The Festival of Mages

And Grand Tournament


"A weekend of immersive roleplay, arcane mystery, and shared fun."

Cross the Threshold

The Festival of Mages is a fun, player-driven RP event built on one simple premise: you are a mage.

Magic is real. And those who know about it, do not disclose it in their everyday lives. Once a year a Threshold opens onto a Magical Realm set aside for the Festival, and every mage who knows where to cross comes through for a weekend of celebration, competition, and company.

Whether you are inspired by Gandalf, Harry Potter, or any number of fictional wizards, you are welcome here. This is not just a battle game; it is a place to be someone you've always wanted to be.

Beyond the Arena

The Grand Tournament is the centerpiece, but competing is entirely optional. There is food, music, casual sparring, and a weekend of quests and company waiting outside the ring.

The 4 Orders

Every mage declares allegiance to one of the Great Orders, representing their personal values:

  • Dragon: The Brave & Decisive.
  • Kraken: The Cunning & Strategic.
  • Griffon: The Loyal & Steadfast.
  • Pegasus: The Protective & Kind.

The Rule of the Alias

For one weekend, nobody here knows your name, your job, or anything you have ever been called at home. All of it stays on the other side of the Threshold.

You choose an alias, and that is the only name anyone will know you by. Nothing counts here except what you do here.

What Happens Next

Next Event: TBD Spring 2027 or 2028
Location: Central Pennsylvania TBD

Dates and site are still being settled. Announcements go out on our Discord first, so join us there and you will hear before anyone else. It is also the best place to ask questions, find a group, or get help putting a costume together.

Join the Discord

The Festival

What the Festival Is

A weekend spent among people who want the same thing you do: to be a mage for a while, in good company, with nothing ordinary asked of them.

There is food, there are quests, there are duels, and there is a great deal of sitting around talking. Come for any of it, or all of it. You can attend the entire weekend without ever setting foot in the ring.

The Potluck

Bring something to share. The Festival is a potluck at heart. Whatever you carry across the Threshold goes on the table for everyone.

It does not have to be elaborate. Bread, a pot of something hot, a bag of apples, or a cake you are proud of will all be eaten and appreciated. We provide as much as we can, but the table is built by the mages who show up.

Bring enough food for your own weekend as well, and tell us about any dietary restrictions when you register.

Quests and Adventures

Small mysteries sit scattered around the grounds all weekend, waiting for anyone curious enough to pull at them. Some are puzzles. Some are errands.

You do not sign up for these. You wander, you ask questions, and you find them. Bring friends or gather strangers, because most of them go better with a group.

Duels and the Tournament

The Grand Tournament is the centerpiece of the weekend and the one title anyone can win. It is also entirely optional.

Plenty of mages come to watch, to cheer for their Order, and to take casual sparring matches outside the bracket where nothing is on the line. Duelists knocked out of the Tournament stay in the thick of the weekend through quests, sparring circles, and Order rivalries.

The Mage Laws

Once over the weekend the Mage Arbiter calls everyone together to read out the laws mages currently hold themselves to, and to put forward any new ones proposed since the last Festival.

Nothing passes quietly. Laws are argued, amended, mocked, defended, and voted on in front of everyone present. Anyone who crossed the Threshold has standing to speak, whether you arrived this year or ten years ago.

Whatever passes is what mages are bound by until the next gathering. Come with an opinion, or come and find one.

The Great Questions

Some of the best hours of the weekend happen sitting down. Mages argue about where the Evercurrent comes from, whether the Magical Realm was made or found, what magic is owed to the people who cannot use it, and what any of it is for.

Nobody has the answers and everybody has opinions. Find a fire, find a stranger, and get into it.

Everyone Is Welcome

Competitor or spectator, first year or fifth, you have a place here. There is no skill requirement, no audition, and no obligation to fight anyone.

Be the mage, wizard, or magic user you have always wanted to be. Wear the robes. Take the name. Go looking for adventure, or sit by the fire and relax a while.

New Player Guide

Before you build your mage, follow these five steps to understand the Festival, the Magical Realm, and the rules of the game.

Step 1: See What the Festival Is

Start here if you have never been. This is the weekend in plain terms: the potluck, the quests, the duels, and the parts you can skip.

Step 2: Read the Policies and What to Expect

Safety and community come first. Familiarize yourself with our Code of Conduct, safety calls, and rules on prohibited items.

