Category Archives: Guidebook

Rules of the game and information about the world of Brittanis

Feast of the Ancestors

As the seasons turn from Autumn to Winter, the Feast of Ancestors is celebrated all over Brittanis.  Giving thanks for the harvest and turning to the bitter work of culling the herds and flocks for the winter, both the nobility and the smallfolk of Brittanis are all too aware of the power in the blood and the spirits called to torchlight in the misty evenings... This holiday is when the upcoming event, Event 2.5: INTO THE LONG NIGHT, takes place. It was also the setting of last year's "Harvest of Heroes" event.

Commonly Known Lore:

  • The holiday lasts for 5 days, beginning at sundown of the first day.
  • The veil between the moral realm and the Otherworld is thin, and Weird Stuff can happen.
  • Celebrated as a holy day of Rhaine in the Three Sisters faith, Aenriya for White Court followers.
  • Torches are lit at night to light the way for the lost ... both the living and the dead.
  • Most folk do not travel, for fear of getting lost in the mists and finding themselves permanently relocated somewhere... else. Many legends tell of travelers walking into a bank of mist and finding themselves inexplicably transported hundreds or thousands of miles, or even sometimes into the Otherworld itself.
  • Spirits and strangers can appear on the doorstep.  It is good to keep warm drinks and good food on hand to comfort and appease travellers with the grace of good Hospitality.
  • Blood power is especially potent, making blood magic even more wild and dangerous.
  • "Rhaine's Windows" are triangles of tied sticks, hung from trees and walls during the holiday.  These can act as "magic mirrors" showing glimpses of strange people and places, including the faces of loved ones who have passed beyond into Rhaine's realm.  But it's best not to make them too large or to step too close, for sometimes a window can act as a door...
  • Weddings are common this time of year, as the beloved ancestors can perhaps attend and witness the union.
  • The Tiberians had a similar festival this time of year, where reflective surfaces -- like mirrors and still water -- could act as portals or windows.  They were surprised to find the same phenomenon in Brittanis when they arrived, and quickly adapted to the local customs. So -- White Court devotees don't necessarily feel this is a Three Sisters holiday, they see it as a festival recognizing a natural phenomenon.  But they do have lovely songs and stories about visions of Aenriya rising from still lakes and pools on this day, which Tiberians call "The Feast of the Lady's Vision"
  • Gael'Dar hold this holiday the most holy of the entire year, calling it the Feast of Four Ancestors (Mereth en Canad Nothlir). The wild elves use it to mark the passing of the old year into the new. Their culture's reverence for the Four Ancestors means they are literally closest to those spirits at this holiday. It is usually marked with great hunts, offerings to the Four Ancestors while they are close, and rites of passage into adulthood.
  • Before the Fall of Valyngaard, the holiday in this time of year was called "Heirsmeet", when the designated heir to the ruler of a settlement would host a feast or celebration in order to establish positive relationships with the people she would eventually rule. After the Crown Prince betrayed his people and murdered his entire family, the Free Dwarves replaced it with a festival known as "Intercession" (Estver Gromthi Vlag, literally "Call the Lost Ancestors") where the living dwarves pray for the spirits of those who died and went unburied during the Fall of Valyngaard. It is believed that those spirits still wander the Otherworld, unable to find their final rest. Much symbolism is placed on the similarities of Free Dwarves abandoned in Brittanis and the spirits of the dead wandering the Otherworld. Many Free Dwarves build Rhaine's Windows (see above) in hopes of contacting those lost souls and guiding them to rest, regardless of whether they personally honor Rhaine or not.
  • Erin'Tar call the holiday "The Night of One Ring" (Dû en Min Rithil); with the Veil so thin and the two worlds so close, it is the High Elven custom to focus on the similarities and unity in all things. It is the time of year when elves seek atonement,  pursue deep reflection, and both ask for and give forgiveness. Of particular note is that many Erin'Tar legends speak of the binding power of oaths given between elves during this holiday.
Photo Credit: Jeremiah Mitchell, taken at the 2014 Brittanis Feast of the Ancestors event, "Harvest of Heroes".

Multi-Source Characters

A character has access to one Source at character creation, and thereafter is considered a [Source] character. So if a character picks the Arcane Source at character generation, they gain the Arcane trait, and ever after are considered an Arcane character, even if they choose a second or third source later in their career. If you want to access another Source, they must pay the Source header cost in CP before you can access that Source OR the Headers under that Source. When a character has accumulated 20 CP, you can unlock a second Source. At 80 CP, a third Source can be unlocked. A character can never unlock all 4 sources. Again, for clarity—IGNORE the Character Point cost after the Source Header unless you are going for your second or third Source. Continue reading Multi-Source Characters

Advancement (WIP as of 10/25/15)

(NOTE: Step By Step Instructions for using the Brittanis Database for your Skill Purchase Requests are at the bottom of this page. MAKE SURE you understand how to spend the points before you use the Database.)  As you attend Events such as Adventure Weekends, Adventure Days, Workshops or the Winter Feast, your character learns about the world around them and gains experience in how to survive the harsh realm of Brittanis. It’s even possible for your character to gain experience when you’re volunteering and helping out the game as a whole. As your character adventures in Brittanis, they gain Character Points (CP) , which are the primary currency for character advancement. You earn CP by:
  • Attending Events
  • Investing in quality costume & props for your character
  • Volunteering for the game's benefit
  • Supporting merchants/vendors that support Brittanis
The more effort and investment you put into making Brittanis better, the better the game is as a whole, and the rule system rewards the dedicated player for that time and investment.

