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Our World

Our World

At Kingdoms of Novitas, immersion and atmosphere are everything! We raise the bar to ensure all players have an immersive experience – so you’ll find that both PCs and NPCs alike use high-quality latex weapons, realistic garb, real armor and even use tangible, in-game currency. Our LARP is full of history, so you’ll discover a treasure trove of detailed lore and captivating narratives which you get to experience. As you step into your character’s shoes, remember that every decision you make actively shapes the ongoing tale of Novitas, adding to the game’s legacy and shaping its future!

“I like the chance to be new things, get out and about with my friends, and play pretend for a while! Everyone is so welcoming and helpful, they make you feel like you belong right away.”

~Kelly S. player since 2021

“I like the chance to be new things, get out and about with my friends, and play pretend for a while! Everyone is so welcoming and helpful, they make you feel like you belong right away.”

~Kelly S. player since 2021

Atmosphere is what we value most​

One of the many things Kingdoms of Novitas strives for is immersion. We take pride in raising the bar for authentic garb, higher-quality weapons, and put a heavy restriction on anachronisms. Our players are even expected to carry the weight of realistic materials such as leather and metal armors (no foam armor allowed!). In order to maintain our highly immersive atmosphere, our Props and Atmosphere team checks and monitors all elements of our game – from the smallest lootable items all the way to our player’s garb and gear! It’s thanks to this team and the dedication of our players that we’re able to provide the most immersive LARP you’ll ever experience. 

Your PC and the World

The world of Novitas is just a backdrop that your PC gets to interact with. Like an open-world RPG, you can pick your own actions and interact with the world however you imagine! Our rule of thumb is: if it can be physically done, and done safely, you have the ability to do it in our game. So whether you want to play a rouge that picks locks or a magic wielder that can outrun your enemies – you can make it happen!

While playing your PC, you’ll get to interact with something we call ‘plots,’ which are the same as quests in a videogame. Plots can be anything. Sometimes they will be world-bending stories, other times they’ll be about our small town, and every once in a while plots will be created specifically for your PC, based on who they are, their background, and their goals. That’s why you’ll need to submit a character background before PCing, so our GMs know why your PC is in Maplewood (the town our game takes place in).

Learn how to create your first PC and Meet Our Players to read about some of our active PCs!

Your PC and the World

The world of Novitas is just a backdrop that your PC gets to interact with. Like an open-world RPG, you can pick your own actions and interact with the world however you imagine! Our rule of thumb is: if it can be physically done, and done safely, you have the ability to do it in our game. So whether you want to play a rouge that picks locks or a magic wielder that can outrun your enemies – you can make it happen!

While playing your PC, you’ll get to interact with something we call ‘plots,’ which are the same as quests in a videogame. Plots can be anything. Sometimes they will be world-bending stories, other times they’ll be about our small town, and every once in a while plots will be created specifically for your PC, based on who they are, their background, and their goals. That’s why you’ll need to submit a character background before PCing, so our GMs know why your PC is in Maplewood (the town our game takes place in).

Learn how to create your first PC and Meet Our Players to read about some of our active PCs!

The year is 1602, when neighboring nations teeter on the brink of conflict, old animosities reignite, and echoes of the past persist. The world is under the watchful gaze of the seven Septon gods, who oppose the malevolent Dark Three, all while the Great Dragon, Draconus, slumbers impartially between them. In this world, every corner conceals creatures; from orcs prowling the hills in daylight to the nocturnal reign of undead, siphoning life from the land. From distant horizons, adventurers and dreamers flock to Maplewood, driven by the allure of both daring exploits and fortunes waiting to be unearthed.

The Plots You Get to Experience​

As you enter the world of Novitas, an overarching storyline sets the stage, where the heart of your experience takes place. You’ll interact with this world through something we call Plots – stories created by our GMs (Game Masters) that you interact with. Think of them as quests straight out of a video game!

When you dive into our game, you’ll be part of these narratives, wearing both NPC and PC hats. These Plots can shine a spotlight on global and local issues, take you on treasure hunts, help you to uncover century old mysteries, lead you into combat with all kinds of creatures, and more. The kinds of plots you will get to experience are almost limitless – some plots may even be exclusively created for you! 

“The stories really come alive when you’re out in the woods, away from regular life. You can really get lost in the world and adventure of it all.””

~Leah M. player since 2017

“The stories really come alive when you’re out in the woods, away from regular life. You can really get lost in the world and adventure of it all.”

~Leah M. – player since 2017

Our Town of Maplewood

Maplewood is a town in the middle of the Freelands and is where our game takes place. Characters from all walks of life converge here, bringing their stories and ambitions together. Maplewood’s history is a mix of chance and fate. The founders discovered a mysterious object called the Helix after the War of the Avatars. Seeking refuge, survivors forged a haven amidst chaos, and that’s where our tale begins.

Throughout its history, Maplewood has risen above challenges to shape its own destiny. We’ve stood strong against the tides of undead invasions, the Orc Hordes, and even the enigmatic Avatar of Grak. Amidst these trials, our Constables and Elders have remained steadfast, ensuring our town’s safety. The Elders, who communicate with the enigmatic Helix, guide our path, while Constables uphold our laws and preserve peace. The coming of the refugees from Pinedale, following the lich Al’Cairn’s downfall, added a new chapter to our story. It marked a turning point, shifting perceptions and forging connections. Maplewood, once quiet, has now become a hub of diversity and adventure. Adventurers and diplomats alike are drawn here, seeking our town’s wisdom and contributing to the vibrant tapestry of our history. As Maplewood thrives, we continue to stand united, guarding our legacy and welcoming new faces into our fold.

Maplewood Highlights​

Like any town, Maplewood has it’s landmarks, distinct characteristics, and citizens. Scroll through the information to learn about our town!

Maplewood Highlights​

Like any town, Maplewood has it’s landmarks, distinct characteristics, and citizens. Scroll through the information to learn about our town.

As a live action role-playing (LARP) game, there will often be situations where you will need to be able to have a basic understanding of the rules in order to act properly. Our players will do everything they can to help you learn the rules as you go, but sometimes you will find yourself in situations where no one is able to break character and assist you. This is one of the reasons its important you read this information in advance so you have a frame of reference for what is going on.

For a full breakdown of all Mechanics, Rules, and more, explore our Wiki.

“I love the free flowing aspect of how you can play your character. Be it as a big damned hero or the quiet support. You are free to be what you want in terms of play style and that makes the most fun stories to boot.”

~ Mayelin L. player since 2012

“I love the free flowing aspect of how you can play your character. Be it as a big damned hero or the quiet support. You are free to be what you want in terms of play style and that makes the most fun stories to boot.”

~ Mayelin L., player since 2012

There’s a lot to learn, but you’ll be helped​

Kingdoms of Novitas has been around since 2004, so has a lot of rules, mechanics, and lore that could feel like a lot to absorb when you start. Although there’s a lot to learn, don’t let it intimidate you from joining our game! We have a buddy system in place to help you get started, so that you don’t have to be an expert in our game when you join us. Our veteran players will join you while NPCing, answer your questions, and guide you on all things Novitas so you’re never alone while you’re familiarizing yourself with the game! 

Our Volunteer Staff

Our Volunteer Staff

At Kingdoms of Novitas, we’re all about players taking the wheel! We are a player founded, player designed, and player run game – driven by our shared passion to create the immersive experience Kingdoms of Novitas offers!

