Taking part in a Dawn Lands Event
If you want to take part as a Player Character (PC) please pick a Class and a Culture. If you don’t want to fight in the quest(s) or take part in the challenges, if for example, you would rather play the part of a merchant or healer, you may play as a Townsfolk. If you want to be involved in the battles and quest fights then you’ll sign up as an Adventurer. Whichever you choose, you’ll still have quests, side quests, and activities to take part in.
An adventurer takes part in battles, quests, adventures, activities, feasting, shopping, and all of the things, both in town and out of town. You get in-game starting gold, in game experience points, and are eligible for royalty points and other rewards. You may stay in the town if you wish but many of your abilities will be wasted in the neutral zone (town) since combat and use of special abilities are not permitted there. You must pick a culture and class for this option and you must dress the part to the best of your ability.
THE PURPOSE: Adventurer classes allow for players to be physically active and be engaged in combat in a more classical type of LARP experience.
A townsfolk character usually stays in town or some other neutral area. If you are a townsfolk you would be doing something like role playing, supporting adventurers, running an in game business, or all of the above. If you play as a townsfolk class you can engage in town quests, in town activities, duels, feasting, shopping, playing your character, etc. You get in-game starting gold, in-game experience points, and are eligible for royalty points and other rewards. You do not have to engage and combat and it is recommended that you do not leave the safety of town (you can on occasion, but the townsfolk classes are not usually combat effective). Townsfolk classes include: Smith, Entertainer, Oracle, Alchemist, Scholar, and Healer (also called priest or cleric). You are expected to dress the part to the best of your ability and must pick a Culture and Class.
THE PURPOSE: Townsfolk classes allow players to feel like they are taking part if they are unable, unwilling, or uncomfortable with going out of town, walking a lot, lots of physical activity, or combat. This allows those who don't want that sort of activity to still play, have fun, and be important in a more comfortable role. This is why many special abilities of townsfolk can only be performed in town.
As a traveler you attend the event as your character. You can dress up as any original character you have that is medieval, fantasy, steampunk, or related. Other characters may be permissible, but please clear it with admin first. You DO NOT receive in-game starting gold (although you may acquire it through your adventures) or experience points and are not eligible for Royalty points. You do not have to pick a culture or class. You are still encouraged to engage in role playing and can take part in all in town activities except dueling or combat related activities. You will also get entry at a reduced price.
THE PURPOSE:Traveler allows players who just want to have a relaxing time cosplaying and/or hanging out to be able to take part without having to learn all of the rules.
NPC, Monster or Staff
If you’d like to play, but want to reduce costs, then you can sign up as an NPC or Monster. If you choose to play as an NPC or monster, you will be given a role ( perhaps more than one). You can specify a combat or non-combat role. You don’t have to choose a class and culture as an NPC, we will choose one for you. You will receive double experience points, standard starting gold, and are eligible for Royalty Points. You will also get an entry at half price.
THE PURPOSE: Monsters, NPCs, and Staff allow the LARP to run smoothly and help players who don't know exactly what they want to play, or that want to help, and/or need help with discounts to take part in the LARP.
You may want to be involved in our LARP but take a more active role in helping the LARP operate. If you choose this option you could take part in the tavern, in operations, play as a Guard or LoreMaster, or you could have a more practical job such as security or parking. With this option you can receive 3 times the normal amount of Experience Points, standard starting gold, and you are eligible for royalty points. You may or may not need to choose a culture and/or class depending on what role you fill.
THE PURPOSE: To run and administer the event
Spectator (also known as Ghost)
If you want to simply show up and hang out, watch, and visit the merchants, then you may register as a spectator. As such, you’re a “ghost”. You can shop, buy food and drinks, take part in the feasting, and interact with administrators and some player characters. Ghosts can talk to other ghosts.
THE PURPOSE: The purpose of Ghosts is to give the Healer Townsfolk additional responsibilities of play, to add to the depth of the world, and to make the death of a character something fun and non-permanent.
