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| The Game | The Birthright World | Character Races | Character Classes |
     
 

Character Classes

Fighter
Of all the regents in Cerilia, fighter regents outnumber regents of all other classes. Blooded fighters often set out to expand their kingdoms by sheer force.

Paladin
In Cerilia, paladins are found only among the Anuireans and the Khinasi; only characters of these two nationalities may choose this class. Anuirean paladins choose to serve Haelyn, Cuiracen, or Nesirie. Khinasi paladins follow either Halaia (Haelyn) or Avani. The paladin's choice of patron affect his particular attitudes, spell selections, and powers.

Ranger

Priest
Every priest character in a Birthright campaign must choose one of the Cerilian powers and abide by the allowed weapons, armor, and spheres of access granted to priests of that deity. In some cases, these restrictions are similar to the standard abilities associated with the cleric class, but in other cases, priests may command unusual abilities.

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
The lands of Cerilia are inherently magical, and a mage with both the right and the knowledge can create wonders and terrors with the power the land provides. But true mages and high sorcery are quite rare in the Birthright campaign, and every sorcerer is a figure of mystery and destiny. In all of Cerilia, there are no more than six or seven score true mages; less than half that number are regents capable of wielding realm magic.

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
In Cerilia, bards are revered as historians, heralds, messengers, and advisers. Their neutrality is respected by all but the most barbaric human lands (although the elven forests and the lands dominated by awnsheghlien pose danger even to bards). The skill and wisdom of a court bard is often a great status symbol for a ruler.

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.

Languages

The 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.

 

Equipment

Not 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.
* Anuireans, Brechts, Khinasi, elves, and dwarves are the equivalent of Renaissance culture.
* The Rjurik and orogs are the equivalent of Middle Ages culture.
* The Vos, goblins, and gnolls approximate Dark Ages technology.

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