Tag Archives: Brittanic


Arthurian, Ambitious, Glorious, Romantic, Tragic Flaw, Triumphant


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  • Racial Traits: Hero, Human, Brittanic.
  • Adaptable:+ 10 bonus Starting Points at character creation.
  • Dual Background: Humans can qualify for 2 Backgrounds with an approved History.
  • Cultural Weapons: Brittanic characters pay 1 less CP for all Blade and Blunt skills.
  • Armored: Brittanic characters pay 1 less CP for Light Armor, Medium Armor, and Heavy Armor skills, or skills that grant those abilities as part of a package.
  • Race Band: White with Blue Stripe

Optional Racial Skills

Weapon of Choice (2, 2, 2 CP, 1 Stamina, Battle) When wielding a weapon from the Cultural Weapon list, a Brittanic character may make 2 melee or missile attacks for “[Tier+1]  Damage,” · 2nd Purchase: Usable 2/battle · 3rd Purchase: [Tier+2] Damage

4 Things To Remember About Britons

  • Nobility is Earned, not born. To ascend to the nobility, EVERY aspirant--regardless of station-- must face the Lady's Challenge, a difficult and sometimes fatal test of ability, resolve, and skill.
  • Live for Your Legend. A live lived greatly-- regardless of station or status-- will be spoken of long after your bones are dust. Dare and achieve, and your name will live on after you.
  • Glorious in Victory; Proud in Defeat. In all you do, those who are more skilled, talented, or powerful represent a challenge to be overcome and prove your greatness. Those less so offer the challenge of teaching and training the next generation.
  • Armor is for the Body, Not the Soul: Live your passions greatly, for the tales of the greatest heroes speak of their emotions, hopes and fears as well as their challenges and victories.

What Britons are NOT

  • Chivalrous. As a people, the Britons are intensely competitive and gender has no place in a land where as many women wear armor and stride the field of battle as men. Leave your gender roles at the door, or risk getting left in the dust.
  • Compelled to be Honorable. There is no unifying code of conduct for the entire race-- there are good and bad Britons as surely as in any other race. Many Britons CHOOSE to follow a code in order to measure themselves against a high standard of excellence... but just as many do not, and see glory as an end justifying any means.
Descendants of two ancient peoples mingled together, the Brittanic race (also called Britons) was born in conflict and has grown to maturity fed on the tales and legends of two societies rich in heroic lore. It should be no surprise then that the Brittanic people hold firm to the heroic ideal as the central tenet of their culture. When folk think of the Britons, they think of the nobles-- those who have passed the Lady's Challenge and ascended the ranks of society by their skill, talent, and ability to excel. They think of them arrayed in shining armor, weapons or spells at the ready to defend their people.
Glory is the highest aspiration of the Brittanic people. There is no uncertainty in this-- achievement by personal action is the single greatest driving force to these folk. Even the lowest-born bastard, if she be of Brittanic stock, strives to achieve and succeed in all she does. Those who seek the greatest prize--elevation to the noble class-- are known as Knights Errant and afforded some of the honors due a noble until their Challenge has been decided as success or failure.
Britons are a proud people: proud of their heritage, based in the ancestors of the Brynn people and the ancient Tiberian Empire, proud of the great deeds they have achieved in few generations, and proud of their culture where anyone with the desire and ability can ascend to greatness. The aspiration to achieve and gain glory is not just for the battlefield-- from the crowned head of the King to the muddy boots of the yeoman farmer, the Brittanic people strive for greatness and glory. There are many different views and definitions of what comprises glory and how it is gained, but regardless of that view the struggle for greatness is paramount in the psyche of the Brittanic people.

