Rules Clarifications, Reminders, and updates Updates
- Brannith Marius

- May 4, 2025
- 8 min read
Updated: May 9
What is the game?
The simple answer is this: The Dawn Lands LARP is a game centered around adventuring parties and questing.
The more complicated answer is that the game is an attempt to make a LARP that feels more like you are playing D&D but “for real”. So this means that there are some “sessions” that are more about role playing, some about questing, some about battles, and some that combine several of those aspects.
Is it faction based? No, never has been never will be, as a matter of fact I actively try to never use that word.
Then what are the households? The households are not factions, and I feel this is evident in that colors or “makers” like that are not required unless it is something that the members of the household agree upon. What households really are is a tool for recruitment and for “housekeeping” within the game (like prison gangs). Please do not confuse them with factions.
There may be plots and stories in the future that put one culture against another, Tiss Vs. Dawn lander hypothetically, but players can fight for whichever side they wish, no matter their culture.
Let it be known! Our eventual goal is to move away from having NPCs (outside of essentials and monsters) and instead have PCs take up roles of non-combat roles in towns and whatnot. This WOULD NOT however make those PCs into NPCs.
Reminder: This game is “lightest touch” or “minimum contact”.
Just because someone hits with more force that is allowed doesn't mean that is okay, it just means that we didn't catch them or no one told us.
Safe Zones/Towns: Normally there is no combat or use of abilities inside of safe zones. The central “town” of an event is a safe zone. Sometimes the safe zones need to be adjusted to facilitate play. Campsites are also normally safe zones.
Regardless of the safe zone being adjusted or not, combat inside of a shop or building is NEVER ALLOWED unless otherwise specifically stated.
There have been times we have had to adjust things in the past. We had to adjust things at Annville (due to the weird layout) and we did at this last event due to having a small questing area. But this should never be presumed.
Reminder: HP and APR makers are to be returned at the end of the event (yes, one time I mentioned everyone taking theirs home but we are going back to the old system).
Reminder: The Goblins (aka Kids) did a great great job this time. Please remember all Goblins (aka real life human children) need to be tended to/watched/or supervised by an adult, guardian, household member, family member, or parent. Even though we try to have kids activities and a kids area for play, we are not babysitters and cannot be responsible for children.
Reminder: NPCs will always turn in their GP at the end of questing.
Warning: If there are any changes, updates, or problems with your character sheets please let us know at least 2 weeks before an event, informing us the day of is not helpful and we probably won't have time to correct any issues or make any changes.
Reminder: Asking about household perks on the day of an event is not helpful. Please ask any questions or seek clarification on those at least 1-2 weeks before an event.
Reminder: If there are any issues with the game, game play, or players/attendees, telling us well after the issues have gone away is not helpful. Please seek out Jana, Bryan, Perry, Scott, Lydia, Vex (for merchant issues), or one of our regular volunteers and they can let us know.
Be Aware: IF there is an unattended goblin (aka child) in your booth/NPC area/Merchant area/Camp you may gently ask them to leave or find their parents or find a guard or admin that can then find their parents.
Reminder: Goblins (aka children) should never be fighting with LARP weapons without the supervision of an adult, guardian, member of admin, or volunteer. If they are play fighting with LARP weapons under these circumstances then the safety format is still the same, that is to say, lightest touch, no striking to the face, etc.
Excessive contact. The first offense is a warning. 2nd offense the player will be asked to stop combat for that event. If it happens a 3rd time the offending Player will be considered a clear danger to everyone and will be exiled from the Dawn Lands and trespassed from the property.
NEW RULE: Going forward, we are going to try to make a “character sheet” for each household. This will include any magic items members of that household have, perks, royalty points, their liege lord, etc.
Going forward: All players will declare and list their magic items, potions, and scrolls at inspection before the event begins. This will be written down and tracked.
Going forward: All liege lords notify us at least 2 weeks in advance before events to let us know if any of their members need updates or modifications of changes to their character sheets.
NEW RULE: No strikes may be performed with a hand held weapon, thrown weapon, spellpack, or bow/crossbow while running. Before using any weapon or spell pack of any sort the attacking player must stop running and then they may perform the attack. Walking is acceptable.
Going Forward: at future events we will begin questing at 11:00 AM, in order to give more time to player orientation and players arriving late etc.
Whistles: In the past we offered bright orange safety whistles for individuals. These were offered at the gate, this was in order to signal in case of a bullying or other negative situation. These were not used so for this event and the last event we did not have them out but going forward we will be sure to put them out again and explain their use.
Going forward, we will try to hand out a printed copy of the anti-bully policy and/or have it posted throughout the property.
Clarification: Dagger, Knife, Rapier, and Shortsword can be used by Rogues and others with that ability to perform the backstab strike. If a player is able to use one of those weapons but cannot perform backstabs then they cannot backstab with that weapon.
