Lyre: Legacy of Ruin

Rules, Safety & Weapon Construction
Rules Category

Combat & Armor Rules

Energy & Refresh

Energy

  • Start with 3 Energy.
  • Upon reaching 125 CP and 200 CP gain 1 Energy at no cost (each threshold).
  • All skills & spells spend Energy (whether they hit or miss).
  • Purchase extra Energy under General Skills (25 CP each; the CP cost increases by 5 CP with each purchase).

Refresh (What It Does)

  • Fully restores Vitality, Energy, Dex Armor, and Magical Armor.
  • Refresh does NOT restore Physical Armor.
  • If you fight or use a skill while resting, the Refresh is cancelled.

How to Refresh

  • Normal Rest: 1 hour = Full Refresh.
  • Tavern Rest: 30 minutes = Full Refresh (time counts double inside the Tavern).
  • Mixing Rest: e.g., 30 min outside + 15 min in Tavern = Full Refresh.
Vitality & Armor

Vitality

  • You start with 5 Vitality.

Armor Overview

  • Armor requires the correct skill and a physical representation that covers your chest.
  • When Physical Armor reaches 0, you may Adjust it once:
    • Spend 5 minutes “Adjusting” to restore half of its armor value.
    • This can be done once only before the armor must be repaired.

Physical Armor Values

  • Leather: 4 Armor
  • Chain: 8 Armor
  • Plate: 12 Armor

Dexterity Armor

  • Granted by skills; amount varies.
  • Stacks with Magical Armor.
  • Does not stack with Physical Armor.

Magical Armor

  • Provides a separate armor layer.
  • Stacks with Dexterity Armor only.
  • Does not stack with Physical Armor.

Damage Order

  1. Magical Armor
  2. Dexterity Armor
  3. Physical Armor
  4. Vitality (last)
Melee & Flurry

Flurry Basics

  • Start with a Flurry of 3 (3 strikes, then a 1-second pause).
  • No machine gunning: consecutive strikes must land on different body parts (e.g., leg → shoulder → leg).
  • Clean hits only: if the blow hits weapon/shield first, it does not count (weapon dead).
  • Lightest touch rule: safe, clear contact. If you feel someone is swinging too hard, ask them to “watch your swings.”
Spellcasting — Core Rules
  • Use spell packets (birdseed in cloth).
  • Speak the incant clearly; if hit while casting, the spell fumbles (restart; no Energy lost).
  • Imbued spells glow in hand until used or fizzled.

Incantation Templates

  • Incants: must be 12 syllables long and clearly spoken.
  • Example Incants:
  • Wizard: “I call forth the powers of (Type) to grant me (Spell Name).”
  • Cleric: “I call upon (God) to grant me the power of (Spell Name).”
  • Primalist: “I summon the Aspect of (Aspect) to grant me (Spell Name).”

Spell Types & Durations

  • Destruction: 1 min (imbued; fizzles if unused).
  • Healing: 10 min (imbued; fizzles if unused).
  • Abjuration: 1 hr (1 active; may cast on others).
  • Enchantment: Until game end/Refresh (self only; 1 active).
  • Evocation: 10 min.
  • Control: 5 min (damage persists until healed).
  • Blessing: Until Refresh (2 active; may cast on others).
  • Hex: 3 hrs (prevents Refresh).
Deliveries & Carriers

Deliveries

  • Weapon
  • Packet
  • Area (10 ft)
  • Gesture — point at someone and they take the effect
  • Voice — all within earshot; must have a clear line of sight (covering your ears does not negate)

Note: Area / Gesture / Voice typically cannot be dodged or parried.

Carriers

  • Physical (default)
  • Fire / Ice / Lightning / Acid (elemental)
  • Lunar — deals double damage to spirits
  • Faith — heals living; deals double damage to undead
  • Blight — deals double damage to living; heals undead
  • Restore — restores health to anything

Safety & Conduct Rules

Core Safety Terms

Clarify

  • Used when you did not hear or understand a skill, spell, or in-game effect.
  • Say “Clarify” discreetly to avoid disrupting play.
  • The other player repeats or briefly explains the effect.
  • Does not stop combat.

Caution

  • A warning of an immediate physical hazard (logs, downed players, obstacles).
  • This does not stop the game.
  • Do not press an attack against someone warned with “Caution.”

Hold

  • Called for a major emergency only.
  • Everyone drops to one knee immediately and stops all actions.
  • Identify who called the Hold and assist if needed.

Game On

  • The all-clear call to resume play.
  • Often preceded by a three-count: “One, two, three, game on.”
  • Do not use a Hold for tactical advantage.
Weapon & Combat Safety

Weapon Checks

  • At check-in, staff will check your weapons for safety and provide tags for them.
  • Check your weapons frequently—ideally after every combat.
  • If a weapon becomes unsafe, it cannot be used until repaired.
  • Bring repair supplies and backup weapons when possible.
  • Logistics may help with repairs if needed.

