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.
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 [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.
One well known Sidhe was Elphin "Wildeye" ap Faeir. He was notoriously proud and arrogant. He had a feud with the Arkeesh over a child, for they feared he would steal it. Nevertheless, he fought bravely alongside the free races. He was one of the three heroes to survive the deadly expedition to the Citadel of Lost Souls. The trip had changed him however, and he had turned to the unseelie court. At the Fields of Hazel he died in the decisive Battle with Slough Feg.
Submitted by: Kars Alfrink
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
Apart from the Saxons, which the Norse were recently at war with (they now have an uneasy truce), the other clans are treated on a case-by-case basis. They tend to treat clans who hold little to no warriors as soft and the Norse expect folk to treat them with the respect and honour (or lack thereof) they show them. Respect has to be earned, but hospitality is one of the defining traits of the Norse: enter their camp and expect to be treated very well. Food and drink should be offered to all guests, as well as a roof to sleep under, if possible. No weapons are allowed in camp (except knives, which are used for eating as well, after all), bar those belonging to the Norse warriors in camp.
Amongst the Norse
The Norse enjoy feasting, imbibing great quantities of food and especially drink when celebrating. They enjoy games of all kinds: dice, board games (like Tafl of Hnefetafl, as it is sometimes called) and tests of strength or skill. They like a good joke as much as the next man, but practical jokes are rarely appreciated. They are quite concerned with honour and take insults very seriously. Sometimes conflicts are resolved by a duel, called Holmgang, which is usually to the death.
Berserks
The shock troops of any Norse army, the berserk are warriors who can summon Wyrd energy to fill them with a battle rage, causing them to withstand blows that would kill a normal man (they gain 3 extra, temporary points per location). They are considered dangerous and rude, as they can fly into this rage at any given time. Tales of legendary berserks speak of them killing friends, even family when the rage overtakes them. Also, berserks are known to trek around, challenging warriors to Holmgang and killing them, to claim their possessions (including lands, thralls, even women).
Appearance
Most Norse can be easily recognised. Most have blond or red hair and wear full beards, though this can be different from person to person. They dress in tunics and either tight or rather baggy pair of trousers. Warriors wear mail shirts and helmets, wielding swords, spear, axes and bows, usually with a round shield. Examples of Norse dress can be seen on this website. Many other articles on Saxons, Normans and other folk of the viking age can also be found there. A good pattern for a viking tunic can be found here. If you want to go all the way, even viking shoes can be made, just follow this link or this one.
Submitted by: Marc van Hasselt
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.
As a clan, the Arkeesh are very down to earth. Most clan members are content with their chosen way of life and are proud of their important place in this world as providers of food, drink, wool, etc. however, this does not mean that the Arkeesh are meek. When threatened, the shepherd will fight off the wolf with his staff and the hunter can use his bow on Fomor as well as rabbits.
Arkeesh culture
Arkeesh are usually rather easy going. They will welcome peaceful visitors and share their ale and stories with them. They will treat everyone with respect, if respect is given in return. They have a dislike of pretenders; those who seek to advance themselves by putting on an attitude and a big mouth.
Many Arkeesh are used to living out in the fields. This gives them good knowledge of and great respect for nature. Danu, the Earth Mother and Herne, the Hunter have strong followings in the Arkeesh clan.
When threatened, the Arkeesh will flock to the clan banner and together can put up a serious defense. Though few Arkeesh have heavy chainmail armor, or big two handed swords, they make up for that with more than average numbers of users of wyrd energy of all types.
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
The Arkeesh favor sturdy and practical clothing. Often you can guess a persons profession from his clothing. A shepherd will most times wear sheepskins, a cowherd may wear cow hides and a hunter will probably wear clothing made of smaller animal skins. Depending on the region of someone's origin, he may wear a kilt, or trousers. The costume is completed with a regular Celtic shirt and cloak of wool, or cotton. Arkeesh will use their normal working tools in battle, so they are usually only lightly armored and will use staffs, bows, axes, spears, pitchforks and such. A few Arkeesh own a sword, or chainmail, that they keep stowed away for times of trouble.
Other clans
Some of the other clans tend to look down upon the Arkeesh, since the Arkeesh are less inclined to boasting and brawling. This will cause some inter-clan trouble every once in a while. The Arkeesh have a good relationships with the Tuatha De, the Norse, the Fianna and the Nervi. Feelings about the Sidhe and Changelings are mixed. Though the Arkeesh are on a generally good standing with the Dummnoni and have very good relations with Queen Athea, they are currently in a state of war with the people of Caer Math, since these people stole the Arkeesh sheep while they were at Haven to celebrate Samaihn at the Queen's invitation.
