Rules & Guidelines

Erindor LARP – Rules & Guidelines (v2.0)

Safety & Responsibility

At Erindor, safety always comes first, no exceptions.

  • No hits to the head
  • No hits in or near the crotch
  • Always pull your blows, this is a game, not a competition.
  • Fight cinematic, controlled and with intent, not with brute force.
  • Check your weapons before the game.
    • If we decide your weapon is unsafe, that decision is final, there is no discussion.
    • Be mindful of “latex burn”, friction on skin can genuinely hurt someone.

Taking Hits

We work with a localized hit point system.

The average human has:

  • 1 point per limb
  • 2 points on the torso

The head is never a valid location, even when wearing a helmet.

If a limb reaches 0 → you can no longer use it.
If your torso reaches 0 → you become unconscious and gain one level of exhaustion.

We rely heavily on trust.
Take your hits honestly, immediately, and with dramatic roleplay.

Being Unconscious, Exhaustion & Death

Being Unconscious

When you are unconscious:

  • You cannot move, hear, see or react
  • You are vulnerable to execution
  • You are out of the game until your condition changes (through First Aid and/or healing)

Exhaustion

Each time your torso reaches 0 HP, your body weakens.

After being healed, your maximum torso HP is reduced by 1 for the rest of the event.

Example: You start with 3 HP → drop to 0 → get healed → your new maximum becomes 2 HP.
If it happens again → your maximum becomes 1 HP.

If your torso reaches 0 HP while already at 1 maximum HP, it counts as an execution, resulting in the permanent death of your character. This system reflects that, even with healing, a body can only take so much.

Death

At Erindor, we value roleplay over winning. But the fear of losing your character is what keeps the world believable.

As long as:

  • You take your hits fairly
  • You allow others (healers, enemies, allies) to play their part

We don’t mind how long you remain unconscious, what matters is the story around it.

Execution

Death should be meaningful, not accidental. We aim to avoid random deaths from pure bad luck, but understand that your character can die when the situation calls for it.

If your character is:

  • Unconscious
  • Bound
  • Immobilized

They can be executed, by “adventurers”, Monsters and “Civilians”.

Execution is always:

  • Clearly and dramatically announced
  • Publicly performed
  • Mostly permanent
    • Crew always has the final say.

Physical Strength & Conflict Resolution

When a situation involves physical force (pushing, grappling, duels, bar fights, etc.), we use a simple Power comparison.

Before making contact, subtly communicate your Power level to the other player.
They will do the same.

Your Power level is equal to your current torso hit points — not your maximum.

By comparing both values, it becomes immediately clear who has the upper hand in the interaction.

This means that even the strongest warriors will weaken as they take damage.

This system exists to:

  • Keep interactions safe
  • Ensure outcomes are fair and consistent
  • Prevent unsafe or uncontrolled physical play

Play out the result accordingly, always in service of the story.

Player vs Player (PvP)

PvP is not something we actively push, but if it happens:

  • Keep it in character
  • Leave your (real life) ego out of it
    • Respect the shared story
  • PvP can become intense, fast. If it does: → Call RED

Safety Words

We play in a dark and sometimes intense world.
Your safety always comes before the story.

RED = Stop. I am not okay.

  • The scene stops immediately
  • No discussion
  • Everyone disengages
  • Remove yourself and contact a crew member.
    • RED is absolute, always respect it.

Weapons, Shields & Armor

Weapons

  • One-handed → 1 damage
    • Weapons wielded with one hand are one handed.
  • Two-handed → 2 damage
    • Weapons wielded with two hands are Two-Handed.
  • Monstrous → 3 damage
    • Monstrous includes: Claws, oversized weapons or clearly unnatural weaponry.
    • We will show “monstrous” weapons at our safety briefing at the start of the event.
  • There are no ranged weapons at Erindor.
    • This is for safety reasons and not open for debate.

Shields

Shields do not have fixed hit points.
They break when it feels right.

Let your shield break when:

  • You are under heavy pressure
  • You take repeated hits
  • You face powerful monsters
  • The moment calls for it
  • It get hits with a “BREAK” or “SMITE” attack.
  • If crew feels you are holding on too long or we want a bit more drama, we will tell you:
    • The next hit on your shield will break it”.
      • Nothing personal, not open for discussion.

Armor

Armor only protects the area it covers.

  • Soft leather → 1 point
  • Thick leather / fur / gambeson → 2 points
  • Chainmail → 6 points
  • Plate → 10 points

Helmets grant an extra bonus protection on your TORSO, because the head is still not a valid hit location, even if someone is wearing a helm, but we do want to reward those who do the effort of wearing a helmet in combat.

  • Leather / padded Helmet → +1
  • Plate Helmet→ +3

For those trained in armor, it stacks, for those untrained it does not.
This depends of what kind of character you play.

Basic Actions (Available to Everyone)

Bandaging & First Aid

Anyone can bind a wound.

This stabilizes the wound, it does not heal it, you will still need to see a healer. It prevents someone from bleeding out or one can do light activity with a wounded leg or arm after receiving first aid.

Slitting a Throat

For safety reasons (latex burn) Perform on the chest (shoulder to shoulder)

The target becomes: Unconscious and torso goes to 0HP.

Knock Out (KO)

Use a safe and soft object + light tap on the head + say “KNOCK OUT

Target is down for at least 5 minutes and receives 2 damage on Torso.

