DrachenFest U.S.
2024 Rule Book
©2024 DRACHENFEST US
RV 1.0
What’s in this book anyway?
This document is designed to teach you about DrachenFest-US, and how to play it—not just to
the letter of the rules, but to the spirit of them too.
First, you'll learn what it is... Then there's magic...
An Introduction to DrachenFest An Introduction to Magic
Learn the Safety Calls Ritual Magic
The Spell List
Then we'll talk about combat...
How We Fight We'll tell you about the Guilds...
How We Die An Introduction to Guild Training
The Guilds of DrachenFest 2024
We'll explain In-Game Items...
An Introduction to Items and Equipment And some final notes...
Shields, Armor, and Weapons Players Designated 'Non-Combat'
How We Steal Kids under 16
Special Effects
You'll make a character... Common Game Effects and Calls
Learning How & the Roles that Define You
The Spellcaster Role
Thanks to Designers Based On Editors
Contributions Dan Comstock DrachenFest Dan Comstock
from Hearthlight Zach Hershberger rules by Sandra Sammy Stone
Illustrations and Noah Mason Wolter and
art by Emmaline Sammy Stone Fabian Schlump
Mae, Ara Bela Turk
Mercado, and
Marx Fide
“What is it?”
DrachenFest is a four-day medieval fantasy festival where warriors and adventurers from
across the cosmos are called by five great dragons to fight on their behalf. These champions
gather together into camps of like-minded individuals with similar philosophies, under the
banner of their Avatar. The camps compete to earn dragon eggs through battle, completing
quests, and winning grand tournaments.
The camp with most eggs at the end wins the DrachenFest and rules the Dragon World for the
coming year!
Learn the Calls:
our safety phrases.
"Oh Mother" "Out-of-Game” or OOG
is an In-Game (IG) phrase that signals out of is an important phrase referring to the real
game discomfort. If you hear it… Immediately world. Go OOG by crossing your fingers or
take your foot off the gas and de-escalate the weapons in front of your forehead.
roleplay without arguing or negotiating. When
someone uses the Oh Mother call, it can’t be You can also use this to exit a scene with no
held against them IG. If someone ignores an questions asked or have a brief OOG
‘Oh Mother’, go Out-Of-Game (OOG), and conversation. The reverse of this, In-Game or
report it to a Ref as soon as possible. IG, means something is part of gameplay.
"Time-In! / Time-Out!" "Medic!"
Whenever you hear the Time-Out call, loudly When you hear it, stop moving and take a knee
echo it. You can call a Time-Out for safety or sit down. If you’re close to the injured, stay
issues, and a Ref can call one to adjudicate standing but make room so our medics can get
gameplay. to the problem.
During a Time-Out, stay quiet, and in one spot Never use the word “medic” during normal
until the person who called it, or a Ref, gameplay. use IG terms like “healer.”
unpauses gameplay by calling Time-In.
More Safety Calls
When can I use "Oh Mother?"
You might use it if… Some guards are OOG
gripping your arm too tight. You could say, “Oh
Mother, their grip is like iron!” They must then
ease up a bit or let go!
A person at the tavern might say, “Oh Mother,
your advances are tiresome” when dealing with
an unwanted admirer. This signals to the suitor
and everyone else nearby that the person saying
it is uncomfortable.
You can even use it in combat!
If someone has hit you too hard, you might
say “Oh Mother, they hit hard!” This also lets
our Refs know when someone might be
fighting in an unsafe way.
Or, if you're struck by an arrow at a full
draw, you could say "Oh Mother, that bow is
too strong!"
So, what's
fighting like?
It’s stylized.
React how?
DrachenFest is all about epic battles.
Sell it. Be flashy! The target of a hit, skill, or
This means every swing should look cool! We
spell chooses how they react, but the response
want you to express maximum effort with
and intensity must mirror the effort that went
minimal force, with every exchange between
into it—so more drama is better.
combatants adding drama and atmosphere to
the battlefield.
This is especially important for spellcasters—if
the target doesn’t know you’re casting a spell,
On the flip side, even heavily armored fighters
they can’t respond. If the attacker’s effort was
should flinch or stagger when hit by a sword.
over the top, reward it with an equally over the
In other words, put on a show!
top reaction! If you don’t get the reaction you
were hoping for, just move on!
The worst thing you can do is downplay your
reaction, or not react at all.
