Mystwood Rulebook (3rd Edition)

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Mystwood Welcome to the Adventure! 1

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The Mystwood Rulebook

Transcript of Mystwood Rulebook (3rd Edition)

  • Mystwood

    Welcome to the Adventure! 1

  • TABLE OF CONTENTS Who's Who and What's What in the world of Mystwood.

    TheHistoryoftheMystwoodSocialStructureTheBaroniesTravelandtheLargerWorld:LanguagesandWriting:LawsandJustice:TheChurchTheBestiaryCHRONICLESABriefIntroductiontoLiveActionRolePlayingWhatToExpectataMystwoodLARPEvent

    CHAPTERONE:THEMASICORERULESPage24

    Things you will encounter on your adventures.SafetyRulesRulesofCourtesySpecificRolePlayingGuidelinesTheCoreEffectsHandtoHandCombatSpecialRulesforWeaponsandArmorMiscellaneousRules

    CHAPTERTWO:CHARACTERCREATIONPage44 Who will you be in Mystwood?

    CreatingaMystwoodCharacterGiftsAdvantagesandDisadvantages

    CHAPTERTHREE:THEECONOMY&CHARACTEROCCUPATIONSPage70

    How do you make your living?MoneyandItemsTheTownEconomyOccupationsOccupationalSkillsGameItemsOtherSkills

    CHAPTERFOUR:RELIGIONPage108 The gods, and those who follow them.

    MattersofLife,Death,andFaith.TheThree

    CHAPTERFIVE:CHARACTERADVANCEMENTPage117 A Hero's Rewards.

    MoonstonesGameBucksHowDoYouGetGameBucks?PostEventLettersFEATSOFLEGEND

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  • TheHistoryoftheMystwood 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. That the sea lies to the North, settled lands to the south and west, and the unknown forest to the east is the extent of most peoples geography. History is 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 great 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

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  • 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 conqueror 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 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.

    SocialStructureIn 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.

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  • 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. 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 can not readily tell who is who. In others, serfs are not

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  • 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 place themselves in their lord's hands in exchange for grain from the castle stores.

    TheBaroniesThree Baronies provide the bulk of the settlers of Mystwood and form the bulwark of Eastmarch against external 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.

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  • The northernmost outpost of Fenwick is the village of Colwaith. Ships from the north sea call there, and the blood of Skadia runs in the 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. Dragonshire is to the west, largest, most powerful of the three. 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 for unusual ideas on religion. Dragonshire's colors are Black and Yellow. Its castle Dracford is newly built at great cost. Dragonshire is 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 for unusual 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 hard working inhabitants. Other settlements are much smaller and meaner, inhabited by the most wretched of serfs. 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

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  • 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 great 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 dyeing 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 hear, and Summermill may soon become a town to rival Tweaksbury. Even further west lies Shandlin's ferry, a gateway to Burgondy 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 of 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 step daughter Geneveve. Some 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 as Tweaksbury. 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. 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.

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  • War and Rebellion War 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, or because of its love of horseflesh. Indeed, few horses will willingly enter the Mystwood, and battles are fought on foot.

    None the less, 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 punitive 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 of 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

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  • 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.

    TravelandtheLargerWorld:All 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's adventures.

    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.

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  • 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 none the less 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 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.

    LanguagesandWriting:The people of Navarre speak a common tongue derived from Latin and a mix of local languages. Latin is be 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.

    LawsandJustice:The 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 neighbor'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 the case 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.

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  • Public Nuisance - Acting inappropriately within the town or failing to show respect to those with higher social status. This is punishable 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 prevent enslavement, 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 players will 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 is tampering with a lawful tavern, with death possible in future events. The Code Civitas is enforceable by the town guard without trial. 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 judgement 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.

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  • 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. Upon their 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 sign of 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. The Justinian 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 goes to the victim, half to the Duke. A second offense is punishable by Branding. Third offense by death. Fraud is treated as theft. Poaching is 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 range of 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 or Chastisement. 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 the name. 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.