We have 8 dedicated teams running our game, all led by a First and Second Marshal, who are joined by numerous player volunteers who work together to create great experiences at Novitas. From our Inn team who plans all of the food served at our inn, The Spinning Jenny, to our Rules team which ensures all of our rules are safe and standardized for easy play, all the way to our Props & Atmosphere team that is responsible for ensuring the atmosphere of our game is as immersive as possible. We have a team for everything! Skills and experience are not required to join one of our teams either. So if there is anything you’re interested in, be it crafting, painting, ensuring safety, creating plots, or cooking food – anything you want to do, there’s a group for you!

Volunteers are truly the backbone of our game. Without them, we wouldn’t be able to offer the high-quality experience that our players have come to expect, at the price we offer. We are always incredibly grateful for their hard work and consider them to be the true heroes of our game!


Here at Novitas, your character’s potential knows no bounds! Our game doesn’t deal with classes and alignments, so you won’t find any ‘chaotic neutral wizards’ here. Instead, you’ll meet magic users who navigate the complexities of morality.

This allows our players to shape their playstyle and their characters into something that’s one of a kind. So, if your heart desires a magic-wielding warrior sporting full plate armor in your very first event, that’s totally on the table! Our world thrives on embracing your creativity and setting your imagination free. It’s what makes our world fun, immersive, and constantly interesting. 


All languages in Novitas are categorized as common, uncommon, or rare – ranging from languages that are actively spoken by large portions of the population, to those that are only spoken by cultures that do not want others to know their languages or who would be dangerous to learn from. You can learn a little bit about our common languages below, or learn everything about languages at our game via the Wiki!


The language ‘Common’ has its name because it is the single most spoken language in all of Novitas. Nearly every culture speaks it at least a little bit, even some uncivilized creatures speak it proficiently.

Documents written in common are represented by any standard English font.


The language of the elves is the official language of both Evenandra and the Great Forest.

Documents written in Elvish are typically represented by a Tengwar font (originated by JRR Tolkien for elves in the Middle Earth setting).

An example of this font can be found at:


Spoken by the people of Gersh and other Snow Goblins of the world.

Documents written in Gershan are typically represented by characters used for Klingon from Star Trek.

An example font can be found at:


Spoken by the people of Terra in their underground kingdom as well as Earthkin elsewhere in Novitas.

Documents written in Terran are typically represented by Norse runes.

An example font can be found at:


On the continent of Novitas, the gods are actively and regularly felt – sometimes even directly interacted with. They make their presence known by selecting individuals to act as their Chosen, sometimes through semi-direct communication (generally in dreams and visions), and on incredibly rare occasions, empowering select individuals to act as their Avatars. With the gods having such a high level of activity there is no question of their presence or their power. Below you can learn a little bit more about the religions of our game, or read our Worldbook to learn more!


Atheists don’t really exist in the Novitas setting. The gods are real and over the course of a lifetime odds are good you’ll see it for yourself at some point.  You’ll likely have interacted with others who have had encounters with the gods of their own. This doesn’t mean though that the gods are universally loved. Much like ancient Greece the gods are meddlesome, they have their own hopes and goals: goals that don’t always have what is best for mortals in mind.

So while everyone speaking in good faith will acknowledge the presence of the gods, not everyone will acknowledge the value or importance of the gods.

The Sept

Worship of the Sept varies greatly from nation to nation and community to community. To worship just one of the Sept is unusual. None of them function without the rest. Each one of the Seven is an important cog in the functioning of the world and they all freely acknowledge this.  None of them desire individual worship even from their Chosen.  The Chosen of the Seven are simply beings empowered to carry out the task that a member of the seven is in charge of.  However this does not deter some from dedicating themselves to just one of the gods. These most loyal followers still worship the other members of the Sept, they attempt to show favoritism to one and deference to the rest. Most often this occurs for someone employed in a profession closely associated with one of the seven.

The Craftsman

Associations: Forges, Anvils, Tools
Associated School: Enchantment
Core Values: Creation and Art

The Craftsman is the shard of Illumitas’ desire to create. He is a servant of others, building not for personal gain but rather for the empowerment of the community. It isn’t just tools he creates but connections too. The Craftsman builds families and communities.

The Elemental

Associations: Storms, Forests, the Wilderness
Associated School: Nature
Core Values: Nature, Elements, Storms, Passion

The Elemental is the shard of Illumitas’ passion.  Not just romantic passion but all strong emotions. It is the Elementals way to live life with reckless abandon, to experience it to its fullest. That she is responsible for the natural order of the world is almost a side effect of this. Of the gods she is most in tune with what it means to live and so she looks over all living things.

The Knight

Associations: Laws, Shields
Associated School: Aegis
Core Values: Idealism, Order, Nobility, Honor, Principles

The Knight is the shard of Illumitas’ principles. Unlike the other gods the Knight has no other names, as only “The Knight” is the proper title for this deity. The Knight concerns themself with the achievement and sustenance of mortal ideals. Honor, Justice, Protection, Fairness, Chivalry, Courage, Discipline, Loyalty, and Rule of Law. The Knight serves as the principle by which ethical mortals chart their own worth and morality. In pursuing these ideals, the Knight also does not yield to peace, and Knightly Adherents spend as much time training for conflict as they do in studying ethics, morality, and leadership.

The Mother

Associations: Medicine, Family
Associated School: Restoration
Core Values: Life, Love, Healing, Forgiveness, Redemption

The Mother is the shard of Illumitas’ love. She cares deeply for all without condition or reservation. This is not the love of romance but rather the love of long term affection and fondness.  

The Mother concerns herself with life and living. She oversees the raising of crops, the birth of children and the feeding of the hungry.  Where there is suffering the Mother wishes to bring succor.

It is the role of the Mother to deliver Sparks to the world and any who have a Spark can receive her healing. Myth holds that doves are her agents in this, silently delivering Sparks to the correct recipients. As such killing a dove is a very ill omen.

The Scholar

Associations: Books, Libraries
Associated School: Compulsion
Core Values: Wisdom, Learning, Truth, Knowledge

The Scholar is Illumitas’ shard of Knowledge. He is a god of wisdom, knowledge, and truth. It is the Scholar’s belief that reason and research alone can find the solution to any question, it can untangle any chaos, or settle any uncertainty. However the Scholar is also a god of secrets.  Information is powerful, and it should not be given to just anyone. His secrets, great mysteries of science and history, are kept in a single volume known as the Libri Exemplar that never leaves his side.

The Soldier

Associations: Weapons, Battlefields, Dice, Cards
Associated School: Battle
Core Values: Strength, Survival, Will, Luck

The Soldier is Illumitas’ shard of will.  He concerns himself with the raw application of will and determination to accomplish great tasks and overcome terrible odds. 

Though a warrior like the Knight, the Soldier has a more pragmatic view of conflict and resolution. The Soldier knows that if victory changes things for the better, then all impediments to victory must be abandoned. Ethics, chivalry, fair play, and the bonds of friendship and family must sometimes be abandoned if they interfere with serving victory and the greater good. The Soldier values will, strength, chance and cunning.

The Stranger

Associations: Death, Funerals
Associated School: Necromancy
Core Values: Death, Peace, Secrets, Vengeance

The Stranger is Illumitas’ shard of peace. She is associated with death and not without reason, but her true calling is as the bringer of tranquility.