Fighting Rules
Safety is Important
Most combat at DrachenFest happens with larp-
safe weapons and props made of foam and latex.
Make sure to...
Never hit Non-Combatants (indicated by a
bright orange wristband or sash).
Never push with your bodyweight, or touch
anyone without permission.
In armed combat, always stay at least arm’s-
length away.
Swing big but pull your blows. Hits
shouldn’t cause pain.
Step back after you land a hit. Let them react.
Until they react, further hits won’t count.
Never stab with your weapon.
Avoid the head, neck, groin, and hands.
They’re invalid targets and don’t count.
Keep your hit
points to stay alive!
Your character’s life is
measured in Hit Points, or hp.
You lose hp when violent stuff happens to you.
We call this damage—and when you run out of
hp, you can die!
Everyone starts with 2 hp, and you can get
more with skills or potions, but never more
than 6 total. Most attacks and weapons do 1
damage (Orbs of Power do 3).
Damage?
Melee attacks that hit armor do damage to
your Armor Point (ap) total, instead of
your hp.
When you run out of ap, you take hp
damage.
You can’t heal hp before getting First Aid.
Falling and Dying
What if I hit zero hp? What's the Limbus?
You fall in place and can only weakly cry for The Limbus is a realm between the worlds of the
help. In crowded battles, go OOG and head to living and the dead. Inside, you may accept a
the nearest safe place to fall down. If you’re left quest to return to life, or perhaps death will keep
alone for a few minutes, you can limp back to you, and you’ll have to make a new character.
your camp, but if you take any damage after
getting up, you die. If you escape the Limbus, go OOG and
‘awaken’ at your camp’s shrine or a
What happens when I die? graveyard, with no memory of your death as
If someone ‘executes you’, your character dies. well as 5 minutes before it.
They might roleplay stabbing you through the
heart, or slitting your throat, but shouldn’t What if the Limbus is closed?
actually make contact with you. Make it The Limbus is open between 11am and 10pm, and
dramatic! may have other posted hours, but does
occasionally close for logistical reasons. If you die
Pretend to be a corpse for a few minutes before when Limbus is closed, just reawaken in your
going OOG and heading to to the Limbus. You camp or a graveyard as if you went through the
can choose a final death at any point, dying Limbus.
permanently.
When it re-opens, you will be pulled towards it,
Death is tiring; you can't fight or cast spells for becoming a spirit as you are drawn in. You won’t
one hour. If the same battle where you died is need to repeat your “death cooldown time”.
still going on, you can’t rejoin it.
What about
fighting unarmed?
Unarmed Combat is theatrical. 1. Ask to brawl...
You can play-act dramatic unarmed brawls if by making eye contact and punching your palm
there’s no one else fighting with weapons three times. They’ll either consent with a thumbs
nearby. It’s a performance first and foremost, up, or decline with a thumbs down.
so combatants can ignore these rules and play If you get consent...
out brawls in their own way - but only if both
of them agree. 2. OOG huddle up...
and discreetly reveal your current hp. The
Otherwise... brawler with higher hp will win in the end, but
you should talk about how you’re going to play
Brawling ends when someone intervenes out the fight. If someone wants to do safe stage
or if weapons get involved! throws, they need to mention it. If there’s an
Make sure you're not surprising your foe objection, accept it and get ready to…
with grappling they didn't agree to.
3. Clash...
There's an order to brawling that must be in a dramatic exchange and then separate, maybe
followed. First... even exchanging some witty banter! Every time
you clash, you lose one hp. Keep going until
someone falls. Unlike normal combat, armor
doesn’t count, and you can be healed without
First Aid.
What about weapons and armor?
Are there rules or specs?
Yes on all counts! If you plan on fighting, you’re going to want
to get a larp-safe weapon and maybe even some armor. We
don’t pre-certify weapons or armor as safe, but our Refs can
and will field check your stuff for safety and remove it from
play if need be.
The next pages have some general guidelines to follow so that
doesn’t happen, as well as some of the mechanics of what
equipment can do for you.
Armor & weapons
keep you alive.
Shields block everything Your legs, arms, and torso can be
except Orb of Power... or a Monster’s covered by armor. Each covered
mighty blow! location adds to your ap total.
You can’t do anything else with your shield If a location is mostly covered in Leather or
hand other than defend (even if it’s a buckler). Quilted Padding (i.e. a gambeson) it gives +1 to
Never use your shield to strike, push, or hit your ap, whereas mostly Metal gives +2 ap. A
someone. Conversely, never kick a shield. helmet or chain coif gives +1 ap.
