Mini rule book - Dumnonni Chronicles
Mini rule book - Dumnonni Chronicles
Mini rule book - Dumnonni Chronicles
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<strong>Dumnonni</strong> Fest<br />
<strong>rule</strong>s
Welcome to the <strong>Dumnonni</strong> <strong>Chronicles</strong>.<br />
Here follows a quick start up guide.<br />
These are the abridged <strong>rule</strong> set often used at our larger ‘fest’ events, they<br />
contain all a new player will need to know to understand and enjoy a regular event too.<br />
What What are are are we we abo about? abo ut?<br />
We want a role-playing event not a <strong>rule</strong>-playing one.<br />
The <strong>rule</strong>s have been designed to get in the way of role-playing as little as<br />
possible. We want characters to be special by virtue of how they act not by the amount<br />
of ‘power’ it says they have on a piece of paper. With the exception of the Wyrd <strong>rule</strong>s it<br />
is an ‘If you can do it, you can do it’ system. With very few exceptions any character<br />
can use any weapons and armour suitable to ‘The Look’.<br />
The look and feel.<br />
<strong>Dumnonni</strong> strives to have a consistent look and feel for the costume, weapons,<br />
props and set dressings. This look is Dark ages with just a smidgen of fantasy. If you<br />
are a history buff, war gamer or re-enacter you will have no trouble understanding, but<br />
if you are used to other more cosmopolitan larp systems or fantasy tabletop you will<br />
need to think carefully to making sure what you wear fits in. A look at our web site will<br />
give you idea. See also our Right/Wrong sketches at the back of this <strong>book</strong>. In general, if<br />
you are not sure please ask advise and we will happily give it.<br />
Who can I play?<br />
You are going to be someone who fits either Celtic Myth or the<br />
dark ages. Here follows a short list of suggestions but if you have other<br />
ideas please put it by us.<br />
Some Celtic tribes.<br />
Briganti Hardy Warriors from the North, reknowned as<br />
good skirmish raiders.<br />
Catuvellani A spirited Celtic clan, famous for their reckless<br />
bravery and recognised by their large blue shields.<br />
Dalriada Celtic sea raiders and traders famed for their<br />
spear work, their rivalry with the Norse and their hatred of the<br />
Picts.<br />
<strong>Dumnonni</strong> A tenacious race, generous in peace and a<br />
torrent of spears in war. The<br />
Fort of Cul Haven is in their lands. In battle they wear a<br />
distinctive blue woading which quarters their faces.<br />
Fianna Retaining the values of their legendary leader<br />
Finn Mac Cumhaill, this<br />
proud clan strives, perhaps even more than most for honour and<br />
glory.<br />
They are also known for their smart appearance.<br />
Red Branch Descendants form the famous Warriors of<br />
Ulster, these reckless men carry their reputation into the Fey<br />
lands quick to battle and quick to laugh.<br />
White Bear Once a numerous tribe, this clan has been decimated by war with<br />
Queen Meave and the Fomorians. Unwilling to be consigned to history they are<br />
more willing than most to allow outsiders to join, as long as they are of good<br />
character.<br />
2
Some of the elder races.<br />
Changelings These Fae creatures are indigenous to these magical lands and as<br />
such are tuned to earth magic. Cunning and with a dark sense of humour they<br />
follow strange agrenda all their own.<br />
Tuatha de Dannan: Noble Sidhe recognised by the Blue woading across their<br />
eyes. Honour for them is more important than life itself and this often makes<br />
them appear arrogant and lofty.<br />
Craft Tuatha These Tuatha wear red woad and are the keepers of ancient<br />
knowledge, makers of great works and followers of mysterious dooms.<br />
‘Wild’ Tuatha These Sidhe have taken the land to their bosom and cast off<br />
many of the high cultured ways of their brothers. They wear green or brown<br />
