Tir Nan Beo
HOME SETTING PLAYERS CREW EVENTS GALLERY FORUM CONTACT
General info Usipeti Nervii Menapii Frisii TNB Norse Batavii Other Clans

Tir Nan Beo - Player info

Since Main Event 2014 everybody can come and play (though we keep the right to exclude anybody from our events). We believe that our core players and crew are sufficient enough to keep the setting and its look as it is to date. We do advise that you come and crew first if you have never been to a Dumnonni UK Event or a Tir Nan Beo Event. We are very different from other LARP events and to make sure that you understand what we want from you and with our setting it is important that you get this oppertunity. As ever you can ask any questions contact us on info@tirnanbeo.com.

If you are going to play in the TNB setting you are expected to choose a clan (unless you are an UK player for they may play their Dumnonni chronicle's character) from which you originate. There are five different clans to choose from, all explained on this website. These differences are important for you as player because it provides the necceserry background to provide you with decisions, values and all out reasoning. To be part of a clan is not something to take lightly. To be in a clan is serious buisiness and it is known that wars were fought over one defected clan member. A clan is secreted and even when you do not approve of its behavior, you must try to remedy that within the ranks and never outside. To betray a clan is very dishonourfull, even for those not of your clan. If you cannot have loyalty towards a clan, then you must be disloyal overall, enough to get you killed by any standard.

When you have chosen your clan, there are a few things more you should know before you begin chosing your line of work.

Most important is that there is not "one" clan of any of the clans you may choose from. There are many. In the lands of TNB travelling is not always save and thus clans have never fully walked the lands in search for others of their origins. Therefor there are many groups of the same clan culture. For example, the menapii are known to have at least ten different clans hidden within the forest and although they know of each others existence they have never, untill a few years back, and had any reason to become one big happy family. This example counts for all the clans you can choose from, except the Tir Nan Beo Norse, who are indeed one, small clan. With so many different clans you can imagine that there are just as many kings, queens, chieftains and other prominent roles, which are all as serious as the next clan. Thus, if you decide to hang out with the Nervii keep in mind that their king, does not have to be your King just because he says so. There could be many kings and untill all groups come to gather and decide that that there should be one Royal family, this is the way of TNB.

If you have chosen a clan you must decide if you want to be part of a allready established players group, or a new clan from the same culture. If you want to be part of a players group, then we will bring you in contact with that group, so you may be informed of their specific cultural behaviour. If you begin as a new clan, then you can use the information placed on our website.

Because clans have so many different rulers you, the player, can not ever speak for them as a whole (unless you are a liar), but must understand that you (if you are the ruler of your Group) can only speak for the Group you are ruler off. The rest of the groups and non-player clans is ruled and played by the refs and their crew. In the game it is possible that you find yourself, with your own Group, to be separated from the rest off the overall clan. It can even be possible that most of the other groups within the greater clan decide to wage war against King Oswald and that you and your Group are suddenly in a difficult situation.

The question you might ask yourself is how to know where your clan stands in certain issues. You will hear this, just as all other players, through bards, traders and other means. We will post some information about certain facts on the website so you at least know who you are at war with. This information is past on to others in the bardic tales, that your character could have heared when sitting round a campfire. You can find these on the Setting page of our website under Tales of a bard (Click here to go to the Bardic Tales ) There are many bardic tales published, so enjoy reading.

If you are playing at TNB you must also understand that you have been send towards the events for a reason. This reason might not be the most heroic one (you are the cook of the prince etc.) but you must have a reason. Our events (specials and the main Event) are based on conflict, quests and war and you can understand that your character will not travel towards those things if not for good reasons. Even when the reason for an Event is something like a feast, you must always think why your character would be attending. The reason might be that you are send to the event with a mission, a goal to achieve as a spy, an ambassador, a bodyguard or something else. We do not want characters walking around for no reason, for that makes no sense in a cursed land. If you have trouble finding a reason then contact info@tirnanbeo.com so we can help you.

Items in TNB are very rare and if they exist then they are named and known by Bards. To have an item is even rarer and unless we, the TNB refs have given you one, or have agreed upon you having one, you begin without them. Furthermore you must understand that an item is a thing on its own. It has its own history and its own tale. If you can convince others of the value and the name of such an item you might get away with it and gain a known item. Furthermore items rarely have random powers, but are more based on certain goals and duties. We do not have magic, silver, spirit etc damage, but we do have certain moments where items can be extra. To carry an item is an honor full thing, even when it is cursed etc. When an item is given to you then this can be considered to be a geas and must be act on accordingly.

If you are thinking about becoming a wyrd user, you must first understand that wyrd users are rare and difficult to play. Why is explained in the topic WYRD. If you were send towards a TNB Event than you are most likely a warrior, for if not then your life expectation would be very slim. Even wyrd users have little defense against a sword or an axe when standing alone. If you are determined to play a wyrd user then read and follow the instructions very well. Druids cannot be played within the TNB events, unless the TNB refs agree upon it a few weeks before the event. To play a Druide is very difficult because of the IC/OC knowledge you must have of the setting and the World we play in.

The lands of TNB are a dark place. Clans fight each other over land so they can feed their people. Beasts and nightmares haunt the nights and few clans have even mustered peace between the groups of themselves. Peace is a strange thing indeed and something to be paranoid for. When playing please consider this when you interact with your neighbors. He might be planning to overtake your lands, or even to kill you because of the gear you possess. Of all the reasons he is kind to you the last thing you should think off should be peace. Peace kills the weak. Peace makes you starve. The fact that King Oswald has enforced it to some of the clans is an act of heroism on its own, but every normal player should ask himself how long it will last.

Last we want to make sure you understand that honour and loyalty are the two pillars this World is based on. To be without either one is failure. When you play make sure you understand this. Someone who gained great honor is someone to respect, even when he is your enemy. To respect someone does not mean you cannot kill him. Murder and assassination is dishonorfull and will get you killed. To challenge someone plainly inferior to you is dishonorfull. To call someone a coward who is plainly not able to best you is dishonorfull. You may champion someone for yourself to challenge someone for an insult. If you pledge your loyalty this cannot be easily undone. Those who have pledged yourself to decide over your life. If they want, they might execute you. This is their right, even when they are wrong. (Although this might be seen as dishonorfull). If the dispute is with someone outside your clan/Group, you can challenge him to a duel. This duel can be anything you both agree on. If you fight a duel make sure it is witnessed. Witnesses can make sure that the challenge is seen and afterwards spoken off. If there is a bard in the neighborhood make sure he is the witness. If challenging someone is impossible due to honor or capability you go to a druid. If not available then you go to someone both parties agree upon. To challenge someone does not have to be to the death. The most common form is to fight until first blood is spilt. If you agree upon a dispute, you must follow it through, even when this means you are, in your eyes, wrongly judged.

It is not uncommon to have been given a geas. This can only be given by a Druid. A geas is a behavior punishment in which your behavior is set to a task. This can be anything. To accept and to act upon a geas is considered to be very honorfull and many a great hero is known to having several geases. When you begin a new character you are allowed one to start with. More information about a geas is found in the rules. Women and Men. Read the clan info very carefully if you are a woman and want to start as a warrior. Not all clans allow this. Furthermore it is not common in TNB for women to have the same rights as men.

Discrimination for clan, disorder, honor, sex and all other things is very common in the setting of TNB, so do not be offended by it, but use it and play with it. If you are a new character you might include some of these characteristics so you have more to play with. Remember that these imperfections (and all out Dutch behavior codes) are the things why this setting is so colorful and dark. We want conflict, we want honor fights and we want paranoia. These are the cursed lands.

            Credits Disclaimer