The purpose of the Ghost as a spectator is to allow people that may be interested in our LARP, but are not totally sure, the chance to check things out. Also, this allows people that do not want to play the chance to come in and shop and explore a little.
In Game Money & Items
Each player starts (unless your character class or race states otherwise) with a certain amount of income money. The standard starting money is usually 15 GP or 20 GP but this could change depending on the event.
Rewards in Questing
If you take a quest that pays each individual party member for completion, to acquire payment you must be conscious to receive the payment. I.e. you can't accept payment on the behalf of an unconscious party member.
Interaction with Spectators and Ghosts
You cannot interact with players while attending as a spectator or in the state of a Ghost. Players (with the exception of Healer, Oracle, Hedgewitch, Necromancer, etc) should not interact or engage with Ghost or Spectators.
Looking the Part
There is NO height, weight, or other physical requirement for playing any certain culture within the game. However, please make your best effort to dress the part and keep with the traditional look and feel of the culture you are trying to portray. Also keep in mind that the cultures of the Dawn Lands have grown and evolved over the years since their arrival. There can be some creative adaptation to the look as long as it is keeping in the spirit of that culture. Things like make up and body paint are encouraged, as long as this is kept in good taste and is meant to help more accurately portray your character and not to be mean or controversial.
We do have some loaner gear. But it’s limited and on a first come first served basis. If you contact the administration ahead of time, we can reserve some gear for you if possible.
Children at the event
There will be a children's section where children below the age of 10 can hang out and play. Staff and resources permitting. There will be a trusted and safe adult that will be leading activities and play. If possible one parent (or guardian) is encouraged to stay with the child, or nearby, in the children's area.
Children under the age of 10 may not participate in questing or any other combat activities. Some exceptions can be made if the parent or guardian contacts the administration before the event or at check in and arrangements are made and all safety concerns are resolved. Children between the age of 10 to 15 can only quest and participate in combat activities if they are accompanied by a parent or guardian or have written permission on file. This is at the discretion of the local Guards and this may be adjusted on a case by case basis.
Attendees may camp during weekend events. This could include an extra fee, depending on the site. All attendees must follow local, state, and federal guidelines and laws. You may camp in modern or “mundane” tents, but an effort to have your tent or campsite look historical, fantastical, magical, or generally “period” is appreciated. All attendees that are camping will clean up after themselves. More, and specific, details will be given before each individual event.
CODE OF CONDUCT OF DAWN LANDS LARP ATTENDANCE
No alcohol on site unless otherwise noted.
No drugs anywhere at any time.
Please refrain from smoking and/or vaping in any indoor buildings or structures at the Dawn Lands LARP event.
Keep your weapons sheathed or leashed. An armed society is a polite society.
Don't touch anyone unless invited.
No on ground fires in camps are permitted. Above ground ire pits are allowed if used responsibly.
Try your best to appear as your role or character would.
No adult may be alone with a minor unless they are that minor’s parent or guardian.
We reserve the right to reject or eject persons or things found in violation of these guidelines.
All attendees must have a waiver, a photo release agreement, and a medical release form on file.
Players use their own skills to effect combat in the Dawn Lands LARP. Our goal is to keep things as simple as possible, while still mixing in a healthy dose of High Fantasy and classic Role Playing Games.
All combat is minimum contact (aka "lightest touch").
No strikes/hits to the head, neck, or groin.
HANDS AND FEET ARE NOT TARGETS: Accidental strikes/hits to the feet and hands will not count for points, nor are they penalized unless they are excessive.
All strikes must be verbally called out: Damage points and possible accompanying effect such as piercing, lightning, etc
No shield bashing or hitting with shields.
No hand to hand strikes ( You can't punch or kick someone etc)
No grappling unless previously cleared by a Guard or Lore Master and this is only in duels and in very special cases.
The only allowed strikes/hits with weapons are made with the weapon’s strike surface that is safely padded (no hitting with sword hilts, for example).
What is considered strike?
A strike is considered to be a full swing (or stab) and retraction. “Machine gunning” is not allowed.
What is “machine gunning”?
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.