The People

The Brittanic people are a race on a quest-- to earn glory, victory and renown. Some achieve it through the more difficult path of honor and hard work. Others see only the goal and will do anything to achieve it.
The people as a whole are separated by the Lady's Challenge, a viciously difficult test of aptitude, endurance (mental, physical, or both), skill, and willpower that all aspiring nobles must pass in order to rise to the ranks of the ruling class. Even a Prince, son of the King himself, is only a member of a noble family-- NOT noble in his own right-- unless he has faced and passed the Lady's Challenge. Anyone, from the lowest-born farmer to the scions of the greatest noble families, can request to face the Challenge; those who have passed the test earn the right to call themselves a knight or a dame, and entry into one of the ruling noble Houses of Brittanis. Those who have never faced the Challenge are considered yeomen, serving in the rank and file of armies, working as craftspeople and farmers, or as those born to a noble family but with no authority in it. At the core of each House is a powerful family of nobles. Many times these families are related by blood, but adoption of promising members into a family is quite common as well-- especially when someone is raised to the nobility from lower birth. Membership to a House is impossible for those who have not passed the Challenge-- even the eldest child of a Lord is considered a yeoman and has no voice in politics until they have earned their way into the nobility.
Britons are a people raised on tales of glory and valor, stories of heroes and mighty deeds and great accomplishments. As such, costuming a Briton character tends towards boldness and color, brightly hued banners and the heraldic devices of the noble families.
Even among the yeomanry there is a sense that there is no delineation between one's Sunday best and the rest of the week-- adventure, glory and challenge may come at any time, so you had best be dressed for it!
Along with all the polish and glamour comes a strong streak of pragmatism-- it's impossible to ride off to glory if your clothes are too restrictive to allow it, after all! Thus, while their fabrics and ornamentation may be obvious, at no time is Brittanic clothing overly tight or clumsy. Fashion follows form.

Costume Inspiration

Idealized Medieval, Pre-Raphaelite, Hollywood Medieval, Lord of the Rings (Gondor), Movies/TV: Excalibur (1981), Camelot (TV), Game of Thrones (TV, Starks & Lannisters), First Knight, King Arthur,
  • Colors: Dark jewel tones in every shade of the rainbow. Dark blues, deep reds, lush greens, royal purples. Earthtones are rich and vibrant. Black is RARE, and usually used only as an accent. Materials: Linen, velvet, silk, brocade, damask, fur, leather. Everything has trim, ornamentation, and decoration.
  • Clothing: The watch-word for Britons is LAYERS. The archetypal outfit for folk of both genders is multiple tunics layered for effect, sometimes with a robe/surcoat/ houppelande for warmth or fashion on top.
  • Typically, a long-sleeve tunic (or undershirt) is worn of cotton, linen, or other fabric that is comfortable to the skin. In colder climes, (left picture above), the lowest layer might be quilted or made of warm wool. Atop the under-layer is a protective outer garment typically bearing the house colors or heraldry. The outer layer is always the longest layer, allowing for the house or family colors to be easily recognized.
Typically these garments for both sexes are worn over fitted trousers, hose, or NON-BAGGY pants, along with boots or shoes.
  • Armor: Most warrior-types, whether male or female, strive eventually to wear plate armor of some type. This usually ends up being pieces of plate armor over chainmail because full articulated plate armor is a brand new technology and ruinously expensive, even for most nobles. A surcoat is almost always worn over the armor, displaying the wearer's coat of arms.
  • Leather armors often assume similar forms to plate, sacrificing flexibility for outright strength. Again, identifying markers are worn to show allegiance to a House or faction. Armor is designed to show the viewer who the wearer is, so their deeds might be recorded for all time.
  • In some of the oldest noble families, armor styles hearken back to the Imperial roots of the Briton people. These armors appear inspired by Greek or Roman armors.
  • Weapons & Shields: The archetypal weapon of the Briton is the longsword coupled with the pentagonal "heater" style shield. Shorter blades calling back to the Imperial Legions are also common, particularly among the nobility where the blade might have been passed down through the generations. Use of this fighting style is prevalent throughout both the yeomanry and the nobility. However, other weapons are used-- flanged maces designed for crushing the opponent's armor and spiked warhammers are common.
  • Axes are considered uncivilized and barbaric-- only rangers, woodsmen and those who use them as tools carry axes, and even then it's not used as a weapon except in direst need. It's just not done.

Heraldry Note

Characters who wish to utilize an original family crest or coat of arms must have it approved by the Game Marshal before bringing the heraldry into play. Those wishing to use or derive their heraldry from existing in-game heraldry must obtain permission in writing from the owner of that heraldry, and then have their own arms approved as well.