Non-Combat Players & Areas

  • Marked with yellow signs for areas and yellow armbands for players/staff.
  • Do not strike or physically engage them.
  • If you need to attack them, state your attack verbally.
Lighting, Flames, and Fire Safety

Lights & Lanterns

  • Battery-powered candles or lanterns purchased in game are allowed.
  • If too bright, you may be asked to dim them.
  • Certain light sticks are also allowed and referred to as alchemist rods.
  • We ask that you do not use your phone flashlight or any true white light at night, unless in the privacy of your own cabin or in an emergency.

Open Flames

  • Open flames are allowed only in designated fire pits.
  • A group may assign one fire tender to remain with the fire until extinguished.
  • If combat begins nearby:
    • Everyone except the fire tender moves away to engage.
    • The fire tender stays until the fire is fully extinguished.
    • There is to be no combat within 15 feet of a fire. Anyone around the fire is considered combat-flagged and may be dropped as such; however, if the player is willing to engage in combat they are given the grace to move from the fire to engage in combat.
Conduct, Harassment, and Legal Rules

Illegal Real-World Actions

  • Real-world laws still apply at Lyre.
  • Harassment, assault, theft of personal items, and destruction of property are prohibited.
  • We will not tolerate any player feeling unsafe.
  • In-game items may be stolen; real props must be returned to staff.
  • Your identity may remain hidden by creating your own physical representation after game.

Harassment

  • Any form of real-life harassment is strictly forbidden. We understand tension can run high in roleplay; it is important to discern between real-life harassment and in-game player conflict.
  • If you start to feel uncomfortable in a heated roleplay, you may call “Fill me in later.”
  • Violations may result in immediate removal from the event.

Drugs & Alcohol

  • No drugs or alcohol allowed on site.
  • Arriving under the influence will result in removal.

Age Policy

  • Lyre is an all-ages game.
  • Children under 14 must have a guardian present.
Environmental Courtesy & Littering

Littering

  • All trash must leave with you or be placed in proper receptacles.
  • Smoke only in designated areas; this includes vaping. Do not vape inside the buildings—be courteous to your fellow players.
  • Dispose of cigarette butts properly—do not throw them on the ground.
  • Repeated violations may result in removal from the event.

Unconsciousness & Death

A guide to the states between life, dying, and the spirit realm.

Unconscious

Unconscious State

  • When dropped to 0 Vitality, you are Unconscious.
  • You cannot move, speak, or use any skills.
  • You are considered helpless and may be death-struck.
  • After 5 minutes, you naturally awaken with 1 Vitality.
Bleeding Out

Bleeding Out State

  • If you are dropped by called damage, you are bleeding out.
  • You have 5 minutes before you enter your spirit count.
  • You cannot move or speak.
  • This state can be ended by healing or a death strike.
Death Strike

Executing a Death Strike

  • Used against a creature or person who is helpless.
  • Delivered with a clear three-count:
    • “Death-strike 1”
    • “Death-strike 2”
    • “Death-strike 3”
  • Must be spoken clearly and loud enough to be heard.
  • A successful death strike bypasses Unconscious and Bleeding Out and brings the target directly to their spirit count.
Death & the Spirit Realm

The Moment of Death

  • Death in L.O.R. is permanent.
  • You die by:
    • being death-struck
    • bleeding out

The Spirit Realm

  • Upon bleeding out or being death-struck, you enter the Spirit Realm.
  • You must remain lying where your body fell for 10 minutes.
  • After 10 minutes, you are compelled to walk to Death’s Gate. Death’s Gate will be clearly marked and at the start of each game its location will be announced.
  • Call for staff upon arrival (be patient—staff may be assisting others).

Final Death

  • Once processed at Death’s Gate, your character experiences final death.
  • You will begin a new story with help from staff.

The Mori

  • The Mori are the ferrymen who carry souls to the next world.
  • They are recognized by their purple glowing lanterns.
  • In the mortal world, they appear as Will o’ Wisps—only the soft purple light of their lanterns can be seen.
  • Death’s Gate is marked by the Mori; gently, they will take you to your next life.
Old Age & Final Curtain

The End of a Mortal Life

  • Old age is another finality in Lyre.
  • After 5 real-world years of playing a character, they reach old age.
  • You decide how your character’s final chapter ends:
    • a peaceful death in bed
    • a final journey into the woods
    • a dramatic final stand
  • Once your 5th year concludes, this is your final curtain call.

CP & LP

Character Points (CP)

Base & Cap

  • Characters begin with 80 CP.
  • Maximum CP is 400 CP.

Earning CP

  • 12 CP per event attended.
  • 4 CP per PEL (Post-Event Letter).
  • 2 CP for setup/teardown — up to 4 CP max per event.

Death & CP Transfer

  • Up to 20 unspent CP carries into your next character upon death.
Legacy Points (LP)

What LP Represents

  • LP reflects your soul's accomplishments that carry through to your next character.
  • LP converts to bonus CP at a 1:1 ratio when your character dies.

Earning LP

  • 1 LP per event attended.
  • 1 LP per PEL.
  • 1 LP for setup/teardown — up to 2 LP max per event.

