The Enchirdion
Enchiridion
V1.0
"Victory earned without honor is no victory at all. Let your blade sing not only for glory but for respect, safety, and the camaraderie of those who share the field."
—The Codex of Emyrion
Welcome, adventurer! The battlefield of Emyrion awaits your courage and skill. The Enchiridion is your compass in this realm of high-stakes combat and thrilling encounters. It lays forth the rules, guidelines, and spirit of the game to ensure that every battle is not only fought but lived with valor, fairness, and joy.
This guide empowers you to understand the intricacies of combat while emphasizing the values that make our community thrive: respect, safety, and sportsmanship. Whether you are a seasoned warrior or a new recruit, the Enchiridion will prepare you for the trials ahead.
Raise your weapon, don your armor, and step onto the field with honor. The stories written here are not just of individual triumphs but of shared victories, built upon the respect and camaraderie of all who stand together in Emyrion.
Let the battles begin!
Table of Contents
Introduction
Welcome to Emyrion
Core Principles of Safety, Honor, and Community
Character Creation
Building Your Story
Defining Your Kin
Archetype: Warrior or Mage
Warriors
Mages
Choosing Your Path
Your Beliefs: Religion and Alignment
Fitting Into the World of Emyrion
Tips for a Memorable Character
The Magick of Emyrion
Nature of Magick
Archetype of the Mage
Schools of Magick
Spellcasting Mechanics
Examples of Spells
Roleplaying Magick
Magick as a Shared Experience
Founding an Emyrion Chapter
Choosing Your Chapter’s Theme and Aesthetic
Integrating Into Emyrion’s Lore
Your Chapter’s Banner
Lore and Creativity Guidelines
Tips for Founding a Successful Chapter
Creating a Company in Emyrion
What Is a Company?
Defining Your Company’s Lore
Your Banner and Company Colors
Tips for a Memorable Company
Lore and Creativity Guidelines
Examples of Companies
Knightly Peerage in Emyrion
The Path to Knighthood
The Council of Knights
Unique Trials and Ceremonies
Expanding Peerage: Beyond Combat
The Role and Duties of a Knight
Guilds in Emyrion
Overview of Guilds
The Artificer Guild
The Steward Guild
The Chronicler Guild
The Magister Guild
The Medic Guild
The Mage Guild
Forming Your Own Guild
Combat Rules
Legal and Illegal Contact
Target Areas
Weapon Hits and Damage
Armor and Hits
Combat Outcomes
Missile Weapons: An Overview
Grappling and Close Combat
Equipment Specifications
Weapon Classes and Specifications
Class 1: One-Handed Swung Weapons
Class 2: Two-Handed Swung Weapons
Class 3: Thrusting Weapons
Class 4: Missile Weapons
Arrows and Bolts
Javelins
Band Guns
Spell Orbs
Thrown Weapons
Class 5: Head-Only Missile Weapons
Mage Staves (Special Weapon Category)
Safety Markings
Inspection Guidelines
Garb and Roleplay
Definition of Garb
Minimum Garb Requirements
Aesthetic Standards
Exceptions for Medical Necessity
Prohibited Garb
Appendices
Weapon and Projectile Checking Guide
Inspection Criteria for Each Weapon Class
Armor Inspection Guide
Shields: Construction, Use, and Safety
Creating Your Character for Emyrion
"Every hero begins as a whisper of possibility, shaped by their dreams, choices, and the world they call home." —The Codex of Emyrion
Emyrion thrives on the creativity and individuality of its players. Your character is your gateway to the immersive world of Emyrion, a place where legends are born and stories are woven into the fabric of history. This guide will help you create a character that fits seamlessly into Emyrion’s lore while reflecting your personal vision.
Building Your Story
Your character is more than just a collection of abilities—they are a living, breathing part of the world. As you begin creating them, consider the following key questions:
Who is your character?
What is their name? Names are your introduction to others and should fit the high-fantasy world of Emyrion.
What are their origins, personality, and defining traits?
Where do they come from?
Is your character a local tied to the traditions of your chapter, or a traveler from distant lands?
How has their homeland shaped their worldview?
What motivates them?
What drives your character’s actions? Are they fueled by honor, revenge, discovery, or ambition?
What do they believe?
Consider their faith, philosophy, or code of conduct. Do they worship a deity, follow ancient traditions, or forge their own path?
Important Note: While we encourage players to draw inspiration from existing fandoms they love, we do not allow direct crossover into Emyrion. For example, while you can create a noble knight inspired by stories of Jedi, we kindly ask you not to play a Jedi directly. Please ensure your character feels unique to the world of Emyrion while incorporating elements you find inspiring.
For further inspiration and integration, review the Lore Section on the Emyrion website.
Defining Your Kin
In Emyrion, a character’s kin reflects their heritage and the qualities they bring to the world. Choosing your kin helps anchor your character within Emyrion’s diverse landscape.
The base kin of Emyrion include:
Humans: Versatile and diverse, with boundless ambition and adaptability.
Elves: Graceful and ancient, often tied to nature, art, or arcane pursuits.
Dwarves: Hardy and stoic, masters of craftsmanship and the deep earth.
Orcs: Fierce and resilient, with strong ties to honor and tribal loyalty.
Halflings: Small in stature, large in spirit; known for their bravery and love of community.
Gnomes: Inventive and curious, often exploring the boundaries of magick and mechanics.
Tieflings: Kin touched by infernal heritage, wielding a mysterious and often misunderstood power.
Beastkin: Diverse humanoid creatures with animalistic features and traits.
Hewn: Sentient automata brought to life through magick, crafted from metal, stone, wood, and other materials.
Goblins: Crafty and resourceful, thriving in chaos and opportunity.
Firbolgs: Gentle giants with a deep connection to nature and the spiritual realm.
While these kin form the foundation of Emyrion, we encourage creativity! If you have an idea for a new kin, share it with your local chapter leaders for consideration.
Archetype: Warrior or Mage?
One of the most defining decisions when creating your character in Emyrion is choosing your Archetype: Warrior or Mage. This choice shapes your character’s role in the world and determines the gear, abilities, and magickal potential they can access. Consider this carefully, as it will guide your character’s path and how they interact with the world of Emyrion.
This decision also invites exciting aesthetic choices. How does your archetype express their role? Is your Warrior a disciplined soldier clad in shining armor, or a shadowy assassin lurking in the dark? Is your Mage a scholarly wizard steeped in arcane knowledge, or a wild shaman communing with elemental forces? These details breathe life into your character and connect them to the world around them.
Warriors
"Strength is the blade; honor is the shield." —The Codex of Emyrion
Warriors are the steadfast defenders and fearsome combatants of Emyrion. They excel in physical prowess, mastering the use of all weaponry and armor to dominate the battlefield.
Gear Access:
Warriors have access to all weapon types, including the mightiest Class 2 and Class 4 weapons.
They may wear any armor type, from light leather to the heaviest plate, maximizing their defense and durability.
Role on the Field:
Warriors are versatile, able to act as frontline defenders, powerful duelists, or ranged attackers depending on their gear and fighting style.
Their strength lies in adaptability and raw physical prowess.
Aesthetic Choices:
Is your Warrior a disciplined soldier, fighting for a noble cause?
Perhaps they are a mercenary, driven by gold and the thrill of battle.
They could be a berserker, charging into combat with wild abandon, or a duelist, perfecting the art of one-on-one combat.
Maybe your Warrior is an assassin, silent and deadly, striking from the shadows.
For players who enjoy combat-intensive gameplay and mastering a variety of weapons and strategies, the Warrior archetype offers endless opportunities for glory.
Mages
"The essence of magick flows through those who dare to wield it, shaping the world to their will." —The Codex of Emyrion
Mages are the wielders of arcane power, channeling the magick of Emyrion to unleash devastating spells, weave protective enchantments, and alter the very fabric of reality. While physically less equipped than Warriors, their magickal potential makes them indispensable.
Gear Access:
Mages are limited to one-handed weapons, staves, and shields.
They may only wear light armor, relying on agility and their spells for protection.
Note: Mages must always have one free hand available for casting spells.
Unique Abilities:
Mages are the only characters permitted to use spells and access the realm of magick.
Their mastery over Aether allows them to wield immense power, from hurling destructive spell orbs to weaving protective barriers.
Role on the Field:
Mages often act as support, crowd control, or heavy hitters, using their magick strategically to turn the tide of battle.
They rely on careful positioning and teamwork, as their limited armor makes them vulnerable in direct combat.
Aesthetic Choices:
Is your Mage a wizard, scholarly and steeped in centuries of arcane tradition?
Perhaps they are a witch, blending natural magick and mysticism to craft their spells.
They could be a shaman, channeling the power of spirits and elements to aid their allies.
Or maybe your Mage is a battle-mage, wielding a staff and shield alongside their magick, or an illusionist, specializing in trickery and deception.
For players who enjoy creativity, tactical depth, and the thrill of magick, the Mage archetype provides a unique and rewarding experience.
Choosing Your Path
When deciding between Warrior and Mage, consider both the gameplay experience and the story you wish to tell. Do you thrive on the clash of steel and the roar of battle, or do you prefer to weave spells and wield arcane power? Think about your character’s aesthetic—how they carry themselves, what motivates them, and how they fit into the world of Emyrion.
Remember, this choice defines your character’s abilities and role, but it is your creativity that breathes life into them. Whether Warrior or Mage, your archetype is the foundation of your legend in Emyrion.
Your Beliefs: Religion and Alignment
Your character’s beliefs and moral compass are key to shaping their personality and story. Reflecting on these elements will help you create a dynamic, grounded character.
Religion and Philosophy
Religion in Emyrion is as diverse as its people. Your character may worship a deity, follow a spiritual path, or adhere to a personal philosophy. Consider:
Are they devout or skeptical?
Do they draw strength from ancient traditions, the natural world, or cosmic forces?
How do their beliefs influence their actions, goals, and interactions with others?
Alignment
While characters do not need to label themselves with an alignment, this can serve as a helpful tool to guide their actions and decisions. Alignments explore both morality (good, neutral, evil) and order (lawful, neutral, chaotic):
Good, Neutral, Evil: Does your character prioritize helping others, their own goals, or causing harm?
Lawful, Neutral, Chaotic: Do they value rules and order, balance, or personal freedom?
Alignments are not restrictions but reflections of your character’s values. Over time, their actions may shift their alignment, creating opportunities for growth and drama.
Fitting Into the World of Emyrion
Your character’s personal story is part of a larger narrative woven with the players and lore of Emyrion. Think about:
Your Chapter’s Lore: How does your character fit into the traditions, conflicts, or geography of your chapter?
Connections: Relationships with other characters add depth and enrich your experience. Form alliances, rivalries, or shared backstories with fellow players.
Your Role: Does your character have a profession, guild, or calling? Are they a healer, a warrior, a magister, or a wandering scholar?
Tips for a Memorable Character
Embrace Flaws: Perfection is unrelatable. A flaw or internal conflict adds depth to your character.
Collaborate: Work with your chapter and other players to develop shared stories and meaningful connections.
Evolve Your Story: Allow your character to grow and change through their experiences in Emyrion.
By considering your character’s kin, beliefs, and place in the world, you’ll create a figure who feels alive and dynamic in the realm of Emyrion. Let their story unfold as you take your first steps into this immersive world.
The Magick of Emyrion
"To wield magick is to touch the fabric of the Aether, shaping reality with intention and will." —The Codex of Emyrion
Magick in Emyrion is a living force, drawn from the Aether that flows through the world and its inhabitants. Those who dedicate themselves to the study and practice of magick become Mages, masters of spellcraft and the arcane arts. The magickal systems of Emyrion are designed to balance creativity, immersion, and gameplay fairness, allowing Mages to wield powerful abilities while adhering to the rules of the realm.
The Nature of Magick
Magick in Emyrion is fueled by Aether, an invisible energy that permeates the world. Mages tap into this energy to cast spells, which can shape the battlefield, influence others, or enhance their surroundings. All magick requires focus, intent, and a connection to the Aether through physical and verbal components.
Physical Components: Every spell requires the use of a physical object or prop, such as a spell orb, staff, or other item.
Verbal Components: Incantations must be clearly and loudly spoken to ensure their intent is understood by all players.
Free Hand Requirement: A Mage must always have one hand free to cast spells, even when wielding a staff or shield.
The Archetype of the Mage
Mages are defined by their access to spells and magickal items, making them a versatile but specialized archetype in Emyrion.
Gear Limitations: Mages may only wear light armor and cannot wield two-handed weapons. However, they can use shields and staves to defend themselves.
Unique Abilities: Mages are the only players who can cast spells, providing them with unparalleled versatility and utility in combat and roleplay.
Schools of Magick
Mages in Emyrion often align with specific Schools of Magick, each reflecting a different aspect of spellcraft. These schools guide a Mage’s choice of spells and enhance their roleplaying experience.
Invoker: Masters of elemental forces like fire, water, and lightning.
Abjurer: Experts in defensive magick, specializing in shields, wards, and protective enchantments.
Sigilsmith: Artisans who imbue weapons and armor with lasting magick through sigils.
Hexer: Manipulators of fate and control, using curses, charms, and mind-altering magicks.
Somamancer: Healers and restorers who focus on the body, specializing in healing and resurrection spells.
While these schools are common, players are encouraged to create their own unique interpretations of magick within the boundaries of the rules and lore.
Spellcasting Mechanics
Spellcasting in Emyrion follows structured mechanics to maintain balance and clarity during gameplay:
Casting Requirements:
Spells require verbal incantations and physical components.
A Mage taking damage while casting will interrupt the spell.
The caster must have the target’s attention for the spell to succeed.
Spell Orbs:
Many spells are cast using spell orbs (formerly known as spell balls), which are physical props representing magickal projectiles or effects.
Spell orbs are considered Class 4 weapons and must adhere to the same safety and gameplay rules.
Mana Pool:
Each Mage has a finite mana pool representing their capacity to cast spells during an event.
Spells are divided into levels, with higher-level spells consuming more mana.
Cantrips:
Cantrips are minor, non-combat spells used for roleplaying purposes. They allow Mages to express their connection to the Aether creatively outside of combat.
Examples of Spells
The magickal repertoire of Emyrion includes a variety of spells, from offensive projectiles to supportive enchantments. Below are a few examples:
Witchbolt: A ranged attack using a spell orb to deal damage equivalent to a weapon strike.
