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About Interaction between Clans [top] Usually Clans only meet for festivities (e.g.. Moots) or War. Clans display their characteristics at all times. I would expect this to be even stronger in a situation of Clan-mixing like during a Destiny or the Outlore events.
Important statements or decisions are Clan-made and usually communicated by the Clan-leader to the other Clans. Interaction between individuals is of course normal. However, heavy subjects like Hurt Honour are communicated to and dealt with by the respective Clan-Leaders. So in a situation where a Clan-member's Honour is hurt, he takes this up with his Clan-Leader who then communicates this to the other Clan-Leader. These then resolve the conflict and/or negotiate compensation. This can take the form of an exchange of goods but usually involves an entertaining form of public punishment. In the case of a 'head to head' between two individuals a non-lethal test of skill e.g. arm-wrestling is usually called for. Often this is performed by the Clan's Champions of the relevant skill, rather than the individuals who started the argument. All in all the basic rule for Clan "feuds" is to make it as entertaining as possible. Fighting between individuals of different Clans is only possible if 'War' is declared by a Clan- Leader. However, the duration of such a declaration is often only one battle long. It is also a true declaration in the sense that Clans that are lined up to fight first state the reason for the fight and scold each other. No weapon is raised until the Clan-leaders give the signal. Often the swearing and name-calling takes longer than the actual fight that follows. It must be noted that e.g. Formor are deemed to be of no Clan and can be clobbered without mincing words although a good battle cry or chant is always appreciated. Some additional points of attention/clarification [top] Clan Woads can be painted by those with (Wyrd) Power. The woads do not wash of easily. Once in a while they need to be re-strengthened. We would like to see that the painting of Woads is done 'In Character'. So after heavy rain or sweating the (e.g.) Stonewarden deems it time to re-strengthen his Clan's Woads. Although not specifically mentioned in the rules, a 'Person of Power' is able to recognise 'fake' Woads so that a 'clanless' is easily recognised... At Destiny I, we designated 3 'clean-slate' clans for you as new players: Menapi, Usitepi & Nervi. These are still free to use and develop into clans with their own specific characteristics. The other clans have their respective equivalents in the UK and their descriptions are directly derived from DC UK. Should some UK clan-members or even Clan-Leader visit DC NL, then they are just that: a fellow Clan-member or your Clan-Leader. So your clans are not just limited to just you few, it is made up of: 'You' + 'Clan UK' + 'NPC Clan Members as we see fit to introduce'. The only way to 'switch' Clan is through the 'Ritual of Banishment and Initiation', which is usually held at the end of Moots. Those who are thrown out of their Clan are 'clanless' and will either be killed or claimed as slave by the first Clan that comes across them. The Sidhe [top] The Sidhe [pronounce: shee] are not the easiest clan to play. They are very stubborn in their ways and therefor not easy to get along with. You will not be appreciated by al clans (if only because they fear for their children, Sidhe are said to steal them, the children become Changelings). Bear this in mind when you choose this clan. The Sidhe are an ancient race, native to Faerie. They believe they are the direct offspring of Danu. In fact, long ago they were the first Tuatha De Danaann to travel from Erin to Faerie. They are very elf-like in appearance, with large pointy ears and slender, lean bodies. They are a warrior race, and are equipped and dressed like one. They avoid any metal in their armor, for they are a infused with wyrd energies and thus prefer leather and cloth. They enjoy fancy dress and will frequently decorate their clothes with beads and feathers. Their weapons of choice are short-swords, spears and bows. They rarely employ shields or axes. They see everything in nature as being a part of their mother, Danu. Thus, they treat their surroundings with the utmost love and respect and would never claim a part of the land their own. Do not be surprised when a Sidhe occasionally kisses a tree, or pours the last sip of his mead on the ground. Most of the free-races are seen as guests to Fearie, and are expected to behave like it. A few exceptions are the Tuatha and Changelings. As they are faerie creatures, most of them will either be part of the seelie or unseelie court. Sworn to destroy all
Fomor, they will go out of their way to battle them. They are stubborn
and proud and demand respect from the free races. When in battle, they
are reckless, never look back and fight till victory is achieved or the
bitter end is met. They are formidable allies because of their relentless
loyalty to friends. To those that rub them the wrong way, they make deadly
enemies. Submitted by: Kars Alfrink The Norse [top]
There is a great deal that is known about the Norse, but there seems to come little understanding with all that knowledge. Are the Norse warriors or traders? Do they welcome people into their midst or are they abrasive and aggressive towards strangers? As the Norse are just as diverse as the other Free Races, all of the above is true. There are, however, a few basic guidelines one can fall back on when portraying a Norse character. Other
Clans Amongst the Norse Berserks Appearance Submitted by: Marc van Hasselt The Arkeesh [top] The Arkeesh clan is
known as the clan of the herders and hunters. Indeed, many Arkeesh clan
members are herdsmen, or hunters, but craftsmen, bards and others can
also be found. Arkeesh culture A good example of Arkeesh attitude was given by Ian the hunter. When Queen Athea sought a Hero of the Realm to be her new Champion, he was heard to say: "I am not a hero. If it's higher than me knee, I'll run!" This same man left the safety of the Fort of Haven to fight Fomor in the night, killed many and lived to tell the tale! When the day's work is done, the Arkeesh like to sit around the campfire drinking, telling stories and having a good time. The Arkeesh are also known for their bacon and eggs breakfast. Appearance Other clans Recent