Each weapon has at least 1 point of damage and that could go as high as 4 (or more with augmentations). You may be able to modify your weapon to add 1 point of damage in certain cases. In these cases the damage could go above 4 or could go as low as 0.
During inspection, the Guard will place tape marks on your weapon(s) to show the damage dealt by it. This may change during play. The marks must be prominently shown, easy to see and must be in plain view and cannot be hidden.
Some abilities need to be “called out”. You should make your best effort to call out damage and abilities in a clear and loud manner. If you cast a Lighting Bolt spell, please let the target know it is “2 damage lightning”. There will be Guards and Loremasters on hand to help with this and clarify when needed. If there is a damage type associated with this attack then that must be called out also.
If you have an ability that cancels out another ability you must call out “absorb” when it takes effect or call out the name of that ability.
If you are concerned about engagement, the rule is “if you are on the battlefield, you are engaged”. Otherwise, don’t worry about it.
We use a Hit Point system like many other LARPS and RPGS. The amount of starting HIT POINTS for each player is usually 5 (five) Belonging to some Cultures may change this by either adding or subtracting hit points (Fae, Orcs, and Goblins for example).
To show your HP you’ll be given red wrist bands, ribbons, or a belt sash. They’re worn either on the wrist, looped through a belt, or otherwise secured on your person in plain view.
Death and Dying
If your character is reduced to 0 HP you are dead, but don’t worry, you won't lose your character. You become a ghost and can be escorted to a Healer and they can restore you to 1 HP, for a price. Then they can heal you again to your maximum HP. You must be escorted back to the healer by at least one fellow party member. Healers can only use this ability in town or in some high level household encampments. If you are dead you may stay with your group, but you cannot interact with them or others or use abilities. The exception to this is if one, or more, of your party members can speak with Ghosts.
While you’re incapacitated, you may remain with your party, but you cannot: fight, interact, use spells or special abilities - you can walk. You can’t walk to the Healer unescorted. You must have at least one (1) party member go with you, unless you have a scroll or someone casts a spell over you (from some source) that allows you to visit the Healer by yourself. After you are revived and healed you may return to your party under your own power.
REMEMBER!!! Only staff, admins, some townsfolk, and just a few players are allowed to interact with Ghost (of any kind), unless there is a safety issue or emergency. Ghosts are not allowed to interact with anyone except Staff, Admins, Battle Clerics, Healers, Hedge Witches, Entertainers, Guards, and Lore Masters.
Target Areas and Strike Force
Strikes are at minimum force (also called “lightest touch”), even if against an opponent in armor. Legal targets are the entire body EXCEPT for the head, throat, hands, groin, and feet. If you accidentally hit someone in the hand or foot, you aren’t penalized, but it doesn't count as a hit. If you hit the head, throat, or groin, you’ll receive a warning. If, after the warning, there’s another disallowed strike,you’ll receive a penalty, the severity of which will be dependent upon the judgment of the attendant Lore Master or Guard.
Grappling is not generally allowed. If two players are sufficiently trained and would like to grapple (without chokes) during a duel or during a one on one fight, then they may do so with the pre-approval and under the guidance of a Guard or Lore Master or Admin. Target areas for grappling are the arms, from the shoulder to the wrist. No trips, sweeps, chokes, or take downs are allowed.
Player Vs. Player
The Dawn Lands LARP is not a game focusing on player versus player combat. Instead we focus on adventures and quests. Some events may have battles where there would be player versus player opportunities, but these will be part of the story. For example, some events may have tournaments, competitions, battles, and challenges where Player Vs Player is permitted. Having said that, once you are out of the safety of an established town, players may attack other players. It is our hope that if this is done it is limited, goes along with the attacking players story, goes with the plot, and is kept to a minimum. If this is excessive or seen as mean spirited by guards, staff, or admins then this will be off limits to the offending player. Guards may stop player vs. player combat outside of the established town, as well as inside, if deemed necessary.
Sometimes in the Dawn Lands there is time for battle! When this occurs your party will be considered your unit. Abilities only work in relation to your party/unit.
