The Festival of Mages

And Grand Tournament


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

A Living Fantasy

The Festival of Mages is first and foremost a fun, player-driven RP event. Come live out a weekend as a mage in a fantasy world.

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 become someone else and share your story.

Beyond the Arena

While the Grand Tournament is the centerpiece, there is much to do outside the ring. The Festival features food, music, mage training, casual sparring, and even small quests to solve!

It's up to you if you want to compete for the title of Grand Sorcerer, cheer from the sidelines, or just enjoy the atmosphere, all are welcome.

Eliminated duelists remain fully involved through quests, Order rivalries, sparring circles, and roleplay events all weekend.


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

The 6 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.
  • Chimera: The Ambitious & Adaptable.
  • Leviathan: The Focused & Unyielding.

New Player Guide

Before you build your character, follow these four steps to understand the world and the rules of the game.

Step 1: 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 2: Review the Rules of the Game

Learn how magic and combat work. Understand the 30 HP System and packet combat rules.

Step 3: Learn the Cultures

Your character hails from one of the six cultures of Pavlia. This choice determines your costume style, values, and backstory inspiration.

  • Soldaran
  • Lavettenese
  • Numoskgogan
  • Rimerindian
  • Tomaranian
  • Esketellan

Step 4: 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 must build a character that fits the world of Pavlia. Follow these steps to join us.

1. Heritage & Origin

Playable Species

You may choose to play as one of two species. This choice is purely for roleplay and offers no combat or mechanical advantages.

  • Human
    The dominant population of Pavlia. Humans are defined by their versatility and ambition. They are found in every kingdom, serving as knights, merchants, farmers, and kings. They are the architects of the current age.
  • Elf
    A rare and fading lineage. The Elves of Pavlia are close to extinction, with only a scattered few remaining. They are long-lived and often feel a deep, natural attunement to the Evercurrent, though they now live among humans in all walks of life rather than in their own cities.
    (Requirement: You must wear prosthetic elf ears to play this species.)

Learn about the World and Cultures

Your cultural background will help determine your costume style and values.

2. Identity & Backstory

Who are you? Write a brief backstory (At least 2 paragraphs long)

Rank Restriction

You are a Competitor. You may not claim the title of Archmage or Grand Master. These titles are reserved for NPCs and Judges only.

3. Choose Your Magical Order

Every Mage must choose an Order at the beginning of their journey. 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 (Purple)

"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.

Order of the Chimera (Grey)

"Victory through Adaptation."
For the ambitious, the flexible, and the innovators.

Order of the Leviathan (Blue)

"Mastery through Discipline."
For the focused, the patient, and the unyielding.

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 in this world 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: You may NOT block spell packets with props. There are no shields.

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 Six 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."

Mages of the Dragon are the vanguard of the Mages. They believe that hesitation is the enemy and that the only wrong choice is doing nothing at all. They are loud, brave, and decisive.


  • Values: Courage, Leadership, Directness.
  • Common Archetypes: Battlemages, Duelists, Commanders.

Order of the Kraken

"Wisdom through Depth."

Mages of the Kraken are the strategists and the keepers of secrets. They believe that a battle is won before the first spell is cast. They value knowledge, patience, and seeing what others miss.


  • Values: Cunning, Strategy, Mystery.
  • Common Archetypes: Researchers, Assassins, Illusionists.

Order of the Griffon

"Honor through Duty."

Mages of the Griffon are the shield of the realm. They believe in the chain of command, the strength of the pack, and the sanctity of a promise. If a Griffon gives you their word, it is iron.


  • Values: Loyalty, Discipline, Tradition.
  • Common Archetypes: Guardians, Soldiers, Wardens.

Order of the Pegasus

"Hope through Service."

Mages of the Pegasus are the heart. They believe that magic is a gift meant to uplift the weak and heal the broken. They are often the diplomats and the medics who keep the team together.


  • Values: Compassion, Altruism, Peace.
  • Common Archetypes: Healers, Diplomats, Teachers.

Order of the Chimera

"Victory through Adaptation."

Mages of the Chimera are the wild cards. They reject tradition and believe that rules are just guidelines. They value innovation, ambition, and the ability to change with the situation. They are the inventors and the survivors.