Step 3: Review the Rules of the Game

Learn how magic and combat work.

Step 4: Learn the Magical Realm

Read the primer on the Threshold, the Evercurrent, and the Rule of the Alias. It is one page, not a novel. There is no invented homeland to pick and no setting history to memorize.

Step 5: Create Your Character

Once you have reviewed the basics, you are ready to build your mage.

Competitor and Spectator Registration

Whether you plan to enter the Mage Tournament or just come to watch, you arrive as a mage with an alias and the garb to match. Follow these steps to join us.

1. Your Alias

Choose the Name You Will Answer To

Everyone at the Festival is a real person from the ordinary world who happens to be a mage. You are not playing a different species, nationality, or invented homeland. You are playing any version of yourself. Who you are here, does not have to be who you are in the real world.

Leave behind your name. Choose an alias for your mage persona. From check-in to game-off, it is the only name anyone will use for you.

  • Make it yours.
    A bird, a weather event, a mineral, an old family word, a title you gave yourself at fifteen. Anything that sounds like it was earned.
  • Keep the real you out of it.
    No legal names, no surnames, no usernames you post under, no employers.
  • Add an epithet if you like.
    Many mages carry one: Ash of the Low Road, Marrow the Patient, Wren Ninefinger.

Learn the Magical Realm

The primer covers the Threshold, the Evercurrent, the Orders, and how the weekend runs. It is short on purpose.

One Hard Rule

Do not disclose your real identity in play, and do not press anyone else for theirs. If you want to trade real names, do it after game-off or in a marked Out-of-Character area.

2. Your Story

How did an ordinary life turn into this one? Write a short account (at least 2 paragraphs).

3. Choose Your Magical Order

Your Order determines who you represent in the Tournament.

Order of the Dragon (Red)

"Strength through Action."
For the brave, the bold, and the decisive.

Order of the Kraken (Grey)

"Wisdom through Depth."
For the strategic, the cunning, and the observant.

Order of the Griffon (Green)

"Honor through Duty."
For the loyal, the disciplined, and the steadfast.

Order of the Pegasus (Yellow)

"Hope through Service."
For the altruistic, the gentle, and the protectors.

4. Required Equipment

To visit the Festival you must physically bring the following:

Ready to Submit?

Once you have your concept and gear, register your character.


Submit Character Registration

The Tournament Rules & Grimoire

Mastery is not about knowing every spell; it is about knowing the right spell for the moment.

Magic is not a gift from the gods; it is a natural force called the Evercurrent. It is an invisible river of energy that flows through all things; the wind, the stone, and the soul.

To cast a spell is to reach into this river and shape its flow. It requires study, willpower, and a physical focus to channel the energy safely.

Tournament Structure

Format: 16-Player Bracket. Single Elimination.

The Duel: 1v1 Combat. Best of 3 Rounds.

Time Limit: 5 Minutes per Round.

Spell Packets: 12 Spell Packets per round. Packets reset at the beginning of each round.

Judges: Judge calls are final.

Win Conditions:

  • Knockout: Reduce opponent to 0 HP.
  • Time Decision: Highest HP wins when time expires.

Combat & Health

The Golden Rule: Your clothing, gear, and props all count as part of your body. If a spell packet hits anything you are wearing or holding, you take the damage.

Hit Points: Every character has 30 HP.

Casting: Incantations must be spoken clearly and finished completely before throwing a spell packet.

Focus: You must hold a Focus to cast. A focus can be a Wand, Staff, or Spellbook.

Click Here to Review the full Combat Rules

Magic & The Law of 4

Regardless of your rank or history, the Tournament equalizes all challengers.

  • The Roster: All Mages know and have access to the same 15 Sanctioned Spells (see below).
  • The Loadout: Before every match, you must select exactly 4 Spells to "prepare."
  • The Lock: You cannot change your spells during a match. You must adapt or fail.
  • Outside of the Tournament: If you plan on partaking in combat at any point, you may only select and prepare 4 spells for any combat session. You may never swap spells during combat.
  • Click Here to Review the list of Sanctioned Spells.

The Order Cup

Points accrue to your Order across the entire weekend, not just in the ring:

Judges keep the tally. The standing Cup holder is announced at closing, and the Order keeps it until the next Festival.

Order Champions

Each Order elects a Champion for the year. The Champion speaks for the Order, wears its token openly, and may accept challenges on its behalf.