Advancement and Tiers of Play

All new characters begin play at 1st Tier. As your character advances, they learn how to accomplish more amazing tasks and become more powerful in general. As a character gains more CP, they can diversify their skills and open up new Skill Headers—and eventually, can unlock entirely new Sources of power to draw from. Some skills have higher levels that increase in power as a character goes up in Tier. It’s important to note that the Starting Points a new character begins play with DO NOT count towards advancement on the chart below, which is why they are called Starting Points and not Character Points. Only Character Points earned after character creation by attending events and/or volunteering to help the game apply to the Advancement Table. See Earning Character Points for more details on how you can acquire Character Points.
  • 2nd Tier characters gain +2 max Vitality and +2 max Stamina.
  • 3rd Tier characters gain an additional +2 max Vitality and +2 max Stamina.
  • 4th Tier characters gain an additional +2 max Vitality and +2 max Stamina.

Advancement Table

CP Earned Character Tier Maximum Sources Maximum Classes
0-10 1 1 2
11-19 1 1 3
20-39 2 2 3
40-59 2 2 4
60-79 3 3 4
80-99 3 3 5
100 + 4 3 5

Spending Character Points

Characters start at 1st Tier in Brittanis,  just beginning their heroic journey, and they are not nearly as powerful as they will become as time goes by. Thus, starting characters in Brittanis gain 25 Starting Points. Starting points spend at the exact same ratio as earned Character Points. You must spend at least 22 of your Starting Points before play begins. Humans get bonus Starting Points and must spend ALL of those bonus points. Character points can be applied to any of your characters, but no single character may receive more than 40 character points in a calendar year. Character points can be used to buy new skills and to raise attributes. Once you’ve earned them, the next step is spending those character points you’ve accumulated through your hard work adventuring and volunteering. Thankfully, spending CP is easy. For more details, see the Skill Header System section. The Skill Header system is simple. Every skill belongs to a header, which is a grouping of skills under a common theme or concept. Each race has its own Racial header, each Background has its own Background header, and so on. Each category of magical Spells is considered its own separate Header. Each power Source has its own header, and each Source has sub-headers underneath it called Classes.

Character Points

  • See the Skill Header System and Downtime for more detail on this topic.
  • You must unlock a header before you can buy skills from it. To unlock a header, spend the listed number of CP in the header skill. Ex. you cannot purchase skills from the Scholar Header till you pay the 3CP to buy the Scholar skill and unlock itRace, Background, and Allegiance skills are automatically unlocked when a character chooses them during character creation.
  • Once you have unlocked a header, you can purchase any skill in that header so long as you spend the listed number of CP and meet all the Requirements.
  • You cannot buy multiples of the same named skill at the same time. This only applies to an individual named skill. Ex. the Healing Herbs skill can be purchased up to 5 times. You could not buy 3 levels of Healing Herbs in a single Survey, even if you have the Character Points saved up to afford it. Either spend the points on more diverse abilities (recommended) or purchase one level of the ability on three separate surveys.
  • If a skill has Requirements, you cannot purchase both the Requirement and the skill in the same interval. Ex. if Two-Weapon Fighting 2 has a Requirement of Two-Weapon Fighting 1, you cannot purchase both Two-Weapon Fighting 1 and Two-Weapon Fighting 2 in the same Survey. You must purchase level 1 in one Survey, attend (or pay for) another event, and then purchase level 2 in the next Survey.
  • You may only purchase a specifically-named skill once unless the description indicates it can be bought again. Ex. The skill Circle of Steel appears on several lists, but it can only be purchased once, regardless of how many headers you have access to with that skill on it. On the flip side of that, there are numerous skills that can increase a character's Vitality or Stamina pools; as long as these skills have different names, you can purchase all of them for cumulative effect.

Downtime

Downtime is a Resource that represents a character's time in between events.
  • Downtime is only earned by attending full events.
  • Downtime is a use-or-lose Resource. It cannot be saved up.
  • Unused downtime hours when a Survey closes AUTOMATICALLY convert to silver pieces at a rate of 1:1. this amount is added to your Bank Account.
  • If you do not attend the next event after a Downtime, any unused Downtime hours are lost and not converted to silver.

Information Skills

Some skills, called Information skills, allow a character to get in-game information between events, during Downtime. These skills cost Downtime hours to use. Follow the link for more details.

ADVANCEMENT EXAMPLE

Donovan finishes up a full weekend event and gets 6 hours of Downtime. After the event ends he has saved up 6 CP to spend. Donovan also purchased the Write a Letter skill from the General list previously. 
He wants to buy the Large Blades skill (which has Requirements of Medium Blade and Short Blade), but he only has Short Blades currently, so on this Advancement Survey he purchases Medium Blades, using 3 CP . This leaves him with 3 CP and 6 Downtime. He also wants to buy the Thrown Weapons skill, which costs him another 3 CP taking him to 0 CP and 6 Downtime. All of this is submitted using the Brittanis database (see below for step-by-step instructions). 
Donovan uses 3 of his remaining Downtime to write a letter to his sister back home, asking her a specific question about his family history that relates to a current plot line. He does this using the Online Raven Station. 
Donovan has 3 Downtime left, but nothing really to spend it on. It converts to 3 silver pieces at the beginning of the next event, and is added to his Bank Account.

Multi-Class and Multi-Source Characters

Gaining a second, third, etc Class within the same Source is easy. All you have to do is meet the requirements for the Class and pay the 3 CP to access the header-- and you get a Free Skill for buying into most classes! Then you can freely buy skills from that header if you meet the skill's Requirements . Multi-Source characters are a bit more tricky. Adding a second Source is expensive, but can be worth it for those who really desire to do so. Follow This Link For More Info.

