Safety requirements and specifications

Weapons, armour, and all other items should conform to LRP safety specifications and will be checked by members of the Event Team, or people assigned by them, to ensure they are safe for use in play.

Detailed LRP safety specifications will be made available on the Five Oaths website.


Magic items in this game are represented by attaching laminated cards (or “lammies” for short) to the items they represent. These lammies will state the powers that an item gives the wearer/wielder.

Lammies in the play area MUST be attached to an appropriate physical representation, typically called a “phys rep”, at all times. Lammies NOT attached to a phys rep should be handed to a Referee if found. If a phys rep is not available it may possible to use a non-combat stand-in for it, at the discretion of the event team.

Durable Items, Consumable Items and Item Expiry

Items can be either durable or consumable. Durable items can be used again and again to generate Effects or use the special ability they have.

Consumable items give a single use of an ability or Effect. This is represented by an appropriate action such as drinking a magic potion or tearing a scroll to cast a Spell. Most consumable items give a one-shot generation of an Effect, though others may have slightly stranger Effects. In all cases these will be detailed on the lammie. The lammies for consumable items are constructed slightly differently from the lammies for durable items. A strip of paper protrudes from the lammie pouch and is exposed. In order to use a consumable item this strip should be ripped off, and the lammie pouch torn open to expose the insides. This indicates that the item has been consumed and is no longer usable.

All items have an expiry date. By default, items will last for three events, starting with the first event when the item enters play. The expiry date will be listed on the lammie for the item. Both consumable and durable items can expire.

Character Slots

A character has a limited number of “slots” on their character which can hold items. They can only have one item equipped in each of their slots at one time. The character slots are: Neck, Torso, Left Hand, Right Hand, Special Power, and Curse. Some characters will make items using their Crafting Feats that can be equipped in these slots. Other items and special powers may be acquired through other roleplaying means.


Lammied items require time to attune to the wielder. A character must make an active decision to attune to a lammied item, after which point that item is now attuned to the relevant slot, the character becomes aware of all text on the lammie, and they can use the items to generate Effects.

Consumable items require attunement, but can be used directly after attunement.

If, for any reason, you have multiple items in one slot none of them will attune until you have only one (this applies to magical items only). However, there is nothing preventing a character from carrying multiple items if they wish. Attuning does not require concentration, though generating Effects with attuned items does.

Having an item Fumbled or Shattered will not break attunement unless the player in question puts another item in that slot (which would break the attunement of the original item and prevent the attunement of the new one). Attempting to break someone’s attunement by forcing an item into their slots, or throwing things, is considered a breach of the safety rules. Two handed weapons only require one hand in order to maintain attunement. Putting a hand-held item away in order to wield a two handed weapon safely does not break attunement.

It is possible to put an item away without breaking attunement, but the item must be in openly and obviously touched as part of it being used. For example, if a character wants to use their magical focus that lets them cast the Halt Spell they must be holding it in one of their hands. For OOC safety, if players have magical foci on a belt or around their neck they can perform sweeping gestures that involve touching the item as part of their cast. Their casting hand must hold nothing but the focus, or be empty for the duration of the casting time.

The Special Power and Curse slots have the same attunement mechanic as other slots, however there can be multiple lammies in each of these slots. The ability to fill your Special Power slot is controlled by the Event Team. In this way, the Event Team will maintain balance of the maximum powers that can be attuned in that slot.


Weapons and shields are categorised by their length as listed below. A character may equip a weapon or shield in either hand, except where stated. A character may have as many other weapons and shields in their possession as they can OOC safely and sensibly hold.

A character may use any type of weapon interchangeably, though certain Feats may benefit from a specific weapon being used.

Weapon Type Weapon Size
Small Weapon[1], 7” =< X =< 18”
Medium Weapon 18” < X =< 42”
Large Weapon[2] 42” < X =< 84”
Ranged Weapon2 n/a
Shield 10”-60” tall, 10”-30” wide

Arrows, bolts and thrown weapons should never be lammied. To represent magical ranged weapons (bows and crossbows) their quiver should be lammied instead. To make magical throwing weapons one should attach an appropriate lammie to a bracer or glove phys rep worn on the relevant wrist or hand.

Shields, whether they are centre grip or arm-strap, must be held by their handle to be wielded. A wielded shield can be used to parry.


Most people of Tirneach use armour. Players are required to wear an armour phys rep on their torso that represents the Light Armour or Heavy Armour Feats in the Way of Leather and Steel in Chapter 4. This phys rep should cover most of their torso. While arm, leg and head armour is not required, we would encourage people to use such armour, and would ask that people not breach safety rule 7.