The Arkeesh view Maeve and Her generals as bitter enemies and will fight them and their minions every way they can. They have a great dislike of Indek and will not trust Him ever.
Recent history
The Arkeesh are led by Dana ap Senchae, a shepherd known for her wisdom and intuition. She has 2 bothers, Loeghaire and Loegure, though Loeghaire has been missing since the Swamps of Dispair. They are the only Arkeesh that remain to speak of both Battles of Haven from their own experience. They have seen many wondrous sights and can tell first hand stories of Gods and ghouls, kings and queens.
Submitted by: Sander Hendriks
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 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
Interaction between the other Clans depends upon the ties of friendship others might have with the Red Branch. If members of other Clans show their value, they will receive a reserved place in friendship and help in need. A Red Branch won't hesitate to help or protect those he deems as 'his friends'.
Among the Red Branch
The Red Branch are helpful to one another and seem so be a very close community. Their leader is commonly chosen (or the position is taken) on basis of words and deeds. They enjoy feasting, drink and the like just as any other. They are an open-minded people when amongst their own kind, yet tend to be somewhat cautious (and reclusive) amongst strangers.
Whilst not easily aroused; their valor and bravery (some say stupidity) is proven time and time again as they stand with the other clans whilst able to utilize most anything as a weapon and charge fearlessly into the fray with it. They share strict ways of conduct and have a high sense of honor. Some follow the Old Ways in a very strict way, as they were passed on from times past; whereas others follow them more openly. Yet all of the Red Branch value 'the Rites of Death' according to the Old Way as the highest honor to be given to one of their members; how cruel and barbaric it may seem to onlookers.
Appearance
Most of the Red Branch dress themselves in leather armor, sometimes accompanied with plates of metal or chain, relying on skill and fierceness instead of heavy armor. They rarely wear helmets nor employ shields, because it could limit them when rushing upon their enemies. Most of them are proficient in various weapons, but won't carry more than is necessary (mostly only one or two weapons at any given time). However, they tend to 'collect' a lot of weaponry from fallen foes, which they store for usage. The most notable of their entourage however, is their Kilt. It is as a symbol of their common past from the realm they hail as well as being convenient in combat. "A true Red Branch wouldn't be 'caught dead in a fight' without wearing his Kilt".
Submitted by: Manuel Regien
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
Dummnoni like their clothes to be practical, with natural colors such as greens and browns being popular. Occasionally a Dummnoni will wear bright and colorful attire, especially during a great feast. Trousers and a very short to knee-length tunic are the most common clothes among both males and females. Women will occasionally wear a dress, but this is less popular because it is less practical. Kilts tend to be popular among male nobles, as it is considered the traditional dress of the high-ranking chariot warrior. It is not uncommon for men to grow a moustache and a short beard (not too long, as this, again, would not be very practical).Dummnoni arm themselves to taste, and will readily adopt weapons of other peoples if it suits them, so one may often see Norse throwing axes and even Formor darts being used alongside more traditional Celtic swords and spears. Leather armor is common, as it not only protects, but also makes for sturdy and practical everyday clothes. Noble warriors who can afford them will often prefer a simple mail shirt.
Other people
The Dummnoni are without a doubt the most cosmopolitan of all the tribes and have a reputation of being everyone’s second best friend. A Dummnoni´s natural response to conflict is diplomacy and they will often try to talk where more war-like tribes would kill on sight. When diplomacy does not appear to have the desired effect, the Dummnoni will generally try to find subtle ways to embarrass their “foe” in an attempt to gain the upper hand. Open warfare is rare (and mostly reserved for the likes of the Formorians), and most of the time Dummnoni will seek to end it as quickly as possible. Unfortunately, this attitude has led some of the more aggressive tribes to consider them to be a bit soft. However, it also means the Dummnoni generally get along well with just about everybody. They tend to give a healthy amount of superstitious respect to the Elder Folk (Sidhe, changelings, Dwarves and Tuatha De Danaan) and there is the occasional problem with the more rough tribes, such as the Norse, but most of the time the Dummnoni will get along fine. This more than anything is probably what made their queen Athea the High Queen of all the Free People in Faerie.
Submitted by: Donijs de Vries