Step By Step Instructions for Submitting CP/DT Expenditure

NOTE: As of 10-25/15, many of the pieces must be manually entered. We are adding functionality and data every day, and by Spring 2016 hope to have all calculations and automation in place. Please be patient-- this process will get simpler and faster. 
  1. Check your online Google Character Sheet for your available Character Points and Downtime hours. Record these numbers and keep track of them. If you need help finding your sheet or have questions about it, please email brittanis.logistics@gmail.com.
  2. Log into the Brittanis Database (if you need a login, send an email titled DATABASE LOGIN to brittanis. logistics@gmail.com and we’ll set one up for you). 
  3. Under "Welcome to the Brittanis Database", on the right side, click on the link "Complete My Post Event Activities."
  4. On the "Ready to Level Up?" Page, in the lower right box, click the name of the character you wish to buy skills for. Most players will only have one option here.
  5. This is your character record. Scroll down until you see the tabs "General--Events--Skill Upgrades--Public Records--Ravens & Infoskills" Click on "Skill Upgrades."
  6. In the "Skill Additions and Upgrades" panel, on the far RIGHT side, click "Add New."
  7. This is the Skill Upgrade page.  On the Right side, click "Lookup." From the popup, you can either Search the skill you wish to buy, or scroll through to find it. Skills are being added all the time, so if you don't find it once, make sure you check back, because it might be there the next time you login!
  8. IF YOU DO NOT FIND THE SKILL YOU WANT, click "Yes" for "Skill Not Listed?"
  9. Input the Skill Name you want to buy under "Skill Name, Manual Entry" and the appropriate number of Character Points/Downtime in the "Character Points Required, Manual" box.
  10. Click the "Save" button in the upper-left corner of the record screen.
  11. When your purchase is audited and approved, you will receive an email notification that the skill has been added to your character!

Raven Station

The Raven Station is a mechanism for transmitting in-game information. It exists in two ways: the Live Raven Station (LRS) and the Online Raven Station (ORS). Each is discussed in detail below.

LIVE Raven Station (LRS)

Somewhere in camp, usually near the tavern, is a wooden writing set with raven props nearby. It’s usually set up in its own small tent, and it has paper and writing utensils in it. This is the LIVE Raven Station. It’s purpose is to allow characters who want to send messages in-game to PCs or NPCs as they choose. For the LRS:
  • You DO NOT have to have an infoskill of any kind to send an Live Raven.
  • Must be directly addressed-- “To Lord Frost” is acceptable, while “To House Frost” is not. The raven has to have somebody specific to deliver the message to.
  • Can be sent to PCs or NPCs
  • Messages must be hand-written written while physically present at the event. Cannot be delivered by proxy, cannot be typed, or pre-written beforehand (it’s recommended to make notes about what you want to write about, then actually scribe the letter which in-game.)
The intent of the LRS is that players have a chance to write to whomever and about whatever they choose, but the cost for doing so is that you spend the time to actually craft the letter while in game. This can be done  whenever you like while playing your character: during mealtimes, while hanging out in camp, before bedtime, etc. You cannot use Team Monster/NPC time to write Live Raven letters.

ONLINE Raven Station (ORS)

The Online Raven Station is a function on the Brittanis Database that allows players and Staff to send messages back and forth. This system allows Staff to have an easily-searchable record of all pertinent game communications. The ORS can be used in three ways:
  • PC-to-PC communication
  • PC-to-NPC communication using Infoskills.
  • PC Infoskill requests.
PC-to-NPC and PC Infoskill requests are handled on the Information Skills page. To send a Raven to another PC using the ORS:
  1. Log into the Brittanis Database at https://www.cobrahq.com/brittanis (if you need a login, send an email titled DATABASE LOGIN to brittanislarp@gmail.com and we’ll set one up for you).
  2. On the left hand, menu, click “Raven Station” and then “Send a Raven/Request.”
  3. Select “Send a Raven to a PC” from the dropdown menu
  4. Select your recipient from the “To” dropdown box
  5. Write your letter just like you would an email-- don’t forget the “Subject” field!
  6. To send the Raven immediately, click “Yes” in the Send Raven Now field. To send later, click “No."
  7. Click “Save” Your PC-to-PC letter is sent!
The intent of the PC-to-PC function of the ORS is to facilitate player communications with other players. It costs no Downtime because we want to promote that communication.

