Forest Argent 
Enactment & LARP

If you are willing to step 
Widdershins around the old oak...

Forest Argent

Forest Argent is a system all about exploration, its about a game world in which you are an active participant in building it. We have given an overview of each of the worlds that make up the Forest Argent and the World Primer then goes onto give you an up to date idea of what the players and plot have added. 

So this world keeps growing and it grows in the way that you ask it to. Of course we ask players to send there ideas to us first, because who knows what other ideas have already been requested that you might be about to find out?

So, several years ago, the players wandered into the Forest Argent and found there where other worlds... some with technology... some with magic.... the repercussions of that can still be felt and you could be part of its future. 

Rules

World Primer 

For a Character Please Down Load the character Sheet and send to [email protected]

Character Sheet

“The Crusaders”

In the 12th to 15th century, there were several gateways to the Forest Argent, mostly in the Holy Land and the great woods that covered Europe. Over the years, various groups have slipped through; adventurers, travellers, people in search of adventure. 

They have begun to make a home for themselves, build and create as they have in the past, finding no way back, and most of the people seeming to be European; they ha

ve named the place “New Avalon”, though it is still rather divisive as to whether the travellers have found themselves in heaven or hell or some other strange place.

Races: Humans of a variety of cultures.

Costume Requirements – Medieval

Inspiration: Kingdom of Heaven, Robin Hood, Cadfael, A Tournament of Murders. History

“The Melnisians”

They come from a dark land, where the shadows are long, and the sun is large and dying…  
The Melnisians know why, when they turn their strange eyes and pale or ebony faces to the sky they see a force of nature that they have tapped again and again, the humans that live in this land know fear, a slave race to their strange pointed-ear masters.

Races: Melnisians (who look like Melbonians, or if you are unaware: elves or inhuman features), Elementals, Slaves (Humans)
Costume Requirements - high fantasy, elven, inspired by Elric of Melnobone

Inspiration: Elric of Melnibone

“Gate”

In a country of oak trees and slow-creeping industry, a land called England, but where the fey are not quite forgotten, there are places where things touch. The fey live in a place through a gate, in a wall that crumbles. Every now and again, they hold fairs, inviting the mortals to join them, helping human sorcerers or changelings left with humans to access their abilities. The fey know about the forest: once in a while they escape to the Argent if wanted for crimes or for political reasons, and sometimes humans tumble in with them.

Races: Victorian Humans, Fey, Trolls, Witches, etc
Costume Requirements - Human 17th - 18th century, fey, inhuman features, ears, tails, orcs, trolls etc.

Inspiration: Stardust & Neverware both by Neil Gaimen, Jonathon Strange and Mr. Norrell by Susanna Clarke

“The Lorians”

Where countries stand shoulde-to-shoulder with companies of artisans and dreamers. The flintlock is the weapon of choice, second only to the nobles “sky blades” harnessing galvanic force to pierce armour and lay low their enemies and the great Steam-driven mechanoids clash with the hoary power of the Golems.  The Kings and Lords of the world hold most of the power… most.
Costume Requirements - Human 18th Century, Mechanoids/golems full costume covering human features.

Races: Human, of the Napolionic and steampunk style, Golems & Steamjacks (sentiant or not)

Inspiration: SteamPunk

“Sann”

An entire world were the people where built, grown etc. they know it.
Their entire society is geared towards a war that has never happened. Some continue that dream, working for the “great creators”, some wish to escape and build their own future.
The Sann are split into three races: The Sarris, stone, bird and lizard, merge to make infantry that was designed to be carried to the fray. The Waytin are huge ogreish omnivores of great physical strength but pacifistic nature, designed to carry and to look after the Sarris; not all of them continue with this slave-like mentality, Lastly the strange Harrib, almost goblin-like, they are males who answer to a single female. Brown, animalistic and often furred.
Costume Requirements - Full masks, oriental clothing, except for the Harrib, who are furred and almost goblinoid in greens and browns.

Races: Sarris (Stone, bird and lizard merged), Waytin, (Large and ogre like), Harrib (Tribal and goblinoid).

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