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


Be sure to check out the Brittanis Pinterest page for the Brittanic Race HERE!


  • 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.

All images on this page are intended to use as inspiration, not for commercial gain. Brittanis Live-Action Adventure wishes to provide all due credit for any images used on our site. If you know the provenance of an image that is not credited, please email brittanislarp@gmail.com and we will be happy to fix it.


Fierce, Independent, Adventurous, Curious, Earnest, Clannish

Be sure to check out the Brittanis Pinterest page for the Brynn HERE.


  • Racial Traits: Hero, Human, Brynn.
  • Adaptable:+ 10 bonus Starting Points at character creation.
  • Dual Background: Humans can qualify for 2 Backgrounds with an approved History.
  • Cultural Weapons: Brynn characters pay 1 less CP for all Spear and Blade skills.
  • Hit and Run: Brynn gain EITHER the Light Armor or Combat Reflexes skill automatically at character creation.
  • Race Band: White with Green Stripe

Optional Racial Skills

  • Weapon of Choice (2, 2, 2 CP, 1 Stamina, Battle) When wielding a weapon from the Cultural Weapon list, a Brynn 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 the Brynn

  • Each father a chief; each mother a chieftess. The core unit of Brynn society is the nuclear family—parents and their children. Brynn culture believes that once an adult (man or woman) chooses to have children, they are in effect claiming that they are responsible enough to place the best interest of their spouse and children above their own. The independent nature of the Brynn means that each head of household believes himself to be leader of their own tiny domain. If their family prospers, they are a good leader. If it falls on hard times, the blame falls in the leader. In marriage, the partner who proposes the marriage is considered the leader, because they have the confidence to believe they can care for a family and the courage to do the asking. In some particularly prosperous or strong-willed couples, they may alternate years of leadership for the sake of balance.
  • Brynn are led, not ruled. To the Brynn, self-sacrifice is the core character trait of a leader. Because of that, Brynn clan leadership is always chosen from those who have happy, prosperous families. This focus on small-scale leadership means that in order to win the loyalty of other families, a potential clan chieftess (or chief—the Brynn care nothing for gender, only leadership ability) must prove themselves capable of leading their own house before they can rule anyone else, and each family in the clan considers themselves an ALLY to the chief, not a subordinate. The Brynn are not ruled—that is for lesser creatures who cannot care for themselves. The Brynn are led by a person of proven wisdom, character and ability.
  • Life is adventure; reach out and claim your destiny. After generations of struggling in vain against Imperial dominance, the Brynn now desire to see what Brittanis has to offer in terms of experience, glory, and adventure. As a people they seek new things, new knowledge, and new stories to bring back to the clans and tell of the wide world beyond the highlands. Due to the fact that any potential clan leader must have proven themselves capable and prosperous, many Brynn since the Imperial retreat now serve in other lands as knights, warriors, mercenary spellcasters or wandering clergy in order to win the experience, skill, reputation and money the need in order to return to the highlands and make a bid for leadership.
  • Curamach. Pronounced “KYOO-ruh-MOCK”, this Brynn word translated roughly to “responsibility” but has a much deeper meaning. To the Brynn, actions have consequences and those consequences have meaning beyond just the immediate. Brynn take the long view of things, and though they might seem brash and headstrong, by the time a Brynn acts upon a decision it has often been contemplated and considered for a long time. This is why so many Brynn leave the highlands to seek their fortune—they see the goal of returning laden with glory and gold as worth the short term sacrifice of leaving home and hearth. They believe a person is responsible for the outcome of their actions, for good or ill. Curamach covers all these ideas, as well as the idea that even the “unintended” results of an action still fall on the shoulders of the person who did the thing. For example, in the event of a clan war it is common for the spouses and children of the conquered to be adopted or otherwise absorbed into a family or clan. Likewise, a wizard who casts a fireball while under attack by a monster and sets the forest on fire is responsible for innocent lives lost or property damaged by his action.

What the Brynn are NOT

  • Historically accurate in ANY way. Though Brynn aesthetic and culture is obviously inspired by various Celtic influences, it would be a mistake to just assume them to be a carbon copy of Celtic culture from Earth’s history. Use the guidelines in this brief to be creative and work with Staff to create new ideas and concepts for your Brynn character; don’t just copy what’s already been done. Brynn culture and characters combine and refine ideas about various Celtic groups from history: Wales, Britain, Ireland, Scotland, Gaul, Germanic Celts and several others. There’s lots of inspiration there, so don’t feel constrained by one particular group or culture.
  • Pagan. 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.
  • Anarchist or Opposed to Authority. Brittanis is a harsh, dangerous world getting darker and more deadly with every passing year. The Brynn are not foolish enough to believe that people can survive without any kind of government or leadership—they just insist that a leader is proven to be capable, wise, and above all able to put the benefit of the community above their own personal advancement or enrichment. It is not uncommon for the children of a leader to follow them into positions of leadership, but that has nothing at all to do with bloodlines and everything to do with having grown up in the household of a leader and learning from an early age how to be a leader that the Brynn will follow. Blindly or arrogantly refusing the authority of a proven leader is the highest breach of curamach, and often leads to a personal challenge or trial by combat, for the person making the refusal is in essence calling the potential leader a liar and unfit for his position.
  The Brynn are the most ancient people left in Brittanis; their myths and legends say that they migrated to the continent of Brittanis, warred against the Fomorians and claimed the fertile heartlands for themselves. Many generations later, the Norn came and colonized the area, though the Brynn forced the invaders into the north and south where the land is more rugged and less hospitable. For generations the Norn and Brynn lived in relative peace until six centuries ago when Honoria Brittania led the Imperial legions across the Sea of Storms in a great armada and invaded Brittanis.
The Brynn clans and Norn tribes had lived in isolated, feuding, independent tribes or small confederations for thousands of years; the unified, disciplined armies of the Empire were a force like nothing they had ever seen. The legions won battle after battle and pushed the Brynn out of the central heartlands and into the rugged highlands of western Brittanis. In those highlands, the Imperial legions could not easily follow and their tightly-organized units were at a disadvantage against the skirmishing, guerrilla tactics of the Brynn. Though they paid taxes to the Empire and were nominally under Imperial rule, the heavy hand of Imperial bureaucracy never fully took hold in the highlands. The Brynn clans were never truly pacified and their fractious, inter-clan culture was not as heavily altered as the Norn.
When the Empire pulled back its legions, the Brynn harried them every step of the way, glad to reclaim some of the fertile farmland and mineral-rich hills they held before the soldiers first came over the ocean. Though they claim to have never been conquered, the truth of the matter is that the Brynn who struggled against Imperial occupation lived in squalor and remember it quite clearly; as a people they refuse to go into bondage to a foreign power ever again.

The People

The Brynn are a hardy folk, not afraid to take risks, always looking to challenge or better themselves. The legendary hero Connacht was of the Brynn people; like their mythic hero the Brynn are fiercely independent, protective of their freedoms and suspicious of threats posed by kingdoms or empires.
They recognize the government of Kings and nobility, though in the highlands of Cambria only clan chiefs and tribal elders rule. Brynn voices are loud in defense of their personal rights and freedoms, much to the chagrin of many a town council. They were the first to revolt against the Empire and while they took heavy losses for it, those who passed into the next life were considered blessed for they were truly free.
Natives of the western highlands, the Brynn are hardy and energetic folk undaunted by extremes of weather or human cruelty. Their culture focuses highly on family and clan, with many festivals and holidays serving as excuses to get together, drink and find a mate. They tend to be adventurous, bold, and even a little arrogant, seen as brashness or overconfidence by other races. They are organized into clans, and each clan has its own chief or chieftess, for Brynn are the most egalitarian of the human races. Male and female coexist in relative equality with both sexes defending their people and caring for the children and home. In Brittanis, the clans in a fief pledge allegiance to the Chief who oversees their area.
The rugged, hilly western highlands are the homeland of the Brynn people, and they still occupy most of those holdings. At clan meetings and festivals the stories of the Lost Clans are told, and many Brynn hold fire in their hearts toward the skraelings who migrated into what had traditionally been Brynn territory. Now those lands are overrun by the savage skrae with villages burned to the ground and thousands slain in the battles of the Wastewar. The Dalriada consist mainly of Brynn clans who have not bowed to any leadership but their own since the Wastewar, and the united clans of Cambria see Dalriada as little better than brigands, preventing a united Brynn people from retaking what was lost to the skraelings.

Brynn Names

  • Brynn names consist of 3 parts: a Given name, a Family Name, and a Sept Name. All of these details tell an educated listener a GREAT deal about a Brynn in a very short amount of time. Sample Brynn names: Cedric mac Laurel mac Graine, Connor ap Ashlyn mac Branwen. Inspiration for given names can be found in Appendix A.
  • Given Name: The first name is a Brynn’s given name, such as Connor, Donegal, Brenna, or Cedric.
  • Family/Parental Name: "Mac" means "child of" and "ap" means "of the house of." The Brynn are matrilineal, so the second name would typically be your mother's name, if born into the clan. Using the examples above, "Cedric mac Laurel" means "Cedric, son of Laurel." 
Very rarely you could be born into the clan without an acknowledged mother, or deliberately repudiating a mother; then the father’s name is used. (Examples include adoption or a mother of a different house.) Example: "Brenna mac Donegal" tells the listener that Brenna either doesn't know who her mother is, or has deliberately chosen to separate herself from her mother's influence.
For formal situations, Brynn might give several generations of names, especially in a formal setting, but typically they only go one step back.
If sworn to the clan from the outside, Brynn (and other nationalities who swear to a clan) would use "ap" with the specific person sworn to as the second name. Some Clan Chiefs also forego their full names and take "ap [Clan Name]" as symbol of their dedication to the clan as a whole over their individual family. Again using the examples above, "Connor ap Ashlyn mac Branwen" says that Connor has sworn himself to Ashlyn and is the son of Branwen. An outsider might just claim "ap" and their oath-holder's name. For example, a dwarf named Gunnar Boarrune swearing to a Brynn named Donegal might have a name like "Gunnar ap Donegal of Clan Boarrune." 
When people join from outside the clan someone must speak for them/be responsible for them. Just as in other feudal organizations, while all Brynn are sworn to their clan, one might be sworn to the head of a household, who is in turn sworn to the head of the sept or the clan. Ap could be used to indicate great devotion, if someone wanted to proudly display their house allegiance instead of their parentage. It is somewhat flexible, and people do it a bit differently based on their particular points of view within the understood rules. Clan ties either through ancestors/parents and households are very important to the Brynn.
  • Sept Name: The final part of a Brynn’s full name is the sept name. A sept is a body of people larger than a household, but smaller than a clan. It is a sort of extended family of lots of households bound together by family, marriage, oaths, etc... Typically they are named after the person that founded them, and everyone who belongs to a particular sept uses either mac to indicate that they were born into it, or ap to indicate that they joined.
A sept makes its homes within one to several duns - anything from a village on a hill with a simple wooden palisade to a fortified stone keep with layers of hill palisades, walls, or moats. A sept is always organized around a primary dun, with a sept as big and powerful as the chief's occupying as many as five or six.
Brynn might introduce themselves differently depending on the audience, or circumstances but it would generally involve all 3 parts.
So when someone says their name is Cedric mac Laurel mac Carrach, you know that their given name is Cedric, who is the child of Laurel, and that they were born into the Carrach Sept (and that they very likely have their household established within one of the Carrach duns.)
If someone introduces them-self as Connor ap Ashlyn mac Branwen, you know that their given name is Connor, and that they are sworn to Ashlyn. They could not have been born outside of the clan, because they were born into a sept, so they wish to make it very obvious that they are directly sworn to Ashlyn, for some reason, and they were born into the Branwen Sept.
Another corner-case scenario is in the case of deliberately removed names. If a Brynn in a formal situation chooses to specifically omit pieces from their full name it says something specific as well. For example, continuing the above example, if Cedric wanted to be specific about the fact that he has no affiliation with his mother’s family, he would instead omit that name and speak only the name of his dun, being careful to name it specifically. His name in that instance would be “Cedric mac dun Carrach.” Dun is added specifically to avoid confusion that Carrach is his mother.
If a Brynn wants to declare (or for some reason does not know) themselves separate from mother’s family AND dun, tradition dictates they name themselves after the clan they are sworn to. In this case, if Cedric is of the Iceni from northern Brittanis, he would introduce himself as “Cedric mac Iceni” to make that clear— he is not Unsworn without allegiance or a place in the world, he is just being specific about who his allegiance is tied up with.
The most rare— considered both a tragedy and a cautionary tale to Brynn culture— are those with no ties to a family, dun, sept, or clan. These poor should know themselves only to be Brynn, but have no other ties to the people. These folk name themselves by their race alone, such as “Cedric mac Brynn” and are exceedingly rare.
For the Brynn, naming yourself is a declaration of self, family, and your place in the world. It is the foundation of all interactions between the Brynn— an established place in how the world and society functions and a basis for building relationship with any person you meet. A Brynn’s name says to anyone who knows how to hear it: “This is me, this is my family, where I’m from, and who I am sworn to.”