Pack Lord

Dagmar-- King of Battles, Lord of the Fray, Wolf of Battle-- a deity of conflict. Dagmar is not the Lord of War-- that title belongs to Ghorn as the tactician and planner of the White Court. No, Dagmar cares for the individual fight, the clash of blades and shields, the individual battlecry that carries the day. He is a god of small-unit tactics, soldiers, guardsmen and flesh and blood, not one of large-scale strategy.  As such, his devoted followers form small, tight-knit groups called Packs rather than the larger hierarchies of other faiths.Those who lead such a group are known as Pack Lords.   Packs are valued in Brittanis, a known quantity that can turn the tide of a battle. As such, Pack Lords are sought out by Lords of the land, recruited for their service in battle. It is a well known prelude to war for a Lord to send donations to the Church of Dagmar in hopes of attracting a Pack Lord to his cause. Fortunately, the greater Pack Lords are careful to whom their Pack Lords bend the knee. Dagmar’s church has a strong internal culture that is based on internal hierarchy; within the faith, conflicts can be settled by ritual challenge and a contest of armed conflict between the two parties. In fact, Dagmar’s followers consider such a challenge to be the ultimate proof that they are correct, that their strength will prove them right in the eyes of their deity. To lose such a conflict is to acknowledge you were wrong-- they consider such decisions binding. Within a church or faction of the church of Dagmar, there are many different packs many led by clergy who pledge their services to their temple’s High Priest. Moving up the ranks within the church is done through combat, and a series of challenges. Many young clergy have to earn the right to challenge, first proving the strength of their faith and steel against enemies of the faith. Creatures of the Abyss, demons and Infernal spellcasters--and their followers--are the most righteous test of one’s faith, but sometimes that varies from faction to faction within the overall church of Dagmar. It is concerning that the Tabernacle of Dagmar in Malagant has broadened this view to include “any unbeliever” and reports of atrocities committed in Dagmar’s name are becoming more frequent when news escapes the chaotic South. Pack Lords will distinguish themselves from one another with fangs, claws and fur. These are usually worn on a thick necklace as a demonstration of one’s ability and purpose. Being gifted a fang or claw from a higher-ranking Pack Lord is considered a mark of great esteem. Fangs and claws come in three colors: those colored naturally, those specifically dyed or painted red, and fangs made of metal (usually gold or silver). Naturally-colored fangs and claws represent living members in a Pack Lord’s own individual Pack. When a member is added, a new fang or claw is added to commemorate the event, and a matching fang or claw is given on a lanyard to the pack member to wear. When the member dies, the fang is dyed red. Some of the mightiest Pack Lords have made vambraces or even torso armor from the red-dyed fangs representing their fallen comrades.  Metallic fangs represent subordinate Packs that a Pack Lord can call in times of need-- allies are usually represented in silver, while those Pack Lords directly sworn to an individual are represented in gold. Rumors from ancient times persist of Pack Lord Heroes with fangs dyed in the heraldic colors of their allies when one of them took the Long Walk and returned to fight again.   Likewise, the coloring of the fur and clothes a Pack Lord wears is a direct correlation to their own prowess. A real wolf’s pelt turns to colors of grey and silver as they age, growing more cunning and canny as they survive battle after battle. So too is it with the Pack Lords of Dagmar. New priests wear dark grey, black, or dark brown for their first few years of service until they have proven themselves more than a pup and have gained some scars and red fangs in the Lord of Battle’s service. Eventually an elder Pack Lord will gift them with a lighter-colored belt, tunic, or other item signifying their maturity.  The color white is reserved for the highest ranking priests of Dagmar. Requirements
  • Empowerment: Dagmar
  • 5 Melee weapon skills, including Large Blade
  • Knowledge Novice: Military OR Otherworld
  • Light Armor, Faith Armor OR Combat Reflexes
  • Heroic Strike
  • Heroic Might, Constitution, or Will
  • Requires Staff Approval
  • A Pack Lord can not wear heavy armor, the highest armor they can use is Medium.
  Free Skill   Leader of the Pack     (0,4,4,4,4 CP; 0 STA, Touch, Day,) You gather allies to you and form them into a Pack, improving their abilities and battle prowess.   This skill makes use of special Imbue Cards you use to add a Trait to your allies. You must create these cards and make sure the people in your Pack understand their functions.     Spend at least three minutes getting a clear agreement from a group of people that they wish to join you as a part of your Pack. Part of this three minutes must include applying face paint to the target, usually black in color, in a pattern you use for every member of your Pack. Use the same pattern every time you apply the facepaint. It is a matter of pride that Wolf Lords who work together regularly do not use the same patterns intentionally. It is similarly a matter of pride that Pack Lords carry paint with them and ritually re-apply it to their Pack while tending wounds immediately after a battle.     In this class description, any time you see “<NP>” in this class description, it refers to YOUR name, that is, the name of the Wolf Lord in charge of the Pack. So if Bjorn is a Wolf Lord, his skills all say, “Bjorn’s Pack” when he sees “<NP>”   Then you touch the target and call “Imbue <NP> by Faith.” to willing allies. The Pack members keep this Trait until the end of the Watch. You automatically gain the <NP>  Trait and do not count against the total number of allies in the Unit. The Wolf Lord is a jealous master--you cannot use this skill on a character who is already part of another class’ grouping skill (Captain’s Unit, Herald’s Company, etc). The text of your Imbue Cards should read: “Imbue Trait: <NP> by Faith. Any time you are under a Frenzy Effect, you DO NOT target other members of your Pack. Return this card to the Pack Lord at the end of this Watch.   Remember, Brittanis runs on the honor system--Don't Be A Dick. Anyone with a <NP> Trait may respond “No Effect” to any skill that targets that Trait, if they do not wish to be affected by it. Only characters with this named ability can add targets to a Unit. You may Imbue up to 2 allies with this skill.
  •       2nd and Later Purchases: +1 ally can be Imbued with this skill.
  PACK LORD SKILLS Blood Scent     (3, 4, 4, 4 CP, 2 STA, Battle, Pack) When you drop an enemy with an UNCALLED melee attack, you can immediately call, “By My Voice to <NP>, Grant Melee Attack T+2 Damage!” 2nd Purchase: 2/battle 3rd Purchase: T+3 Damage 4th Purchase: Add the following text to your Imbue cards: “When you are the target of a called melee attack of 3 damage or more, you can call, “Imbue by Wolf Lord!” and gain 1 Protection Point This stacks with any other Protection you currently have.   Easy Prey  (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make a melee attack for, “Short Slow by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Short Slow by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When hit with a Slow effect, you can call ‘Imbue by Wolf Lord!’ and Heal 1 Damage.”   Raking Strike  (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make 2 melee attacks for, “T+1 Damage by Faith.” 2nd Purchase: “By My Voice to <NP>, DOUBLE Grant Melee Attack: T+1 by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of a called melee attack of 3 damage or more, you can call, “Imbue by Wolf Lord!” and gain 1 Protection Point This stacks with any other Protection you currently have.”   Razor Fangs (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make a melee attacks for, “Agony by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Agony by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of an Agony effect, call, “Imbue by Wolf Lord!” and Heal 1 damage.”   Wolf Charge (3, 4, 4, 4 CP, 2 STA, Battle, Pack) Requires 2 skills with the Pack keyword. You make a melee attacks for, “Slam by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Slam by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of a Slam effect, call, “Imbue by Wolf Lord!” and Heal 1 damage.”   Survival of the Fittest (3, 4, 4, 4 CP, 2 STA, Battle, Pack, SPELL) Requires 2 skills with the Pack keyword. Touch a Pack member and call, “Heal T+1 by Faith.” 2nd Purchase: call, “By My Voice to <NP>, Heal T+1 by Faith!” 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “The first time you reach 0 Vitality per watch, call, “Imbue by Wolf Lord!” and Heal Vitality equal to your Tier.   Survival Instincts (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You call, “Imbue by Wolf Lord!” and then call, “Parry by Faith” against the next T CALLED melee attacks that hit you. 2nd Purchase: “By My Voice to <NP>, Grant Defense: Parry vs Called Melee” 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “When a called melee attack of yours is negated by game skills (“Resist, Parry, No Effect, etc), you call, “Imbue by Wolf Lord!” and Refresh 1 Stamina.   Feral Rage    (4, 4, 4, 4 CP, Watch, Pack) Requires 4 skills with the Pack keyword. You can call, “By My Voice to <NP>, Frenzy to Pack by Faith!” 2nd Purchase: Add the following text to your Imbue cards: “When you take a Frenzy effect, call, you can immediately make a Melee attack for “T+1 Damage by Faith!” 3rd Purchase: Add the following text to your Imbue cards: “When you take a Frenzy effect, you immediately gain T+1 Protection Points. 4th Purchase: Add the following text to your Imbue cards: “Frenzy effects persist until you have made 5 successful UNCALLED melee attacks on unwilling targets.”   Terrifying Howl (3, 4, 4, 4 CP, 3 STA, Battle, Pack) You make a loud roaring or howling noise and call, “By My Gesture, Short Repel by Fear!” 2nd Purchase: You can make 2 attacks for “By My Gesture, Short Repel by Fear!”; you must howl/roar before each attack. 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “When you are the target of a Frenzy effect or any Mental Trait, you can spend 2 Stamina and call “Purge by Wolf Lord!” to remove the effect.   Circle of Steel      (3 CP, 1 STA) Call, “Disengage by Faith!”   Medium Armor     (5 CP) You can use Medium Armor.   Lupine Armor     (3, 3, 3, 3 CP) If your armor is adorned with a fur (real or faux) of approximately the size of a wolf, you gain +1 total Armor Points. These points do not transfer to anyone else wearing your armor, and they Refresh when your Armor Points are returned to their max. These points stack with any other permanent bonuses to Armor Points. 2nd and later purchase: +1 additional Armor Points.   Wolf Guard     (4 CP) You can use a Buckler and a Shield.   Battlefield Repair: Weaponry   (3 CP) Repair your own weapon or shield in three minutes of Activity with no forge.   Battlefield Repair: Armor   (4 CP) Requires Medium Armor. You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time. Weapon Control   (3 CP, 2 Stamina, Battle) You have spent a lot of time handling weapons. You can call, “Resist” to negate one Disarm effect.          