In the case of a Melee/Mass Battle, it is important to acknowledge the abilities of other players and follow the rules. If there is any dispute then talk it out and seek the guidance of staff, admins, Lore Masters, or Guards.
Works as “Damage Negation”; this is known as ARMOR PROTECTION RATING (or APR for short). It does not add to hit points, but instead takes away damage from attacks. For example, if you are wearing Level 2 armor (which negates 2 points of damage) and are hit for 4 points of damage the resulting damage you take is now a loss of 2 Hit Points. There are three levels of armor, each providing a higher level of “Damage Reduction”. Light, Medium, and Heavy. If you’re not wearing armor, you have no protection, therefore, you‘ll take damage.
Player Fred is struck for 4 points of damage.
Player Fred has level 2 armor.
Player Fred takes 2 points of damage.
4-2=2 resulting damage.
What does the Armor look like?
We don’t care what material the armor is made out of as long as it is safe to the player, safe to others, and looks medieval or fantasy-like. This could mean that it is painted, covered, or made of the actual armor material.
The armor worn could be constructed of the following materials: leather, lamalar, metal plate, chain, or another material that is made to look like “period” armor. No modern armor or modern looking material (kevlar vest) is allowed, unless it is painted, decorated, or covered to appear fantastical, historical, or otherwise period. Everything must be able to pass the “10 ft rule”. Barrel plastic and other plastics are allowed if they are covered or painted to look as much like period armor or equipment as possible.
Armor: Levels of Prottection
Level 1 Armor
Two or fewer appendages would be protected, a portion of the body or other part of the person would be protected. This also includes padded armor. Level 1 Armor grants the wearer 1 point of Damage Reduction.
Level 2 Armor
Half of the body is covered in armor or is fully covered in armor constructed of something less impermeable than metal plate. This includes low profile leather armor. Level two armor grants the wearer 2 points of Damage Reduction.
Level 3 armor
is considered to be the height of protection. The body is covered almost entirely by armor. This would include full samurai armor, full plate, or a full coat of plate with plate arms, legs and a gorget.
Period helmets that match your kit are highly encouraged, but not required.
Groin protection is required.
Eye protection is highly encouraged.
Weapons and Equipment
Metal shields may be used (as in the SCA style), but extra steps must be taken to pad the edges. Shield bashing, or hitting with shields, is never allowed.
Round shields may be no larger than 30” diameter. If it is more, then it is considered a “body shield”.
Other shields (except body shields) may not be any larger than: collarbone to upper knee and elbow to elbow (with arms held next to the body).
Body Shields/Tower Shields (aka Roman Scutum) may be no larger than 36” wide and from ground to top of head. The same goes for Pavise shields.
All Adventuring players, or players involved in combat, must have their weapons, armor, equipment, kit, and other items inspected before play.
All weapons must be made from soft foam and may not cause actual injury to other players.
Live steel or wooden weapons are not allowed, nor is any foam weapon that uses such materials as a core.
Metal on weapons is prohibited unless it is away from a striking surface. This will be judged on a case by case basis by the Guard or Lore Master.
Thrown weapons must have extra padding and safety precautions taken, so that the non-striking surfaces won’t cause injury.
2 handed spears may be no longer than 9 feet.
1 handed spears may be no longer than 6 feet.
Single hand swords may be no longer than 4 feet.
Short swords may be no longer than 2 feet.
Two handed maces, axes, and hammers may be no longer than 5 feet.
Pole arms may be no longer than 6 feet.
All players can use a single-handed club and single handed stick.
If you bring your own “boffer sword” and it has no way of indicating the striking surface, then it will be considered a one handed club.
Clubs do 2 points of damage, and sticks do 1 point of damage.
If there is any confusion as to which category the weapon belongs in, the decision will be made by the Guard or Lore Master at Inspection.
All Guard and Lore Master decisions are final.
Each combat player must go through an inspection before play. This inspection will be held by a Guard or Lore Master. Your weapon and armor will be verified and damage and APR will be assigned.