Champions carry their Order's standing into the next year.

The Four Great Orders

Your Order is not just a team; it is a philosophy. It tells the world how you solve problems and what you value most.

Order of the Dragon

"Strength through Action."

Dragons believe hesitation is the real enemy. A decision made now and corrected later beats a perfect decision made too late, and the only genuinely wrong move is standing still while the moment goes past.

At the Festival, Dragons are easy to find. They are the ones who start things: the first challenge issued, the first toast raised, the first person to walk toward a problem instead of around it. When a crowd needs someone to go first, a Dragon usually already has.


  • Values: Courage, Leadership, Directness.
  • Common Archetypes: Battlemages, Duelists, Commanders.
  • Custom: A Dragon greets first. Walking up to an unfamiliar circle and getting to know new people is one of their favorite things to do.

You might be a Dragon if:

  • You would rather act and apologize than wait and wonder.
  • You are usually the one who breaks a silence.
  • You like being the person others look at when something goes wrong.

Being a Dragon is not the same as being reckless, and it is not a licence to be the loudest voice in every conversation. The Dragons people remember are the ones whose confidence made room for others rather than crowding them out.

Order of the Kraken

"Wisdom through Depth."

Krakens believe a duel is decided before the first packet leaves anyone's hand. They watch, they gather, and they move once, at the point where moving costs the least and changes the most.

At the Festival, Krakens are who you go to when you want to know something. Rumors collect around them the way water finds low ground. A Kraken is rarely the loudest mage in a conversation and often the one who walks away from it knowing the most.


  • Values: Cunning, Strategy, Mystery.
  • Common Archetypes: Researchers, Investigators, Illusionists.
  • Custom: A Kraken pays for what they know. Tell one something worth hearing and they will tell you something back.

You might be a Kraken if:

  • You listen more than you talk when you join a new group.
  • You enjoy a puzzle more than a contest.
  • You would rather be underestimated than admired.

Cunning is not the same as dishonesty. A Kraken who lies to other mages spends a reputation that is slow to earn back, and the Order has little patience for clever tricks played on people who trusted them.

Order of the Griffon

"Honor through Duty."

Griffons believe a promise is a load-bearing thing. Small ones especially, because anyone can keep a promise that costs them nothing.

At the Festival, Griffons are the mages people hand things to: a dispute to settle, an oath to witness, a newcomer to look after until they find their feet. Nobody assigns this. It is simply what happens to people who are known for finishing what they said they would.


  • Values: Loyalty, Discipline, Tradition.
  • Common Archetypes: Guardians, Wardens, Oathkeepers.
  • Custom: A Griffon keeps any promise made aloud, however small or inconvenient.

You might be a Griffon if:

  • You show up early.
  • Being trusted matters more to you than being admired.
  • You remember what people said they needed and follow up on it.

Duty is not obedience. A Griffon who follows a bad instruction because it came from the right person has misread the Order entirely. Loyalty is owed to people, not to the chain it travels along.

Order of the Pegasus

"Hope through Service."

Pegasi believe magic is only worth having if it reaches somebody else. The measure of a mage is not what they can do, but who is better off because they can do it.

At the Festival, Pegasi are who you find when you are hurt, lost, new, or standing at the edge of a group without a way in. They tend to notice the person nobody else noticed, which is rarer than any spell on the sanctioned list.


  • Values: Compassion, Altruism, Peace.
  • Common Archetypes: Healers, Diplomats, Teachers.
  • Custom: A Pegasus never lets anyone eat alone.

You might be a Pegasus if:

  • You notice when someone goes quiet.
  • You would rather the weekend go well for everyone than perfectly for you.
  • You enjoy teaching things you only just learned yourself.

Kindness here is a choice rather than a temperament. Pegasi enter the bracket to win it like anyone else, and the best of them make the weekend better for everyone around them at the same time.

The Magical Realm and the Threshold

The Threshold

Magic is real, and it is careful. Mages live scattered through the ordinary world, holding ordinary jobs, saying nothing about what they can do.

Once a year that changes. A Threshold opens into a Magical Realm that exists for no other purpose than this gathering, and every mage who has been told where to find it crosses over. The way through is passed by word of mouth, mage to mage, which is the only reason you are reading this at all.

The Rule of the Alias

The Magical Realm takes no one's real name. From the moment you cross until the moment you leave, you are the alias you chose and nothing else.