Tartans in Brynn Culture

The most obvious and striking feature of Brynn fashion is the use of tartan fabric woven into a particular pattern of colors. Each clan has their own tartan and colors, and the weavers and tailors of the Brynn are expert at creating dyes and weaving the fabric into beautiful patterns. The use of a tartan for all members of a clan has several benefits: on a battlefield among many similarly-armed and armored clansmen differing tartans can tell friend from foe, and hanging strips of tartan cloth from a tree or wall is as good as a flag (or the heraldry of the Britons) for knowing where a clan’s territory begins and ends.
Wearing the tartan of a clan without permission is considered a grave offense, claiming the hospitality and protection of that clan without the offer being actually made. It is a serious breach of curamach. If the offense is simply unknown, and the offender takes off the tartan when challenged, no harm is done. But wearing the tartan of a clan once it has been challenged means one of two things: either the offender believes the clan leadership is not competent enough to resolve the situation (and thus is a common way for outsiders to challenge for leadership of a clan), or that the offender has intentionally placed themselves under the leadership—and judgement—of the clan chief and desires entry into the clan as a member.

Brynn Look and Feel

Brynn clothing and fashion is some of the most colorful and vibrant of the human peoples; only the Khemri surpass the brightly-hued Brynn in ornamentation and color. Brynn see color, jewelry, and ornamentation as signs of wealth, prestige and prosperity and those elected to positions of authority often choose to wear torcs, arm rings, necklaces and amulets of precious metals and stones to show their skill in leadership and personal achievement.
Tartan fabric is expensive; it is specially-dyed and treated, and the secrets of making it are closely guarded by weavers and tailors. Because of this expense, and the correlation that only adults and elders can afford large amounts of the fabric, customs have developed about who can wear what kind of garments made from tartan fabric.
Children wear no garments of tartan. For holidays, formal occasions or ceremonial purposes they may wear a belt of tartan, but the fabric is taken from them at the end of the occasion. During the ceremony where a child becomes an adult, a length of tartan in the clan’s pattern is gifted to the new member of the clan. From then on, an adult clan member can wear the sash in one of three ways however they choose—over the shoulder as a sash, over the head as a kind of draped hood or cloak, or a pleated kilt.
Upon entering adulthood, Brynn have a choice: either swear allegiance to the clan chief or strike out on their own. If they strike out on their own, they keep the sash of clan tartan and can wear it with honor till they swear allegiance to a different clan, upon which they adopt the colors of that clan. If the Brynn forsakes that allegiance or believes the clan leader to be unfit for leadership, throwing the sash at the chief’s feet is an un-mistakeable sign of challenge or a broken allegiance.
Broken allegiance is not the same as betrayal; it simply means that the person breaking allegiance does not claim the benefit or curamach of being associated with the clan. The family breaking allegiance can no longer wear the tartan and usually is expected to leave the village or move to a different part of a larger settlement. Once someone swears allegiance to a clan chief, they are considered members of the clan and can wear either long, ankle-length skirts of tartan fabric or long trousers of tartan as well. Wearing the tartan in other ways is still considered acceptable; the cost of additional fabric required to make trousers and skirt are considered signs of status and wealth.
When a clan grows large enough, the chief or council of elders may choose to split the clan into multiple, smaller units that will be allied by marriage and blood. Once the leaders of these smaller clans—called septs—are decided, the chief or council will grant the new clan the ability to weave and use its own tartan pattern, usually with one of the main colors from the “parent” clan as a basis. So if the parent clan has red as their primary tartan color with blue and black as secondary colors, the newly-made sept will likely use red as the base for their tartan, but might choose green and yellow as their secondary colors.
The Brynn believe that mortal life is an endlessly repeating cycle, striving for perfection. Each Brynn might take a different view on what that perfection actually means, but this cultural focus on circles and cycles expresses itself in their art as knotwork, with strands intertwining and endlessly recurving upon themselves to form a flowing, liquid style of art that is as beautiful to look upon as it is to contemplate.
It is important to note that while Brynn knotwork and Norn artwork might seem similar, Brynn knotwork focuses on symmetrical or orderly designs where all the strands are of equal thickness that return to each other in an endless loop. Norn artwork expresses an entirely different ideal and has none of the uniformity, symmetry or returning designs as that of the Brynn.

Costume Inspiration

Iron Age/ Dark Ages Celtic costume, Dumnonii (LARP), Warrior Queen (movie), Braveheart, (movie), Roar (TV Series),


Just about any color is used in Brynn clothing, but the important part is to avoid anything that looks modern or not natural. Colors are fantastic; looking like a Halloween costume isn’t. Avoid metallic colors in fabric; Brynn believe that silver and gold are for jewelry, weapons, and armor as opposed to clothing. Embroidery in contrasting colors is ideal, as well as fabric trim in contrasting colors, but metallic trim or embroidery is not.


Wool is the primary fabric used to make tartans because it is durable, warm for the highland weather, and easy to dye. Modern tartan fabrics (acrylic most notably) are also okay so long as they adhere to the color guidelines. Brynn use cotton, linen and leather as well in clothing. Fur can also be used in garments, especially those designed to protect against harsh highland weather.


The western highlands of Brittanis are rugged, steep-walled valleys and rough plateaus that rise above the surrounding land. The weather is damp and rainy, and bitter-cold winds pour in off the Aquilonian Ocean in winter. Metal armor is difficult to maintain in such conditions, and it weight and bulk mean that only the mightiest and most wealthy warriors can afford to keep it maintained and carry it into battle.
Chiefs, lords, and mighty warriors may have metal armor, but the vast majority of Brynn rely on leather for protection because it can be weatherproofed and is light enough to march, climb, and fight in easily. Because of their focus on speed and mobility, the Brynn have perfected armor designs that feature protective pieces mounted on a softer, flexible backing. Brigandine (small plates of leather or metal riveted to a softer leather or canvas) is the most common; occasionally the armor plates will be sewn between two layers of fabric to silence the armor as well. Scale armor and lamellar styles are common as well for the same reasons.

Weapons & Shields

Spears are by far the most common Brynn weapon, with long blades often as efficient at slashing as in the thrust. Brynn spears are almost always equipped with a crossbar below the spearhead as well, preventing an enemy (or a wild boar if hunting) from running up the shaft and reaching the spearman.
Swords are considered backup weapons for the most part, and the Brynn typically eschew large quillions in favor of handguards that will not snag on clothing or weaponry while on the march. The Brynn favor sword designs with anthropomorphic, organic shapes and hilts shaped like stylized people or leaf-shaped blades are by far the most common.
One exception to this rule is shock troops equipped with large two-handed swords and the heaviest armor available. The straight, heavy blade of a claymore has large hand-guards and often a second hand-hold above the guard that allows the blade to be used in a spear-like fashion. These warriors have proven particularly effective against the heavily-armored forces of the invading Fomorians.
Axes have blades with curved, trumpet-shaped heads, recalling the Brynn knotwork designs. Two-handed axes are almost unheard of among the Brynn, mostly because the claymore is so much more popular when heavy weapons are needed. Blunt weapons tend to be spherical or oblong in shape without the flanges or spikes preferred by the Britons and Norn respectively. Again, the Brynn focus on speed and economy of motion determines that anything which can catch on clothing or armor is to be avoided and as such Brynn weapons are adorned with engraving, etching, carving or gilding but almost never with any kind of addition to the functional shape of the item.
Brynn shields are universally tall and thin, usually oval or rectangular in shape and barely wide enough to cover a warrior shoulder to shoulder. This style of shield developed during the Tiberian occupation, when the Brynn tribes were forced into the highlands in the first place. With a thinner shield, more warriors can be packed into the narrow valleys and canyons of the western highlands and the Brynn are incredibly effective shield-wall fighters to this day.


The White Court has little influence in Cambria and Dalriada, despite being adjacent to the heartland where the Court holds its greatest power. Most Brynn churches are one of two types: either devoted to the entire White Court, as the Brynn are the people most likely to devote themselves to each god as part of the whole, or a small shrine devoted to a single god, almost always Liriel, Emrys, or Dagmar.
The Three Sisters, on the other hand, hold great sway in Brynn homes, and sometimes shrines to both the Old Faith and the Court are found in large households to accommodate all members. Sarai holds the Brynn people dear to her; the Archdruid of her faith is historically almost always Brynn. The ferocity and primal nature of the Wild Queen appeals to the Brynn heart, and she returns their devotion with equal fervor.

All images on this page are intended to use as inspiration, not for commercial gain. Brittanis Live-Action Adventure wishes to provide all due credit for any images used on our site. If you know the provenance of an image that is not credited, please email brittanislarp@gmail.com and we will be happy to fix it. Many of the images on the Brynn page come from the AMAZING British LARP Dumnonii Chronicles. Brittanis uses these images as a tribute to the immersion and dedication of the players of that game.


Hard, Tough, Implacable, Forthright, Pragmatic, Individualist, Industrious

Be sure to check out the Brittanis Pinterest page for the Norn HERE!!