Magic, Rituals and Abilities

Magic, rituals and abilites are simple in execution, but powerful in effect. There is a verry deep and complex system for those who use magic and / or do rituals. That system is shared with those playing a character who uses this, but there are certain things everyone need to recognize and know how to act these magical effects out.

We do our best to keep this list as short as possible and the effects as immersive as we can, without ever to add extra damage vocally and / or stopping the game mid fight etc.

We use:

  • Clear shout terms
  • Clear gestures

Everyone is expected to recognize these.

Core Spells / Rituals / Abilities

“IGNIS”: 4 damage to torso
  • You feel a severe painfull burning feeling around your heart region.
  • Even if you have the HP on your torso to “take it”, the pain alone will slow you down for moment.
  • One hand is a balled fist or holding a staff / trinket, one hand reaches out towards the target and a gripping motion is done while shouting loudly “IGNIS”.
PROTEGO: The first physical hit is ignored(it does not block magic attacks)
  • A magical barrier quickly forms between the caster and the weapon, making the weapon “bounce off” the caster.
  • The caster crosses his arms in a cross like manner, if the caster is holding a staff / trinket, one hand across the chest is suficient.
PULSAR: Pushes a target back several meters.
  • The caster does a pushing motion with their hand while shouting loudly and clear “Pulsar.”
  • The victim of the spell stops in their tracks and is blown back several meters at times stumbling and falling on the ground, depends of the strength of the character.
    • Big monsters tend to “crash through” a Pulsar, hardly slowing down.
AD IMPERIUM: Mind control.
  • The caster says “Ad Imperium” in combination with a certain command.
    • Depending on the casters knowledge and magical might the command can become longer and / or more eleborate.
    • Truly powerfull magic users are known to cause severe harm with this spell, even making people harm themselves or others.
NEXORIS: Choke target at range, with a dramatic choking motion.
  • The caster dramaticly shouts “NEXORIS” and makes a chocking motion towards their target, after 3 seconds, a snap gesture knocks them unconscious (0 HP)
SMITE:
  • A Paladin can infuse their weapon with righteous power, making it deal way more damage and breaking through even certain magical defenses and / or wards.
    • The Paladin while striking an enemy with his weapon in a dramatic way, shouts “SMITE”, this can also be part of a sentence to boost drama and RP: “Foul beast, I SMITE you!
  • Being hit by a SMITE attack, knocks you back, dropping on the ground.
    • Depends where the hit was these are the results:
      • On shield: The shields break, the arm holding the shield goes to 0HP.
      • On your torso: You receive 3 damage on your torso, armor you are wearing breaks.

More advanced magic, rituals and abilities are handled in the specific Rulebooks of the seperate Archtypes.

Potions (Common Knowledge)

Sleep Potion

  • Taste: salt
  • Result: 15 minutes of being unconscious
  • Pain wakes you up.


Deadly Poison

  • Taste: vinegar
  • Result: Unconscious, Torso drops to 0HP.
    • If no antidode is given within 5min, it counts as an execution.

Antidode

  • Taste: slightly sweetened water.
  • Result: Lifst the effects of deadly poison.
    • Over a period of 30min the victim of deadly poison returns to his maximum available hit points.

Ways to Participate

At Erindor LARP, you choose how you take part in our story.

Adventurer

You create your own character and follow a personal story.

  • High freedom
  • High narrative impact
  • Moral alignment: Good to Neutral
    • No “Evil” characters allowed at this point.
  • Adventurers shape the world and our story.
  • They choose an “archtype”, giving them all sort of talents, skills and / or unnatural abilities.

Civilian

You bring the world to life.

  • Shops, guards, officials, clergy, etc.
  • Social and immersive roles
  • More structured placement within the setting
  • Civilian’s are mostly regular humans.
  • Civilians make the world believable.

Monster

You are the danger of the world.

  • Active and physical playstyle
  • Good for adrenaline lovers
  • Rotating roles
  • More downtime between fights / encounters.
  • Monsters create tension, fear and a challenge.

Archetypes for Adventurers

Archetypes define your abilities, not your identity.

  • Arcanist.
    Practitioners of studied, inherited, or instinctive magic. Their power comes from knowledge, talent, or magical forces they barely understand.
  • Enhanced.
    Individuals altered by forces beyond the natural: alchemy, magic, rituals, or unnatural exposure. Their abilities come at a cost.
  • Paladins
    Warriors bound by conviction rather than doctrine. Their strength flows from belief, oath, and ancient bloodlines.
  • Ritualists
    Those who shape the world through preparation, symbols, sacrifice and time. Their power is slow, deliberate, and dangerous, often linked to Spirituality, Gods and / or Deity’s.

Each archetype has its own rules, abilities and systems.
These are explained in separate rulebooks.

Game Control & Signals

TIME IN: Game starts
TIME STOP: Game stops
TIME HOLD: Time stands still: close eyes & cover ears
“Thank you dead Monsters”: All dead monsters rise up, hold their fist or weapon, indicating they are not in the game right now and move back a designated spot.

Out of Game Signal

Raised fist:I am not in the game, ignore me.

Final Note

This document covers the core rules, there are deeper systems tied to:

  • Archetypes
  • Abilities
  • Story elements / World Info

These are explained in their own documents.
If something is unclear during the event: Crew has the last call, always.