woad. Because they are less cultured does not make them any less noble and<br />
honour bound however.<br />
Other peoples.<br />
Picti Northern, cunning and wild warriors. Fond of fast hit and run raids and<br />
elaborate woading.<br />
Norse Vikings, who have settled along the northern coast. There are many<br />
different clans, ranging in size from a small boatload to great Jarldoms.<br />
Sea Wolves Saxon raiders, who have recently come through the mists and<br />
settled. Known derogatively as the Sias, but are more correctly from a number of<br />
different tribes including the Jutes and Angles. They often feud amongst<br />
themselves as well as everybody else and are seldom trusted.<br />
3
Ref Ref calls<br />
calls<br />
Rules ules proper<br />
First and foremost, ALL players must learn and react to the following:<br />
Time Freeze, All players must freeze on the spot and close their eyes.<br />
Time Out, The game has been halted temporarily by a referee, players may relax and talk.<br />
Time In, Players may continue the game and get back into character.<br />
Man Down! Someone has been hurt for real! All playing stops until the injury has been<br />
attended to. All players who are injured or see someone else injured should shout this and<br />
seek assistance from a first aider, don’t wait for someone else to call out.<br />
Combat<br />
Combat<br />
Combat should be grim and gritty. Both players and ‘monsters’ should register wounds by<br />
flinching, groaning, falling down etc. to create a realistic feel during combat.<br />
Damage In Combat<br />
All Weapons wielded one handed do one point of damage (including arrows and two<br />
handed spears) and this will take away one point from the location they have struck.<br />
Larger two handed weapons will do two points of damage. Arrow damage goes straight<br />
through armour (of a value less than five) to the appropriate body location, arrows do not<br />
damage armour, however, they will knock the target to the ground as will a large two<br />
handed weapon.<br />
Anyone hit by a two handed weapon or an arrow must stagger backwards or fall over from<br />
the impact regardless of the level of armour worn.<br />
All players have one life point on each limb and two on the body. If any location reaches<br />
zero life points it is wounded sufficiently to be deemed unable to function and thus out of<br />
use (if the body is reduced to zero then the victim is unconscious) If the body location is<br />
reduced to minus life points then the character is dead.<br />
If a wound is not treated within two minutes then it becomes worse ‘bleed’ -1 life points<br />
from that location, causing crippling to limbs and death if on the body. If a location reaches<br />
minus points from ‘bleed’ damage then it can be healed (its life points returned) but will<br />
only function very weakly, this is only be treatable by an advanced healer.<br />
Bandaging wound will stop bleed damage allowing time to seek a healer.<br />
Seven points of damage in total causes death due to blood loss, shock etc. and healing will<br />
not save you (time to eulogise your own death).<br />
4
Head Hits<br />
For safety, deliberate head hits are BANNED, except when ‘subduing’ by gently tapping the head<br />
with a latex weapon (blunt side!), which will stun a player for one minute (two ‘subdues’ in close<br />
succession cause one point of damage). If players are accidentally hit on the head in combat then<br />
they should play it as a glancing blow that does no serious damage but causes them to stagger<br />
back momentarily. The victim must be unaware until the last moment for subdue to work and not<br />
be wearing a hard helmet.<br />
To encourage good costume, including headgear, leather helmets will add one point of armour to<br />
the body. Metal helmets will add two points. As head wounds were common we feel that this is<br />
the best way to reflect the protection helms gave without endorsing unsafe blows to the head.<br />
Armour<br />
