Core Rules of Play

Getting Started

Starting Character Base
  • Characters begin with 80 CP.
  • Characters begin with 5 Vitality.
  • Characters begin with 3 Energy.
  • Choose one Base Header at character creation for 0 CP.
  • Base Header options are Warrior, Rogue, Mage, Cleric, and Primalist.
What Players Should Know First
  • If you do not understand a call, say Clarify.
  • If you hear Hold, drop to one knee and stop play immediately.
  • Combat uses safe, controlled contact and the lightest touch rule.
  • Do not strike the head or groin. They are not legal striking zones.
  • Know how much Vitality, Armor, and Energy you have. Understand your skills. Everything else can be learned in time.

Combat & Armor

Vitality & Damage
  • You start with 5 Vitality.
  • Vitality is lost after applicable armor layers are reduced.
  • When reduced to 0 Vitality, you become Unconscious unless another rule changes that state.
  • If dropped by called damage, you enter Bleeding Out.
Armor Types & Stacking

Physical Armor

  • Requires the correct Armor skill and visible physical armor covering your chest.
  • Leather grants 4 Armor.
  • Chain grants 8 Armor.
  • Plate grants 12 Armor.
  • Physical Armor does not stack with Dexterity Armor or Magical Armor unless a specific rule says otherwise.

Dexterity Armor

  • Granted by skills.
  • 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

If you do not have one of those armor layers, skip it and continue to the next layer.

Adjusting Armor
  • When Physical Armor reaches 0, you may spend 5 minutes adjusting it.
  • Adjusting restores half of the armor’s value.
  • This can be done once only before the armor must be repaired at the forge.
  • Refresh does not restore Physical Armor.
Melee
  • No "machine gunning". Consecutive strikes must land on different body parts.Hits must land 12" apart from one another to be considered valid Strikes.
  • Clean hits only. If a blow hits weapon or shield first, it does not count.
  • This is called weapon dead.
  • Use the lightest touch rule. Safe, clear contact is enough.
  • If someone is swinging too hard, tell them to watch your swings. Contact in combat can bruise and even sometimes sting, if you feel someone is being an issue and not listening or playing to rough please contact a staff member
  • Head and groin shots are not legal targets. Accidents can happen, but repeated, reckless, or intentional strikes to these areas will result in removal from the game and may result in a permanent ban. We protect our Players and NPCs fiercely, and unsafe conduct of this kind will not be tolerated.
Basic Weapon Strikes
  • A legal weapon strike without a damage call deals **1 Physical damage**.
  • This is called a **basic hit** or **basic weapon strike**.
  • You do not need to call “1 Physical” for an ordinary basic hit.
  • If a skill changes the damage, carrier, or effect of the strike, clearly make the full required call.
Flurry
  • A normal Flurry is **3 weapon strikes**.
  • After completing a Flurry, pause for at least 1 full second before beginning another Flurry.
  • Consecutive strikes in the same Flurry must be directed at different legal body areas. Do not repeatedly strike the same location.
  • A skill, item, ancestry, or other effect that adds or removes strikes from a Flurry changes the normal limit of 3.
  • Example: **+1 Flurry** allows 4 strikes before the required pause. **−1 Flurry** allows 2 strikes before the required pause.
  • Every strike must still follow clean-hit, legal-target, Weapon Dead, and lightest-touch rules.
Legal Striking Zones
  • Head and groin shots are not legal targets.
  • Legal striking zones include arms, legs, torso, shoulders, and other safe body areas below the neck and above the groin.
  • Accidental shots can happen. Repeated, reckless, or intentional unsafe strikes may result in removal from the game or a permanent ban.
Deliveries & Carriers

Deliveries

  • Weapon: delivered by legal weapon strike.
  • Packet: delivered by thrown packet.
  • Area: affects targets in a 10-foot area.
  • Gesture: point at someone and they take the effect.
  • Voice: affects valid targets within earshot and line of sight.

Carriers

  • Physical: default carrier.
  • Fire, Ice, Lightning, Acid: elemental carriers.
  • Lunar: deals double damage to spirits.
  • Faith: heals living targets and deals double damage to undead.
  • Blight: deals double damage to living targets and heals undead.
  • Restore: restores health to anything.

