Gael’Dar

Gael'Dar
  • Moon Elves, Wild Elves, Wood Elves
  • Pronounced “JELL-dar”
The Crystal Kingdom of Seridane was once the greatest, most lush and beautiful woodland in all of Brittanis. Today it is a twisted, savage forest hundreds of miles square; the moon elves both cultivate the dangerous flora and vicious fauna as defense and fight against them in protection of their own settlements. Visitors who do not stay on the trails and paths are never seen again. Even those experienced in the ways of the Crystal Kingdom must be constantly wary to avoid or defeat the dire beasts, dark magic, and deadly traps of the forest. Those who do not follow the rules end up dead quickest; that truth rules the lives of the Gael’Dar. This constant struggle against the forest that guards Seridane’s borders has created a people for whom death and danger are constant, intimate companions. The Gael’Dar are pragmatic,resourceful… and a little paranoid as a result. The Gael’Dar are as unyielding as the mighty ironwood trees which tower in the canopy of their forest. They are hard and strong and cautious, for they know that darkness is falling upon Brittanis and they intend to survive the coming storms. Keywords Pragmatic, Guarded, Wild, Otherworldly, Fierce, Spiritual Four Things to Remember about the Gael’Dar:
  • Eyes Lie. In the enchanted wood of the Crystal Forest, everything is not always as it seems. Fey enchantments, ancient magic, and camouflaged beasts all conspire to devour and enthrall the unwary. Gathering information on a topic from as many angles as possible is common among the wild elves; their reconnaissance and scouting abilities are legendary, because many times NOT doing so can be fatal.
  • You cannot betray your enemies. The savagery of their homeland has made the Gael’Dar pragmatic above all else—the ends justify the means, but ONLY when dealing with a foe. Once someone or something has been declared an enemy, anything is acceptable to remove the threat to family, clan and the Crustal Throne. Because of this, strangers and neutral parties are handled at arm’s length with caution until their intent is clear; friends and allies are treated as if they are blood relations and with impeccable manners and honor.
  • Deep roots and long memories. From ancient times, the wild elves have passed down their history and culture by word of mouth and through stories, tales and epic sagas as well as music and song. Storytelling and music are not only entertainment—they are how the Gael’Dar educate their children and remind adults of their place in elven society and the history of their people. Often, stories of heroism as well as betrayal are turned into poems or song; these songs and tales get passed from community to village to tribe and quickly everyone is aware of the event that spawned the song, for good or ill.
  • Respect your elders. The great forest of Seridane is utterly ruthless and can kill without warning; those who have survived to old age are the most cunning, powerful and wise among the moon elves. Their voices and counsel has great weight because of their experience and knowledge—even those elders of other races and peoples.
What Gael’Dar are NOT:
  • Humans with pointy ears. Both races of elf are literally alien to Brittanis. They are the descendants of immortal beings of faerie exiled to this world thousands of years ago; they have adapted to the natural world, but NEVER forget that their culture, outlook, and mindset are not human. When playing or interacting with an elf, never forget that they are not, in fact, human at all.
  • Tolkien-esque. The elves of Brittanis take some of their visual cues from the Lord of the Rings, but other than that they hearken to the ancient tales of elves (alfar) from mythology far more than the writings of Tolkien. They can appear calm and detached, but they are not the near- angelic, fading beings of Middle-Earth; they are a people fighting every single day against a land that wants to swallow them whole and grind their bones to dust. They are a hard, pragmatic people who know that to cease vigilance against the savagery of Seridane means utter extinction for the moon elves as a people.
  • Uncivilized. The Gael’Dar are not barbarians or savages in any sense of the word; their culture is old and just as advanced in its own way as the rest of the playable races. Just because their civilization is based around an oral tradition does not mean it is any less complex or varied than any other in Brittanis.
  • Pagans. Brittanis is its own world with its own gods, history and spirituality. DO NOT bring any real life religion or spirituality into game. It is not appropriate in any way, or for any reason. Symbols (Thor's hammer, pentacle, etc.), in-character beliefs, etc. incorporating those themes or ideas are not acceptable for use in Brittanis. The Gael’Dar revere the spirits of their ancestors and the gods of Brittanis. They are not animists or nature worshipers; they work hard to survive and tame the savage wilds of Seridane, they do not romanticize or worship that which shows them no mercy whatsoever. Primal characters should be especially careful of this distinction—though they draw power from various spirits, the Gael’Dar never, EVER forget that the creatures and landscape of the Crystal Forest wants them all dead.