Brittanic Names

There are actually two distinct strains of Brittanic naming conventions—the “native” and the “Imperial.” Native Brittanic names follow modified British, Welsh, or Arthurian-styled names with spelling or emphasis changes. Imperial Brittanic names are those families that still hold to some of the old traditions and family names from when the Empire held sway over the region. Those names follow a typically Roman feel and many times female names are made by simply adding “-a” to the end of a male name. Alteration between male and female names is a simple matter of changing vowels and endings to result in a more feminine sound. Sample names and resources can be found in Appendix A.


The “true” homeland for the Tiberian people is across the Aquilonian ocean in the now-shattered Tiberian Empire. However, over the last couple of generations the Tiberian people of Brittanis have formed their own ethnic identity separate from, and often in opposition to, the Imperial Tiberians who occasionally come across the water for one reason or another. Nowadays, however, most Britons hail from the region referred to as the Heartland. Much of the Heartland is now united under King Uther Ambrosius as part of the nation of Albion, and Brittanic customs hold sway in the majority of those lands. Britons under Imperial rule, however, traveled far and wide under the Imperial banner, and it is not uncommon to find those of Tiberian ancestry hailing from any of the lands of Brittanis.


In the Kingdom of Albion, the White Court carries great power and influence, and though some see its politics as meddlesome, the Patriarch of Brittanis does best to ensure that the greater good is always at the forefront of the Court’s doctrine. As was the case for their Imperial ancestors, The Lady of the Lake is the primary god of the Brittanic culture with Arturian and Aureus a not-too-close second. It should be noted that it is considered bad for in Brittanic culture to use The Lady's name of Aenryia. Only the anointed clergy of the Goddess do so; all others uninitiated to the clergy simply refer to her as The Lady or The Lady of the Lake.
Britons are a pious people, and the more casual faith of some of the other races is almost unheard of in them. They are raised on stories of the gods, mythic heroes and ancient battles, so their sense of history and purpose is almost unmatched. The Old Faith is not unknown to them, though what few Tiberians follow the Three Sisters almost always are spellcasters who venerate Eldrea, goddess of magic.

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Realm of Fey Magic

  • Capital: Rendayn City
  • Ethnic Majority: Erin’Tar (Sun/High Elves)
  • Significant Minorities: Humans (all)
  • Major Religions: Old Faith ( Eldrea )
  • Ruled By: The Council of Five: House Shalasara the house of the Primus,   House Jhyrennstar house of the Secondus, Saelethil house of the Third, Ondathel House of the Fourth, Ulondarr house of the Fifth
  • Nobles Houses: There are an additional 12 Noble houses known as houses of the founding.
The most educated minds in Brittanis all have one thing in common—they have all studied at the Arcanum in Rendayn City and garnered knowledge and power from their time in its hallowed halls. Above all, intelligence and magical ability are valued in Rendayn, and the mightiest adepts of the age have learned and practiced their art there. Rendayn was founded at roughly the same time as Seridane, when groups of Erin’Tar—called eladrin by the humans— banded together for mutual protection after their exile from the realm of Faerie. They scattered to the four winds, but one group consulted the oracles and sought out the rocky islands that would one day become a homeland for the Sun Elves. The First Council --a group of three allied Houses--oversees both the administration of the Arcanum (the citadel where the art of magic is taught) and the day to day duties of a huge City Council. They also provide as Rendayn’s judges, and each Councilor supervises one of the schools of magic taught at the Arcanum—Earth, Air, Fire, Water, and Spirit. Fae creatures are commonplace here, as the Erin’Tar have intentionally made the boundary between Faerie and the natural world thinner here than elsewhere—the High Elves keenly feel the loss of their people’s exile and while they may never be welcomed back, they can invite those creatures willing to do so into our realm. Of course, this means that many creatures of ill intent make it through the barrier, and many eladrin warrior-adepts are trained at hunting the darker kinds of fae. Recent History Character Ideas Left the Arcanum: you have just recently left the Arcanum and are now on your own, in pursuit of... what? What did you study at the Arcanum; history, rhetoric, medicine and many other topics can be learned there-- not just magic. Did you graduate? What were the circumstances of your leave-taking? Arcanum Dropout: as above, but your leave-taking was for less than positive reasons.