Aegis: Grants a temporary shield that absorbs damage for a set duration.
Fear: Forces the target to flee for a short period.
Shatter: Destroys shields or armor with a single spell orb.
Sanctuary: Creates a protective circle around the caster or an ally, impassable by others until specific conditions are met.
Roleplaying Magick
Magick is not just a tool for combat—it is an integral part of Emyrion’s world and culture. When roleplaying as a Mage, consider:
What inspires your spells? Are they tied to your kin’s traditions, personal experiences, or a mystical calling?
How does your Mage prepare for casting? Do they chant, gesture dramatically, or use elaborate rituals?
How does your character view magick? Is it a gift, a science, or a burden?
By embracing the lore and aesthetics of magick, players can bring depth and creativity to their Mage characters, enhancing the immersive experience of Emyrion.
Magick as a Shared Experience
In Emyrion, magick is not just about individual power—it is a shared narrative tool. Mages, Warriors, and other players work together to create moments of wonder, tension, and drama. The magickal systems of Emyrion are designed to balance creativity with structure, ensuring that every spell contributes to the story and the game.
Magick is the lifeblood of Emyrion’s mystique. Whether through the crackling power of an Invoker’s flame, the subtle manipulation of a Hexer’s charm, or the steadfast protection of an Abjurer’s ward, it is a force that shapes the world and the players within it.
Founding an Emyrion Chapter
"A chapter is more than a banner; it is the embodiment of its people, their beliefs, and their story woven into the tapestry of Emyrion." —The Codex of Emyrion
Chapters are the lifeblood of Emyrion’s community, serving as local player-run groups that enrich the world with their unique stories and contributions. Creating a new chapter is an exciting opportunity to leave your mark on Emyrion’s lore while fostering a community of players who share your vision. This guide will help you shape your chapter’s identity, theme, and role within the greater world.
Choosing Your Chapter’s Theme and Aesthetic
When founding a chapter, begin by considering its core identity. What sets your chapter apart, and how does it fit into the larger world of Emyrion?
Theme: Is your chapter built around a shared culture, profession, or purpose? Examples include a thriving merchant city, a roaming mercenary company, or a reclusive tribe steeped in mysticism.
Aesthetic: What visual and cultural elements define your chapter? Consider its clothing, architecture, traditions, and values. Do its members reflect a grand, noble society, or are they rugged survivalists thriving on the fringes of civilization?
Integrating Into Emyrion’s Lore
Your chapter exists within the world of Emyrion, and its story is shaped by its interactions with the established lore and other chapters. Think about the following questions:
Connection to Calenhart:
How does your chapter view the great city of Calenhart, a hub of trade, politics, and power? Are they loyal to its cause, ambivalent toward its authority, or defiant of its influence?
The Blightveil and the Blightwatch:
The Blightveil is a pervasive danger to Emyrion, and the yearly Blightwatch unites chapters to combat its spread. How does your chapter contribute to this effort? Are they active participants, reluctant allies, or even opportunists who profit from the chaos?
Relations with Other Chapters:
Does your chapter maintain alliances or rivalries with others? Are they a bastion of diplomacy, a lone wolf, or a faction seeking dominance over their neighbors?
Exploring these connections enriches your chapter’s story and helps it feel like an integral part of Emyrion’s living world.
Your Chapter’s Banner
A chapter’s banner is more than a flag—it is a symbol of identity, pride, and unity. Designing your chapter’s banner is a creative and meaningful way to establish its visual identity.
Design: Choose colors, symbols, and patterns that reflect your chapter’s values, culture, and history.
Representation: Consider how the banner might inspire those who rally behind it or strike fear into those who oppose it.
What is Your Chapter’s Structure?
Your chapter can take any form you envision, offering flexibility to suit its theme and purpose. Consider these possibilities:
A City or Realm: A sprawling metropolis or a sovereign kingdom with its own traditions and governance.
A Tribe or Clan: A smaller, tightly-knit group rooted in shared ancestry or culture.
A Mercenary Company or Guild: A professional organization with a clear purpose, such as trade, war, or exploration.
A Religious Order or Cult: A chapter devoted to the worship of a deity, the pursuit of enlightenment, or the fulfillment of a prophecy.
The possibilities are endless, and we encourage you to let your imagination run free while keeping your chapter grounded in Emyrion’s unique lore.
Lore and Creativity Guidelines
While Emyrion thrives on creativity, there are a few important rules to follow when crafting your chapter:
Originality: While you are welcome to take inspiration from existing fandoms, please avoid directly including locations, names, or characters from other intellectual properties. For example, while the grandeur of Rivendell, the mysticism of the Jedi, or the tribal strength of the Falian clans may inspire you, your chapter must remain uniquely Emyrian.
Collaboration: We encourage collaboration with Emyrion’s Loremaster! If you need help developing your chapter’s lore or ideas, reach out for guidance and inspiration.
Tips for Founding a Successful Chapter
Engage Your Community: Involve players in the creative process to build a shared vision and sense of ownership.
Develop Traditions: Create unique customs, ceremonies, and rituals to bring your chapter’s culture to life.
Evolve Over Time: Chapters, like characters, grow and change. Let your chapter’s story adapt as it interacts with others and faces new challenges.
Creating a chapter is your chance to leave a lasting legacy in the world of Emyrion. Let your creativity shine, and remember that the best chapters are those that bring players together to share stories, forge friendships, and shape the future of this vibrant world.
Creating a Company in Emyrion
"Even the mightiest heroes need allies; a company is the bond that transforms individuals into an unstoppable force." —The Codex of Emyrion
In Emyrion, companies offer players a way to form smaller, specialized groups that operate within and beyond their local chapter. These groups can take many forms, from elite orders of knights to shadowy cults, adventurous mercenary bands, or dedicated guilds. Companies bring players together under a shared purpose and identity, fostering camaraderie, collaboration, and unique storytelling opportunities.
What Is a Company?
A company is a focused group of players united by a common theme, goal, or cause. While smaller in scope than chapters, companies can transcend regional boundaries, allowing members from multiple chapters to work together. Companies provide a way for players to deepen their roleplay and establish connections that enhance their experience in Emyrion.
Examples of Companies:
An Order of Knights: A disciplined group sworn to a code of honor, justice, or service to a higher power.
A Cult: A secretive faction devoted to an enigmatic figure, ancient prophecy, or forbidden knowledge.
A Mercenary Company: A band of sellswords for hire, taking on dangerous missions for the right price.
A Guild: A trade-focused organization specializing in crafts, commerce, or magick.
Defining Your Company’s Lore
When creating a company, think about what binds its members together and how it fits into the world of Emyrion.
Purpose and Identity:
What drives your company? Is it loyalty to a cause, pursuit of wealth, or a shared belief?
Are you protectors, conquerors, seekers of knowledge, or something else entirely?
Structure and Hierarchy:
Does your company have a clear chain of command or operate as equals?
Is it ruled by a single leader, a council, or a shared philosophy?
Recruitment and Membership:
How does your company grow? Are members recruited through trials, sworn oaths, or open invitations?
What qualities do you look for in recruits, and what do members gain by joining?
Interactions with the World:
How does your company relate to other groups? Are you aligned with a chapter, working independently, or rivaling other factions?
What role does your company play in major events, such as the Blightwatch or political struggles?
Your Banner and Company Colors
A company’s banner and colors are the cornerstone of its identity, serving as a visual representation of its values, history, and purpose. These elements inspire loyalty among members and make your company recognizable on the battlefield and beyond.
Designing Your Banner
Symbolism: Choose symbols that reflect your company’s theme. A sword might represent strength, a tree could symbolize growth or resilience, and flames might evoke destruction or renewal.
Shape and Style: Banners can vary in size and shape, from rectangular standards to triangular pennants. Consider adding embellishments such as fringes or metallic accents to make it stand out.
Color: Your banner should prominently display your company’s colors.
Selecting Company Colors
Primary Colors: Choose one or two main colors that represent your company’s identity. For example, blue and silver might reflect nobility, while red and black could signify aggression or mystery.
Accent Colors: Add one or two additional colors for detail and flair, such as gold embroidery or a white border.
Consistency: Use these colors across all company-related items, including uniforms, shields, and armor, to maintain a cohesive look.
Tips for a Memorable Company
Theme and Aesthetic:
Develop a distinct theme for your company, including its visual identity, such as colors, symbols, or uniforms.
This aesthetic should reflect your group’s culture, history, and values.
Traditions and Customs:
Create rituals, ceremonies, or traditions unique to your company. These might include initiation rites, battle cries, or festivals.
Collaborative Storytelling:
Work with other players to forge alliances, rivalries, and shared histories. Your company’s story is enriched by its interactions with others.
Lore and Creativity Guidelines
As with chapters, companies must adhere to Emyrion’s lore and originality guidelines:
Originality: While you may take inspiration from other worlds and fandoms, please avoid direct crossover into Emyrion. For example, you might draw from the gallantry of the Knights of the Round Table or the intrigue of an Assassin’s Brotherhood, but your company should feel unique to Emyrion.
Collaboration: The Loremaster is available to help you develop your company’s lore. Reach out for ideas and support to ensure your vision aligns with Emyrion’s world.
Examples of Possible Companies
The Argent Legion: A disciplined order of knights dedicated to protecting the Blightwatch and ensuring Emyrion’s safety.
The Veiled Covenant: A secretive cult sworn to uncover forbidden magick hidden within the Blightveil.
Ironspire Mercenaries: A ruthless band of warriors offering their blades to the highest bidder, regardless of cause.
The Sapphire Guild: An artisan collective specializing in rare crafts and trade routes across Emyrion.
What Makes a Company Special?
A company’s strength lies in its members and the shared experiences they create. Whether you are forging bonds of brotherhood, rising through ranks, or pursuing a shared ambition, your company adds depth to your character’s journey and the world of Emyrion.
Founding a company is your opportunity to shape a unique group and leave your mark on the story of Emyrion. Gather your allies, raise your banner, and embark on adventures that will echo through the ages.
Knightly Peerage in Emyrion
"A knight’s honor is not bestowed; it is forged in service, tempered by trials, and upheld through unwavering commitment." —The Codex of Emyrion
Knighthood in Emyrion is a prestigious and time-honored tradition, representing the pinnacle of dedication, honor, and service within the Emyrion Fantasy Society (EFS). Knights are individuals of exceptional character who have demonstrated their worth through acts of valor, unwavering integrity, and sustained contributions to their community and EFS as a whole.
While knighthood often evokes images of armored warriors defending the realm, the concept of peerage in Emyrion extends far beyond traditional combat. Each knightly order or peerage is unique, defined by the lore, traditions, and culture of the players who create them. Chapters and peerages are further encouraged to design their own trials and ceremonies, making each path to knighthood a deeply personal and meaningful journey.
The Path to Knighthood
Becoming a knight is not merely a title—it is a commitment to uphold the values of honor, service, and excellence. The path to knighthood requires dedication, humility, and a willingness to learn.
Squiring
The most common path to knighthood begins with becoming a squire, serving under an established knight.
Squires learn the tenets of knighthood, assist their knight in duties, and prove their merit through acts of service, leadership, and skill.
This mentorship is a period of growth, allowing the squire to embody the principles of knighthood under the guidance of their knight.
Alternate Paths to Knighthood
In areas where knights are scarce, a proposal for knighthood may be submitted to the Council of Knights.
The council evaluates the candidate’s contributions to EFS and may assign tasks or trials to test their worthiness.
The Council of Knights
The Council of Knights serves as the arbiter of knighthood in Emyrion. It is not a formal organization but a gathering of knights chosen by the aspiring candidate to sponsor their ascension.
Composition of the Council:
The council consists of five knights, often referred to as Hedge Knights. These knights, independent of a formal hierarchy, assess candidates based on their deeds, character, and contributions.
Responsibilities of the Council:
The council reviews petitions for knighthood, oversees ceremonies, and ensures that the title of knight remains a symbol of integrity and service.
Hedge Knights are pivotal to the continuation of Emyrion’s knightly traditions, creating new lines of knights who uphold these esteemed values.
Unique Trials and Ceremonies
To enhance the richness of knighthood in Emyrion, chapters and peerages are encouraged to design their own trials and ceremonies. These traditions add depth to the process and reflect the values of the group conferring the honor.
Trials for Knighthood:
Trials should test the qualities valued by the chapter or peerage, such as bravery, wisdom, leadership, or skill.
Examples include:
A trial of courage, where the candidate faces a dangerous quest or challenging combat scenario.
A trial of wisdom, involving puzzles, debates, or critical decisions.
A trial of service, requiring the candidate to aid their community or contribute to a major event.
Ceremonies of Knighthood:
Ceremonies should celebrate the candidate’s achievements and solidify their place within the order.
Traditions might include:
Bestowing symbolic items like swords, shields, or cloaks that represent the peerage.
A public oath-taking, affirming the knight’s commitment to their values and responsibilities.
A ritual involving the company or chapter, such as anointing with water or fire, reciting ancient words, or receiving the blessings of their peers.
These unique traditions ensure that each knight’s journey is as memorable and meaningful as their deeds.
Expanding Peerage: Beyond Combat
Peerage in Emyrion is as diverse as its players’ imaginations. While many orders focus on martial prowess, others emphasize craftsmanship, faith, or scholarship. The structure and purpose of a peerage are entirely up to its members, encouraging creativity and individuality.
Unique Lore and Aesthetic:
Players forming knightly orders or peerages are encouraged to develop their own lore, traditions, and aesthetics.
For example:
An order of warrior-priests tied to an orcish tribe, blending spiritual devotion with martial might.
A group of Dragoons, renowned for their combat prowess and mastery of aerial strikes.
A guild of Artificers, specializing in weapon-smithing or magical craftsmanship, earning peerage through their skill and innovation.
Non-Combat Peerage:
Peerage need not be solely combat-focused. A peerage could celebrate excellence in artistry, diplomacy, healing, or other fields.
For example:
An order of Archivists, preserving Emyrion’s lore and knowledge.
A fellowship of Wayfarers, devoted to exploration and mapmaking.
The Role and Duties of a Knight
Knighthood is not simply an honor; it is a lifelong responsibility. Knights are stewards of EFS, embodying its principles and serving as role models for its players.
