Epithets:The Dreaming God, Lord of Song and Wine Heroic Virtues:Courage, Faith, Industry, Etiquette Major: Air, Autumn, Water Minor: Light, Shadow Eldest child of the Lady Aenryia and her first husband Ghorn, Emrys has the single-mindedness of both his parents but has rebelled against their orderly natures. He is the co-patron of art (along with his half-sister Liriel), as well as music, freedom, wine, and dreams. He created a multitude of spirits called Muses and gifts them occasionally to skilled or devoted mortals to help them with their artistic pursuits. He loves freedom and excess, and inspires his mortal followers to embrace their own talents and abilities to make things of beauty and significance. He has no set view of beauty, however, so the fluid, organic sculpture of the Gael'Dar are just as pleasing to him as the drum-cadences and the metallic perfection of the Free Dwarves. It is said that he created the bagpipes as the result of a contest. One of the other gods challenged Emrys to create a new musical instrument. Some stories say it was a contest with his sister Liriel, and the challenge was to create an instrument that was both beautiful and ugly at the same time. Other tales recall that Dagmar challenged Emrys to create an instrument that would both hearten warriors and instill fear in their foes. Regardless, the bagpipes were the result, and the Brynn have adopted them as a cultural staple of their music. Emrys seems to regard pipers with special esteem... and more than a little bit of bemused humor. Emrys is the patron of wine and all things alcoholic and intoxicating. Some might think this makes him a god of drunkenness too, but such is not the case. He appreciates the chemical’s ability to turn friends into enemies and make people do things they normally would not, and as such his followers are encouraged to enjoy the fruit of the vine but watch carefully lest they lose themselves to its charms. Lastly, he is the Dreaming God, sleeping off his wine-soaked revels and harnessing the power of the unconscious mind. Some say he holds lands in the Realm of Faerie because of this, that he negotiated with the Fae Courts for a piece of their realm, but no-one can be sure. His favored weapon is the shortsword and his symbol is a bunch of grapes atop a lyre. His patron Character Values are Courage, Faith, Franchise, and Etiquette. The specialty priest class for Emrys is the Dreamwalker.
[ORR-ee-uss], also [uh-RAY-us] (see below)
Epithets:The Lawgiver, the Golden Merchant--OR-- Lady Luck, Dice Queen
Values:Justice, Nobility, Industry, Etiquette --OR-- Courage, Largesse, Principle, and Industry (see below)Characters with Aureus as their patron can purchase Major Access to ANY spell list; however, when the do so they lose access to the opposing spell list entirely. Thus, a character who chooses Major Access to the Light spell list can never purchase ANY access to the Shadow spell list. Likewise, choosing Fire loses the caster access to Water, and choosing Autumn loses access to Spring, etc. Somewhat aloof from the rest of the White Court, Aureus (ORR-ee-uss) focuses primarily on his duties and largely ignores the internecine politics of the rest of the gods. He is the patron of trade, law, wealth and merchants. As such his blessing is invoked over business dealings and caravans; his symbol is imprinted on many coins of the realm, and his is the wealthiest of all the clergies. Though he is the brother of Arturian, they are distant relations at best, allying for common defense and when Arturian’s interests overlap into legal, monetary concerns or the like. Aureus is one of two deities in the White Court that are not actually predisposed to "good"-- his concern is far more for Law and Order than morality. Aureus is concerned with the right way to do things, and breaking a contract or sealed oath is the highest blasphemy in his eyes. His priests often serve as judges, arbiters, and contract negotiators, because their scrupulousness is known world-wide. Even those of less than reputable character know that if a cleric of Aureus swears his word, it will be followed to the letter. They strive to be utterly above suspicion and incorruptible. As one of the patrons of nobility, Aureus allies with Aenryia to watch over those who have authority over others. Many tales tell of the Doom of Aureus falling on a noble who abused his liegemen. Aureus’ patronage of travelers makes him a popular god among adventurers, as they travel many miles and walk many twisted paths to achieve their goals. His symbols are a golden key, a coin with his face on one side, or merchant’s scale, and his favored weapon is the mace.
