Chaos components is also considered

    Consorting.

    Dark Magic- Defined as use of the Chaos or Death components in magic without a permit, casting of any spell with chaos in thename. Other, more amorphous magical acts deemed to be dangerous to the public good also fall into this category. Punishable by a

    fine of 25 crowns or Chastisement, unless it results in harm to innocent individuals, in which case the sorcerer is punished as above

    in addition to the 25 crown fine. Third offense punishable by branding.

    Corruption- Defined as any action that raises Undead, summons Daemons, willingly accepting a mark of Chaos, or willful actionthat leads to another receiving a Mark of Chaos or becoming undead. Action that results in significant harm through traffic with

    chaos is also corruption, (such as releasing a plague) as is actual worship of a chaos being or accepting Unlife. Punishable by Death

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    False Accusation- If the accused individual is not found guilty the accuser will face the punishment the accused would havereceived, for instance the false accusation of MURDER could result in the punishment of Death for the Accuser.

    PUNISHMENTS:Branding- An affliction, which results in a permanent mark which must be worn. Branded criminals are obviously not usuallywelcome in polite society, but in some places it is a mark of honor.

    Death- Carried out by an executioner in a manner determined by a magistrate. Due to the book of life, many in Mystwood willsurvive their own executions. If they repented before their deaths this is considered sufficient punishment for their crime, but if they

    do not, they are usually banished from The Keep for several hours.

    Special note: Death by execution always consumes the Gift of Justice first, rather than the Gift of Mercy, and the Gift of the Wild ifthe Gift of Justice has been used. The Gift of Mercy is used last in this case. See Death and Dying.

    Chastisement- Takes many forms at the discretion of the magistrate. In the keep of Mystwood it normally consists of half an hour ina Crow Cage, the maiming of limbs, or being made to wear a sign describing one's misdeeds. While these are mild by the standards

    of Navarre, the strong following of Mercy in the area prohibits the more brutal punishments seen elsewhere. In addition to the in

    game portion of the chastisement, it comes with a penalty of hard labor (assumed to take place between events), the result of whichis to reduce your Hit Points by 1 (to a minimum of 1) during the next event.

    THE CHURCHLong ago, there were many cults and sects devoted to many gods. Though holy men and women sought to lead others towards what

    was good, differences often led bloodshed between those who should have made common cause against Chaos. Over time, wise folk

    came to understand that there were but three true and holy gods, and those were unified in a single church, though each sect

    preserves many of its own practices.

    The followers of Justice build tall churches and uphold what is good and just - honor, law, order, chivalry, marriage, and family.

    Their rites are solemn and thoughtful.

    The followers of the Wild hold their ceremonies in field and forest. Their god has dominion over all natural things, and over the

    bodily needs of the people. There is much mysticism in the cult of the Wild, ancient rites that others look askance at.

    The followers of Mercy believe less in ceremony and more in action, above all striving to live lives worthy of their goddess. They

    labor on behalf of the less fortunate, collecting alms, and are always ready to spill their blood in battle for a worthy cause or

    martyrdom for their beliefs.

    The Church is governed from Byzantium by the Triarch, consisting of:

    The High Theocrat of JusticeThe Arch Druid of the Wild

    The Enlightened of Mercy

    Below these three individuals, who serve for life, each faith has its own structure, rites, places of worship, and sects. Considerable

    variation exists in the details of theology and practice from kingdom to kingdom, and even village to village, but all within the

    church are united in certain core beliefs.

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    THE BESTIARYHumankind, the children of the gods, make up the population of the world of Mystwood. Over time, however Magic has touched

    the bloodlines of many, and their appearance varies. Some show pointed ears or small horns, others unusual markings on their skin

    or colors in their hair. These are accepted as long as they are not too extreme.Those who are touched not by magic but by Chaos bear more extreme changes- hands mutated into claws or tentacles, spines, large

    horns, additional eyes, and the like. These are called Mutants. The Church teaches that they are to be pitied and showed charity and

    mercy so long as they did nothing to bring on their state. Alas, most mutants are loyal to the forces of chaos, and those who are not

    bring misfortune, mutation and ill luck with them, and thus they are driven out into the wilderness. Despite the teachings of the

    Church, many lords order the killing of mutants in their lands out of hand. Most mutants can speak and will at times trade or

    negotiate with ordinary folk. Mutation is most common at birth, but can occur later in life as well.

    While common mutants may be pitied, there are greater creatures who must be feared. In powerful, gifted individuals whose very

    soul is consumed, chaos may work a greater transformation, one fitting to the vice that lured them into darkness. These Chimera are

    the monsters of legend, the Medusa spawned by Vanity, the Draconians of Greed, the Gorgons of Rage, plague-bearing Harpies, and

    many more.

    Mutation can touch animals as well as humans, and it is so that Beastmen are created. Minotaurs are the greatest of their kind, bu

    nearly any animal can be so changed. Beastmen of Mystwood most often have the heads of beasts but the form of men. Beastmen

    have enough intelligence to make use of weapons and occasional scraps of armor and clothing, but can rarely speak more than afew words of the common tongue. Universally, they are savage servants of Chaos, with a great hatred of humankind.

    Beastmen are sometimes mistaken for Dire Animals, larger, more humanoid, more aggressive versions of natural creatures. These

    are understood to be free from the taint of Chaos. Boar, Bear, and Deer are all common dire beasts. Dire Animals are distinct from

    ordinary creatures in that they are played by NPCs. Unlike beastmen, they are edible. They are prized as game, and some are illega

    to hunt without the Dukes permission, though it is generally allowed to kill them in self-defense.

    Worse than Beastmen are the Daemons of Chaos. Creatures of pure chaos, they are summoned briefly into the mortal world for

    purposes of mayhem, after which they disappear once more. They have a thousand forms, from the least warriors to greater

    Daemons of enormous power and intellect. Often they come in near unending waves from gates, portals, or icons. Thankfully, such

    occasions are rare. Unfortunately, they are much more common in the Mystwood than in the world at large.