Commitment to Service:
Knights must demonstrate a strong and continued dedication to EFS, supporting its events, players, and goals.
Guardians of Honor:
A knight’s word is their bond, and they are expected to act with honesty, fairness, and respect in all dealings.
Mentorship and Leadership:
Knights are encouraged to mentor squires and foster a culture of growth and camaraderie within their chapters and beyond.
Knights take their position seriously, understanding that the honor is not just a recognition of past deeds but a call to ongoing service and leadership.
Knighthood in Emyrion is not just a title—it is a living tradition that embodies the values of honor, service, and camaraderie. By forging your own trials, ceremonies, and traditions, you can create a peerage that reflects the uniqueness of your chapter or order. Whether as gallant knights, devoted warrior-priests, or master artisans, your contributions will enrich the world of Emyrion and inspire generations to come.
Guilds in Emyrion
"A guild is not just a collection of skills; it is a fellowship of minds united in passion and purpose." —The Codex of Emyrion
Guilds in Emyrion are small, specialized groups formed by like-minded individuals who share a passion for specific off-field pursuits. These groups transcend chapters and companies, allowing members from across Emyrion to connect through shared interests. Whether focused on crafting, storytelling, service, or leadership, guilds provide an avenue for players to deepen their skills, build relationships, and contribute to the Emyrion community.
Guilds often develop their own ranking structures and traditions, fostering growth and excellence within their chosen disciplines. Below are examples of prominent guilds in Emyrion, each with its own mission and focus.
The Artificer Guild
The Artificer Guild is dedicated to the mastery of arts and sciences, encompassing crafting, entertainment, and other skilled disciplines that enhance the Emyrion experience. This guild prioritizes quality, creativity, and the development of expertise.
The Goal of the Artificer Guild Is...
The mission of the Artificer Guild is to promote excellence in the arts and sciences within the Emyrion community. It accomplishes this mission by:
Recognition: Developing and maintaining a consistent, standardized, and formal process for recognizing accomplishments in arts and sciences.
Mentorship: Establishing a mentoring system to nurture individual skills and abilities.
Resource Building: Building and maintaining a reference archive for the community.
Inspiration and Education: Inspiring members and equipping them with the tools to share their knowledge and experience effectively.
The Steward Guild
The Steward Guild oversees all aspects of service that Emyrion requires, from recruiting and organizing events to heralding battles and maintaining order. This guild is dedicated to the values of leadership, service, and dedication to the community.
The Goal of the Steward Guild Is...
The mission of the Steward Guild is to promote excellence in leadership and service to Emyrion. It accomplishes this mission by:
Recognition: Developing a standardized process for acknowledging leadership and service accomplishments.
Mentorship: Establishing mentoring systems to help members develop their abilities.
Inspiration: Inspiring volunteerism and social responsibility within the community.
Support: Equipping members with the skills to effectively share their knowledge and leadership practices.
The Chronicler Guild
The Chronicler Guild is tasked with preserving and enriching Emyrion’s history and culture through photography, videography, storytelling, lorecraft, and bardic arts. Chroniclers ensure that the stories of Emyrion’s players and events endure for future generations.
The Goal of the Chronicler Guild Is...
The mission of the Chronicler Guild is to enrich and preserve Emyrion’s history and culture. It accomplishes this mission by:
Recognition: Developing and maintaining a formal recognition process for accomplishments in historical preservation and cultural enrichment.
Mentorship: Supporting the development of storytelling, artistic, and technical skills through mentorship.
Inspiration: Encouraging members to use photography, videography, lorecraft, and bardic arts to share and preserve Emyrion’s legacy.
Preservation: Building archives of lore, images, and performances to document the evolution of Emyrion.
The Magister Guild
The Magister Guild is dedicated to ensuring the safety, fairness, and organization of Emyrion events. This guild focuses on fostering skilled Magisters, promoting understanding of Emyrion’s rules, and supporting local chapters with trained officials.
The Goal of the Magister Guild Is...
The mission of the Magister Guild is to uphold the integrity and safety of Emyrion through skilled officiating and rule enforcement. It accomplishes this mission by:
Recognition: Establishing a formal process for acknowledging excellence in Magisterial service.
Training: Providing education and resources to develop competent Magisters.
Mentorship: Offering guidance to aspiring Magisters to ensure a steady flow of capable officials.
Support: Serving as a resource for chapters to maintain safety, order, and fairness in all events.
The Medic Guild
"In Emyrion, a healer’s hands are as vital as a warrior’s sword, for life itself is the greatest battle." —The Codex of Emyrion
The Medic Guild is dedicated to the health, safety, and well-being of Emyrion’s players, providing both in-game and off-field care. While in-game medics may play characters who offer magical or herbal healing, the guild’s real-world mission is to ensure that safety and first aid resources are available at all events in compliance with legal and ethical standards. The Medic Guild fosters an environment where members can learn, practice, and excel in the principles of care.
Legal Compliance in the US
As part of a non-profit organization, the Medic Guild operates within strict legal guidelines to ensure safety while avoiding unauthorized medical practice. Members are trained in basic first aid and CPR through certified programs (e.g., Red Cross or similar organizations). The guild does not provide medical diagnoses or treatments but focuses on ensuring immediate safety and referring injured participants to professional medical services when necessary.
The Goal of the Medic Guild Is...
The mission of the Medic Guild is to promote safety, preparedness, and care within the Emyrion community. It accomplishes this mission by:
Safety and First Aid: Establishing a network of trained first-aid responders to assist at Emyrion events.
Training and Certification: Offering resources and opportunities for members to become certified in basic first aid and CPR.
Emergency Preparedness: Working with chapters to develop event safety plans, including the location of first-aid stations, emergency contacts, and evacuation procedures.
Education: Teaching members about the in-game portrayal of medics, including roleplaying healers and incorporating lore-compliant techniques.
In-Game and Out-of-Game Roles
In-Game Medics: Players roleplaying as healers can join the Medic Guild to expand their characters’ abilities, develop realistic roleplay techniques, and learn how to integrate healing into the story of Emyrion.
Out-of-Game Medics: Members assist with real-world safety and care, ensuring that all participants are supported during events.
The Medic Guild bridges the gap between immersive roleplay and real-world safety, serving as a cornerstone of Emyrion’s commitment to its players’ well-being.
The Mage Guild
"The essence of magick lies in innovation. To wield it is to create; to master it is to reshape reality itself." —The Codex of Emyrion
The Mage Guild is a community of spellcasters dedicated to the refinement, clarification, and expansion of Emyrion’s magickal systems. This guild encourages creativity and collaboration in developing new spell ideas, fostering a deeper understanding of the magickal rules, and advocating for their improvement. Members of the Mage Guild work together to innovate within the framework of Emyrion’s lore while preserving the balance and fairness of gameplay.
The Goal of the Mage Guild Is...
The mission of the Mage Guild is to expand and refine Emyrion’s magickal systems, ensuring they are accessible, balanced, and engaging. It accomplishes this mission by:
Spell Development: Encouraging members to propose new spells and magickal mechanics.
Clarification: Offering resources and guidance to help players understand existing magick rules.
Collaboration: Creating a network of mages to test, refine, and balance proposed ideas before presenting them to the Board of Directors.
Education: Teaching players about the history, theory, and practical applications of magick in Emyrion’s lore.
How the Mage Guild Operates
Expansion of Magick: Members brainstorm and test new spell concepts, ensuring they align with the lore, balance gameplay, and enhance immersion.
Advocacy: The Mage Guild collaborates with the Board of Directors to propose new ideas for official inclusion in the Enchiridion.
Roleplay Enhancement: The guild helps players integrate magick into their characters’ stories, providing guidance on how to make their spellcasting memorable and thematic.
Forming Your Own Guild
If you have a passion or skill not covered by these guilds, you are encouraged to create a new one! Consider the following steps:
Define Your Purpose: What shared interest or discipline does your guild focus on?
Create a Structure: Will your guild have ranks, roles, or traditions?
Set Goals: What does your guild hope to achieve within the Emyrion community?
Build Connections: Recruit members across chapters and collaborate with other guilds to expand your reach.
Guilds are an integral part of Emyrion, adding depth and opportunities for players to connect and grow. Whether crafting legendary weapons, documenting heroic deeds, or ensuring the fairness of the battlefield, guilds enrich the world of Emyrion and bring players together in meaningful ways.
1. Safety First: The Foundation of Honor
"In the heat of battle, safety is the shield that protects our camaraderie and the respect we owe each other as warriors."
—The Codex of Emyrion
The battlefield is a space where bravery shines, but safety ensures the game remains enjoyable for all. Every adventurer shares the responsibility of creating a fair, respectful, and secure environment. Follow these principles to uphold the spirit of honor.
1.1 Respect and Sportsmanship
Respect for your fellow players is the cornerstone of every battle. All participants are expected to:
Treat one another with dignity and fairness.
Engage in fair play and avoid cheating or bending the rules.
Communicate with Magisters and other combatants respectfully, even in disagreements.
Prohibited Behaviors:
Acts of physical aggression or threats of violence.
Arguing disrespectfully with Wardens, Magisters, or other combatants.
Remember: Honor isn’t just about winning—it’s about how you conduct yourself on the field.
1.2 The Role of the Wardens
The Wardens are the guardians of order on the battlefield. They enforce rules, encourage good behavior, and ensure the safety of all participants.
Magister Responsibilities
Enforce Safety: Magisters may call a “Hold” whenever they see a potential safety concern.
Hit Determinations: They have the final say in disputes about whether a hit was valid.
Field Authority: Magisters may remove any combatant from the field for unsafe or disrespectful behavior.
Tip: Look for their solid yellow tabards or baldrics to identify Wardens and Magisters. Their presence ensures battles are both safe and fair.
Non-Combatants on the Field
Anyone not participating in combat (e.g., photographers) must get approval from a Magister before entering the battlefield.
1.3 Calling a Hold
A “Hold” is the ultimate safety call on the battlefield, used to immediately stop all combat when safety is at risk.
When to Call a Hold:
You see an unsafe situation (e.g., a fallen player, loose equipment).
A Magister identifies a safety issue and calls for it.
What to Do During a Hold:
Stop all movement and immediately drop to one knee.
Call “HOLD!” loudly so everyone hears.
Remain in place and avoid re-equipping or repositioning until the Magister resumes play with “Lay on.”
Important! Never misuse “Hold” for tactical advantage. This act is considered dishonorable and against the spirit of the game.
Avoiding Miscommunication
Combatants should refrain from using phrases like “Hold the line!” that could be mistaken for a safety call.
1.4 Equipment Safety Checks
All equipment must be inspected and approved by a Magister before it is used in combat. Ensuring your gear meets the standards outlined in Section 4 is vital for both safety and fairness.
1.5 Combat Awareness
Being aware of your surroundings is critical for maintaining safety during battle.
Hazard Zones: Avoid fighting near weapon piles, onlookers, or unsafe terrain.
Exiting the Field: If you need to leave the battlefield, declare yourself “dead” clearly and safely. For example:
Raise your weapon over your head and call out, “DEAD!” while exiting the field.
1.6 Honor in Death
A combatant may choose to call themselves “dead” at any time. Show your status clearly to avoid confusion:
Place your weapon on your head and loudly declare “DEAD.”
Exit the field safely without interfering with ongoing combat.
Dead combatants are expected to:
Refrain from speaking to “living” players unless addressing safety concerns.
Avoid attempting to gain a tactical advantage by pretending to be dead.
2. Equipment Classifications and Definitions
"The tools of war are the extensions of a warrior’s spirit. Their purpose must align with safety, fairness, and the honor of the game."
—The Codex of Emyrion
Every piece of equipment on the battlefield plays a role, whether it’s an elegant blade or a sturdy shield. Understanding the classifications and rules for these tools is essential for fair and thrilling combat.
2.1 Weapon Types
Weapons are the instruments of combat, each serving a unique purpose on the battlefield. All weapons must be inspected and approved according to the specifications in Section 4.
Classifications
Weapons are divided into five distinct classes:
Class 1: One-handed swung weapons, such as swords or axes.
Class 2: Two-handed swung weapons, including greatswords and polearms.
Class 3: Thrusting weapons like spears or rapiers.
Class 4: Missile weapons, including arrows, bolts, thrown javelins, band gun ammo, thrown weapons, and spell orbs.
Class 5: Head-only missile weapons, such as rocks.
Tip: Each weapon class has its own rules for use and damage. Familiarize yourself with these before entering the battlefield!
2.2 Defensive Equipment
Defense is just as vital as offense. Shields and armor are the primary tools for protecting yourself in combat.
Shields
Definition: Shields are rigid objects padded on the front and sides, equipped with handles or straps for easy use.
Requirements: Shields must meet the padding and size specifications outlined in Section 4.11.
Restrictions: Shields cannot function as unbreakable armor. They must not:
Wrap around multiple target areas.
Be constructed in a way that grants excessive defensive advantages.
Armor
Definition: Armor is protective body covering made from approved materials, such as steel, leather, foam, or layered cloth.
Appearance: Armor must be clearly recognizable as such. Modern or ambiguous designs are discouraged.
Coverage: To count as armor, it must cover at least one-third of the target area.
Safety First: Armor must always be inspected by a Magister to ensure it meets safety standards.
2.3 Dual-Class Equipment
No single piece of equipment can function as both offensive and defensive gear. For example:
A weapon cannot also serve as a shield.
Armor cannot be used to strike opponents.
This ensures clear gameplay mechanics and fair engagement.
2.4 Miscellaneous Equipment
These items don’t affect gameplay directly but are part of the battlefield experience:
Examples: Thin belts, pouches, boots, quivers, straps, scabbards, and non-armor clothing or headwear.
Rules: Miscellaneous equipment may be inspected for safety and adherence to the aesthetic of Emyrion.
Aesthetic Note: While functional, modern-looking items (e.g., bright backpacks) should be disguised or avoided to maintain immersion.
3. Combat: The Art of Battle
"To wield a weapon is to wield responsibility. Precision, respect, and control turn chaos into a fair and honorable contest." —The Codex of Emyrion
Combat is the heart of Emyrion, where skill and strategy meet in thrilling encounters. These rules ensure every fight is safe, fair, and enjoyable for all.
