Big-hearted warriors, hardy and belligerent
Bannyr Heritage Traits
Game mechanics for the bannyr 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: 5’10”-6’6”
Average Weight: 200-300 lb.
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 humanoids 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 Aethyr, they first settled in Alm during the age of Beasts. At first, they were only scattered hill tribes, fighting one another over lands too harsh to be desirable. Then, at the height of the War of Empires, a great hero named Brayden Bloodmane emerged to unite the bickering clans and lead a furious campaign against gnoll and Calan alike.
The bannyr rose to power quickly—far too quickly to have any idea what to do with it. Their holdings were soon larger than they could manage with their relatively small population. Rather than pressing for more territory, they solidified their borders and set about becoming an unshakeable fixture of the Almish landscape. Thus they forged what is now Alm’s mightiest nation—Brandeis.
Even so, they remain nine clans more than one united kingdom. 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.
Bannyr look much like tall, heavily built humans—so much that scholars have proposed they may have been used as “source material” in humanity’s creation. They typically stand over six feet tall, with solid trunks and thick limbs, and ruggedly handsome features. Their hands are large and their feet broad, making them sturdy and powerful, but not especially nimble.
Bannyr tend to have pale skin, though a deeper brown occurs in populations living further north. Complexions which are rarest among humans—like freckles, red hair and blue or green eyes—are the most common among bannyri people. Long, braided hair and beards are overwhelmingly popular, and are a traditional point of pride for many clans. Bannyri art centres around cord motifs, with intricately twisted lines and knots being a sure sign of bannyri craftwork.
Playing a Bannyr
The bannyr have a reputation for good humour and welcoming hearth. Members of other races 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.
Bannyr rarely live outside of Brandeis, and 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, 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.