Without some form of armour combat can be a rather dangerous affair. By donning armour extra<br />
armour points are put on the location covered. Every time that armour is struck by a weapon its<br />
value drops by one or two points (depending on the size of the weapon) when the armour’s points<br />
value drops to zero it is considered useless and subsequent blows on that area will do damage to<br />
the players location life points.<br />
For example; Lodin of the Bristling Spears is wearing a thick leather jerkin (worth three armour<br />
points). In combat it is hit twice with a sword, causing no damage to Lodin but wrecking his<br />
jerkin. The next blow landed on Lodin is thus unchecked by any armour and consequently causes<br />
one point of damage to Lodin – a nasty cut!<br />
Armour Values (any armour not given a value here<br />
can be given a value by a referee)<br />
Fur and Leather 1 armour point (reinforcing with<br />
rings, studs, plates etc. adds another point. Really<br />
thin leather gives no armour points)<br />
Thick (rigid) Leather 3 armour points.<br />
Ringmail 3 armour points.<br />
Scale and Chainmail 4 armour points.<br />
Armour can be stacked, e.g. chainmail over a<br />
leather jerkin will offer 5 armour points of<br />
protection (for head armour see “Head Hits”) – to<br />
a maximum of 7 points.<br />
Armour and Repairs<br />
Players may wish to leave ‘damaged’ armour etc.<br />
with relevant traders or craft workers for repair.<br />
After an agreed period of time (and price) the<br />
armour can be retrieved fully ‘restored’ to its full<br />
armour point value. If game funds or available<br />
time is insufficient, it is possible to just have one<br />
or two points of damage repaired. Both customer<br />
and ‘repairer’ are free to haggle a price and<br />
completion time… preferably loudly (and in game<br />
money of course!).<br />
As a rough guide leather armour repairs should<br />
cost about 25E per point and metal armour 100<br />
eye per point.<br />
5
‘Magic’ Use<br />
(All players should read this even if they are not playing a ‘magic user’).<br />
There are five main types of ‘Wyrd Weavers’ in <strong>Dumnonni</strong>.<br />
Ovate. Channel Wyrd energy to control and talk to the dead.<br />
Shaman. Focus Wyrd energy in order to create physical effects.<br />
Priest. Control the minds of the masses.<br />
Healer. Use the Wyrd to heal wounds.<br />
Wistman. Tease the fickle wyrdlore of the Fay<br />
Wyrd weavers can cast up to five wyrd points per day of spells, before they are drained<br />
and must regain their wyrd energy (see below).<br />
Wyrd users can use the same spell several times if they do not exceed their wyrd point<br />
total.<br />
‘Recharging’ Wyrd Energy<br />
The above classes (including Healers) may recharge wyrd energy that they have used in<br />
casting spells. Focal points for recharging could be standing stones, sacred groves, old<br />
wells etc. Referees can identify such sites.<br />
Meditation at a focal site for approximately fifteen minutes will restore enough wyrd energy<br />
to cast one spell.<br />
When casting spells, the player should point at their indented victim to avoid confusion.<br />
Also make gestures grand and verbose, it looks better and monsters/NPC’s will be<br />
briefed to react better to its effect (so ‘Big it up’)<br />
Note: magic can not be cast by any class if they are wearing large amounts of metal,<br />
especially iron (about two daggers worth including buckles etc) Wyrd energy is disrupted<br />
by concentrations of metal, preventing the flow of magic.<br />
6
Ovate vate Spells Spells<br />
Resist,<br />
Cost: 2<br />
Necessary elements:<br />
Effect: Allows caster to resist the effects of any spell cast at them and them alone. (No<br />
jumping in the way for friends is allowed)<br />
Turn cauldron born,<br />
Cost: 1<br />
Necessary elements: A commanding voice and a way with the dead.<br />
Effect: The ovate stands forth and raises their palm to the target calling upon a culturally<br />
