Core Rules


Resources are items that look unusual, and can be used for crafting or in spells. Some items are obvious to any character and will have a lammie attached.

Some items are less obvious, and require a character with the correct skill to initially identify them. Examples of this would be the horns, claws and teeth of some creatures. Identifying these resources requires the Harvesting skill, a referee and a minute of study/harvesting of the source. Once they have been identified and harvested they will be obvious to any character (a lammie will be provided by the referee).

Weapons & Armour

Anyone can use any weapon or shield and gain protection from wearing any armour.

Armour should look like what its is representing but does not have to be constructed of ‘authentic’ materials: e.g. aluminium mail, plastic mail or even high quality ‘knitted string mail’ (as sometimes used in theatre or film production) will offer the same protection as steel mail however a loose string vest spray painted silver will not.

Armour should cover approx 50% or more of the body to count.

Lost armour hits must be healed like any other damage – i.e. you cannot be ‘healed’ of armour damage by putting on new armour.

  • Simple armour: Leather, fur, padded cotton. An extra 1 body hits (2 if you have the Tough skill).
  • Complex armour: Rigid leather, chain, plate. An extra 2 body hits (4 if you have the Tough skill). Wearing simple armour underneath will not give extra hits.
  • Helm, padded cap: Plus 1 body hits on top of any armour worn (2 if you have the Tough skill).

A shield only stops damage from a blow if wielded and the shield intercepts the blow, a slung shield will only act as complex armour.

Damage Calls

Some characters may earn the ability to make a damage call and some monsters may call these at will. No one may call more than one damage call per blow. Arrows and bolts loosed from a bow or crossbow automatically strike for impale.

Some characters may earn the ability to resist a damage call and some monsters may resist calls at will. To resist a call you must call ‘resist’ clearly, so the caller can hear it. If the call is resisted, the target takes no effect, but it still counts against the number of calls the caller can make. A resisted blow will still inflict a point of damage – no one can resist damage.

If a blow is avoided or parried, by weapon or shield, the call can be ignored by the target and the caller does not count it against the number of calls they can make.

Any character may call execute on an unresisting person with a full (obvious) blow (or set of blows) that takes 10 seconds to prepare and deliver – you may call execute at the end of the 10 seconds, if not interrupted.

A character with the healing skill may call execute whilst treating an unresisting patient – this treatment must be at least 10 seconds, but only the patient (and referee, if applicable) must be made aware of the call.

If mass is added to a call, then it affects everyone within 10’ of the source – this can be restricted to an arc by holding out arms to define the arc. Mass calls cannot be parried, but can be resisted.


  • Knockback: Take 10 steps backwards (may still fight)
  • Strikedown: Take a knee or fall to the ground for 10 seconds (may still fight)
  • Impale: Go to zero hits: arrows and bolts automatically strike for Impale
  • Paralysis: Cannot move or fight, and counts as unresisting for 10 seconds; can still see and speak
  • Holy/Unholy: After combat, find a referee, who will explain what has occurred as a result of the blow. This might be death cards, or curse cards, or something else.
  • Sunder: Character’s blessings and curses temporarily cease to function for 10 mins. They still count as blessed or cursed for the duration, but gain no advantage or disadvantages from either.
  • Resist: Caller has ignored the effects of another call due to an effect or ability on them.
  • Execute: Go straight to dead.

Other Game Calls

  • First Aid: May be called by anyone in response to an OC injury. If you hear this you should stop game play and take a knee or otherwise clear sight lines to allow referees to easily see where the injury has occurred.
  • Time In: Start or restart game play at the beginning of the day, or after a First Aid or Time Freeze.
  • Time Freeze: Used by referees to pause the game. If you hear this, stop what you are doing and wait for the referee’s instructions.
  • Lay off: May be used by anyone to indicate they are finding a roleplaying situation uncomfortable, or blows from combat too hard, without needing to drop OC
  • Is that all you got: May be used by anyone to indicate they are happy to increase the intensity of a roleplay situation, or combat, without needing to drop OC
  • Hand in the air: While not a call, holding your hand in the air signifies you are not there IC and other characters should not react to your presence

Injury, Death and Healing

Everyone starts with 1 hit and may increase this by wearing armour, having the Tough skill, or various other benefits earned in game.

