
Play Guide

To reiterate Faeble's Code of Conduct, which still applies to the discord and is in no way exhaustive:
No Ism's: Faeble is set in a fantasy world and in this work there are no real-world prejudices such as homophobia, transphobia, racism, or sexism. The use of any of these will not be tolerated.
Check In: Sometimes a scene may get a little intense or you may get over excited in the heat of the moment, remember to check in with each other to ensure that everyone is comfortable in a scene.
Self-Responsibility: Please manage your own limits in and out of the game.
Play to Lift: Fun for you shouldn't come at the expense of others. Even if your characters are at odds, remember to treat the player with kindness and respect.
From the moment you arrive - as soon as you set foot onsite - you’re stepping into the world of Faeble. Your first stop should be the POND (Player Operations and Necessities Desk) Complex. It is clearly marked on the road for your convenience. Once there, The Town Guard will check you in, give you your character card, provide any starting items or currency you’re owed, and hand you your room key if you've booked a hotel room.
Once checked in, unload your things (either in your camp, or your hotel room), and then park your car in the lot before returning to settle into your space and get into garb. We recommend visiting Weapons Check early to get it out of the way, as your weapons must be registered by the Town Guard before use at Faeble.
Game Start & Opening Ceremony
While the site will be in-character starting Friday morning, no major decisions or plot developments will occur until after the Opening Ceremony.
At 6:00 PM on Friday, all players will gather at the main tournament arena for:
Opening announcements
Mandatory Safety briefing - if you miss this briefing; you must attend one of the other scheduled briefings and receive a stamp before engaging in combat at Faeble - failure to do so may result in discipline including expulsion from the event
The official Opening Ceremony, where the Magnate will welcome each Culture to Ashveil
The Tournament — Saturday Morning Through Monday Throughout the weekend, the Cultures will compete in games and challenges inspired by medieval tournaments - all in the name of fun, glory, and bragging rights. These contests celebrate friendly rivalry between allies.
The Great Battles — Sunday & Monday Mornings Each day, two nations will march to battle the enemies of the Alliance, while the other two are otherwise occupied by their war efforts off-screen (they join the Monster Crew to play those foes).
Monster muster: 10:00 AM
Player Culture muster: 10:30 AM
Battles are designed to conclude by early afternoon so everyone can return to festivities and the exploration of The Faire.
Farewells — Monday afternoon The weekend wraps Monday afternoon with all nations gathering once more at the arena at 2pm for a farewell address from the Magnate.
At Faeble, theft isn’t just tolerated, it’s a thrilling, fully sanctioned part of the game. For those looking to walk the crooked path, you’ll first need to become a licensed thief. The Foxes Den will be able to help you with this process!
Recognizing that theft is inevitable in any crowded Faire, the Magnate has chosen to regulate it rather than outlaw it. However, get caught three times, and you may find yourself facing consequences beyond a slap on the wrist.
Licenses are valid for one year and must be renewed each Faire.
Once licensed, here’s how it works:
Stealable items will be marked with either:
🟥 Red square sticker – The item can be stolen and kept. There is no need to return it at game-off. Red stickers may only be removed from items by the original owner, once they are stolen they are considered permanently red stickered and can be stolen again.
🟡 Yellow Circle sticker – The in-game item can be stolen, but the out-of-game owner wants it back by the end of the event.
All in-game potions, magical items, and components are considered red square stickered.
Players who would like to participate in the theft system by offering items that can be stolen can receive special stickers from the POND to mark those items.
When stealing an item, you must leave a Thief’s Receipt (provided by the Foxes Den). This slip must be filled out and will include:
What was stolen
What sticker the item had
Your license number
A checkbox for whether you intend to keep or sell the item
🟥 Red Square stickered items can be kept. 🟡 Yellow Circle stickered items must be sold via the in-game Fence.