  • Values: Ambition, Flexibility, Innovation.
  • Common Archetypes: Inventors, Artificers, Merchants.

Order of the Leviathan

"Mastery through Discipline."

Mages of the Leviathan are the deep thinkers and the heavy hitters. Like the ocean itself, they are calm on the surface but possess crushing pressure underneath. They believe that true mastery comes from understanding the deepest mysteries of the Evercurrent.


  • Values: Knowledge, Patience, Resolve.
  • Common Archetypes: Scholars, Fisherman, Ritualists.

The World of Pavlia

A primer on the Kingdom, the Magic, and the People.

The Kingdom and Society

The Festival of Mages is hosted by The Kingdom of Soldara. Soldara stands as a bastion of order and hierarchy, forged from the unification of the ancient realms of Sol, Dera, and Aravaan. Ruled from the capital city of Durinor by King Engmar and Queen Kordeena, the kingdom operates under a strict social structure where the monarch’s word is absolute law.

While the nobility govern vast lands and manage local militias, the Kingdom is unique in that fully trained mages hold a social status equal to that of Knights. Both are revered as defenders of the realm, with Knights bound by the Oath of Honor and Mages distinguished by their mastery of the arcane.

Soldaran society is governed by a comprehensive legal system enforced by Town Guards and the judiciary. Justice is swift and codified, with severe penalties for theft, assault, and treason. While commoners form the backbone of the economy, social mobility is possible for those with talent. A commoner with magical aptitude can rise through the ranks of the Mages Guild to achieve titles and land, potentially even ascending to the rank of Archmage.

The Evercurrent

Magic in this world 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. The use of magic is strictly regulated by both Guild and Royal Law.

All lawful 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 Guild and the Orders

The Mages Guild of Soldara acts as the steward of magical knowledge and was founded a century ago to bring order to reckless sorcery. Beyond the academic study of the Pillars, mages align themselves with one of six philosophical Orders where each represents a specific virtue and approach to the arcane.

  • Dragon: Strength and decisive action.
  • Kraken: Strategy and hidden wisdom.
  • Griffon: Loyalty and duty.
  • Pegasus: Healing and service.
  • Chimera: Adaptability and innovation.
  • Leviathan: Focus and unyielding resolve.

Faith and Seasons

Spiritual life in Soldara revolves around the four deities of the seasons, who embody the cycle of existence. Temples serve as centers of community, marking the passage of time through four great festivals.

  • Floriel, Goddess of Spring
    Domain: Rebirth, Renewal, Youth
    The gentle goddess who awakens the world from slumber. Her followers, the Bloomkeepers, honor her by planting gardens and nurturing new life. She is a symbol of hope and second chances.
  • Solaren, God of Summer
    Domain: Vitality, Abundance, The Sun
    Radiant and golden, Solaren represents the peak of life. His festivals are loud, joyous celebrations of music and feasting. His followers, the Children of the Sun, emphasize kindness and spreading warmth.
  • Mavros, God of Autumn
    Domain: Harvest, Change, Balance
    The wise provider who oversees the transition from growth to rest. He teaches that all things must change. His devotees, the Harvesters, organize the sharing of food with the less fortunate to ensure the community survives the coming cold.
  • Rimedar, God of Winter
    Domain: Endings, Death, Silence
    The austere guardian of the final chapter. Rimedar is not feared, but respected as a necessary part of the cycle. His priests, the Keepers of the Cold, tend to the dead and teach that death is simply a transformation into a new state of being.

Cultures of Pavlia

Your character comes from one of the six cultures of the world. Though many mages will opt to wear traditional robes or similar, these will also help shape your clothing, backstory, and values.

Soldaran

The Pillars of Duty. A society of hierarchy, military history, and protocol. Their mages are often "State Sorcerers" or Battlemages who value uniformity.

  • Mage Attire: Structured and military-inspired. High-collared robes, fitted tunics, or tabards often displaying heraldry or their chosen Order.
  • Roleplay Tips: Formal speech, rigid posture, pride in rank.
  • Naming Guide: Uses familiar names with swapped first letters, or strong military suffixes.
    Prefixes: L-, K-, T-, V-, B-, Z-.
    Suffixes: -ric, -ward, -helm, -ton, -son, -ford.