suitably deity or dead ancestor, and telling the target to halt in their name (“In the<br />
name of Lugh of the long arm HALT” for example) The target will only be affected if they<br />
are a simple undead creation such as a the cauldron born (zombies) The target will have<br />
a compulsion to walk (shuffle, stumble, ooze) away in the opposite direction for ten seconds.<br />
Command cauldron born,<br />
Cost: 3<br />
Necessary elements: Someone else’s zombie to joy ride.<br />
Effect: The ovate calls upon a culturally suitable deity or dead ancestor, points at the<br />
target and concludes with the phrase “I am your master” and a three word command<br />
such as “ Go away now”, “Eat her hat” or maybe “Catch a fish”. The target will then proceed<br />
to carry out this command to the best of its ability. Bear in mind however that<br />
most low level undead like zombies don’t have anything but the most vestigial of minds<br />
and will struggle with anything but the simplest of commands.<br />
Recall spirit,<br />
Cost: 3+<br />
Necessary elements: Three sensible questions.<br />
Effect: This spell allows the spirit of the recently dead (no more than one hour) to be<br />
briefly recalled to the location they were killed and asked up to three questions. These<br />
questions need not be answered correctly but must be responded to, incentive may be<br />
offered in the form of wyrd points or whatever else the caster has to offer. This is a<br />
dangerous spell to cast as it involves opening the mind to the places of the recently<br />
dead where angry spirits and other predatory things dwell.<br />
7
Shaman Shaman Spells<br />
Spells<br />
Resist,<br />
Cost: 1<br />
Necessary elements:<br />
Effect: Allows caster to resist the effects of any spell cast at them and them alone. (No<br />
jumping in the way for friends is allowed)<br />
Chant trance,<br />
Cost: 1<br />
Necessary elements: Chanting and drumming.<br />
Effect: While the shaman is chanting, drumming and pointing at one victim who must be<br />
a wyrd weaver, that victim may not move speak or think, the enchantment will last as<br />
long as the chant is kept going and the shaman is in sight if the victim, the chant must<br />
be composed of at least four words. Point until the victim gets the idea then back<br />
yourself up with the drumming.. This spell may not be resisted<br />
Woad,<br />
Cost: One Point per location.<br />
Necessary elements: Blue woad (face paints work, and wash off when you want to go<br />
home and look normal again)<br />
Effect: Woaded locations, (arm, leg, body or head) can take one blow of any strength<br />
without taking damage, though strong blows will still cause knockdown. After the woad<br />
(a location) has been used to negate damage, it will need to be re-applied and will not<br />
work again until it has. Woad can only be applied to skin and will be erased by metal<br />
armour etc. being worn over it. For the best effects woad should be applied in long<br />
spiralling patterns sympathetic to body shape. Woad may be dispelled.<br />
Honey foot,<br />
Cost: 1<br />
Necessary elements: A small amount of mead (Phys rep with<br />
water)<br />
Effect: The Shaman, after calling on his spirits and doing whatever<br />
preparation he deems necessary, pours his mead (water) on the<br />
ground, points at a single target and says “Honey foot” after<br />
which the target must act as though their feet (or whatever is<br />
touching the ground) are sticking to the ground and can only be<br />
lifted with great effort. This will last for a duration 30 seconds.<br />
Bite,<br />
Cost: 3<br />
Necessary elements: Spirit mask, small bell (or rattle), invisible<br />
dog.<br />
Effect: The Shaman puts on his spirit mask, then after calling on<br />
his spirits and doing whatever preparation he deems necessary<br />
calls a spirit familiar to himself by ringing a small bell, points at a<br />
single target and says “bite”. After which the target must act as<br />
though they are being mauled in the leg by a dog or other large<br />