It is said that the Stranger is the last entity mortals meet on their life’s journey. The faithful believe that Sparks are her domain to care for and that she is responsible for ferrying them to a place known as the Well. Legend holds that she does this personally or sends one of her crows to fetch the sparks of the dying, carrying them on to the Well where they are then judged. Those deemed worthy are carefully separated from the Spark and live on in the Well for eternity, Unworthy beings are either removed but their personalities are discarded forever or perhaps they simply have their memories stripped, that they might be sent back to try again. Having been cleansed the Spark is then passed to the Mother to be given new life somewhere in the world.  All of this being after death means there is no evidence for any of this only conjecture.

The Dark 3

Worship of the Dark Three is done in secret in most communities. Only in very specific settings are they able to be worshiped openly. Gersh and the Dell are the only nations in Novitas where worship of the Dark Three isn’t generally considered a capital offense.  Most of the citizens of Novitas consider worship of the Dark Three to be very much the same as admitting to being a serial killer, regardless of the truth of the matter.  Followers of the Dark Three will call that Sept propaganda but this is rarely heard over the gathering bells of the mob preparing to enact justice.


Associations: Goblinoids, Wahkarn, The Number Three
Associated School: Compulsion
Core Values: Power, Trickery, Deceit, Corruption

Darkness’ hate for Illumitas and his scions, the Sept, knows no bounds. Yet the reasons for this hate are cloaked in mystery. The most commonly accepted reason is that Darkness is the embodiment of the void and Illumitas disturbed his rest, but there is no evidence to support this idea.

Darkness’ love of deceit and trickery is known. Myths of the recruitment of Grak, the creation of Nox, the seduction of the Templars of Wahkarn are the ones known to history. Imagine what deceits have never been uncovered?


Associations: Fire, Sacrifice, War, Violence
Associated School: Battle
Core Values: Defiance, Strength, Glory, Conquest, Independence

The Truth of Grak is more than his enemies may suspect. Rather than being a mindless god of destruction, Grak’s teachings lead his Chosen to have strength enough to forsake the gods, one and all, and to cut their own wounds into the world. To be strong, to earn respect, is to be free of gods, kings, coins, and slavery. Thus, Grak pushes his worshippers ever forward, to grow stronger, to defeat everything that rises up against them. And once a follower of Grak dies, if they come to the God Under the Mountain, they did not learn the lesson and Grak devours their Spark whole. Grak is an unlikely god of independence, and a harsh one at that. Those with great strength, and great will, who learn the failings of the gods and deny their slavery, have walked Grak’s Road of Pain, and are only then considered adults to the brooding Wargod.


Associations: Disease, Undead, Plague, Hunger, Waste, Poison
Associated School: Necromancy
Core Values: Decay, Undeath, Destruction, Suffering Poison

Nox’s name is a curse in every language. The god that favors an end to all things. Societies, traditions, countries, history, promises, duties, life, the ground, the sea, the air, the world itself. It is this god’s most fevered desire to scour the lands of the world clean of every living thing, and at last find peace from all the screams.

Nox is the amalgamated misery of every being in Novitas. The hunger of the destitute, who languish in the shadow of opulent temples to the Sept. The betrayed, who are forsaken for new lords, new spouses, new causes. The murdered, bleeding out, whose final thoughts linger on cursing their killers. The grief ridden, who bury sons, wives, daughters, and cousins, yet linger on suffering, forgotten by the Stranger. The abandoned, the sick, the insane, the lost; their cries are heard by Nox, who drinks their sighs from his cupped hands. It is these miseries that have broken him.


Legends state that Draconus is the Spine of Illumitas, larger in size and stature than any of the Seven. He is aloof, mysterious, and often indecipherable even to his own followers. Whereas each member of the Sept can be assigned an aspect of Illumitas’ personality, there is no one clear identity for Draconus. Is he Illumitas’ sense of mystery? It would certainly fit. But then why does he not associate with the Sept? Perhaps he’s Illumitas’ sense of independence. This would explain his many solo endeavors but not his followers. He doesn’t give those who follow him clear instructions, but he certainly does keep them. It also would be odd considering he created a family of his own. Others point to his mastery of magic and myths that the Sept learned magic from him to say that he is Illumitas’ aspect of the supernatural or magic.  Could he be the aspect of dreams? If so, why does he seem to have no relationships with the fae? Another popular concept is the idea that he is Illumitas’ aspect of greed. He keeps things to himself, collects power, family and followers and encourages them to do the same.  Most get stuck on the idea that Illumitas had negative aspects though.  In the end no one truly knows what Draconus is.


At our game, we use tangible in-game currency for all monetary transactions! Whether you’re purchasing food at the inn, or buying goods from a merchant, you’ll be using our in-game coin to do so.


The Equivalent of 1 coin in our game


The Equivalent of 10 coin in our game


The Equivalent of 100 coin in our game

World Regions

The world is made up of 9 major regions, each with its own distinct environment, cultures, creatures, and playable species. Our game takes place in a town called Maplewood, located in the region called The Freelands; a melting pot of cultures, creatures, and mortals who come from all walks of life within our world. Get to know a little bit about each region below, or take a deep dive via our Worldbook!

The Freelands

Since the signing of the Treaty of Ghage, the Freelands have been a lawless place – a buffer zone of emergent order where only vigilante law is acknowledged between neighbors. Denizens of the Freelands are varied: outcasts from the seven kingdoms, humble farmers whose ancestors were abandoned by their governments in the signing of the Treaty, craftsmen trying to thrive without a government to rule (or protect) them, merchants willing to brave unpatrolled roads for excess profits, black and gray market entrepreneurs seeking amnesty from moralizing theocrats – and of course, adventurers.

The Republic of Civen

The first human kingdom to be founded after the breaking of Vargainen by the War of the Gods, Civen possesses a warm, hospitable climate, lush farmlands and forests, and shorelines as beautiful as they are productive. Ruled by a democratically elected senate, Civen has codes of laws that are publicly available for all to read, a judicial system of regional magistrates appointed for life, and a strong tradition of separation of church and state. While in the past century, the goals of Civenites have become largely economic, the country was founded by a military unit and grew steadily through uncontested military expansion for its first thousand years.

The Dellin Tribelands

The Dellin Tribelands are a vast area between Gersh, Evanandra, and the Freelands. A land of extreme peoples and geography, the Tribelands are lined with harsh mountains — some so cold that they never shed their snow. There are no cities in the Tribelands, only nomadic villages that move periodically to follow the sources of food necessary at the time. Differences between the tribes have kept the Tribelands from ever uniting into a proper nation, even during those rare occasions where the tribes have rallied together for a common cause.

The Realm of Evenandra

The Elves of Evenandra believe fully that they are the gods’ chosen people. Mortal conceptions of perfectionism do no justice to the detail-oriented nature of the High Elves, who believe that even a single hair out of place is an affront to the gods – a taking for granted of the unerring gifts granted them by the Sept.

Perfection is demanded in any occupation or endeavor, from the simplest uttered word to the most in depth socio-economic planning, and the sacrifices needed to achieve perfection are considered matter of fact and unworthy of complaint. Given their incredibly long life span (350 years, second only to Snow Goblins), High Elves will take whatever amount of time is necessary to realize unerring success.