This has been updated in the Core Rule Book
Reminder: If a shop keeper is not “up front” at their shop it is criminal (in game) to just take what you need and leave your GP. Please do not do that.
Rifling through items, even “in game” is not okay while shop keepers are away.
Reminder: If there are issues or you have questions, you can also ask Jana, Perry, Scott (Fenric), Dorsey, and Lydia. For rules questions you can also ask Jana.
Update: Add this to the page above the “High Liege Lord” heading: When a lord of a household joins a different household, they retain their former title, but lose all perks associated with their former household. Their former household, along with all of its associated perks, ceases to exist. The new household gains half of the former lord's royalty points, rounded up. This is distinct from a lord becoming subordinate to a high lord. In that case, the subordinate lord's household and its perks remain, but they swear fealty to the high lord. When a lord joins a new household, it is a more complete merging of power and identity.
Clarification & Reminder: IOUs, To facilitate smoother gameplay, the Dawn Lands LARP often utilizes a paper IOU system for distributing rewards. This system streamlines the process for quest contact points, NPCs, and others who provide rewards, ensuring that players receive their due without unnecessary delays. Players are strictly prohibited from forging IOUs. Forgery is a serious offense and may result in expulsion from the game. The IOU system is designed to enhance the game's flow, and we appreciate players' cooperation in upholding its integrity. Tampering with the system only creates more difficulties for everyone involved.
Players can redeem their IOUs for coin by turning them in to the banker at any point during the event, or to a member of the administration at the end of the event.
Clarification & Reminder: Potions in Dawn Lands LARP are designed for direct, personal consumption to achieve their intended effects. To be effective, a potion must be roleplayed as being drunk by the intended user. A potion's effect is lost if it is thrown at another person, poured into a drink or other substance, or applied to the skin. The effects of a potion only work on the person who consumes it.
Update: The Demon Dust potion, while this potion is in effect this character is considered a demon for purposes of opposing abilities and spells.”
Update: While under the effect of the Succubus Kiss potion the user is considered a demon for purposes of opposing abilities or spells.”
Clarification & Update: The 6th level Dawn Lander Cultural ability, Militia Captain: You may use the rank and title of Captain. You are now considered a raider for the Horde Attack ability, a shield fighter for the Formation Training ability of the Spear Fighter, and Soldier for the Hold the Line ability. This ability is always on. This is picked before a battle or encounter and you can only pick one. This can be changed between battles and/or encounters.
Reminder! Basic rule. If it is not on your sheet then you cannot do it.
Reminder: Arrows are not normally piercing unless the archer has that special ability
Reminder: Crossbow bolts are not piercing
Reminder: Duel weapon use can only be performed if your character has that ability. If you do not then cannot.
Reminder: the Gladius (sword) is not Piercing
Reminder: spears (of any type) are not Piercing unless the character has the ability to do so, and if used this must be called out.
Reminder: “Machine gunning” is an illegal technique and if used may be ignored by the opposing player. Machine gunning is where you make a swing then retract your weapon just an inch or so to strike again more quickly. That does not count as an attack and may be ignored by the target or opponent.
Clarification: This clarification addresses the Hexenkrieger ability, Force Bolt. The ability moves a target player, NPC, or monster back 5 paces in a straight line, or as near a straight line safely as possible. If this in-game movement pushes the target over an in game obstacle that causes death or damage, that outcome is permitted. For example, if a monster is pushed off a in game bridge in an encounter where falling off the bridge results in in game death or damage, that stands. However, for real-life safety considerations, a player is never required to move into an area that poses a risk of real-life harm, danger, or damage to their person or outfit. In such a case, the player may instead move to the nearest safe, adjacent area.
Clarification: "Strike through" or "push through" with weapons: If an incoming blow is deflected or parried in such a way as to be a solid counter, but the attacker is still able "push through" to make light contact with a much diminished swing, the blow can be ignored.
Ruling on Storm Bringer (The cursed demon sword)
Some concerns have been raised about the cursed sword Storm Bringer that is in play in the game. To clarify, the player wielding the cursed sword Storm Bringer may not “drink the soul” of another player unless that is agreed upon by the other player.
This ability is/was meant to be a role playing consideration more than a randomly enacted ability. If another player agrees to be “killed” and their “soul drank” then that player may return to normal, as in alive, once (and if) the sword is ever destroyed. The player wielding Storm Bringer must speak with the player (victim) before this occurs and plan things out.
Again, all of this is/was meant to be a role playing consideration. Other players, not wielding Storm Bringer, should still role play that they feel uneasy around the sword and its wielder and they should role play so that they know that the sword is very dangerous. They probably don’t know how or why, but they do know that it is dangerous.
Commander and the Elvish Cultural Long Sword Ability: For the purpose of meeting the requirements for Elven weapon training, proficiency, and other class-specific benefits related to Martial Classes, the Commander class is formally included in the listing of accepted Martial Classes.





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