Character ClassesFighter Paladin Ranger Priest Your campaign will begin in the Anuire region. Priest characters choosing to be regents should select from the powers venerated in Anuire. (Nonregent priests can originate anywhere.) Halfling priests worship an aspect of Avanalae; the dwarves follow the god Moradin. The Sidhelien have no deities at all (thus, Cerilian elves cannot be priests). Wizard Cerilian mages recognize three orders of magic: lesser magic, true magic, and realm magic. Any person of sufficient intelligence and training can command lesser magic , comprising the arts of illusion and divination. These two schools draw upon energies that are drastically different and relatively weaker than the energies used by the other schools of magic. Lesser magic also includes the 1st- and 2nd-level spells of the other schools. True magic includes all other schools of wizardry, but only elves, half-elves, and blooded humans can command its arcane power. Wizards must be born with the stuff of magic in their veins to wield spells of 3rd level or higher from all schools of magic. The most powerful enchantments are known as realm magic; they are woven from the power of the land itself. Only wizards who are regents may use these spells; a wizard without the energy provided by a sorcerous domain would be destroyed utterly if such a spell were attempted. Any wizard who is capable of casting realm magic can also wield true magic and lesser magic. Wielders of true magic can also use lesser magic. Thief As long as a thief regent maintains a holding in a province, he can evade arrest indefinitely. However, if his holding is reduced to level 0 or divested, his immunity vanishes. Bard Most bards belong to a college, which is a loose association rather than a place of learning. Each college has its own goals and hidden agendas. Bad blood exists between some colleges, but most have a friendly or tolerant attitude toward the others. A bard's college provides a network of correspondents, observers, and allies who look after his interests in their own areas-and who expect him to do likewise for them. LanguagesThe five human tongues serve as localized forms of common in each respective area of Cerilia. Some of these languages have ancient or archaic forms which scholars study in order to read ancient writings. Elvish is the oldest language of Cerilia, and has remained remarkably unchanged in thousands of years.
EquipmentNot all equipment is available everywhere. For example, only the Khinasi show a preference for curved swords, so scimitars are typically sold only in Khinasi cities. If a desired weapon isn't available in a character's region, the player character must travel to that locale, or locate an importer or trader who deals in the item and pay a premium for it. Some weapons and armor have characteristics unique to Cerilia; for example, Cerilian crossbows are far more powerful and have better damage ratings than their counterparts. Special characteristics for such equipment are listed as follows: Claymore: The claymore was developed by the Rjurik to attack the heavy armor worn by Anuirean knights. It is a well-balanced, two-handed sword of medium length. Cutlass: Popular among seafarers, the cutlass is a heavy, slightly curved, single-edged blade with a basket hilt. Crossbow: In the Birthright campaign, crossbows have exceptional penetrating power and thus a special advantage against armor. At medium range, an armored target is treated as if his AC were two points worse than his actual armor class (crossbows gain no advantage against unarmored targets). At short range, an armored target is treated as if his AC were five points worse than his actual armor class. For example, a knight in full plate mail is AC 1, but a crossbow fired at short range is rolled as if the target were AC 6. A wizard wearing bracers of defense AC 4 is treated as AC 4 against the same shot. Main-gauche: This parrying dagger provides an AC bonus of +1 when wielded by a proficient user. It cannot be used to attack in the same round in which it is used for defense. If the weapon is used for an attack rather than for defense, the AC bonus is forfeited. Rapier: Rapiers are common in regions where heavy armor is not conventional. They're especially popular in Brechtur. Sabre: Khinasi cavalrymen favor the sabre. Its slightly curved, heavy blade puts more weight behind the swing than the lighter blade of a scimitar. Breastplate and Leather: Anuirean infantry and pikemen are often equipped with a breastplate that is worn over a long, leather coat. The steel plate protects the wearer's vitals; leather sleeves and leggings provide a small degree of protection for the limbs. The entire ensemble costs 80 gp. Half plate: Elite foot troops and most medium and heavy cavalry wear half-plate armor, which consists of plate protection for the torso, thighs, and lower arms. Whereas plate mail comprises plates that are worn over chain mail, half plate comprises plates worn over soft leather. Half plate costs 300 gp. Improved mail: The Khinasi dislike plate armor, but increasing improvements in Vos and Anuirean armor have forced the Khinasi to improve their chain mail by reinforcing it with small metal bars threaded through the links. The Rjurik version of improved mail doubles the thickness of normal chain. Either version costs 180 gp. Varsks: The cold wilderness of Vosgaard is home to the varsks, a variety of white-furred giant lizard domesticated by the Vos. The weather and poor forage of lands make it difficult for the Vos to keep horses, but varsks are adapted to cold weather and can go for as long as two weeks with minimal food. A varsk costs about 250 gp, although an outstanding animal might fetch twice that price. They are normally available only in Vosgaard, since they don't fare well in warmer climates and don't get along with horses or other domesticated animals. Varsks have 30 movement points for purposes of overland movement (see Time and Movement in the DMG). They can carry riders and loads of up to 240 pounds without being slowed; up to 360 pounds for one-half speed; and up to 480 pounds for one-third speed. They're well-adapted to moving over snow and ice, and ignore movement penalties in such terrain. Other Equipment: Adventurers
depend on all kinds of equipment, rations, and devices of
convenience and necessity. If a question arises about the
kinds of technology available, use the following
approximations. |