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Codex Aera Rules of Play Executive (CARPE) - v1.1 (25FEB25)

Updated: Feb 26

Background: Aera Rules of Play follow the common warrior's code of conduct with major live action role play. Rules are based in the common battle rules adopted from other major LARPs such as but not limited to Dagorhir, Darkon, Belagarth, ORCS, and others. Other sources are Eurasian and Oceania (Japan, Australia, Philippines, Taiwan, etc.) LARPS. If tournaments and other resources are available, e.g. jugging, dragon balls, aquatics., that is under the guidance of the game master.

Great Seal of Aera - North America
Great Seal of Aera - North America

Part 1. Commandments Three Commandment 1. Thou shall love thy fellow player as yourself. No shot calling, disputes to be settled by third party master. Commandment 2. Thou shall not strike to injure, but to score points to win. Obey all laws and avoid injury. Safety above all. Thou shall not strike to the head, groin, wrists, neck, ankles, breasts, and other sensitive body parts such as but not limited to kidneys, spine, and sternum. Commandment 3. Thou will obey the game master and the game master's word is final on the field of play. This includes all matters of safety and security of the players. Part 2. Common combat rules

  1. Legal strike shall be on arms, legs, torso (except neck, nipples, groin, kidneys, and sternum). Gut permissible, unless specifically requested by player due to medical or religious/personal reasons.

  2. No strikes to head, hands, feet (ankles included), spine, kidney and sternum shall be allowed.

  3. Single strike to arm and leg, renders that arm and leg unusable until revival or heal.

  4. If leg struck, most be in place until either victorious or rendered "dead" in game. Pivot with live leg allowed. Place hand or weapon upon head to signify "dead" in game.

  5. If arm struck, weapon/shield cannot be used. If possible must be dropped by position.

  6. If torso struck, player is considered "dead" and must either stay in place, go to revival spot, otherwise revived by healer.

  7. Armor special rules: if skin or plain cloth (no defense),

    1. leather - 1 point, next strike out

    2. lamellar - heavy cloth layer, 2 points, next strike out

    3. chain - 3 point, next strike out

    4. scale - 4 point, next strike out

    5. combo chain/scale - 5 point, next strike out

    6. plate - 6 point, next strike out (but only to plated part, exposed part normal rules apply).

  8. Most importantly, the master's commands must be heeded so long as they are legal. When "hold game" is yelled, all must cease and yield to master's command.

 

Part 3. Combat weapon rules

  1. All weapons, gear, shields, cosplay shall be inspected by the master of arms (or management). Rights are reserve to reject unsafe weapons and should guest argue to be ejected from field of play.

  2. Only foam weapons and shields with sufficient padding of 2 - 3 inches of hardened foam with PVC core are allowed.

  3. No steel, nor wood, nor non-PVC, nor unsafe weapons are allowed. Such things shall be peace tied and used in limited ceremonial and parade exhibitions.

  4. Shield pushing is allowed, but shield bashing (offensive use) is not allowed.

  5. Shield kicking is not allowed.

  6. No bow over 20 lbs draw shall be allowed for command and no projectiles without 2 or more inches of padding by foam, rubber shall be allowed. If venue allows, range weapons, in particular shall be subject to strict scrutiny of core and users shall not under any circumstances aim for head shots.

  7. Spells shall be manifested with ribbons for healing or without ribbons close proximity to target (touch not necessary). Spells can also be manifested by spell balls or bags, but must not be toxic, nor otherwise powder, spray, nor other substance within a container. It must be soft and not injurious.

  8. No pushing or shoving of a player is allowed. Grappling shall only be allowed by consent of the grappled player. Tripping is also forbidden. No grabbing of opponent's weapon, shield, and costume is allowed to minimize damage and injury.


Part 4. Core Classes - Simplified

Way of the Warrior - principle of Courage, allowed to use melee weapons (offense)

Way of the Wizard - principle of Truth (also Witcher included), allowed to use magic (defense)

Way of the Wanderer - principle of Love, allowed to use range and sing songs or use musical instruments (both)

Part 5. Complex Classes - if numbers permit

From these core classes come seven (7) classes apart from the starter commoner class (shepherd/farmer) with virtue of humility (default color band - black): Fighter (pure Warrior) - virtue of valor (can use all weapons, except range); color band = red Mage (pure Wizard) - virtue of honesty (can heal and cast spells); color band = blue

Bard (pure Wander) - virtue of compassion (can inspire ans sign/use instrument in battle); color band = green

Druid  - virtue of justice (also Monk/Mystic, can heal only); color band = purple

Ranger - virtue of spirituality (can use range weapon); color band = white

Crafter - virtue of sacrifice (can repair damaged weapons, shields, armor) = orange

Paladin - virtue of honor - reserved class (can do all classes, but must be knighted or esquire class) = gold



Cosplay is welcomed and encouraged. Game masters shall give look-the-part points for special effort.
Cosplay is welcomed and encouraged. Game masters shall give look-the-part points for special effort.


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