predator for one point of (through) damage over the course of<br />
three seconds, in this time the victim will be incapasitated and in<br />
some pain (opponents struck in this manner will bleed from an all<br />
too real physical wound)<br />
8
Priest Priest spells<br />
spells<br />
Resist,<br />
Cost: 1<br />
Necessary elements:<br />
Effect: Allows the caster to resist the effects of any spell cast at them and them alone.<br />
(No jumping in the way for friends is allowed)<br />
Command,<br />
Cost: 2<br />
Necessary elements: specific verbals, imagination and good taste.<br />
Effect: The Priest after calling on his gods and doing whatever preparation he deems<br />
necessary, points at a single target and utters the phrase “ I command you….” Followed<br />
by a THREE word command. I.E. Drop your sword, Catch a fish, Leave us now. The<br />
target may NOT be ordered to harm themselves. The spell effect lasts for ten seconds.<br />
Sleep,<br />
Cost: 1<br />
Necessary elements: dry sand.<br />
Effect: After calling on his gods and doing whatever preparation he deems necessary<br />
the priest points at a single target casts sand on the floor (not at people) and says “<br />
Sleep “ This word may need to be said over a couple of times in progressively quieter<br />
tones until the wyrd is coaxed and the target falls gently to sleep wherever they are for<br />
one minute. Shaking etc will slowly wake the victim. (as will hitting with swords)<br />
Dispel,<br />
Cost: 2<br />
Necessary elements: Something that is be-spelled.<br />
Effect: The caster must touch a person or thing that has been effected by a spell and<br />
can then dispel it by saying “dispel” and then finish with a short verbal to ensure that<br />
the spell has been stopped. The caster cannot cast this spell on himself.<br />
Silence,<br />
Cost: 1<br />
Necessary elements: A noisy annoying person?<br />
Effect: The Priest after calling on his gods and doing<br />
whatever preparation he deems necessary points at a single<br />
target and says “Silence” after which the target may not<br />
utter another sound for one minute or as long as the preist<br />
holds one hand over his own mouth and keep silent himself.<br />
Inspire,<br />
Cost: 1<br />
Necessary elements: A rousing speech.<br />
Effect: The speech should have the word inspire worked into<br />
it prominently. Anyone on the side of the caster who hears<br />
the speech is immune to fear for as long as they continue to<br />
advance directly toward the enemy, as indeed they will feel<br />
the urge (not compulsion) to do.<br />
9
Wistman Wistman spells<br />
spells<br />
Dispel,<br />
Cost: 1<br />
Necessary elements: A spell.<br />
Effect: The caster must touch a person or thing that has been effected by a spell and<br />
can then dispel it by saying “dispel” and then finish with a short verbal to ensure that<br />
the spell has been stopped. The caster cannot cast this spell on himself. Cost: 2<br />
Necessary elements:<br />
Effect: Allows the caster to resist the effects of any spell cast at them and them alone.<br />
(No jumping in the way for friends is allowed)<br />
Writhe,<br />
Cost: 1<br />
Necessary elements: A victim.<br />
Effect: After imploring whatever fairy creatures the wistman believes to be his allies<br />
for aid and calling his power to him, he touches the target with his hand wand or staff<br />
and says “Writhe in pain” The target will be wracked with terrible pain all over and will<br />
be unable to do anything but roll about on the floor clutching at themselves and<br />
making unarticulate sounds for the next five seconds<br />
Goad,<br />
Cost: 1<br />
Necessary elements: A string of<br />
acerbic denunciations (bardic put<br />
downs!)<br />
Effect: Will cause an enemy to<br />
charge the Wistman in anger. It<br />
should be noted that “oi you poo<br />
face” or other such unimaginative<br />
remarks shouted across the battle<br />
field are just not good enough and<br />
should be ignored if heard, likewise<br />