Rest & Refresh

Energy
  • Characters start with 3 Energy.
  • Upon reaching 125 CP, gain 1 Energy at no cost.
  • Upon reaching 200 CP, gain another 1 Energy at no cost.
  • Skills and spells spend Energy whether they hit or miss.
  • Extra Energy may be purchased under General Skills.
  • The listed purchase starts at 25 CP and increases by 5 CP with each purchase.
What Refresh Restores
  • Refresh fully restores Vitality.
  • Refresh fully restores Energy.
  • Refresh fully restores Dexterity Armor.
  • Refresh fully restores Magical Armor.
  • Refresh does not restore Physical Armor.
How to Refresh
  • Normal Rest: 1 hour equals Full Refresh.
  • Tavern Rest: 30 minutes equals Full Refresh because time counts double inside the Tavern.
  • Mixed Rest: 30 minutes outside plus 15 minutes in Tavern equals Full Refresh.
  • If you fight or use a skill while resting, the Refresh is cancelled.
Until Refresh Effects
  • An Until Refresh effect remains until the target completes a valid Refresh.
  • Do not remove the effect just because combat ends.
  • Some effects may prevent Refresh or require a specific cure before they can end.

Spellcasting

Casting Rules
  • Use spell packets made from birdseed in cloth for packet-delivered spells.
  • Speak the incant clearly.
  • If you are hit while casting, the spell fumbles.
  • When a spell fumbles, restart the incant.
  • No Energy is lost when a spell fumbles before completion.
Incantations
  • Incants must be 12 syllables long.
  • Incants must be clearly spoken.
  • A specific incant is not required as long as it meets event rules.

Examples

  • Mage: I call forth the powers of (Element Type) to grant me (Spell Name).
  • Cleric: I call upon (God you Worship) to grant me the power of (Spell Name).
  • Primalist: I summon the (Aspect of the Forest) to grant me (Spell Name).
Imbued Spells & Fizzle
  • An imbued spell glows in your hand until used or fizzled.
  • A spell fizzles when an imbued spell expires unused or is otherwise lost by rule.
  • Once fizzled, the spell is no longer held and must be cast again if you want to use it.
  • Only 1 Spell may be imbued at a time.
Spell Types & Durations
Type Duration / Rule
Destruction1 minute. Imbued. Fizzles if unused.
Healing10 minutes. Imbued. Fizzles if unused.
Abjuration1 hour. 1 active. May be cast on others.
EnchantmentUntil game end or Refresh. Self only. 1 active.
Evocation10 minutes.
Control5 minutes. Damage persists until healed.
BlessingUntil Refresh. 2 active. May be cast on others.
Hex3 hours. Prevents Refresh.
Active spell limits are counted **per recipient**. - A recipient may have 1 active Abjuration. - A recipient may have 1 active Enchantment. Enchantments are self-only unless a spell specifically says otherwise. - A recipient may have 2 active Blessings. - The caster does not use up one shared limit by casting these effects on different recipients. - Multiple copies of the same named spell do not stack unless the spell specifically says they do. - A higher-level version of the same named spell replaces the lower-level version. - If a new spell would place a recipient over their active limit, the recipient chooses one existing effect of that type to end before the new effect becomes active. - A spell’s specific text overrides these general limits.
Scrolls

What a Scroll Is

A scroll is a one-use item containing one Enchantment or Evocation spell. The scroll’s tag must list the spell name, spell tier, writer, event created, and expiration event.

Writing a Scroll

  • You must have Write Magic of the same tier or higher than the scroll being written.
  • You must know the spell you are writing.
  • Only Enchantment and Evocation spells may be written unless another rule specifically allows a different spell type.
  • Each scroll requires the materials listed in the T1, T2, or T3 Scroll recipe.
  • Writing one scroll takes 5 minutes of uninterrupted roleplay in an approved crafting or magical-work area.
  • Writing one scroll costs 1 Energy when the writing is completed.
  • If the writing is interrupted, no Energy is spent, but the full writing time must be restarted.
  • A character may create no more than 3 scrolls per tier of Write magic per event.