Selling Stolen Goods
Bring your loot to the Dropbox at the POND (Player Operations and Necessities Desk) Complex. Present your thief license to the staff member on duty, who will take possession of the item. Stolen items intended for sale must be dropped off at the POND within one hour of the theft. This ensures proper tracking and timely collection by the Fence. At set times throughout the day, stolen items will be collected by the Fence and quietly listed for sale or ransom, depending on their sticker color. You can discreetly check in with the Foxes Den to see if anything you lifted has sold, and collect your payout if it has.
Red stickered items go up for sale immediately, and if they sell then you get paid.
Yellow stickered items will be held for “ransom.” If the original owner comes looking, they’ll have the option to buy it back for a fair price, and you get paid.
Coins and Theft Policy In-game coins are considered personal property and are not stealable unless they are stored in a container marked with a Stealable sticker. Coins should always be treated as the player’s belongings.
That said, if someone stages a particularly entertaining or engaging mugging scene that elevates the moment for everyone involved, we encourage showing appreciation—perhaps with a tip to the criminal for the performance.
Please Note:
Theft may only occur during hours when the POND is open - between 9am and 1am.
While every effort will be made to return yellow-stickered items to their rightful owners at the end of the event, we cannot guarantee their return. This risk must be understood before yellow-stickering your items.
Looking to see the other side of the adventure? Trailblazing is an optional experience where you lend a hand to our Monster Crew for a few hours while your character “goes off exploring” off-screen.
It’s a fantastic way to dive into the wider world of Faeble, step into a variety of roles, and help bring the setting to life for others. In return, your character will be handsomely rewarded. You can expect coin, supplies, or maybe something a little rarer.
How it works:
Sign-ups are available at POND (Player Operations and Necessities Desk) Complex
Trailblazing slots and times will be posted there
When your shift begins, check in at the POND to receive your role and instructions for the next few hours
Whether you’re playing a fearsome monster, a wayward ghost, or something stranger, Trailblazing is a great way to help shape the story and stir up a little chaos in the process.
For the first time in generations, the gates of Ashveil have opened, and with them, an invitation to the wider world to take part in its future.
Understanding that generations of solitude have left Ashveil’s governance stagnant, the Magnate has declared the formation of a Council to help guide the estate and its lands. This new council will advise him directly, offering a voice to the nations now gathered within its borders.
12 Appointees will be elected. 3 chosen from each Culture to represent their people.
1 The Verdict will be chosen by all citizens to break ties and act as the final voice in Council decisions.
Appointees and The Verdict serve for one year, until the next Faire election.
Only members of a nation may vote for their own Appointees, but everyone gets a say in The Verdict.
Council meetings will be held once per day to discuss key matters, propose changes, and address issues that arise during The Faire.
Election details:
Appointees should be elected by each Culture by late Friday evening.
The Verdict candidates should begin campaigning early, with a public vote taking place at 1 PM on Saturday.
Council play is perfect for those who want to experience political intrigue, negotiation, and shape the future of Ashveil.
One of the key avenues of play at Faeble Faire is the Tournament, which begins Saturday morning and runs through to Monday.
The Tournament offers a spirited blend of competition, camaraderie, and storytelling. It allows the nations to clash in contests of strength, skill, and cunning - all without damaging political alliances or in-game relations. It’s all in the name of celebration, tradition, and good-hearted rivalry.
For those less interested in politics or outside threats, the Tournament provides a thrilling way to get involved and shape the story of The Faire.
But beyond the fun and the games, the continued existence of Ashveil depends upon it. The protective barrier raised by the Keepers around the Faire Grounds is fueled by the joy, excitement, and spectacle within. Every cheer, every contest, every display of national pride strengthens the shield that keeps danger at bay.
So when your nation takes to the field, be it in trials, games, or performance - let your cheers ring out for all to hear - for the fate of The Faire depends on it.
Two large-scale battles will take place over the course of Faeble Faire. One will take place on Sunday morning, and the other on Monday morning.
Player armies muster at 10:30 AM and march at 11:00 AM.
Battles will run approximately 1.5 to 2 hours.