3.1 Legal Contact
Combat interactions must remain controlled and intentional. The following actions are permitted: Weapon-to-weapon contact, such as parrying or clashing blades. Weapon-to-body contact, targeting valid areas using striking-legal surfaces. Body-to-weapon contact, including pushing or sweeping a weapon’s striking surface, results in a valid hit to the body part used. Weapon-to-shield contact, deflecting or striking shields. Shield-to-weapon contact, using shields to pin or manipulate weapons. Shield-to-body contact, using shields to strike or move a combatant’s body, except where restricted in Section 3.2. Body-to-shield contact, including using shoulders or hands to adjust an opponent’s shield. Body-to-body contact, as allowed under grappling rules (Section 3.12).
3.2 Illegal Contact
Certain actions are banned to ensure safety: Striking the head with Class 1, 2, or 3 weapons. Unarmed punches or kicks directed at combatants. Throws that cause a combatant to freefall without control. Striking with non-padded or non-striking weapon surfaces. Joint or nerve holds that manipulate limbs unsafely. Grappling the head or neck in any manner.
3.3 Target Areas
Understanding target areas ensures fair combat: Body includes areas bounded by the neck, shoulder-arm joint, hip-leg socket, groin, and buttocks. Arms are areas between the wrist (inclusive) and shoulder-arm joint (exclusive). Legs span from the ankle (inclusive) to the hip-leg socket (exclusive). Head includes everything above the base of the neck (exclusive). Hands are valid target areas when empty but are considered part of the weapon or shield when holding them. Feet are valid target areas when off the ground but count as part of the leg if struck.
3.4 Weapon Hits
Weapons must strike with sufficient force to count. This includes delivering a solid impact that is not obstructed or grazing. Players must communicate insufficient strikes by calling “light,” “graze,” or “garb” appropriately.
3.5 Weapon Damage
Each weapon class deals damage differently based on use and target armor. Class 1 weapons (one-handed) deal one hit to unarmored areas. Class 2 weapons (two-handed) deal two hits when used with both hands. Class 3 weapons (thrusting) bypass armor when used two-handed. Class 4 weapons (missile) bypass all armor except on the head. Class 5 weapons (head-only missiles) only affect unarmored head areas.
3.6 Armor and Hits
Armor adds hit points to covered areas but only protects what it visibly covers. Multiple pieces on the same area function as a single strike zone. If a hit affects both armored and unarmored sections, it’s treated as hitting the unarmored portion. Combatants must declare “Armor” when a hit is absorbed by their armor.
3.7 Combat Outcomes
Hits and damage have the following effects: Unarmored hits disable the struck area. Two torso hits result in death. Disabled arms must not hold equipment and should be placed behind the back. Disabled legs require kneeling and calling “Posting.” A second leg strike results in death. Death is indicated by raising a weapon and calling “DEAD!” Dead combatants may not interact with living players or attempt to gain tactical advantages.
3.8 Shields and Offensive Use
Shields may absorb two heavy hits from Class 2 weapons before being destroyed. Broken shields no longer protect the wielder, and subsequent hits pass through to their arm or body. Offensive shield techniques must avoid unsafe conditions, such as forcing combatants into hazards or making head contact.
3.9 Missile Weapons: An Overview
"Mastery of the missile weapon demands precision, discipline, and respect for the art of ranged combat." —The Codex of Emyrion
Missile weapons provide tactical versatility and the ability to engage enemies from a distance. This category includes javelins, bows and arrows, crossbows and bolts, band guns, spell orbs, and throwing weapons. Each missile weapon serves a distinct role on the battlefield while adhering to safety and balance standards.
General Rules for Missile Weapons
Engagement Range:
Missile weapons must be launched or thrown at a safe distance. Specific minimum range restrictions apply to certain weapons, such as Band Guns (6 feet minimum firing range).
Target Interaction:
Missile weapons attempt to strike a valid target area, including the body, armor, shields, or wielded equipment. Specific interactions (e.g., bypassing armor or shields) depend on the weapon type and gameplay rules.
Aiming and Safety:
Combatants using missile weapons must aim responsibly, avoiding reckless or dangerous actions that could harm unintended targets or non-combatants.
Recovery and Reuse:
Owners may retrieve missile weapons during or after combat, provided this does not interfere with ongoing gameplay. Damaged weapons must be repaired and re-inspected before further use.
Projectile Interactions:
Most missile weapons, such as javelins or throwing weapons, can be blocked by shields or parried with melee weapons. Exceptions, like Spell Orbs or certain Band Gun projectiles, may bypass specific defenses based on their design.
Weapon-Specific Rules
Javelins:
Javelins may be thrown or thrust during combat, serving as versatile long-range weapons. They are padded along their entire length and are designed to flex safely under stress.
Bows and Arrows:
Arrows are launched from bows with a maximum draw weight of 35 lbs. They must include a draw stop to limit overdraw and are equipped with open-cell foam tips for safe impacts. Arrows cannot strike through shields but are highly effective for ranged precision.
Crossbows and Bolts:
Crossbows fire bolts with a maximum draw strength of 450 inch-pounds. Bolts feature padded tips and are designed for controlled impacts. Crossbows excel at providing focused firepower during prolonged engagements.
Band Guns:
Band Guns use elastic-powered projectiles and require careful handling to ensure safety. They cannot be fired at targets within 6 feet and may have unique gameplay mechanics such as the "Point Blank" rule, which allows for close-range defensive strikes.
Spell Orbs:
Spell Orbs are magickal projectiles thrown by casters, often activated through incantations. They strike players, wielded equipment, or terrain, delivering their effects upon impact. Spell Orbs bypass most defenses unless otherwise specified.
Throwing Weapons:
These coreless foam projectiles are designed for short-range engagements. They are thrown by hand and are ideal for creating openings or targeting opponents in close combat. Thrown weapons cannot be used for melee strikes or blocking.
Safety Guidelines
Situational Awareness:
Missile weapon users must remain aware of their surroundings to avoid accidental strikes on non-combatants or unsafe areas.
Durability and Inspections:
All missile weapons must undergo regular inspection for wear and damage. A compromised weapon must be removed from play until repaired.
Fair Play:
Players are expected to honor hits from missile weapons, including those from friendly fire or incidental strikes.
3.10 Grappling and Close Combat
Grappling is permitted under strict rules to maintain safety. Combatants must not grapple the head or neck, and any attempt to bring an opponent to the ground must maintain positive control. Grappling is restricted by armor type; for example, unarmored combatants may grapple all others, but combatants in plate armor cannot initiate grapples.
Combat thrives on fairness, skill, and respect. Master these rules, and you will not only dominate the battlefield but also earn the admiration of your fellow warriors.
4. Weapon Specifications and Checking
"A warrior's weapon is their ally, and its craftsmanship reflects their honor. Let no tool of war enter the field unworthy of trust." —The Codex of Emyrion
Weapons on the battlefield must meet strict standards to ensure safety, fairness, and balance. All equipment must pass a Magister's inspection before being used. Below are the detailed rules for weapon construction, usage, and approval.
4.1 General Requirements
All weapons must be constructed and padded to ensure safety. Striking surfaces must absorb impact while preventing core exposure, and handles or grips must be securely attached and padded where necessary. Non-striking surfaces should not pose a risk of injury.
Weapons may not include sharp edges, dangerous protrusions, or any modifications that violate their intended classification. Any weapon failing inspection must be repaired and re-inspected before it can be used in combat.
4.2 Weapon Classes and Specifications
Weapons are divided into distinct classes based on their function in combat. Each class has specific requirements for construction and use:
Class 1: One-Handed Swung Weapons
Examples: Swords, axes, and similar melee weapons.
Specifications:
Minimum weight: 12 ounces (if over 24 inches in length).
Maximum length: 48 inches.
Handles: May not exceed one-third of the weapon's total length.
Class 2: Two-Handed Swung Weapons
Examples: Greatswords, polearms, and other large melee weapons.
Specifications:
Minimum length: 48 inches.
Minimum weight: 24 ounces.
Handles: May not exceed one-third of the weapon's total length.
Class 3: Thrusting Weapons
Examples: Spears and rapiers designed for thrusting attacks.
Specifications:
Must have padded tips capable of absorbing thrusting impact.
When used two-handed, they bypass armor.
Class 4: Missile Weapons
Class 4 weapons cover all projectile-based tools of combat, including bows, crossbows, thrown javelins, and Band Guns. Each type has its own rules and requirements:
Specifications for Class 4 Weapons
Arrows and Bolts
Definition: Projectile weapons fired from bows and crossbows, designed for accurate and impactful strikes.
Key Standards:
Striking Surface: The tip must consist of open-cell foam over a solid blunt (e.g., penny), ensuring the foam compresses safely upon impact and prevents penetration.
Length:
Arrows must include a draw stop to prevent drawing past 28 inches (71.12 cm).
Bolts must not exceed 18 inches (45.72 cm).
Fletching: At least two flexible fletchings must be securely attached to ensure stable flight.
Shaft: Shafts must be durable and free from cracks or sharp edges; wooden shafts must be taped for safety.
Javelins
Definition: Lightweight throwing or thrusting weapons used for medium-range attacks.
Key Standards:
Length: Javelins must be between 4 feet (1.22 m) and 7 feet (2.13 m).
Weight: Maximum weight is 16 ounces (453.6 g).
Padding: Entire shaft must be padded, with the tip conforming to Class 3 thrusting weapon standards. Courtesy padding is required along the full length.
Flexibility: Must flex less than 90 degrees under stress to prevent injury.
Marking: Javelins must include yellow tape to indicate their classification.
Spell Orbs
Definition: Throwable magical projectiles representing the caster’s abilities on the battlefield.
Key Standards:
Material: Must be constructed entirely of coreless foam and covered with durable cloth.
Size: Minimum diameter is 4 inches (10.16 cm) to ensure safety and visibility.
Usage: Spell Orbs are activated through specific gameplay mechanics, becoming active upon the completion of their caster's incantation.
Markings: Clearly labeled for identification during gameplay.
Band Guns
Definition: Elastic-powered launchers used for precise ranged attacks.
Key Standards:
Draw Strength: Maximum allowable strength is 450 inch-pounds (Draw Weight × Power Stroke).
Bands: Only approved elastic bands may be used; all bands must be inspected for durability and safety.
Safety Features: Must include a trigger guard and a functional safety mechanism to prevent accidental discharge.
Usage: Bands must be fired one at a time unless explicitly approved for multi-band functionality.
Thrown Weapons
Definition: Hand-thrown coreless projectiles designed for short-range engagements.
Key Standards:
Construction: Entirely coreless, made from foam, cloth, or similar soft materials.
Padding: Must provide sufficient cushioning to ensure safe impacts on contact.
Size: Must be large enough to remain visible in flight and to prevent excessive force on impact.
Usage: Thrown weapons may only be used as projectiles; they cannot block, parry, or strike in melee combat.
Gameplay Rules for Class 4 Weapons
General Use:
Class 4 weapons must be thrown, fired, or launched in a controlled and safe manner. Careless or reckless use is prohibited.
Friendly fire is treated as valid, and combatants struck by allied Class 4 weapons must honor the hit.
Recovery and Inspection:
Projectiles must be retrieved by their owner or with their explicit permission. Any damaged weapon must be repaired and re-inspected before further use.
Durability in Combat:
Weapons that fail during gameplay, such as bolts with cracked shafts or Spell Orbs with torn coverings, must be removed from the battlefield immediately.
Interaction with Defenses:
Class 4 weapons may interact differently with shields, armor, and abilities depending on the weapon type and gameplay rules. For example, Spell Orbs and certain Band Gun attacks may bypass shields unless explicitly stated otherwise.
Testing Procedures for Class 4 Weapons
Impact Test:
Test the weapon’s striking surface against a padded target to confirm it compresses safely without exposing any core or causing discomfort.
Durability Check:
Inspect the weapon for structural integrity after simulated use. Check for loose components, torn coverings, or signs of excessive wear.
Flexibility and Safety:
For weapons like javelins, verify that they flex within acceptable limits to prevent unsafe impacts.
Size and Shape Test:
Use templates or measurement tools to confirm the weapon meets size and safety standards (e.g., tip diameter, shaft length, or band tension).
Class 5: Head-Only Missile Weapons
Examples: Rocks and other coreless projectiles.
Specifications:
Must be constructed entirely of foam, cloth, and tape.
Minimum diameter: 4 inches.
4.3 Safety Markings
Weapons must display clear markings to indicate their classification and inspection status. These markings ensure players can quickly identify weapon types during combat:
Class 1 weapons: Marked with blue tape.
Class 2 weapons: Marked with red tape.
Class 3 weapons: Marked with green tape.
Class 4 weapons: Marked with yellow covers or other approved indicators.
Class 5 weapons: Marked with yellow covers or similar indicators for easy recognition.
Unmarked weapons will only be inspected and approved as Class 1 by default.
4.5 Inspection Guidelines
All weapons must undergo rigorous inspection by a Magister before use. Inspections focus on the following elements:
Padding: Striking surfaces must absorb impact effectively while preventing core exposure.
Flexibility: Excessive bending is prohibited. Most weapons must not flex more than 45 degrees, with exceptions for javelins and arrows.
Handles and Grips: Must be secure, padded where necessary, and free of sharp edges or dangerous protrusions.
Markings: All weapons must display appropriate markings for their class and inspection status.
Safety Compliance: No sharp edges, dangerous protrusions, or unauthorized modifications are allowed.
Weapons that fail inspection must be repaired and re-inspected before entering the battlefield.
4.6 Flexibility and Core Rules
The rigidity and flexibility of a weapon’s core significantly impact its safety during combat. To ensure safe play:
Maximum Flexibility: Weapons (except for javelins and arrows) must not flex more than 45 degrees when swung or thrust.
Core Safety: The core of any weapon must be fully encased in padding to prevent contact with combatants during strikes. Cores may be made from materials like fiberglass, PVC, or other approved substances. Wooden cores must be fully taped for safety.
4.7 Prohibited Weapons and Features
Certain weapons or modifications are not permitted due to safety concerns or gameplay balance. Prohibited items include:
Entangling Weapons: Such as nets or lassos that could immobilize or harm players.
Unmanned Weapons: Examples include traps or projectiles that function without a direct wielder.