If an Orb of Power hits your shield, it does 3 You can get more ap with alchemy and magic,
direct hp damage to you. If a Large Monster but never more than 8 total ap.
strikes your shield, it breaks and must be
repaired by a Crafter with the Carpenter
specialty.
Requirements & Specs Requirements & Specs
Can be any size, but know that bigger
Synthetic and plastic armor is fine if it
shields make you a target for spells.
looks like the material it represents. Your
Must have a padded edge of foam, leather,
hydra skin tunic doesn’t have to be real
etc.
hydra skin, but printed fabric doesn’t
Must be made of materials that won’t
count.
damage foam weapons.
No metal spikes or sharp protrusions.
No sharp protusions or metal.
Gear
Melee & throwing weapons Ranged weapons do 1 hp damage,
do 1 hp damage. ignore armor, and don’t affect Large
Monsters.
Anyone can wield a one-handed weapon (any
melee tool under 43” in size). They can also Your shots must directly target a specific, visible
poorly defend themselves but not attack with a person. Don’t arc shots, fire blindly into a crowd,
two-handed weapon (any melee tool 43” and aim at the head, neck, or groin, or fire within 10'.
over in size). Two-handed weapons always You can re-use ammo, but always safety check
require both hands to attack. them first. Bows and crossbows can’t block
weapons, and Melee Weapons can’t block your
Requirements & Specs ammunition.
Thrown weapons must be coreless.
Requirements & Specs (Read more)
Foam or latex weapons should be from pro
manufacturers. They must look medieval. No guns.
Self-made weapons will be heavily Bow max draw strength is 30 lbs. Its max
scrutinized (no weapons covered in cloth draw length is 28 inches.
or tape, and they should not visibly flex A Crossbow's max power stroke is 420 inch-
when swung). pounds. Power Stroke = inches between the
resting and cocked positions of the string,
multiplied by the draw weight.
Ammo must be professionally made with high-
impact stops so the shaft can’t pierce the head.
Heads may be made with a cloth or dacron
covered flat face of open-cell foam; or
teardrop-shaped or flat-faced and made of
sealed EVA foam. Heads can’t move in
relation to the shaft i.e. no twisting,
wobbling, or rattling and Modular / screw-
on heads must be permanently affixed.
Ammo must have at least two full vanes or
fletchings. Arrows must have a nock, and a
“draw stop” (tape is fine) placed a maximum
of 28 inches away from it on the shaft.
Can I take other
people's stuff?
The short answer is no. Item Cards
The long answer is sometimes. That's because Keys, Artifacts, and Alchemy stuff all have cards
everyone brings their coolest props and set- that are kept on or near the prop. These will be
ups to DrachenFest, so it’s really important marked with a Loot Sticker.
that we respect each others’ things, unless
you've explicitly been given permission. Loot Stickers
These tell you that an object can be stolen. They
Generally, you should never touch or break can be on item cards or stealable props such as
anything without the ok to do so. However, spell scrolls, diplomatic alliances, or plastic test-
that doesn’t mean thievery and stuff doesn’t tube potions. Just remember, if an item card has a
happen—we just have specific rules for it! sticker, only take the card and not the prop!
Lootable items must be kept on your person
Breaking in & stealing stuff
or in an IG container.
Firstly, don’t break into personal tents.
Cocktail umbrellas are for Alchemy. You
Secondly, to engage with a camp, you have to
can’t pick them up without Guild Training.
use the front gate unless you’re an Infiltrator
If you create a magical artifact, you’ll
(pg 23). No shooting or sneaking in!
supply the prop, and a Ref will give you an
item card.
Don't take coins or props! If you don’t mind potentially losing a prop
Only ever take things with loot stickers forever, you can ask a Ref to slap a loot
(usually an item card). Coins and Props are a sticker on it.
player’s personal property. In-Game item For sets of similar items, you can request up
cards are not. to 10 Loot Stickers at a time.
Theft
Chest Stickers Locked Containers
These denote a container that is In-Game and If an IG container has a knotted cord attached to
lootable. A knotted leather cord indicates it's the front, it’s locked. You’ll see a four digit
locked. Locked containers can't be opened number on a sticker.
without the right key.