    Chaos is not responsible for all that the world holds, however, elementals are the Daemonic counterparts of the other elements

    besides chaos. They are less common, and less destructive, though it is possible to rouse them to battle, and they often defend

    locations that are wellsprings of their Element.

    Less easily categorized are the Fae- Woses, Pucks, Kelpies, Korreds, Sprites, and the like. It may be that they are elementals of some

    form, or that they are manifestations of the God of the Wild in some way, or something else all-together. Certainly, they are

    mischievous and powerful, talented in the arts of magic, long lived and restive.

    Also unclear is the nature of Goblins and Trolls. Both green and inimical to humankind, it is unclear if they are some sort of chaos

    breed, or perhaps a form of fae.

    Last there are the Undead. A soul may be awakened from its rest, sometimes due to its own pain, suffering and unfinished business

    more often through the foul magics of necromancy. With or without their bodies they walk among the living in many forms-

    zombies, skeletons, haunts, wights, revenants, ghouls, and more. The source of necromancy is the greatest of the Undead- Vampires.

    CHRONICLESThe saga of Mystwood is divided into Chronicles which may last one, two or three years. At any given time, three chronicles are

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    actively playing out in the Mystwood game. This ensures that there are a several storylines for players to become involved in, and

    players have a good chance of seeing at least a few of them through to the end. A chronicle may focus on role-playing, combat

    adventure, or some mixture of each. It is hoped that the variety of chronicles will enable those who cannot commit to full weekends

    of live role-playing to still enjoy a complete storyline.

    Players may also choose to act as Non-Player Characters for one chronicle, thereby enriching the game with a larger cast of

    characters.

    A typical Mystwood event is divided into Chronicles and Adventure Time. During Chronicle Time events unfold quickly and are all

    focused on a single story. Adventure Time by contrast is devoted to small events not essential to any particular story, such as smalgroup quests, role-playing within the town, the practice of occupations and the pursuit of spirit gates.

    THE NINEEach chronicle is directed by a Triad of three game masters, three Triads making up The Nine, the permanent staff of Mystwood.

    It is intended that Triads may retire after completing their chronicle, perhaps creating their own characters, and new Triads come

    forward to continue the saga. Each Triad is independently responsible for their chronicle, but any decisions affecting the game as a

    whole requires assent of five of the Nine.

    If you would like to become part of "The Nine" and run your own one or two-year chronicle please contact current game staff. If

    your proposal is not chosen feel free to submit it again next year. You may also submit more than one proposal if you wish

    however, you will never run two chronicles at the same time.

    A BRIEF INTRODUCTION TO LIVE ACTION ROLE-PLAYING

    What is Extreme Role-Playing? Imagine a virtual reality in which you are transported into a fantasy movie like the Fellowship ofthe Ring, Conan the Barbarian, or Willow. Imagine that you could become a character in that movie, but without a script. Imagine

    that you could be a hero in the struggle against evil for a day. Imagine that you could feel the pulse pounding excitement of afantasy adventure without real danger. Imagine the feeling of magic at your fingertips. Imagine yourself fighting hand-to-hand

    against savage foes, with victory decided not by dice, but by your own skill. Imagine a world created for you to adventure in, as

    complete as possible. As real as possible.No dice. No computers. Imagine that you do not NEED to use yourimaginationbecause it is all there before you.Also called LARP (Live Action Role-Playing), Extreme Role-Playing is a hobby inwhich you portray an imaginary character, Live, as though you were an actor in a movie, but without a script. To put it more

    simply, its about picking up a (padded) sword, and heading out into the woods to enter a fantasy world complete with props, sets,

    and actors for a day.What is the Maine Adventure Society Inc.? The Maine Adventure Society, or MASI, is a non-profit organization devoted topromoting Adventure, usually though not always in the form of Extreme Role-playing (LARP), in Maine.How is Combat Handled? Combat is a sport, in which you swing specially constructed padded swords and other weapons at youropponent, while trying to avoid being struck by them. It is not a particularly Realistic simulation of sword fighting, but it is fun

    safe, exciting, and easy to get into.Does it hurt? When conducted properly, no. The weapons used are very safe, but they can sting or bruise when used with too muchforce. Hits to the head and other vulnerable areas are not allowed. Anyone causing another player pain is breaking the rules, and

    will be in big trouble if the problem persists.Poorly constructed weapons are another problem. Some people have encountered11

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    LARP combat with heavy swords poorly padded with too much duct tape, used with too much force, and found it painful and

    intimidating. MASI combat strives to avoid this. Even the most delicate person should be able to participate in combat in (relative

    comfort.So Its Like Martial Arts? Not really. It bears little resemblance to things like kickboxing. Since the objective is NOT to hurt (or evenbruise) your opponent, real life combat skills are not as helpful as they would be in a real fight. However, many of the principles of

    the martial arts apply, and anyone trained in martial arts should have no problem mastering LARP combat.How Do You Know When Youre Dead? Most MASI games use a Hit Point system. For example, a certain character might have 5Hit Points or HP. They could be struck with a sword 5 times before being taken out. If they were hit by something that did 3 pointsof damage, they would subtract this from their HP total, and 2 HP left.Im No Arnold Swartzeneger or Bruce Lee... Do I Still Stand a Chance in Combat? Absolutely. LARP combat is a sport, and likeany sport, there are those who are VERY good at it. However, it is a sport that is easy to become competent in. A few weeks of

    practice is enough to enable most people to hold their own. The weapons are light enough for just about anyone to use, so you don

    have to build up strength, as you would have to in order to wield a real sword. Since you arent really trying to hurt people, large

    folk are actually at a DISADVANTAGE, since they present a larger target, and get no benefit from their generally greater strength. Teamwork and Tactics are often more important than raw skill and fitness. This isnt a movie where extras attack the hero one at a

    time to be conveniently slaughtered, leaving themselves wide open. Two fighters working together can defeat most single foes, and

    anyone can be defeated by a well-placed attack from behind.

