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 Build≤½″ pipe foam + 3″ tip; filled with birdseed; tail 8″–12″.

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″–32″No core; safe foam only
BowUsed for archery
Arrow3″ foam tip; birdseed core; 8″–12″ tail
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″Cannot cast Spells
Medium30″No Spells or Dexterity Armor
Large36″No 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.