The Snow Kingdoms of Gersh

The Snow Kingdom of Gersh is a place one has to see to believe. Fortress-Cities are carved from glaciers and stone in sizes that befit giants more than the Snow Goblin people. The ancestral dead walk openly under the baleful moon – one lifetime being inadequate for their plans – and are petitioned for their counsel and blessings. Savage civil wars erupt between the Houses and Clans regularly and give oathsworn samurai opportunity to at last show their quality.

The Great Forest

In the northwest of Novitas lies an enormous temperate rain forest that stretches for hundreds of miles. This is the Great Forest, known as Fionn A’ilean (fee-own eye-lean) in the Elvish tongue, and is home of the Wood Elves, or as they call themselves, “The People.” The Elves here live a nomadic, seemingly carefree, existence. They are hunter-gatherers who routinely move through the forest in large familial clans, uprooting themselves with regularity so as to not strain the resources of one patch of forest for too long.

The Kingdom of Terra

The Kingdom of Terra is the home of the Earthkin – considered some of the greatest craftsmen in all of Novitas. Seeing Earthkin is rare on the surface, as all of their cities are subterranean. Earthkin who find themselves in the rays of the sun are likely to be trading, and those who are not are either disgraced or unique. The Earthkin are a proud people, known for attention to detail and taking great pride in their work. One can spot an Earthkin quite easily, as they all have gems that protrude from their flesh and a generally darker skin tone.

The Theocracy of Vlean

Formerly a part of the Empire of Civen, the Theocracy of Vlean (pronounced VLENN, like then or glen) broke away one hundred years ago because of religious differences and longstanding cultural resentment. Intolerant of other religions, the Sept-centered Theocracy rules its citizens and serfs with a strictness not seen elsewhere. This intolerance is also reflected in the common people, and xenophobes and racists are commonplace as the citizenry grows less trustful of non-humans. The fledgling country claims a large portion of the land formerly part of the Empire of Civen, including the large port city of Vleanoa, but many of these claims are still actively contested. The Empire only recently recognized the Theocracy as a sovereign state, ending a protracted civil war. Border skirmishes are skill frequent and bloody.


Vargainen was the first continent that mortals lived on. After the War of the Gods, the continent sank into the ocean… or so it was believed. According to the stories passed down from this time, the northern wilds of Vargainen remained while the rest of the continent sank. Kash Harad, a farmer by trade, led the survivors of the cataclysm that he found as a nomadic caravan. Many survivors perished from violence or disease during the treacherous journey, but those that did survive found hope when they were spared from a slow death by a verduran tribe.


Players at Kingdoms of Novitas can create a PC (player created character) that is Human, Elven, Earthkin, Snow Goblin, Drake, Verduran or Faekin. Each come with their own custuming requirements and skill perks! Take a peek at our playable species below, and read our Worldbook for more information!


Humans are the dominant species on Novitas, who are easily the most populous and controlling of the most total land mass. Residing primarily in Civen, the Dell, the Freelands, and Vlean, they can also be found in limited numbers in Gersh, Evenandra, the Great Forest, and Terra.  The people of Vargainen also include large numbers of humans.

There is no one culture that defines humans. Of all the species, Humans are the most likely to adapt and create a different culture in each community based on their circumstances. As such, each of the three dominantly human nations (Civen, the Dell, and Vlean), as well as the Freelands, are very different places.

Appearance: Humans look just like they do in the real world. Clothing is generally based on what culture the person comes from or has adopted for themselves.


Elves are the next most populous species after humans. With their incredibly long lifespans, elves are prone to react to everything slowly and deliberately. They are often divided into the high elves of Evenandra and the wood elves of the Great Forest.  The wood elves and the high elves often refer to one another as “cousins”, a tradition to remind themselves that they were all once one people.

Appearance: Elves are easily distinguished by their short pointed ears. There is no one physique for elves, they are just as capable of having all body types as any other species.  Clothing is based on the culture the elf comes from. Wood elves favor earth tones that allow for easier camouflage, while high elves generally prefer fancy clothing; the brighter and more complex, the better.


Earthkin were once humans and elves, transformed long ago, living deep under the earth working with the Craftsman on Vargainen. Which of these things resulted in the transformation isn’t known. Since traveling to Novitas, most earthkin have once again established lives underground, this time beneath the Thunderguard mountains in the Kingdom of Terra.  Not every Terran is an earthkin and not every earthkin is a Terran. But, most Terrans are earthkin, and on Novitas, most of the earthkin are Terran.

Appearance: Earthkin look like humans but with gems growing out of their skin in various locations. These gems grow all over and are impossible to completely cover up due to their frequency (nor would any Earthkin accept the idea of doing so). The gems can be of any color, but each earthkin only has gems of one single color that, at most, change shades based on diet and other life factors.  So, an earthkin with blue gems might have light blue gems one day and dark blue a month later, but never yellow or purple gems.

Gem color is hereditary and as such, black gems only ever appear on Deepkin who all have black gems. At this time, players can not have a black-gemmed earthkin PCs.

Snow Goblins

Twisted by Darkness long ago, Snow Goblins were once Elves that have now been transformed into their present state. For reasons no one truly knows, the Snow Goblins have significantly higher intelligence and agency than their Orc and goblinoid counterparts.  Snow Goblins are also known for always developing mutations.  Most of them live in the Kingdom of Gersh, and though they are able to live elsewhere, they are rarely welcome. And so, most Snow Goblins who leave will eventually find their way back to Gersh.

Appearance: All Snow Goblins have bright white skin and stark unnaturally white hair. Their hair is typically kept long, braided with bones, decorations, or trophies in it. Even facial hair is white on Snow Goblins. Finally, all Snow Goblins possess at least two irregularities which might include pointed ears, an over-sized nose, fangs, extra limbs, a tail, an extra eye (or more), horns, large claws, extra fingers, unusual eyes, severe scarring, or other deformities (such as a hunchback).


Faekin are the descendants of Fae dalliances with Humans, Earthkin, or Elves. For reasons unknown, fae are capable of interbreeding with only these species and no other. A faekin who has a child may or may not produce another faekin. The genetic traits however will carry on through the child who may end up having a faekin child of their own. This can even go on for multiple generations, to the point where parents have no idea they have fae ancestry.

Appearance: When a faekin first transforms during adolescence, their hair and eyes will change color, generally based on the fae ancestor they are taking after.  These colors are always the same (eyes and hair) but can be of any color imaginable. Often, the colors are associated with the personality of the faekin in question (one with red colors might be fiery while a green faekin might be earthy and wise).  Whether this is a real thing, or just people projecting, is unknown.


Over many millennia, in secret, the once mighty dragons have been secretly losing power. Much like magic has faded throughout Novitas, diminishing the greatest of artifacts, it has also been weakening the powerful dragons. Some time ago they began giving birth to lesser and lesser dragons, and eventually giving birth to the Drakes – humanoid dragons. The Drakes were once the primary citizens of the Draconic Empire; below the dragons, but above their reptilian slave laborers. When that empire fell, the reptilians took their vengeance; not just on the Dragons, but on the Drakes, and their society was scattered.

Since then, the Drakes have never claimed a new homeland. Instead, they live in clusters wherever they can find enough security to settle.

Appearance: Drakes have scaly skin and no hair of any kind on their bodies.  Despite not needing to wear clothing for environmental exposure reasons, they have all adapted to doing so in order to better fit in with other species. They also tend to be quite fond of having pockets. Each Drake exhibits a dominant color which is indicative of what type of Dragon they descended from. See the entry on Dragons for more on this.