Reading and Casting a Scroll

  • A character may use a scroll if they have Read Magic or Use Device of the scroll’s tier or higher.
  • The user must perform a normal 12-syllable incant and clearly name the stored spell.
  • If the user is struck before completing the incant, the casting fumbles. The scroll is not consumed, and the incant may be restarted.
  • When the incant is completed, the scroll is consumed and the stored spell becomes imbued.
  • Casting a completed scroll does not cost Energy unless the ability used to activate it specifically says otherwise.
  • The spell follows its normal delivery, duration, active-limit, defense, and miss rules.
  • Once the scroll has been consumed, it is gone whether the stored spell later hits, misses, is defended against, or expires.

Scroll Expiration

  • A scroll normally lasts for 2 games.
  • The event in which it is created is Game 1. The next event is Game 2.
  • An unstored scroll expires at the end of Game 2.

Spellbooks

  • A Base Spellbook can store up to 10 scrolls.
  • An Advanced Spellbook can store up to 20 scrolls.
  • A scroll placed in a Spellbook before it expires does not expire while it remains stored.
  • If a scroll is removed after its original expiration event has passed, it must be used immediately during that event or it expires at the end of that event.
  • Scroll tags stored in a Spellbook count toward the book’s capacity.

Being dropped in combat

Reaching 0 Vitality
  • What happens when you reach 0 Vitality depends on the attack that reduced you to 0.
  • If a basic 1-damage weapon hitreduces you to 0 Vitality, you become Unconscious.
  • If called damage reduces you to 0 Vitality, you begin Bleeding Out.
  • If an attack has both called damage and another effect, it is still called damage.
  • Vitality cannot protect you below 0 unless a skill specifically tells you to track negative Vitality.
Unconscious
  • An Unconscious character lies down safely and cannot move, speak, attack, defend, cast spells, or use skills.
  • An Unconscious character is helpless.
  • Begin a 5-minute Unconscious count.
  • If nothing changes your condition, you naturally awaken after 5 minutes with 1 Vitality.
  • Healing that raises you to at least 1 Vitality wakes you immediately.
  • A called-damage hit against an Unconscious character causes that character to begin Bleeding Out.
  • Additional basic hits do not restart the Unconscious count.
  • An Unconscious character may be Death Struck.
Bleeding Out
  • A character reduced to 0 Vitality by called damage begins a 5-minute Bleed Out count.
  • A Bleeding Out character lies down safely, is helpless, and cannot move, speak, attack, defend, cast spells, or use skills.
  • The count does not restart when the character takes more damage.
  • Healing that raises the character to at least 1 Vitality ends Bleeding Out and wakes the character immediately.
  • A successful Stabilize ends Bleeding Out the character remains at 0 Vitality and is now considered Unconscious.
  • If the 5-minute count ends before the character is healed or Stabilized, the character dies and begins Spirit Count.
  • A Bleeding Out character may be Death Struck.
Stable
  • Stable means a character is at 0 Vitality but is no longer Bleeding Out.
  • A Stable character is Unconscious and helpless, but is not moving toward death.
  • When Stabilize is completed, begin a new 5-minute Unconscious count.
  • A Stable character naturally awakens after that count with 1 Vitality unless another rule prevents it.
  • Healing that raises a Stable character to at least 1 Vitality wakes them immediately.
  • Bandage and any other ability that requires a Stable target may now be used.
  • Called damage against a Stable character causes them to begin Bleeding Out again.
Death Strike
  • Death Strike may be used against an Unconscious, Bleeding Out, Stable, Paralyzed, or otherwise helpless target unless a rule specifically says otherwise.
  • Deliver it with a clear three-count: “Death Strike 1, Death Strike 2, Death Strike 3.”
  • The attacker must remain close enough to safely represent the action for the entire count.
  • If the count is interrupted or the target stops being helpless, the Death Strike fails.
  • A successful Death Strike bypasses remaining Unconscious and Bleed Out time. The target dies and immediately begins Spirit Count.
  • Sleep and Death Strike
  • Sleep by itself does not allow a character to be killed with Death Strike.
  • If a character is under the effects of Sleep, attempting a Death Strike wakes that character instead of killing them.
Spirit Count
  • When you die, begin a 10-minute Spirit Count unless a rule changes its length.
  • Remain safely near the place where your body fell for the duration of the count.
  • Wear the required Spirit Realm marker and follow all Spirit Realm rules.
  • You may be resurrected during Spirit Count if an ability’s requirements are met.
  • When the 10-minute Spirit Count ends, you are compelled to walk directly to Death’s Gate.
  • You may still be resurrected while traveling to Death’s Gate, provided you have not crossed Death’s Threshold.
Ressurection
  • A resurrection effect may return a dead character during Spirit Count or while that spirit is traveling to Death’s Gate.
  • Unless the ability says otherwise, the spirit must be present and the resurrection requires at least one belonging connected to that character.
  • Unless the ability gives a different result, a resurrected character returns with 1 Vitality and 0 Energy.
  • Resurrection ends Spirit Count. The character is alive again and does not continue to Death’s Gate.
Deaths Gate
  • Death’s Gate and Death’s Threshold are identified at the beginning of each game.
  • After Spirit Count ends, report to Death’s Gate and follow staff direction.
  • A character may be resurrected until they cross Death’s Threshold.
  • Once a character crosses Death’s Threshold, that character is permanently dead and cannot be resurrected.
  • Staff processes the death, CP/LP transfer, memorial information, and any story consequences after the threshold is crossed.
Old Age & Final Curtain
  • After 5 real-world years of playing a character, they reach the twilight of their mortal life.
  • The player chooses how their character leaves the world.
  • The ending may be quiet, dramatic, strange, tragic, heroic, or personal.
  • Once the 5th year concludes, the character takes their final curtain call.