  • Racial Traits: Hero, Human, Norn.
  • Adaptable:+ 10 bonus Starting Points at character creation.
  • Dual Background: Humans can qualify for 2 Backgrounds with an approved History.
  • Cultural Weapons: Norn characters pay 1 less CP for all Axe and Spear skills.
  • Shield Training: Norn characters gain the Buckler skill for free, and pay 1 less CP for the Shield skill.
  • Race Band: White with Red Stripe

Optional Racial Skills

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

Four Things to Remember About the Norn

  • Shaped by the Land. Orkenay, Lyonesse, and Malagant have the largest populations of Norn, and they are the toughest, most rugged lands in Brittanis. The Norn thrive here by being even more stubborn and tenacious than the lands that spawned them.
  • A Good Day To Die. In the lands where the Norn dwell, death is an ever-present specter. Even in during the reign of the Empire, the badlands and frozen north were still home to the monsters and dangers that the legions could not eradicate. Thus, every Norn knows that this dawn may be her last, and they strive to make their ends worthy of song and useful to their clans.
  • The Land Does Not Bleed. The Norn are as implacable and unwavering as the land that they call home. The only thing that stops them is death-- not injury, not age, not any circumstance whatsoever.
  • Deeds, Not Words. Liars are the worst kind of blasphemers-- they speak against the truth of the Great Tapestry, and the skein of each man's life. Likewise, a man's value is determined not by what he says or the promises he speaks, but by the deeds of his life and the actions he chooses to do. Do not suffer a liar or a deceiver; cast them out into the Land.

What Norn are NOT

  • Vikings. While the Norn are inspired by Scandinavian and German cultures, as well as the nation of Rohan from Lord of the Rings, they are NOT "Vikings". Viking is a term referring to the actions of going raiding and plundering the coastline by sea. Norn do not wear horned helmets, they have no longships, and they are are not seafaring raiders. They have their own stories.
  • 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.
In the frigid, sea-swept coasts of the north and the rocky, infertile plateaus of the south, the Norn flourish and rule. To survive the harsh environments they have chosen they must stand shoulder to shoulder, men and women alike holding steadfast. These are a people who rejoice in battle, facing every threat with their heads held high. They face every challenge and every foe with undaunted courage, for their people have faced far worse and come through the other side. The Norn are as hard as the lands that have formed them, testing their blades and courage against all comers.
The Norn are technically a split people, with large population centers in both the north of Brittanis and the south. The initial migrations from the continent of Caledor to the distant east brought the ancestors of the Norn in great ships that landed on the eastern coasts of Brittanis. Some ended up in the north, and others in the south, but all have maintained their enduring tenacity and culture.
There are three castes in Norn society-- from lowest to highest: soldat (soul-dat), or warrior caste; every single Norn without the skills to raise up into one of the other classes is of the soldat, trained to bear arms in the defense of the people in time of need. Most of the jarls and thanes of the Norn folk come from this caste. fyerna (fee-ER-nah), or magic caste; those with the ability to cast spells--arcane and primal casters,specifically-- become fyerna.
These powerful folk are advisers and councilors to the rulers of the Norn, but their magic makes them incapable of actually ruling. mester (MESS-ter), or priestly caste, make up the third caste. They, along with the fyerna, make up the Moot, the advising body of the clans, and their advice is taken with great weight, coming as it does from the Otherworld.
The lands that the Norn inhabit are harsh-- the frozen north and the rocky south are no place for the weak of heart. Such an unforgiving land, however, does not mean that the Norn share those traits. They love riddles and song as well as the epic tales of the skalds and poets of their history and deeds. Everything a Norn wears or carries has some kind of ornamentation-- when your life may be cut short in an instant, you want to go to your death looking your best. The traditions of weregild, blood debt, and duels of honor run deep in the Norn, and these customs have bound the clans together since long before the Tiberian Empire came to the shores of Brittanis.

The People

The three castes that make up Norn culture exist in a balance, each supporting the others and working for the good of the clan. Having even the tiniest skill in the required area is enough to become part of the caste-- those incredible folk with the ability to use the magic of both castes must choose when the time comes.
Many Norn believe that the Three Sisters wove the skein of each person's life into a thread and wove that thread into the Great Tapestry, and each person's life is predestined from start to finish. Thus, when making a decision it is best to go fully committed into the decision, for going back on the skein of your own life and choices is dishonoring to the gods. When the Norn hunt a dangerous beast, they track it until they corner and kill the creature; when a craftsman makes a sword or a suit of armor, it is the absolute best it can be; when pursuing a romance or other personal goal, a Norn will chase his target until the very end.
Norn believe that the deeds a person performs in their lifetime determines their worth-- after all, would you sing song and tell tales about a coward or a drunk or a thief? Thus, deception, trickery, and lies are the worst kind of crime for Norn to commit; being called an oathbreaker or a liar is often enough to be called out in challenge for the holmgang. The mark of a true hero is taking personal responsibility for their failures, but sharing the glory of victory with all who deserve it. The tale of a battle might be told by a skald, recounting the deeds of this hero or that-- but every warrior who was there will share in the pride of that telling equally.
Because their lifestyle is constantly embroiled in conflict (especially now that the Fomorians have invaded), the typical Norn crafter is assumed to be a weaponsmith or an armorer; though these artisans are numerous, Norn craftspeople also make beautiful jewelry, adornments and other wares, and their engineers are unmatched in the design of mighty, impregnable fortresses. If a thing is worth doing at all, it is worth doing well.
The look of the Norn strives to show the character's prowess and individuality while maintaining practicality first and always. As a people, the Norn are immensely proud of their craftsmanship, and it shows in all of their items. Even the tiniest tool has some runic or script engraving, to allow the craftsman to show off her skill.

Costume Inspiration

Rohirrim, Skyrim, Saxons, German Celts, Medieval Scandinavians Movies: Lord of the Rings (Two Towers esp.), Beowulf & Grendel (2005), Beowulf (2007), How To Train Your Dragon,
  • Forest Greens, Mustard Yellows, Dusty Blues, and Deep Reds. Cream and Pale versions of above colors for under garments. Ornamentation, embroidery, fabric trim, etc is key.
  • FUR-- Norn costume isn't complete without a bit of fur somewhere. Leather, Metal, Wool. For higher-status characters, thick-pile velvet and heavy brocades are appropriate.
  • A long, thigh-length tunic is the most common garment for Norn, whether working or fighting. This is worn over fitted trousers or hose, usually with high boots to fend off the terrain. Sometimes an undershirt of linen or cotton will be worn. Embroidery on the collar and cuffs is very common, even for Norn of modest means.
    • For more leisurely occasions, formal meetings or festivities, women often wear fitted floor-length dresses with wide sleeves. Intricate rope or chain belts are often worn at the hips, and medallion belts are common for the upper classes. Decorative aprons are frequently worn over the primary gown,and are likewise decorated and embroidered and embellished.
    • Formal wear for men is largely the same as work-wear, but crafted from higher-quality materials and with far more ornamentation. Tunic length often goes past the knees, and soft shoes can be worn instead of boots.
Armor There are two distinct modes of Norn Armor, depending on the wearer's function in battle. Heavy troops wear scalemail over a full hauberk of chain, or metal plates strategically placed and reinforced with leather to maintain flexibility. Lighter troops wear leather armor in scale or reinforced designs.
Weapons & Shields Bearded axes and short-headed spears are the most common weapons among the Norn, and their wielders are deadly efficient in their craft. Upper class warrior and heavy troops often wield wide-bladed broadswords as well, suitable for cleaving through mail and shearing the thick hides of monsters. Blunt weapons are rare, but Norn are famous for their use of vicious spiked maces and morningstars.
Archers are valued among the Norn, but usually the lighter skirmishing troops use those weapons. Shields are thick, round, and fast, suitable for both horseback and ground fighting. Made of aged and treated wood with a metal rim, Norn shields are often decorated with animal motifs or in the colors of their clan.
Norn Names Norn names tend to sound Anglo-Saxon in style, but are typically made up of a combination of a distinct set of sounds. Two syllables is most common, but thanes and highborn families sometimes use more than two. Sample names and resources can be found in Appendix A.
Homeland The Norn people originally hail from the high, rocky plains of far southeastern Brittanis as well as the northern quarter of the continent along the frozen shore. In the last few generations, and especially under the leadership of the hero Morzan the Thunderer, they have expanded their cultural influence greatly, migrating by ship to the southern heartlands and settling the eastern coast and southern peninsula. Norn influence there is strong, and many young adventurers of Norn descent come from that area. Norn of southern heritage are considered by many to be more civilized, though no less fierce when their anger is roused.
Religion The White Court has a foothold in Malagant, but only due to the diligent efforts of the priests of Dagmar, Emrys, and Ghorn whose temperament matches that of the Norn well. Many of the Norn from the southern region pray to one of these three gods due to the strong influence of the Court in the heartland.While it may seem that worship of Sarai would be common in such a wild and untamed region, the Norn have a long-standing tradition of worshipping Rhaine, the goddess of Fate and Death. Her name is a common battle cry amongst Norn warriors who embrace the inevitability of her touch, and the vast majority of Norn, particularly those from Orkenay and Lyonesse pay their respects to her.
Many Norn clans also pay homage to the Primal Spirits, represented by a Druid, Shaman, or other member of the fyerna allied with them. These liaisons between the spirits and the mortal world serve in the same role as tribal priests for the clans who follow those traditions. The Norn see the gods, fae, demons and primal spirits as all the same, and believe that during the creation of the world they all created the Tapestry of Fate together.
All images on this page are intended to use as inspiration, not for commercial gain. Brittanis Live-Action Adventure wishes to provide all due credit for any images used on our site. If you know the provenance of an image that is not credited, please email brittanislarp@gmail.com and we will be happy to fix it.


  • 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
All images on this page are intended to use as inspiration, not for commercial gain. Brittanis Live-Action Adventure wishes to provide all due credit for any images used on our site. If you know the provenance of an image that is not credited, please email brittanislarp@gmail.com and we will be happy to fix it.


