Rules

Rules and guidelines we use at our LARP events.

Safety and responsibilities!

  • No hits on the head.
  • No hits in or near the crotch.
  • Pull your blows, it’s just a game.
    • Fight cinematic and with drama – the more the better.
  • Check your weapons and make sure they are safe.
    • If we decide your weapon is not safe for our event, don’t discuss or question our decision.

Taking hits.

We work with a localized hit point system.

These will be influenced depending on your “faction” and / or your chosen “class” and / or events during the game. The average humanoid creature has one point on each limb and two points on their torso. – Remember: The head is NOT a location, even if someone is wearing a helmet!

  • If one of your limbs goes to 0 hit points you can no longer use it.
  • If your torso goes to 0 you are unconscious.

Being unconscious and death.

Being unconscious:

  • If your character becomes unconscious you can no longer move, hear, smell or see anything.
  • When you are unconscious, you are in danger of being executed.

Death:

  • We give our players and NPC’s a lot of trust in taking their hits responsible and that they choose role play drama over personal gains or real life ego trips.
  • We also believe that all participants should realize how much role play comes from acting out your wounds AND letting a healer fix you up.
  • For those reason we give you, the player, the option and the freedom to, often – not always, choose when you die.
    • For us it does not matter if you lie unconscious for five minutes or half an hour as long as you took your hits fair and square and you give healers a chance to play their part of the game.
  • The rule of EXECUTION.
    Death is and will remain a threat for your character.
  • We don’t want your death to be something silly or because of sheer bad luck and timing. We want it to be something memorable and dramatic!
    • But.. if you screw up severely or truly encounter some horrible bad luck, your character will meet its end.
  • If your character is unconscious, bound or immobilized in any other way they can be executed.
    • Execution is always:
      • Dramatically announced
      • Publicly performed.
      • Permanent. (mostly)
      • CREW always have the last say.
  • Player VS Player.
    • It is not something that we necessarily endorse or work towards, but it can and should be allowed to happen if there are valid reasons.
    • Especially in the event of PVP we ask all players embarked in PVP to honor the above guidelines and set their ego apart and keep it all in character.
      • PVP can sometimes be really tricky and intense, if for any reason it becomes TOO intense for you, drop out of the game and seek someone of the crew ASAP.
      • Reminder: Calling out “RED is a clear indicator you are overwhelmed and need to drop out of the game ASAP.

Weapons, shields and Armor.

Weapons:

  • One handed weapons do one damage.
  • Two handed weapons do two damage.
  • MONSTREOUS weapons do three damage.
    • Monstreous weapons are, but not limited to: Monster claws, HUGE weapons, Special weapons with special effects like a truly weird design or light effects.
  • There are NO long ranged weapons (bows, crossbows, guns) being used or allowed at Erindor, this is is for safety reasons and longer open for debate.

Shields:

Your shield can only take so much damage without breaking. Especially axes and hammers are to be avoided. Once again it’s up too you when your shield breaks, but don’t over do it. Your shield should break when it “feels” realisticly.

Examples when to let your shield break:

  • A dramatic moment when it is crucial the shield-wall should hold.
  • Fighting a terrible boss-like creature.
  • Getting a severe beating on your shield in a close time-frame.
  • Getting two or three hits in a row by a two handed weapon, especially axes!
  • Gettin a clear smash by a MONSTREOUS weapon.

Side note: If we as a crew feel your shield should be broken by now and you are still holding it, we will inform you that your shield will break with the next hit. Don’t discuss, take it as it is and role-play around it.

Armor:

Armor only counts on the area it’s protecting.

  • Soft leather : 1 armor point.
  • Thick leather, fur and Gambesons: 2 armor points.
  • Chain mail: 4 armor points.
  • Plate armor: 8 armor points.

While the head is NEVER a location, wearing a helmet in-game provides extra protection.

Gambeson, leather or fur hat: 1 extra armor point.

Plate helmet: 3 extra armor points.

  • These extra points can be “used” first if your armor gets hit.
  • Wearing a helmet during a larp is not always the most comfortable option. We want to reward participants who do the extra mile of wearing headgear.

Stacking Armor:

  • Stacking different kind of layers of armor grants you the combination of the armor. Wearing a gambeson, chain-mail, plate armor and a plate helmet will make you a real bad ass-tank that can take a severe beating. (On their armor that is. 😉
  • Stacking armor will be influenced depending on your “faction” and / or your chosen “class and or race” and / or events during the game.

Armor is very useful and strong in our game, so we encourage our players to make the best use out of it. On the flip side, don’t be a so-called “LARP – Terminator” and play out your hits fair and square! There will be monsters who will, even if you are in full plate, smash you to a pulp in a few hits… Minotaurs do not fool around!

Everyone can do this:

Bandages & first aid:

  • Everyone can bind a wound with a bandage
    • This will stabilize the wound, NOT heal it.
  • First aid is to make sure the person does not bleed to dead!
  • First aid is ALWAYS the first step to treat a wound.