To open the box, you must use the key with the
Game items (herbs, spell scrolls, item cards) corresponding number, or pick the lock (requires
not carried on your person must be stored in an the Lockpicking Guild Skill, and wooden sewing
IG container. IG containers must remain in needles as picks).
play areas, and not your tent, bunk, or any
space that is considered Out-Of-Game. They They can be crafted
cannot be covered or hidden in a way that Locks can be created by a Crafter with the
hides the sticker. Engineering specialty. They can spend 15 mins at
a workshop making a key prop. Their camp ref
will assign it a 4-digit code, which they’ll attach
to both the key and the locked chest.
The ref will also provide a knotted string. The key
will be marked with a loot sticker, and will
become a lootable In-Game item. Don't lose it, as
Loot Sticker Locked Container each lock only has one key!
Want to loot someone?
You can search downed enemies by patting at their arms and
pouches. After a brief search (no more than 1 min), they have
to hand over all their stuff with loot stickers.
Remember that coins are a bit of a different story...
You never have to give anyone your coins, but if someone does
a good mugging scene, or gave you a particularly good death,
it's nice to 'tip' them anyway!
Did you steal an item card?
Let a Ref know that you have it (we like to keep tabs on who
stole what). If you can provide your own (similar-looking)
prop for the item, you can start using it.
If you don’t have a prop or know what the original looked like
there’s a fence character in the bazaar who, for a small fee, will
‘exchange’ the ‘theoretical item’ associated with the stolen
card with a new prop you provide. This lets you to use your
own different-looking prop for the item with the same item
card effect.
It's time to make
a character.
Pick two different roles (total)... Alchemist (Role)
from the next few pages. Healer, Crafter, and You can spend 5 minutes prepping ‘herbs’ to
Spellcaster are marked with * and can be apply a poultice that heals 1 hp. If it’s not used,
picked twice. it spoils immediately. Many more abilities can
be earned at the alchemists guild (pg 23).
You start with 2 hp total, but some roles
add more. Defender (Role)
Anyone can wear armor and wield a one-
You gain +1 total hp and can defend yourself
handed weapon.
with a shield.
Pick carefully—you can’t change mid
event! Champion (Role)
Roles marked with a * are prop reliant.
Tougher than most, you get +2 to your hp total.
Crafters bring their own tools or props to
contribute to their camp’s workshops,
Marksman (Role)
healers should bring props for surgery, and
You can use bows, crossbows, and thrown
spellcasters can contribute to their camp
weapons.
ritual altars.
Warden (Role)
Resist a spell or status effect. You must
indicate to the attacker you have done so with
roleplay, i.e. a spell ward, or wretching poison.
This ability refreshes at dawn and dusk.
Striker (Role)
You gain +1 total hp and can fight with two-
handed weapons.
Skirmisher (Role)
You gain +1 total hp and can fight with a one-
handed weapon in each hand.
Roles
Crafter (Role)* Healer (Role)*
In a camp or bazaar workshop, you can repair Roleplay First Aid on a stationary target for 5
an item with 5 minutes of roleplay, or up to 5 minutes with appropriate props (splints, fake
items with 10 minutes of roleplay. You can’t blood, needle and thread, scalpels etc).
repair armor for active combatants - if you fix Only after First Aid is complete, does healing
their gear during a siege, they’re out of the (like surgery, magic, or alchemy) let them
battle. Crafters enjoy producing tangible recover hp.
things like armor, accessories, utensils, and
furniture, as part of the festival atmosphere. During surgery scenes, your patient heals 1hp
The Crafting Guild can teach you how to repair every 5 minutes.
items while working on your own projects, and
how to make stuff out of rare, exotic materials. Each time you take healer you pick either
Leech or Surgeon...
Each time you take crafter pick 2 of the jobs
Leeches can use antiquated medical props
below...
(leeches, hand drills, etc) to perform a
Needleworkers use leatherworking tools treatment scene that removes one status
to restore ap to leather armor and effect (usually spells) from your patient
gambesons. every minute. You can’t cure Poison–that
Smiths use metalworking tools to restore needs an antidote!
ap to metal armor. Surgeons heal faster. Your surgery scenes
Carpenters use woodworking tools to fix heal 2 hp every five minutes instead of 1.
broken shields and camp gates.
Engineers build, repair and lead the
operation of War Machines. You can
determine gate strength by observing
within 30' for 5 minutes (See Warbook for
specifics). You can make a lock for in-game
containers (pg 16) with 15 minutes of
crafting roleplay.
Spellcaster* (role)
It’s different.