• Sun Elves, High Elves • Pronounced “eh-rin TARR”
In the mountainous, isolated kingdom of Rendayn, the struggling remnants of an ancient people strive for mastery over themselves, the world around them that slips a little farther into darkness every day, and over the very forces of creation itself. These are the Erin’Tar, the last pure descendants of the faerie folk cast into the mortal world thousands of years ago.
The High Elves are the keepers of ancient wisdom-- the mightiest magic users of all the races. Their spellcasters and loremasters are unparalleled among the mortal races, and they have melded the warrior arts with spellcasting seamlessly with a philosophy that stresses reason, emotional control and mastery of self. They call themselves Erin’Tar, which in their musical language means “Lost Ones”, for they see themselves as a refugee people, cast out from the Faerie Realms and stripped of much of their former power. It has been many generations since the Sundering, but every single Erin’Tar keenly feels the part of herself left behind in the Fae Kingdom.
The Sun Elves hold themselves separate and apart from the rest of the mortal races, for they truly believe themselves to be not of this world. They seek mastery of themselves, the world around them and the forces of magic in order to prove their place in this ever-darkening world.
Keywords: Serene, Driven, Refined, Ambitious, Elegant, Distant, Graceful, Wise, Mystical
  • Four Things to Remember About the Erin’Tar Circles of Black, Silver, and Gold. The High Elves seek perfection in all aspects of life, but the three highest forms of mastery are represented in Erin’Tar art and culture by three interlocked circles. The black circle represents the mastery over the body and physical aspects of life including weaponry, crafting, and physical perfection of form. The silver circle represents mastery over one’s inner self—public displays of emotion, acting on instinct and impulsive behavior are considered the domain of the lesser races and displaying such things indicates a lack of self-control and therefore a lesser being. The third and most difficult to master is the golden circle, symbolizing mastery over one’s environment and world. Elven warlords leading troops or commanding noble houses, mighty archmages commanding the forces of creation and reality, or priests calling down the miracles from the gods or mighty archfey patrons all represent mastery of the gold circle. These three types of mastery are the founding pillars of Erin’Tar society.
  • Bargains, Promises, and Trade. Erin’Tar are far closer to their fae heritage than the nearly-feral Gael’Dar. One of the things that they retain from their Archfey ancestors is the compulsive need to turn every personal interaction into a bargain of some kind. This emphasizes their drive for mastery—if you have something and someone else wants it, you have mastery over them, however brief and ephemeral. Erin’Tar NEVER give anything for free—and she might not necessarily even mention the debt she perceives between you till she comes calling that debt in. Gifts carry the implication of debt and obligation, and any conversation is likely to become a give and take of questions and information. An Erin’Tar is ALWAYS trying to come out on top, even in simple conversation, though the definition of victory or success varies from elf to elf.
  • “Debt is like iron.” This common High Elf saying has a triple meaning, as should be unsurprising to anyone accustomed to the double-talking elves. First, it should be noted that both subraces of elf are still bound by the faerie geas that prevents them from lying—and as such, both kinds of elves are famous for double-speak and lying by omission or leading an enemy to their doom through assumption rather than outright falsehood. Thus, if an elf makes a promise or concludes a bargain, they are by definition telling the truth. Thus, once given, an oath or promise is sacred to the Erin’Tar and if elven legends and myths are to be believed, calls down the wrath of the gods and/or Archfey on the oathbreaker. Second, the elves react poorly to “blood metal”—iron and its ferrous alloys. In small quantities, it is merely annoying like a strong itch, but in large amounts (like armor, shackles or manacles) it can be injurious or downright deadly. Elven horror stories tell of those bound in iron for long periods of time going mad. Because of this association, it is unsurprising that elves who find that another has mastery over them (whether intentional or otherwise) seek to rectify the imbalance as fast as possible and usually in such a way that the situation will be reversed and the elf will have his former creditor in HIS debt. Third, iron is of course a strong, durable material and the elves do not believe in a statute of limitations on debt or obligation—if your father made a deal with one of the long-lived elves, you inherit that debt upon your father’s death. Likewise if your great-grandfather made a deal with the ancestor of an Erin’Tar; that debt does not die until it is paid in full.
  • A Perfect People in a Perfect World. The High Elves have never forgotten themselves as the true descendants of the Archfey; they know in their mortal bones that their ancestors are immortal beings of incredible power and majesty. The Erin’Tar seek nothing less than the re-creation of a paradise in the mortal realm to rival that of their ancestors in the Otherworld. Because of this, they constantly seek to master new skills, gain new knowledge, and learn new magics that will help them reshape Aerys into a land that more closely resembles their lost faerie homeland and reshape themselves into beings closer to the perfection they see in the Archfey.
  What Erin’Tar 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 harken 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 to recreate the homeland they lost and achieve mastery over their physical being, emotional impulses, and the world around them.
  • Star Trek Vulcans. The Erin’Tar seek to master all aspects of their lives, not just emotions. They are not slavishly dedicated to logic, but instead acknowledge that mastery over their existence is rarely served by making rash, emotional decisions. Elves do display emotions, but usually only with those closest to them—those who are least likely to take advantage of what they see as a vulnerability that can put them at a disadvantage to someone less trustworthy. This is the root of the Erin’Tar reputation for being aloof, distant, and seemingly arrogant; they believe that showing emotion to a potential enemy is a weakness that can be exploited as easily as a gap in armor.
  The People When they were exiled from Faerie to the world of Aerys, the ancestors of the elves found their very existence was at odds with the world itself. The elves reacted poorly to the Deep Magic that infuses the natural world; many went instantly mad and unleashed terrible destructive magics into the world while others simply dropped dead where they stood, seemingly at random. Elven sages and scholars studied the problem, but more and more elves went mad or died for no known reason. Eventually, the problem became clear: a native beings of Faerie, the ancestors of the elves were literally lacking the one thing all sentient mortal creatures possessed, and the thing to which the Deep Magic was tied.
The elves had no souls. Intelligent creatures born in the natural world are possessed of a soul that passes into the Otherworld upon Final Death. Because the exiled elves were born in Faerie, but were still intelligent, thinking beings, the Deep Magic was tearing them apart because they represented a magical paradox.
The Gael’Dar solved this issue by four of their greatest leaders sacrificing themselves in a mighty ritual that created a buffer between the Wild Elves and the Deep Magic. Eventually the slow elven birthrate caught up and the next generation born to the natural world had mortal souls. The Erin’Tar, however, had no such protection.
The High Elves chose a different path to salvation. They did not rely on the sacrifice of their leaders; instead they worked together to create fortresses warded with the mightiest protective magics they could create and isolated themselves within their wards until the first generation of Erin’Tar born to the natural world were proven to not have the same crippling weaknesses as their parents. The last remaining citadel warded by these magics has been turned into the Arcanum, a school of magic, history and learning. By using their mastery of magic, the elves who became known as the Sun Elves had mastered their environment and mastered themselves in the process. This was the defining event of their culture and influences them to this very day.
The rocky, mountainous island of Rendayn is the homeland of the Erin’Tar. Millenia ago, when the Sundering cast the ancestors of the Wild Elves and Sun Elves from the realm of Faerie, according to High Elf legend the elven hero Aenryia led her followers to the island and they settled there. Later, the Arcanum was built in the capitol and remains the greatest center of learning and magic in Brittanis today. Anyone who wishes to learn how to master the forces of arcane magic eventually finds their way to the Arcanum to study, read from the great Library, and pursue the study of magic. Three great Erin’Tar cities lie nestled in the mountainous valleys and treacherous peaks of Rendayn, forming natural barriers, chokepoints, and defenses that the invading Fomorians have yet to navigate.
Twice the invaders have assaulted the Sun Elf kingdom, and the elves have pulled back their northern borders as a result of the savage onslaught. It is of great concern to the Erin'Tar that the Fomorians might be descended from the same stock as they themselves; though the Fomorians continue to assault the Sun Elf lands, the ruling council of Rendayn has decided that the truth of the matter must be decided before all-out war can be declared.
Erin’Tar Look and Feel Be sure to check out the Brittanis Pinterest page for the Erin’Tar HERE!! The look of Erin’Tar costuming is based heavily around images of high elves and wizards. Robes and long, draped garments predominate. The High elves are refined and cultured people, and their garments reflect a culture that is focused around learning and academia. The most common garments are layered robes (pull-over or side closure) or coats (front closure) worn from the shoulders. Often a fitted under-robe is worn with a looser, full-cut over-robe worn with wider sleeves. Robes are almost always tied or belted at the waist and cut so that the garments flare out below the waist. Cloaks, mantles and hoods are worn to protect garments during inclement weather. Smooth curves and points are the most common designs for jewelry, embroidery and embellishment. In clothing, these are almost always in a complementary color to the base fabric. Contrasting colors are never used. A pale blue robe might have darker blue or cream embroidery in a curving, looping pattern, for example, but never orange or red. Costume Inspiration High Elves, Saruman & Gandalf (Peter Jackson’s Lord of the Rings series), Nuada & Nuala (Hellboy II movie), Therns (John Carter movie) Colors Just about any color is appropriate to the High Elves except the harshest, brightest shades—typically the Erin’Tar prefer subtler shades than more garish colors. Deep, bright colors have associations among the mortal races to powerful emotions, which the Erin’Tar do not show in public. Thus, colors like bright red, pure black, Most important, however, is the tendency of Erin’Tar to make an entire outfit from varying shades of a single color. For example, an outfit made in blue might include a deep blue high-collared under-tunic and lighter blue robe, accented with boots, fabric belt-sash and jewelry in yet another shade of blue. The tendency to design in differing shades of the same color is a defining Erin’Tar costume trait. Materials As you’d expect from their refined tastes and cultured nature, the High Elves primarily use linen, silk, and cotton for their clothing. These three fabrics have a variety of finishes and textures, so many different looks can be achieved with little effort. Wool is sometimes used for outer garments in inclement weather, but fur is considered vulgar (and used by the Gael’Dar), so avoid it in High Elven costume. Leather is used exclusively for armor and accessories such as belts and quivers. It is not used for clothing. Armor Erin’Tar, like their Wild Elf cousins, have a racial allergy to iron and its alloys. This means two things: Erin’Tar use leather just as much as their savage cousins and they are exceptionally skilled at crafting armor from metals other than iron. Erin’Tar smiths are especially famous for their work in argentum and mithril. High Elves prefer armor that does not compromise mobility and speed, so large pieces of solid armor are uncommon except in the heaviest protection. Elven platemail is not unheard of, but it is exceptionally rare and ruinously expensive because it is always made from a rare metal. The most common types of elven armor are banded and scale. They protect well and allow maximum agility. Under-garments of scalemail with additional protection layered on top are the most common armor style in Rendayn. Long skirts of scalemail and interwoven banding are seen frequently, and the elven preference for smooth, curving lines continues into their armors as well. Decoration continues the elven patterns of graceful, intricately twined etching, filigree, or other ornamentation. Weapons & Shields Continuing their cultural bias towards graceful, beautiful curves, all High Elf weapons have these lines. Swords and polearms tend towards long, curving scimitar or katana-style blades with ornate, organically styled handles and guards. The cruciform –style blade is a carryover from the humans, but even they tend to have smooth curved silhouettes when made by High Elves. Blunt weapons such as hammers tend to be almost nonexistent, while axes are reserved for the deadliest, most skilled warriors. The elves consider the axe to be a brutish, uncultured weapon, so an elf wielding such a weapon is declaring that he has the prowess to make such a weapon fit the elven concepts of mastery, grace, and skill. The mountainous terrain of Rendayn lends itself well to the shield-wall, and High Elves have mastered this form of war. Their shields are shaped for maximum protection and versatility, tall and shaped like teardrops or elongated versions of the Brittanic heater-style shield are common. Costuming Requirements ERIN’TAR MUST WEAR PROSTHETIC EAR TIPS. Erin'Tar typically have larger, more prominent ears than their Gael'Dar cousins. Erin’Tar must wear a race band of yellow 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 yellow race band worn by Sun Elves should not be mustard, orange-red, fluorescent yellow, pastel or any other variation. All effort should be made to keep it as purely YELLOW 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 High Elf name inspiration. Religion The majority of elves pay homage to one of the Archfey instead of the gods of the mortal ream, but some few do serve the gods. As befits their character, Eldrea the goddess of magic is the primary deity of the Erin’Tarni, though Sarai and Liriel follow closely for the elves revere both the wild places and beauty in all things. No churches of the White Court exist within the borders of Rendayn, though the occasional shrine built by travelers of faith do exist. Racial Abilities Sun Elf characters gain the following Racial Traits: Hero, Elf, Sun Elf, Fae. Fae Nature: All Erin’Tar have -1 Vitality per Tier, but gain +2 Stamina at 1st Tier, and +1 Stamina per Tier after. Cold Iron Sensitivity: When wearing armor that has Iron or Steel as the Primary Material, that armor has -3 armor points. If Iron or Steel is the Secondary Material, that armor has -2 armor points. These penalties only apply when the elf is wearing them; it is an effect of the wearer, not the armor itself. 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, of 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. Arcane Adjustment: Once per watch you can call “With [Heroic Trait], Complete” When you either fail to complete the incantation of a spell or are struck for damage while casting a spell in order to finish the incantation and have the spell cast as normal. Though the skill name says "arcane", this skill can be used with any skill that has the Spell keyword. Children of Magic: High Elves depend on their inherent magic far more than they rely on aid from outside sources such as gods or primal spirits. Erin’Tar pay .5 extra CP for all Otherworld and Primal skills. This only applies to the Source skills themselves—Class header skills do not have this penalty. Cultural Weapons: Erin’Tar pay 1 less CP for all Blades as well as Large Spears and the Staff. Racial Skills High 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. Only the 1st Purchase can be bought at Character Creation. Arcane Resilience (3, 3 CP; 1 Stamina; Battle) The blood of the Erin’Tar flows with eldritch energy, and you have harnessed it enough that you can use it as an active defense. Once per battle, you may spend 1 Stamina to call “Resist by Magic” when subject to a packet attack. 2nd Purchase: Usable 2/battle Grounded and Guarded (3, 3 CP; Day) You studied at the Arcanum long enough to train your spirit to resist the kinds of attack that would take control of your mind from you. Once per day, you can call, “Resist by [Heroic Trait]” when subject to a Mental attack effect. 2nd Purchase: Usable 2/day Precision Mind (3, 3 CP) You have learned how to focus your mind and swiftly rid it of thoughts or influences that are detrimental to you. You need only 1 minute of rest instead of 5 to negate a Mental effect. 2nd Purchase: You need only30 seconds of rest Pure Fey (3, 5 CP) Similar to your ancestors’ ability to shape their body to their will, you have learned how to master your flesh and make it obey your commands. Once per day you can call, “Purge by [Heroic Trait]” when subject to a Drain, Stun, or Paralyze effect. 2nd Purchase: Usable 1/watch Arcane Shield (3, 3 CP) You know how to harness the raw stuff of magic in order to protect yourself. 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 2 times. This armor stacks with other skills giving you non-physical armor, but still can only be modified by one temporary Modifier at a time. 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 an Erin’ Tar 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 Weapon of Choice (2, 2, 2 CP, 1 Stamina, Battle) When wielding a weapon from the Cultural Weapon list, an Erin’Tar 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 All images on this page are intended to use as inspiration, not for commercial gain. Brittanis Live-Action Adventure wishes to provide all due credit for any images used on our site. If you know the provenance of an image that is not credited, please email brittanislarp@gmail.com and we will be happy to fix it.