Dangerous Designs: Weapons with sharp edges, rigid protrusions, or overly hard striking surfaces.
Multi-Functional Equipment: No weapon may serve as both a striking weapon and a shield simultaneously.
4.8 Weapon Markings and Inspection Standards
Proper markings allow combatants and marshals to quickly identify weapon classes on the battlefield:
Class 1 (One-Handed Swung): Marked with blue tape.
Class 2 (Two-Handed Swung): Marked with red tape.
Class 3 (Thrusting): Marked with green tape.
Class 4 (Missile Weapons): Marked with yellow covers or approved indicators.
Class 5 (Head-Only Missile Weapons): Marked with yellow covers or similar indicators.
All weapons must be inspected and approved before use. Inspections include:
Padding and Construction: Ensuring all striking surfaces are padded to absorb impact effectively.
Core Safety: Verifying that no part of the core can be felt through the padding.
Flex Test: Confirming the weapon does not exceed allowable flex limits.
General Integrity: Ensuring all parts are securely attached and free of dangerous materials or modifications.
4.9 Specific Weapon Standards
Each weapon class has additional detailed specifications for construction and use. These guidelines ensure every tool of combat is safe and fair:
4.9.1 Class 1: One-Handed Swung Weapons
Minimum weight: 12 ounces (if over 24 inches in length).
Maximum length: 48 inches.
Handles: Must not exceed one-third of the weapon's total length.
4.9.2 Class 2: Two-Handed Swung Weapons
Minimum length: 48 inches.
Minimum weight: 24 ounces.
Handles: Must not exceed one-third of the weapon’s total length.
4.9.3 Class 3: Thrusting Weapons
Must have padded tips designed to absorb impact from thrusts.
Two-handed thrusts bypass armor.
Single-handed thrusts are effective against unarmored areas only.
4.9.4 Class 4: Missile Weapons
General Specifications for Class 4 Weapons
Safety:
All missile weapons must be padded and constructed to deliver safe impacts, ensuring that no part of the weapon can cause harm during use.Markings:
Weapons must be clearly marked to indicate they have been inspected and approved for gameplay.Durability:
Materials must withstand repeated impacts without breaking or becoming unsafe. Any damaged weapon must be repaired and re-inspected before reuse.
Weapon-Specific Standards
Arrows and Bolts
Construction:
Tips must consist of open-cell foam securely attached over a solid blunt, such as a penny, to prevent penetration.
Shafts must be straight and free of cracks or sharp edges. Wooden shafts must be fully wrapped in tape.
Size Requirements:
Arrows: Maximum draw length is 28 inches (71.12 cm), enforced with a draw stop.
Bolts: Maximum length is 18 inches (45.72 cm).
Fletching:
At least two full fletchings must be securely attached to ensure flight stability.
Javelins
Construction:
Entire shaft must be padded with open-cell foam, and the tip must meet Class 3 thrusting weapon standards. Courtesy padding is required along the length.
Flexibility must not exceed 90 degrees under stress to prevent injuries.
Size Requirements:
Minimum Length: 4 feet (1.22 m).
Maximum Length: 7 feet (2.13 m).
Weight:
Maximum weight is 16 ounces (453.6 g).
Band Guns
Construction:
Must include a trigger guard and a safety mechanism to prevent accidental discharge. Bands must be inspected for durability and safety.
Size and Power:
Maximum draw strength is 450 inch-pounds (Draw Weight × Power Stroke).
Usage:
Band guns must not be fired at targets closer than 6 feet.
Projectiles must be elastic bands approved for gameplay and fired one at a time unless explicitly approved for multi-band functionality.
Throwing Weapons
Construction:
Coreless and made entirely of foam, cloth, or similar soft materials to ensure safety during use.
Size Requirements:
Must be large enough to remain visible in flight and to deliver safe impacts.
Usage:
Thrown weapons are exclusively for projectile use; they cannot be used for melee strikes, blocking, or parrying.
Spell Orbs
Construction:
Made entirely of coreless foam and covered with durable cloth.
Size Requirements:
Minimum diameter is 4 inches (10.16 cm) to ensure visibility and safety.
Usage:
Activated through gameplay mechanics (e.g., incantations) and remain active until they strike a valid target or terrain. Spell Orbs often bypass traditional defenses like shields and armor unless otherwise noted.
Testing and Approval for Class 4 Weapons
Impact Test:
Confirm the striking surface delivers safe impacts without exposing any rigid core or causing discomfort.
Durability Test:
Inspect for wear or damage after simulated use. Repair or replace compromised weapons before further use.
Size and Shape Test:
Use templates and measurements to ensure compliance with size, weight, and safety standards.
4.9.5 Class 5: Head-Only Missile Weapons
Must be constructed entirely of foam, cloth, and tape.
Minimum diameter: 4 inches.
These weapons are designed exclusively for striking unarmored head areas.
4.10 Prohibited Weapons and Features
To ensure safety and maintain the integrity of combat, certain weapons, designs, and modifications are explicitly forbidden on the battlefield. These restrictions protect participants and uphold balanced gameplay.
4.10.1 Entangling Weapons
Weapons designed to entangle or immobilize, such as nets or lassos, are prohibited. These items create unsafe scenarios and disrupt the flow of combat.
4.10.2 Unmanned Weapons
Weapons or traps that do not require direct human control, such as automated projectiles or remote-triggered devices, are not allowed. Combat must remain interactive and based on the actions of participants.
4.10.3 Dangerous Modifications
Weapons with features that pose significant risks to safety are forbidden. Examples include:
Sharp or jagged edges that could cause cuts or punctures.
Rigid protrusions that could impale or injure combatants.
Unprotected cores or excessively hard striking surfaces.
4.10.4 Improper Multi-Functionality
A single piece of equipment may not serve as both an offensive and defensive tool. For example:
Shields cannot include striking surfaces or be used as melee weapons.
Weapons cannot act as shields or provide defensive coverage.
4.10.5 Non-Compliant Band Guns
Band Guns must adhere to all construction and safety rules outlined in 4.3 and 4.9.4. Any Band Gun failing to meet these standards is prohibited from use. Additionally:
Band Guns must not fire unapproved ammunition or modified bands.
Improper use of Band Guns, such as firing within the minimum range of 6 feet, is strictly forbidden.
4.10.6 Prohibited Experimental Designs
Weapons not explicitly covered by existing rules but deemed unsafe by a Magister during inspection are prohibited. This includes any designs that could undermine safety, fairness, or the spirit of the game.
4.11 Shields
"A shield is more than protection; it is the warrior's steadfast companion in battle. Its strength must be matched by its safety." —The Codex of Emyrion
Shields are vital defensive tools, offering protection against strikes and projectiles. To ensure they are safe and fair for gameplay, all shields must adhere to the following construction and usage standards.
4.11.1 Shield Construction Requirements
Shields must be padded on the edges and face to prevent injury from forceful contact. The maximum width of a shield is 3 feet (91.44 cm), measured along the curve for concave or curved designs. The maximum height of a shield must not exceed 18 inches (45.72 cm) less than the height of the wielder. The smallest dimension on a shield’s face must be at least 12 inches (30.48 cm). Shields may include decorative spikes or designs, but these elements must not form rigid or unsafe protrusions that could cause injury. Shields must remain reasonably rigid; excessive flexibility, such as edges bending significantly toward one another, is prohibited.
4.11.2 Shield Safety Standards
Shields lying on the ground are considered neutral and cannot be destroyed during combat. Shields must be designed so that no rigid part, such as the handle or frame, poses a risk of injury if struck. Straps and grips must be securely attached, ensuring they cannot come loose during use. All components of the shield must be inspected by a Magister before the shield is approved for battle.
4.11.3 Shield Use in Combat
Shields are defensive tools and may not be used offensively to strike or injure an opponent intentionally. While shields can be employed to deflect weapons or block strikes, offensive shield techniques, such as bashing, checking, or charging, must comply with the safety guidelines outlined in Section 3.11. Shields may not be used to pin or trap an opponent in a hazardous position. Any intentional misuse of a shield to gain an unfair advantage or create an unsafe scenario is strictly prohibited.
Shields are a testament to a warrior’s defense and discipline. Proper construction and honorable use ensure they remain a powerful yet safe tool on the battlefield.
4.12 Armor
"Armor is the guardian of flesh, the proof against the blade, and the symbol of a warrior’s resilience. It must serve as both protection and honor." —The Codex of Emyrion
Armor provides an additional layer of protection on the battlefield, absorbing strikes and reducing the impact of damage. To ensure it is safe, fair, and visually appropriate, armor must meet specific construction and gameplay standards.
4.12.1 General Armor Rules
Armor must be readily identifiable as protective gear and appropriate to the aesthetic of the battlefield. All armor must cover at least one-third of the intended target area to be considered effective. Materials must be sturdy and safe, with no sharp edges or unsafe modifications. Approved materials include metal, leather, wood, plastic (if it resembles armor), and layered or quilted cloth.
4.12.2 Armor Classification
Armor is divided into two categories based on its material and construction:
Light Armor: Includes flexible materials such as leather, fur, layered cloth, and padded fabrics. It offers basic protection while allowing greater mobility.
Heavy Armor: Includes rigid materials such as plate metal, chainmail, and approved equivalents like fiberglass or certain plastics. Heavy armor provides superior protection but requires careful construction to avoid injury risks.
4.12.3 Inspection and Safety Standards
All armor must pass inspection by a Magister to ensure compliance with safety rules. Key points of inspection include:
Penny Round Standard: All rigid edges must be smooth and rounded to at least the radius of a penny to prevent cuts or punctures.
Protrusions: Armor may not have rigid elements protruding more than ½ inch (1.27 cm) from the surface.
Flexibility: Armor must not pinch or trap fingers, joints, or limbs during movement. Articulated pieces must move freely and without risk of injury.
4.12.4 Coverage and Gameplay Effects
Armor protects only the areas it visibly covers. Hits to unarmored sections of the body are treated as standard strikes, regardless of adjacent armor coverage. If a strike lands on an armored area, the wearer must clearly declare “Armor!” to acknowledge the hit. While armor absorbs damage, it does not negate the effects of successive or overwhelming force, as outlined in the combat rules.
4.12.5 Prohibited Armor Designs
Certain types of armor are prohibited to ensure safety and fairness:
Unsafe Metal Edges: Armor that fails to meet the penny round standard or includes sharp or jagged edges.
Excessive Protrusions: Elements that extend significantly from the armor’s surface, increasing the risk of harm to others.
Uninspected Materials: Armor made from experimental or unapproved materials that could cause injury.
Armor is a cornerstone of battlefield safety and strategy. By adhering to these standards, warriors ensure their gear upholds the principles of fairness, protection, and the aesthetic of Emyrion.
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5. Garb
"The clothing of a warrior is more than fabric; it is the mark of their allegiance, a symbol of their dedication to the craft of battle, and an embodiment of the world they defend." —The Codex of Emyrion
Garb is an essential element of the battlefield, providing immersion and a sense of identity. It reflects the character, culture, and commitment of participants. All combatants are required to wear appropriate garb that adheres to the following guidelines.
5.1 Definition of Garb
Garb refers to clothing worn on the battlefield that meets the aesthetic and functional standards of Emyrion. It must align with the medieval or fantastical theme of the game and avoid modern, disruptive elements.
5.2 Minimum Garb Requirements
All participants must wear at least the following to meet the minimum garb standards:
Torso Coverage: A tunic or tabard covering the torso is required. Neutral-colored t-shirts with no visible printing may be worn underneath tunics or tabards. If local laws permit, bare torsos are allowed.
Leg Coverage: Baggy pants, trousers, skirts, kilts, or dresses must cover the legs.
Footwear: Shoes or boots should be of muted, dark, or natural colors. Bare feet and sandals are allowed, but cleats or modern athletic footwear with bright colors or logos are prohibited.
Undergarments: Gender-affirming garments (e.g., sports bras, binders) and compression wear in neutral tones without visible modern logos or prints are acceptable.
5.3 Garb Aesthetic Standards
Garb must maintain the battlefield's immersive aesthetic. Modern clothing and equipment should be disguised or modified to blend into the medieval or fantastical theme. Visible modern elements that disrupt the setting, such as zippers, logos, or plastic materials, must be covered or altered.
5.4 Exceptions for Medical Necessity
Modern clothing or equipment required for medical reasons overrides the minimum garb requirements. Where possible, these items should be covered with thematic garb or modified superficially to align with the battlefield aesthetic. Safety and accessibility always take precedence over aesthetic standards.
5.5 Prohibited Garb
The following items are forbidden as they break immersion or present safety concerns:
Brightly colored t-shirts, clothing with visible logos, collars, or pockets.
Camouflage patterns, cargo pants, or modern shorts.
Modern denim jeans of any color.
Modern hats or headgear that clash with the theme.
Fabrics with distinctly modern prints or patterns.
Cleats, spiked footwear, or brightly colored athletic shoes.
Any clothing or accessories that pose safety risks or disrupt immersion.
5.6 Garb and Roleplay
While the minimum garb standards ensure every participant meets the baseline aesthetic, players are encouraged to go beyond the requirements and create garb that reflects their character’s culture, rank, and role in Emyrion. Well-crafted garb enhances the battlefield’s immersion and deepens the roleplaying experience.
Garb is more than a requirement; it is a vital part of the world we build together. By adhering to these standards, warriors ensure that the battlefield remains an engaging and immersive environment for all.
Appendix A: Weapon and Projectile Checking Guide
"The strength of a warrior lies not only in their weapon but in their trust that it will strike true and safe." —The Codex of Emyrion
Weapons, projectiles, and Spell Orb must be carefully inspected before entering the battlefield to ensure safety and fair play. Below are the essential tools and guidelines for conducting effective inspections.
A.1 Things You Must Have
To perform thorough and accurate inspections, ensure you have access to the following tools:
The Enchiridion: A copy of the rules for quick reference during inspections.
Templates: Used to measure weapon tips, striking surfaces, and projectile diameters. This includes specific templates for arrows, bolts, and Spell Orb.
Scales: Necessary to confirm that weapons meet minimum weight requirements.
Tape Measures: Used to check the overall length of weapons, as well as handle and padding dimensions.
Volunteers: For conducting hit and flex tests safely. Volunteers should be equipped with proper protection for impact testing, such as padded armor or shields.
