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Experience & Royalty

Experience Points (XP)

Experience Points are attached to the player, not their character. Each class has its own list of increased abilities and perks as you level up. Experience Points are awarded per event attended and participated in, volunteering at events, additional help, and “side quest”. They are awarded at the end of the event. It currently takes 6 experience points (XP) to “level up”. Once you acquire 6 XP, your next XP will start you on your new level. All characters start at 1st level and have a maximum of 10 levels (currently). You will level up between events.


You can also earn additional experience points, and sometimes in game gold, by completing “Side Quest” outside of events. This could be things like volunteering for the LARP or completing task (like the 100 push ups a day task or learning new skill or volunteering at a shelter, etc)


Spectator/ghost - 0 XP

Player Character (PC) - 1 XP

Non-Player Character (NPC) - 2 XP

Admin or Staff position - 3 XP

Side Quest (at home between events) - 1-3 XP

Volunteering 1-3 XP


EXPERIENCE CHART

1st Level - 0 XP (everyone starts at 1st level)

2nd Level - 6 XP

3rd level - 12 XP

4th Level - 20 XP

5th Level - 28 XP

6th Level - 38 XP

7th Level - 48 XP

8th Level - 70 XP

9th Level - 85 XP

10th Level - 100 XP



The Royalty System (version 1.1)

In the Dawn Lands LARP we have a Royalty System. This system allows players who recruit other players to gain a Royalty Rank. The recruiting player is called the Liege Lord. When you sign into an event, if someone got you there, recruited you, talked you into attending, or drove you there, please list their name so that they get credit. Admin and staff may not be included in the Royalty System, this will be taken on a case by case basis. Points from each event are cumulative for as long as you play. Players can be counted more than once if they show up to multiple events. Points for the royalty ranking system are awarded at the end of an event. Promotions occur between events. Your family members do count, as long as they attend the event.


Liege Lords do not gain Royalty Points for themselves.


Groups may not have any more than six perks and the charter perk even if they change Liege Lords.



Royalty Ranking

  1. 6 players recruited - Lord/Lady - 5 extra in game gold

  2. 15 players recruited - Baron/Baroness - 10 extra in game gold

  3. 25 players recruited -Viscount/Viscountess - 15 extra in game gold

  4. 35 players recruited - Count/Countess - 20 extra in game gold

  5. 50 players recruited - Marquise - 25 extra in game gold

  6. 65 players recruited - prince/princess - 30 extra in game gold

  7. 80+ players recruited - Duke/Duchess - 40 extra in game gold



Royalty Perks

Liege Lords may pick from a list of Royalty Perks each time they achieve a new Royalty Rank and a bonus amount of GP per event. These perks apply to everyone in your group, party, or household (whatever you choose to call yourselves) but the GP only applies to the Liege Lord (although a good Liege Lord will spread the wealth, it is not required).


Only the perks from one Liege Lord at a time may apply to any one group, you cannot combine groups to get perks from multiple Liege Lords. There is some gray area to this and it will be worked out by the admins.

Leigh Lords may pick a Perk at each Royal Level after they attain the rank of Lord or Lady. In order to do this a group must be made official. Some may be chosen more than once, those will be denoted.


If there is a situation, such as a married couple, then they will need to inform the admin as to how they want the Royalty Points divided up and applied.


Households are limited to 6 perks plus the charter perk. Even if the liege lord is changed.


PERKS

  • Charter -

    • Create an official group, and will be put on the check in logs.

    • The group can have its own official heraldry and can be displayed in the tavern and at the campsite (creating the heraldry is up to the group and/or the Liege Lord).

    • This group can have a structure, such as rank and jobs etc, or not. It is up to the group.

    • The group may now have its own campsite during an event.

    • The Liege Lord may change before the event starts and if the group members agree.

  1. Wealthy Group - either due to a fortune held by the liege lord, taxes from a conquered land, or selling your swords your group has money! Each member receives an extra 5 GP (except for the Liege Lord) at the beginning of each event

  2. Sacred Weapon: Your group now has a Dawn Lands approved LARP/foam weapon that is considered to be sacred with some sort of magic (either nature, spirit, divine, or arcane). This sacred weapon will have a bonus of some sort (worked out with the group and/or liege lord and the admins). The group and/or Liege Lord can decide which player receives the sacred sword or what is done with it during events.

  3. Sacred Shield or Armor: Your group now has a Dawn Lands approved LARP/foam weapon that is considered to be sacred with some sort of magic (either nature, spirit, divine, or arcane). This sacred weapon will have a bonus of some sort (worked out with the group and/or liege lord and the admins). The group and/or Leige Lord can decide which player receives the sacred sword or what is done with it during events.

  4. Spell Library - Casters now have access to 1 extra casting of each of their spell abilities per day (this is 2 for elves)

  5. Training Hall - Martial class players can now use 1 of their abilities 1 extra time per day.

  6. Scroll Library - each of your members receive 1 extra free scroll per event. This is chosen by the admins and the liege lord, and is the same scroll for all members of the group (including the Liege Lord)

  7. Skill Cross Training - the Liege Lord may pick one member of their group. This member can now use one of the abilities that the Liege lord possesses. This can only be used one time a day and cannot be renewed.

  8. Sacred Land - your group is connected to the land in a strong way for some reason. While in this land the members of your group regain special abilities/spells as if visiting an Entertainer. They also heal 1 HP.

  9. Smithy - your group has built a forge (or some other structure, it could even be magical). This forge, or person, or item (it is up to the group) acts as a smith and can repair armor, weapons, and refill arrows. This is free for group members to use. The smithy location must be in the groups camp or lands. The group does not have to have an actual smith or workshop but they do need to have something that represents one (could be something as simple as an item with a sign next to it.)

  10. Stables - Your group owns many horses and keeps them in a stable. Each group member can return to their camp to gain access to the ability to cross riving obstacles for the next quest. This only works for one quest at a time (but includes going out and returning). The group does not have to have an actual stable but they do need to have something that represents one (could be something as simple as an item with a sign next to it) and it must be in the group's camp or lands.

  11. Healing Area - whether it is a field hospital, a forest glade, or a dark chamber. Your group has an area that promotes healing. Players can visit this area to receive 1 HP of healing.

  12. Holy Area - removes conditions such as plague or curse.

  13. Fortress - your camp is fortified. Each member of your group receives +1 to APR while here. If they leave the group camp/lands then they lose this bonus.

  14. Armory - your group has vast martial resources and weapon reserves. While fighting in yoru groups lands or camp each of your group members receives a +1 to damage while here)

  15. Anti-life zone - whether it be to plague, necromantic energy, curse, or energy from some other source, players that do not belong to the group lose 1 HP when in the camp or lands of this group. This is persistent so remains even after they leave the lands or camp of said group.

  16. Advanced Anti-life zone - same as Anti-life but the penalty is now 2 HP.


Level/Rank

# Recruited

Liege Lord Bonus

Perk

Lord/Lady

6-14

5 extra GP

Charter

Baron/Baroness

15-24

10 extra GP

Pick a perk

Viscount/Viscountess

25-34

15 extra GP

Pick a perk

Count/Countess

35-49

20 extra GP

Pick a perk

Marquise

50-64

25 extra GP

Pick a perk

Prince/Princess

65-79

30 extra GP

Pick a perk

Duke/Duchess

80+

40 GP

Pick a perk


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