it is important to remember to<br />
insult the character and not the<br />
player. If a little prompting is in<br />
order then after the first couple of<br />
good digs say something like “I<br />
GOAD you and yet you do not<br />
come, are you a warrior or a<br />
farmer, is that a cabbage hoe you<br />
hold, does the smell of stale….etc.”<br />
if your target is just not getting it<br />
carry on at someone else until you<br />
get a result.<br />
10
Healers ealers ealers<br />
Healers are skilled in using wyrd energy coupled with herblore and simple surgery.<br />
Healers may start an event with up to three herb-salved bandages. There is no limit to<br />
normal bindings and bandages. Starting Healers may begin with three doses of All Heal<br />
(it is rare and expensive)<br />
Herb lore,<br />
This allows the use of herbs for the curing of poison and disease if the correct ingredients<br />
are available. This also allows the healer to act as a general practitioner for achs<br />
pains and minor maladies.<br />
Healing bandages.<br />
To manufacture healing bandages fresh ingredients must be gathered from the wild and<br />
the process of mixing and blending should begin soon after, (within the hour) or the results<br />
may be lessened. Enough of the bandages may be made to cover five wounds and<br />
will remain effective for one day, for one use only each. Harvesting the ingredients will<br />
take at least fifteen minutes wandering about searching, Mixing and blending will take<br />
at least another fifteen minutes uninterrupted role-play with pots and tools and anything<br />
else of use. Metal implements may not be used in the creation of this mixture and<br />
the close proximity (Three feet) of a large amount of metal like a mail shirt or sword at<br />
any time during the procedure will nullify the effects of the bandage which will fall to<br />
bits as the preparation eats away the cloth. A salve bandage will cure a wound (one<br />
point per bandage) in about ten minutes if applied by a healer.<br />
Note: Once bandages are made they can be used near metal but it is important to remember<br />
that only a healer (or skirmisher) may use one to full effect. To anyone else<br />
they are just usefully prepared bandages.<br />
Inherent Inherent Racial Racial Spells<br />
Spells<br />
Changelings have only one life point on the body and are allergic to Blood metal (iron),<br />
if struck by it they will be down for a couple of minutes shaking and sweating. They may<br />
use a Resist spell once a day. Allows the caster to resist the effects of any spell cast at<br />
them and them alone. (No jumping in the way for friends is allowed)<br />
11
Aethewulf<br />
the Athentic<br />
He has learnt well and wears<br />
all the comfy authentic gear in<br />
NATUAL MATERIALS AND<br />
COLOURS<br />
Axe in<br />
plain<br />
viking or<br />
Celtic<br />
style. See<br />
it isn’t a<br />
HUGE<br />
double<br />
header<br />
Wool cloak<br />
of simple<br />
rectangle<br />
or<br />
semicircle<br />
in natural<br />
colours<br />
Brown<br />
leather<br />
belt with<br />
plain or<br />
reproduction<br />
buckle<br />
LONG wool<br />
tunic in<br />
natural<br />
colour.<br />
Leather shoes or<br />
boots in a<br />
reproduction style.<br />
Or desert boots<br />
12<br />
Viking, Celtic or Saxon<br />
swords for the posh<br />
and lucky people only<br />
Cloak<br />
pin or<br />
brooch<br />
Soft spear tip<br />
for thrusting<br />
A spear,<br />
the first<br />
weapon<br />
of choice<br />
for all<br />
warriors<br />
Helm in<br />
plain Celtic<br />
style<br />
A drinking horn<br />
or earthenware<br />
Cup<br />
Helm in<br />
viking style<br />
Celtic<br />
shield<br />
Viking,<br />
Saxon or<br />
dalriada<br />
shield
Damian the<br />
Destoyer<br />
He hasnot heeded our simple<br />
guidelines; and has got it all<br />
wrong, Very WRONG.<br />
Back scabbards;<br />
soo cool but<br />
WRONG<br />
Black<br />
leather<br />
modern<br />
waistcoat.<br />
Yes it is<br />
wrong wrong (see<br />
