Y Seeth Perry and the Unsworn

Everybody works for somebody. If they don't, there is something WRONG with them, because nobody will speak for their value to society. The system of oaths and fealty is one of the first things discussed on the website. It’s on the main World page. It’s further discussed on the Allegiance page, explaining some of the difficulties the Unsworn face. This is no secret-- it is a foundational underpinning of the culture and world of Brittanis. It’s a universal truth of the world in Brittanis. Society as a whole must have a way of determining who is friend and enemy, who can be trusted and who cannot, and how people can transfer from one of those groups to another.  The world of Brittanis is deadly-- far moreso than our world today. Armies march back and forth across the land, evil is a presence growing in the shadows everywhere-- and that’s before you consider that monsters are very real. Knowing who you can and cannot trust is of vital importance, and knowing what Lord a person is sworn to can potentially tell you a great deal about them. For example, the simple fact of knowing that someone is sworn to a lord known for generosity and kindness is far different than knowing a person is sworn to a lord known for cruelty and murder. Oaths of loyalty and fealty provide a social structure to determine whether your life is in danger or not, and to what degree. If their lord is your lord’s enemy, that tells you something, because by taking your oath you have made your lord’s enemies your own. If their lord is a staunch ally of your lord, you can be reasonably certain you’re in safe company. To use a real world example, one of the reasons the Sheriff of Nottingham is such a nasty character is because everybody knows who the Sheriff's Lord is--Prince John-- and the fact that the Prince knows about the Sheriff’s perfidy and does nothing to stop it means that the Prince actually approves of what the Sheriff is doing. The whole chain is broken. The Unsworn are outside that social structure, and not in a good way. Why won’t a lord accept your oath? What reason could there be for nobody to take you in? What have you done that makes you so very stigmatized that nobody will vouch for you? BEING UNSWORN IS NOT A GOOD THING IN BRITTANIS.  Being Unsworn literally means, “Nobody wants me,” or some other set of circumstances where your Lord has died and nobody took his place, or something else equally as bad. Unsworn-- both PCs and NPCs-- are distrusted and stigmatized. PCs and NPCs alike will treat you poorly, because they have no way to categorize you and literally don’t know if you have a dagger up your sleeve with their name on it. Being Unsworn will likely be a far less fun experience than you might imagine it to be when creating a character.

Y Seeth Perry

The holiday of Midwinter’s Peace is a day where some of the social norms of the year are abated. Y Seeth Perry is the holiday of welcoming and hospitality, and as such it is the one time of the year where the Unsworn more freely mingle with those who have taken oaths of loyalty. It is the one holiday of the year where the Unsworn are less stigmatized-- the only days of the year where you can be certain that the Unsworn standing in front of you doesn’t have a dagger ready to strike.  Many stories tell of the Unsworn presenting themselves at the Midwinter Feast specifically to be considered for membership in a House or Clan-- the Deep Magic of the world enforces nonviolence, and that gives the Unsworn a chance to be welcomed and allowed to make their case. Many legends tell of the Lord giving the Unsworn candidate a task or challenge in order to earn their place in the House, or being allowed a provisional status of membership until the next Y Seeth Perry where they can swear fully. But in all cases, the stigma of being Unsworn is lessened somewhat during Midwinter’s Peace because the fear of betrayal and violence that usually follows the Unsworn is abated. The holiday does not enforce trust or magically produce positive regard, but it does remove the fear of violence and the unknown that follows the Unsworn everywhere. In many cases, this can lead to

Out of Game Concerns

Midwinter’s Peace is the holiday that accompanies our Winter Feast, which has thus far been a great opportunity for new players to join the game in a combat-free, low(er) stress kind of way. As such, it is in the game’s best interest to set up the event to be welcoming to new players, regardless of whether or not they have chosen to swear to a House. Under normal circumstances, heroes coming in as Unsworn would be subject to a great deal of stigma, but they also have the option of going elsewhere on the game site in order to get a change of scenery. At the Feast, that’s not possible because the physical location is a couple of large rooms; everywhere they go there would be someone potentially shunning their character. Not a way to make a positive impression to a player on their first event when they can’t go elsewhere to get away from it if they choose. At a full event the stigma attached to being Unsworn can be avoided or at least walked away from; not so when everyone is in the same room. As a result, the in-game negative cultural structure surrounding the Unsworn is lessened at the Feast, and in many cases Unsworn actively seek out Houses to see if that is where they want to end up permanently. This allows new, Unsworn characters to have a chance to interact with the Houses and see what characters are a part, and get an idea if that’s where they want to play. The next time they meet those characters they might be standoffish and distrustful, but at least during the Feast, they have a chance to interact in a more positive manner.