Frontier People, Savage Land Capital: Loch Baliel Heraldry: Eagle on a field of Purple Ethnic Majority: Brynn, Brittanic Significant Minorities: A smattering of anyone who wanted/needed to flee from another nation. Orkenay has become known as a place where the name many folk give is not the one they were born with. Major Religions: Old Faith (Rhaine, Sarai, Eldrea) Ruled By: King Kentrid the Scarred and Queen Leanna Other Noble Families: Sylgrid, Harper, Augustus Youngest of the kingdoms of Brittanis, Orkenay is has been literally carved out of the wilderness in the last generation. 21 years ago, Kentrid, the Duke of Orkenay and a sworn lord to High King Aurelius Pendragon, betrayed his oath to the High King and instigated the assassination of his lord by dark magic. Many believe that Leanna, Kentrid’s wife and younger sister to Aurelius and Uther, assisted or even instigated her husband to the act, intent on ruling as High Queen alongside Kentrid. The gods had other ideas, however, and Kentrid’s plan to become High King crumbled. Uther Ambrosius, brother to both the slain High King Aurelius and the traitor’s wife Leanna, gathered those still loyal to the murdered High King and led them against Orkenay in battle. Kentrid was outfought and out-maneuvered by Sir Uther, and Kentrid fled by ship back to Orkenay. Where formerly Kentrid was a Duke in service to the High King, now he has declared himself to be King of Orkenay and Leanna to be his Queen. A pragmatic and ambitious man, Kentrid decided that if he could not usurp a kingdom, they would carve one from the wilderness instead. Orkenay is wild, frontier territory that barely holds to a semblance of law. As more settlers move across the mountains to send the furs, timber and ivory of the north, Orkenay prospers and grows in power and wealth. Despite its youth as a full-fledged kingdom, Orkenay is as expansionistic as its King is grasping. In the days following the assassination of King Riordan of Lyonesse, warriors from Orkenay marched down from the mountains and occupied the town of Riverbend, because Lyonesse had no leadership to mount a counter-offensive. Some believe that King Kentrid ordered the murders himself so that Lyonesse would be weakened for an invasion, and under-estimated the young King Connor. The truth may never be known, but Orkenay holds Riverbend even today. King Kentrid was exiled for treason, and his kingdom follows its ruler’s example. The markets of Orkenay are known as places where anything and everything is for sale or can be had for a price. Poison, drugs, and goods that are contraband elsewhere are commonplace in Orkenay—though merchants pay heavy taxes for the privilege of selling in the open. Murder is easily for sale, and the thieves and assassins of Orkenay are known to be as dangerous as any in Brittanis, though their methods are far less subtle and far more bloody and brutal than the assassins of the more civilized lands to the south. Likewise, both because of the rugged and monster-filled wilderness that Orkenay is carved from as well as the dangers of the society at large, many mercenaries and guards find steady, if perilous, work in Orkenay. Recent History Character Ideas


Young Queen, Old Enemies Capital: Redwall Castle Heraldry: Lion on a field of Burnt Orange Ethnic Majority: Brittanic, Norn Significant Minorities: Free Dwarves Major Religions: White Court (Aenryia, Aureus, Ghorn ), Old Faith ( Eldrea ) Ruled By: Queen Rosalind MacGregor Other Noble Families: Kathstein, Tremayne, Morrigen Lyonesse is a nation that could have fallen into ruin, but the resilience and ability of its royal family has surprised many. King Connor MacGregor, crowned just three years ago, was barely turned 19 years old when he took the throne. On his 18th birthday both his grandfather the old king and his father the prince were assassinated by unknown attackers. Suddenly thrust into leading a nation, Connor took the throne and led people into relative prosperity. Orkenay and the Fomorians both have designs on the mountain valleys of Lyonesse, but King Connor proved an able ruler, expanding his kingdom into the formerly lawless lands to the south. He has bound several of his grandfather’s loyalists to him by giving them lands or by marrying them into the royal house. Thus the nobility that might have faded away to other lands stayed and fought with renewed vigor for their new king. Sadly, this was only a peaceful interlude in the troubled history of Lyonesse. This past spring saw an attack by a large Fomorian force farther inland than had ever been seen before. King Connor rallied his vassals to fight the invaders and eventually prevailed, but lost a hand in the battle due to grievous injury. Only the intervention of a group of adventurers saved the kingdom from a grisly assault by the Fomorians. Later that year, King Connor, too, was assassinated at the castle of one of his own nobles. Lord Cedric Tremayne is suspected of being the assassin, but no proof to exonerate him or conclude his guilt has been found, and the man himself disappeared immediately after. Lyonesse is a mountainous land, filled with valleys and forests and natural resources. Its warriors are used to working in such rugged territory, and are known throughout Brittanis as foes of implacable endurance and stamina. Marching up and down mountain passes, through ancient woodlands and fighting battles on mountainsides makes the fighters of Lyonesse both incredibly adaptable and very difficult to wear down in a prolonged fight. King Connor’s elder sister Rosalind MacGregor—passed over for the throne when her father and grandfather were murdered in favor of her younger warrior brother— now sits upon the throne of Lyonesse with a country on the verge of civil war and both Siluria and the savage Kairn looming like vultures. It remains to be seen if the young Queen will be able to save her kingdom from ruin. Recent History Character Ideas