One Handed Vs. Two Handed
A weapon is one handed when it is either two short to wield with two hands or is short enough that during normal use the wield has the off hand free. A Two handed weapon doesn’t always require the use of two hands. For example, if you have a two handed long spear but during one of your strikes you only use one hand, that is fine. But normally mostly you would need to use two hands or keep the other hand free. So, in these cases you cannot use a two handed weapon with an offhand item such as a shield or spear or dagger etc. The exception to this is if you grab a two handed weapon with one hand but don't use it for attack then you may wield a weapon in the other hand.
Only weapons that are designated as throwing weapons can be thrown. If they are not designated either in the marker, or as decreed by the local Loremaster or Guard, or in the rules then they cannot be thrown, even if they are padded.
Do not throw shields.
Certain classes can use archery in combat. The use of archery is limited to those classes and only pre-approved archery weapons and ammunition may be used.
Bow and Arrows
Arrows must be of professional quality and made to the highest level of safety.
Bows may not have a draw weight more than 25 pounds.
Players may never target the head or face with arrows or thrown weapons, even if the target player is wearing a helmet.
All players that use a bow and arrow are required to pick up their arrows after each encounter or quest.
Modifications & Signs
Red Ribbons = show your HP, wear them in easy to see places. If you gain extra HP, you gain an extra ribbon. If you lose HP take one of your own ribbons away and keep it in a pocket or pouch.
Gold/Yellow Ribbons = shows your APR.
Red/orange Tape, wrap, or ribbon = on weapon, shows damage.
White Lanyard or Sash = indicates a ghost (which are spectators). They can physically interact with all players, but can only verbally interact with Healers, Oracles, Necromancers, and War Witches.
Party Size and scaling
For questing outside of the town players will form into parties of 2-5 players. The "standard size" will be considered 3 players, so monsters will be scaled up from that standard.
Scaling: Parties usually consist of 3 members. For each player past 3, a monster, an NPC, or group of monsters, will gain more abilities or become stronger in some other way. For each player below 3 a monster, MAY be weakened. But this is not a guarantee.
The Arena/Fighting Pit
If possible, there will be an area set up for players to practice. An equipment inspection by a Guard or Loremaster will be required before entering. All practices will be presided over by a Guard.
Some classes have abilities that rely on “paces”. A pace is a standard length human stride. One stride and a normal pace. If a player has an issue with the length of the stride, either too short or too long then the local Guard, Admin, or Loremaster will perform that pace for that ability.
Guards and Lore Masters
Players that act as safety officers for the game are Guards. They have the responsibility of refereeing challenges, duels, and tournaments, keeping the peace, running inspections, and controlling the flow of traffic on the quest field or battle field. Guards have the power to penalize or ban players. Guards carry a yellow and black striped staff, so that they are recognizable.
Lore Master's lead parties on their current quest or are stationed throughout the play area. They referee duels, keep track of player and NPC abilities, help with ability use, narrate quests, and run inspections. They can penalize or ban players. Each Lore Master needs to know the event storyline.
NPC/Townsfolk Classes and Weapons
NPC/Townsfolk Classes and Weapons
All Townsfolk classes can carry weapons while in play. They do not normally take part in the outside of town quest or field battles, but could take place in duels and other challenges. If a Townsfolk player decides that they want to take part in a duel, challenge, or mass battle then their weapons, armor, and gear will need to be inspected beforehand.
Combining of Non-Combat Classes
At times there may not be enough players to staff all of the needed non-combat roles. At that time the administrators may combine two or more roles as they see fit. For Example: if there is not enough staff, the Healer, Oracle, and Smith may be combined into one role, or the Lore Master and Guard, etc.
Tournaments, Challenges, and Duels
Events may have tournaments that are not tied to the main story line. This could be something like a Chess tournament for Scholars, Mages, and Monks. Or it could be a test of strength and skill for Warriors. Prizes won in tournaments may be used later in game play.
Players may challenge other players to duels, but these would take place under the supervision of a Guard and outside of the main quest storyline, usually in the arena . No player is forced to accept a challenge from another player. One can always say no (unless a player's class states otherwise).