history Submitted by: Sander
Hendriks Changelings
[top] When you speak of
changelings you speak of the magical, enchanted and mystical creatures
that sometimes come out of the forests when the night falls in. A race
of creatures that seem to listen to the winds as if they would understand
it, look in the streams and seem to look beyond the water and seem to
understand the balance that nature needs en provides. They travel much
and seem to love the road and its hard life. Maybe because of their untroubled
way of thinking, or perhaps because they live life as it comes. They are
mostly very keen, but seem to use their wits for other things then trouble
solving alone. A Changeling is heroic in birth (however that may be),
which means that they all feel a certain purpose in life. A feeling of
importance and above all a unique future. They roam freely amongst all
the other clans, but are mostly seen in solitude or with one or two close
friends. Changelings are famous
because of their sense of humor. It is as black as the night and they
often use it in situations where it is not wanted. Some say that this
is the way they accept the darkness in life, others believe that all are
destined to the dark courts of fairy. Changelings seem to be exaggerated
in their behavior. Some are as silent as a corpse, always thinking and
holding back, while others sing and dance al day long, twittering about
all and everything. They live life in its fullest and seem to be afraid
to miss anything. Because of their behavior not many clans take them very
seriously. Most other clans believe them to be "different" then
most of them and it really seems that way. Changelings are different in
their way of thinking. Not that they see evil different from most others,
but their understanding of that evil can differ very from the overall
opinion. They seem to have their own standards and values. In their minds
things can work different, although the results are mostly the same. Changelings are mostly
seen alone, or with one or two close friends. They are good skirmishers,
but dislike large weaponry or shields, except the buckler. They are good
scouts and know their way in the forest. They are usually very swift in
their movements. Although they come in all shape and sizes the tend to
be smaller then the usual human. They live close to the magic of the earth,
but seldom have the patience or commitment to become stonewardens or druids.
Many great names roam amongst their race and many stories are based upon
their myths. Most of the other
races tend not to take them too seriously due to the nature of the Changeling,
although in times of need one could think himself lucky to find one beside
him. They seem to have a fondness for danger and trouble, as if it attracts
them. Many believe that Changelings cannot be trusted, but welcome them
anyway because they fear the legends telling of them. (Changelings can
curse creatures when they want to and a kiss of a changeling upon the
forehead of a newborn baby is a blessing of Danu.) They are welcome visitors
around the campfire and many believe that seeing one is a experience on
it's own. Changelings tend to
dress in leather and feathers. Mostly in scout colors. They seldomly wear
metal except jewelry. They wear no clan colors and have no desire to become
bounded by one. Their baggage is mostly worn in a practical way. Every
thing they wear must be placed so that it doesn't troubles their movement.
Although their cloths are mostly plain, some do have the need to decorate
their cloths. In my experience the
changeling is very hard to play, because they tend to think and act in
their own unique way. This can be very great, but is also difficult, because
it makes it harder to fit in. I strongly believe that they must be different
because they are another race (as the Dwarfs and Sidhe), but it must be
played in just the right proportions. Do that and you shall see that the
options are limitless. Submitted by: Radboud
den Boer The
Red Branch
[top] The members of the
Red Branch are as apparent and numerous as any other Clan. Yet they are
individuals who feel the need to gather in mutual friendship instead of
the families, which most often encompass the other Clans. Interaction between
Clans Among
the Red Branch Appearance Submitted by: Manuel
Regien The
Dummnoni
[top] The members of the tribe of the Dummnoni
are divided into four great social classes. From highest in rank to lowest these
are the Warrior Nobility, the Learned Folk (druids, bards, shamen, etc.),
the Free Craftsmen and the Servants. Among the warriors there is a further
division according to station and the amount of wealth a particular noble has.
If he owns land he may call himself or herself lord or lady.
In practice these divisions are not as strict as they appear. Folk of higher
status generally do not look down upon those of lesser rank; warriors are well
aware that they would starve without the humble farmers, for example. Also,
a person’s rank can change during his or her life: a servant may establish
himself as a craftsman if he learns a trade and a farmer´s daughter could study
to become a druid of great renown.Study means hard work, though, especially for
the Learned. For example, it takes at least twenty years to become fully learned
in Dummnoni druidic lore. The nobility tends to be well educated as well, and most
know how to read and write, as well as at least a little bit of law, history and
various other lores.
Most Dummnoni live in large family groups, called clans, centered on high ranking
members of the nobility. Most folk are clients to a certain noble family.
Very often, close friends are regarded as just as much part of the family as
actual members.The head of a family is most often male, but this does not mean
Dummnoni women are given any less respect within the tribe. Dummnoni women have
a well deserved reputation of being able to take care of themselves and it is
not at all uncommon to find a leader’s wife subtly pulling the strings behind
the scenes. And if needs be, the women will take charge. Athea, queen of the
Dummnoni, is proof enough of that.
Appearance Other people Submitted by: Donijs de Vries |
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