No legal names and no talk of the world you left behind.

The reason is practical. A mage who can be found at home can be pressured at home. The habit has long outlasted whatever danger started it, and now it is simply how mages meet: as equals, with nothing to trade on but skill and reputation.

If you need to step out of play, use a marked Out-of-Character area.

The Evercurrent

Magic is not a gift from the gods but a manipulation of the Evercurrent, an invisible and natural field of energy born from the intersection of matter, motion, and mind. It flows through the air, stone, and living things alike. To cast a spell is to shape this current into Mana using a physical Focus, such as a wand or staff containing an Arcane Crystal.

Magic is a discipline of balance. Those who try to force the current to their will find only exhaustion and failure.

Practiced magic falls into five distinct disciplines known as the Five Pillars: Wardiana covers defense and stability; Vandara governs motion and transformation; Illumina controls perception and illusion; Geomancy relies on earth and balance; and Vitalia focuses on healing and renewal.

The Orders

Mages have no government and no guild hall, but they do have the four Orders. Each one is a philosophy rather than an institution: a statement about how you solve problems and what you value when the pressure is on. You declare yours before you cross.

  • Dragon: Strength and decisive action.
  • Kraken: Strategy and hidden wisdom.
  • Griffon: Loyalty and duty.
  • Pegasus: Healing and service.

Rank and Reputation

Nobody arrives with a title that anyone else is obliged to respect. Whatever you have accomplished on the other side of the Threshold, it does not travel with you, because the mage you tell it to has no way to check.

What carries here is what you do here. A name that means something at the Festival was built in the arena, at the fire, and in the small favors mages do for one another during the event.

The title you can win is Grand Sorcerer, and it is won in the tournament.

The Festival Itself

The gathering runs a full weekend. The Grand Tournament is the centerpiece, a single-elimination bracket fought under the Law of 4, but it is far from the whole of it.

Mages have kept this shape for the Festival for a long time, and the Magical Realm has come to hold it: robes, lanterns, wood, and open ground. Dress for that, and you will look like you belong.

Frequently Asked Questions

Everything you need to know about the Festival of Mages.

How often is this event?

The Festival is an annual gathering.

We meet once a year to celebrate, compete, and catch up.

Do I really have to hide who I am?

Yes, and it is easier than it sounds.

Pick an alias, use it from check-in to game-off, and do not ask anyone else for their legal name, job, or hometown. If you want to trade real names and socials, do it after the game ends or in a marked Out-of-Character area.

Do I need to invent a fantasy homeland?

No. You are from here.

Every mage at the Festival is a real person from the ordinary world. There are no fictional cultures, species, or kingdoms to choose from. Your history is your own; you simply keep the details of it to yourself.

Can I bring my foam sword or dagger?

No. Boffer weapons are strictly prohibited.

The Festival is held under an old truce: no blades cross the Threshold. This is a gathering of mages, not soldiers. You may carry a staff or wand, but swords, axes, and daggers must be left at home.

Is there a complex plot I need to learn?

No. There is no heavy, ongoing campaign.

The Festival is self-contained. There are minor stories and small quests you can solve during the weekend, but there is no required lore, no reading list, and nothing to catch up on. Jump in and play!

What is the "vibe" of the game?

Low Stakes, High Fun.

This is not a gritty survival game where you have to sleep with one eye open. It is a "vacation" for your character. We are here to relax, pretend to be powerful wizards, eat food, and enjoy the fantasy atmosphere.

Is food provided?

Sorta! We will be making and providing as much food as we can, however, you should make sure you bring enough food for the weekend. We also encourage everyone to bring something to share at the festival as well. The more the merrier! Please let us know of any dietary restrictions when you register.

Where can I ask more questions??

You can join our Discord to ask any question you like!


Click here to join

What to Expect at the Festival

A guide to surviving and thriving at the Festival of Mages.

1. What is this?

It is a Festival, Not a Battlefield.
Unlike survival LARPs where you might be ambushed in the woods at 2 AM, the Festival is a social gathering. We are here to celebrate magic, not just fight. Expect to spend your time watching duels in the arena, eating good food, debating magical theory with Scholars, and solving small quests around the grounds.

Immersion is Key.
From the open to the close, we strive to stay "In Character" (IC). Inside the Magical Realm we speak as though the ordinary world is very far away and not worth discussing. Your phone is does not work in the Magical Realm and should be kept hidden. If you need a break, simply step away to a designated "Out of Character" (OOC) area to relax.