Other Uses

  • LP might have some secret in-game uses.
  • What would you sell your soul for?

Character Creation & Nobility

Character Base

Starting Stats

  • 5 Vitality
  • 3 Energy
  • 80 CP (Character Points)

Base Header

  • Choose a Base Header at character creation for 0 CP:
    • Warrior
    • Rogue
    • Mage
    • Cleric
    • Primalist

Core Identity Choices

  • Ancestry
  • Character Background
  • (Optional) Nobility — if chosen at character creation.
Ancestries

Available Ancestries

In the world of Lyre there are nine Ancestries:

  • Deepfallen
  • Dwarf
  • Faer Elf
  • Goblin
  • Half-Ogre
  • Halfling
  • High Elf
  • Human
  • Orc

What Ancestry Is

  • Each Ancestry has its own advantages, disadvantages, and backstory hooks.
  • Ancestry can suggest how you act, look, and view the world—but it does not fully define you.
  • Just because your Ancestry is “lazy” (like some Half-Ogre stereotypes) doesn’t mean your Half-Ogre can’t be driven, refined, or clever.
Backgrounds

What Backgrounds Represent

  • Backgrounds describe where you came from and what you know.
  • They define your prior life experiences, training, social position, and story hooks.

Mechanical Impact

  • Each Background has its own advantages and disadvantages.
  • Some options are only available at character creation and cannot be purchased later.
  • Nobility is one such Background-only path.
Nobility & Houses

The Noble Houses of Lyre

  • Noble Houses have ruled since the dawn of civilization.
  • There are 8 major Noble Houses still in existence.

Creating Your Minor House

  • If you choose Nobility at character creation:
    • You create your own Minor House:
      • Choose your House name.
      • Create your House sigil.
    • Your House falls under one of the 8 Major Houses.

Creeds & Advantages

  • Your House advantages are tied to the Major House you swear fealty to.
  • Your Minor House must, in some way, embody your knighting House’s creed, values, or reputation.
Headers & Tiers

What Headers Do

  • Headers grant access to specific class skill trees.
  • Your Base Header is chosen at character creation and costs 0 CP.
  • Additional Headers cost 16 CP each after your Base Header.

Header Tiers

  • Headers are divided into Tiers 1, 2, and 3.
  • Prestige Headers:
    • Require a mix of prior Headers to qualify.
    • Count as Tier 3 Headers.

Tier Requirements

  • Tier 1: No CP requirement.
  • Tier 2: 125 CP total accrued (lifetime CP, not just unspent).
  • Tier 3: 200 CP total accrued.

Crafting Handbook

Construction, armor, shields, and the basics of crafting & repair in Lyre.

Weapons — Construction & Archery

Construction

PartGuidance
CorePVC, fiberglass, or carbon fiber.
PaddingClosed-cell (pipe) foam; at least ¾″ for blade/body.
Tip PaddingMinimum 2″ of open-cell foam on thrusting tips.
Coverage RuleAt least ¾ of the weapon must be padded (e.g., 72″ spear → max 18″ unpadded).
Latex WeaponsAllowed only with staff approval.

Archery & Arrows

TopicRule
BlockingBows may block; after blocking, step back 3 steps before firing again.
Arrow BuildSpell Packet with a 8″–12″ tail.

Weapon Size Chart

TypeLengthNotes
Small16″–22″Daggers, short clubs
Medium23″–34″Shortswords, axes
Long35″–46″Longswords, maces
Great47″–60″Greatswords, large axes
Pole-arm60″–72″Spears, halberds
Thrown9″–72″No core; safe foam only
BowUsed for archery
Spell Packet9″×9″ cloth; filled with birdseed
Armor — Bonuses, Restrictions, Materials

Requirement: You must have the Armor skill and wear a visible physical piece covering your chest.

Adjusting: When Physical Armor reaches 0, spend 5 minutes “Adjusting” to restore half its value (once before repair is required).

TypeArmor BonusRestrictions
Leather+4No Wizard spells or Dexterity Armor
Chainmaille+8No Wizard/Primalist spells or Dexterity Armor
Plate+12No spells; no Dexterity Armor

Materials Guidance

CategoryNotes
LeatherReal or faux soft leather allowed.
ChainmailleAluminum/steel ring mail acceptable.
PlateMetal breastplate and high-quality foam/plastic lookalikes acceptable.
Shields — Sizes & Construction
TypeMax Size (Radius)Restrictions
Small24″No Wizard/Primalist spells or Dexterity Armor
Medium30″No Wizard/Primalist spells or Dexterity Armor
Large36″No Wizard/Primalist spells or Dexterity Armor

Construction

MaterialRule
BodyWood, foam, or corrugated board are acceptable.
EdgeEntire outer edge must be padded with ½″ pipe foam, secured with duct tape.
Crafting & Repairing — Basics
TopicGuidance
WhereWeapons/armor at a Forge or in the Merchants’ Quarter (misc goods crafted in Merchants’ Quarter).
TimeCrafting/repair time depends on your Craftsman Tier.