Looting & Searching

Looting

Looting is a quick action used to take obvious loot from a fallen enemy’s loot pouch.

To loot a fallen enemy, gently touch them with a weapon or hand and clearly call:

“Loot.”
  • The target must turn over any lootable items in their pouchs.
  • Looting only affects the target’s pouchs.
  • Looting does not search clothing, armor, boots, bags, belts, hidden items, weapons, props, or personal belongings.
  • Only items clearly marked as in-game loot, or items handed over by the target, may be taken.
Looting is fast. Searching is careful. Do not treat one as the other.
Searching

Searching is a more careful action used to look for hidden or carried in-game items on a fallen enemy.

To search a fallen enemy, clearly state:

“I am searching your...”

Then name one specific area of the body.

  • You must search one area at a time.
  • Each search only applies to the area named.
  • You may not say “I search everything.”
  • The fallen target is responsible for handing over any valid loot from that area.

Examples

  • “I am searching your belt.”
  • “I am searching your boots.”
  • “I am searching your right arm.”
Valid Search Areas

When searching a fallen target, choose one of the following areas:

Search Area What It Covers
Head / Hat Helmets, hats, crowns, masks, hoods, or head-worn items.
Chest Armor chest pieces, tabards, front pouches, or chest-carried items.
Waist / Belt Belts, belt pouches, sashes, coin purses, or waist-carried items.
Left Arm Bracers, sleeves, armbands, or items carried on the left arm.
Right Arm Bracers, sleeves, armbands, or items carried on the right arm.
Left Leg Leg wraps, greaves, thigh pouches, or items carried on the left leg.
Right Leg Leg wraps, greaves, thigh pouches, or items carried on the right leg.
Boots Boot-hidden items, ankle pouches, or items specifically placed in boots.
What Can Be Taken
  • Only in-game lootable items may be taken.
  • Coin, tags, notes, components, plot items, and treasure props may be lootable if they are marked or handed over.
  • Real-world belongings are never lootable.
  • Weapons, armor, costume pieces, phones, wallets, keys, medication, personal bags, and personal props may not be taken unless staff specifically says otherwise.
  • If there is any doubt, ask staff.
Safety & Respect While Searching
  • Never physically dig through another player’s clothing, armor, bags, pockets, pouches, or props.
  • Never grab, pull, open, or remove another player’s real belongings.
  • Do not search private areas of the body.
  • Searching should be theatrical, verbal, safe, and respectful.
  • A light touch with a weapon or hand is enough to show the action.
  • The target hands over the loot. The searcher does not take it directly.
The rule of the corpse road: say what you search, let the fallen player hand over what is valid, and keep everyone comfortable.
At a Glance
  • Loot: Touch the fallen target and call “Loot.” The target gives loot pouch contents only.
  • Search: Say “I am searching your [area].” The target gives lootable items from that area only.
  • One area at a time.
  • No physical searching.
  • No real-world belongings may be taken.