Lady LuckIt should be noted that while the male pronoun is used in more patriarchal societies, there are those who see Aureus as a female figure and pronounce the name differently (uh-RAY-us). The feminine aspect of Aureus is particularly common among the matrilineal Brynn; this version of Aureus takes on additional aspects, being seen as the goddess of chance, productive inspiration, and luck—both good and bad. Thus, this version of Aureus is understandably popular with heroes and others who find themselves in occupations that rely on a heavy dose of luck. Ironically, it also means that both thieves and merchants often are praying to the same deity on both sides of a deal, theft or swindle. When a character chooses Aureus as a patron, they choose which aspect of the god they wish to venerate-- Lady Luck or the Lawgiver. That trait is added to the verbals of the skills below and can never be changed. The specialty priest class of Aureus is the Justicar.
Balanced Mind (2, 2 CP; 1 Stamina; Watch, Empowerment)Requires 2 Heroic Virtues chosen from: [Lawgiver] Justice, Nobility, Industry, Etiquette--OR--[Lady Luck] Courage, Largesse, Principle, and Industry. The Great Negotiator keeps your mind from being influenced by extreme emotion. Once per watch you can pay 1 Stamina to call, "Resist by [Lawgiver or Lady Luck]." against any effect that has a Mental Trait. Also, you gain the Empowerment Trait "by Faith." This trait is used as a descriptor for many Otherworld Source skills. 2nd Purchase: usable 1/battle
Progress of Aureus (2, 2, 2, 2 CP; 2 Stamina; Watch, Empowerment)Requires Balanced Mind 2. Both Lady Luck and the Lawgiver are displeased when their followers are prevented from reaching their destinations. Once per watch, you can call, "By My Voice, Cure Slow by [Lawgiver or Lady Luck]." 2nd Purchase: You can now Cure Root--OR--Slow, but only one effect per use of this skill. 3rd Purchase: You can now Cure Paralyze, Root, or Slow, but only one effect per use of this skill. 4th Purchase: You can now Cure Stun, Paralyze, Root, or Slow. You can also choose any 2 effects and combine them. Verbal becomes: "By My Voice, Cure [Effect] and [Effect] by [Lawgiver or Lady Luck]."
Radiant Justice (2, 2 CP; 2 Stamina; Watch, Empowerment)Requires Progress of Aureus 2. Regardless of aspect, Aureus believes that those who do harm will have harm done to them; this magic is the very embodiment of that axiom. Once per watch when you take a called damage attack, you can immediately call, "Imbue by [[Lawgiver or Lady Luck], point at the target who dealt that damage and call, "By My Gesture, Waste X Vitality by Light." where X is the amount of damage you just took. Example: Verin is the High Inquisitor of Aureus, and is struck by a packet attack for, "5 Damage by Malediction." She staggers backward, roleplaying the hit, and immediately spends 2 Stamina, calling, "Imbue by Lawgiver!". She then stands up straight, points her weapon AT THE SAME ATTACKER who dealt the "5 Damage by Malediction" effect and calls, "By My Gesture, 5 Damage by Light!" 2nd Purchase: usable 1/battle
Events, Days, Watches & BattlesIn a tabletop RPG, it’s easy to keep track of how much time has passed—the Game Master usually tells you, or you keep track of the events that pass in terms of combat rounds. We all know that Live Action Gaming is a bit more chaotic than that, so we have divided up the Brittanis experience into discrete pieces for ease of tracking and simplicity. From greatest to smallest, the divisions of time are: Continue reading Timekeeping
All player characters have 5 major Resources: Vitality, Stamina, Skills, Character Points, and Downtime.
StaminaStamina is what powers a character's abilities. A character who wishes to use a skill must expend effort and energy to accomplish a task; this effort is represented by Stamina points. When you decide to use a skill or spell, or attack, that skill description tells you how much Stamina it costs to fuel that ability. If you don't have enough Stamina left, you can't use a skill or ability. Continue reading Resources
When you create your character, and as you gain character points thereafter, you may purchase skills. Skills represent ANY ability, power, spell, or bonus your character may gain or use. A warrior’s mighty strikes are a skill, as is his ability to wear armor. A priest’s prayers and divine abilities are considered skills. The arcane abilities that wizards learn are skills, as are the spells that he writes in his spellbook. Racial Abilities are categorized as Skills, as are the bonus abilities gained from being a part of a Faction or your character’s Background.