Our goal with our rules for armor and combat is to create a simple and fluid combat system that does not require major split-second math and is safe for all players. We desire to give the most realistic combat experience with the understanding that we are using foam weapons and nobody is really dying.

Combat + Safety Rules

How Does Combat work?

We can best describe the medieval-style combat used at Hearthlands as “full speed, medium impact.” By this we mean we put no restrictions on how fast you can move or fight. However the purpose is not to bludgeon your opponent to death. Combat is about communication; you are doing your best to communicate that you have hit your opponent. So just because you have a clear shot at someone's unarmored back, does not mean you swing as hard as you can. Just hit them hard enough to let them know they have been hit. When it comes to taking hits, any hit counts, no matter how light or hard. If you are wearing armor and do not feel it but see yourself get hit, it still counts.

Safety First

If you see a potential safety issue or injury, shout “Safety! Safety! Safety!” and all players in the vicinity immediately cease combat or gameplay and look for and listen to whomever shouted.

Reasons to shout safety include but are not limited to:

  • Minor injury that does not require medical attention

  • Broken weapon or armor

  • Hazardous terrain

  • Fire

If you see a significant injury or illness, shout “EMT!” All players in the vicinity should immediately cease combat or gameplay and look for and listen to whomever shouted. In addition, players should make way for medical personnel to arrive.

Centrally located on-site EMTs will be on standby and will handle any injuries. Besides providing basic first-aid until paramedics arrive, players should not attempt help unless asked by the medical staff. Let the professionals do their thing.

Please view the White Horse Experience Emergency Response Plan here for further safety precautions.

Heralds

Heralds at Hearthlands are specific NPCs (non-player characters) whose role it is to enforce game rules, arbitrate fights, keep score, and settle disputes.

Heralds and unaffiliated with any faction - they do not take sides, nor do they owe loyalty to any particular faction or alliance. They are also non-combatants. Though they may enter the fighting ring in the evenings, they will not fight in the major combats during the day.

Heralds can be distinguished by their burnt orange hoods and pennants. Heralds may approach a player on the battlefield to suggest behavioral alteration (whether for safety or rule enforcement reasons). If this occurs, players are required to listen carefully to Heralds and change their behavior accordingly. If a player has an issue with a Herald, they can speak with their faction leadership team.

In the world of Adrasil, the Order of Heralds is a group of arbiters unaffiliated with any court, ruler, land, religion, or tribe. They value justice above all things and are so committed to this value that they are sought far and wide to arbitrate disputes and serve as judges in fights. They are so well-respected that their word is trusted completely: even noble persons fear to go against the ruling of a Herald. Their status is protected, and unless they offer a fight, it is against all rules and laws to attack them.

Weapon Regulations

Where can combat take place?

Combat may occur in the “play area” against any players or NPCs that your leaders have told you you may attack. You may always defend yourself. With that said, the following areas/situations are off limits for combat:

  • Under any roof (e.g. inside buildings or under tent canvas)

  • While someone is eating/carrying food (except for snacks during combat phases of the game)

  • Against any non-combatant player

  • While entering/exiting the restroom

  • Once “safety” or “EMT” has been called and combat is stopped for safety

  • When told to abstain by your Jarl 

  • In the out of play area (except for sparring)

  • In and around camps/tents/tent guy wires/ropes/fires

Armor + Hitpoints