Sorting Space: Designate separate areas for passed, failed, and unchecked equipment to streamline the inspection process and prevent confusion.
Band Gun Ammunition: Specific rounds for Band Gun testing to ensure proper fit, elasticity, and compliance with construction standards.
A.2 General Guidelines for Inspections
To ensure consistency and objectivity during inspections, follow these best practices:
Know the Rules: Familiarize yourself with the weapon and projectile standards outlined in the Enchiridion, including any class-specific requirements.
Be Objective: Treat all weapons equally, regardless of ownership or familiarity with their wielder. If you feel biased or uncertain, request a second opinion from another inspector.
Inspect Without Damaging: Avoid causing damage to weapons during checks. When testing padding, use the pads of your fingers or palms rather than nails or sharp objects.
Check for Core Safety: Ensure that no part of the weapon's core can be felt through its padding under pressure. For projectiles, confirm that cores (if present) are sufficiently padded to avoid injury.
Conduct Hit and Flex Tests: Use volunteers to test weapons for safe impact at various force levels. Verify that weapons do not flex beyond allowable limits (e.g., 45 degrees for most melee weapons).
Maintain Consistency: Apply the same standards across all equipment, including Spell Orb, Band Guns, and thrown projectiles. This ensures fairness and clarity for all participants.
Communicate Clearly: Explain the reason for any failed inspections and offer guidance on how the equipment can be modified or repaired to meet standards.
Class 1 Weapons: One-Handed Swung Weapons
"A blade wielded with one hand is a testament to precision and balance; its strikes must be true, its construction flawless." —The Codex of Emyrion
Class 1 weapons include any melee weapon designed to be used with one hand, such as swords, axes, and maces. These weapons are staples of combat and must adhere to strict construction and safety standards.
Inspection Criteria for Class 1 Weapons
Inspectors must evaluate Class 1 weapons for the following:
Pommel:
The pommel must be secure and padded to prevent injury from accidental strikes.
Ensure it is firmly attached and cannot be twisted or removed during combat.
Striking Surface:
The striking surface must have sufficient padding to absorb impact and prevent the core from being felt under pressure.
Padding must cover the entire striking area, and the surface should not have sharp edges, exposed foam, or damaged coverings.
Core:
The core must be fully enclosed within the weapon and remain undetectable through the padding during use.
Flexibility must be minimal, with a maximum allowable flex of 45 degrees under stress.
Length and Weight:
Length: Class 1 weapons must be shorter than 48 inches (121.92 cm).
Weight: Any Class 1 weapon longer than 24 inches (60.96 cm) must weigh at least 12 ounces (340.2 g).
Single-Edged Weapons:
Non-striking edges must be clearly marked for at least 12 inches (30.48 cm) using tape, fabric, or paint that contrasts with the rest of the weapon.
Ensure the marking does not interfere with the striking surface or create confusion during combat.
Testing Procedures for Class 1 Weapons
Hit Test: Conduct strikes at varying force levels (light, medium, and heavy) against a padded target to confirm the weapon's safety for use in combat. Ensure the striking surface absorbs impact appropriately without causing significant discomfort or injury.
Flex Test: Bend the weapon gently to confirm it does not exceed the maximum allowable flex of 45 degrees. Excessive flexibility can result in unsafe strikes or loss of control during combat.
Durability Check: Inspect the weapon’s structural integrity, ensuring all components (pommel, striking surface, core) are firmly attached and do not loosen or shift under normal use.
Class 1 Weapons: Flails
"A flail’s path is unpredictable, and its mastery lies in wielding chaos with precision and control." —The Codex of Emyrion
Flails are unique Class 1 weapons that use a hinged striking head connected to a handle, offering distinctive advantages in combat. Known for bypassing shields and creating openings, flails demand precise construction and responsible use to ensure safety.
Construction Standards for Flails
Striking Head:
The striking head must be constructed entirely of foam and cloth, designed to compress safely upon impact.
The head must measure at least 15 inches (38.1 cm) in circumference along its narrowest axis.
The core of the striking head must be fully padded and undetectable upon impact.
Hinge Mechanism:
The chain or hinge connecting the striking head to the handle must not exceed 6 inches (15.24 cm) in length.
No more than 1½ inches (3.81 cm) of the chain may be exposed. The remainder must be covered with padded foam, often referred to as “dingleberries,” to prevent entanglement with weapons or limbs.
Handle:
The handle must meet the general Class 1 weapon standards for padding and core safety.
The handle length must allow for secure control of the weapon without excessive leverage that could make strikes unsafe.
Overall Length:
The maximum overall length of a flail, including the handle, hinge, and striking head, is 40 inches (101.6 cm).
Stability:
The connection between the handle, hinge, and striking head must be stable. Loose or poorly secured components are not permitted.
Gameplay Rules for Flails
Unpredictable Strikes:
Flails excel at bypassing shields and creating openings in an opponent’s defense. However, wielders must ensure their strikes remain controlled and do not endanger others with erratic or excessive force.
Prohibited Techniques:
Combatants may not intentionally strike with non-striking surfaces, such as the chain or handle.
Deliberately entangling a flail around an opponent’s weapon or limb is illegal.
Shield Interaction:
Flails are uniquely capable of bypassing shields due to the flexibility of their striking head. However, the wielder must ensure strikes remain fair and safe, avoiding excessive force or unsafe angles.
Safety Awareness:
Flails require heightened awareness from both the wielder and opponents due to their unpredictable nature. Combatants must avoid situations where the flail could strike unintended targets.
Testing Procedures for Flails
Impact Test:
Test the striking head by hitting a padded target to confirm safe compression and the absence of excessive force.
Hinge Flexibility Test:
Inspect the hinge or chain to ensure it remains within the 6-inch limit and does not extend further under tension.
Durability Check:
Verify the stability of the connection between the handle, hinge, and striking head after repeated impacts.
Non-Striking Surface Test:
Ensure the chain, handle, and other non-striking surfaces are padded sufficiently to prevent injury if they come into contact with another player.
Special Considerations for Flails
Skill Requirement: Flails are advanced weapons that require training and practice to wield effectively and safely. Inexperienced combatants should seek guidance before using a flail in battle.
Balance and Fairness: While flails offer unique advantages, they also come with limitations to ensure balanced gameplay. Combatants must use them with honor and restraint.
Class 2 Weapons: Two-Handed Swung Weapons
"The strength of a two-handed weapon lies in its wielder’s discipline. It demands power, precision, and honor in its use." —The Codex of Emyrion
Class 2 weapons include large melee weapons designed for two-handed use, such as greatswords, polearms, and heavy axes. These weapons excel in delivering devastating strikes and require careful construction to ensure they remain safe in combat.
Inspection Criteria for Class 2 Weapons
Inspectors must evaluate Class 2 weapons for the following:
Pommel:
The pommel must be secure and adequately padded to prevent injury from accidental strikes.
It should be firmly attached and free from sharp edges or loose components.
Striking Surface:
The striking surface must have sufficient padding to absorb the force of a two-handed swing.
The core must be fully enclosed, and no part of it should be felt through the padding under any circumstances.
Core:
The core must remain rigid during use, with a maximum allowable flex of 45 degrees. Excessive flexibility can compromise control and safety.
Length and Weight:
Minimum Length: Class 2 weapons must be at least 48 inches (121.92 cm) long.
Minimum Weight: Class 2 weapons must weigh at least 24 ounces (680.4 g).
Handle Length:
The handle must not exceed one-third of the weapon’s total length or 18 inches (45.72 cm), whichever is greater. This ensures the weapon maintains balance and control during combat.
Single-Edged Weapons:
Non-striking edges must be clearly marked for at least 12 inches (30.48 cm) using tape, fabric, or paint that contrasts with the rest of the weapon.
Testing Procedures for Class 2 Weapons
Hit Test: Conduct strikes at varying force levels (light, medium, and heavy) against a padded target to confirm that the weapon delivers safe impacts. Two-handed strikes should be tested for force distribution and control.
Flex Test: Bend the weapon gently to ensure it does not flex beyond 45 degrees under stress.
Durability Check: Inspect the weapon’s structural integrity, ensuring all components remain firmly attached and do not loosen or shift during use.
Special Considerations for Class 2 Weapons
Two-Handed Requirement: Class 2 weapons must be used with two hands to deliver strikes. One-handed use is prohibited unless the weapon meets Class 1 requirements and is approved for dual classification.
Impact Callout: When using a Class 2 weapon, the wielder should call out “Two” or the appropriate tape color to clarify the damage level inflicted during a strike. This communication ensures transparency and fair play.
Class 2 weapons symbolize the strength and discipline of their wielders. Properly inspected and wielded with care, they offer unmatched power while maintaining the safety and honor of the battlefield.
Class 3 Weapons: Thrusting Weapons
"A thrusting weapon is a test of precision and timing, striking true where skill dictates. Its safety is the wielder’s responsibility." —The Codex of Emyrion
Class 3 weapons include spears, rapiers, and other melee weapons specifically designed for thrusting attacks. These weapons excel at bypassing defenses and targeting vulnerabilities, making their proper construction and inspection essential to maintaining safety on the battlefield.
Inspection Criteria for Class 3 Weapons
Inspectors must evaluate Class 3 weapons for the following:
Tip Padding:
The tip must have sufficient padding to absorb the force of thrusting impacts. Padding must remain securely attached and must not allow the core to be felt under pressure.
The padding must retain its shape after repeated impacts without folding excessively or becoming misshapen.
Core:
The core must remain fully enclosed within the weapon. It should not bend excessively under thrusting pressure or risk snapping during combat.
Flexibility for Class 3 weapons must not exceed 45 degrees during thrusting tests.
Handle and Balance:
Handles must provide a secure grip without compromising the weapon’s balance. Excessively long handles must not interfere with the thrusting motion or stability.
Handles must not exceed two-thirds of the overall length of the weapon.
Length and Weight:
Class 3 weapons have no specific minimum or maximum weight restrictions, but their construction must support safe and controlled use.
Length must be sufficient for effective thrusting but should not exceed the maximum allowed for weapon safety.
Combination Weapons:
Class 3 weapons that are also approved for Class 1 or Class 2 use must pass inspection for all relevant classifications. These combination weapons must be marked appropriately with green tape for thrusting.
Testing Procedures for Class 3 Weapons
Thrust Test: Use a padded surface to test the weapon’s thrusting capability. Ensure the tip compresses safely without exposing the core or creating excessive force.
Flex Test: Apply pressure to confirm the weapon does not flex beyond 45 degrees during use. Excessive flexibility can compromise both safety and accuracy.
Durability Check: Inspect the tip and padding for stability. Repeated impacts must not loosen or deform the padding or compromise the weapon’s structure.
Special Considerations for Class 3 Weapons
Two-Handed Advantage: Class 3 weapons used with two hands can bypass armor, making them particularly effective against heavily defended opponents.
Impact Callout: When delivering a two-handed thrust, the wielder must call “Double” or the appropriate tape color to indicate the damage level inflicted. This ensures transparency and avoids confusion during combat.
Combination Use: Combination Class 3 weapons (e.g., spears with cutting edges) must be clearly marked to distinguish between thrusting and striking areas. Both functions must pass inspection for safety.
Class 3 weapons demand precision and control, rewarding skilled wielders who master their use. Proper inspection ensures these tools remain safe and effective, honoring the balance of skill and safety on the battlefield.
Class 4 Weapons: Missile Weapons
"The reach of a missile weapon extends beyond the arm, but its safety must always remain within the wielder’s grasp." —The Codex of Emyrion
Class 4 weapons encompass all projectile-based tools of combat, including arrows, bolts, thrown javelins, Band Guns, and Spell Orb. These weapons are invaluable for their range and tactical versatility, capable of altering the flow of battle from a distance. Proper construction, inspection, and use ensure that these tools maintain the balance of skill and safety on the battlefield. Combatants who wield Class 4 weapons must demonstrate precision, care, and honor, recognizing the power of these weapons to influence the outcome of any engagement.
Class 4 Weapons: Javelins
"The flight of a javelin carries not just strength, but the precision and honor of its wielder." —The Codex of Emyrion
Javelins are versatile Class 4 weapons designed for both throwing and thrusting, combining the reach of a missile weapon with the adaptability of a melee weapon. Their construction and use require precision and adherence to strict safety standards to ensure balanced gameplay and player safety.
Construction Standards for Javelins
Padding and Safety Features:
The tip must meet Class 3 thrusting weapon standards, with sufficient padding to absorb impact safely during both thrusts and throws.
The shaft must be fully padded with foam that prevents the core from being felt under any pressure. Courtesy padding must cover the entire length of the weapon.
Length and Weight:
Length: Javelins must be between 4 feet (1.22 meters) and 7 feet (2.13 meters) in total length.
Weight: The maximum allowable weight is 16 ounces (453.6 grams).
Flexibility:
Javelins must flex less than 90 degrees under stress. Excessive flexibility compromises control and accuracy, posing a safety risk.
Covering:
The striking surface must be covered in durable cloth, securely attached to protect the foam padding and ensure safety during impact.
Covers must remain free of rips, tears, or loose stitching that could expose the core or padding.
Markings:
Javelins must be clearly marked to distinguish them as approved Class 4 weapons. Any additional markings required for gameplay effects should not interfere with the weapon’s safety or construction.
Gameplay Rules for Javelins
Dual Purpose: Javelins can be used as both missile and melee weapons. When used in melee, they adhere to the rules for Class 3 thrusting weapons, requiring the same level of control and safety.
Thrown Strikes: Javelins must be thrown with a smooth, controlled motion. Combatants should avoid excessive force or erratic throws that could endanger others.
Impact and Effect: A javelin is considered to strike its target upon contact with any valid player, equipment, or terrain. However, javelins do not bypass shields unless specified by game rules.
Projectile Recovery: Thrown javelins may be retrieved by their owners or designated players with permission. Combatants must not throw damaged javelins until repaired and re-inspected by a Magister.
Testing Procedures for Javelins
Impact Test: Throw the javelin at a padded target to verify that the tip compresses appropriately and does not expose the core. Confirm that impacts are safe and do not cause discomfort.
Thrust Test: Test the javelin’s safety when used as a thrusting weapon. The tip must meet Class 3 thrusting standards, compressing safely and returning to its original shape.
