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
- Magical Armor
- Dexterity Armor
- Physical Armor
- 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.
- You create your own Minor House:
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
| Part | Guidance |
|---|---|
| Core | PVC, fiberglass, or carbon fiber. |
| Padding | Closed-cell (pipe) foam; at least ¾″ for blade/body. |
| Tip Padding | Minimum 2″ of open-cell foam on thrusting tips. |
| Coverage Rule | At least ¾ of the weapon must be padded (e.g., 72″ spear → max 18″ unpadded). |
| Latex Weapons | Allowed only with staff approval. |
Archery & Arrows
| Topic | Rule |
|---|---|
| Blocking | Bows 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
| Type | Length | Notes |
|---|---|---|
| Small | 16″–22″ | Daggers, short clubs |
| Medium | 23″–34″ | Shortswords, axes |
| Long | 35″–46″ | Longswords, maces |
| Great | 47″–60″ | Greatswords, large axes |
| Pole-arm | 60″–72″ | Spears, halberds |
| Thrown | 9″–32″ | No core; safe foam only |
| Bow | — | Used for archery |
| Arrow | — | 3″ foam tip; birdseed core; 8″–12″ tail |
| Spell Packet | — | 9″×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).
| Type | Armor Bonus | Restrictions |
|---|---|---|
| Leather | +4 | No Wizard spells or Dexterity Armor |
| Chainmaille | +8 | No Wizard/Primalist spells or Dexterity Armor |
| Plate | +12 | No spells; no Dexterity Armor |
Materials Guidance
| Category | Notes |
|---|---|
| Leather | Real or faux soft leather allowed. |
| Chainmaille | Aluminum/steel ring mail acceptable. |
| Plate | Metal breastplate and high-quality foam/plastic lookalikes acceptable. |
Shields — Sizes & Construction
| Type | Max Size (Radius) | Restrictions |
|---|---|---|
| Small | 24″ | Cannot cast Spells |
| Medium | 30″ | No Spells or Dexterity Armor |
| Large | 36″ | No Spells or Dexterity Armor |
Construction
| Material | Rule |
|---|---|
| Body | Wood, foam, or corrugated board are acceptable. |
| Edge | Entire outer edge must be padded with ½″ pipe foam, secured with duct tape. |
Crafting & Repairing — Basics
| Topic | Guidance |
|---|---|
| Where | Weapons/armor at a Forge or in the Merchants’ Quarter (misc goods crafted in Merchants’ Quarter). |
| Time | Crafting/repair time depends on your Craftsman Tier. |