Each day, two nations will march as heroes of the Alliance, while the other two nations will be otherwise occupied elsewhere in the war effort (they join the Monster Crew, stepping into the role of the enemies they must one day face). On the second day, the roles will reverse giving everyone the chance to experience a unique battle and story.
We ask that if you take part in one battle as a player, you also take part in the other as a monster. This keeps the experience fair for all involved.
Monster Crew Guidelines:
Monster crew muster at 10:00 AM.
Please bring your own weapons and basic mute colored kit (period shirt and trousers).
We’ll provide additional costume, masks, or makeup as needed to complete your look.
If you have your own unique monster kit and would like to use it, please reach out to our Monster Leads on our Discord server.
Before each battle, monsters will receive a briefing on the characters you'll be portraying, including your faction’s motives, demeanor, and tactics, so you can bring them to life on the field.
Not a fighter? Not a problem! There will be support roles such as healers, casters, musicians, and runners! No weapons required.
“Play to Lift” is one of the core principles of Faeble, and it’s extremely simple: Your fun should never come at the expense of someone else’s.
Every interaction should aim to lift others up - not pull them down. Whether you're playing a hero, a scoundrel, or something in between, consider how your actions contribute to the shared story.
When choosing your next move, ask yourself some important questions:
Which action would deepen the plot or open new story paths?
Am I creating fun opportunities for others to engage with?
Am I thinking beyond just gaining power or status?
Faeble is built on collaboration, and the best tales are the ones we build together. So play boldly, play kindly, and always play to lift.
At character creation, each player will receive a small amount of starting currency to help them begin their journey. Additional currency will also be available for purchase at the event.
While selling coin for USD isn’t our ideal long-term solution, we’ve chosen to allow it in the early years of Faeble to help jumpstart the in-game economy. As currency begins to circulate more freely between players, our hope is to eventually phase this out.
Let us be clear - purchasing coin is not the only way to earn it. In fact, some of the best stories and most satisfying gains come from earning it in-game.
Here are just a few ways to fill your coin pouch:
Trailblazing (supporting the monster crew)
Quests and missions
Running an in-game business, selling potions, trinkets, crafts, or by offering services like singing or courier work.
Get creative - if it fits the world and adds fun, it’s fair game.
And what can you spend your hard-earned coin on?
Player-run businesses (buy wares, services, and secrets!)
The in-game bar (snacks and drinks)
Goods and services from the in-game guilds
Shady deals in darker corners, for those seeking more... questionable wares
Ashveil’s economy is built on player creativity and character-driven commerce, but will be supported by staff-run businesses as well.
It’s a well-known truth: a LARPer’s costume is never truly finished, but it has to start somewhere.
At Faeble, we seek to foster a judgment-free zone when it comes to costuming. Whether you're rocking your first outfit or adding to a growing wardrobe, all levels of garb are welcome. Some costumes will be elaborate; others will be simple, and both are valid. Your kit will evolve just like your character.
That said, we do have a few important guidelines:
Overtly modern clothing (e.g., T-shirts with logos, blue jeans, white sneakers) is not allowed in play spaces
Real-world hate symbols or clothing resembling hate groups will not be tolerated under any circumstances
Faeble’s aesthetic is rich and varied, inspired by high fantasy, American folklore, and historical styles from the 9th to 18th centuries. So whether you’re drawing from medieval, colonial, or mythic sources: wear your costume with pride!
Camping at Faeble falls into 3 basic categories, and regardless of where you fall on the scale we can help you find a place that keeps you close to the action and engaged in the fun of The Faire!
Fully out of game camping: this will be a short walk from the main Faire, but will allow for modern tents to be used without the need to disguise or decorate to fit with the high-fantasy aesthetic of the game.
Outwardly in game camping: this is right in the main thoroughfare of the Faire. You will set up your tent with your cultural group, and it’s best to communicate with your fellow members ahead of the event in order to create some cohesion in your aesthetic. In order to camp here, you’ll either need a fully decorum tent (such as a canvas marquee) or a suitably disguised modern tent (such as a beige “yurt” style tent), ideally with some decoration or adornments used to help draw attention away from the modern elements. Everything visible to a passerby from the outside of your tent should be genre appropriate, with efforts made to conceal blatantly modern features on the outside, but allowing the area inside your tent to have visually modern amenities. This can be taken a step further by moving into the next category.