Logres, the Lost Lands

The Fallen Kingdom, The Swordlands

"This is the dead land This is cactus land Here the stone images Are raised, here they receive The supplication of a dead man’s hand Under the twinkle of a fading star. --T.S. Eliot, "The Hollow Men"
Capital: Caer Corbenic (fallen) Heraldry: Crossed Silver Swords on a Field of Black (no longer in use) Ethnic Majority: (former) Brynn, Brittanic, now more monsters than people. Significant Minorities: Free Dwarves (see below) Major Religions: Old Faith (Rhaine, Sarai); White Court (Dagmar, Arturian) Last Ruler: Queen Ceinwyn of the Fianna Other Noble Families: Rowyn, Tiarnach, Dierdra (all thought to be wiped out) For dozens of generations and more, the people of Logres stood vigilant against The Waste, their people constantly on guard against the gibbering, slithering horrors of that blasted, corrupting realm. Long before the coming of the Tiberian Empire, the ancient kings of the Brynn built the titanit Black Wall across the two major passes exiting The Waste, and guarded against the madness-inducing horrors of that place as their sacred duty. The wall stood over a hundred feet high, with watch posts every half-mile and only two major gates. All the realms of Brittanis paid tribute to the Fianna in gold, weapons, and soldiers to help them man the wall. For a long time, this tithe was seen as part of a king's homage to the gods, in protection of his people. Even the lords of far-off Siluria and Benwyck paid the tithe, knowing that if Logres should fall, all the kingdoms and realms of Brittanis would be in danger.
  • 44 years ago Logres that was fell and was destroyed; today it is a haunted, monster-infested wasteland known as The Swordlands in which no man is safe. Monsters pour through the gates that once stood strong against them to ravage and destroy all of central Brittanis.


  • Much of the history of Logres was lost in its destruction 44 years ago. It is known that the royal line had ruled unbroken since the construction of the Black Wall, an event that occurred after the Brynn pushed the Fomorians out of Brittanis. The Black Wall was old when the Tiberian Empire landed on Brittanic shores and began their conquest.
  • Early on during the conquest of Brittanis, the invading Imperials sent ambassadors to the various kings, queens, and chiefs f the land offering them alliance in exchange for continuing their own rule. Initially, Logres refused the Imperial overtures, and fought their own battles against the invading legions. Like most of the Brynn, however, they could not gather enough united strength and lost several battles.
  • Their forces depleted in their battles with the Imperials, the highlanders of Logres were nearly overwhelmed when an invasion from The Waste began assaulting the Black Wall. The Queen of Logres, then named Siobhan, sent to the Imperial commander with an offer: peace and alliance in exchange for troops to reinforce the Black Wall and keep the monsters of The Waste at bay.
  • The Imperial Commander, thinking that the monsters of the Waste were merely myth and the superstition of savages, agreed and sent a single cohort to assist. The cohort and a large Logrysian force were annihilated shortly thereafter and the Black Wall nearly over-run; only the intervention of a group of mighty heroes prevented the utter catastrophe that would have occurred had the Black Wall fallen. The heroes gave their lives in defense of the Black Wall; their names were lost to history in the fall of Logres.
  • For the remainder of the Imperial Occupation, a full legion of Imperial legionaries were stationed across the Black Wall. They held the line bravely, fending off at least two other potential incursions during the 600 years of Imperial rule. Logres, because it had submitted to the Empire (more or less) willingly, remained a self-ruled state and its royal house carried down unbroken through the generations.
  • Even before the time of the Empire, it was custom for the lords and rulers of Brittanis to send tribute to Logres in order to arm, train, feed, and support the soldiers on the Black Wall; ancient tales recounted what Brittanis was like before the construction of the Black Wall, and no ruler wanted that chaos and misery to reign again. As time went on, however, the kings either forgot or considered the bests of The Waste to be myth or no longer a threat. The tribute trickled in and once the Empire took over, stopped entirely.