    What about Magic? Magic is simulated in a variety of ways. Some spells work automatically - the person points at you, and saythe effect of the spell. Most though, require that the magician throw a spell packet, basically a birdseed beanbag (hacky sack

    sized), at you. If it misses, the spell fails.Is Combat the Only Thing Going On? Not at all. Combat is exciting, and plays a large role in most LARPs, but usually an equaemphasis is placed on role-playing characters, costumes, sets, special effects, the Story of the game, challenges of physical skil

    (such as leaping from platform to platform), or mental ability (solving puzzles), entertainment and feasts.Do I Have to Wear a Costume? Yes - you wouldn't want someone in khakis and a Metallica t-shirt wandering through a "StarWars" movie set would you? However, costumes can generally be borrowed from the staff if need be; though its better to find your

    own.What Are NPCs and PCs? PC stands for Player Character. A person who participates as a PC plays a single character for anentire event - a hero or heroine of the story. The player creates a Character - an imaginary persona, who has various skills and

    abilities defined in the rules. Such characters are the central focus of the story, and the action revolves around them. Think of them

    as the Main characters of a movie. As time passes, Player Characters progress and gain power and experience. NPCs are theExtras. During an event, an NPC will play many roles, often enemies of the Pcs. Thus in a fantasy game they might be peasants,

    marauding brigands, wise sages, winsome maidens, foppish rakes, or hideous monsters. The parts are assigned by the game STAFF

    the people who actually organize the event, and NPCs must play the part assigned as best they can, until it is time to receive a new

    one.Does This Have Anything To Do With Vampires? No. Vampire LARP is a different hobby. Each has its own merits, but they haverelatively little in common beyond the idea of role-playing.Whats the Difference Between Extreme Role-Playing and a Ren Faire? A Renaissance faire is a large production, which most people

    go to watch. An extreme role-playing event is much smaller and there are no spectators (though see Watchers below), and

    everyone is involved in the action. Another difference is that Ren Fairs stage choreographed battles between professionals, using

    steel weapons, while LARP combat is un-choreographed, with NO steel weapons allowed. Everyone at a LARP is in game, and you

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    are a direct participant in the action, not a spectator. You dont watch the goodly knight thwart the evil sheriff you do it yourself,

    or try to anyway. There is no script, so success or failure depends on your skill, cunning, teamwork, and luck. There also arent large

    numbers of people trying to sell you stuff.How Does Extreme Role-Playing Compare With the Society For Creative Anachronism (S.C.A.)? Though they often appeal to thesame sort of people, the experiences are very different. The main differences are twofold: First, LARP combat is much less

    demanding, and consequently, not as realistic as that of the SCA. On the plus side, that means you can do a lot more of it. Second, in

    an Extreme Role-Playing LARP you are continuously in character. The goal is to create as complete a world of sight, sound, touch

    and even taste as possible. There is also an ongoing story - things happen to the PCs, events transpire, choices are made. The SCA on

    the other hand, works to recreate historical arts and situations rather than a fantasy world.So Theres an Ongoing Story? Absolutely. The Player characters continue from event to event, learning more about their worldlearning new skills, gaining new abilities, encountering new and old friends and enemies, and generally living a fantasy adventure.What Does it Actually LOOK Like? The Live Action Role-Playing hobby has reached the point where costuming and effects could becompared to a B grade movie - and they are getting better all the time. At Dreamquest all inhabitants, monsters, and other

    creatures wear costumes, often quite elaborate. A variety of masks and makeup are used to simulate nonhuman beings. Clothing is

    worn that is appropriate to a fantasy world. The village where the game takes place is specially constructed as a set to appear as a

    fortified settlement from the past. Other sets are used for ruins and tunnels. Music, fog machines, light, and other special effects

    are also sometimes used.Who Can Play? Anyone 14 years of age or older. You must present some proof of age.

    WHAT TO EXPECT AT A MYSTWOOD LARP EVENT

    Mystwood events are open to anyone 14+ years of age who can follow the rules (especially the core safety rules). Younger playersare sometimes allowed on a case-by-case basis.

    EVENT SCHEDULEFull weekend events generally begin Friday night around 7:00pm and end Sunday afternoon around 3:00pm. Mystwood is uniquely

    built so that if you can only attend part of the event you can pay a reduced entry fee and will (most likely) not miss out on the story

    line. It is a good idea to arrive early to your first event and let the staff know you are attending so they can show you around as the

    site is quite large.WEEKEND EVENT SCHEDULE:Friday Evening (6:00pm - 8:00pm): set up, registration, and transportation of gear to the site

    Friday Night (8:00pm - 12:00am): Adventure Time

    Saturday Morning (9:00am - 11:00am): Adventure Time

    Saturday Day (11:00am 4:00pm): Chronicle A

    Saturday Evening (4:00pm 7:00pm): Adventure Time and Dinner

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    Saturday Night (7:00pm 12:00am): Chronicle B

    Sunday Morning (9:00am - 10:00am): Adventure Time

    Sunday Day (10:00am 3:00pm): Chronicle C

    Sunday Afternoon (3:00pm 4:00pm): Clean Up

    SINGLE DAY EVENT SCHEDULE:Saturday Morning (9:00am - 10:00am): Registration and Set up

    Saturday Day (10:00am 2:00pm): Chronicle / Quest

    Saturday Evening (2:00pm 5:00pm): Adventure Time and Dinner

    Saturday Night (5:00pm 9:00pm): Chronicle / Quest

    "Adventure Time" is a time for players to explore the Mystwood and go on player driven adventures. It can also be a greatopportunity to take a break and interact with other players in a leisurely way. No major plot will occur during adventure time

    however player specific and occupation based plot will occur led by staff.