2. The Packing List

Dress to Impress
At the Festival, your appearance tells your story. We encourage all players to put effort into their "Garb." A simple tunic is a great start, but layers are what make a mage look legendary. Think about cloaks, hoods, sashes, belts, and pouches. Since we aren't running through brambles or wrestling in the mud, you can wear intricate, flowy, or delicate fabrics that show off your Order's style.

Packet Storage: You will be carrying "Spell Packets". Make sure your costume has a pouch, a pocket, or a bandolier so you can reload quickly in a duel!


The Focus: Art, Not Armor
Your Wand or Staff is your most important tool. Because of the Festival's unique rules, your creativity is unleashed:

  • It is NOT a Weapon: You will never strike another player with your staff, nor will you use it to block physical attacks. It is purely a conduit for the Evercurrent.
  • Unleash Your Creativity: Because your staff doesn't need to be padded for safety, it can be a true work of art. Feel free to use intricate wood carvings, glowing crystals, feathers, or hanging charms. As long as it isn't sharp or pointy enough to accidentally hurt someone, the sky is the limit.
  • Design for Dueling: Remember, you need one hand free to throw spell packets. Ensure your staff or wand is lightweight and comfortable enough to hold in your "off-hand" for the duration of combat.

3. Festival Etiquette

"Play to Lift"
LARP is a collaborative story. The goal isn't always just to "win"; it is also to make the scene look cool. If someone casts a spell at you, don't just say "hit." Stumble back! Gasp! Clutch your chest! If you make your opponent look powerful, they will likely do the same for you.

The No-Touch Rule
This is a game of magic, not muscle. Physical combat (grappling, tackling, or striking with a staff) is strictly forbidden. Spells are represented exclusively by spell packets and verbal incantations.

4. How to Have the Best Time

Wear Your Colors
The experience is much better when you feel like part of something. Once you pick an Order (Dragon, Kraken, etc.), try to wear a sash, armband, or scarf in that color. It helps you find your "family" in the crowd.

Be Curious
The game happens when you talk to people. Don't wait for a plot to come to you. Ask a stranger about their history. Ask a Novice how their training is going. Ask a Merchant where they found their wares.

Embrace Failure
In a video game, losing is annoying. In a LARP, losing is dramatic. If you lose a duel for the title of Grand Sorcerer, play up the defeat! Some of the best roleplay moments happen when things go wrong.

Disconnect to Connect
Give yourself the gift of living in the Magical Realm for the weekend. Keep your phone in your tent or pocket. For 48 hours, nobody here needs to know what you do on Mondays.

Official Policies

General Conduct & Expectations

Respect: Verbal abuse, bullying, discrimination, or intimidation will not be tolerated. Disputes should be brought to staff privately.

Immersion: Avoid Out-of-Character (OOC) talk during play. Keep modern items (phones, packaging) out of sight.

Aliases: Every attendee goes by a chosen alias for the duration of the event. Do not share your real identity in play, and do not press another player for theirs. Real names, jobs, and hometowns belong in designated OOC areas or after game-off.

Substances: Alcohol and recreational drug use are prohibited. Smoking/vaping is only permitted in designated areas.

Harassment: Unwanted physical contact or behavior that makes others feel unsafe will result in immediate removal.

Safety & Consent

Safety Calls
These keywords are for real-world safety. If you hear them, stop roleplaying immediately.


Comfort First
If you ever feel uncomfortable during a roleplay interaction, use these verbal cues. No explanation is ever required.


Combat Safety

Event Operations

Check-In: Opens Friday evening. Spell packets must pass safety inspection upon arrival.

Cleanup: All players must assist with site cleanup for 30 minutes after game-off.

Medical: Notify staff of allergies/conditions. Staff will call 911 in emergencies.

Costume/Props: Medieval/Fantasy attire required. Magic packets must be cloth/soft material filled with birdseed/foam.

Administrative Policies

Refunds: Tickets are refundable up to 14 days before the event (minus admin fee). No refunds within 14 days unless canceled by the Festival.

Photography: Photos are permitted with consent. Players may opt-out at check-in.

Discipline:

Privacy: Participant data is used solely for event administration and never shared without consent.

Acknowledgment

By registering for an event, you acknowledge that you have read and agreed to these policies.

Coming Soon