Safety & Conduct

Core Safety Calls

Clarify

  • Used when you did not hear or understand a skill, spell, or effect.
  • The other player repeats or briefly explains the effect.
  • Clarify does not stop combat.

Caution

  • Used to warn of an immediate physical hazard.
  • 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.
  • A Hold may never be used for tactical advantage.
Non-Combat Players & Areas
  • Non-combat players are marked with armbands and wristbands.
  • Do not strike or physically engage non-combatants.
  • If an attack must be represented, state the attack verbally instead.
Headbands, Armbands & Lighting

Headbands, armbands, wristbands, and colored lights are out-of-game visual markers. They communicate safety, realm, or status information at a glance.

Headbands & Armbands

  • Red: Out of Game. Do not interact with this person in-character unless staff says otherwise.
  • Yellow: Non-Combatant. Do not strike or intentionally involve this person in combat.
  • Green: Dream Realm or Astral Realm. Only interact if the scene, staff, or your abilities allow it.
  • Purple: Spirit Realm. The person is a spirit or tied to spirit-state play.

Lantern Lights

  • Yellow / Gold / White: Normal in-game lantern light.
  • Purple: Spirit Light. Visible to anyone with Sense Spirit.
  • Blue: Sanctified Ground. Follow the rules or staff direction tied to that space.
  • Red: Unsanctified Ground. Follow the rules or staff direction tied to that space.
These markers are not decoration. Treat them as active game information.
Lighting, Flames, and Fire Safety
  • Battery-powered candles or lanterns purchased in game are allowed.
  • If too bright, staff may ask you to dim them.
  • Avoid phone flashlights or true white light at night unless in your cabin or during an emergency.
  • Open flames are allowed only in designated fire pits.
  • No combat within 30 feet of a fire. Those gathered around a fire are considered combat flagged. If an engagement occurs, they must move away from the fire and engage, leaving only the fire tender.
  • Nothing that increases the risk of fire is allowed.
  • Liquid propellants and accelerants such as gasoline, kerosene, lighter fluid, or similar fuels are not permitted.
  • Contained propane grills may be acceptable with staff approval.
Conduct, Harassment, and Legal Rules
  • Real-world laws still apply at Lyre.
  • Harassment, assault, theft of personal items, and destruction of property are prohibited.
  • Any form of real-life harassment is strictly forbidden.
  • If a heated roleplay scene becomes uncomfortable, you may call Fill Me In Later.
  • Violations may result in immediate removal from the event.
Drugs, Alcohol, Age Policy, and Littering
  • No drugs or alcohol are allowed on site.
  • Arriving under the influence will result in removal.
  • Lyre is an all-ages game.
  • Children under 18 must have a guardian present.
  • All trash must leave with you or be placed in proper receptacles.
  • Smoke only in designated areas. This includes vaping.
  • Do not vape inside buildings.
  • Dispose of cigarette butts properly.

Age Policy & Younger Players

All-Ages Game

Legacy of Ruin is an all-ages game. Families are welcome, and we want younger players to be able to enjoy the world, the story, and the adventure.

  • Players must be 14 years or older for their character to progress normally.
  • Players must be 14 years or older to engage in open combat.
  • Staff may adjust this requirement at their discretion if there is a specific reason to do so.
  • Children under 18 must have a parent or guardian present on site.
Staff has final say on whether a younger player may participate in certain scenes, adventures, or combat-adjacent situations.
Children Under 14

Children younger than 14 may attend Legacy of Ruin and may travel with their parent or guardian during adventures, scenes, and some mods. However, they may not take part in open combat.