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 for each event participated in, for volunteering at events as additional help, and with “side quests”. Points are awarded at the end of the event. It currently takes 6 experience points (XP) to “level up” to Level 2. 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). Your new level takes effect at the next event you attend.
You can also earn additional experience points, and sometimes in-game gold, by completing “Side Quests” . Such things as volunteering to work the LARP or completing a task (like 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 - 1-3 XP
Volunteering 1-3 XP
CLICK HERE FOR THE FULL XP CHART.
Changing Class and Culture
We hope that you are happy with your character but if you feel you need to change characters, that’s ok. You get one free change of character class or culture before you reach 3rd level. After that you must pay an Oracle to conduct a ceremony to change your class. An Oracle can also change your Culture. Either option is very expensive (in- game money
In the Dawn Lands LARP many titles are earned or rewarded. So please check with Admin before you give yourself a title.
The only currency that can be accepted by in game merchants, services, and activities is OFFICIAL Dawn Lands LARP currency. Any outside, or different, currency will not be accepted.
The Royalty System
In the Dawn Lands LARP players are rewarded for recruiting others to our game or getting others to our game. If a player does this they are known as a Liege Lord. For every player a Liege Lord gets to each event receives a Royalty Point. If the Liege Lord gains enough Royalty Points then they can receive a Perk for them and for their group.
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.
Many of the perks involve combat. You do not have to put your group's base outside of the town (a neutral zone), but if you choose to keep it within the safe limits of town that may negate some (or all) of your perks. The choice is up to you.
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.
Liege Lords do not gain Royalty Points for themselves.
Doubling up Abilities
If you choose a culture and class that has the same ability you can usually get an additional ability. This ability will be listed in the culture section.
Questing and Loot
Generally speaking NPCs and monsters do not “drop loot” and generally speaking items instructors or quests are not “Lootable” and should not be moved or taken. If an item is lootable or can be taken then it will be listed within the quest details or it will have a red cord wrapped around it. IF it is not listed or does not have a cord then it is not lootable and you should leave it alone.
Households, Guild, and Orders
A household is a group of players. This group could be based on a theme, such as “all pirates” or “all Dwarves”. It could be based on no theme at all “just a bunch of friends that like each other”. For this group to receive official perks of the royalty system in the Dawn Lands LARP game they must pick a Liege Lord.
The household can refer to itself in any way that it likes, a “Clan”, “temple”, “free company”, etc.
Households are not legally part of the Dawn Lands LARP and the Dawn Lands LARP takes no responsibility for their actions outside of the game. Inside the game they may get special recognition, with admin approval can be put on event schedules for their own activities, such as a tournament for household members only. A household could have a uniform, a flag, and even their own campsite.
Most importantly, with approval of the admin a household could perform a role within the Dawn Lands LARP game. A household could run a temple, or take up the role as the town guard for an event, or could hire themselves out as a mercenary group.
A household still must abide by party size when going on a quest. A party size is a minimum of 2 and a maximum of 5. The “normal” number is 3 players per party, so encounters that have 4 or 5 will be harder and encounters that have 2 players will be slightly easier. If a household is larger than the party size limit then they may split up into multiple smaller parties.
Liege Lords of households will be responsible for helping the administration spread important information to players. The Liege Lords will also be responsible for helping admin with things like updating players character sheets and updating any player information.
The big “take away” about Households is that they are created and administered by players, but get perks from the official game organization.
Are organized according to profession, area of study, or duty. These mirror real life guilds in modern times and in history. Guilds can be organized by the Dawn Lands LARP administration or by players but must adhere to certain rules.
Guilds do not receive perks from the Royalty System but they can be integrated into the continuing story of the Dawn Lands LARP. This also means that Guild members may be needed to perform special duties or tasks during events related to the Guild’s role. With permission from administration a Guild could even set up special quests or related activities.
Guild members could belong to a Guild and Household. The governing body of a guild, or its leader, would determine the criteria for Guild membership. Titles, organization, and all other related considerations are up to the leader or governing body of the Guild.