Any blow that squarely strikes a person causes the character to lose one hit. Grazing hits to extremities do not count, neither do blows to clothing, armour flaps, or slung weapons or shields if the blow would not have squarely connected with the person had the item had not been struck first.

Injured (zero hits):

If you reach zero hits, you are injured. You may stagger (slow walk) and talk, but not fight or use any of your skills or items, and you count as unresisting for the purposes of the Execute call, searching and carrying. Further damage will not take you past zero.

Free healing:

After a minimum recovery period (which is restarted each time you take damage) of 10 minutes, or 1 minute if you have the Resilient skill, a character with the Healer skill may attempt to restore you without spending power. To do this, they must draw a bead from a referee, to determine if there are any lasting effects from your injury or if you return to full hits – this may occur any time after the minimum recovery period has elapsed.

The colour of the bead indicates what happens next, and this is different depending on whether the healing (not the damage) takes place in Holy Ground or not: 

Bead Colour On holy Ground Outside of Holy Ground
White Restored to full hits. Take a death card, restored to full hits after the effects on the card are healed.
Red Take a death card, restored to full hits after the effects on the card are healed. Restored to full hits.
Black Dead Dead

Characters with the Healer skill may also perform any of the below free actions (provided they themselves are not injured):

  • After 1 minute of roleplay, may restore a character that has one or more hit points back to full hits with no bead pull required.
  • May attempt to heal/remove the effects of a death card by following the instructions on the back of the card.

Healing with Power:

After 10 seconds of roleplay and the expenditure of one point of Power, a character with the Healer skill may restore a character’s hits to full without the need to pull a bead (even if they are in their minimum recovery period). The Power may come from the Healer, from someone with the Blessed skill (who must be on positive hits to provide their power) or from manifest power.

Death cards:

These represent wounds, diseases or poison effects that will kill a character if not treated in the time indicated on the front of the card: follow the instructions on the front of the card, and keep the card with you. A character with the Healer skill may attempt to remove it by following the instructions on the back of the card, they must complete all the steps prior to the expirey of the time limit on the front for this to be successful.


An unresisting character is unable to stop certain IC actions occurring to them i.e. execute, searching, being carried. A character may choose to be unresisting, or may be forced into this state by being paralysed or on zero hits. Taking a character by surprise does not count as them being unresisting.


You are dead… although this may not be the end. You may roleplay being a corpse for as long as you like. When you are done find a referee or go to GOD to find out whether your character is permanently dead or will got to the underworld. A player may decide their character has died at any time – if they are injured or have a Death card that will be the cause of death, if not then they may simply expire from natural causes.

Curse cards:

These represent magical or spiritual effects on the character, which will generally be negative in nature. Follow the instructions on the front of the card and keep the card with you. A character with the Invocation skill may attempt to remove the curse by following the instructions on the back of the card.


Must be delivered by either a blow from a poison coated weapon or eating or drinking poisoned food or drink. Any blow that inflicts damage will deliver the poison as will eating or drinking any amount of poisoned food or drink. After the first person is poisoned, the poison will be spent. All poisons will last a maximum of 10 minutes after being applied to weapon, food or drink, after which time it will be spent.

When using a poison you must inform a referee beforehand, who will deal with the effects of the poison on your target. This will generally be in the form of a death or curse card depending on the nature of the poison.

Spells and Cantrips

Spells or cantrips can only be cast by a character with the Invocation skill (who is not injured), and take as long as the caster chooses to cast.

The target(s) of a spell or cantrip must be IC willing or unresisting.

All spells or cantrips require an amount of Power to perform, this can be any combination of Personal or Manifest Power from one or more characters.

More than one character can contribute Power, but there will be only one caster, and they must have the Invocation skill. All the contributors must be willing and standing within 10’ of the caster.

If the caster does not have enough Power at the point of casting (plus any requisite resources), then the spell fails, the caster is reduced to zero hits and is injured.

Cantrips are simple spells that do not require resources to cast, generally last only an hour and only affect a limited number of targets. When casting you should inform a referee if possible and hand them any spent Power.