Fully in game camping: this takes all of the elements of the previous category, and goes deeper by creating an in game space for others to participate in. This could be a “patio” area in front of your tent created by a sunshade complete with wooden furniture, or a reception area within your tent where guests may mingle, or maybe a fully furnished in-game tavern!. Regardless of which way you go with designing your space, it’s important that any modern elements be sufficiently hidden or disguised to appear magical in origin. (such as colored fairy lights for illumination, or canvas cloth to cover a cooler)
Guilds exist to offer roleplay opportunities and alternative narrative direction. They’re a way to plug into specific storylines, meet like-minded characters, and shape specific elements of the plot rather than the greater narrative. They are not designed to offer skill trees or power progression; you won’t find XP boosts or combat perks here.
Joining a guild is entirely optional. You can have a full, vibrant experience without ever pledging allegiance to one—but for those seeking a focused path or community, the guilds are here to give your character something outside of the nations and their goals to believe in, fight for, or question.
While rare, magical items do exist at Faeble. These items are identified by a ribbon marked with the item’s name and the duration of how long its power lasts before fading.
To use a magical item, the ribbon must be tied to a fitting phys rep. For example a magical suit of chainmail granting +1 armor, the signifying ribbon must be tied to an actual suit of chainmail before it takes effect. However, when selling or trading the item - only the ribbon needs to be transferred - the new owner may attach it to a suitable phys rep they already own.
And while the secrets of crafting such items have been lost to time, but with a bit of investigation, experimentation, or luck, who’s to say what might be rediscovered in Ashveil?
The Windways are an ancient and arcane method of travel, created long ago by The Keepers. These shimmering gateways allow for instantaneous passage across the far reaches of Prairie, enabling the armies of the nations to respond swiftly to distant threats.
These Gateways are used for players to travel to the Great Battles, as well as certain set piece encounters; the Windways are not available for use outside of these instances.
The Windways will be represented by a physical gateway. When lit up, the Windway is active, and passing through it means crossing beyond the borders of Ashveil. However, if you pass through while it is unlit, you remain within Ashveil. Such power is not without peril. The Windways are volatile and unstable, only able to stay open for short windows of time. Those caught on the wrong side when a Windway closes are violently wrenched back - their bodies broken and left “on the brink” at its entrance.
The Windways are not to be taken lightly. Time your crossing well and never linger at the threshold.
At Faeble, we believe LARP should be for everyone—kids, adults, and everyone in between. That said, we also recognize that not every space is meant for children, and not every player wants a kid-focused experience. That’s why we’ve created Everyday Adventures—a special storyline filled with quests and events designed just for our younger players and their families.
As part of this, you may see creatures wandering the fairegrounds or woods wearing a green glowstick necklace. These creatures cannot be seen by anyone over the age of 17—please ignore them entirely. They pose no threat and are part of the immersive fun for our younger players. Similarly, if you find items in the woods marked with the initials YP (Young Players), please leave them where they are. These are part of ongoing quests and events specifically tailored for our youngest adventurers.
Just as we set aside areas and content exclusively for adult players, we ask that the same respect be shown in return: some parts of the game world—including certain creatures and storylines—are reserved for our younger participants. These moments belong to them, and we’re proud to give them a space where their imaginations can truly shine.
Shields are a solid defense at Faeble—perfect for holding the line or making a dramatic last stand. But while they’re useful, they’re not failsafe and come with some important limitations.
Enchantments: If a shield is struck by an enchantment it does not block the effect. The enchantment still affects the person holding the shield.
Band Guns and Projectiles: Projectiles fired from band guns pierce shields. Even if the shield takes the hit, the wielder still suffers damage.
In short: a shield is a tool, not a guarantee. Use it wisely—and maybe don’t rely on it when facing down sorcery or something with a trigger and good aim.