Spellcaster (Role) is Versatile
If you pick spellcaster as one or both of your
roles, you’re able to cast spells and conjure
minor magical effects (light/sound). Spellcaster
is a great role to take for playing fantasy species
—the spells could represent anything from a
half dragon’s breath weapon to a vampire's
dark gifts! Each time you take spellcaster pick 5
of the spells below to know & Cast.
Blindness Healing Touch
Delay Poison Weakness
Dispel Magic Magic Armor
Energy Field Orb of Power
Fear Silence
Friendship Sleep
Ritual Magic Smite Monster
Gust of Wind
To cast a spell, a Spellcaster spends 15 seconds
making mystic gestures with at least one hand
while chanting “magic words”. These words
could be an incantation or prayer in any
language, real or fictional. Then, they unleash
the spell’s effect!
Casting Spells
Casting Rules and Tips What about ritual magic?
If you aren't getting your target's attention, If you selected ritual magic as one of your five
your spell will be lost. At the end of your picks- you can perform dramatic rituals at
incantation, shout the spell’s name. your camp’s dragon shrine or the great ritual
circle. Dragon Shrine Rituals can produce
Casting is mentally exhausting; You can
roleplay effects for members your camp. Ie.
still fight, but you can’t cast again for 5
warding off nightmares, changing
minutes. The Magic guild can teach you
appearances, etc. Just run them by a ref first!
how to recover faster.
Great Ritual Circle rituals have a bit more
If your spell is resisted, or if you’re hit
power. They can affect other camps, and create
while incanting- the spell fails and you’re
rules advantages. Ie. weakening a camp’s front
still exhausted.
gate or creating a magical artifact. However...
Touch-based spells must be delivered to
the arm to willing or helpless foes. They require Magic Guild ref oversight.
You can’t cast in metal armor, unless it’s There is a cost; usually dragon eggs.
from a spell scroll (even non-spellcasters Leading Rituals there requires the Magic
can use scrolls). Guilds’ Ritual Master training.
Spells cannot be ‘pre-cast.’ Once you finish If you die within the great ritual circle
your 15-second incantation, the spell must while a ritual is being cast, instead of going
be cast (or abandoned, exhausting you). to Limbus, your soul is swept into the
Spellcasters are vulnerable and are most primordial stream and annihilated-
effective when supported with teamwork. permanently killing your character.
Learn the spells...
Know the list.
Blindness Friendship
Point and make someone blind for 5 minutes; Mark an item with a mystic symbol. You have
they can’t see or functionally attack. The victim 5 minutes to offer it as a gift. If accepted, the
doesn’t actually close their eyes, but should act recipient believes you’re their platonic best
it out! friend for 5 minutes.
Delay Poison Keep in mind that you can’t control them, but
Touch someone to temporarily suspend a they do trust you. If dispelled, or you attack,
poison's effect and related time count for 5 the effect ends.
minutes.
Gust of Wind
Dispel Magic Wave a hand fan to blow your target (&
Point at a target and dispel all Spell effects. anyone next to them) backwards 5 big steps. If
However, it does not dispel the effects of they can’t take the steps, they must struggle
artifacts, rituals, or poison. against the wind for at least 5 seconds.
Energy Field Healing Touch
Chant while swinging a foam prop on the end Touch someone who has already received First
of a string (under 3’) in a circle above your Aid to instantly heal them for 1 hp.
head. While the spell is active, you’re immune
to spells & damage but unable to attack or cast. Magic Armor
If you stop chanting or swinging at any point, Spend 5 minutes empowering a blue sash
or if it’s dispelled, the spell ends; exhausting inscribed with mystic runes. It gives +3 ap and
you. protects the whole body.
Fear You can only empower one at a time and you
Point and make someone panicked and afraid can’t attack in melee while it’s on. If you
of you for 5 minutes; your mere presence is so remove it, fall asleep, or take 3 ap damage, the
terrifying that they can’t functionally attack at spell ends and it must be taken off.
all if you’re within thirty feet.
Spell List
Orb of Power Weakness
Throw a foam spell orb or ball. It ignores shields Point and make someone weak for 5 minutes.
and armor doing 3 hp damage and hits with the They cannot functionally attack, and can
force of a cannonball, knocking them down. barely move for the duration.
Ritual Magic
You can cast rituals at your camp’s Dragon
shrine or at the Great Ritual Circle.