    FOODMystwood provides little to no food for players so if you plan to stay the whole weekend you will want to pack a lunch or two,

    breakfasts, and snacks. There is often a potluck dinner (out of game) on Saturday night. If you plan to participate, PLEASE bring an

    item to share.ACCOMMODATIONSAnyone attending an overnight event should be aware that the Mystwood Site is a wilderness campground - you will need your

    own tent, sleeping gear, food, sensible shoes, bug spray, sunscreen, and water at a minimum. Some players choose to return home

    during the overnight period.GEAR AND EQUIPMENTYou do not, however, need to worry about costumes, foam swords, spell packets or the like as Mystwood is happy to loan such items

    to new members. However, as you travel deeper into the hobby you will want to acquire your own items.RULESYou should be at least somewhat familiar with the rules of Mystwood, although you do not need to memorize them by any means. If

    you are going to NPC, all that is needed is a knowledge of the Core Rules.LIABILITYEveryone needs to sign a waiver which is available online and at game check-in. Those under 18 must have it signed by a parent inadvance - those 18+ can sign their own at check-in.PRICINGPricing varies based on the type of participation and by location. You can attend an event for as little as $10 or as much as $45.

    Each pricing option has its advantages.

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    BENEFITSLive Action Role-Playing is an exciting and demanding activity that often brings great personal growth. The athletic challenge of

    sword fighting helps build fitness and often appeals to young people who dont enjoy traditional sports.

    Success requires practice, focus and discipline much like a traditional martial art. Most Live Action Role-Playing adventures require

    teamwork to overcome a variety of challenges not unlike Outward Bound activities.

    There is also a great opportunity for social growth as people of a variety of ages and backgrounds come together in a way that is all

    too rare today. The need to create ones costume and gear is a way to exercise artistic talents and craft skills. Every participant is

    valued for their contributions regardless of their age. Successes in a difficult battle, solving a complex puzzle, or leading others tovictory are great self-esteem builders. Unlike computer gaming, Live Action Role-Playing takes place outdoors, has physical, social

    and emotional benefits computers cannot provide.

    SAFETY CONCERNSLike any contact sport, there are risks associated with live role-playing. Injuries are rare, but they do occur, almost always from

    falls in rough terrain. Good judgment in running and jumping is the most important safety skill.

    The padded swords, properly constructed, are extremely safe. If your child trains at home you should be sure that they are following

    Mystwood safety standards for sword construction and for sparring. No blows to the head, no body contact, no pushing, wrestling

    punching or kicking, no baseball bat type swings, and no more than 3 swings before a break. Sparring should take place on a

    level surface free from obstacles.

    Following these rules will help keep your child safe as well as insuring that they properly prepared for Mystwood events.

    SUPERVISIONMASI endeavors to provide a safe, supportive environment for all participants. No drugs or alcohol are allowed at any MASI event

    and high standards of courtesy and safety are required.

    However, MASI does not provide supervision of any sort and should not be thought of as a camp or daycare activity. It is primarily

    an adult organization. Young people that participate are expected to be mature enough to take care of themselves.

    Age limits for MASI events vary from 14-18 years old minimum, and ultimately it is your responsibility as a parent to determine if

    your child is mature enough to participate safely. A good rule of thumb is Would you be comfortable with your child spending a

    weekend camping with friends? If the answer is yes, then they should be ready for MASI events.

    It may be a good idea to accompany your child to an event. This will give you a better idea of what an event is like and is also a grea

    family activity. Another alternative is to start with an afternoon of adventuring rather than a full weekend event.

    Anyone under 18 must have a waiver of liability signed by a parent or guardian. (Found online)

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    SAFETY RULES

    GENERAL SAFETY NOTESLive Action Role-Playing is exciting, but it is a contact sport. You wander the woods, have daring escapes, close calls, delve into

    ruins, and battle against your foes with padded nerf swords. All these things can be dangerous. You must keep real life safety

    firmly in mind at all times. It is a game, and the most important thing is keeping everyone safe. Common sense must be used at all

    times no matter how much fun you are having. Dont hesitate to stop the game or take other steps to protect yourself and others

    from injury.NON-COMBATANTSNon-combatants are a special case. Rather than attacking them again and again, an enemy may merely place their weapon to the

    non-combatants chest and state I strike you down. The assailant must be able to finish this for it to work. This causes the non-

    combatant to drop to 0 hit points. Non-combatants must wear a yellow armband, or yellow glow stick at night, to denote theirstatus.

    PHYSICAL CONTACTNo physical contact is allowed without the other players permission. No direct physical contact is allowed in combat AT ALL, and if

    you are within arms length during combat YOU ARE TOO CLOSE.RUNNING AT NIGHTThe single greatest safety risk you face in live role-playing is NOT combat. It is running at night over rough terrain, risking falling

    and bashing your brains out on a rock. Always use extreme caution when running. Avoid pursuing other players at night.WEAPON SAFETYThe staff must inspect all weapons before they are used. It is a players responsibility to maintain their weapons and keep them in

    safe condition. Using a weapon that has become unsafe (worn out foam, broken off tip, etc.) is grounds for disinvitation.BLOCKING DOORSBlocking or holding a door with your body or furniture is not allowed. Do not try to force doors open.CARRYING OTHER PEOPLEUnless the person is a close friend of yours and gives you permission to carry them, you may not move another player. Theexceptions are if you have some in-game power that allows you to do this (Animate), and for safety. If someone is down in a position

    where they are likely to be stepped on, you may say something like I kick your body to the side, in which case they can movequickly out of the way.

    COMBAT FORCEWhen fighting with padded weapons, you must always pull your blows so as not to strike too hard. No blow should cause real pain.

    If you are struck by a blow that you think is too forceful, say Excessive Force. The hit DOES NOT COUNT! Everyone is different, so

    you will have to adjust to your opponents level of comfort. Blows that some players would hardly notice are quite unpleasant for

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    others. No one should feel uncomfortable about calling Excessive Force. It doesnt mean you are a wimp. You are actually helping

    the game by keeping things under control.COMBAT TARGETSDo not strike the head or groin. Hits to the hands do not count, though if you purposely block a blow with your hand you will take

    the hit.DRUGS, ALCOHOL AND REAL WEAPONSThese are NEVER allowed. You will be instantly disinvited if you are found with these. This includes coming to an event under the

    influence. You may bring a pocketknife or similar tool to use outside of the game for cooking or utility purposes.FIRENo unattended flames are allowed at any time. Fire rules may even be stricter depending on the situation and current fire hazard in

    the woods. No combat may occur within 10 feet of an open flame. Please do not yell Fire! unless there is really an out-of-game

    emergency.LIGHTNo lights with directed beams may be used, at all. You can modify flashlights and lanterns so that they arent aimed by adding a

    diffuser or film. Glow sticks are also safe and useful.NO UNSAFE STUNTS OR CLIMBINGPlease do not climb trees or buildings, or jump out of windows. You may be able to pull off such stunts safely, but others less capable

    might imitate you.