Y Seeth Perry — Midwinter Peace

Addendum: Y Seeth Perry and the Unsworn

(Recorded by Antonius Aquila, scribe to Pendragon Julius Ambrosius,  64 AR) 

Common Names:  Y Seeth Perry (nobility), Seethberry Feast (smallfolk and rural areas), I Sîdh Perrhîw (Elvish, pronounced roughly “ih seethe perree”), Oswynberaas (Dwarvish, pronounced “OHSS-ween-ber-awss”), Midwinter’s Peace (a common name everywhere) Date varies from year to year. Sometime in December - February. Midwinter's Peace is a day of Sacred Truce. Grudges are set aside, and all are welcome at the feast halls. No fighting is allowed from sunset to sunset. Even in times of war, both sides will lay down arms and the field-camps will blaze with merry fires and singing — though it's rare that soldiers will have the courage to test their opponent's camps' hospitality, there are tales of it happening, some heartwarming, some funny, and many of dubious authenticity or historical accuracy.  Editor: I mean, really, Queen Alithera *was* around at the same time as Marcus Lucius Caesar, but did he ever bring his wife to Brittanis (was he even married, or did he only father bastards?), and was he *really* convinced that "loaning her for the night" was part of the holiday's tradition of hospitality? It is a funny song, though... Holly and evergreen feature in the decorations. Editor: Likely because it's WINTER and that's the only color and freshness you've got.  Lighting candles, torches, and fires to brighten the darkness and warm the cold night. Editor: Some things are universal, I suppose."Grace of Evergreen" is painted on the brow, three red berries and two green holly leaves. A simplified version (Editor: for the less artistically inclined) uses simple runes for the leaves.
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Pies full of spiced minced things  like apple & raisin, meat, mushrooms and root vegetables are traditional in the North. One tradition is to go out to the woods and sing lullabyes to the trees, wishing them — and the hibernating birds, animals, and seeds around them — deep, peaceful, restful sleep. In most of Brittanis this is just a quaint folk tradition, but there's the underlying assumption that the tradition comes from the Forest of Seridane or the near The Waste, where coaxing the wilds to sleep would be a more life-and-death type of warding. It is good luck to make offerings to the hearth — usually a pinecone or stick, decorated with evergreen and linen or cotton string in festive colors. These pinecones are often accompanied by a written prayer carried to the gods in the smoke. The colors of the feast are:
  • Red - hollyberries, banked embers, and blood. The color of Service.
  • Green - evergreen, healing, peace, and faith that summer will return. The color of Midwinter's Peace.
  • Amber - fire, warmth, generosity. The color of Hospitality.
LargesseEtiquette, and Humility are the Character Values of the day. The Laws of Hospitality and Guest Rights? are scrupulously observed. Elvish (Both Gael'Dar and Erin'Tar): I Sîdh Perrhîw (literally "The Peace of Mid-Winter" ...as in the middle point of the winter season, not the Solstice). This probably trickled into Common as Y Seeth-Perry, which then became Seethberry, among the commoners. Peasant folklore says that "seethberry" is another name for the holly berry itself, so prominent in decorations and the traditional "Grace of Evergreen" marks upon the brow. The Tiberians, of course, think that their culture invented it, or had the true origins of it, that it was created by The White Court as a truce among the Gods and a time for forgiveness and peaceful settling of accounts. The Elves were almost amused at their arrogance in forgetting that the holiday was much older than the Tiberian people or their religion.

Free Dwarf Oswynberaas

The Dwarves have a different, somber way to observe the holiday, which they call Oswynberaas. No dwarf likes to be away from their Freehold at Oswynberaas, but can hold to the spirit of the day by observing the solitary vigil beforehand, and joining the nearest Seethberry Feast to renew friendships, mend alliances, and forge deeper connections with others. Though the Freeholds are enclaves of Dwarven culture, they are not as isolated from the world as Valyngaard was. That isolation contributed to its downfall, and Dwarves are aware that the way to rebuild their people and prevent another Red Prince from rising to dominion is to forge alliances and take their place *within* the world, which is why Freeholds are so often adjacent to cities. Even in dwarven Freeholds, though the morning and midday feast are spent rebuilding relations with family and neighbors, the afternoon usually sees many Dwarves leaving their freehold to mend friendships, seek forgiveness, and touch base with important allies, business partners, and friends within the nearby city. "Reclaim the lost, rebuild the broken, refuse despair." Before dawn on the day before Y Seeth-Perry, there is a religious service lamenting the sorrows of loneliness and the emptiness of being cut off from the living connections of the breathing world, and the harsh judgment of the Gods on those who violate laws of kinship, hospitality, and oaths of loyalty. From there, every Dwarf leaves in silence, not making eye contact with each other. They spend the next 24 hours in isolation, in silent vigil, fasting and meditating on what it would be like to be completely cut off and alone, if no-one they had ever made contact with made it through the night, and they woke up only surrounded by the dead and regrets. It is a harrowing vigil, a "Forge of the Heart" as some rituals are called in Dwarvish. Each Dwarf examines their actions and behavior toward their family, friends, and allies in the past year, with an eye toward examining where they were building, and where they were breaking. The vigil is a test of the Dwarven resolve to refuse despair, and regrets are forged into resolve to make amends and live with a stronger commitment toward constructive community if they should emerge on the day of Midwinter's Peace and find that they have been judged worthy of another chance at life among the free people of the living. At dawn on the day of Y Seeth Perry, the dwarves emerge from their self-imposed solitary confinements, and make their way to the great halls to seek out strained kinships and beg forgiveness, make amends, and put all of the last year's petty strains to rest. Even problems that cannot be solved through this ritual of introspection and renewal are at least set aside for the day in the spirit of Midwinter's Peace. After the morning's tears and embraces, there is a great midday feast where the Dwarves eat heartily as they seek to re-ground themselves in their place in the living world.