Free Dwarves

The free dwarves of Brittanis are refugees and the children of refugees. At roughly the same time the Tiberian Empire abandoned Brittanis a century ago, the last dwarven King of Valyngaard was murdered by his youngest brother. The brother had made a pact with the forces of the Abyss , trading servitude for power. The Red Prince, as he is known now, commanded magic that enslaved his fellow dwarves’ minds and bent them to his will. Loyalist dwarves attempted to defend their fallen kingdom, but the infernal magic of Ironhall proved stronger than the scattered resistance could counter.
Instead, many dwarven families fled Valyngaard and settled among the lands of the other races. Now the Free Dwarves live in isolated pockets, struggling hard to keep their traditions and culture alive in the midst of terrible odds and encroaching cultures not their own. They strive to remember what it is to be dwarven, to maintain their clan and honor the gods in the ways that dwarves have for centuries untold.
In the deep heart of each and every Free Dwarf burns the knowledge of what they have lost and that fire smolders into a life of adventure for some. Many seek out the treasures of the past in hopes that power gained there can help the dwarven people. Others seek personal power to lead their fellows into prosperity.Others serve themselves, amassing strength in an effort to not be like their ancestors and pushed from yet another place of safety. The betrayal of Valyngaard is a shadow looming over every Free Dwarf.
  • Keywords: Traditional, earthy, solid, iron, stubborn, militant, disciplined, uncompromising
Four Things to Remember about Free Dwarves:
  • Tradition and Custom are EVERYTHING. In the century since the Iron Dwarves broke the royal line of Valyngaard, the Free Dwarves have been a people without a homeland, adrift and scattered among the communities of other races. They have been cut off from the eternal stone of their forefathers, and today the dwarves cling hard to the traditions, customs, tales and memories of their lost glory.
  • Loyalty is like stone. The Red Prince broke his oath of loyalty to his brother the King, and Valyngaard fell as a result. Especially as a people in exile, the Free Dwarves take loyalty especially seriously, in particular the oaths of loyalty binding a lord and vassal. They regard such things with an almost religious zeal, and woe unto those who break an oath to a dwarf; they can hold a grudge for a VERY long time and have been known to pass oaths of vengeance and retribution down from one generation to the next.
  • Words are like wind. For years before his betrayal the Red Prince spoke honeyed words to his King, all the while building a base of power to slay his family and enslave his people with infernal magic. This betrayal has greatly affected the dwarven outlook on verbal promises and speech in general. Though they still believe that oaths should be spoken true and with honor, they have first-hand seen the results of such treachery. Thus, while an honorable dwarf holds the oaths she herself has made with utter devotion, when it comes to others—even other dwarves—the assumption is not the same. A dwarf looks to see how a person acts and behaves to judge whether they hold to their oaths, not the words they say. Likewise, the belief of the dwarves is that feelings, emotions and thoughts on a matter are not positive or negative; it is entirely possible to be violently angry at someone and not act to to cause them harm. It is only when thought becomes behavior or action that it becomes good or ill.
  • Reclaim the Lost; Rebuild the Broken; Refuse Despair. This simple chant forms the core of many dwarven lives. They have firmly planted their feet in the earth and, though dealt a horrible blow by the corrupt dwarves of Ironhall, refused to go quietly into the growing darkness rising across Brittanis. They have dedicated themselves to slowly, methodically reclaiming that which has been lost in the last century—the knowledge, magic, and settlements of Valyngaard as well as their own racial pride and esteem. Until that final victory is achieved, the Free Dwarves construct communities of their own, rebuilding in new places the strength and glory of the dwarven people. And as each Free Dwarf stares at the horizon towards fallen Valyngaard, they refuse the despair that threatens the heart of every dwarf—the despair that corrupts and twists their people into the pitiless, infernal Iron Dwarves.
What Free Dwarves are NOT
  • Scottish. Despite the masterful performance of John Rhys-Davies in Lord of the Rings,dwarves are not Scottish. Don’t feel like you have to affect an accent in order to play one. You can if you choose to, though.
  • All bearded. Dwarven males pride themselves on their beards, and dwarven females take similar pride in long, luxurious hair plaited or braided into intricate knots and styles. However, males are not ALLOWED to grow a beard until they have achieved the age of majority and females likewise must wear their hair unbound until they are considered adults. It is POSSIBLE to play a dwarf male without a beard or a dwarf female with short hair, but you will beconsidered an adolescent by any other dwarf you meet. DWARVEN FEMALES DO NOT HAVE FACIAL HAIR.
The People The Free Dwarves are a people under siege; the loss of their homeland threatens to take all that they hold dear away from them. As each generation away from the Mountain Home passes, more of the traditions and lore of the dwarven people are lost, more ancient artifacts of power forgotten or corrupted by the Iron Dwarves, and less chance they will actually reclaim Valyngaard. As such, they stubbornly hold on to ancient traditions and ages-old customs in hope that when they eventually return to their ancestral homes they will still be the same dwarven people who were exiled a century ago. Most Free Dwarves dwell in freeholds,communities of dwarves from various families and clans that ended up in the same place after the destruction of Valyngaard. Freeholds are often nearby to or part of another community belonging to other races—a dwarven freehold may have been built against the walls of a human city or within sight of an elven village, just down the road. This allows the dwarves to have their own laws and traditions within their own walls, but still benefit from the trade and support of the larger settlement. Some call dwarves parasites for this behavior, but most realize the benefits a freehold brings to a community.
Freeholds are always built with defense in mind, regardless of the surrounding community. A freehold built against the walls of a city will also have solid defensible walls or battlements, whereas a log palisade or sturdy wooden wall surrounds more far-flung settlements. Whenever possible, Free Dwarves build into the earth, digging and mining in the ground and making subterranean halls, dwellings, and fortifications.
Freeholds are linked by a common sense of purpose and destiny—to rebuild the glory of the fallen kingdom of the dwarves. They pride themselves in a strong sense of community—families often work, eat, and train for battle together and can form devastatingly strong units on a battlefield in defense of their homes and families. It is said only half in jest that every dwarf, no matter what their calling in life, is part soldier and part priest. The dwarven struggle for survival in the last century caused a massive shift in dwarven thought and spirituality. Valyngaard,for all its glory and pride, had also become decadent and slothful—traits that allowed the Iron Dwarves to fester and grow and eventually conquer. Nowadays,the Free Dwarves hold tight to their military and religious traditions because it is those things which allowed them to survive and prosper after the exile. Every Free Dwarf pays homage to the gods and trains for battle. Even those visiting another settlement are required to train with the locals for one day out of the week.
The Free Dwarves value community greatly; the understand that in order to preserve their way of life there must be groups and settlements of dwarves working together for the benefit of everyone. Selfishness is considered the worst vice; putting your own good ahead of the good of the community a terrible crime. The dwarves of Valyngaard were well-known for their greed and avarice for material wealth. While this trait still exists for the Free Dwarves, large portions of individual wealth is put toward the good of the community and rebuilding what was lost.
Male dwarves are famed for their beards, though younger generations have adopted the habit of clipping them short. Regardless, a dwarf’s beard is always neatly kept and cared for. Contrary to popular belief, female dwarves do not have beards, though female dwarves are required to keep their hair bound and braided by ancient custom, and decorate their faces with tattoos designating their social status. Their weapons and armor are always well-kept and maintained.
Dwarven adventurers are held in particularly high esteem in the freeholds; they often donate large portions of their accumulated treasure and wealth to their home communities. When they retire from the adventuring life, it is not uncommon for the Moot (council of the eldest and most respected dwarves of a freehold) to elect that retired adventurer to the position of clan chief or some other position of respect in return for their donations to the community.
  • Free Dwarf Look and Feel Be sure to check out the Brittanis Pinterest page for Free Dwarves HERE!! (If you haven't seen Peter Jackson's Lord of the Rings movies and The Hobbit movies, do so now. It's just easier that way. Their visuals for dwarves are just astoundingly beautiful.)
  • Free Dwarf costume is focused around two things: expression of dwarven culture and functionality. Every dwarf keenly feels the loss of their homeland, even 100 years later, and as such they seek to recreate just a bit of that lost glory and honor by dressing in such a way that reminds everyone who sees them of old Valyngaard. The geometric patterns of dwarven art and architecture are everywhere in their clothing: cut of a garment, decorations of embroidery or trim, quilting or augmentation of fabric, etc all express the look and feel of what was lost for all to see.
  • Likewise, dwarven clothing must be practical. Long or flowing garments, wide sleeves, and fragile fabrics serve no purpose and deteriorate quickly. As such they are only found in the formal attire of nobles and the ceremonial garments of the clergy. Rather than display their wealth and status with impractical, frivolous garments, the Free Dwarves honor their ancestors with exquisite decoration of fabric and beautiful dwarven-crafted jewelry. Likewise, it is considered dishonorable for a dwarf to carry weapons or armor not crafted by his own people; a dwarf would rather do his people honor by carrying an iron battleaxe crafted by a dwarven smith than a human-made longsword of supposedly higher quality. This DOES NOT apply to magic items and artifacts, however; these items are considered to be powerful boons reclaimed by the dwarven people for the benefit of Valyngaard. Dwarves who acquire magical treasures and donate them to the freehold gain great honor ad status within the community.