Flex Test: Bend the javelin gently to confirm it does not flex beyond 90 degrees. Weapons that fail the flex test are unsafe for combat.
Durability Check: Inspect the weapon after repeated impacts to ensure the padding, core, and covering remain stable and secure.
Class 4 Weapons: Bows and Arrows
"The bow is an instrument of precision, and the arrow its voice. Together, they speak of skill, patience, and respect for the art of battle." —The Codex of Emyrion
Bows and arrows are among the most iconic missile weapons, offering unparalleled range and accuracy. Their use demands both physical skill and a deep respect for safety, ensuring that they remain balanced and effective tools on the battlefield.
Construction Standards for Bows
Allowed Types:
Only traditional-style bows and crossbows are permitted. Compound bows, mechanical sights, stabilizers, or other modern modifications are prohibited.
Draw Weight:
The maximum allowable draw weight for a bow is 35 pounds at 28 inches of draw.
For crossbows, the maximum draw strength is 450 inch-pounds (calculated as Draw Weight × Power Stroke).
Safety Features:
Bows must be free of cracks, sharp edges, or dangerous protrusions, such as metal arrow rests or unprotected nocking points.
A draw stop must prevent overdraw past 28 inches.
Construction Standards for Arrows and Bolts
Striking Surface:
The tip of the arrow or bolt must be covered with open-cell foam and capped with a solid blunt, such as a penny, to prevent penetration. The foam must compress safely upon impact.
The striking surface must not readily pass more than ½ inch (1.27 cm) through a 2½ inch (6.35 cm) diameter hole.
Shafts:
Arrow shafts must be made of safe, durable materials. Wooden shafts must be fully wrapped in tape for added safety. Aluminum shafts are permitted if intact and unbent.
Bolts must have a maximum shaft length of 18 inches and use non-pinching nocks designed specifically for crossbows.
Fletching:
Arrows and bolts must have at least two full fletchings made of flexible materials. Fletchings must be securely attached and free from sharp edges or splinters.
Draw Stop:
Arrows must include a draw stop to prevent overdraw beyond 28 inches. The base of the foam tip may act as a draw stop if it physically prevents the arrow from being drawn too far.
Gameplay Rules for Bows and Arrows
Firing and Safety:
Bows and crossbows may only be fired at approved draw weights. Combatants must use half-draws for targets within 20 feet.
Arrows and bolts must be fired with a smooth motion, avoiding excessive force or erratic aiming that could endanger other players.
Projectile Recovery:
Arrows and bolts may only be retrieved by their owners or designated players with permission. Any damaged projectile must be repaired and re-inspected by a Magister before reuse.
Interaction with Effects:
Arrows and bolts are not stopped by shields unless specified by game rules. However, they cannot strike through cover or garb unless the projectile would have clearly reached the target.
Testing Procedures for Bows and Arrows
Draw Test for Bows:
Test the bow at full draw to confirm it does not exceed the maximum allowable draw weight. Crossbows must be tested to ensure compliance with the 450 inch-pound limit.
Arrow Impact Test:
Fire arrows or bolts at a padded target from the appropriate range to confirm safe impacts. Ensure the foam tip compresses without exposing the core or causing discomfort.
Durability Check:
Inspect arrows and bolts for cracks, bends, or loose components. The striking surface must remain stable and securely attached after repeated impacts.
Class 4 Weapons: Crossbows and Bolts
"The crossbow and bolt form a partnership of power and precision, requiring focus and discipline to wield with honor." —The Codex of Emyrion
Crossbows and their bolts are versatile Class 4 missile weapons, providing excellent range and striking power. These tools offer tactical advantages, capable of piercing defenses with precision. Their proper construction, inspection, and use are vital to maintaining safety and balance on the battlefield.
Construction Standards for Crossbows
Allowed Designs:
Only traditional-style crossbows are permitted. Compound mechanisms, mechanical sights, or other modern enhancements are prohibited.
Crossbows must comply with the Band Gun Construction Guide for any overlapping structural standards.
Draw Strength:
The maximum allowable draw strength is 450 inch-pounds, calculated as Draw Weight × Power Stroke.
Example: A crossbow with a 50-pound draw weight and a 9-inch power stroke complies with this standard (50 × 9 = 450 inch-pounds).
Safety Features:
Crossbows must include a functional safety mechanism to prevent accidental firing.
Protrusions such as sharp or metallic arrow rests are not allowed.
Trigger Guard:
Crossbows must have a secure trigger guard to prevent unintentional discharge during handling or movement.
Structural Integrity:
Crossbows must be built with durable materials that maintain stability during repeated use. Loose components or compromised structures are not permitted.
Construction Standards for Bolts
Striking Surface:
The tip of the bolt must be covered with open-cell foam, securely attached, and designed to compress safely upon impact.
Beneath the foam, a solid blunt (e.g., a penny or similar cap) must ensure the core does not pose a risk of penetration.
Shaft:
The shaft must be constructed from durable materials free of cracks, bends, or sharp edges. Wooden shafts must be wrapped in tape for additional safety.
Bolts may not exceed 18 inches in total length.
Fletching and Nocks:
Bolts must have at least two full fletchings made from flexible materials to ensure stability in flight.
The nock must be designed specifically for crossbows, such as flat, half-moon, or capture nocks. Pinching or traditional arrow nocks are not allowed.
Durability:
Bolts must remain stable after repeated impacts, with no loose components or damage to the foam padding or shaft.
Gameplay Rules for Crossbows and Bolts
Firing Protocol:
Crossbows may not be fired at targets within 6 feet. For close engagements, combatants may rely on the "Point Blank" mechanic.
Bolts must be fired in a controlled manner, avoiding excessive force or erratic aiming that could endanger other players.
Point Blank Mechanic:
If a target advances within 6 feet, the crossbow user may call "Point Blank." The bolt must be discharged into the ground, with the free hand pointing at the target to simulate a direct hit. This bypasses shields but cannot be used through obstacles or formations.
Point Blank has a 10-second cooldown between uses and cannot be combined with class abilities or special effects.
Projectile Recovery:
Bolts may only be retrieved by their owners or with the owner's permission. Any damaged bolt must be repaired and re-inspected by a Magister before reuse.
Interactions with Defenses:
Bolts bypass most defenses, including shields, unless explicitly specified by game rules. They cannot strike through garb or terrain unless they would have otherwise reached the target.
Reloading Limitations:
Crossbows may only be loaded with one bolt at a time unless explicitly approved for multi-bolt functionality during inspection.
Testing Procedures for Crossbows and Bolts
Draw Test for Crossbows:
Test the crossbow's draw strength to confirm it does not exceed the maximum allowable 450 inch-pounds. Inspect the firing mechanism for smooth operation and reliability.
Impact Test for Bolts:
Fire bolts at a padded target to confirm safe impacts. The striking surface must compress appropriately without exposing the core or causing discomfort.
Durability Check:
Inspect the crossbow and bolts after repeated firings to ensure all components remain secure. Test the foam padding, shaft integrity, and overall construction of the bolts for wear or damage.
Special Considerations for Crossbows and Bolts
Strategic Role: Crossbows and bolts offer a powerful and precise ranged option, ideal for combatants who prefer calculated strikes and tactical positioning.
Safety and Responsibility: The power of a crossbow demands careful use. Combatants must maintain situational awareness to ensure their actions honor the principles of safety and fairness.
Class 4 Weapons: Band Guns
"The Band Gun is a weapon of tactical precision, where restraint and mastery of range craft a calculated battlefield presence." —The Codex of Emyrion
Band Guns are Class 4 missile weapons designed to launch elastic bands with accuracy and control. As tools of strategic versatility, Band Guns offer unique advantages while requiring strict adherence to safety protocols and construction standards.
Construction Standards for Band Guns
Allowed Designs:
Band Guns must adhere to the Band Gun Construction Guide, ensuring a safe and balanced design. Blunderbuss-style Band Guns capable of firing multiple bands simultaneously must meet additional safety requirements.
Safety Features:
Trigger Guard: All Band Guns must include a trigger guard to prevent accidental firing.
Mechanism Stability: The firing mechanism must be secure, reliable, and free of sharp edges or loose components.
Elastic Bands: Bands used as ammunition must be inspected for elasticity and integrity, ensuring they are neither overly tight nor prone to snapping.
Projectile Limits:
Band Guns may fire only one elastic band per trigger pull unless explicitly approved for multi-band functionality (e.g., Blunderbuss designs).
Bands must be securely loaded and launched without risk of misfire or detachment mid-flight.
Construction Integrity:
The Band Gun must be constructed from durable materials that maintain their stability during use. No loose or protruding parts may compromise safety or gameplay.
Gameplay Rules for Band Guns
Firing Protocol:
Band Guns may not be fired at targets within 6 feet of the wielder. In close-quarters combat, users may rely on the “Point Blank” mechanic.
Combatants must aim responsibly, ensuring a clear line of sight to their target without risk of striking unintended players or obstacles.
Point Blank Mechanic:
When a target advances within 6 feet, the wielder may call “Point Blank.” The band must be discharged into the ground while pointing at the target with the free hand to simulate a direct hit. This bypasses shields but cannot be used through obstacles or over formations (e.g., shield walls).
Point Blank may not combine with any class abilities or special effects. It has a 10-second cooldown between uses.
Ammunition Management:
A Band Gun may only be loaded with approved elastic bands. Loose or unauthorized bands are prohibited on the battlefield.
Bands discharged in combat must not be reused until inspected for damage.
Interaction with Equipment:
Any valid strike to a Band Gun itself counts as a hit to the wielder. Band Guns may not be used to block or parry incoming strikes.
Safe Handling:
Band Guns must remain unloaded when off the battlefield or not in active use. Players may not load or aim Band Guns toward themselves or others outside of combat scenarios.
Testing Procedures for Band Guns
Firing Test:
Test the Band Gun’s firing mechanism to confirm smooth operation and consistent range. Ensure bands are launched with controlled force and do not pose a risk of injury.
Durability Check:
Inspect the weapon for loose or unstable components after repeated firings. Verify the integrity of the firing mechanism, trigger guard, and structural materials.
Ammunition Inspection:
Elastic bands must be tested for proper elasticity and durability. Inspect for cracks, fraying, or excessive tension that could result in snapping during use.
Special Considerations for Band Guns
Strategic Use: Band Guns reward precision and tactical thinking. Their range and versatility make them valuable tools in both offensive and defensive scenarios.
Balance and Fairness: The limitations on firing range, ammunition, and Point Blank usage ensure Band Guns remain balanced and integrated seamlessly into combat scenarios.
Class 4 Weapons: Thrown Weapons
"A well-thrown weapon is the mark of a focused warrior—striking with speed, precision, and honor." —The Codex of Emyrion
Thrown weapons are a versatile subset of Class 4 weapons, encompassing coreless foam projectiles designed for short-range engagements. These weapons allow combatants to disrupt defenses and create openings while emphasizing safety, accuracy, and fair play.
Construction Standards for Thrown Weapons
Coreless Construction:
Thrown weapons must be entirely coreless, constructed from foam, cloth, or other soft materials. No rigid or semi-rigid elements are permitted in any part of the weapon.
Padding and Size:
The entire surface of the weapon must be padded sufficiently to ensure safe impacts.
Weapons must be large enough to be clearly visible during flight and avoid accidental injuries.
Covering:
All thrown weapons must be fully covered with durable cloth or tape to protect the foam and maintain the weapon’s integrity.
Covers must be securely attached and free of rips, tears, or loose stitching that could compromise safety.
Shape and Stability:
Thrown weapons must maintain a consistent shape and not deform excessively upon impact. Shapes must ensure predictable flight patterns and easy identification during gameplay.
Gameplay Rules for Thrown Weapons
Intended Use:
Thrown weapons are designed exclusively for use as projectiles and may not be used for melee strikes, blocking, or parrying.
Throwing Technique:
Weapons must be thrown with a smooth, controlled motion to ensure safe impacts. Excessive force or erratic throws that endanger players are prohibited.
Projectile Recovery:
Thrown weapons may only be retrieved by their owner or with the owner’s permission. Any damaged weapon must be repaired and re-inspected by a Magister before reuse.
Interactions with Defenses:
Thrown weapons may be blocked by shields, parried by melee weapons, or dodged by movement. They do not bypass shields or armor unless specified by game rules.
Friendly Fire:
Thrown weapons that strike friendly targets are considered valid hits and must be treated as such during gameplay.
Testing Procedures for Thrown Weapons
Impact Test:
Throw the weapon at a padded target to confirm it delivers safe impacts. Ensure the foam compresses appropriately and does not cause discomfort or injury upon contact.
Durability Check:
Inspect the weapon after repeated impacts to ensure the foam and covering remain secure. Weapons showing wear or damage must be repaired before use.
Shape and Balance Test:
Verify that the weapon maintains its shape during use and has a stable, predictable flight path.
Special Considerations for Thrown Weapons
Safety and Situational Awareness:
Thrown weapons require careful aim and situational awareness to avoid unintended targets, such as non-combatants or players in unsafe positions.
Tactical Role:
Thrown weapons are ideal for creating openings in enemy defenses, disrupting formations, or targeting vulnerable opponents. Their flexibility makes them valuable tools for both offensive and defensive strategies.
Class 4 Weapons: Spell Orbs
"Spell Orbs are the essence of magick in motion, combining the caster's intent with the precision of the throw to shape the flow of combat." —The Codex of Emyrion
Spell Orbs are Class 4 weapons that represent the physical manifestation of magical power. Designed for use by skilled casters, these throwable projectiles bring both versatility and creativity to the battlefield while adhering to strict rules to maintain safety and fairness.
Construction Standards for Spell Orbs
Material Requirements:
Spell Orbs must be constructed entirely from foam, cloth, or similarly soft materials. Any core must be completely padded and undetectable upon impact.
The construction must ensure the Spell Ball is lightweight, durable, and safe for both the thrower and the target.
Size and Shape:
Spell Orbs must be large enough to ensure safety upon impact and visible during flight. A minimum diameter of 4 inches (10.16 cm) is required.
Durability:
Covers must be securely attached, with no rips, loose stitching, or sharp edges that could compromise the integrity of the Spell Ball during use.