  • Children under 14 may accompany their parent or guardian on mods and adventures when appropriate.
  • They may not attack enemies, monsters, NPCs, or other players.
  • They may not loot bodies, treasure, props, or encounter rewards unless staff specifically allows it.
  • They are generally considered combat flagged when they are present in an active combat area.
  • If a scene, mod, or outing is designed strictly for their own group and no outside players are involved, staff may adjust how participation works.
  • Even in youth-focused scenes, those under 14 may not participate in direct combat unless staff specifically states otherwise.

Throughout the weekend, staff will run adventures and combat-style outings designed for younger groups so they can feel included without being placed into unsafe or overwhelming situations.

Death, Family Bonds, and Emotional Scenes

Permanent death is a real part of Legacy of Ruin. Characters can and likely will die at some point. Parents and guardians should consider how that may affect their child before involving them deeply in dangerous stories or emotionally intense scenes.

  • Character death may happen during the course of play.
  • Some scenes may involve loss, grief, sacrifice or hard choices.
  • Parents and guardians should decide how much of that experience is appropriate for the children in their care.
You and your children are considered soulbound for family purposes. No matter what character you are playing, you will always remain their parent, guardian, or chosen family unit in game.
Daytime and Nighttime Tone

Legacy of Ruin tries to keep the overall tone more family-friendly during the day, but the game becomes more rowdy and unruly at night.

  • From roughly 8:00 AM to 8:00 PM, we try to keep the game closer to a PG tone when possible.
  • From roughly 8:00 PM to 8:00 AM, the tavern, stories, language, and roleplay may become more PG-13.
  • Nighttime play may include rougher language, darker stories, frightening scenes, and darker themes.
  • Children do not have to remain in cabins during those hours, but parents and guardians should be aware of the tone shift.

You know your children best. Please use your own judgment when deciding where they should be and what scenes they should be present for.

Dark Fantasy, Horror, and Scary Content

Legacy of Ruin is a dark, gritty, horror-filled fantasy game. Many of our staff have worked in haunted houses and horror entertainment for over two decades. Some of our props, monsters, makeup, scenes, and story moments may be grotesque, frightening, or emotionally intense.

  • Monsters may be scary, unsettling, or just plain grotesque.
  • Scenes may include horror, loss, curses, undeath, corruption and other dark fantasy elements.
  • Some props, costumes, and encounters may be intentionally frightening.
  • Parents and guardians should consider whether their children will enjoy that kind of experience.
We like the scary side of fantasy. Please use your best judgment with children or anyone in your care.
Why We Allow Younger Players

We wanted to build a game where LARPers who have had a hard time finding a place for their older kids could bring them along as they start to become interested in LARPing.

Our goal is to make room for families while still protecting the tone, safety, and emotional weight of our game. Younger players are welcome, but they may not be able to participate in every scene the same way an older player can.

Fill Me In Later

If a scene becomes too intense, frightening, heated or otherwise uncomfortable for a child or guardian, you may use Fill Me In Later.

  • Fill Me In Later lets you step away from a scene without needing to explain.
  • Use it to move a child away from a scene that is becoming too intense.
  • Use it whenever you need a clean exit from roleplay.
  • Staff can help summarize necessary information afterward.
No story moment is more important than player safety, comfort, and trust.
Staff Discretion and Removal

Staff reserves the right to ask any Player, Cast member, NPC to sit out or step away from a scene, leave an event and/or not return to future events if an issue occurs.

  • Unsafe behavior may result in removal from a scene or event.
  • Repeated issues may result in a suspension from play.
  • Persistent issues may result in being asked not to return.
  • Staff decisions are made to protect the safety and integrity of the game, players and community as a whole.
At a Glance

Legacy of Ruin is an all-ages game, but it is also a dark fantasy horror game with combat, permanent death, frightening monsters, emotional scenes, and a rowdier nighttime tone.

