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Skip Navigation LinksWorld of San'Dora>Inhabitants>Var>True Var>Race Packages>Bragwyr
SanDora
Var
Anweledig
Clan of the Void
Bragwyr
Clan of the Stein
Caregan
Clan of the Earth
Gwerthfawr
Clan of the Crafter
Gyrru
Clan of the Anvil
Llanastr
Clan of the Bull
Marchog
Clan of the Shield
Methu
Clan of the Hammer
Peiriant
Clan of the Wheel
Saer Maen
Clan of the Chisel
Tanllwyth
Clan of the Forge
Trinoedd
Clan of the Axe
 
 
Bragwyr, Clan of the Stein
Clan Bragwyr (BRAG-wir) are known for their liquids. They are responsible for brewing the famous Varic ales, lagers, and meads, as well as whiskies from imported barley.
 
Additionally, the Bragwyr Clan is responsible for the few Varic alchemists, who may be skilled enough to make potent acids and antitoxins. 
 
It is rumored that they also have the knowledge to make poisons, though this in generally considered extremely dishonorable and frowned upon in Var culture. There are also a fair number of Bragwyr coopers, for obvious reasons.
 
Due to the dependence on outside resources, the Bragwyr deal with the Llanastr extensively to trade with Humans or others who grow crops and herbs
 
APPEARANCE & DRESS
 
The Bragwyr tend to be on the large and burly side for Var, and favor reddish hair and merry green eyes, with fleshy and rosy skin, and tend to prefer riotous colors in their clothing. The menfolk of the Clan pay no attention to facial hair in particular, with some wearing beards or goatees or mustaches, or going clean shaven.
 
GENERAL CHARACTER
 
The Bragwyr are rarely serious, and are among the friendliest of Varic Clans, at least once they've downed a barrel or two. Fortunately they are often too drunk to form close friendships, though they usually have many drinking buddies.
 
ORIGINS & ORGANIZATION
 
All Bragwyr adults vote on their Ceidwad, who serves for a term of 30 years. Alchemists rarely take on this level on responsibility, feeling it takes too much away from their other work, but the brewers have quite a bit of time to dedicate to the task.
 
PACKAGE DEAL
 
Cost Ability
10 Durable: +5 CON
10 Tough: +5 BODY
6 Stubborn +3 EGO
5 Doughty: Power Defense: 10; Only vs Magic (-1)
5 Unfazed: Mental Defense: +10; Only vs Magic (-1)
30 Magic Resistance: Damage Reduction 75% Resistant; Only vs Magic (-1)
2 Forged Flesh: Armor 3 PD/0 ED; Only vs Blunt Weapons (-1)
2 Forged Flesh: Armor 0 PD/3 ED; Only vs Heat/Fire  (-1)
26 Way Tougher Than You: 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4) plus 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
10 Poison Resistance: Immunity to Poisons
7 Deep Roots: -5" KB, Only While Standing On Rock Or Soil (not indoors, or in unnatural environments; -1/2)
5 Infravision: Infrared Perception
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
1 Walk the Path: Bump of Direction, Underground Only (-1)
8 Life Support: Eating: Character only has to eat once per week, Longevity: 400 Years, Safe in Intense Cold, Safe in Intense Heat, Sleeping: Character only has to sleep 8 hours per week
131 Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Dependence: Contact or Close Proximity to Stone/Soil; Takes 3d6 Damage (Extremely Common; 1 Hour)
-5 Distinctive Feature: Var (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-10 Psychological Limitation: Alelust (Common, Moderate)
-10 Psychological Limitation: Friendly but Distant (Common, Moderate)
-15 Psychological Limitation: Insane Loyalty to Clan and Friends (Uncommon, Total)
-15 Physical Limitation: Cannot cast Arcane Spells (All the Time, Slightly Impairing)
-15 Physical Limitation: Cannot use Magic Items Other Than Weapons & Armor (All the Time, Slightly Impairing)
-5 Physical Limitation: Short but Heavy (4 ft - 5 ft; 300 to 400 lbs)
-2 Slow: -1" Running
-2 Dense Flesh: -2" Swimming
-1 Cumbersome: -1" Leaping
-3 Thick-limbed: -1 DEX
-2 Ruminating: -2 INT
-1 Rough-hewn: -2 COM
+20 Total Cost of Package
OPTIONS
Cost Ability
1 WF: Axes/Maces/Hammers/Picks
25 Varic War Art: (Art used with Axes/Maces/Hammers/Picks; KS: Varic War Art (INT), Avoidance: Martial Dodge, Block: Martial Block, Chop: Offensive Strike {2d6+1 location}, Stroke: Defensive Strike {2d6+7 location}, Side Slash: Martial Strike {3d6 location})
17 Varic War Art Training: +3 with Varic War Art, +2 DC with Varic War Art