    MULTI-LEVEL FIGHTINGNo multi-level fighting is allowed for the purposes of hand-to-hand combat, although you may be able to hit someone in a tower

    with your sword realistically, this lends itself to safety hazards. If you are on a different level than your opponent only raged attacks

    may be used.SAFETY CALLS:

    Caution! - When you see a safety problem, call Caution! This is used for things such as someone about to back over a rock or intoa tree. The caution creates a sort of mini-Hold during which you should be ignored by others, as should the person at risk.

    Hold! - In the case of MAJOR safety problems, injuries, lost glasses during combat, and the like, call "Hold!" ALL action stops withinline of sight, and should start again only when the problem is resolved and a "Lay-On" has been called. Do not call "Hold!" for in-

    game reasons, but do not hesitate to call one when you think it might be needed.

    Clarify! - When you did not hear or do not understand a spell or in-game effect, call Clarify. The person should explain what hashappened or answer your question.

    Excessive Force! - When you are struck for a blow that is uncomfortable or hurts call excessive force. The blow does not countSee combat force in the combat section for further clarification.

    RULES OF COURTESY:-DO NOT USE OBSCENITIES-DO NOT CHEAT

    -DO NOT INSULT OTHERS OUT-OF-GAME

    -DO NOT LITTER

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    -SMOKE IN DESIGNATED AREAS ONLY

    -MAINTAIN ATMOSPHERE

    ROLE-PLAY!MASI is about role-playing. Not everyone likes to role-play every minute of a game, but NO ONE likes to be trying to role-play

    while someone else is blatantly out of character nearby. Being out-of-character while others are role-playing is rude, and will not

    be tolerated. Certain areas of the game are role-playing zones. It is REQUIRED that you stay in character in these places. Some sort

    of horrid in-game penalties may be levied, such as curse from the gods, accusations of heresy, etc., against anyone not observing

    this.

    SPECIFIC ROLE-PLAYING GUIDELINES:-You should try not to use modern terms like OK in conversation if you can help it. Unless, of course, you are playing a modern

    game.

    -You must always role-play the pain of injury in combat.

    -You should always strive to portray the character you are playing to the best of your ability. You are an actor, your audience is the

    other players, and they will enjoy it much more if you do your best.

    -When dead, you should fall and lie still, until everyone leaves, if at all possible. Having people standing around after a fight

    chatting with the dead TOTALLY ruins the atmosphere of the battle.

    STAY IN CONTROLBlatantly losing control of your actions or emotions leads to dangerous situations and out-of-game offensiveness. If you feel like this

    is happening, just step back from the situation for a moment to settle down and remember it is just a game. You may certainly role-

    play that your characterhas lost control, but even in that situation you must always keep safety first, and stay within the boundaries

    of good taste. Having someone raving and shouting in your face is rarely fun, even if it is part of the game. Whenever extreme

    emotions become involved, you should be a bit theatrical, and try to avoid creating a tense situation between players. The same

    applies to Berserk fighting. When your character is enraged, leap forward, give a great shout, and then FIGHT NORMALLY.

    SEARCHING ANOTHER PERSONIn many games you will encounter situations where someone has something you want. In this case you may (once they are dead or

    helpless), say I search you. The person will then get out their stuff in a leisurely fashion (often while doing their best to act like a

    dead body). This should be handled as discretely as possible.

    THE RULES OF REALITYThe MASI rule of reality is quite simple: The game is real. What this means is that you can never say you are doing something.

    Nor can you ask other players out of game questions, generally. Questions like Do I recognize you? What do I see? What

    happens if I do X? are irrelevant. There are a few cases where you will need another player to clarify a situation, but they should be

    rare.

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    THE CORE EFFECTS

    CALLING EFFECTSEffects can be delivered in a variety of ways, but they must always be called BEFORE the weapon, packet, or whatever strikes the

    target. You cannot swing a weapon, strike another player, and THEN call Lethal, for example. Called effects do only their stated

    effect, and do no other damage. In most MASI games being hit with a sword (or any padded weapon) does 1 point of damage, but if

    someone calls Sever before they hit you, you DO NOT take a point. You only suffer the Sever effect (see below).DURATION OF EFFECTS

    Unless otherwise noted, all effects last about 5 minutes, or until you receive the appropriate purge.

    MASI EFFECTS USED IN THE MYSTWOOD GAME

    PSYCHOLOGICAL EFFECTS:CHARMYou become favorably inclined toward the person who called the effect. You will not attack the caster unless attacked first by the

    caster, and will go along with any reasonable suggestion he or she makes. You are NOT a mindless slave and will not give away

    (important) possessions, attack friends, or betray a trust, etc. The effect is broken if/when the caster or casters allies do something

    unfriendly towards you.

    COMPEL YOU TO You are compelled to follow the instruction to the best of your ability. The instruction must be a short, uncomplicated action. If

    there is no duration given as part of the instruction, the compulsion ends after you have followed the instruction.

    ENSLAVEYou are a mindless automaton. You are bound to serve the caster without question. You will even slay your friends or yourself if so

    ordered.

    FRENZYYou are overcome with rage and attack the nearest person in your field of view (i.e. in front of you), even if it is an ally, until

    rendered unable to do so, or until the effect ends. If you here a frenzy at me you will only attack the person who called it, similarly

    if you compelled to frenzy at Bob you will only attack Bob.TORMENTYou must scream loudly once, and briefly role-play mental anguish and horror. No physical damage is associated with this effect.

    MEDICAL EFFECTS:ANIMATEAllows the person calling the effect to cause the recipient to move at a shambling walk within arms reach, under the casters

    control. For example, Animate Wounded could be used to move a wounded or incapacitated character to a safe place to perform

    healing. Any damage sustained ends the effect.