Smite Monster
Spend 1 minute stationary while empowering a
2-3 foot blue fabric strip inscribed with mystic
runes and tying it to a one handed weapon. The
weapon’s next swing can damage a large
monster. You can only empower one at a time,
and only for 5 minutes. It is spent the first time
anyone swings the weapon (whether it hits or
not). This spell can’t “stack” on the same
weapon and the monster’s handler will need to
see the blue strip in order for the hit to count, so
play it up!
Silence
Point and make someone unable to speak or cast
spells for at least 5 minutes.
Sleep
Point and make someone move to the nearest
safe location and fall into a deep sleep for 5
minutes. They can only be roused prematurely
with direct hp damage.
The Guilds offer
powerful skills.
Guild Skills It’s not a sure thing
DrachenFest has powerful Guilds in the Bazaar Guilds offer the only pathway to character skill
where characters of a similar bend can roleplay progression, through special courses. Expect
and train together. These are a springboard to joining a guild and taking part in a course to
build groups and shared story. Guilds also offer take at least half a day, on a first-come, first-
classes which can unlock Guild Skills and Guild serve basis. Progression through the ranks of a
Trainings. These are some of the only ways to single guild can take years of effort, and there
gain new abilities. Not all ‘character roles’ have are several Guilds to choose from.
a linked guild, and some guilds aren’t related
to character role at all.
You can only gain one rank of one Guild skill
per event.
Guild Trainings
Guild Trainings are “smaller” skills that don’t
block you from getting a Guild skill. (for
example, the Ritual Master training is
foundational for building magical rituals, we
encourage all Ritual casters to take it!)
It’s an open secret that the Guild skills are
really a hook to get people engaged in rich lore
and roleplay, to form little societies based on
shared concepts, and to learn real life and
historic crafts. Mechanical character
progression is not necessary to enjoy
DrachenFest.
Guilds
Crafting Guild (learn more) Thieves Guild (don’t learn more)
The Crafter’s Union is a guild for crafters. They The Thieves Guild does not exist. There are no
host Guild Trainings in different types of Assassination, Infiltration, or Lockpicking skills.
Crafting, enabling characters to advance timers There most definitely is no platform for you to
for armor & shield repairs while working on real- back-channel dirty diplomacy, coordinate special
life crafting projects. You can even learn to forge a operations and master sabotage.
Dragon Mark, a symbol of craftsmanship which
enhances a game item. The Bardic Guild (learn more)
The Bard Society is the guild of musicians,
The Alchemists Guild (learn more) entertainers and storytellers who bring life and
The Guild of Alchemical Arts teaches how to drama to the world of DrachenFest. Learn how to
concoct powerful potions and tend deadly cast spells through musical performances, bolster
gardens. To learn how to craft substances like rituals, and become an integral part of the
Potions, Poisons, and Oils, an alchemist should atmosphere itself.
bring props for an alchemy lab.
The Fighters Guild (learn more)
To study Herbalism and botanical warfare, an
The Warrior's Lodge guides you on a unique path
alchemist should bring a collection of plants,
towards transcendent self-realization, allowing
real or fake, to contribute to their camp’s
warriors to deliver the might of the dragons in
garden. Your props will need to be shown to a
battle; Brawling, Knocking Down opponents, or
guild representative before they can be used.
using two-handed weapons to Break Shields.
You must have the Alchemist role to use any
Alchemist Guild Skills or Trainings.
Surgeons Guild (learn more)
The Surgeons Guild is the center of medical
Magic Guild (learn more)
advancement and teaching. They research
Anyone with the spellcaster role can join the advanced techniques for healing, like Triage &
Lyceum Arcanorum to learn magical guild skill Resuscitation. They also offer community and
trainings and join a specialized collegium of protection to healers. Surgery Guild Skills and
magic, getting access to New Spells, or perhaps trainings require the Healer role.
learning how to write Spell Scrolls. Ritual casters
harness the raw power of the primordial stream
through the great ritual circle.
Non-combatants
wear orange bands.
To opt out of combat...
Wear a bright orange wristband (you can
request one at game check-in), or a bright
orange sash. Noncombatants can't be struck
with weapons. They may not use offensive
abilities or spells.
This is an out-of-game designation; it doesn't
mean you can walk into danger risk-free. If
someone points a weapon at you, they can
capture you, "force" you out of an area, or even
execute you. But if you feel you’re being
unfairly bullied, use “Oh, Mother,” or contact a
ref.