The People When they first came to Brittanis thousands of years ago, the ancestors of the elven people were one nation, exiled as an entire people from the realm of Faerie, stripped of their immortality and thrust into a harsh world. The Deep Magic of Brittanis drove many of the ancient elves mad or slew them outright, and the survivors had to learn to cope. Where their high elf cousins embraced reason and magic in order to survive, the Gael’Dar took a much different path.
The first, most powerful leaders of the Gael’Dar knew their people needed leadership and mighty allies in order to survive this savage world still recovering from cataclysm. Before their fading power could diminish entirely, these champions bound themselves to the Deep Magic and serve as a buffer between the magic of the earth and the elven people; these four progenitors sacrificed their own lives to become powerful guardian spirits that watch over the wild elves to this day. Those first four leaders were all very different in temperament, and they granted a small portion of their magic to each new moon elf born into Brittanis.
As part of their ascension into adulthood, each wood elf chooses two of the Ancestors to venerate and those ancestors, in turn, grant some of their magic to the elf in return. Wild elves serve the Four Ancestors and adhere to the Keeper, the Hunter, the Guardian and the Destroyer as guiding paths to follow.
  • The Keeper teaches that the secrets of the past must be unearthed, deciphered and put to the use of the community as a whole.
  • The Hunter teaches that the purity of the natural world must be preserved for the good of the community, and that which is aberrant or from outside the borders of our reality must be eradicated at all costs.
  • The Guardian speaks to the Gael’Dar of protection, teaching them to guard their borders and wield sword, spell and skill in defense of their loved ones.
  • The Destroyer teaches that death comes to all things, and represents the unleashed fury of nature as embodied in the hurricane, the tornado or the crashing tsunami.
Authority and power come in many forms in the savage land of the Gael’Dar. The Queen rules a group of powerful nobles called ary (ah-REE)—those who have authority over many—and are roughly equivalent to a human Lord. Those who wield magic in defense of their homelands are called faehrarn (fair-ARN) and are advisors and councilors to the ary, though occasionally one powerful elf may hold both titles. Faehrarn come from all traditions of magic (arcane, divine, primal, etc) and the distinction between the different types of magic is a trivial one to the Gael’Dar. What makes someone faehrarn is the desire and ability to defend the people with their skills and magic. Mighty warriors, the knights of the Gael’Dar, are referred to as velahr (vell-ARR), and are usually oath-sworn to an ary.
Seridane is a harsh place where the slightest mis-step can result in a painful, bloody death. The forest is an utterly unforgiving place and every moon elf grows up knowing this truth in their bones. The Gael’Dar are a people used to making hard choices and difficult compromises in order to prosper. There is great wealth to be had in the forest, true, but it is not the kind of wealth that comes easy. The wild elves live a precarious existence and as a people they have had to learn caution deep in their natures. Many elves seem far wiser than their years might dictate to outsiders who do not understand the Crystal Forest.
Gael’Dar Look and Feel Be sure to check ouhe Brittanis Pinterest page for the Gael’Dar HERE!! Wild Elf costume is designed with the dangers of the Crystal Wood in mind at all times. Camoflage, maneuverability,and speed are of utmost importance to the Gael’Dar and it shows in their clothing, weapons, and armor. Even for those who live in relative safety, often pieces of leather armor are worn; light armor has become so common that it is just as much fashion as protection now. Irregular and asymmetric silhouettes abound; straight lines tend to make a person stand out against the forest and therefore become easy prey. In ALL designs, natural and organic themes abound—leaves, vines, wings, bark, etc are the dominating visual cues for the wood elf people. Especially for jewelry and adornment, the Gael’Dar use beads, stones and other natural materials that are beautiful but also blend with their forest home. It is common to weave or braid these adornments into the hair or as necklaces, amulets, or fetishes hanging from a belt or strap.
  • Costume Inspiration Rangers and Wood Elves (Lord of the Rings), nature-inspired clothing and garments, native American costume (especially Iroquoi/northeast and Pacific Northwest). Colors: Earth-tones to match the local terrain dominate wild elf fashion. Colors change with the seasons to match the foliage—warm greens and yellows in spring, deeper greens, tans, and khaki in summer, reds, oranges and warm browns in autumn, and white, grey or black in winter.
  • Materials: Leather is the primary material for the elven people; it is abundant, versatile and offers protection against the elements. Fur is common for the same reasons. Though less durable, silk,linen, and velvet can be used by those moon elves with access to trade from other nations.
  • Clothing: Wild elves combine pragmatism and beauty with stunning artistry. Clothing is always well-fitted to the wearer to prevent snags and binding in the wild, with straps, buckles, and tie-downs commonplace in order to secure gear. Boots almost always come to the calf or higher to protect the legs while hiking. Exposed skin on the torso, legs, or arms is a sign of either confidence or arrogance depending on the age and skill of the wearer.