Erin'Tar Custom

High Elves are a little exasperated by the Dwarven custom. Most Erin'Tar perform a meditation of self-examination and distancing oneself from worldly ties as a daily discipline, and see it as a refreshing and calming practice. Putting it off for a year to try to do it all at once seems a little undisciplined and reckless, and leaves the Dwarves distraught, overly sentimental, zealous, superstitious, socially codependent, and generally just reinforces what the Erin'Tar see as Dwarven shortcomings. Besides, if the ritual is going to be that sort of death-and-resurrection affair, it shouldn't be done every year — how exhausting, when one lives as long as an Elf! Better to save those sorts of initiatory rituals for rites of passage and truly important events. Editor: Many Humans spend this day in merriment and feasting, so are a little surprised at the way Dwarves get so earnestly sentimental at this time of year... though it's not unusual for a few humans deep in their cups to be overwhelmed with their love for their fellow people, too. Bawling and "I love you, man" "I love you, dwarf" is not exactly uncommon by the end of the night.

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".

Event 2.5: INTO THE LONG NIGHT

Event Page on Facebook Event registration is LIVE: ACTIVE DUTY MILITARY, POLICE, EMS, FIRE, DISABLED VETERAN: FREE, thank you for your service. Team Monster also plays free. Please post on the FB event that you will be attending so we can plan accordingly.
Event Pricing Options
You *MUST* pre-register for this event. We need to know how many people are coming in advance. No money will be accepted at the event. If you have questions, please email brittanislarp@gmailcom ASAP. Golden Phoenix Tavern meal plan and pre-registration are also up and ready!

IN-CHARACTER BRIEF

The skies turn leaden and chill; the world slows and transforms into a riot of reds and golds while the nations of Brittanis seethe and boil and churn with chaos. Time grows short before the snows of winter seal mountain passes and close trade roads for the season. Plans and schemes long held off now move toward fruition before the opportunity is lost till spring. In the town of Cornerstone, folk have begun moving back into the site destroyed by flood this spring. Ruined buildings and tents proliferate, and the townsfolk slowly rebuild. East of Cornerstone, in the lands formerly held by the kingdom of Kernow, rumors persist of the undead armes of Siluria grinding to a halt. Theobald Arn, traitor to Kernow and House Costayne, has declared himself Marshal of the region and taken a dwarven enclave as his fortress. The armies of Siluria have him besieged and have not advanced past to avoid leaving an enemy behind their lines. The dwarven enclave is well defended, though, and it is known that Marshal Theobald's messengers can, with great effort, pass through the undead lines into the world beyond. Rumor of Arn's emissaries criss-crossing Central Brittanis are everywhere. King Uther Ambrosius-- the aspiring Pendragon-- has succeeded where so many have failed. The Fomorian invaders, bereft of their shamans due to heroic intervention, have been pushed back inside their own borders for the first time in a decade. All the Houses of Albion have sent aid, and with the addition of Duke Gorlois Costayne, the Crown Guard have held the borders secure for the season. Click Here for information about the Feast of the Ancestors Holiday.

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.

Staff Contacts and FAQ

  • Contact emails:
  • brittanislarp@gmail.com--Director; brittanis.logistics@gmail.com --Logistics; brittanis.tech@gmail.com -- website/database issues. 
  • Facebook: Stephanie, Game Liaison; Jason, Plot Director
   
Name Title Point of Contact (PoC) Head of House
Jason Co-Director Plot Director n/a
Caroline Co-Director Community Director The Merlin Grey Council
Stephanie Game Liason Your Starting Point for PCs and Team Monster Lady Blackwood House Blackwood
Kevin Plot Staff Character Creation Syorpiir Aleandaar House Aleandaar
Chris (Cobra) Plot Staff Database Admin Diarmid ap Deirdre mac Graine House Dumnonni
Megan Plot Staff Logistics & Database Admin Lady Esa Costayne House Costayne
Joanna Plot Staff n/a Julia Kreutznach Synod
Chris L. Plot Staff Site Safety n/a
Annie Plot Staff Golden Phoenix Tavern n/a
Mike Plot Staff n/a Anton Morrigen House Morrigen
LeighAnn Plot Staff n/a Patience Valerius House Valerius
Lizzy Plot Staff n/a Elizabeth Sighvar House Ambrosious
Ben Plot Staff n/a n/a
 

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.