Recent History

  • Just over a century ago, the Imperial legions were called back across the Sea of Storms to their homeland on the continent of Caledor. Almost immediately, The Waste began to stir once more, as if it knew the forces guarding the Black Wall were weakened. Logres called to the High Council of Brittanis for tribute once again, but no answer came. Again and again, as the attacks increased and more monsters slipped past the Black Wall, the rulers of Logres called for aid; again and again, they were met with only silence. When the Wastewar finally came, Logres stood valiantly against the oncoming tide of horror, but ultimately the kingdom was doomed.
  • The last confirmed and crowned monarch of Logres was Queen Ceinwyn, who ruled over the Fianna, a large tribe of Brynn as well as the Brittanic people who shared their lands. She was young and lovely, said to be the most beautiful woman of her generation, and she ruled Logres well up to the very end of her kingdom's days.
  • When the creatures of the Waste came pouring up to the Black Wall, Queen Ceinwyn immediately sent her mighty warlord, a knight and commander named Julius Ambrosius, to the council of Kings to ask for aid. The Council did not believe the cry for assistance; they claimed Ceinwyn had sent her warlord to extort money and troops from the other kingdoms in order to strengthen themselves in a bid to take power. They debated, and argued, and delayed. Julius pushed harder and harder to bring his Queen the support she needed, and Ceinwyn fought a series of protracted holding actions, delaying as long as she could and losing more and more ground every day to the twisted horrors of The Waste.
Eventually, it was too late. Ceinwyn fought one last, desperate battle and committed all her forces into stemming the tide of horror pouring through the Black Wall. Only after Ceinwyn was defeated and Logres utterly lost did the High Council see the true threat. Julius Ambrosius forced them into uniting and led the alliance into battle. After two long years of battle, Julius managed to push the mutated, chaos-infused horde back into the Waste, but the damage was done. Logres was lost, it's people scattered, its noble families crushed, its queen presumed dead in her last stand to buy Julius Ambrosius the time to unite the fractious kings of Brittanis under his banner.
  • Today, the lands once known as Logres are most often called The Swordlands, both in recognition of the crossed-swords heraldry of the fallen kingdom as well as the nature of the land itself. Monsters hunt the forests and hills here; bandit kings and brigands rule small patches of whatever land they can keep control of. Petty warlords try to carve out pieces of the countryside, ruling whatever they can defend until the monsters swallow up yet another settlement.
  The land is tainted by the corruption of The Waste-- the trees are stunted and gnarled, the grasses sickly and yellowish, the rivers brackish and nearly undrinkable. The land is not as twisted and mutated as The Waste itself, but the taint is spreading. Each year the Waste grows another mile or so. Right now it encompasses the Black Wall and several miles beyond it. No-one knows when the corruption will stop, or when another twisted, horrific horde will pour out of The Waste and across the landscape of fallen Logres to prey on the soft underbelly of Brittanis again.


  • Julius Ambrosius was not only an oath-bound warlord to Queen Ceinwyn; rumors and tales say he was also her lover, and may even have been pregnant with his child.
  • Ceinwyn was a sorceress of great power; in the final years before the Wastewar, she succumbed to the curruption of the Waste and weakened her army before the invasion.
  • The spirits of Logres' army still linger in the Swordlands, animating from battlefields all over the countryside seemingly at random.
  • A mighty, dark power now rules in the Swordlands, amassing power and wealth needed to invade the heartlands of Brittanis.