    Garments always follow the lines of the body, usually in natural themes or motifs that evoke plants, leaves, or other natural phenomena. This leads to very flowing designs that guide the eye away from the wearer and aid in stealth or adding grandeur to the wearer for civil functions.
Armor Because of its plentiful nature and the elven sensitivity to iron, leather is far and away the most common armor making material, but the dire beasts and monsters of the Crystal Forest give the wild elves a huge variety of leathers to work with. In addition, the master armorers of the Gael’Dar have discerned certain alchemical and masterwork techniques that harden wood and other plant fiber into protective garments as good or better than their outland counterparts.
Focus on mobility is paramount, so flexible armor designs such as scale or overlapping strips of hardened leather conforming to the lines of the body are common; likewise, designs that break up the humanoid silhouette with leaf and plant patterns abound to better hide those who wander the Crystal Wood.
Weapons & Shields As in everything, the pragmatism of the wild elves is obvious in their weapon choices. Weapons that can also be used as hunting or woods-craft implements are primary among them: long, thin-headed spears to pierce monster hide, axes with curved asymmetric blades and archery are the most common by far. Swords tend to be short with forward-curving blades that widen towards the tip, making for a vicious cutting stroke that can sever tree limbs just as easily as the arms and legs of a foe. Large weapons are very uncommon, as their size can inhibit mobility in the dense ground vegetation of Seridane.
The archers of the elven woods tend to use small but immensely powerful bows that are gracefully re-curved and laminated with layers of sinew, horn and various alchemically-treated hardwoods to achieve a deadly weapon that can hurl arrows much farther and more accurately than it would appear. Wild elves also boast the greatest number of specialty arrows made in Brittanis; many a heavily-armed knight has perished from elven arrows thinking himself impervious inside his suit of heavy plate armor. Large shields are seldom used for the same reasons that large weapons are not, but smaller, agile bucklers are commonplace for those expecting hard fighting—which is to say, just about any elf leaving the safety of a walled town or village.
Costume Requirements: ELVES MUST WEAR PROSTHETIC EAR TIPS. Gael'Dar tend to have much less prominent ears than their High Elf cousins. Elves must wear a race band of green fabric. These must be worn on the left forearm and may not be less than 4 inches wide.
  • Costuming Note: All racial identifier bands (or simply “race bands”) should be a pure representative of their color. Therefore the green race band worn by Wild Elves should not be teal, blue-green, turquoise, olive or any other variation. All effort should be made to keep it as purely GREEN as possible. This armband should contrast the character’s costume and should be obviously a marker of the race and not a costume item. This ensures that it is easily identifiable on the battlefield and keeps “What race are you?!?” to a minimum. Help your fellow players out.
  • Naming Conventions: See Appendix A for suggestions on elven names. Gael'Dar typically swap the letter "i" for the softer sound of "y", and frequently use a soft "s" sound where their High Elf cousins would use a hard C or K sound.
  • Homeland: The verdant forest realm of Seridane is the traditional homeland of the Gael’Dar. Its vast, almost jungle-like reaches of trackless wilderness are home to many elven towns and villages, even though its shadowed boughs hold a dark, terrible secret. Long ago, the city of Caliduin was sacked, though none but the most ancient of scholars know by exactly what. Caliduin was the capitol of the Gael’Dar nation, more wonderful than any other mortal city by far; its towers and steeples were crafted by elven nature-magic and tales are still sung of its beauty. But in the course of a day and a night, something dark and malevolent destroyed the entire city and thus it sits to this very day, a festering wound in the heart of Seridane. The capitol was moved to the port city of Erethril, far south on the coast. To this day, Caliduin is a cursed place, guarded by an ever-rotating battalion of the Moon Elf army and forbidden even to be spoken of to outsiders.
  • Religion: The elves of Brittanis typically do not worship deities, paying homage instead to the Four Ancestors. Occasionally, though, the goddess Sarai calls an elf to serve her, and the Wild Elves typically see her as a Great Spirit in return. Likewise, the goddess Rhaine has called several famous prophets from the elven people, and uses her aspect of the Great Raven in these instances.
  • Racial Abilities: Gael’Dar characters gain the following Racial Traits: Hero, Elf, Moon Elf, Fae.
Faces of the Wild: Choose two of the following abilities at character creation. Every day at Reset, you may choose which of the two you have access to.
  • Eyes of the Hunter: Once per watch, you may call “By My Gesture, You are my Prey” at a target creature you have dealt damage to. You deal +1 damage with CALLED damage to your target until the end of this battle. This does not affect uncalled damage.