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    DIAGNOSEAllows the person calling the effect to WHISPER the following questions. If your target is up, you may whisper What is your

    current health? - If your target is down, you may whisper Are you near death or unconscious?

    HEALYou are restored to full Hit Points (Life Points plus Armor Points); and any severed limbs are restored. This will not work on a dead

    character. Heal followed by a number (e.g. Heal 2) restores only that many Hit Points.

    LIFEWill only affect someone who is dead. It will restore a character to life, with full HP.

    OFFENSIVE EFFECTS:BINDYour arms are bound to your sides, and you must drop your weapons.

    (#) CRUSHINGIndicates extra-powerful damage that will still do half-damage (round down) even if blocked with a shield or weapon. Thus a strike

    that causes 4 Crushing will do 4 points of damage if it strikes your body and 2 points of damage if it strikes your shield or weapon

    This skill may not be used to damage an opponent by merely tapping their weapon

    (#) DAMAGEYou take the indicated damage.

    DEATHDeath causes you to enter a dead state. Only the Life effect will return you to a living state.

    DISARMYour weapon or hand-held item falls from your hand. You must drop it and do a silent 3-count after it hits the ground before youcan pick it up.

    DOOMYou will fall into a dead state after approximately one minute (a 60 count). If you receive a cure for the trait of the attack (for

    example a purge poison) within one minute, you will suffer no ill effects. You must role-play the effect of the doom during the

    minute, but can still fight and use skills normally.

    KNOCKOUTYou are unconscious, but do not lose any Hit Points.

    LETHALIn order to be effective, a Lethal attack must strike the torso. Lethal causes you to drop to zero Hit Points.

    MAIMYou lose the use of the target arm or leg. If delivered by a weapon, it affects the limb struck (no effect on the torso when struck by a

    weapon). If no target is specified, you may choose which limb suffers the effect. Maimed legs are a special case. Hopping is

    discouraged for safety and silliness reasons. With one crippled leg, assume you can drag it around behind you slowly. With two

    maims to the legs (the same leg or different, it doesnt matter), you will have to prop yourself up, sit down, or go down on one knee.

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    In any case, you cant move. With three maims to the legs you must go prone, since they do not support any weight at all. Maim is

    PERMANENT until cured by a heal or Purge Maim effect.

    PARALYZEYou cannot move any part of your body but you are fully aware of what is going on around you.

    ROOTBoth your feet are stuck to the ground and cannot be moved until the effect ends.

    SHATTERThe target item is damaged. A Shatter (weapon or object) will damage that item so that it loses any special properties it has (rip any

    and all tags). If the phys-rep without tags is still good for something (e.g. you have the ability to use a sword without a tag), you may

    still use it! If someone swings a weapon at you and calls Shatter, it damages whatever weapon is hit. In the Mystwood world

    shattered weapons can still be used by anyone with the right skills, but shattered shields are useless until repaired and must be

    dropped

    DEFENSIVE EFFECTS:Defensive effects are called when you are struck by a spell or attack, to let your foe know it didnt work, because you had some sort

    of defense against it.

    BLADETURNThis effect can be called against normal weapon attacks and effects delivered by a weapon. The attacker suffers the designated

    effect. For example, if a Mirror Beast was struck with a sword, it might call Bladeturn Damage 1. A bladeturned effect cannot be

    bladeturned again or reflected back in any way.

    NO EFFECTThe particular blow or spell did nothing and it never will. Once someone has called No Effect to something, you may not continue

    with that attack against them. This is so that the person can accurately keep track of what is happening to them, without being

    confused by extraneous hits.

    NOT TAKENThe effect was not taken because it did not hit or was not delivered properly. You may role-play this instead of calling Not Taken.

    For example: Hah! Your blow was mighty- too bad it missed!

    RESISTThe blow or effect misses as if you had moved out of the way and avoided it, or the particular blow or spell was ineffective, but it

    was an effort to ward off, and another one might succeed. You may only use this on blows affecting yourself.

    OTHER EFFECTS:AFFLICT YOU WITH You have received the indicated affliction. This has no immediate effect. At your earliest convenience, you must travel to the Library

    and look in the Book of Woe. This book contains listings of possible afflictions you may encounter, with descriptions of the effects oeach and the required Cures. Read the description of your Affliction. If it is a progressive Affliction, there may be postings for Day 1,

    Day 2, etc., in which case you should only read the appropriate one.

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    BESTOW YOU WITH You receive the indicated enhancement. For example: I bestow you with one resist fire or I bestow you with one lethal. You may

    have multiple enhancements bestowed on you, however you may not have multiples of the same benefit (i.e. "one Resist Fire")

    bestowed on you at a time. Bestows do not stack. If someone bestows +1 hit point on you, and someone bestows +2 hit points on you

    you only get 2 extra hit points, not 3. If someone bestows 1 Resist Will on you, and someone else bestows 2 Resists vs. Will on

    you, you only get 2, not 3.

    Bestow lasts for 6 hours. If not used during the time, the benefits are lost. Bestowed hit points increase your total for the entire six

    hours. So for example if you had two hit points and received 2 more, you would have 4 for all purposes for that, and a Heal effect

    would bring you back to 4 hit points, not two.

    CURSE YOU TO You suffer from the stated Curse. For example: I curse you to howl like a wolf, or I curse you to take double damage from fire.

    Curses last longer than other effects- you must get an appropriate Purge. (A Purge Curse, or if the effect was By Magic, a Purge

    Magic would work.)

    DETECT If you fit the type or possess the item being detected, you must indicate this to the caster. A simple wave or statement of Here is

    sufficient.

    DETECT HEALTHA special ability that lets you tell how many hit points the target has. When you are targeted by a Detect health you must say how

    many hits (armor points + life points) you have. Detect health works on only one person at a time.

    DISENGAGEYou must fall back from the person calling, the disengage, until a distance of about 10 separates you -or- if you cant get that far

    back for whatever reason, go as far as you can safely. The spirit of this effect is that the person calling it drives their enemies back to

    get some breathing room, to make a hole in the line, or to escape. Disengage cant force you into a damaging area, such as an area

    of carnivorous grass. Disengage doesnt work through doorways or narrow gaps either, so you cant use it to push defenders out of a

    fortification, though you could use it once you get inside to make room for others to follow.