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  • Corruption defined as any action that raises Undead, summons Daemons, willingly accepting a mark of Chaos, or willful action that 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. False Accusation If the accused individual is not found guilty the accuser will face the punishment the accused would have received, for instance the false accusation of MURDER could result in the punishment of Death for the Accuser. Punishments: Branding - Branding is an affliction, which results in a permanent mark which must be worn. Branded criminals are obviously not usually welcome in polite society, but in some places it is a mark of honor. Death - Death is carried out by an executioner in a manner determined by a magistrate. Due to the book of life, many in Mystwood will survive 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 if the Gift of Justice has been used. The Gift of Mercy is used last in this case. See Death and Dying. Chastisement Chastisement takes many forms at the discretion of the magistrate. In the keep of Mystwood it normally consists of half an hour in a 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 which is to reduce your Hit Points by 1 (to a minimum of 1) during the next event.

    TheChurchLong 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 it 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.

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  • 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 Justice The 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.

    TheBestiaryHumankind, 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.

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  • Mutation can touch animals as well as humans, and it is so that Beastmen are created. Minotaurs are the greatest of their kind, but 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 a few 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 illegal 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 altogether. 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.

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  • 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. There are several chronicles operating at any given time in Mystwood. This ensures that there are a several story lines 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 small group quests, role-playing within the town, the practice of occupations and the pursuit of spirit gates. Each chronicle is directed by a Triad of three game masters, 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 effecting the game as a whole requires assent of five of the Nine. If you would like to become part of a Triad or 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.

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  • ABriefIntroductiontoLiveActionRolePlayingWhat is Extreme Role-playing? Imagine a virtual reality in which you are transported into a fantasy movie like the Fellowship of the 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 a fantasy 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 your imaginationbecause it is all there before you.Also called LARP (Live Action Role Playing), Extreme role-playing is a hobby in which 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 d What is the Maine Adventure Society Inc.? The Maine Adventure Society, or MASI, is a non-profit organization devoted to promoting Adventure, usually though not always in the form of Extreme Role-playing (LARP), in Maine. The Maine Adventure Society sponsors the game of Mystwood and other games. How is Combat handled? Combat is a sport, in which you swing specially constructed padded swords and other weapons at your opponent, 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 much force. 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 encountered 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.

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  • So its like Martial Arts? Not really. It bears little resemblance to things like Kick boxing. Since the objective is NOT to hurt (or even bruise) 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 5 Hit 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 points of damage, they would subtract this from their HP total, and 2 HP left. Im no Arnold Schwarzenegger or Bruce Lee. Do I still stand a chance in combat? Absolutely. LARP combat is a sport, and like any 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 dont 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 says the effect of the spell. Most though require that the magician throw a spell packet, a basically a birdseed bean bag (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 equal emphasis is placed on role-playing characters, costumes, sets, special effects, the Story of the game, challenges of physical skill (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 "Star Wars" 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 an entire event - a hero or heroine of the story. The player creates a Character, 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 the Extras. 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.

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  • Does this have anything to do with Vampires? No. Vampire LARP is a different hobby. Each has its own merits, but they have relatively little in common beyond the idea of role-playing. Though there certainly are Vampires in Mystwood! Whats the Difference between Extreme Role-playing and a Ren Faire? A Renaissance faire is a large production, which most people go to watch. At 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 unchoreographed, with NO steel weapons allowed. Everyone at a LARP is in game, and you 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 the same sort of people, the experiences are very different. The main differences are two fold: 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 PC s, 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 world, learning 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 be compared 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 non human 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. Persons under 18 years old also need parents consent.

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  • WhatToExpectataMystwoodLARPEvent Mystwood events are open to anyone 14+ years of age who can follow the rules (especially the core safety rules) Younger players are sometimes allowed on a case by case basis. EVENT SCHEDULE: Full 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 - 9:00pm): set up, registration, and transportation of gear Friday Night (9:00pm - 12:00am): Adventure Time Saturday Morning (10:00am - 11:00am): Adventure Time Saturday Day (11:00am 4:00pm): Chronicle A Saturday Evening (4:00pm 7:00pm): Adventure Time + Dinner Saturday Night (7:00pm 12:00am): Chronicle B Sunday Day (10:00am 2:00pm): Chronicle C Sunday Afternoon (2:00pm 3:00pm): 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 + 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 great opportunity 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. FOOD: Mystwood 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 Pot luck dinner (out of game) Saturday night, if you plan to participate PLEASE bring an item to share. Food is however provided for permanent staff (Non-Player Characters) ACCOMMODATIONS: Anyone attending an overnight event should be aware that most Mystwood events take place at wilderness campgrounds - 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.