Crafting Classes

There are three crafting classes available in Brittanis: The Alchemist is a character who has honed their ability to mix ingredients to create powerful Oils (defensive), Elixirs (curative), and Potions (offensive). The Artificer is a character who has honed their ability to change, augment, and alter the inherent properties of things to improve them beyond their normal capacities. They produce Sigils (trapping power in a symbol for use later), Engrams (augmenting the memory to enhance spells), and Enhancements (altering an item to improve it’s properties or abilities). Artificers are also skilled at modifying, empowering, and refreshing Magic Items and Signature Items. And the Enchanter is deeply in touch with magic and is capable of storing the magic in powerful objects. While the Enchanter can create many wondrous items, they are most known for creating Wands and Scrolls.

Allegiance

FEALTY, FAMILY, OATHS & THE UNSWORN

If you have not read the above page first, START THERE. The rest of the Allegiance pages will make a lot more sense once you have that basis of information.

The Game of Houses

Ancient lineages have built up resources, reputation, and political power over centuries, and there is little that happens on the continent of Brittanis that does not affect these great Houses or receive influence from them.

Fealty is Deep Magic

Oaths of fealty and allegiance are witnessed by the land itself and woven deeply into the magic of the world of Aerys. The bond between lord and vassal is a reciprocal one, where both parties derive benefits and hold responsibilities. Breaking these oaths incurs dire consequences.

Benefits of Membership in a House

  • Allies to call upon to help fulfil your personal interests and side quests
  • A network to share resources and information
  • sworn brothers and sisters to guard your back on the field of battle
  • a noble patron who can communicate and pull strings with other houses within and beyond the kingdom
  • the possibility of financial assistance if your requests are for the good of the house, of if you do a favor for your noble patron
  • deeper immersion in the wide-sweeping plots of the game
  • and more, as each house has special skills and bonuses

Distrust for the Unsworn

A side effect of fealty being such a deeply ingrained part of Brittanis culture is that the Unsworn are viewed with suspicion. Mercenaries are viewed as being without honor or loyalty, as someone who simply sells their sword to the highest bidder, and whose loyalty could be bought out again and again for the right price. It is an incredibly dangerous world out there, and the "lone wolves" who try to go it alone without allies are either suicidal, mad, monsters, or concealing their true loyalties.

Update: The Unsworn and Y Seeth Perry

Faction List

Maintenance & Standards of Living

  • Between events, a character must still eat and clothe and house themselves. This upkeep and maintenance costs money, and the amount of money a character uses to increase their lifestyle can determine their overall health, as represented by Vitality points.
  • Standard of living must be paid at the first event a CHARACTER attends per month. A character who attends no events in a month does not have to pay Maintenance costs for that month. A player who has more than 1 active character must pay standard of living for each character separately, on the first event the player uses that character in a month. A player who attends multiple events per month must pay the maintenance cost only once per calendar month per character.
  • You may also choose to sacrifice Downtime hours in order to pay Maintenance. In this case, 1 Downtime hour = 1 silver piece. Using Downtime in this manner MUST be included in the Post-Event Letter.
  • Commoner
  • A character who maintains a Commoner standard of living must pay 5 silver shillings per event. This means that the character has barely enough to eat, simple clothes on her back, and a simple shack or room at a boarding house, space in a barn, or other simple dwelling to sleep in. A character who maintains Commoner standard of living gets no benefits, but also has no penalties.
  • Gentry
  • The gentry are the middle class—tradesmen, skilled crafters and other folk with more money to spare. They eat more, have better living conditions and are generally healthier than Commoners. Maintaining Gentry standard of living costs 5 gold crowns per event. A character who pays for Gentry standard of living at the beginning of an event gains +1 maximum Vitality and +1 maximum Stamina for the entire event. Characters with certain backgrounds or classes must maintain Gentry standard of living in order to use their class skills.
  • Wealthy
  • The wealthiest folk are those who can afford the best food, drink, and lodging. They tend to be nobles, merchant elite—and sometimes, adventurers who have stumbled on a big score of treasure. Maintaining Wealthy standard of living costs 10 gold crowns per event. A character who pays for Wealthy standard of living at the beginning of an event gains +2 maximum Vitality and +2 maximum Stamina for the entire event.
  • Starving To Death
  • If a character chooses not to pay Maintenance, or cannot afford it, their health begins to fade over time as malnourishment, and they lost Vitality and Stamina as a result.
  • The first month a character does not or cannot pay Maintenance, their maximum Vitality and Stamina are reduced by 2 each for the entire event. The second consecutive month, they lose 4 Vitality and Stamina for the entire event, and if a character does not pay Maintenance for 3 consecutive months, the character cannot be played that month, because they have died and their life force is not strong enough to come back from the Otherworld. This counts as Death just as if a character had died in combat.  Another character can resurrect the dead PC normally, but they start with the Vitality and Stamina penalties as norma
 