Spells are more complex and generally require one or more resources, last more than an hour or affect multiple targets. Casting known spells does not require a referee and you can collect any blessings from GOD. Experimenting with unknown spells does require a referee.

Blessings and Curses

Characters may be under the effect of a maximum of one blessing and one curse at any time.

Should they be subject to another then the longest duration effect (or the most recent if they are the same duration) will be the one that remains and the shorter duration will be permanently removed.

Blessings with a duration longer than 1 hour require a card, which will be provided by a referee or at GOD. This card must be carried at all times while IC.

Characters may choose to choose to renounce and permanently remove a blessing at any time. It will no longer affect the character, and will need to be reapplied if they want it back. Curses may only be permanently removed by following the steps outlined on the card (or by replacement with a longer duration curse).


On Holy Ground stealing is forbidden by the gods, but items may be voluntarily exchanged. If you steal an item on Holy Ground, even if it is unattended, please report it to a referee ASAP.

Only items that have been labelled as IC can be stolen. This includes any item with a Legacy LRP lammie attached, power cards or documents marked as IC.

If the item you are stealing is attached to a physical object (e.g. a sword or armour) then you must take the object to GOD as soon as possible after stealing it, so the OC owner of the object can collect it. It is strongly recommended you get a referee in advance of undertaking any such activity as otherwise any benefit of the doubt will be given to the victim.

Restraining, Searching, Carrying and Grappling

To restrain another character they must be IC willing, unresisting or dead. This takes a minute of roleplay activity during which you must roleplay tying their limbs with a suitable prop – do not actually tie them, they must be free to use their limbs OC. A restrained character counts as unresisting until freed. A restrained character may free themselves if left unattended for 10 minutes (even if unresisting).

To search another character they must be IC willing, unresisting or dead. This takes a minute of roleplay activity and the searched player should hand over any IC stealable items at the end. You must not touch another person without their OC consent.

To carry another character they must be either willing (IC), unresisting or dead. This takes two free and empty hands and roleplayed carrying action. Physically dragging another person by the arms or legs, picking them up or trying to move them against their will can lead to OC injury and such activity will be stopped unless both parties can demonstrate clear consent and the activity is not disrupting the event experience of others.

Grappling or stage fistfights are not covered by the event rules, there is no in game way to damage another character without using a LRP weapon. Any such activity will be stopped unless both parties can demonstrate clear consent and the activity is not disrupting the event experience of others.

Event Safety and disruptive play

The list below are specific safety rules due to the nature of the event, but all participants are responsible for their own and the safety of others, both physically and mentally. Please report breaches of these rules or other behavior causing risk of upset or injury to the event crew, who will investigate and take action as required. Behavior that is disruptive to play may result in warnings or banning from the event; illegal activity will also be reported to the authorities.

  • All weapons must be checked at the start of the game by the event weapons checkers.
  • All blows by weapon must be pulled so they do not cause pain or bruising.
  • Participants in combat must ensure they are not too intoxicated to fight safely.
  • Striking with a shield, barging or body checking is not permitted.
  • Never aim arrows or crossbow bolts at the head, always reduce the draw on bow shots for closer targets and do not fire crossbows at targets under 10’ as it is not possible to reduce the draw.
  • Arrows and bolts must be rechecked each time they are shot.
  • Bows and crossbows must be slung or dropped if you enter or are engaged in melee.
  • The face, neck and groin are not valid targets. Always avoid hitting these areas.
  • Hooking or trapping weapons is not permitted. Hooking shields is permitted with specifically designed weapons (see weapons checking guidelines).
  • Thrusting or stabbing with weapons is not permitted unless they are specifically designed for this (see weapons checking guidelines).
  • Participants in combat must be 16 years or over, unless it is a specially arranged combat for younger players.
  • Non-consensual or underage sex does not occur in this game in any way shape or form and should not be discussed IC or OC.
  • Any behavior that can be construed as OC sexist, racist or discriminatory must be avoided. Discriminating against purely IC traits can be part of the game but you must avoid any IC discrimination that overlaps with OC discrimination e.g. gender, skin colour, modern culture or modern religion (see Equality and Diversity for more detail).
  • Take care with aggressive or intimidating behavior, and back off (or tone it down) if someone calls lay off.


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