There are two primary groups of Verduran people.  The ones from Novitas and the ones from Vargainen.  

Novitas verdurans originate from, and primarily live in, the city of Verdur’kash on the southern edge of the Great Forest. They are exquisite woodworkers who trade regularly with their neighbors. As a people they are cheerful and happy. Capable of gathering nutrients from the ground they have no need of hunting.  Their houses tend to be open, airy affairs, as they do not feel heat or cold as other humanoids do.  However, when they grow extremely cold, they do tend to voluntarily enter a state of near hibernation. Many of these verdurans worship the Elemental who is believed to be their creator. They do not typically worship the rest of the Sept.  The recent discovery of their cousins from Vargainen has started to awaken a sense of wonder in the youngest Verdurans and more are looking to travel than in previous generations.

Appearance: Verdurans have pale green skin.  Leaves and vines grow out of their scalp and sometimes other locations.


The world of Novitas is brimming with creatures of all kinds! From your everyday orcs to rare and elusive minotaurs, each creature in our world has its own story to share. Take a peek at some of our most common creature types below, or read our Worldbook and Encounter Codex to learn more!


Elemental creatures are beings native to one of the elemental planes of existence (air, earth, fire, and water) and usually bear traits in keeping with their plane of origin. The two most common sub-categories are elementals and genies. For each type of element, there is a direct opposite. Air is opposed by earth and fire is opposed by water. These opposing characteristics manifest themselves in the creatures’ personalities as well as statistics.


The fae are descendants of a race called faeries in the old world, created by the dreaming god Illumitas. When the trio of dark powers were released upon the world from their prison, the dark ones tainted the hearts of many faeries into malevolent beings. In the aftermath, the faeries lay divided into two separate offshoots, differing first and foremost by their general outlook and moral foundation. Today these two types of faeries are known as dark and light fae.


Spirits linger between the living world and the afterlife, like a hurricane – a powerful, massive swirling nothingness. Immaterial beings who can stalk the manors and footpaths of their previous existence, Spirits are cousins to the Undead, but their genesis is more remarkable than mere Necromancy or curses.


The term humanoid is a generic one describing many of the sentient bipedal beings who roam the lands of Novitas. In reality, humanoids are anything but generic. Humanoids are spread all throughout the world, living in nearly every environment possible. From the Yetis in their mountain dwellings to the nomadic, plains-roaming Catfolk, to the underground Skaven, all humanoids have made their mark on the world and have found some way to survive. out livings based on their knowledge. Perhaps the humanoid’s greatest strength is the wide variety of skills available to them. Some creatures may only know how to hunt and defend themselves like the fearsome, predatory Kazvaks.


The first foe any new adventurer is sure to run across is a member of the twisted races broadly categorized under the term “Goblinoid”. While academics have dissected and categorized these creatures, the easiest way to tell if something is a Goblinoid is to follow your nose. If it smells like a bad night at the tavern that you’d rather forget, chances are fairly good that the lumbering idiotic thing in front of you is one of these beasts. And chances are just as good that he isn’t alone.

Construct Example


Made of flesh, of earth, of metals, of magic, the term Construct names any creature brought to life by powerful magics and sciences rather than natural birth. These golems, scarecrows, and homunculi can usually be traced back to their “parent” sorcerer, though it is not uncommon for some types of golems to exist beyond the lifetimes of their creators.

The appearance of a Construct certainly means that the will of a powerful being is in play. Never do golems decide to guard a tower, sack a village, or rebuild a bridge on their own. Instead, they are best understood as the extensions of powerful distant sorcerers. Flesh Golems may be their messengers. Earth Golems their beasts of burden. Iron Golems their war machines. Homunculi their poisoned lovers.

In all cases, the advice is the same: beware.

Insectoid Example


Of the wild and dangerous flora and fauna of Novitas, the Insectoids are perhaps the most bizarre creatures wanderers may encounter. These giant bugs, beetles, and the like are found seemingly at random throughout the lands, though curiously they are most numerous in the Freelands themselves.

Undead Example


Many believe that the undead are a haphazard collection of zombies and ghouls, mindless in their purpose yet single-minded in their malevolence. They point to the roving bands of flesh-eating monstrosities, the shambolic hordes moaning for brains, the reclusive Lich in his subterranean lair, and say that this is evidence of a lack of collusion amongst the various undead.

Mortals who would meddle in the affairs of the undying would do well to move with extreme caution, lest they become that which they seek to destroy. The undead are not forgiving, their reach is long, and their memories are infinite.


Crafting in Kingdoms of Novitas is a dynamic and engaging aspect of the game that empowers players to create permanent in-game items with special abilities. Crafting skills are divided into different categories, each representing a specific set of items that can be crafted. These skills include Ornamenting, Tinkering, and Weaponsmithing, each with its own progression from basics to mastery.

Crafting skills are divided into different categories, each offering distinct possibilities for creating unique items. Ornamenting skills, for instance, cover a wide range of magical accessories, from rings and necklaces to armors and shields. Tinkering skills focus on crafting specific items listed in the tinkering list, producing trap tags, and even altering existing magical items to better suit a character’s needs. Meanwhile, Weaponsmithing skills grant the ability to create weapons using special materials or imbuing them with magical properties, thus adding a personal touch to a character’s arsenal.

By utilizing the preproduction system, players can transform their creative ideas into tangible in-game items. This system ensures that crafted items are officially integrated into the game’s mechanics by allowing the logistics staff to enter item information into the database. Crafting skills enable characters to customize their abilities, enhance their combat prowess, and contribute to the immersive nature of the game world. Whether it’s enhancing the aesthetics of a character’s appearance or equipping them with formidable gear, crafting in Kingdoms of Novitas is a rewarding way to leave a mark on the game’s rich narrative and make a character truly your own.


Characters at Kingdoms of Novitas can cast magic in a variety of ways, each with subtle distinctions in how they work! We have a wide-variety of magic types, but they always fall into 1 of our 7 school of magic. Read about our schools of magic below, or explore our Wiki.


The Enchantment school deals with magically enhancing equipment and removing those enhancements.

Enchantment magic allows the caster to bestow powerful temporary magic abilities on physical objects. Enchantment also grants the caster the access to the powerful dispel magic spell which allows them to tear down the magical defenses of other casters. Enchantment is the school of effects related to magic itself and physical objects.

Common symbolism for enchantment are keys, crafting tools, and the color silver.

Enchantment is associated with the Craftsman.


Nature magic is a broad school that does many different things at once with no one true specialty. Nature magic focuses the raw power of the elements into magical effects. Nature magic is balanced, offering a character an equal mix of utility, item enhancements, offensive and defensive spells. The offensive capability of nature magic, though useful, is not equal in power to that of battle magic. Nature magic also gives the caster power over certain elemental creatures and well as the power to deal ‘nature’ damage which represents the power of the elements.

Common symbols for nature include fruits, plants, figures of animals, and the color green.

Nature is associated with the Elemental.


Most, but not all of, of the spells in Aegis last for a full game day allowing you to put up your defenses in advance to protect against hostile magic and poisons.

A common misconception with Aegis is that it should include spells related to armor. However that is more the domain of Enchantment which covers crafted goods. Mend Armor is in Nature because it is repairing the elements. Aegis itself is all about magical barriers.

Common symbolism for Aegis includes the imagery of shields, and the color Teal.

Aegis is commonly associated with the Knight.