Armour comes in two types, which are based on the amount of Armour hits the character’s Feats gives them. The Light Armour Feat gives +1 Armour hit per location, and the Heavy Armour Feat gives +2 Armour hits per location. Other Feats like Armour Mastery and Reinforced give additional Armour hits, if a character fulfils the conditions.

Bonuses to Armour hits given by additional Feats or magic armour do not alter the type of the armour, for example a character with the Light Armour Feat and the Armour Mastery Feat will have 2 Armour hits per locations but will not need to have a heavy armour phys rep, or be deemed to be wearing heavy armour for the purpose of the Reinforced Feat or any in-game effect that only affects heavy armour wearing characters.

The phys rep requirements for the Light Armour and Heavy Armour Feats are stated now for ease of reference:

  • Light armour must be phys repped by light flexible leather or more rigid leather, heavily padded fabric, skinned furs, lighter material with some reinforced pads, and so on.
  • Heavy armour must be phys repped with a sturdy armour phys rep such as plated or rigid leather, chainmail, plate mail, or a convincing metal phys rep.

If an armour phys rep could be reasonably deemed to be either light or heavy it is the player’s choice which it represents, in consultation with the Event Team. Once this choice is made it cannot be changed during play that day.

 Other Items

Unlike weapons and armour, the following items are always lammied, and can be acquired using Crafting Feats, by buying them from another character in the game, or by finding them in the game world.

Amulets and Talismans: These items are worn around a character’s neck and bestow some ability or Effect. They should be represented by an appropriate necklace, and should be visible at the time when the character uses the effect. The lammie should be attached to the necklace in a way that will not cause OOC danger or discomfort to the player wearing the necklace or other players.

Crystals: These items are consumable as the lammie is torn to use an ability or Effect, however the IC action for using them is to crush the crystal. Crystals should be made of a hard-wearing material, and the lammie needs to be attached to them in some way, ideally through a metal hoop.

Effigies, Eyes of the Shaper and Way stones: These items all relate to rituals. Effigies and way stones are consumable items, while Eyes of the Shaper are durable items.

  • Effigies are items made to be sacrificed during a ritual to please the Shaper. Effigies can be almost anything. The Shaper is a god of creation, cultivation, civilisation and change, and effigies should be constructed accordingly.

To consume an Effigy, a character participating in a ritual should place it in the ritual circle during a ritual and tear the attached lammie. The bonus indicated by the lammie will be added to the points generated to beat the difficulty of the particular ritual.

  • Eyes of the Shaper are items which allow a tent or other structure to be used as a ritual circle, if it has stood in place since dawn of that day. Depending on the text on the lammie for the Eye, rituals up to a certain difficulty may be performed there.
  • Way stones are special items infused with the power of the Shaper that allow ritualists to perform a ritual without needing a ritual circle. They are depleted after one use and need to be charged up again, represented by a tearable lammie. The physrep for a way stone can be almost anything, but should be large enough to be recognisable for what it is and visible within the range of the effect of the item. To consume a way stone, after the ritual is concluded the character leading the ritual should tear the lammie for the way stone.

Magical foci: Magical foci is a catch all term for all durable non-weapon, hand-held items that improve the power of the user, including wands and spell transcriptions. All magical foci should meet LRP safety requirements and must not used for parrying under any circumstances. From a gameplay perspective, they are designed to give casters who don’t want to use weapons a set of items they can use to improve their abilities. The phys reps for magical foci are intentionally left vague to give people a chance to express themselves creatively.

Poisons and Potions: All poisons and potions should be attached to bottle phys reps. It is recommended that bottle phys reps are made from a material that is not glass to avoid any issues if it breaks or shatters.

To use potions or poisons a character should attune to the item and make sure they know what Effect it will have, and then can perform a roleplayed action to apply the Effect. In the case of potions this is usually to mime pouring the potion on someone or mime drinking it. In the case of poisons this is either to mime pouring them on the target or to mime coating a weapon. NOTE: Don’t OOC drink or pour out the contents of any potion or poison given to you IC!!

Once torn open, potions and poisons have a maximum duration of 10 minutes in which they can be used, unless the item lammie states otherwise.

Scrolls: Scrolls are magical items which allow a single use of an Effect. Scrolls should be attached to a piece of paper, which should have appropriate text to represent the powerful knowledge captured on the page.

To consume a scroll, the caster should attune to the item. If the item allows then to cast a Spell they should then follow the Spellcasting rules as normal. If it allows them to lead a ritual, they skills follow the ritual rules as normal. They then tear the scroll to generate the Effect.

[1] For the purposes of lammies, thrown weapons and claws count as small weapons.

[2] Requires the use of two hands to be wielded. For the purposes of lammies, holding the weapon in one hand and having no item in the other hand is sufficient for attunement.