Money & Banking

Character Income There are several ways character can earn money in between events. Note that “events” in this context refers to both single-day and full-weekend, in-character plot events. Work Days, Craft Days, etc don’t count for Income purposes.  
  • House Lords award characters gifts and gold as rewards for service and completing house Goals.
  • Each Crafting Class header level earns 1 silver. Yes, this means that characters heavily invested in Crafting classes will be raking in the dough.
  • Each Knowledge skill a character has earns 1 silver per level. KN skill specializations earn an additional 1 silver. So a character with KN: Arcane (Student), KN: Arcane (Waygates), KN: Otherworld (Novice) and KN: Criminal (Novice) would earn 5 silver. 2 for Arcane:Student, 1 for Arcane: Waygates, 1 for Otherworld:Novice, and 1 for Criminal:Novice.
  • Each Information Skill (not a KN skill) earns a character 1 silver.
  • The Income skill earns a character however much they have invested CP for.

Economics and Trade

Though Brittanis may be a land of wilderness, some merchants and traders do make their way out to the frontier. Likewise, the influx of settlers to the area means that the craftsmen and artisans who support these folk will follow; general stores, merchants, smiths, armorers and other tradesmen of all types eventually make their way to the frontier in search of profit. Thus, game rules exist to establish the basis for an economic system—but once in-game, the economy runs based on the actions of the players themselves.

Barter, Trade Pieces, Gems, and Trade Goods

On the frontiers of Brittanis, life is often hard and cruel. Wild animals prey upon herds and travelers often go missing while going from place to place. Thus, barter is the most common form of commerce, even for adventurers—“I’ll give you this sword, but you have to do me a favor in exchange…” is commonly heard in stores and many merchants achieve great power and influence by the favors they are owed by powerful people. It’s unwise to try and cheat a merchant or tradesman… you never know who might owe them a favor. Besides barter, trade pieces are the most common form of economic exchange in Brittanis. Trade pieces are small, standardized pieces of precious metals that the kingdoms of Brittanis use in trade with one another. Even while at war with each other, the kings and warlords know that breaking the flow of trade will strangle everyone, so after the Tiberian Empire left, a system of standardized weights for each kind of trade piece was established that holds to this day. Each trade piece is a molded piece of copper, silver, or gold formed int he shape of a small faceted gem. The lowest denomination of trade piece is made of copper, and is called a penny. More than one penny is referred to simply as “pennies” or shortened to “pence.” It takes 10 copper pence to make a silver shilling. The shilling is the most commonly used currency in the heartland—more valuable coins are used elsewhere in Brittanis, but the frontiers do not have the wealth to support that kind of cashflow. Not yet, anyway. Enterprising adventurers are always finding ways to make money. 10 silver shillings make up a single golden crown, used as currency between merchants and nobles with lots of cash on hand. Before their ancient kingdom was destroyed and they became refugees, the dwarven nation of Valyngaard made the most valuable trade piece—the platinum dragon. It is very rare nowadays, and is worth 100 golden crowns. Most common folk will go their entire lives without seeing a single platinum dragon. 10 Copper Pennies = 1 Silver Shilling 10 Silver Shillings = 1 Gold Crown 100 Gold Crowns = 1 Platinum Dragon Precious stones of all kinds are found throughout Brittanis. A gem prop (the physical item representing a gem) will have a tag attached to it.

Base Income

In between events, a character is assumed to be using their skills to earn money; warriors guard caravans or watch the walls, mages use magic to make life easier, priests heal the sick and cure diseases, rogues use less legal means to earn their keep. When a character in-processes at an event, he gets a base income of 1 silver, plus bonus income based on several factors:
    • +1 shilling per Crafting header unlocked, and +1 shilling for achieving Journeyman and Master rank
    • +1 shilling per Tier of character's Advancement
    • +1 shilling per Knowledge Skills, and +1 shilling per rank above Novice
    • Bonus shilling based on the Income skill (General Skills List) other skills that specifically state their affect on income.
A character only receives income for events that the player has paid for. For example, if a player attends 4 events in a row—even if there are multiple events in a month—that character will earn both CP and income for those events, so long as the player has paid in full for the event. If a player wishes to earn both CP and income for an event they did not attend, they can pay 75% of the attendance fee for that event. The player must email Logistics within 7 days of the end of the event in question to qualify, and payment for the event missed must be received no later than 14 days from the end of the missed event. Example: Dan can’t make the May event, but still wants to get the CP and income for his character when he comes back in June. If the event cost $30, Dan can pay $22.50 to Logistics, and when he comes to the June event, he will get base CP and income as if he had attended the May event. If a player chooses to NPC for an entire Adventure Weekend, they can choose one of their active characters to gain 3 CP and +50% income for the event. This is a great option if you're running low on funds. Show up and play an NPC for a weekend, and you're still getting advancement for your character!! Example: Dan has earned 12 CP for his character and decided he wants to NPC for an entire weekend event. In addition to paying NO game fees, eating at reduced cost, and having a great time playing monsters and townsfolk, when he comes back the next month as a PC, his character gains 3 CP, and +50% income for his PC at the next event he attends.

