Big-hearted giantkin, hardy and belligerent

Bannyr Heritage Traits

Game mechanics for the bannyr heritage are identical to the dwarf race detailed in the D&D 4e official rulebooks, except as noted below. For all other mechanical purposes (including feats, paragon paths, etc.), bannyr is simply an alternative name for dwarf.

Average Height: 180-208cm (5’11”-6’10”)
Average Weight: 105-174kg (230-380 lb.)

Languages: Common and Ur
Skill Bonuses: +2 Diplomacy, +2 Endurance

Giantkin: You have the giant subtype.

Plowshares to Swords: Bannyr have a long tradition of turning peacetime tools into weapons of war. You gain proficiency with the battleaxe and the warhammer. This benefit replaces Dwarven Weapon Proficiency.

Burly giants with a penchant for brawling and intoxication, the bannyr have an enduring reputation as fierce—if not especially shrewd—warriors. Once sea raiders from nearby Aethys, they were among the Brandish tribes who first settled in Alm during the Age of Beasts, and would eventually go on the found mighty Brandeis.

As the predominant species among the original Brands, the bannyri are inextricably linked to Brandish culture; even today, most of them still live within Brandeis and embody its cultural stereotypes. Placing great weight on traditional rivalries, they love nothing more than brawling amongst themselves—that is, until an outside force draws their ire.

Play a bannyr if you want…

  • to be a broadly good-natured lout.
  • to protect what is yours with unreasonable force.
  • to approach animosity with a sense of fun.

Physical Qualities

Bannyr look much like oversized humans—so much that scholars have proposed they may have been the “source material” from which humans were made. They typically stand six to seven feet tall, with solid trunks and thick limbs, and rugged chiselled features. Their hands are large and their feet broad, making them sturdy and powerful, but not especially nimble.

Though they aren’t considered beast-kin, bannyr are often likened to bears in Brandish lore; their name itself means “bear hands”, referring to the leathery pads on their palms and the soles of their feet. They also have naturally dark, thick, opaque fingernails and toenails, which can look like claws at a glance.

Bannyr skin, eye and hair colours typically match those of humans, though red and blonde hair seem particularly common in bannyr. Long, braided or knotted hair is overwhelmingly popular, to the point that it has become a traditional point of pride for many bannyr families. Brandish art centres around similar cord and knot motifs, with intricately twisted lines being a sure sign of bannyri influence.

Playing a Bannyr

The bannyr have a reputation for good humour and welcoming hearth. Other creatures often migrate to Brandish territory, and the bannyr take great pride in bragging that their mighty land can support multitudes. This is an important display of strength, passed down by Brayden Bloodmane herself; only the strong can afford gifts like trust or mercy, so what better way to show that Brandeis fears nothing from her enemies? Not coincidentally, this fits well with the ancient bannyri values of indulgence, enthusiasm, and brawling at a moment’s notice.

Though they wander far and wide, bannyr rarely live outside of Brandeis. Most think of themselves in terms of nation before race; all Brands are kin, whether or not they are bannyri. However, they also remain thinly-spread enough to represent a plurality of cultures, each clan retaining its own distinct identity. This is especially true of those who live close to Brandeis’ many borders, who often integrate appealing parts of their neighbouring cultures.

Most bannyri adventurers are bravos, warriors seeking to prove their might and enjoy themselves on the way. Among adventurers, they have a reputation for being sturdy and reliable companions, as much able to lift spirits in a tavern as lift axes on the battlefield.

Bannyr are perceived as… Rowdy, territorial, indulgent, fierce, enthusiastic, rude, friendly, emotional, forthright, loud, boisterous, cheerful.

Given Names: Brayden, Conor, Elwyn, Strathen, Brann, Fionn, Amareth, Amnil, Nolan, Finn, Tiergan, Ellis, Luin, Tharald, Chaia, Lairne, Farley, Almedha, Adnis, Ruskin.

In addition to one or more given names, bannyr also carry a traditional clan name. The eight great clans are those whose lands became the Brandish states—Albion, Ironhilt, Adelhae, Kurast, Navorey, Woodfall, Saffron and Aragon—but there are also countless minor clans associated with each one.

Significant Revisions

1.0—Original version
  • 6 years ago Update Published to original Skies of Escarnum website.
1.1—First 4e version
  • 5 years ago Update Moved to current Skies of Escarnum website. Various language changes; no significant rules changes
1.2—Bear hands
  • 3 years ago Add Added giant subtype
  • 3 years ago Update Updated appearance information
  • 3 years ago Update Minor wording changes
  • 3 years ago Update Moved some historical information to write-up of Brandeis instead of bannyr heritage