  • Examples: Lohn, Kabrina, Tarles, Balric, Namton, Carlsford.

Lavettenese

Harmony and Discipline. A culture built on the balance between nature and spirit. Their mages function as monks or spiritual guides, preferring fluidity in movement.

  • Mage Attire: Flowing, layered robes with wide sleeves (Kimono or Hanfu style). Broad sashes (Obi) used to hold wands or scrolls.
  • Roleplay Tips: Soft-spoken, observant, polite bows.
  • Naming Guide: Melodic, nature-inspired sounds.
    Prefixes: Shin-, Ken-, Mei-, Ao-, Jin-, Ren-.
    Suffixes: -zo, -ko, -shi, -ren, -ya, -sei.

  • Examples: Shinzo, Meiko, Renya, Aoshi, Kenjin.

Numoskgogan

The Storm-Born. A rugged people from the frozen coasts. Their mages are Shamans and Stormcallers who value durability over style.

  • Mage Attire: Heavy wool cloaks, fur-lined hoods, and leather jerkins. Bone charms or runes are often braided into hair or hung from belts.
  • Roleplay Tips: Boisterous, hearty laughter, fierce loyalty.
  • Naming Guide: Harsh consonants and lineage-based descriptors.
    Prefixes: Thor-, Dag-, Grim-, Ulf-, Sig-, Kael-.
    Suffixes: -gar, -gurd, -hild, -sten, -bjorn, -dottir.

  • Examples: Thorgar, Dagrun, Ulfsten, Sighild, Grim-Heart.

Rimerindian

The Philosophers. A culture of art, debate, and logic. Their mages view magic as an intellectual pursuit and dress like scholars or senators.

  • Mage Attire: Asymmetrical draped robes (Toga or Chiton style). Layers of light fabric pinned with bronze brooches. Sandals or leather wraps.
  • Roleplay Tips: Articulate, argumentative, dramatic gestures.
  • Naming Guide: Long, classical, Latin or Greek-inspired sounds.
    Prefixes: Cass-, Aurel-, Thal-, Lys-, Cor-, Val-.
    Suffixes: -ius, -ian, -andra, -ia, -on, -us.

  • Examples: Aurelius, Thalia, Cassian, Lysandra, Valerius.

Tomaranian

The Gilded Merchants. A world of wealth and trade. Their mages are often advisors or wealthy artisans who display their success through their clothing.

  • Mage Attire: Opulent silk robes with metallic threading. Headwraps or turbans adorned with gemstones. Lots of jewelry Rings, Necklaces, and bracelets.
  • Roleplay Tips: Charismatic, persuasive, values luxury.
  • Naming Guide: Rhythmic, elegant, and breathy sounds.
    Prefixes: Az-, Kas-, Tar-, Zar-, Jam-, Har-.
    Suffixes: -im, -iq, -ah, -amir, -din, -han.

  • Examples: Zaramir, Kasim, Tariq, Jamila, Harif.

Esketellan

The Joyful Coasts. A tropical people who celebrate magic through song and dance. Their mages favor mobility and breathable fabrics for the heat.

  • Mage Attire: Short-sleeved tunics or vests, loose breeches, and colorful sashes. Often in simple sandals or shoes. Adorned with shells or sea-glass.
  • Roleplay Tips: Relaxed, friendly, informal.
  • Naming Guide: Upbeat, flowing, and vowel-heavy sounds.
    Prefixes: El-, Sol-, Mar-, Cas-, Luc-, Mat-.
    Suffixes: -io, -ia, -eo, -iana, -os, -ara.

  • Examples: Elio, Solia, Mateo, Luciana, Cassio.

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.

Can I bring my foam sword or dagger?

No. Boffer weapons are strictly prohibited.

In the lore of Soldara, martial weapons are outlawed within the city limits during the Festival. This is a gathering of scholars, 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.

While the world has deep lore, the Festival itself is self-contained. There are "minor stories" and small quests you can solve during the weekend, but you do not need to read a novel to understand what is going 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). This means we pretend the modern world doesn't exist. Your phone is a "Scrying Stone" (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 people 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 a fantasy world for the weekend. Keep your phone in your tent or pocket. For 48 hours, you aren't an accountant or a student, no, you are a powerful mage of the Realm. Enjoy it.

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.

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 feeling 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