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  • GEAR AND EQUIPMENT: You 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. RULES: You 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. LIABILITY: Everyone needs to sign a waiver which is available online and at game check in, those under 18 must have it signed by a parent in advance, those 18+ can sign their own at check in. PRICING: Pricing varies based on the type of participation and by location, you can attend an event for as little as $15 or as much as $45, each pricing option has its advantages. Some events may have different pricing options. Benefits Live Action Roleplaying is an exciting and demanding activities that often brings great personal growth. The athletic challenge of swordfighting 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 roleplaying 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 to victory 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 Concerns Like any contact sport, there are risks associated with live roleplaying. Injuries are rare, but they do occur, almost always from falls in rough terrain. Good judgement 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.

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  • Supervision MASI 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 great 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)

    Welcome Adventurer!

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  • CHAPTERONE:

    THECORERULES

    SafetyRulesGeneral Safety Notes - Live 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-Combatants - Non-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 their status. Physical Contact - No 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 Night - The 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 Safety - The 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 Doors - Blocking or holding a door with your body or furniture is not allowed. Do not try to force doors open.

    Carrying other People - Unless the person is a close friend of yours and gives you permission to carry them, you may not move another player. The exceptions 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 move quickly out of the way. Combat Force - When 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

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  • different, so you will have to adjust to your opponents level of comfort. Blows that some players would hardly notice are quite unpleasant for 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 Targets - Do 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, Real Weapons - These 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. Fire - No 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. Light - No 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 Climbing - Please 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 Fighting No 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. It you are on a different level than your opponent only ranged 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 into a 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 within line 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 has happened 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 count. See combat force in the combat section for further clarification.

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  • RulesofCourtesy -Do Not Use Obscenities -Do Not Cheat -Do Not Insult Others Out-of-Game -Do Not Litter -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.

    SpecificRolePlayingGuidelinesYou 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 Control - Blatantly 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 character has 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.

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  • Searching another Person - In 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 Reality - The 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.

    TheCoreEffects Calling Effects - Effects 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 Charm - You 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. Enslave - You are a mindless automaton. You are bound to serve the caster without question. You will even slay your friends or yourself if so ordered. Frenzy - You 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 hear 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.

    Torment - You must scream loudly once, and briefly role-play mental anguish and horror. No physical damage is associated with this effect.

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  • Medical Effects Animate - Allows 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. Diagnose - Allows 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? Heal - You 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. Life - Will only affect someone who is dead. It will restore a character to life, with full HP. Offensive Effects Bind - Your arms are bound to your sides, and you must drop your weapons. # Crushing - Indicates 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.

    # Damage - You take the indicated damage. Death - Death causes you to enter a dead state. Only the Life effect will return you to a living state. Disarm - Your 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 you can pick it up. Doom - You 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.

    Knockout - You are unconscious, but do not lose any Hit Points. Lethal - In order to be effective a Lethal attack must strike the torso. Lethal causes you to drop to Zero Hit points.

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  • Maim - You 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. 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. Paralyze - You cannot move any part of your body but you are fully aware of what is going on around you. Root - Both your feet are stuck to the ground and cannot be moved until the effect ends.

    Shatter - The 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. Bladeturn - This 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 Effect - The 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 Taken - The 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! Resist - The 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.

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  • 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 of each 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. 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. And 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 One Resist Will on you, and someone else bestows Two resists vs Will on you, you only get two, not three. 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 Health - A 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. Disengage - You 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, 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.

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  • 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. Renew - This 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.) Repel - You 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.