The Bank of Brittanis

The props used for trade pieces and treasure is one of the biggest expenses that the game has; therefore, it is in the best interest of the game to ensure that as much currency stays in game as much possible. This is why the Bank exists. It allows players to deposit their wealth into a 100% safe and secure location where it will NEVER be stolen, and it allows the game staff to put those physical props back in the game as treasure. At the beginning of an event, a player’s tags will include a Bank Account tag stating how much is in the account. When a character turns in a deposit slip at the Bank, the amount on the tag will be changed and stamped by a Staff Member with the new amount. · The Bank will have stated In Game hours of availability that PCs can, in character, withdraw or deposit money into the Bank. · A PC can, at any REASONABLE time, deposit money into the bank by giving the money to a Staff Member and turning in the trade pieces to them.The PC will receive a tag for the deposit (deposit slip) that must be signed and stamped by the Staff Member. A Staff Member is free at any time to say they are unavailable to take deposits or that the time is not appropriate to make a deposit. Don’t expect to make a deposit unless you are in camp and the situation is calm. Deposit slips can be turned into the Bank when the bank is open. Deposit slips that are not signed and stamped by a Staff Member are invalid and will not be accepted by the Bank. It is the PLAYER’S responsibility to ensure their tags are valid. Deposit slips are considered IN GAME ITEMS and can be damaged, destroyed, and stolen like any other in game item. Only once the money is deposited does it become guaranteed. Gems may ONLY deposited by characters who have the Gem evaluated and know its value. The Bank is not an appraisal service. The Bank does not accept items other than trade pieces and gems. The bank reserves the right to decline requests for making change, based upon the availability of trade piece props at the time.

