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The Birthright World

Introduction

Dark storm clouds gather over war-torn lands. Armies march wearily into battle once again, answering the ancient call to arms. The banners of noble houses flutter raggedly before the onslaught; some will fall, never to rise again, while others will weather the storm. Across the ruined empires of Cerilia, the dogs of war are loosed once more. Somewhere on a muddy battlefield, a common man becomes a hero -- and a hero becomes a king.

The Birthright campaign world is like no other AD&D game world ever developed. In this setting, player characters are kings and nobles, prelates and guildmasters, great wizards and master thieves. They're the leaders of their own kingdoms and domains, wielding the power to wage war or preserve peace. At their commands, armies march and kingdoms fall.

The Legacy of Kings

Characters in the Birthright game world enjoy the chance to be descendants of heroes of old. Such ancient heritages are called bloodlines. Scions of these bloodlines are gifted with abilities beyond those of common folk; hence, over hundreds of years, they've naturally risen to positions of power. Some intangible quality of royalty -- an aura or divine light -- calls to the ancient blood. As a result, most of Cerilia's rulers are descendants of the blood.

Bloodlines wax and wane in strength with the quality of a king's rule. Hundreds of bloodlines have been extinguished since the devastating wars that shaped modern Cerilia, while others have risen in prominence and power.

Bloodlines of both evil and good exist. The most extreme are those descended from the forces of darkness that besieged the land in the dawn of history. These powerful creatures are known as the awnsheghlien (awn-SHAY-lin), an elvish word meaning "blood of darkness."

Blood & Domains

For easy reference, the most important terms used in this game are described below:

Bloodline: Bloodlines were created when the heroes at the battle of Mount Deismaar were imbued with the essence of the gods. A character's bloodline is his heritage of divine power. Bloodlines are described in two ways: through their strength and derivation. Many characters also command unique supernatural powers granted only to scions of the ancient lines.

Domain: A domain is an entity controlled by a character; it may be a kingdom, guild, temple, or magical dominion. Any scion who rules a domain is known as a regent; he accumulates Regency Points (RP) based on the strength of his domain and the success of his rule.

Domain Turn: The domain turn equals three months of game time; it is divided into three action rounds, each equal to one month. During the domain turn, regents collect taxes, raise armies, and engage in political or military endeavors to lead their domains to prosperity and power.

Regency: Regency is the aura of command and presence that surrounds the blooded rulers of domains. It is measured in game terms by the Regency Point score.

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