By noon of every day, Braeburn’s Inner Market is bustling with people buying and selling goods. Merchants invite you to try things on, swing a sword, examine a wood carving, sample food, or any number of things. Here, almost anything you’d like to purchase is available for a price.
Perhaps your character is from somewhere less populated like Ever’s Mile – a small town with an even smaller North Market. You couldn’t find everything you needed there so you have to travel from place to place to get the gear you need.
When you create your character in a tabletop game you often get starting coins to purchase your adventuring gear. This can include a sword, clothing, armor, pouches, footwear, cloak, etc. At Myth, you’ll need to provide or create your character’s clothing and equipment to participate in the game.
Your character’s wealth is determined by more than the number of coins you possess. Gems, magic items, goods, art, and even land can be a reflection of how well off you are. These are all things that can be discovered or earned during game play.
There are many types of barter and coin throughout the realm, but the most commonly adopted currency comes from the kingdom of Cantara. These coins are accepted in most major cities and towns. There is no paper currency in the realm. Coins have these denominations:
- 1 gold (crown) = 10 silver (stars) = 100 copper (bits)
A gold piece is often used by the wealthy and is worth ten silver pieces. A silver piece is often used by the common folk and is worth ten copper pieces. Copper pieces are often used by the poor.
Cantara also fashions “trade-tablets,” made from ingots of a particular metal in 10, 25, and 50 gold piece denominations. They are marked with the seal of the kingdom. Gems, ingots, and other forms of wealth carry a variety of values based on how rare they are.
Note: All new characters start the game with 10 copper pieces.
The following are the armor types found in the world of Myth and where they fall as far as Light Armor, Medium Armor, and Heavy Armor are concerned. Note: Real spikes may not be present on armor as this could cause injury or break weapons.
Light Armor is fashioned from flexible, often thin, materials offering some protection without sacrificing mobility. Here are the types of armor rated as “Light Armor” at Myth:
- Padded: Armor that consists of quilted layers of cloth and batting.
- Leather: Armor fashioned of hard or soft leather.
- Studded Leather: Armor fashioned from hard or soft leather but covered in close set studs.
Medium Armor offers more protection than Light Armor, but is a bit more difficult to maneuver in. Here are the types of armor rated as “Medium Armor”:
- Hide: Armor that consists of thick furs and pelts.
- Chain Shirt: Armor fashioned from interlocking metal rings. A chain shirt is short-sleeved and covers the same area a t-shirt would.
- Scale: Armor fashioned from leather covered in metal scales.
Heavy Armor offers more protection than Light and Medium Armor, but often makes it difficult to move. Here are the types of armor rated as “Heavy Armor” at Myth:
- Ring Mail: Armor fashioned from leather with heavy metal rings sewn onto it.
- Chain Mail: Armor made from interlocking metal rings.
- Splint Mail: Armor fashioned from vertical strips of metal that is riveted to leather armor.
- Plate: Armor that consists of shaped, interlocking metal plates.
Cosplay armor that detracts from game’s environment may be assessed an armor point penalty. This penalty could reduce the armor’s value to as low as zero.
Armor points are received when you cover each of the following locations with either Light Armor, Medium Armor, or Heavy Armor.
- Torso: The front and back of your torso area must be covered by the same armor type.
- Forearms: Both forearms must be protected by the same armor type.
- Shins: Both shins must be protected by the same armor type.
You can mix and match armor types. For example, you could wear hide armor on your torso, leather bracers on your forearms, and plate leg guards on your shins.
Armor worn in the same location does not stack. For example, if you are wearing a chain shirt and ring mail armor over it, you only receive the benefit of the higher-ranking armor. In this case, the ring mail.
If the spell description allows it, armor spells will stack on top of the armor you are wearing. An armor spell will not stack on top of another armor spell. The higher-point spell will take precedent.
Shield edges must be covered with pipe insulation. Bucklers may be up to 18” diameter, with a hand grip; other shields must be larger than 18” diameter and have a hand grip and arm strap. Shields may be up to 30” diameter if round, or 24”x30” for other shapes. Tower Shields may be up to 21″x38″.
The number of weapons your character can have in his or her possession is based on the skills you have. The Untrained Weapon Usage skill allows for a single melee weapon in their possession.
- The Dagger skill allows you to have a single melee dagger on top of a regular melee weapon.
- The Thrown Weapon skill will allow you to have a throwing dagger for each purchase of that skill.
- One-Handed Weapon or Two-Handed Weapon does not grant you an additional melee weapon, but the Dual Weapons skill does.
It’s ok to use someone else’s weapon as long as you don’t have more weapons than your skills allow. All weapons will be checked and approved/rejected for safety during check in.
Myth allows the use of PVC weapons and latex-style (rubber) weapons from Calamacil and Epic Armory. When using latex-style weapons, the user must verify the weapon is rubber (and not truly latex-based due to the growing number of latex allergies). Latex-style-weapon users must also pass a fighting check to insure they understand how to safely control and strike with this style of LARP weapon.
|Small Weapon||up to 18″|
|Short Weapon||19″ to 30″|
|Long Weapon||31″ to 48″|
|Two Handed Weapon||49″ to 66″|
|Staff or Polearm||49″ to 72″|
|Thrown Javelin||24″ to 36″|
Note: The overall maximum length of a weapon includes the thrusting tip to the pommel. PVC weapons that exceed maximum lengths will need to be adjusted to be used in game. Latex-style weapons should be as close as possible to the specified lengths with a 2″ margin. All weapons must be safety checked prior to using them at the event.
Weapon Grips on one-handed weapons may be no longer than 10”.
Staves must be padded on their entire length, as the entire weapon is a striking surface, while pole-arms must be padded over at least the upper half of the weapon as well as on the pommel. Other two-handed weapons may have grips up to 20” in length,. while the unpadded handle area on pole-arms must be no longer than one-half the length of the core (and the pommel must be padded, as for other weapons).
Throwing Weapons may not be weighted nor may they have CPVC pipe or hard objects in them. Thrown weapons may not be rock-shaped.
- Blunt weapons and axes should be constructed in the same way as swords, including the thrusting tip, with the addition of axe or hammer heads made from open cell foam and attached with duct tape. Holes may be required as in the thrusting tip.
Custom weapon designs will be considered on a case-by-case basis. Please note that we will not pass punching type weapons (e.g. tonfa, katar) for safety reasons.
Bow and Crossbow Use
- Real Bows: You may use a real bow at Myth, but it may not exceed a 25 lb draw. Real bows require special arrows designed for low-velocity firing. Before you can use a real bow at Myth, you must pass a safety workshop. It is recommended you wait an event or two before using a real bow. Real bows may not be used after sunset.
- Nerf-Style Bows and Crossbows: These bows are designed to fire safe foam arrows. Regardless of their level of safety, these “weapons” must still go through a safety check prior to using them at an event. These bows often come in bright colors which must be covered to give the illusion of fitting in the game work. You may use these bows during the day or night.
- Finger Arrows: Also known as finger rockets, these NERF-style foam arrows are fired with an integrated rubber band. Finger arrows with a rubber loop at the end of their cord may not be used. To fire a finger arrow, you must hold a bow as if you are going to fire it to use the arrow. You may use finger arrows in the day or night with a bow prop.
- Suggested: Foam Finger Flyer 12-Pack