  • Lastly, it is a particular quirk of Free Dwarf society that the stylized faces of dwarves feature prominently in their art and architecture. It is believed that these visual homages to the ancestors of the dwarven people serve as guardians and protectors to those who wear them or live in buildings adorned with their faces. Thus is it extremely common to see at least one graven image of a dwarf-face on the garments, weapons, armor, or home of a Free Dwarf. These faces most often appear in items of stone or metal, but embroidered faces are not uncommon either.
Costume Inspiration Peter Jackson’s Lord of the Rings (Gimli, Moria) & The Hobbit (dwarves); Warhammer Fantasy Dwarves
  • Colors: Dark colors and rich earth-tones, as would be expected, are most common: forest green, midnight blue, deep purple, blood reds, burnt oranges, etc. Every shade of grey, brown, and black known to exist flourishes in dwarven fashion, and they often use gold or silver metallic accent to contrast the dark colors.
  • Materials: Leather is the most common dwarven material for outer garments such as aprons, coats, or over-tunics. But the tunnels and mines deep underground have surprisingly good temperature regulation, so dwarves wear a variety of other materials under the protective outer layer—cotton, linen and fine wool are all worn in combination. For particularly wealthy dwarves (of which there are few now), rich brocades are most common. Velvet and silk are considered flimsy and only used for ceremonial garb.
Armor:  Dwarves craft and armor themselves in some of the heaviest, most complicated armors known to Brittanis. They are masters of plate armor, and even their light armor is made in the same thick, protective styles as their plate. When mobility is needed, small plates of metal are affixed to a flexible backing in a lamellar style; it is believed that the Khemri learned this technique from the Free Dwarves.
  • Regardless of the type of armor, geometric patterns dominate dwarven armor styles: parallel lines, exact angles, and a distinct lack of curves define the style. These shapes and lines reflect the crystalline structure of the metals the dwarves work and the crystals and minerals they mine. These materials are often inlaid or worked into the armor, and the dwarves were the first to learn the secrets of masterwork crafting and the quasi-magical powers of such materials and gems.Because of this angular, faceted look, a dwarven regiment in polished armor going into battle is a shining, glitter sight to behold from a great distance. As mentioned above, the stylized faces of a dwarf’s ancestors are often worked into the motifs and geometric patterns that adorn dwarven armor. To go into battle in plain, un-decorated armor is to invite disaster, for you are deliberately shaming your ancestors and your people by not representing your race. Intricate engraving, precious metal inlays, and runic enhancements are so common as to be expected from dwarven armor.
Weapons & Shields
  • Battleaxes, picks and hammers are far and away the most common of dwarven weapons. These tools and implements of their trades translate well onto the battlefield, using the same muscles and techniques that mining, crafting and smithing do. Indeed, the very word “battleaxe” comes from the Free Dwarf tradition of having two matching copies of a single weapon made; a heavy, working tool stays behind at home and is used by the dwarf at his forge or place of work and the other, usually lighter weapon made for war goes with him off to battle. Thus, a “battle-axe” is literally the copy of your "working" axe you take with you to battle. This is one of the reasons dwarves wield their weapons like extensions of themselves, and why so many tales of tireless dwarven warriors exist.
  • Swords and other weapons do exist, and the dwarves who use them are often the most dedicated and dangerous fighters in the freehold—the tunnel fighters who focus on keeping the mines and warrens clear of monsters and invaders and who need those shorter, close-in weapons where the room needed to properly swing a hammer or axe might not be available. Nearly every dwarf carries a heavy dagger or long-knife, however, for just such occasions. Usually it is worn strapped horizontally to the small of the back for easy access.
  • Like their armor, the weapons of the Free Dwarves use geometric and angular patterns for their weapons. These simple but beautiful designs make dwarf weapons simple to care for and sharpen as well as repair if needed. The stylized face of a warrior ancestor of hero from a dwarf’s clan is often found on the weapon as well as decoration—and a constant reminder both of what is at stake for all dwarves, as well as the heroism and valor of their forebears.
  • Shields are almost as common as axes: it's almost comically difficult to injure a fully-armored dwarven warrior who is skilled at the use of a shield. Like their weapons, shields are decorated with the stylized faces and geometric patterns of the dwarven style. Square or hexagonal shields are common, as are variations of the pentagonal "heater" style shield of the Britons.
Costuming Requirements: Players of all Dwarf characters must wear a brown armband on their left forearm no narrower than 4 inches wide. Male dwarf players should have a beard or wear a costume prosthetic (see above note), and female dwarf players should keep their hair completely braided and have face-paint depicting an angular or geometric design in brown, black, or dark red.
Costuming Note: All racial identifier bands (or simply “race bands”) should be a pure representative of their color. Therefore the yellow race band worn by Sun Elves should not be mustard, orange-red, fluorescent yellow, pastel or any other variation. All effort should be made to keep it as purely YELLOW 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: All Free Dwarves cling tightly to the naming conventions of their ancestors, just like they cling to the rest of their culture. Male names are two syllables, usually with a strong F, B, or TH sound in the beginning syllable. Female names tend to have more length, and make much use of the same kind of sounds as male names, but do so associated with a vowel, such as ISS, YLLA, and so on. Sample names and resources can be found in Appendix A.
  • Homeland: Free dwarves have no homeland--their ancient kingdom of Valyngaard was broken and usurped by devil-worshipping cultists and has been renamed Ironhall. Each and every Free Dwarf is a refugee or the child of refugees. As such, they have integrated themselves into other races’ cities and settlements, forming close-knit, even xenophobic communities of dwarves. It doesn’t matter what family or clan settles in an area—under all but the most extreme circumstances the dwarves of an area will congregate and work together.
  • Religion: Dwarves were exposed to the White Court through the Empire, but to date no dwarven Church dedicated to the entire pantheon exists. The single-minded dedication of the Free Dwarves means they focus themselves on a single deity entirely. The three gods traditionally revered by the dwarves are Ghorn and his children Dagmar and Emrys. Aenryia and Sarai are given honor due to their status as mother, but the dwarves revere the House of Ghorn first and foremost.
  • Racial Abilities Free Dwarf characters gain the following Racial Traits: Hero, Dwarf, Free Dwarf.
  • Sturdy: Dwarves gain +1 Vitality per tier.
  • Bound By Tradition: Dwarves typically do not engage in the arcane arts; likewise, due to their struggle to maintain their cultural identity, they rarely become Primal characters, either. Dwarves pay .5 extra CP for all Arcane and Primal skills. This only applies to the Source skills themselves—Class header skills do not have this penalty.
  • Oathbound: You are bound by your oaths and must be very careful before you make an oath, give your word or make some other formalized promise. Although casual conversation or expression of intent is not enough to cause this disadvantage to take effect, taking a formal oath or making a formal promise is binding. Whether by Fate, the will of the gods, or some other force in the universe, if you break your word or directly fail in an oath or promise you will be cursed by the spirits of your ancestors. Tales of these curses are always dire, and each is different. Some dwarves have the chance to atone, and some not so. None of their stories end well.
  • Master Crafter: Dwarves pay .5 CP less for any skill within a Crafting Header (Alchemist, Enchanter, or Artificer).
  • Cultural Weapons: Free Dwarves pay 1 less CP for all Blunt and Axe skills.
Racial Skills Free Dwarves 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. Dwarven Constitution (2, 2, 2 CP, Day): Whether from your love of strong drink, or a trick of body chemistry, you are less susceptible to conditions that assault your body.
  • Once per day, you may call “Resist by [Heroic Trait]” against an effect with a Metabolic Trait.
  • 2nd Purchase: Usable 2/day
  • 3rd Purchase: Usable 3/day
Stand Your Ground (3, 3, 3 CP; 1 Stamina; Battle): Dwarves are notoriously stubborn and hard to move when they don’t want to be moved. Having such a low center of gravity doesn’t hurt, either.
  • Once per battle, you can spend 1 Stamina to call “Resist by [Heroic Trait]” when you are the target of a Slow, Root, or Slam effect.
  • 2nd Purchase: Usable 2/battle
  • 3rd Purchase: Usable 3/battle
Earthbonded (2, 2, 2 CP; Watch):Your mystical link to the stone allows you to resist its effects.
  • Once per watch,you may call “Resist by [Heroic Trait]” against any effect with the Earth trait.
  • 2nd Purchase: Usable 2/watch
  • 3rd Purchase: Usable 3/Watch
Armor Familiarity (3, 4 CP):From a young age, adolescent dwarves are taught how to move, work, and fight in armor.
  • When wearing a full suit of armor (legs, arms, torso), you add +2 to the TOTAL armor points gained.
  • 2nd Purchase: You gain a bonus to the TOTAL armor points equal to your Tier.
Tireless Body (3, 3 CP):Your physical health is nearly supernatural.
  • When you are the target of an attack with a Metabolic trait, you need only rest 1 minute instead of 5 to end the effect.
  • 2nd Purchase: You need only 30 seconds of rest.
Nemesis (3, 3 CP):Your people have sworn an undying hatred for all things Infernal; they in return have done the same for you.
  • You can spend 1 Stamina to point at a target and call, “By My Gesture, Expose Infernal by [Heroic Trait]”.
  • 2nd Purchase: You call +1 to all damage verbals greater than 2 when attacking Infernal creatures.
Forgeborn (3, 3, 3 CP; Watch): You grew up in and around the underground forges of the dwarves, where coal and steam and red-hot steel were your constant companions.
  • Once per watch you can call, “Resist by [Heroic Trait]” to an Effect with the Fire trait.
  • 2nd Purchase: Usable 2/watch
  • 3rd Purchase: Usable 3/Watch
Weapon of Choice (2, 2, 2 CP, 1 Stamina, Battle)
  • When wielding a weapon from the Cultural Weapon list, a Free Dwarf character may make 2 melee or missile attacks for “X Damage,” where X is the character’s Tier+1.
  • 2nd Purchase: Usable 2/battle
  • 3rd Purchase: X is Tier +2
All images on this page are intended to use as inspiration, not for commercial gain. Brittanis Live-Action Adventure wishes to provide all due credit for any images used on our site. If you know the provenance of an image that is not credited, please email brittanislarp@gmail.com and we will be happy to fix it.