Markings:
Spell Orbs must be clearly marked to distinguish them as approved Class 4 weapons. Additional markings to indicate specific gameplay effects are allowed but must not interfere with the weapon's safety or construction.
Gameplay Rules for Spell Orbs
Activation:
A Spell Ball becomes active upon the completion of its caster's incantation and remains active until it strikes a Player, Wielded Equipment, or Terrain. If the Spell Ball is dropped or the caster begins another incantation before throwing, it becomes inactive.
Casters may only have one active Spell Ball at a time.
Carrying and Use:
Players may only bring a number of Spell Orbs onto the battlefield equal to their maximum allowable uses. They may carry or lend Spell Orbs to other players, provided they grant explicit permission and the recipient is capable of using them.
Spell Orbs must be held in the caster's hand by the end of the incantation. Active Spell Orbs may be transferred between hands without becoming inactive, but wielding a weapon or shield in the same hand must not interfere with their use.
Impact Rules:
A Spell Ball affects the first Player, Wielded Equipment, or Terrain it strikes. Garb strikes count as player hits only if the projectile would have otherwise reached the target.
Spell Orbs are not stopped by abilities such as Protection from Projectiles or Missile Block unless explicitly stated by the rules.
Restrictions:
Spell Orbs of certain types (e.g., Subdual effects) do not interact with non-wielded or non-carried equipment. For example, a shield lying on the ground is unaffected by a Spell Ball unless it is actively being wielded.
Players must not throw Spell Orbs in an unsafe or erratic manner that endangers other combatants.
Testing Procedures for Spell Orbs
Impact Test:
Throw the Spell Ball at a padded target to confirm it delivers safe impacts. The foam must compress appropriately and return to its original shape without exposing any core or causing discomfort.
Durability Check:
Inspect the Spell Ball after repeated impacts to ensure the foam and covering remain secure. Any loose or damaged materials must be repaired before use.
Size and Visibility Test:
Verify that the Spell Ball meets the minimum size requirement and remains clearly visible during flight.
Special Considerations for Spell Orbs
Strategic Use: Spell Orbs bring creativity and tactical depth to combat, offering casters unique opportunities to influence the battlefield.
Safety and Balance: The rules governing activation, impact, and carrying limitations ensure Spell Orbs remain a fair and balanced tool.
Class 5 Weapons: Head-Only Missile Weapons
"A well-aimed projectile can humble even the mightiest warrior, but its use must honor both skill and safety." —The Codex of Emyrion
Class 5 weapons, including rocks and other coreless projectiles, are specifically designed to target the head without causing injury. These weapons are simple but effective, relying on proper construction and use to maintain battlefield safety.
Inspection Criteria for Class 5 Weapons
Inspectors must evaluate Class 5 weapons for the following:
Coreless Construction:
Class 5 weapons must be entirely coreless to eliminate the risk of injury from hard impacts.
Materials must consist solely of foam, cloth, and tape. Any rigid components are strictly prohibited.
Padding and Diameter:
The entire weapon must be padded with soft, durable materials.
The minimum diameter is 4 inches (10.16 cm) to ensure the projectile is large enough to avoid injury upon impact.
Covering:
The weapon must be fully covered with cloth or tape to prevent damage to the foam padding and ensure longevity.
The covering must be securely attached and free of rips, loose seams, or other damage that could compromise safety.
Testing Procedures for Class 5 Weapons
Impact Test: Throw the weapon at a padded surface to confirm it delivers a safe, soft impact. Check that the foam compresses appropriately without causing discomfort or leaving a mark.
Durability Test: Inspect the weapon after repeated impacts to ensure the padding retains its shape and does not shift or break down.
Diameter Check: Use a template or measure the projectile to confirm it meets the minimum size requirement.
Special Considerations for Class 5 Weapons
Target Area: Class 5 weapons are designed to strike the head and are only effective against this target area. Strikes to other parts of the body or equipment are invalid unless otherwise specified by game rules.
Interaction with Effects: Class 5 weapons are not affected by abilities like Protection from Projectiles or Missile Block, ensuring their effectiveness as unique battlefield tools.
Safe Use: Combatants must aim with care to ensure Class 5 weapons strike only their intended target and avoid excessive force.
Gameplay Integration
Class 5 weapons offer simplicity and accessibility while providing a distinct tactical advantage. Proper inspection and skillful use maintain their effectiveness while upholding safety and fairness on the battlefield.
Special Weapon Category: Mage Staves
"The Mage Staff is an extension of its wielder's will, a tool of balance and precision, never meant to harm, but to guide the flow of magick and strategy." —The Codex of Emyrion
Mage Staves are a unique category of special weapons designed to complement the abilities of casters and magickal combatants. These tools are not intended for direct offensive use but provide strategic utility and enhance a player’s ability to engage with spell-based mechanics.
Construction Standards for Mage Staves
Courtesy Padding:
The entirety of the staff must be covered in courtesy padding, ensuring no rigid surface is exposed. This padding protects both the wielder and other players in the event of incidental contact.
End Cap Restrictions:
Neither end of the staff may be able to fit through a 2.5-inch (6.35 cm) diameter hole. This ensures the staff remains safe for use in close proximity to other combatants.
Structural Integrity:
The core must be sturdy enough to maintain its shape and function during gameplay but flexible enough to avoid injury upon impact.
Padding must be securely attached and free from tears or loose sections that could compromise safety or durability.
Aesthetic Considerations:
While Mage Staves may be decorated to reflect the caster’s style or magickal tradition, no embellishments may compromise the padding, safety, or structural integrity of the weapon.
Gameplay Rules for Mage Staves
Non-Offensive Use:
Mage Staves cannot be used to strike other players, their gear, or terrain. They are purely defensive and utilitarian tools.
Blocking and Parrying:
Players wielding a Mage Staff may use it to block incoming melee and missile weapon strikes. Blocking with a Mage Staff requires precision and care to avoid excessive force.
Spell Component Recovery:
A player wielding a Mage Staff may collect their used spell components mid-game, allowing for greater efficiency in casting and resource management. This includes recovering Spell Orbs or other material components from the battlefield.
One-Handed Utility:
Mage Staves may be used in one hand to block or recover components, but the player must exercise care to avoid accidental misuse (e.g., incidental striking).
Testing Procedures for Mage Staves
Padding and Safety Check:
Inspect the staff for complete courtesy padding. Verify that the padding is secure, sufficiently thick, and free of any tears, gaps, or loose sections.
End Cap Measurement:
Test each end of the staff using a 2.5-inch diameter template to ensure neither end can pass through.
Durability Test:
Flex the staff gently to confirm it retains its structure without excessive rigidity or risk of breaking. Ensure padding remains intact after simulated gameplay movements.
Aesthetic and Functional Review:
Inspect for any decorative elements or modifications that could affect the staff’s safety, balance, or compliance with gameplay standards.
Special Considerations for Mage Staves
Strategic Role:
Mage Staves are ideal for defensive and supportive gameplay, allowing casters to engage tactically without directly harming opponents. Their ability to recover spell components enhances resource management during prolonged engagements.
Safety Awareness:
Players must remain mindful of their staff’s position and movement to ensure it is not used inadvertently as a striking weapon.
Immersive Design:
While maintaining safety and functionality, players are encouraged to personalize their Mage Staves to reflect their character’s magickal identity and contribute to the immersive experience of the battlefield.
Mage Staves represent the balance between strategy and restraint, offering players a tool to defend and adapt without violating the principles of safe and honorable combat. Crafted and wielded with care, they empower magickal combatants to thrive on the battlefield.
Appendix: Armor Inspection Guide
"Armor is the shield of the warrior's will, safeguarding them against the chaos of battle. Its integrity is as vital as the honor of the one who wears it." —The Codex of Emyrion
The inspection of armor ensures that all participants are protected while maintaining fair and balanced gameplay. Armor must meet strict construction and safety standards to prevent injuries and preserve the flow of combat.
Inspection Criteria for Armor
Material Standards:
Light Armor: Constructed from leather, quilted cloth, fur, bone, or sharkmail. If composed of multiple materials (e.g., leather and steel), it is considered heavy armor.
Heavy Armor: Must be made of metals (e.g., steel, bronze, copper) or durable composites like SCA-grade plastic or layered fiberglass. All rigid components must meet the penny-round standard.
Coverage:
Armor must cover at least one-third of the target area to provide protection. Areas with insufficient coverage are not considered armored.
Continuous pieces extending across multiple target areas (e.g., chest and arms) must maintain distinct coverage for each area.
Penny-Round Standard:
All edges of rigid metal armor must meet the smoothness and cutting standards of a penny:
Edges must be smooth and non-abrasive.
Corners must have a radius larger than a penny.
No edge may have sharpness capable of cutting skin or fabric.
Prohibited Features:
Armor may not include rigid protrusions exceeding ½ inch (1.27 cm) or sharp elements that could cause injury.
Rigid knee and elbow armor (cops), rigid hand armor (gauntlets), and spiked elements are not permitted.
Attachment and Fit:
Armor must fit securely without excessive movement or gaps that could catch weapons, fingers, or other equipment.
Combination Armor:
Composite armor, such as brigandine or scale, must consist of at least two-thirds of armor-grade material (metal or leather) with overlapping elements no more than ½ inch apart.
Inspection Procedures for Armor
Wear and Fit Test:
Participants must wear the armor during inspection to ensure it fits securely and does not restrict movement.
Edge and Corner Test:
Inspect all edges and corners for compliance with the penny-round standard. Use a physical penny to confirm radius and smoothness.
Gaps and Coverage Check:
Verify that the armor provides adequate coverage and does not leave gaps that could expose the wearer to injury.
Ensure that studs, scales, or rings are spaced within ½ inch to maintain integrity.
Flexibility and Durability:
Test for flexibility where appropriate (e.g., leather or composite armor). Rigid elements must not deform or bend easily under reasonable pressure.
Inspect for wear, rust, or damage that could compromise safety.
Prohibited Features Check:
Confirm the absence of rigid knee/elbow armor, spiked elements, or unsafe protrusions.
Gameplay Rules for Armor
Protection Zones:
Armor only protects the specific target areas it covers. Unarmored areas struck by weapons are treated as valid hits.
Combined pieces that cover multiple areas (e.g., a breastplate extending to the arms) must account for separate damage rules per zone.
Durability in Combat:
Armor damaged during combat must be removed and repaired before being reused. Repairs must be inspected by a Magister.
Special Rules for Light Armor:
Light armor confers protection but is more susceptible to high-damage strikes (e.g., Class 2 weapons). It does not bypass specific gameplay mechanics unless explicitly noted.
Heavy Armor Considerations:
Heavy armor may withstand multiple strikes depending on game rules. However, it must not be "unbreakable" in design (e.g., wraparound shields acting as armor).
Special Considerations for Armor
Authenticity and Aesthetic:
Armor should align with the medieval fantasy aesthetic of the battlefield. Modern materials may be used if disguised appropriately to maintain immersion.
Safety Over Style:
While authenticity is valued, player safety is paramount. All armor must prioritize functionality and protection over decorative elements.
Appendix: Shields
"A shield is more than defense; it is a warrior’s promise to stand resolute and protect what matters most." —The Codex of Emyrion
Shields are essential defensive equipment, offering protection against strikes and projectiles. Proper construction, inspection, and use of shields ensure safety and balance while allowing for dynamic gameplay.
Construction Standards for Shields
Size and Dimensions:
Maximum Dimensions:
The maximum width of a shield is 3 feet (91.44 cm).
The maximum height of a shield is 18 inches (45.72 cm) less than the height of the wielder.
Minimum Dimensions:
The face of the shield must be at least 12 inches (30.48 cm) in any direction.
Padding:
The edges and face of the shield must be padded adequately to prevent injury during contact. Padding should absorb and disperse impact without exposing any rigid core material.
Core and Rigidity:
The shield must be constructed from rigid materials, such as wood, fiberglass, or plastic, that do not bend excessively during use.
The edges must not deform when attempting to bend the shield in half or when pressed against an opponent’s shield or body.
Prohibited Features:
Shields must not have rigid protrusions, spikes, or other dangerous elements extending beyond the padded surface.
Decorative features (e.g., shield spikes) are allowed only if they are non-rigid and safe.
Handles and Straps:
Handles and straps must be securely attached and padded where necessary to avoid discomfort or injury.
Bolts and other fasteners must be recessed or covered to prevent them from causing harm.
Gameplay Rules for Shields
Blocking and Defense:
Shields are primarily defensive tools and may be used to block melee strikes, missile weapons, and projectiles.
Shields do not provide protection from specific effects or abilities unless specified by game rules (e.g., Spell Orb bypass shields unless otherwise stated).
Offensive Techniques:
Shield bashing, checking, and bumping are permitted within the boundaries of safe gameplay:
Shield Bash: The act of striking an opponent with the face of the shield while moving forward with controlled momentum. This action is legal but must not target the head, neck, or lower legs.
Shield Check: A stationary or short-range push using the face of the shield to create space or disrupt an opponent’s stance.
Shield Edging: Using the edge of the shield to manipulate an opponent’s weapon or shield. This is allowed but must not target the head, neck, or joints.
Shields may not be used to pin opponents against obstacles, create unsafe situations, or act as unbreakable armor.
Durability in Combat:
Shields may sustain hits from Class 1, 2, and 4 weapons but will be considered destroyed after two solid, two-handed strikes from a Class 2 weapon. After destruction, the shield provides no further protection.
Testing Procedures for Shields
Padding Test:
Strike the shield with a padded weapon to confirm adequate padding along the edges and face. Ensure no rigid elements are exposed or felt through the padding.
Core and Rigidity Check:
Apply pressure to the shield to test for structural integrity. Verify that the shield does not bend excessively or deform under stress.
Handle and Strap Stability:
Inspect the handles and straps to confirm they are securely attached and provide comfortable, reliable control during use.
Prohibited Feature Check:
Ensure no rigid protrusions, unsafe decorations, or exposed bolts could cause injury during gameplay.
Special Considerations for Shields
Aesthetic and Immersion:
Shields should adhere to the medieval fantasy aesthetic of the battlefield. Modern materials are permitted if disguised appropriately to blend into the setting.
Shield Combatants:
Players wielding shields must maintain situational awareness, ensuring they do not use shields in ways that could create unsafe scenarios for themselves or others.