the modern<br />
pocket.<br />
Shiny black<br />
leather or<br />
Pvc with<br />
silver<br />
studs.<br />
Wrong<br />
Wrong<br />
Shiny black<br />
leather or<br />
Pvc Goth/<br />
biker<br />
trousers.<br />
Wrong<br />
Wrong<br />
13<br />
Katana.. It is<br />
so cool , but<br />
WRONG All wrong:<br />
Victorian<br />
vampire<br />
cape.<br />
Wrong<br />
Wrong<br />
Chaos<br />
symbols<br />
and skull<br />
motif.<br />
Wrong.<br />
Wrong.<br />
Goth boots or<br />
trainers.<br />
Wrong.<br />
Wrong.<br />
Cutlass<br />
High<br />
mediaeval<br />
sword<br />
+4 Chaos<br />
Axe<br />
Spiky helm<br />
copied from<br />
Conan. WRONG<br />
Pistol cross<br />
bow, WRONG<br />
Pistol<br />
Crossbow,<br />
Morning star,<br />
Flanged mace<br />
and Medieval<br />
Hetter Shield.<br />
Wrong Wrong,<br />
Wrong<br />
Wrong Wrong,<br />
Wrong<br />
Wrong Wrong and<br />
Wrong Wrong<br />
Wrong<br />
Pewter<br />
tankard.<br />
Wrong<br />
Wrong<br />
Tinny,<br />
Oh Oh so<br />
so<br />
Wrong<br />
Wrong
Game Game Money<br />
Money<br />
<strong>Dumnonni</strong> Currency is mainly the ‘eye’ a glass bead of varying colour and value. Coins<br />
are also now being used alongside eyes by some.<br />
Green 1 eye<br />
Clear/T 3 eye<br />
Blue 5 eye<br />
Red 11 eye<br />
Small coin 25 eye<br />
Medium coin 50 eye<br />
Large coin 100 eye<br />
‘In game’ items /services<br />
must be paid for in Phys.Rep.<br />
(Eyes or Coin)<br />
Small torc style bangles that<br />
are given as gifts can also be<br />
used as currency.<br />
Silver—50 eye<br />
Gold—100 eye<br />
A Guide to <strong>Dumnonni</strong><br />
Prices<br />
As a rough guide, a large loaf<br />
would cost around 1 eye with<br />
a flagon of ale and<br />
somewhere warm to sleep. A<br />
spear would cost around 50<br />
eyes, a sword 1000 eyes, An<br />
axe around 100 eyes, A plain<br />
leather jerkin around 70<br />
eyes, A mail vest would be a<br />
costly 2000 eyes, a<br />
scramasax/knife 50-200<br />
(depending on size) Shields<br />
are 100, a metal helm 200.<br />
All prices in game goods are<br />
barter-able depending on<br />
size, condition, quality etc.<br />
14
Where can I get gear.<br />
For those of you searching out suppliers here is a list of people we have used in the past.:<br />
Tallows FX, Graham Hedley 07854 731402 Latex Weapons, shields, pewter jewellery,<br />
tunics and Leatherwork.<br />
Forge of Lein, Dave Oliver 01392 215441 Celtic and dark-ages Weapons. Shields<br />
and leatherwork.<br />
Kart Shed Crafts, Mark M 01364 644073 Weapons and props, including a range<br />
especially for <strong>Dumnonni</strong>.<br />
Svelt Costume (Jon F) 01392 430451 Tunics, Trews, Shirts, Hoods and Hats.<br />
Velvet Glove 07796 428235 Good Woollen Tunics and Rus trousers.<br />
Saxon Village Crafts 01424 772351 Jewellery, Cloak broaches, Leather items,<br />
Shoes, Bone Work, Woollen items and tents.<br />
Armchair Armoury 0737 248662 Chain mail, scale mail and DIY kits.<br />
Lamia Leather 01452 760928 Leather Armour, Helms, Belts, Pouches, etc.<br />
Peter Seymour 01366 384316 Costume, Leatherwork, Armour, Jewellery,<br />
Helms and props.<br />
Mercia Sveiter 0121 3234309 Jewellery, Belt Buckles, Fittings, Brooches, etc.<br />
Ben Loder 0773 9734048 Leather, armour, etc.<br />
Saxon Violence saxonviolence.co.uk Weapons, Shields and Armour.<br />
Keith Lyons 01604 717349 Leather<br />
This is by far for an exhaustive list and there are more<br />
links on our website.<br />
15
Contact details:<br />
For Crew.<br />
Dave Oliver<br />
54 Maple Road<br />
St Thomas<br />
Exeter<br />
EX4 1BP<br />
Tel: 01392 215441<br />
<strong>Dumnonni</strong>crew@hotmail.com<br />
For much more detail, an<br />
extensive gallery of Photos and<br />
lively discussion look at our<br />
website:<br />
WWW.<strong>Dumnonni</strong>.com<br />
16<br />
For Players.<br />
Alysa Freeman<br />
Flat 6<br />
Bourne Hall<br />
Bournmouth<br />
BH2 6BW<br />
Tel: 01202763792<br />
<strong>Dumnonni</strong><strong>book</strong>ings@hotmail.com