Slithing someone’s throat:

Everyone can slit someone’s throat: If your throat gets slit, you are DOWN & UNCONSCIOUS.

  • Be careful of “latex burn”. Some weapons cause too much friction on skin and can truly hurt someone.
  • For safety reasons we sugest “cutting” on the chest, from shoulder to shoulder. If this happens, do play out the hit was on your throat.

Knocking someone out. (KO)

Everyone can take a “blunt (LARP SAFE) object” and softly knock someone on the head while saying “KNOCK OUT”! The person is then neutralized for at least five minutes!

Magic.

Mages are strong in terms of magic and control, but weak in physical strength, this is by design and part of our setting and world. Mages depend on their magic, wits and allies to keep themselves safe in a very dangerous world. Their biggest threat tho, might not even come from outside but from within. mages are a conduit of massive chaotic power. This can bring great power, but also massive corruption, death and malice to their surroundings and themselves. Mages use “mana” to cast their spells, create their potions and do their rituals.

How do we use magic at our LARP events?

We use “shouting terms” and a visual motion with our hands. We keep it simple and straightforward without the use of props or any additional shouting concerning damage or effects.

It is important ALL participants of the game know these spells to act out the proper effect if needed.

We start the game with a limited amount of spells to keep the complexity to a minimum. But the following “spells” should be learned by anyone who attends our event.

  • Ignis:
    • Make eye contact and point at your target and shout “IGNIS”
    • Effect: 4 damage to torso.
      • How to roleplay the effect: You feel a burning pain around your heart, you grasp for air while falling to your knee’s, the burning pain spreads to your body, you scream in agony.
  • Protego:
    • Shout “Protego”, Cross arms.
    • Effect: Ignore the first damage you take.
      • (Does NOT work against Magic)
      • How to roleplay: The weapon magically bounces off leaving no mark of damage.
        • If no damage taken, the effect fades away shortly after.
  • Pulsar:
    • Shout Pulsar while making a pushing motion;
    • Effect: You push the person / monster in front of you away,
      • How to roleplay: A force blasts you away, resulting in taking a few steps back and falling prone.
  • Ad Imperium:
    • While saying “Ad Imperium” followed by a strict and short command: Stay, Stop, Sit, Silence, Sleep, etc..
      • How to roleplay: Follow the command given except those that would let you harm yourself or others.
  • NEXORIS:
    • A choking motion holds the target in chokehold. After five seconds the caster snaps his or her fingers and the tatget falls down unconscious.

Potions that are relevant for all to know:

Sleep potion:

  • Taste: Salt
  • The victim falls asleep for 15 minutes.
  • They can no longer hear or see.
  • Pain does wake them up early!
  • Sleep potions are legal. But it is a severe crime to use it in combination with another crime, such as thievery.

Deadly Poison:

  • Taste: Vinegar.
  • The Victim turns ill, they feel sick and lose their sight. They claw at their neck and can’t breathe anymore. Then they are down.
  • A deadly poison can only be healed by the combination of two healing potions or with the aid of a Mentalist with the knowledge to treat poison.
  • Deadly poison is ILLEGAL and will result in a hefty fine or prison time. People who are caught killing someone with deathly poison risk execution or exile.

Safety words, Shout terms & “HAND” Signs!

Safety words:

Everyone has different limits and boundaries and these should be respected at all times. Do know that this is a dark and gritty fantasy LARP. There are certain scenarios or story lines that can take a darker turn and take you right out of your comfort zone. This gives you the chance to experience certain real emotions in a safe environment.

In the end everyone should be safe and having fun. Being pushed over your limit to the point of trauma is NOT something we want to do. It’s all about the experience, not sending you home with nightmares.

These safety words are meant to be used when things get heated, scary or anything else you do not feel comfortable with.

RED” meaning = “Stop. I do not feel comfortable and / or safe!”.

Effect:The scene STOPS immediately, no questions asked.

What should you do? Remove yourself from the game and seek out one of the REFS for assistance.

RED” is something that AT ALL TIMES has to be respected. No questions asked, no further pushing. When RED drops, everyone walks away and acts as if the scene never happened. Seek out a REF member ASAP.

Due take note that RED is a powerful word (as it should be!), do realize this is a very personal word. We do ask to take personal responsibility over your participation at our events.

Shout Terms:

While we try to keep these to a minimum, for they always break the game a bit, sometimes they are needed to provide magical or other effects that can not be done otherwise. Most of these “shouting abilities” will only be used by the CREW or with approval by the CREW . If you have not been granted the specific use of one of these terms (with exception of the KNOCK OUT!) you may NOT use these.

TIME IN: The Game starts, 100% In-character is a must.

TIME STOP: The game is stopped.

TIME HOLD: Time itself is paused, the game is NOT. Close your eyes and cover your ears.

Hand” Signs:

One fist in the air: I am currently NOT in the game – IGNORE ME!!! (It helps to not make eye contact with those still in the game.)

We hope you will have fun at our events!
The Erindor Crew