    Silence - You 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. Subdue - Prevents 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. Slow - You become unable to run, and can only walk SLOWLY, though you can fight normally. 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 by Poison, but not to Paralyze by Magic.

    Flavor Traits 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 Ice Could indicate being frozen in a block of Ice. Paralyze by Magic would 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 Poison would be an effect like spiders venom. You may, for example, curl up into a ball. Paralyze by Will would 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 Discourse - In 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 Gesture - Effects 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 Name - Effects called By Name require that the person say (and know) your name to call the effect. By Packet - Effect 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 Voice - Effects 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 Weapon - Effects 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.

    Magestrike - Effects 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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  • HandtoHandCombatHand to hand combat is conducted using SAFE padded weapons.

    The Three Swing Rule - You 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 Hits - Judging 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 on the 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 straight through 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 Targets - Hits to the groin, hands, or head do not count. Damage and Hit Points - Every 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 Combat - Feel 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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  • SpecialRulesforWeaponsandArmor Weapons There are many types of weapons a warrior can use each with its strengths and weaknesses. Weapons should be constructed according to the guidelines specified above. You may also choose to purchase pre-made weapons. Never let a lack of weapons stop you from coming to an event, we have plenty of spare weapons that we would be happy to lend you. On the charts below please note the weapon lengths (as they will be checked by staff) and the Special Attacks. Special Attacks are particularly powerful blows a skilled warrior can make a limited number of times based on their Gifts and occupational skills.

    Any character may use a single, one handed weapon of up to 42 in length

    And Any character may use a two handed crossbow

    Depending on your Gifts and possibly occupational skills you may be able to use more advanced weapons. Your character is assumed to be armed with weapons suitable to you at the start of game. If you somehow lose your weapons (or armor) it is assumed that you can find more without much difficulty. Close Combat Weapons Length Special Attacks One handed Sword 24- 42 Lethal, Maim Two Handed Sword 36 - 60 Lethal, Maim One handed Blunt Weapon (Mace, Hammer)

    18- 36 3 Crushing, Subdue

    Two handed Blunt Weapon (Mace, Hammer)

    30" - 54" 5 Crushing, Subdue

    One handed Axe 18" - 36" 4 Damage, Maim Two handed Axe 30" - 60" 6 Damage, Maim Dagger 18" - 24" Doom Spear 48" - 72" Lethal Polearm 60" - 72" Maim, 3 Damage Staff 48" - 66" Subdue, Trip Flail (requires special skill to use) 32"-54" 2 Crushing Pick, Shovel, Broom, and other tools 24"-60" 2 Damage, Subdue

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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. For More information look to the Mystwood Website. Ranged Weapons Length Special Attacks Bow (See Below) 24-36 Lethal Crossbow (See Below) 20-40 Lethal Hand Crossbow (See Below) 16" or less Lethal Small Throwing Weapons 12 or less 2 Damage Javelin 24" - 36 Lethal

    Bows - Bows are simulated using padded weapons curved into a bow shape. They can be used to block attacks (but not strike), but if they do so they are damaged and may not be used to fire arrows for the duration of the current battle. The arrows are presented by bird seed packets much like spells and other effects. However, no effect is called for an ordinary shot and all players should know that all arrows do 2 points of damage per hit unless something else is called. Unlike crossbow bolts, arrows are consumed when they are fired. They must be made, purchased or found in game and come in sets of 5 or 10. You must carry them in a quiver of some kind, and must properly roleplay firing them. You must rip up the arrow tag when you fill your quiver. Thus the bow is more of a secondary weapon than the crossbow, since arrows are more precious. Crossbows - Powerful and deadly, the crossbow is a popular weapon among the common folk of Mystwood. Indeed, some Knights have sought to outlaw it due to its killing power. Any bolt fired from a two handed crossbow does 3 points of damage automatically as long as it is at least 8 long. It is not necessary to call this damage. Tiny darts fired from hand crossbows do only 1 however. Any crossbow struck by a melee weapon is damaged and useless for the duration of the current battle. They are best used from a distance. You may only carry 12 crossbow bolts at a time, however you may retrieve them and use them as often as desired. Hand Crossbows - Small, easily carried, and dangerous when skillfully used, hand crossbows normally fire nerf darts or similar projectiles. These do only 1 point of damage, however there is no limit to how many you can carry, and hand crossbows are not damaged if struck by a melee weapon.