[KEM-ree] Familial, Freedom-Loving, Passionate, Resourceful


  • Racial Traits: Hero, Human, Khemri.
  • Adaptable:+ 10 bonus Starting Points at character creation.
  • Dual Background: Humans can qualify for 2 Backgrounds with an approved History.
  • Close Combatant: At character creation, Khemri characters must choose their Cultural Weapons: Spear or Close Combat. Spear wielders get the Buckler skill for free and pay -1 CP for all Spear skills. Close Combat characters get Short Blades and Thrown Weapons 1 for free.
  • Race Band: White with Purple Stripe

Optional Racial Skills

Weapon of Choice (2, 2, 2 CP, 1 Stamina, Battle) When wielding a weapon from the Cultural Weapon list, a Khemri 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 the Khemri

  • Family First. Khemri are rarely, if ever, yetim [YEH-teem] (‘orphan’); the Khemri consider each person of their entire race to be of one family. They do not consider a yetim to be someone whose parents have died; rather, a yetim is someone who has intentionally forsaken the Khemri family and chosen to lead a solitary life, or is one of the very few who has been cast-out by the Khemri. Khemri value familial ties so highly that, even on first meeting, they call each other cousin, aunt, or uncle; those who are only recently acquainted may call each other something as familiar as brother or sister. Khemri share everything they have with each other, including knowledge – the Khemri have their secrets that they keep from outsiders, but there are no secrets among Khemri. None of the Brittanic peoples understand ‘family’ – or, ‘ayilae’ [aye-ee-LEH] – in the same way the Khemri do.
  • Together, We Flourish. Khemri that are away from their kabile [kab-ee-LAY] (‘tribe’) for an extended period of time find the idea of allying with a House, Clan, or faction appealing; they view belonging to a House or faction much like belonging to a family, which is comforting while walking the Endless Road. A Khemri who is simply not living with a kabile at the time, or is traveling without them, i not a yetim; although, Khemri have such a strong sense of togetherness and belonging that they may begin to feel isolated or like a yetim during extended absences. Allying with a House or faction belays these feelings, making allegiance attractive to the Khemri and useful to the faction they join.
  • Freedom to the Soul; Air to the Lungs. Khemri value their freedom almost as highly as they value family. Descendants of the Iskandrian exiles, the Khemri were raised on stories of the oppression their ancestors endured as hamshari [ham-SHEH-ree] (‘slaves’) under the yoke of the tyranny of the Shah. During the fight for liberation, the slaves appropriated the derogatory term ‘hamshari’ and gave it a new meaning – ‘compatriots’. The Iskandrian compatriots (‘hamshari’) vowed that future generations would always be taught of their struggle against the Shah, and how hard-won their freedom was, so their descendants would never take their freedom for granted. A Khemri who joins a faction does s o by choice, and will never tolerate being coerced or forced. Loyalty is not slavery so long as it is freely entered.
  • Only the True Home Will End Your Wandering. Called the Asl Ev, [OZ-uhl Ehv] (‘true home’), all Khemri feel a pull within them to find the place where the Endless Road concludes. Although the Khemri have wandered Brittanis for four centuries, they feel an irresistible pull to their homeland of Iskandria – a longing to return to a home they have never seen, that grows stronger as the days continue to darken. Largely inhospitable to the Iskandrian exiles, Brittanis has not shown herself to be the Asl Ev of the wandering Khemri who continue to live as strangers and outsiders, still largely unwelcomed in Brittanis.

What Khemri are NOT

  • Racist Stereotypes. While the nomadic lifestyle and the stylized dress of the Khemri are inspired by various cultures and nomadic peoples, the Khemri are not any of these peoples. As a race, the Khemri are not peddlers of ‘snake oil’, swindlers, or tricksters. They are not gypsies, Romani, ‘carnies’, Arabic/Middle Eastern, Persian, etc… and are not to be played as if they are any of these peoples, or as bad stereotypes or ‘imitations’ of any of these peoples. The Khemri are their own unique people with their own culture, their own traditions, their own vernacular, their own way of life, their own spirituality, and their own history.
  • Muslim/Hindu/Pagan. Brittanis is its own world with its own gods, history, and spirituality. DO NOT bring any real life religion or spiritualit y into the game. It is not appropriate in any way, for any reason. It is not appropriate to incorporate the symbols (star and crescent, om, lotus flower, yantra, etc…), beliefs, etc… of real life religion/spirituality into your character, and themes or ideas associated with real life religion/spirituality are not acceptable for use in Brittanis.
    01 Khemri Image (Prince Oberyn _ Ellaria - GOT season 4) The Travelers – or, in their own tongue the Khemri Garucheh [KEM-ree gaw-ruh-CHEH] – are a wandering, nomadic people whose flamboyant nature and keen mercantile sense have earned them both grudging respect and enmity, as they are often viewed as thieves and swindlers. Many fantastic tales of the Khemri’s origins exist, most perpetrated by the Khemri themselves to enhance the aura of mystery surrounding them and to sow confusion as to their heritage. The true history of the Khemri is unknown, save perhaps to a select few elders of the Khemri themselves. What is known as fact is tantalizingly small: roughly 400 years ago, a flotilla of hundreds of ships landed on Brittanic shores from the far-flung land known as Iskandria. The folk on those ships disembarked and immediately tore their ships apart – fashioning the first of the brightly colored wagons that are so closely associated with the Khemri today. The Khemri landing in southern Brittanis happened right about the same time the Tiberian Empire was finishing their conquest of the continent. The arrival of an entirely new ethnic group, in such large numbers, threw the conquest's final phase into disarray and caused enmity between the Tiberians and Khemri that echoes forth to this very day. In the closing century of Tiberian occupation, local governors in some regions even organized "Khemri hunts" to rid their lands of the despised Travelers. 02 Khemri Image (LARPer)The Iskandrians were exiles, cast out from their homeland, and, some say, cursed to wander the Endless Road forever. And so they have wandered for four centuries, moving from settlement-to-settlement, unable to find what they long for above all else – their Asl Ev [OZ-uhl Ehv] (‘True Home’). Recent years have been especially hard on the Khemri, as the roads have become far more dangerous, and entire caravans of the Garucheh have disappeared without a trace. As the days continue to darken, more and more Khemri encampments become overgrown as the number of caravans and merchant wagons dwindles.

03 Khemri Image (Sinbad)  

The People

Four centuries ago, ships carrying seven kabileler [kab-ee-LEHL-uh] (‘tribes’) of Iskandrian exiles landed on the southern shores of Brittanis in Cambria, on the beaches south of Tor Amech. The resourceful people quickly disassembled their ships, crafting carts to carry themselves and what little goods they had packed through this strange, new land. Although they had made the journey from Iskandria together, the seven kabileler decided it would be wisest to each take their own path. As they set out to explore the island of Brittanis, they made a pact: after a year and a day they would all return to the beaches south of Tor Amech and share with each other all that they had learned. They hoped to find a place where the seven kabileler could settle and create a home where the exiles could build a new life together. When they gathered on the beaches of Siluria the following year, each kabile had a similar story to tell. Whether they traveled north or south, over the mountains or through the forests, the Iskandrian exiles were greeted with suspicion, confusion, and, sometimes, even hatred. The kabileler agreed that they would each continue to search for Asl Ev in Brittanis, and would all return to that same beach every four years to share what they had learned in their wandering, and to reunite the people of all of the kabileler to remind the Khemri that no matter how long the road is that separates them, they are all one family. And so they have wandered the Endless Road for four centuries, all the while longing for a home they have been unable to find. 05 Khemri Image (Oded)The descendants of the seven kabileler whose ships landed on the shores of Siluria are the Khemri that are known throughout Brittanis today. While Khemri are born into a particular kabile, they are not restricted by or bound to it; during a Khemri’s coming of age, the Athrak Ruh Seyahat [ATH-rock rew say-yuh-HAHT] (‘soul journey’), they are free to, and encouraged to, leave their kabile to discover their own, personal, unique talents and desires, and to pursue a life that will enable them to walk the road the gods have laid at their feet. Sometimes they will return to the kabile they were born into, sometimes they make their home with a different kabile, and some continually move from kabile to kabile for the rest of their lives. It is known that the Khemri have secret names for their clans, not shared with those who do not walk the Endless Road. It is considered a mark of high esteem for an outsider to know the true name of a kabile, and blasphemy to share it with those not as close as family to the Khemri. (Note: when beginning play as a Khemri, you will receive a brief on the secret names.)

The Seven Kabileler

    1. Avari [uh-VARR-ee] The Avari are performers and merchants that compose the Khemri caravans with which the people of Brittanis are so familiar. Those in Avari caravans will do anything to make a deal; they consider profit in everything and rarely, if ever, do something that will not benefit them. As the most visible and well-known kabile, the people of Brittanis often make the mistake of assuming the characteristics of the Avari are shared by all Khemri.
    2. Kasuna [kuh-SOON-uh] One kabile did not disassemble their ships to build wagons when they landed on the shores of Cambria – the Kasuna have made their living as sailors, voyagers, and explorers. These seafarers have cornered the Brittanic fishing and shipping markets. It is believed that the methods used by the Kasuna during their rise to economic success over the last few centuries were less than reputable, perpetuating the Brittanic perception that the Khemri are a pirates, thieves, and brigands.
    3. Bo'jar [BO-jahr] The Bo'jar are the merchants, tradesmen, and craftsmen of the Khemri. They are hardworking and hearty people who rely on building and creating with their own hands, whether by blacksmithing, carpentry, or other crafting skills. The Bo'jar are self-sufficient – producing most of the Khemri goods – and can tend to let their arrogance show, believing the goods they produce are the finest quality available anywhere in Brittanis. Humility is not a value many Khemri hold dear.
06 Khemri Image (Robin Hood POT)
  • Narai [nuh-RYE] The Iskandrians had a long and rich history, none of which was written on the page. It was believed that to try to remember one’s history through writing was akin to entombing the memory, allowing the memory to die – one’s history had to be learned and spoken out loud in order to keep the memory alive. The Narai carry-on this strong tradition of oral history by acting as the mind and memory of the Khemri people. They seek to delve deeper into the magics carried by their people, and to preserve what little knowledge has survived of the Khemri’s past as exiles from Iskandria. The Narai are storytellers who learn and teach the history of their people – a rich history that, with each re-telling, the people of Brittanis believe more-and-more to be nothing more than ‘folk tales’.
  • Yat [YAHT] The Kyahin are the holy people, or, priests, of the Khemri. As the highest caste that remains of the seven kabileler, the Yat have taken on the mantle of acting as the diplomats of the Khemri. The Yat are the face that most other races are used to seeing when it comes to developing trade agreements or resolving disputes. The Yat have made it their lives’ purpose to win Brittanic acceptance and trust of the Khemri – the election of a Yat, to the Grey Council has served as one of the greatest advances toward this goal.
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  • 07 Khemri Image (Kingdom of Heaven)When the Iskandrian exiles first landed on the beaches of Brittanis they elected one member of each kabile to act on behalf of the kabile’s people as their representative, forming the Hamshari Konseyi [ham-SHEH-ree KON-see-yeh] (‘Council of Compatriots’). The seven seats on the Konseyi became hereditary, passed down by blood instead of election. The Konseyi was responsible for the well-being of all of the Khemri and for discussing trade deals and land arrangements with the cities of Brittanis – and so they met every four years on the beaches south of Tor Amech to discuss the state of their people.The Iskandrian exiles landed on Brittanis just as the rule of the Tiberian Empire had finally begun to stabilize. The Tiberians were not pleased by the arrival of Iskandrians in Brittanis – the ancient Empire of Iskandar was entirely unknown by some, but others believed that the breadth and strength of Iskandar far exceeded that of the Tiberian Empire (of course, this could just be a tall tale spun by the Khemri themselves...). The Tiberians were all too happy to undermine the strangers from a distant, mysterious empire and make Brittanis as inhospitable to them as possible. By the time of the Tiberian Retreat, the Hamshari Konseyi had entirely disintegrated, and two of the clans were extinct or all but extinct. Without the unified guidance of the Konseyi, and the remaining five kabileler essentially left to fend for themselves, the gatherings on the beaches south of Tor Amech every four years became less-and-less about the state of the Khemri people and more akin to a family reunion with drinking, games and festivities, friendly competitions between the five kabileler, and marriage ceremonies performed. The Khemri harbor no ill-will towards any of the Brittanic peoples, but four centuries of being treated as outcasts and outsiders has led them to approach anyone who is not ayilae (‘family’) cautiously. As a people, the Khemri are brash and passionate. They sing out loud, love big, and fight fierce – for each man and woman among them knows the stories passed down at fireside, telling of what it was like to live as hamshari under the yoke of the Shah’s tyranny. They squeeze every last drop they can out of life, living each day to the fullest and letting next to nothing get in their way. Many see this as living in excess, but to the Garucheh it is an appreciation that there are no guarantees in life. They are strong and stubborn, and have formed their own traditions in this new land that have sunk in as powerful as the ancient rituals of Iskandria.