Restoration magic is the purest form of magical energy, allowing the caster to heal the wounded, rid a person of ailments, and even revive the nearly dead. While this school contains no defensive spells, it does have some defenses which allow the caster to temporarily stave off death, even so the Restoration school specialist is often considered as vulnerable to attack.

Common symbols for restoration include bandages, beads, and the color blue.

Restoration is associated with the Mother.


Compulsion is the school of scholars and tricksters, and contains spells that affect the target’s mind in strange ways. Compulsion is highly aggressive – but none of the spells directly cause damage. Instead, they create effects such as stuns and mind crippling fear. Compulsion is very potent in the fact that armor and body points offer a target no protection from its effects. Because of this, compulsion is very useful in defeating powerful foes like trolls or experienced adventurers.

Practitioners of compulsion should be aware that it isn’t very useful against mindless creatures, such as the Undead and Constructs among others.

Common symbolism for compulsion includes chains, pendants, and the color gold.

Compulsion is commonly associated with the Scholar and Darkness


Battle magic allows the magic user to focus their power into destructive magic in the form of touch and ranged spells. High-level battle magic spells allow the character to generate multiple effects creating a virtual storm of magical power. Battle magic is used mainly as a weapon and has few defensive spells.

Common symbolism for battle includes weapons, and the color red.

Battle is typically associated with the Soldier and Grak.


The school of necromancy grants a character protection from, and limited influence over, undead creatures, as well as a limited ability to affect the living with curses and afflictions. Low level necromancy spells are defensive in nature, used to repel undead creatures, disguise the living from the dead, and lay to rest the freshly deceased preventing their return to life as undead. Higher level necromancy spells allow a caster to gain undead abilities, control the undead, and employ them for his or her own purposes. Specialist necromancers will often find that they feel somewhat useless during the day. It is not until the sun goes down that the true power of a necromancer becomes evident.


Rituals in Kingdoms of Novitas are powerful and specialized reusable written items that enable characters to achieve effects akin to spells, but with heightened potency. These rituals are represented by printed pieces of paper that contain the specific information required for their successful execution. Rituals go beyond the scope of regular spells, providing players with exceptional capabilities that can be harnessed for various purposes.

When characters learn a magic school, they receive basic rituals related to it, and these can be replaced if lost during check-in. To cast a ritual, characters need the right skills, components, foci, and a copy of the ritual itself. Sometimes, extra participants are required.

Key to rituals are their components, some consumed during the ritual, while others act as non-consumable foci. Ritual skills must be acquired, and participants, if needed, must possess relevant skills too. Following precise instructions on the ritual is crucial, often involving an incantation recited from the paper. Once done right, the ritual’s effects take place.

Notably, rituals are more powerful than regular spells and can usually only be dispelled by the Cleansing ritual, making them resistant to Dispel Magic. Some rituals are bound to individuals who assemble them, giving exclusive access to their power.

Loot rituals obtained in gameplay can be single-use or multi-use. To assemble multi-use loot rituals, you need specific components like Essence of the Ritual, Intent of the Ritual, Ritual Paper, Ritual Binding Elixir, Ritual Ink, Ritual Quill, and potentially other items specified by the ritual.

Rituals involve different components: basic, scarce, GM controlled, ritual created, and plot marshal controlled. Basic components are often used in standard game rituals and are found as loot. Scarce components, like Dragon’s Blood, are unique and important for custom plots or rare rituals. GM controlled components serve story purposes and must be returned by an event’s end. Ritual created components are gained through one-use scarce rituals, and plot marshal controlled components are exclusively managed by plot marshals for story-driven use.

In essence, rituals add complexity and intrigue to the game, letting characters wield impressive abilities and engage in a dynamic magical system beyond traditional spells.


Alchemy in Kingdoms of Novitas is a valuable production skill that allows characters to create alchemical items using production points during the pre-production phase each month. These alchemical items serve a range of purposes and can be picked up at check-in. As characters advance in their alchemy skill, they gain the ability to produce progressively higher-level alchemical items, enhancing their versatility and utility.

This skill is particularly beneficial for characters interested in dealing with poisons and seeking access to unique restorative items. Alchemy offers the means to concoct potions, elixirs, and other substances that can aid characters in various situations. By investing in the alchemy skill, characters can contribute to their personal growth and tactical advantage by crafting specialized items tailored to their needs. Whether it’s brewing potent antidotes or crafting powerful elixirs, alchemy offers a path for characters to navigate the challenges of the game world more effectively!

RP Skills

Each of the role-playing skills can only be learned with approval from the Plot Marshal. A character, with permission, can take the first rank in any role-playing skill at any time, but further levels can only be gained when role-playing skills are reviewed twice a year by the plot staff.

Any character can take the scholar role-playing skill up to level 5 with approval. Characters made before the scholar roleplaying skill was created should speak to the plot marshal to figure out initial placement beyond the first rank.


A character who is the Chosen of one of the gods has been blessed… or cursed depending on who you ask. For whatever reason, one of the gods has seen fit to pay attention to the destiny of a mortal. Sometimes this can be a benefit, as the god maneuvers their followers into positions of power. Other times the gods may decide they want to influence someone to be in a certain place at a certain time, no matter what it takes to accomplish this.

Many of the chosen find themselves as priests, septons, holy (or unholy) people, leaders of the faithful. That isn’t always the case though. Some simply go about their lives trying to be as normal as they can manage. Chosen have a tendency to have an affinity for the god that has selected them, but that isn’t a requirement to be one.


Druids have a great many associations in classical fantasy literature and narratives. Unfortunately some of those associations don’t translate well to a larp that tries to be as realistic as is feasible. The beast master druid for example simply doesn’t translate to our larps mechanics. That doesn’t mean you can’t play one, but anything you describe would need to place off screen, and likely between games.

However there are still other classic Druid archtypes that work well in the Novitas mechanics. The weathered ritualist, the knowledgeable naturalist, the rugged environmentalist, the elementalist, and the master of where the occult & the wild intersect are all good examples.

Druid as a role-playing skill is a catch all for each of these concepts and more. Asking what a druid is like is similar to asking what a baker is like. The job does not describe a person, the person uses these skills and defines themselves.


Mediums are many things, but they have one thing in common: they interact with ghosts. Some mediums believe they are touched (or cursed) by the Stranger. Others see it as a gift of Darkness. Still others don’t think the gods are involved at all: it’s just something some people can do. Perhaps it is the result of illness or nearness to death. For some they believe it was caused by a hit on the head as a youth. Many seek out becoming a medium and are trained in it like it’s some sort of mystical art form. Any of these situations could explain why a character can see ghosts. The question is, now that they can, what will they do about it?


A merchant is generally someone who sells goods in some way at game. Goods can include the obvious items such as consumables or crafted goods. But they can also sell food and drink, mugs, plates, clothing, anything you think a character might want during play might be a good item to sell if that is the angle you want to take. Bear in mind that doing this requires inventory, and inventory can be hard to protect in a game that expects players to roam frequently. This often means forming alliances with other characters (and players to some extent) to watch over the shop while you go out periodically. It also lends itself well to players who are content just tending shop for an entire shift.

But selling goods isn’t all a Merchant could be. A character could be a merchant who never buys or sells with another character. Role-playing a character with a warehouse who arranges trade between two noble houses in other nations could be a merchant. Running trade routes for a boss of some kind could be a merchant.