    PURGE This effect removes ONE effect with the stated trait after a few seconds of role-playing. A Purge Poison would remove ONE effect

    By Poison. A Purge Sever would remove a sever effect, no matter how it was caused. Note that you do not have any choice about

    having effects removed- a Purge Magic will remove one effect caused By Magic on you, including a defensive spell caused By

    Magic if that was the only By Magic effect on you.

    If there are several effects that a Purge could remove, YOU choose which one is purged.

    The Purge effect will NOT counter an effect that happens instantly. So if you get smacked by a Death to Living by Magic effect, you

    can't Purge Magic it. You can't Purge Damage either.

    RENEWThis effect is often granted upon you. Once renewed you regain all of your per renew abilities, and if you have the Gift of wisdom,

    your Mana is also restored.

    (For more information look in Miscellaneous Rules where Renew is explained in greater detail)

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    REPELYou must stay at least 10 feet away from the caster. This effect cannot be used to drive back targets; if the caster advances upon the

    target, the target may hold ground.

    SILENCEYou are unable to speak or make any vocal noise. You may still call appropriate out of game effects. This effect may last longer than

    5 minutes depending on the situation.

    SUBDUEPrevents you from doing ANYTHING for a (silent) 10 count. While subdued you can (perhaps) stand, or reel backwards, and can

    defend yourself (weakly!) with your weapons, but thats all. It is important to give your foe an advantage by role-playing the effect

    on your fighting skills.

    SLOWYou become unable to run, and can only walk SLOWLY, though you can fight normally.

    EFFECT TRAITS

    Many effects have Traits, which tell you WHAT caused the effect, or HOW it was caused. They are called as Effect by Trait. For

    example: Root by Magic Slay living by Poison or Disengage by Will.

    TRAITS DO NOT CHANGE THE EFFECT IN ANY WAY, BUT MAY DETERMINE IF YOU ABLE TO RESIST THE EFFECT IN SOME WAY. FOR EXAMPLE, IF YOUR

    CHARACTER IS IMMUNE TO POISON, YOU WOULD CALL NO EFFECT TO PARALYZE BYPOISON, BUT NOT TO PARALYZE BYMAGIC.

    FLAVORTRAITS:Traits also help you to know how to role-play the effect. These are referred to as Flavor Traits. The Following traits are used in

    Mystwood; By Fire/Water/Air/Earth, by Magic, by Will, and by Poison. Effects without traits are generally divine powers making

    them more difficult to deal with. For example, consider Paralyze, which states that you cannot move. This effect could be interpreted

    differently for role-play purposes depending on the trait that caused it:

    PARALYZE BY ICECould indicate being frozen in a block of Ice.

    PARALYZE BY MAGICWould indicate that you were basically frozen in place as a magical statue. You would hold your exact posture from the moment the

    effect struck you.

    PARALYZE BY POISONWould be an effect like spiders venom. You may, for example, curl up into a ball.

    PARALYZE BY WILLWould indicate that your character was frozen in place in panic and horror. You would stand in place quaking or gaping until the

    effect wore off.

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    Flavor Traits also tell you if you are affected by something. If an effect is called To a certain trait, you take the effect only if you

    have that trait. For example, Heal to Dwarfs would work only if you were, in fact, a Dwarf.

    All players have the Town Dweller trait, their race as a trait, and their gender. You have the Lies trait immediately after telling a

    falsehood, until you say something that is true. You have the Oathbreaker trait if you have ever broken an oath. You have the

    Enemy trait if you consider yourself an enemy of the person calling the effect. You have the Ally trait if you consider yourself a

    friend, (or at least fighting on the same side) as the person calling the effect.

    DELIVERY TRAITS:BY DISCOURSEIn order for an effect By Discourse to work on you, you must have engaged in conversation with the person calling it. This need

    not be friendly conversation (insults shouted across the battlefield count), but if you feel that you have not actually conversed in

    some way, you may say Not Taken to the effect.

    BY GESTUREEffects called By Gesture only require that the person point at you to call the effect. If you are fortunate enough to have a by

    gesture effect, be aware that it will not work on enemies who cant see you - in other words you must have their attention. The best

    way to get it is to use their game name (you may not use real life names). In fact, many forms of magic require that you know the

    targets name.BY NAMEEffects called By Name require that the person say (and know) your name to call the effect.

    BY PACKETEffect by bean bag packets represent magical assaults that envelope your whole person. They affect you if they strike a weapon or

    shield. Again, all beanbag attacks are assumed to be By Packet. You dont have to call them.

    BY VOICEEffects called By Voice affect EVERYONE who hears them (or should have- the fact that you were not paying attention doesnt

    mean you werent affected if everyone around you was). You cannot stop up your ears or talk really loud to avoid this kind of

    effect.

    BY WEAPONEffects by weapon represent a physical attack- a dart, a sword, a knife, a fist, etc. They must strike you in order to take effect, and

    they CAN be blocked by weapons or shields. If you swing a weapon and call and effect, it is assumed to be By Weapon; you do not

    have to say it every time. If someone throws a packet and calls and effect By Weapon you CAN block it with a shield.

    MAGESTRIKEEffects that are Magestrike are swung with a weapon, but count as though a packet had struck you on the location hit. They WILL

    go through your armor, weapon or shield.

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    HAND-TO-HAND COMBAT

    Hand-to-Hand combat is conducted using SAFE padded weapons.

    THE THREE SWING RULEYou are allowed to swing at a foe three times in quick succession before you must break and fall back, or, if you cannot fall back

    for some reason, you may pause for a few seconds, or attack another foe. This means that no one foe can ever do more than 3 points of damage to you in a single flurry, and usually less. If anyone presses

    on after three swings in the heat of combat, you should say Break to remind them, and not count any damage they cause after the

    third swing. Assume that since they were swinging so quickly, the blows did not have much force behind them.