    Khemri Look and Feel

    Check out the Brittanis Pinterest page for the Khemri HERE Khemri come in nearly as many skin tones and appearances as the Tiberians, and for many of the same reasons. Even though they are now reduced to traveling caravans, the once mighty Empire of Iskandar held many nations in its thrall and assimilated each one. 08 Khemri Image (Daenerys in Qarth - GOT season 2)Ethnic Khemri tend to have olive skin, jet-black hair and brown eyes so dark as to be nearly that same color; although, that is by no means universally true. That so many Khemri have retained the typical Iskandrian complexion and traits is seen by many as a sign that the gods of Iskandar still favor the Travelers, even after four centuries of separation from their homeland.

    Costume Inspiration

    Medieval Middle Eastern and North African, Azeri, Dornish, Persian, Turkish Movies/TV: Exodus: Gods and Kings (2014), Game of Thrones (peoples of Dorne and Essos) (2011-present), Prince of Persia (2010), Kingdom of Heaven (2005), Troy (2004)


    Under the rule of the Shah, ancient Iskandrian custom dressed slaves in plain, unadorned shirts or dresses of white linen. Because of this, the Khemri consider white to be a taboo color that is only to be used in ceremonial garb. In reaction to their history as hamshari, the Khemri choose to celebrate life and their clothing is often as ornate and colorful as their purses allow. Favored colors often vary by kabile, as colors represent who you are and ‘where’ you are from; Khemri whose Ruh Seyahat (‘Athrak’, or ‘soul journey’) led them to live with various kabileler often dress in many colors, representative of the road they have walked and their life’s journey. 09 Khemri Image (Ghassan) The only universally favored color is gold; Khemri of every kabile revel in intricate embroidery, ornamentation, and banded decorations of gold
      • Avari, (performers & merchant caravans) favor reds
      • Kasuna, (sailors, voyagers, explorers) favor blues
      • Bo’jar, (merchants, tradesmen, craftsmen) favor yellows
      • Narai, (storytellers) favor greens
      • Yat, (priests, holy men, diplomats) favor purples


    Cotton, linen, canvas, and leather for travel-wear or leisure; cotton, silk, and velvet for more formal or ceremonial occasions.


    Khemri make their living as merchants, entertainers, dancers and players, but also spend great lengths of time in transit from place-to-place through the vast expanse of untamed and monster-haunted wilderness that are common across Brittanis. Thus, they have developed two distinct styles of dress. 10 Khemri Image (Prince of Persia) When in transit, the Khemri have developed a utilitarian style of dress that goes a very long way to hiding them from the dangers that the wild may spew forth to harm them and their caravans. Earth tones of canvas and leather predominate, as do large pockets, reinforced knees, and thick, warm garments as climate and season dictate. When the outriders determine a town is near, however, the face that most peoples see comes out: bright colors, expensive fabrics, ruffles, and fancy embroidery abound. The Khemri know how to accentuate their figures and have a long history of magnificent clothiers to draw from. Men tend to wear loose, baggy pants gathered at the knee and boots of the same height, with billowy shirts, and short, heavily decorated vests.


    The nomadic lifestyle of the Khemri requires practical, ‘all-terrain’ choices in their armor, just as it does in their traveling clothing. Khemri must be able to maneuver just as well in the damp, cold, rugged western highlands as in the wind-blown, warmer, arid south. Large, heavy, bulky armor (such as a plate mail) is impractical, and is viewed by the Khemri as a hindrance and an impediment; they do not see any benefit in wearing large, single pieces of armor like a full breastplate. 11 Khemri Image12 Khemri Image (Sinbad) The Khemri value mobility and maneuverability, and this is reflected in the armor they wear. Khemri armor is lightweight and dexterous, typically made of small leather or metal plates mounted on flexible backing. Khemri also tend to wear scale mail, or a collection of smaller leather armor pieces worn together (such as pauldrons, vambraces, and greaves – for instance).

    Weapons & Shields

    Like their clothing and armor, maneuverability, dexterity, and speed are the keywords of Khemri weaponry. The Khemri favor smaller, quick blades above all other weapons – it would be uncommon to encounter a Khemri that was not carrying a hidden dagger... or two... 13 Khemri Image14 Khemri Image Daggers and swords with short to medium blades efficient at close-quarter slashing and thrusting are by far the most common Khemri weapons. The Khemri often close the distance between them and their opponent(s) by opening their attack with the use of their hidden daggers – they are adept with the use of thrown weapons. Because of their focus on close-quarters combat, the Khemri are the only race of Brittanis to favor knuckle-covers, bell guards and swept-hilt style of handles. They are quite effective for blocking and parrying in tight conditions. Likewise, Khemri blades tend to be curved to facilitate a fast-moving, often dance-like fighting style that moves from target to target quickly. A curved blade facilitates a much more vicious cut than a straight blade with a smaller application of force and movement. Through their many years of athletic and acrobatic performing in the caravans, the Avari (and other Khemri who have traveled with the Avari) have become skilled in the use of spears and, for some, their exceptional skill in wielding a spear has made it their preferred weapon of choice. 15 Khemri Image (Prince Oberyn - GOT season 4) 16 Khemri ImageShields are not typical of Khemri, nowadays, but were ubiquitous among the Khemri once upon a time. Khemri shields are compact, quick, and maneuverable – anything larger than a buckler would be considered too burdensome for a race known far-and-wide for its speed and mobility. Khemri shields are usually round and gripped in the fist (with the fist positioned directly behind the boss).Though poor protection against missile weapons, they are useful in deflecting the blow of an opponent’s blade, mace, axe, etc… Used as a companion weapon, Khemri shields are typically paired with a short sword, falchion, rapier, or scimitar; the Khemri use their shields to aggressively defend themselves.

    Costuming Requirements

    Khemri players with Level 1 costuming must wear a white race band with a single PURPLE stripe down the middle. This must be worn on the left forearm and may not be less than 3 inches in width. In addition, they should follow a general “Middle Eastern/Persian/Egyptian” theme in their costuming, using the guidelines listed above. Costuming Note: All racial identifier bands (or, simply, ‘race bands’) should be a pure representative of their color. Therefore, the yellow race band worn by Sun Elves should not be mustard, orange-red, fluorescent yellow, pastel, or any other variation. All effort should be made to keep it as purely YELLOW 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.

    Khemri Names

    The Khemri have names that tend to sound Middle-Eastern in style or are similar to those of Ancient Egyptian or North African tribes, but the Khemri themselves are far enough removed from their home culture that they have started breaking the names apart and putting them into new combinations. Typically, a Khemri has three names:
    1. first/given name
    2. family/last name
    3. the kabile to which they belong
    The use of all three names is more formal than the Khemri prefer – it would be considered uncommon for a Khemri to use all three of their names in day-to-day life. Example: if Yasmina is a member of the kabile of traveling performers and merchants [the Avari] and her family name is Kerimbala, her full name would be Yasmina Kerimbala Avari. To another Khemri, in private, she would have another surname entirely. For some Khemri, their family/last name and the name of their kabile are the same; they consider it odd, however, to repeat the same name twice in a row, so would only use their first/given name and their family/last/kabile name. Example: if Sagar’s family/last name is Tajir and he is of the kabile of merchants, tradesmen and craftsmen [the Bo’jar], his full name would simply be Sagar Bo’jar, not Sagar Bo’jar Bo’jar or any combination thereof. Sample names and resources can be found in Appendix A.


    The birthplace of the exiled Khemri is the ancient Empire of Iskandar, far across the Aquilonian Ocean. Under the rule of the Shah, the breadth of the Empire of Iskandar was believed to have dwarfed that of the Tiberian Empire. The Iskandrians were said to have been the Guardians of Knowledge who were tasked with safeguarding secret knowledges from the rest of the world – supposedly guarding a secret so great that it could unmake the entire world of Aerys. 18 Khemri Image (Daario Naharis - GOT season 3) Little to nothing is actually known of Iskandria and her people. The sea voyage of the exiles took many months and was blown far off-course by a colossal hurricane, making it uncertain precisely where the Khemri might even have actually disembarked from. Magical divinations attempting to locate Iskandria have met universally with nothing but interference and difficulty – it seems that the whole of the Empire of Iskandar has vanished, and it is almost certain that the knowledge once guarded there has been entirely lost to time. The shroud of mystery and uncertainty surrounding Iskandria and her exiles has alienated the Khemri in their new home, facing as much suspicion and mistrust today as they did when they landed on the beaches south of Tor Amech four centuries ago. The Khemri have not lost heart and have made the lands of Brittanis as much a home as they are allowed, wandering here and there, from faire-to-faire and market day-to-market day, brightly painted wagons the only place they can call home.


    In the four centuries the Khemri Garucheh have wandered Brittanis, almost none have worshipped the White Court. This is no great surprise when one considers that the rigid hierarchy of the Court mirrors the theocracy of the empire under which the hamshari were enslaved. No matter how well-intentioned, the Khemri simply cannot forget the stories of their heritage. Perhaps as new generations of Khemri are born free of the gods of Old Iskandar the situation will change, but, for now, the Three Sisters have wholeheartedly adopted them as their own, even to the point of electing a Khemri into the Grey Council to represent the Khemri Garucheh. A unique aspect of Khemri spirituality is the ability to see the similarity between the gods of different peoples and cultures, and to worship them under different names. The Iskandari god Sethra [sehth-RUH] is a destructive and malevolent god who consumed his brother Ashaleth [ah-SHAWL-eth] and gained dominion over law and warfare. The Khemri priests have declared that these entities are known in Brittanis as the Demon Princes Korseth and Rahvyn, and shun their brethren who pay homage to such evil beings. Recognizing these similarities has allowed the Khemri to adapt to Brittanic spirituality under which they worship the Three Sisters in the guises of Mother Isheth [EESH-eth] (Eldrea) and her two daughters Nephthia [nef-THEE-yuh] (Rhaine) and Kenanneth [keh-NAHN-neth] (Sarai).

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Playable Races

A character’s racial traits determine the kinds of stories your character will be drawn into, and which types of abilities they are most skilled at and give you a foundation of rules to build your character from. Write down your character’s Racial Skills on their character sheet. The Humans of the realm are a diverse and adaptable people, divided into four subraces. Continue reading Playable Races