  • Use your best judgment with children and younger players.
  • Age 14+ is generally required for character progression and open combat.
  • Children under 14 may attend and adventure with guardians, but may not directly fight or loot unless staff says otherwise.
  • Some content may be scary, intense, sad or emotionally heavy.
  • If something becomes too much, use Fill Me In Later and step away.
  • Staff has final say on participation safety and removal from play. We are always willing to make exceptions for those who we feel will be fine in the open world of LoR. If you have questions about anything, reach out to us anytime. We are always happy to chat!

Character Points & Legacy Points

Character Points
  • Characters begin with 80 CP.
  • Maximum CP is 400 CP.
  • CP is spent on headers, skills, spells, and character options.

Earning CP

  • 12 CP per event attended.
  • 4 CP per PEL.
  • 2 CP for setup or 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 reflects your soul’s accomplishments that carry through to your next character.
  • When your current character dies LP is converted into CP and added to your new character.
  • LP may also have secret in-game uses.

Earning LP

  • 1 LP per event attended.
  • 1 LP per PEL.
  • 1 LP for setup or teardown, up to 2 LP max per event.
  • LPLP resets to 0 after use.

Character Creation

Character Base
  • Start with 5 Vitality.
  • Start with 3 Energy.
  • Start with 80 CP.
  • Choose a Base Header for 0 CP.
  • Additional Headers are 16 CP.
  • Choose an Ancestry.
  • Choose a Background.
Base Header
    Craftsman is a Supplemental Base Header
  • Starting Base Headers are **Warrior, Rogue, Mage, Cleric, and Primalist**.
  • At character creation, choose one Starting Base Header for 0 CP.
  • Additional Base Headers normally cost 16 CP each.
  • **Craftsman is a Supplemental Base Header.** It is a Base Header for prerequisites, tiers, and Prestige requirements, but it is not one of the free Starting Base Header choices.
  • Additional Headers are 16 CP.
  • A rule that specifically changes a Header’s cost, such as the Tradesman Background, overrides the normal 16-CP cost.
Ancestries
  • Each Ancestry has advantages, disadvantages, and story hooks.
  • Ancestry can guide roleplay, appearance, and worldview.
  • Ancestry does not fully define you as a character.
Backgrounds

Backgrounds describe where you came from and what you know.

  • Each Background has advantages and disadvantages.
  • Background options are only available at character creation.
  • Nobility is one such character-creation path.
Nobility & Houses
  • Noble Houses have ruled since the dawn of civilization.
  • There are 8 major Noble Houses.
  • If you choose Nobility at character creation, you create your own Minor House.
  • Choose your House name.
  • Create your House sigil.
  • Your House's banner flies under one of the Major Houses.

Weapon / Armor Construction

Weapon Checks
  • At check-in, staff will check weapons for safety and provide tags for approved weapons.
  • 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.
Weapon Size Categories
Type Length Examples
Small16 to 22 inchesDaggers, short clubs
Medium23 to 34 inchesShortswords, axes
Long35 to 46 inchesLongswords, maces
Great47 to 64 inchesGreatswords, large axes
Pole-arm64 to 72 inchesSpears, halberds
ThrownUp to 36 inchesNo core. Safe foam only.
Bow20# Pull MaxUsed for archery.
Spell Packet9 by 9 inch clothFilled with birdseed.
Armor Construction & Restrictions

Requirement: You must have the Armor skill and wear a visible physical piece covering your chest. You can, however, wear armor without the skill as part of your costume. Its armor value will be 0 without the required skill.

Adjusting: When Physical Armor reaches 0, spend 5 minutes adjusting it to restore half its value. This works once before repair at the forge is required.

Type Armor Bonus Restrictions
Leather+4No Mage spells or Dexterity Armor.
Chain Mail+8No Mage or Primalist spells or Dexterity Armor.
Plate+12No spells and no Dexterity Armor.

Materials Guidance

  • Leather: Real or faux soft leather allowed.
  • Chain Mail: Aluminum or steel ring mail acceptable.
  • Plate: Metal breastplate and high-quality foam or plastic lookalikes acceptable.
Packets
  • Spell packets should be made from cloth and filled with birdseed.
  • Recommended cloth size is 9 by 9 inches.
  • Packets should be soft, safe, and easy to see.
  • Do not overfill packets or make them hard.