Official Orders can only be created by the Administration. One example would be the Order of the Mule, which is given to players that help run the Dawn Lands LARP game. Households can create their own orders but these are something that they recognize internally and have no direct bearing on the Dawn Lands LARP game.
Membership in an Order is usually gained through service, a special deed, or an act of altruistic behavior (such as Bravery or Sacrifice).
A player could be a member of multiple orders. A player could also be a member of multiple orders, a household, and a guild.
HERE FOR A LIST OF KNOWN GUILDS, ORDERS, AND HOUSEHOLDS.
Armor and Weapons for adventurer
Means that this is the heaviest armor you can wear. Light or little armor gives you an APR of 1. The heaviest and most protective armor gives you an APR of 3. Something in between is an APR of 2. The player will be given yellow ribbons to show their APR. These ribbons must be prominently shown, easily seen, and cannot be hidden.
Each class has a list of weapons that can be used, this is based on playability, history, theme, and balance. Each weapon has its own requirements and weapon damage dealt. This can be altered by certain abilities. During inspection the Guard will give you tape marks to show the damage dealt by the weapon. This may change throughout play. The ribbons must be prominently shown, easy to see, and cannot be hidden.
Each class has it’s own abilities. Some can be used multiple times, some can be used only once.
Certain classes have abilities that are labeled as “Spells”, this is mostly for role playing and for flavor. But, sometimes they will be lumped into a group and referred to general as Spells. This may be something like “Fireball” or “Entangle” and it is assumed that it is some sort of spell that has been learned or granted.
Recovery of Abilities
After the player's abilities have been used they have to be renewed. If no steps are taken abilities, including spells, will renew at dawn. It varies for each event but there will be a location, such as a temple, or a character that can renew the players abilities.
No matter how you have your abilities renewed it usually has a cost associated with it, whether it is in- game gold or perhaps a quest or work.
Magic and Alchemy
Magic is a large part of the Dawn Lands game, but we are striving to make it sensible, easy to discern, go with the story, and not slow play down anymore than necessary.
The 4 schools of Magic
Requires study into the theory and application of magic. Oftentimes taught by others or learned at magic schools and universities.
Wild magic that stems from the power of nature. Some are born with control of Nature magic and others are taught.
This is a strange and powerful set of magic that centers around the dead and undead. Good and evil have no place with this magic, since it can be used for either depending on the practitioner.
This is magic that comes from religion, faith, or ancestors. It is very powerful and oftentimes revolves around healing and protection.
The spell must be called out loudly and clearly.
If it has a beanbag, it must be thrown with minimal force to make contact.
Do not throw a beanbag with excessive force.
Cannot throw multiple bean bags at the same time.
Scrolls are based on one of the four schools of magic. The school of magic that a scroll is associated with will be listed. All players can read Basic scrolls. Using other scrolls requires a pre-existing condition or pre-requisite to be able to use.
Advanced scrolls may only be used or read by certain classes. Basic scrolls can be used by anyone.
It takes a very special set of training and skills to create a scroll, so the Townsfolk Class Scholar is the only class that can create scrolls. They can only do this in the safety of a town.
Scholars will usually be given scrolls by the admin. Those scrolls can be sold, traded, or gifted, but be warned, scrolls are one of the primary benefits of a Scholar. Scholars may hand copy existing scrolls and may even make their own but this requires admin approval.
Created by Alchemists by using ancient formulas and mad science. These can be used by anyone. Much like the Scholar with scrolls in practical terms this means that Admin will give the Alchemist player a starting supply of potions. An Alchemist player could make up their own potions (rules wise) but this must be approved by the admin and must be done in a way to preserve the spirit of the game and game balance.
Potions do not adhere to magic schools.
When you use a potion, you simply open the potion cap or lid and take out the substance/material inside and CALL OUT that you are using the potion.
All potions can only be used once.
Sometimes when we say “create a potion” what it will actually be in real life is the staff/admin giving the player some ready made potions and then the player can role play out that they made the potions. The player can make their own potions but it must still be one of the listed potions unless it has been cleared by admin.