    JUDGING HITSJudging when you have been hit by a foe is solely your responsibility, but you MUST at all times do so in as fair and scrupulous a

    manner as possible. You are hit by any blow that, had it been struck full force with a razor sharp weapon, would have drawn blood.

    Thus most contacts are hits.

    DO NOT COUNT:-Any blow after the first that land on the same body part. This is called machine gunning. Before legally scoring another blow onthe same part of the body; a foe must strike at another body part, or parry a blow.

    -A blow that strikes only cloak or a dangling pouch, unless that blow, if it had cut strait though the gear, would have damaged you.

    -A blow that is too hard.

    -A blow that overcomes your parry by force.

    DO COUNT:-Blows that strike capes, backpacks and the like, if they would have hit you if the item were not there.

    -Blows that are very light.

    -Blows that hit your weapon then hit you.

    COMBAT TARGETSHits to the groin, hands, or head do not count.DAMAGE AND HIT POINTSEvery player has a number of Hit Points, depending on the character they are playing at the time. These are reduced when you take

    damage from magic or combat. All hits with a melee weapon do one point of damage, UNLESS the foe calls something else when

    striking you, in which case the damage done is the number called, or you take the effect they call. Thrown weapons also do 1 point

    of damage, unless otherwise noted. Arrows and crossbow bolts do 1 point of damage.

    FALLING IN COMBATFeel free to stumble off to the side of battle so that you do not get stepped on. Do not just fall down where you are killed, if you are

    likely to be a tripping or movement hazard.

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    WEAPON CONSTRUCTION GUIDELINES

    Most players will want to make their own weapons. MASI will provide weapons to players for their first event, free of charge, but

    what you get is luck of the draw from the NPC weapon stockpile. If at all possible, it is better to make or buy your own. For those

    with the cash, excellent weapons can be purchased on the Internet.

    MAKING A SWORDDirections from a Foamsmith:Here are the basics of making a decent "boffer" sword. This particular style is legal for most Live Action Role-playing games, but

    especially for all Maine Adventure Society games. The basic idea is that you will create a "core" of pvc pipe, under a layer of pipe

    insulation, with a squishy tip of pillow foam, all covered in duct tape.

    You Will Need:A Hacksaw or Pipe Cutter to cut the core, scissors, ruler, marker, and assorted knives. I like to use a steak knife because its serrated

    edge cuts foam very well and because you can cut your duct tape with it. Cutting duct tape with scissors ruins them.

    You Will Need:A Core of PVC or CPVC pipe (any hardware store, and they will also cut it to the right length for you usually), duct tape (ditto- pick

    a brand that is not the cheapest, but not super heavy weight), pillow foam (raid an old couch or get it from an upholstery store -

    they sell scraps, and you don't need much, or buy a "pillow insert" in the sewing section), and Pipe foam insulation. A piece of foam

    from a camping pad is strongly recommended (the blue square) as well.

    Of these, Pipe foam is the hardest to get. Unfortunately, few hardware stores sell the right kind now due to changes in plumbing

    codes. The big box stores especially sell only "thin wall" pipe insulation that does not provide enough padding. It must measure at

    least 5/8" thick.

    What to do if your local hardware store does not have the 5/8" wall pipe insulation? Pool noodle is the same thing, and great from asafety perspective, as it is much thicker. It does make your sword rather large and a bit silly looking however (though still good for

    practice). You might try asking your local hardware store to get it for you, or you can also order foam online - mcmaster.comhas a

    good variety. Consult the table below for the part # you need. If you are ordering online, you may also want to buy an "ultralight"

    also called "Kite pole" core. These cost more, but let you make a lighter, longer, more realistic looking sword.

    Kite pole can be found here atkitebuilder.com- You will also need Kite Pole if you are going to make a two handed weapon. PVC

    and CPVC are too flexible ("whippy") to make very long weapons.

    If you are buying CPVC try to find "Schedule 20" pipe, which is lighter. PVC is a little heavier and thicker than CPVC and generally

    not as good.

    Once you have your core, cut it to the proper length - about 4 inches shorter than you want the overall sword to be. I will

    demonstrate making a short sword today.

    Then, cut a piece of pipe insulation to make the blade. If you have the right size it will fit on perfectly, if not you may have to cut a

    slit out of it to make it smaller.

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    http://mcmaster.com/http://mcmaster.com/http://mcmaster.com/http://www.kitebuilder.com/catalog/index.php/cPath/33_55?osCsid=ce6809bdc5bd954bf9a5f62b1fd37aeahttp://www.kitebuilder.com/catalog/index.php/cPath/33_55?osCsid=ce6809bdc5bd954bf9a5f62b1fd37aeahttp://www.kitebuilder.com/catalog/index.php/cPath/33_55?osCsid=ce6809bdc5bd954bf9a5f62b1fd37aeahttp://www.kitebuilder.com/catalog/index.php/cPath/33_55?osCsid=ce6809bdc5bd954bf9a5f62b1fd37aeahttp://mcmaster.com/
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    Its a good idea to take a few pieces of tape and fold them over to make "double-sided tape" and put them on the core before sliding

    the foam on. This helps keep the padding from breaking loose and sliding off in battle. If you had to cut the padding, tape it closed

    neatly before sliding it on. You will also want to leave about 1/2 inch of padding sticking out past the core at the tip of the sword

    Stick a little foam in whole and cover it with tape.

    You should also firmly tape the base of the padding to the handle of the sword

    Now you need to make the thrusting tip. Cut a circle of the camping pad the same size as the blade, and a cylinder of open cell

    ("pillow") foam 2-3 inches long. This is the "thrusting tip" - it should be nice and squishy, but not so long it folds over. Put them on

    the blade (blue camping foam taped on first, then open cell).

    Now carefully tape the thrusting tip on by looping tape over the top. Don't compress it; it should have plenty of give.

    Now add a crossguard (if desired - you may make it out of any kind of foam), and sculpt a pommel. These can be made any way you

    like, but the only part of your sword without padding should be handle. Everything else should have at least a little padding in case

    of an accidental hit. Don't use materials PVC or wood for crossguards; don't