Noncombatants often help in battle by healing,
collecting arrows, or carrying water--but if you
step onto a battlefield, you must accept the risk
of being confused with a combatant or being
hit with stray arrows.
Final Notes
Kids under 16... Special FX
Must stay near their guardians at all times. They If you want to add some zazz to your scenes
don’t have roles and can't independently using special effects...
interact with any game mechanics.
Don't startle people with sudden loud
noises or flashes. Give a loud count-
When supervised, the child can use their
down before one goes off.
guardian's magical, healing, or crafting skills
No pyrotechnics or fire-based effects!
(often roleplayed as helping or training).
Smoke/powder-based special effects
Children can't carry in-game items or
must be cleared with all affected
participate in battle, even on the sidelines.
participants and a referee. If we see
smoke, we assume fire unless told
We want children and their guardians to play
otherwise.
together, but want to avoid circumstances
Many smoke / powder/ fog effects are
where the child may become a target.
toxic in some fashion. Never use them
on a battlefield, enclosed area, or any
Be mindful of children and try to keep it PG-13 if
place people can't avoid them. Read the
they’re around. If you have a problem with how
warning label thoroughly, and only use
a kid is behaving, talk to their guardian.
as directed.
Is there a list of game calls?
What about game effects?
Absoulutely! There are some verbal calls and game effects that
need a bit of explanation or quick referencing. We’ve provided
a non-exhaustive list of spells and abilities you might
encounter (including the Guild Skills). This is by no means all
of them, or you might find variations for non-combat abilities,
but it is all the need-to-know stuff and everything you’ll see
come up in combat!
If you run into something else, it likely means someone is
improvising. If it’s cool, go with it!
Game effects Verbal calls
to look for... to listen for...
Dragon Mark (Crafters Guild) An item marked Assassinate (Thieves Guild): If a blade touches
with a Dragon Mark is “master crafted” until the your shoulder and you hear “assassinate”, you
end of the event. Shields can block an Orb of drop to 0 hp (regardless of armor) and fall safely
Power but are then damaged and need to be in place. Another strike will kill you.
repaired (the mark remains). Gates get +5 min to Fear/Blindness/Weakness (Spell): Don’t
defense time, War Machines get +5 min to attack attack, and you must roleplay the name of the
time. Dragon Marks don’t “stack”—a person or spell for 5 minutes. (pg. 19-21)
thing can only benefit from one at a time. Gust of Wind (Spell): Take 5 big steps back. If
This is what the you can’t, struggle for 5 seconds.
Mark looks like. Knockdown (Fighter’s Guild): Fall down or act
Infiltrators (Thieves Guild) Infiltrators can use a dazed; doing nothing for 5 seconds.
grappling hook to cross otherwise impassable Poison (Alchemists Guild): You’re sick and can’t
barriers such as camp palisade walls or city walls. do anything for 10 seconds. After, you can only
Coordinated with a camp referee first. walk and fight at half speed. If not cured in an
Lifeward (Magic Guild) A magic white sash that hour, you die.
grants one time protection from dying and lets Delay Poison (Spell): The effects of poison and
you resist one Assassinate call. (Say "Lifeward" to any related time count are paused for 5 minutes.
let the assassin know) Sleep (Spell): Roleplay sleeping for 5 minutes.
Lockpicking (Thieves Guild)Using a long thin Damage wakes you up.
wooden prop, such as a knitting needle, someone Friendship (Spell): The caster is your best friend
with the lockpicking skill can pick IG locks, and for 5 minutes.
access otherwise locked containers. Shield Breaker (Fighter’s Guild): Your shield
Magic Armor (Spell): A blue sash that adds ap. breaks; hold it behind your back or remove it
Meditation (Magic Guild): A technique which from the battlefield.
helps spellcasters recover from casting faster.
Orb of Power (Spell): If a magic foam ball hits
you, take 3 damage (ignoring armor) and fall
down.
Scrolls (Magic Guild) Anyone can cast a spell
from a scroll even if wearing metal armor. This
mentally exhausts you like a normal spell. Tear up
the scroll when you use it.
Smite Monster (Spell) A blue strip of fabric tied
to a weapon indicates it can harm a monster.
War Machines: A hit cannot be blocked, deals 3
damage (ignoring armor), and knocks you down.
Large Monsters: A hit cannot be blocked except
by a shield, which breaks immediately. It deals 3
damage (ignoring armor), and knocks you down.