Spellcasting

Magic is the lifeblood of the universe; it flows through everything, one unifying force that connects all living things. Long ago, the mortal races learned to harness this power, learned how to leash it to their will and alter the very fabric of reality. Regardless of how a caster gains the ability to utilize magic, spells and spellcasting use the same rules for all casting characters. Whether the adept’s own strength of will grants him the ability to use magic or that gift is bestowed by some supernatural entity, the outcome is the same. The adept harnesses magical energy from their source, focuses it into a specific magical effect, and then releases it towards a target. Some spells heal, some destroy and some simply make people’s lives easier, but the basics are the same: channel, focus and release. The spells a caster knows can make their name or cause them a grim, early death. If he knows the right ones, he can keep himself and his companions alive; if not, he is a liability to the group and can get himself and others killed. The more spells a character knows, the more versatile he is and the more he can do with his magic. A “one-trick pony” won’t get very far. Buying Spells Purchasing a spell to cast costs 2 CP; upgrading that spell to the next higher level costs another 2 CP. You cannot cast a spell until it is fully written into your spellbook. You must purchase the lowest Level of a spell before you can purchase the next higher version, and so on. If you cannot cast a spell due to Access restrictions (see below), you cannot purchase it. Spells are, in game terms, skills. Buying them follows all applicable rules for buying skills in the Skill Header System section and the Downtime section. In order to purchase spells, a character must have a skill that allows them to buy spells, such as(but not limited to) Magical Art, Magic of the Master, or All Magic Is One. That "gateway" skill is, in effect, the caster unlocking the header for an entire category of magic spells. Each individual category of spells is considered its own header. The categories of spell are: Air, Earth, Fire, Water (called the Elemental Arts) Light, Shadow (called the Energy Arts) Autumn, Spring, Summer, and Winter (called the Seasonal Arts) Once a spellcasting character has unlocked the category, they can purchase any spell within that category, just like unlocking a header allows you to purchase any skill you meet the Requirements for. Major Access & Minor Access Different types of spellcasters have different specialties when it comes to magic. Arcane casters specialize in the Elemental Arts, manipulating the building blocks of the universe. Divine beings have different aspects and only allow their priests to use magic that fits those aspects. Ghorn, for example, is a god of the forge, creation, and fire. It makes sense, then, that his followers have access to the Fire Elemental Art and the Light Energy Art (Ghorn is a god of the White Court). But Ghorn also is a god of the cold mountains and industry, particularly favored by the Free Dwarves. How do we represent this in game terms? The answer that Ghorn's followers have Major access to the Fire and Light categories, and minor access to the Winter and Earth categories. Major Access means that a caster can buy and cast any spell in that category, no matter the level-- so long as they have purchased the Spell with Character Points according to the rules above. Minor Access means that the character can access the category, but can only purchase and cast Level 1 and Level 2 spells from that category. NOTE: Some spells start with a level 2 version, meaning a caster with Minor access can only cast the lowest-powered version. Some spells start with Level 3, meaning casters with Minor access cannot use the spell at all. Arcane Caster Access Arcane spellcasters BEGIN play with the ability to purchase Major access to the Air, Earth, Fire, Water, and Shadow Arts. HOWEVER, when a caster chooses one of the Elemental Arts, they automatically LOSE Major access to its opposite and instead can purchase only Minor access. Arcane characters can always purchase Major access to the Shadow Art-- this represents the whispering, calling creatures of the Otherworld offering more and more power, but at the risk of the character's soul. Conversely, an Arcane character cannot purchase the Light school at all. Expect a character who uses arcane Shadow magic frequently to be tempted by those beings. We'll be watching. Example: Velarion the Erin'Tar Wizard buys Fire as his first Magical Art. As soon as he does so, he loses Major Access to the Water Art-- if he ever decides to purchase that Art, he will have only minor access to Water. Likewise, if Velarion buys the Earth as his next category, he has has Major access to Earth but can only buy Minor access to Air afterwards. Velarion can always spend the time and CP necessary to unlock Major Access to the Shadow header, but unless he finds a different route to get it such as a Signature Items or becoming one of the few Multi-Source Characters, he will never be able to purchase from the Light list. Otherworld and Primal Caster Access Otherworld and Primal characters have access to specific Arts and Seasons as determined by their Patron, class, or skill description. Researching New Spells The Basic Spell Lists included on this website are just that—basic. Characters will find new spells as treasure in long-forgotten dungeons, as rewards or gifts from other-planar entities, and characters can even research spells on their own. If you wish to research a spell, contact Logistics OUT OF GAME, BETWEEN EVENTS VIA EMAIL, and we’ll talk about it. Researching a new spell will cost CP, in-game money, and some of your Downtime. It will also require a back-and-forth between you and Staff for a final version of the spell; do NOT expect that the first version of a spell you submit for research will be the one that ends up as a final version. Any spells researched by a player will be non-transferrable from that player to any other player for a duration of 6 months. After that, the spell can be taught and transferred as normal, and the spell will become part of the official rulebook on the website, named after the character who created it, such as "Merlin's Amazing Magic Arrow," etc. Spellbooks A caster’s spellbook is his most treasured item. It is an in-game item and can be stolen, damaged and destroyed. In it the caster must keep a written, legible record of all spells he has purchased, the effects and game verbal for the spell, and the incantation he uses to cast the spell. Inside the front cover of the spellbook the caster should glue a small pocket, large enough to hold an index card. On the index card, the caster needs to write his character name, real name, and SPELLBOOK. If the character has more than one book, he needs to have both the inside cover of the book and the card numbered to differentiate, such as "Merlin's Spellbook, 1 of 2." If the spellbook is ever stolen, the thief takes only the TAG, and then shows it to the nearest possible Staff member. A prop will never be stolen. The spellbook is PROPERTY OF THE PLAYER and should never be removed out-of-game. A spellbook must be a bound book; loose leaves of paper are not allowed. Other means may be used to represent spellbooks. Be creative, but get approval from staff before you invest a lot of time and energy into it. ***Casting Spells*** You can cast any version of a spell you have purchased. Thus, if you have purchased the Level 1, Level 2, and Level 3 version, you can cast any version at any time, so long as you have the Stamina to spend on it. Casting a spell costs a variable amount of Stamina depending on the power level you wish to cast. The more powerful a spell, the more Stamina it will cost to cast.The Level 1 version of a spell costs 1 Stamina; the level 2 version costs 2 Stamina, and so on. When casting a spell, you CANNOT HAVE ANY ITEMS IN YOUR HANDS, unless another skill you have purchased specifically allows it. Your arms must be completely free and unhindered-- you cannot tuck anything into your armpits or under your arms, nor can you cast spells while a Maim [arm] effect is in place upon you. Once an adept has the Stamina necessary, knows the spell, its unique incantation and has it readied, he is ready to cast it. Every spell must have a target (or multiple targets, depending on the spell) before it is cast. An adept cannot complete the incantation for a spell and then decide on his target. The target can change only if the original becomes no longer viable (runs away, dies, etc). If the spell is a touch-cast spell, the caster must touch the target AS THE INCANTATION IS BEING SPOKEN. If the spell is channeled through a packet, the caster must throw the packet within 5 seconds of completing the incantation or the spell is flubbed. A spell the caster wishes to touch-cast on an unwilling target must be delivered with a natural weapon phys rep. When the incantation is completed, the spell goes off and all effects are resolved immediately. Some spells have a casting time other than just the incantation. These are usually special spells that take time to complete, such as consecrating an area to the gods or resurrecting the dead. Incantations The incantation for each spell represents the caster harnessing magical power into a specific effect, bending reality to produce the effect he desires. Each spell must have a unique incantation, specific to that spell. The incantation must have the spell’s name somewhere in the incantation, or some reference to the effect of the spell. Incantations must be 5 syllables long per level of the spell, followed by the verbal for the spell, such as “10 Damage and Agony by Magic!” Thus, a level 4 Spell has to have a 20 syllable incantation, etc. All incantations must be said in a firm tone of voice loud enough for the target or targets to hear. A spell incantation may NOT be whispered under any circumstances.Remember, if the target cannot clearly understand what you are trying to affect them with, the game will grind to a halt as the target calls for Clarification, etc.SPEAK CLEARLY AND LOUDLY. You are bending the whole of reality to your will-- have some confidence in how you go about it! An incantation doesn’t have to make sense, but it must be the same every time the spell is cast, and the incantation it must reference the spell effect or name in some way. An incantation maybe composed of “magical language” but may not be gibberish or simply the same word over and over again. You cannot move while speaking your incantation. You can move before or after, however. Incantations on a battlefield or murmured across the campfire are an excellent way to build atmosphere; do your best to personalize them for your character and keep them in-character. Getting Hit If a caster is struck by a negative effect during the incantation, the spell is not flubbed, but the incantation must be started over before the spell can be successfully cast. On the other hand, making a caster laugh in the middle of an incantation is a good way to flub them, too. Spell Keyword Quicklist Skills that are NOT listed in the Spell Lists but have the Spell keyword use the following rules: Purchasing the skill and Stamina cost rules on this page do not apply. The skill is bought and the Stamina cost is determined per the Skill Description. All other keywords apply as normal. All special rules in the skill description apply as normal. Any character who buys a skill that has the Spell keyword must have a spellbook for that skill-- all Spellbook rules above apply EXCEPT the skill cannot be transferred to another character or taught to another character in any way. All rules in the "Casting a Spell" section above apply except Stamina cost (see first item in this list). All incantation rules apply-- every skill that has the Spell keyword MUST have its own unique incantation, written down in the spellbook, etc. A skill with the Spell keyword can be flubbed just like a regular spell. A skill with the Spell keyword is restricted in the same way as a regular spell-- nothing can be in the caster's hands; both arms must be functional and unhindered unless another skill specifically permits otherwise. If a caster is hit by an enemy attack while casting a skill with the Spell keyword, the incantation must be re-started, just like a regular spell.