Merchants don’t just make money. They build businesses. The best merchants have repeat customers, relationships with vendors, and reputations to maintain.

Because no one else in the game can turn in valuable items for coin, merchants are the masters of valuable items. Odds are high anything involving a valuable item that a character doesn’t want as is, will eventually find its way to a merchant. This often means that merchants can charge a premium to help liquidate those items.


Status covers those with titles but also those who are good at handling people. Fame is certainly a part of having status, but it alone doesn’t qualify someone for this skill, there are some who are quite famous with no status. Backing and recognition can also be helpful, but these things also do not lead to status. Status is the capacity to organize people for common causes, even if that cause is simply personal gain.

This role-playing skill is… tough to pin down. It was originally used for people who were members of foreign governments. Over time it evolved to also include members of large organizations. If it covers people with connections and the ability to influence others… isn’t that just the role-playing skill for role-playing? So while yes this role-playing skill remains the cornerstone of having a noble title in the Novitas setting, it also covers people who have created or joined significant organizations, and now it also covers people who simply want to build a social group of any size or purpose. It’s exists at the intersection of fame, backing, influence and social ability.


Unlike other roleplaying skills Scholar may be taken by any player regardless of what role-playing skills they may possess. Though the name might imply someone who spends all day studying books and learning through formal teaching, it doesn’t have to be that. Scholars can be shamans of a Dellan tribe, wise people, craft people well trained in the arts, explorers who have met many different cultures, or any number of other learned individuals.


Imagine wandering through the woods, sneaking up to a group of bandits who are guarding stolen treasure, your heart racing with anticipation. You carefully sidestep a rustling bush and reach the edge of their camp, hidden in the undergrowth. Suddenly, a soft click resonates underfoot, followed by a distinct and attention-grabbing BEEEEEEEEEEEP! You just ran into a trap!

In our game, traps lie in wait to test your wits, reflexes, and resilience. Whether you’re running through the woods or opening a loot box, traps can be found anywhere, at any time. Even you can set traps with the right skills!

There are three types of traps: Alchemical, Physical, and Spell. Each type has various traps with different effects. Alchemical traps inflict poison or acid damage, Physical traps cause direct damage, and Spell traps involve magic effects.

Each of these traps falls under 3 different categories: 

1. Zero-Level Traps: These are basic, stationary traps like pit traps. When you encounter one, its effect automatically happens! For instance, falling into a pit trap inflicts two leg wounds and you’ll be stuck in the pit. 

2. Level-Based Traps: These kinds of traps only go off if you trigger them. When a trap is triggered, a buzzer will go off and you’ll hear a “BEEEEEEEP!”. You’ll commonly find these traps in loot boxes or as a trip wires on a walking path. But fear not! If you see a trap, you can try to disarm it by messing with the buzzer or trigger. If the buzzer doesn’t go off, you’ve successfully disarmed the trap! If it does go off, the trap has successfully ensnared you, and you’ll need to read the ‘trap tag’ to know what happens to your character.

You can also create these traps if you have the Tinkering skill. The more skilled you are, the more complex traps you can craft!

3. Contraptions: Similar to level-based traps, contraptions have a trigger. However, instead of inflicting bad things on your character, they’re armed with beneficial items like scrolls or potions!


Combat at Kingdoms of Novitas is a real life talent and players over the course of an event are bound to encounter combat scenarios, though the decision to engage is voluntary. The element of surprise is even embraced in our game, allowing for ambushes without prior notice! 


Safety is a top priority in our game, and that means there are important rules in place to ensure that combat is conducted in a way that everyone can engage. We want everyone to have a good time while looking out for each other!

Safety starts before game even begins, through out Rules and Safety group. This group is responsible for ensuring all of our rules and combat items are safe for gameplay. During sign-in, your armor, shield, and weapons will all be checked by our Rules marshalls to ensure they’re safe for gameplay and meet these safety standards. For example, striking surfaces on melee weapons must have a minimum of 5/8 inch (1.59cm) closed-cell foam on them.

During gameplay, it is everyone’s responsibility to engage in combat safely and to respect other players. For example, don’t keep hitting someone who is down simply because you can. All players are at game to have fun! We also limit which areas of the body can be hit during game. For example, headshots are not allowed! While sometimes non-legal areas are hit during the chaos of combat, it’s important to remember you cannot purposefully aim for these areas and respect your fellow players by acknowledging the mistake and ensuring they’re not injured. 

Physical Combat

In the context of combat at Kingdoms of Novitas, physical contact is strictly prohibited for safety reasons. Players are not allowed to charge at others or engage in grappling, wrestling, or actions that could impair the limbs of another player during combat. It’s important to emphasize that touching another player’s weapon during combat is also not allowed.

This rule exists to maintain a safe and respectful environment for everyone involved. While boffer weapons are an exception, any form of physical contact beyond weapon interactions is not permitted during combat situations.

However, if both parties provide clear verbal consent, theatrical physical interactions can take place. Outside of combat scenarios, physical contact is permissible as long as it’s agreed upon by both players. The rule of thumb is mutual consent when physical contact might be involved in any interactions between players (during combat and other interactions such as looting). This approach ensures everyone is comfortable and safe both in combat and during in-character interactions. 


Weapons can be essential tools for adventurers in the magical world of Kingdoms of Novitas. They help you defend yourself and take on challenges such as fighting bandits or sometimes even PVP! There are different types of weapons and each has it’s own specific rules:

Melee Weapons

Melee weapons are for close combat. They come in three types based on their length:

  • Non-Martial: Up to 35 inches. No skill required.
  • Martial: 35 to 45 inches. Requires Melee Proficiency skill.
  • Great Weapons: Over 45 inches. Requires Melee Expertise skill.

Projectile Weapons

Projectile weapons, like bows and crossbows, are for ranged attacks. They require the accuracy skill on your character sheet:

  • Requires Projectile Training skill.
  • You can use spells with these weapons to enhance your attacks.

Thrown Weapons

Thrown weapons are designed to be thrown, like knives or axes. They use the accuracy skill and must be padded. There are three types:

  • Standard Throwing Weapons: 6 to 30 inches. Requires Thrown Training skill.
  • Javelins: 30 to 45 inches. Requires Thrown Proficiency skill.
  • Great Javelins: Over 45 inches. Requires Thrown Expertise skill.

Remember, each weapon type has specific rules for its use and safety. It’s important to have your weapons inspected by the Rules Marshalls before using them. So, whether you’re striking up close, shooting from a distance, or making precise throws – understanding these weapon rules will help you succeed in your Novitas adventures.

PCs / NPCs

You won’t find spectators at our game – everyone attending is a player, actively participating in the event! We schedule ourselves across 4 shifts, where players NPC for a minimum of 2 of those and usually PC for the remaining. If you’re not sure what the difference is between NPCs and PCs, we’ll give you a glimpse into their differences below!

PCs (Player Characters)

Player Characters, a.k.a. PCs, are characters that are created by individuals like you. You’ll give your PC a name, a backstory, personality traits, and even choose how they react to different situations. Essentially, your PC is the “main character” of your story in the LARP world. You’ll interact with other players, engage in quests, battles, and role-play to shape your character’s journey and experiences. You’re allowed to play your PC for up to 2 shifts per event and don’t worry – playing PC shifts is included in your event fee!