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  • Shields Shields are the only "weapons" that are totally useless and must be dropped if they suffer the "shatter" effect. After the battle you may however pick up your shield and use it in future battles. It is assumed that there are a plentiful amount of shields around or that you are skilled enough to repair your shield. All shields must have a padded rim and no sharp or otherwise dangerous projections. THERE IS NO SHIELD BASHING ALLOWED. Armor It is possible to wear armor for increased protection. Only armor that looks realistic may be used- sports equipment and plastic Halloween armor are not allowed. Armor adds to your Hit Point total. For simplicitys sake, it doesnt matter if your foe strikes you in an armored area or not, you still have the extra Hit Points. The amount of Health you gain from your armor is rated according to the type of armor and what pieces of armor you are wearing. All of the following pieces of armor will stack with one another, however the maximum armor you are allowed to wear will be determined by your occupation. Other benefits may be gained by wearing armor enhanced by a blacksmith. To find examples of these different types of armor look online. Armor Benefit Armor Benefit Helmet +1 HP Brigandine +2 HP Great Helm +2 HP Leather/hide Clothing +1 HP Metal Bracers/Gauntlets +1 HP (pair) Chainmail Coif +1 HP Full arm Armor +1 HP Chainmail Vest +1 HP Gambeson +1 HP Chainmail Shirt +2 HP Pauldrons and Gorget +2 HP Chainmail Hauberk +4 HP Breastplate +2 HP Cuisses or Tassets +1 HP Back Plate +2 HP Greaves +1 HP Leather/hide clothing +1 HP Soft leather arms AND legs +1 HP

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  • MiscellaneousRules Per Renew Powers Per renew powers are powers that must be renewed. Once you exhaust a per renew power you must do something to renew it if you want to get it back. While you are out on adventures you must conserve your per renew powers as you may not be able to regain them until you get back to town. Generally the Renew effect comes from role-play, the following is a list of things that may renew you. (Keep in mind the effect will be stated or written, never assume that you have been renewed.)

    -A (5 Crown) Drink in the Dukes Cup tavern, with some relaxation (though beware of Alcohol Poisoning) -Watching an Execution or other entertainment event -Participating in a religious ceremony held by a Preacher or Priest -Some games such as chess or cards (as stated on a tag) -Having your fortune read by a fortune teller -Fulfilling a duty as specified in your occupations description -Participating in drill training by an Armstrainer -Eating an Iron Ration (an item made by a cook)

    Per Day Powers - Some skills are usable "once (or more) per day". The Mystwood Game Day starts and ends at 6:00pm. So essentially each event has two game days, one day prior to 6:00pm Saturday, and one prior to the end of the event on Sunday. Per Event Powers - Some skills are usable "once (or more) per Event". This means that you can use the ability a designated number of times over the course of the event. Accolades Accolades are Mystwood's way of rewarding exceptional role-playing and commitment to the game and your character. An Accolade is a title earned through reputation such as Tibolt the Brave, Pennysworth the Frugal, Aaron the Merciful, Athea the Just. Accolades are similar to magic items, they offer the bearer a special ability, for instance Bartolo the Wall might gain one use of "Stubborn Courage" per event. However, like magic items they only last a year. Reputation has a way of fading away if the great deeds are not performed often. Each year up to four characters may receive Accolades. Each triad chooses one and the Game Master chooses the fourth. Decisions will be based on player feedback in PELs (Post Event Letters) as well as NPC interactions. It is possible for the same character to be chosen year after year if they are deserving, but it is not possible for a character to have more than one Accolade. Unlike a Magic Item an Accolade can never be stolen or purchased, only earned. Traps The most common form of trap used in Mystwood is the trusty Dart Trap, represented by a mousetrap. It affects whoever sets it off. Other forms of traps are possible- falling rocks, swinging beams,