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
- Magical Armor
- Dexterity Armor
- Physical Armor
- 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, Flurry, and Clean Hits
- A Flurry begins as 3 strikes, followed by a 1-second pause.
- No machine gunning. Consecutive strikes must land on different body parts.
- 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.
- 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.
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.
Spell Types & Durations
| Type | Duration / Rule |
|---|---|
| Destruction | 1 minute. Imbued. Fizzles if unused. |
| Healing | 10 minutes. Imbued. Fizzles if unused. |
| Abjuration | 1 hour. 1 active. May be cast on others. |
| Enchantment | Until game end or Refresh. Self only. 1 active. |
| Evocation | 10 minutes. |
| Control | 5 minutes. Damage persists until healed. |
| Blessing | Until Refresh. 2 active. May be cast on others. |
| Hex | 3 hours. Prevents Refresh. |
Unconsciousness & Death
Unconscious
- When dropped to 0 Vitality from basic hits, you are Unconscious.
- You cannot move, speak, or use skills.
- You are considered helpless.
- You may be death-struck while helpless.
- After 5 minutes, you naturally awaken with 1 Vitality.
Bleeding Out
- If dropped by called damage, you are Bleeding Out.
- If you are hit with 5 damage and had 5 Vitality or less, you are bleeding out, even if reduced to exactly 0 HP.
- You have 5 minutes before you enter your spirit count.
- You are considered helpless.
Death Strike
- Used against a creature or person who is helpless.
- Delivered with a clear three-count.
- Say: Death-strike 1, Death-strike 2, Death-strike 3.
- The count must be clear and loud enough to be heard.
- A successful Death Strike bypasses Unconscious and Bleeding Out and sends the target directly to their spirit count.
Spirit Count & Death’s Gate
- Upon bleeding out or being death-struck, you enter the Spirit Realm.
- Remain lying where your body fell for 10 minutes.
- After 10 minutes, you are compelled to walk to Death’s Gate.
- Death’s Gate is announced at the start of each game.
- Call for staff upon arrival and be patient if staff are assisting others.
- Once processed at Death’s Gate, your character’s current life has ended.
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.
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.
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.
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.
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.
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.
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.
- Persistant 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.
- LP converts to bonus CP at a 1:1 ratio when your character dies.
- 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.
Character Creation
Character Base
- Start with 5 Vitality.
- Start with 3 Energy.
- Start with 80 CP.
- Choose a Base Header for 0 CP.
- Choose an Ancestry.
- Choose a Background.
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 |
|---|---|---|
| Small | 16 to 22 inches | Daggers, short clubs |
| Medium | 23 to 34 inches | Shortswords, axes |
| Long | 35 to 46 inches | Longswords, maces |
| Great | 47 to 64 inches | Greatswords, large axes |
| Pole-arm | 64 to 72 inches | Spears, halberds |
| Thrown | Up to 36 inches | No core. Safe foam only. |
| Bow | 20# Pull Max | Used for archery. |
| Spell Packet | 9 by 9 inch cloth | Filled 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 | +4 | No Mage spells or Dexterity Armor. |
| Chain Mail | +8 | No Mage or Primalist spells or Dexterity Armor. |
| Plate | +12 | No 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.