NPCs (Non-Player Characters)

Non-Player Characters, a.k.a. NPCs, are characters that are not created by individual players but instead by GMs (game masters). NPCs are an essential part of the LARP world as they fill various roles, such as plot hooks, merchants, enemies, and allies. They help to create a dynamic and immersive environment by interacting with the PCs. NPCs can be anything from a helpful guide to a fearsome monster, and their actions can significantly impact the storyline and challenges that players face. All players must NPC 2 shifts per event but are allowed up to 4 per event. 

In essence, PCs are the characters created and played by participants, while NPCs are characters created by our GMs to enhance the overall PC experience. Both PCs and NPCs contribute to the rich narrative of storytelling and interaction that makes our game so exciting and engaging!


In our game, your character’s equipment is more than just tools – they’re the key to survival, triumph, and unlocking the obstacles presented in plots. Whether you’re wielding a sword, deciphering a magical scroll, or uncovering hidden artifacts – the items you have and use will shape your experience with the world.

Get a taste for the kinds of items in our game through these essential categories:

Non-Listed Items

Items not specifically listed in the rules but fitting the game’s atmosphere and setting can be brought into play if they’re safe and appropriate. If you’re unsure, the staff can guide you on the suitability of such items.

Mundane Items

Mundane items are the essentials that keep you prepared. Weapons, armor, and other items vital to gameplay fall into this category. They might also include items important for setting the scene or ensuring safety, like lanterns or torches. These objects follow specific guidelines and can be brought into the game at any time by anyone.

Valuable Items

Valuable items have a currency value. Characters with the “estimate value” skill can appraise them and these items can even be traded between players. Our game uses different denominations of currency, with the basic unit being “1 coin.” Valuable items can also include gems and other precious objects.

Tinkering Items

Tinkering items bridge science and fantasy. These tools can replicate magical effects or provide useful abilities. Some may even function similarly to magic items, but they’re created through tinkering rather than magical means.

Encampment Items

Encampment items are stationary tools kept at your party’s camp. They offer unique benefits to your group and have a set number of uses per event, shared among party members.

Magic Items

Magic items possess magical properties and you can tell if it is magic by the number printed on the item. In our world magical items ‘glow blue’ to indicate their magical nature (sometimes our items actually glow blue, and other times we only role play that it does). Some magic items can be used to cast spells a limited number of times per event. While other magic items offer permanent effects while being used such as magic items that are only visible to their owners. 

Magic items can be crafted by characters with specific skills using preproduction and crafting points.


Here at Kingdoms of Novitas, we use blue and orange ribbons to denote when a player or item is magic or out-of-game. 

Blue Ribbons

If you see a blue ribbon being held by a player above their head, they are currently using a spell! These spells could include dissipate, second breath, and more. 

These ribbons can also be tied to items. When a blue ribbon has been tied to an item, a magic spell has been cast on that item and it now is under the spell’s affects. For example, if Silvershine is cast on a weapon, that weapon must have a blue ribbon tied to it, to make it known that it is under the affects of a spell, and is not the same as what is seen. 

So if you sword looks like a regular sword and not painted silver, another player knows it’s not normal. 

Orange Ribbons

Orange ribbons and other hunter-orange colored items, are often used to represent out-of-game people and items. If a player has an orange ribbon tied to them, or is wearing a bright orange hat or cloak, that person is most likely considered out-of-game (note that you are allowed to wear orange as a character!). If a building or item has an orange ribbon tied on it, or has a bright orange on it, that means it is out-of-game. 

Therefore, it is against the rules to mark something as orange if you consider it in-game. 

Tag Bags

Tag bags at Kingdoms of Novitas are a handy tool for delivering spells, item effects, and occasional monster abilities. They’re crafted by sewing together two squares of soft, biodegradable cloth and filling them with birdseed. When you see a tag bag in-play, think about it like a ball of magic being hurled at a target!

Tag bags are between the size of a golf ball and a tennis ball so that they are safe to throw at each other. Once your tag bag makes contact with your target, the magical effects associated with the spell or ability come into play. For example, if you cast ‘Charm,’ throw the tag bag at your target and shout, ‘Charm!’ If the tag bag hits a player, they will be under the effects of the ‘Charm’ spell. Be weary though – some players may have protective barriers in place to protect them from magic! If this is the case, a player will respond by saying, “No effect” so you’re aware your spell didn’t affect them. 

So, if you’re interested in being a magic wielder in our game, make sure to bring tag bags with you to our game! You can learn how to create your own tag bags or check out our wiki to learn more.  


Looting in our game, Kingdoms of Novitas, is the process of acquiring items from defeated foes or hidden areas, adding an exciting layer to your character’s journey. It’s a way to discover valuable equipment, magical artifacts, and other useful items that can shape your in-game experiences.

When you defeat an opponent or explore hidden places, you can gather items they were carrying or that were stashed away. These items vary in nature and purpose, and staff can provide guidance on what you can loot from different sources.

It’s important to roleplay the process of looting in a way that aligns with your character’s knowledge, skills, and preferences.

Remember that not all items can be looted. Some items might be too large or permanently attached to structures, making them impossible to take.

If you come across an item that you wish to loot, the principle is generally first-come, first-served. When you loot an item, it usually comes with a tag containing information about its name, number, and effects. It’s important to keep these tags with you to validate ownership and understand the item’s effects accurately.

Looting can add depth to your character’s story and enhance your overall gameplay. Remember to adhere to the game rules and guidelines, ensuring a fair and enjoyable experience for everyone involved!


Atmosphere in Kingdoms of Novitas is the immersive blend of setting, roleplay, and interactions that create the rich and captivating world you step into during gameplay. It’s the collective effort of players, game organizers, and the environment to bring the game’s fantasy world to life.

When you enter the game, you become part of a living, breathing universe where your character’s story unfolds. You’ll interact with fellow players, NPCs, and the environment in a way that suits your character’s personality and motivations.

Creating atmosphere involves both in-game and out-of-game elements:

  1. Setting and Environment: The game’s physical location and its decoration play a vital role. From the smallest items like necklaces, to a group’s encampment – all visible items must meet our immersion standards to make the world of Novitas feel real while in-play. 
  2. Roleplay: This is the heart of atmosphere. Immerse yourself in your character’s identity. Interact with others as if you were truly that character, responding to situations as they would. Engaging conversations, displaying emotions, and reacting to events authentically contribute to the immersive atmosphere.
  3. Costuming and Props: Dressing in appropriate garb for your character helps you and others visually connect to the game world. Realistic props, weapons, and accessories further enhance the atmosphere and are expected of NPCs and PCs alike. 
  4. Stay in Character: During game events, stay in character as much as possible. Limit discussions of out-of-game topics and focus on the game world and your character’s story.
  5. Game Mechanics: Familiarize yourself with game mechanics to smoothly integrate your actions into gameplay. Understanding spells, combat rules, and other mechanics will make interactions with the world more immersive.
  6. Interaction with NPCs: Interacting with them as if they were actual inhabitants of the world helps build a realistic atmosphere for everyone in-play.
  7. Respect Boundaries: While immersion is important, it’s also crucial to respect personal boundaries. If someone needs to break character for safety or comfort reasons, be understanding.
  8. Embrace Surprises: Part of the charm of Kingdoms of Novitas is the unpredictability of interactions. Embrace unexpected events and adapt your roleplay accordingly!

Remember, atmosphere adds depth and enjoyment to the game. Immerse yourself in the experience, engage with the world, and contribute to the collective storytelling that defines Kingdoms of Novitas.