  • Fury of the Destroyer: You may use spells Rotting Tree (Season: Autumn), Soften Bone (Season: Autumn), or Frigid & Brittle (Season: Winter). You may cast these spells in any combination per watch up to a total number of times equal to your Tier. Casting these spells does not consume Stamina, nor does it add the spells to a character’s spellbook. It is an entirely separate ability, but otherwise obeys Spellcasting rules.
  • Guardian’s Edge: Once per watch, you can invoke this ability by calling “Reduce Physical by [Heroic Trait]”. The Reduce lowers all CALLED physical damage taken by 1 until the end of the battle.
  • Keeper’s Lorecall: Once per watch, you can call “Imbue Lore by [Heroic Quality] and gain 1 temporary rank in a Knowledge skill you already have ranks in. This “virtual” rank lasts for 10 minutes.
 
  • Wild Endurance: Gael’Dar gain +1 Stamina per Tier. Cold Iron Sensitivity: When wearing armor that is crafted using Iron or Steel, that armor has -2 armor points.
  • Primal Heritage: The wild elves have a culture devoted to the primal spirits. As such, relying on other forms of power is not commonplace in their world. Gael’Dar pay .5 extra CP for all Otherworld and Arcane skills. This only applies to the Source skills themselves—Class header skills do not have this penalty.
  • Bonds of the Sidhe: The Fae nature of the elves has faded greatly since they came to the mortal realm--but not entirely. One piece of their ancestors’ nature that follows the elves to this day is the inability to tell a lie. You cannot lie. When asked a direct question, if you answer you must always tell the truth to the best of your ability. However, this means that the elves, like the sidhe before them, have become masters at telling part of the truth, or of misdirecting or misleading an enemy by choosing their words carefully.
  • Cultural Weapons: Gael’Dar pay 1 less CP for Archery, all Spear and Axe skills.
Racial Skills Wild Elves may choose THREE of the following skills without paying CP at character creation, and can purchase others during character advancement with CP like normal skills Deadly Grace (3, 5 CP):Your movements with a blade are as deadly as they are beautiful to behold.
  • When you make a melee weapon attack with a Gael’Dar Cultural Weapon dealing 3+ damage, add 1 to the damage total. This ability stacks with all other damage enhancements.
  • 2nd Purchase: add 2 to the damage total.
Font of Life (3, 5 CP):Your connection to the Wyld gives you an edge at healing living things.
  • All healing effects generated by you with a value of 3+ gain a +1 bonus. This does not apply if the effect, spell, or skill has an attack component. For example, “Heal 3 to Self by Primal” would become “Heal 4”, but “4 Fire Damage and Heal 3to Self by Primal” would not get this benefit.
  • 2nd Purchase: Heal effects gain +2 bonus subject to the above restrictions
Wild Resilience (3, 4 CP, Day): You can focus the energy of the wilderness into yourself, providing a boost of vitality.
  • Once per day you can role-play harnessing nature’s energy for 5 Activity seconds and call, “Heal 4 to Self by [Heroic Trait].
  • 2nd Purchase: Usable 1/watch
Sidestep (3, 3, 3, 3 CP, 1Stamina, Battle): Gael’Dar weapons training is focused on speed and mobility. You embody that outlook.
  • Once per battle, you can spend 1 Stamina and call, “Avoid by [Heroic Trait]” to negate 1 melee Weapon attack.
  • 2nd Purchase: negate 1 melee or missile attack
  • 3rd Purchase: negate 1 melee, missile, or packet attack
  • 4th Purchase: usable 2/battle
Eye of the Wild (3, 3 CP, 1 Stamina, Battle): Like a hunter sighting down its prey, you know how to find the weak spots in an enemy’s armor.
  • Once per battle you can spend 1 Stamina to call “4 damage” on one melee or missile weapon attack.
  • 2nd Purchase: usable 2/battle
Wyld Armor (3, 3 CP):You know how to use the energy of the Ancestor Spirits to guard yourself from harm.
  • Each time you purchase this skill, you gain a point of Armor that can be refreshed by 1 minute rest. This armor will not refresh if you are wearing physical armor of any kind.
  • You may pick this racial skill up to 2 times. This armor stacks with other skills giving you non-physical armor, such as Combat Reflexes or Arcane Armor.
  Weapon of Choice (2, 2, 2 CP, 1 Stamina, Battle):
  • When wielding a weapon from the Cultural Weapon list, a Gael’Dar character may make 2 melee or missile attacks for “X Damage,” where X is the character’s Tier+1. You must rest for 5 minutes before using this skill again.
  • 2nd Purchase: Usable 2/battle
  • 3rd Purchase: X is Tier+2
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