Humans in the Birthright setting can come from 5 different cultures, thus adding a bit more Birthright was an aD&D campaign setting. And most importantly it expanded D&D tabletop gameplay in ways that Looking back, Birthright had the potential of taking off from where the. “TSR has never before created an AD&D world quite like that of BIRTHRIGHT. Here you can be a king, noble, prelate, guildmaster, great wizard, or royal herald.
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All other contents of this document are done for fun and are not intended to be distributed or reproduced for monetary gain.
It neither includes nor attempts to reproduce unconverted copyrighted material, and requires domain, map, and NPC information available in the Birthright Campaign Setting and supplementary books. Such material is NOT present herein. Marsupialmancer prefers not to be sued. Cerilia is a setting of classic Dungeons and Dragons adventuring and roleplaying blended with strategy and domain management gameplay.
The setting birthed a substantial array of sourcebooks and supplements, as well as a small series of novels and one computer game by Sierra On-Line. A robust and talented community birthrighy fans at Birthright. This conversion is not meant to supplant or supersede those efforts, but to exist as another option alongside them. It is the intent of this document not to sully or profit from the hard work of those that came before, but to exist as a love letter to Cerilia and the Birthright campaign setting.
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 birhhright, never to rise again, while others will weather the storm.
Across the ruined empires of Cerilia, the dogs of war are let loose one more time.
Somewhere on a muddy battlefield, a common man becomes a hero — and a hero becomes a king. Humanity is by far the most widespread and influential race on the continent of Cerilia. Some of the greatest heroes and most vile villains in history belong to the human race. The tribes birthrivht Aduria, as well as the Basarji from across the Sea of Dragons, d& distinct centuries after their flight to Cerilia.
There are five cultures and ethnicities of Cerilian humans, each with their own benefits, skills, and ability score modifiers. You increase any two ability scores by 1 point, or any one ability score by 2 points. You speak the regional human dialect where the campaign takes place, plus one additional language of your choice from among human or demihuman tongues. The Anuireans are the heirs of a great empire that once stretched across much of Cerilia, though their power is broken and the nation is in decline.
Feudal lords battle for influence and the claim to the throne of their fallen empire, but its people are strong of will and presence in light of their diminished station. You are proficient in the History skill and double your proficiency bonus on checks made to birthriyht Anuirean historical events, birthrgiht the heraldry of Anuirean regents, or recall facts about lineages and station. Having labored under Anuirean occupation for many generations, the Brechts emerged from the fracturing of the Empire as a nation of traders and explorers.
Gentler of demeanor and possessed of a great respect for art and culture, they established a society where one of the highest stations one can achieve is that birthrigght guildmaster of a powerful trading corporation. You are proficient in the Investigate skill and can always determine the approximate worth of an object after studying an object for 1 minute.
After spending at least 1 week in a settled area, you can birthrjght a small network of contacts no more than two or three people that you can call upon for information regarding local rumors and topics. You have advantage on History or Investigate checks to gather information while you have access to these contacts. These humans are descended from the Basarji tribe of humankind that ventured birthgight the perilous seas f&d reach Cerilia. The Khinasi value scholastic ability and highly respect those who study the challenging art of magic.
BIRTHRIGHT Campaign Setting –
They are an adaptable people that live in a diaspora of desert city-states and hold respect, graciousness, and hospitality above all other virtues. A poor host or diplomat is seen as worse than a boor, but as an affront to all decency.
You are proficient in any one Intelligence skill of your choice, and may read and write one additional language of your choice from any category. While their political leaders are jarls, the true authorities in their realms are the druids — wise counselors to regents and the primary religious figures of the Rjurik Highlands. You have advantage on saving throws against magical fear and other effects that would cause the frightened condition. When you are forced to make a saving throw against an effect or situation that would cause exhaustion, you have advantage.
The Vos dwell in a harsh land of monsters and deep, freezing winters. Worshiping cruel gods and believing little in the virtues of mercy and justice, they are collectively known for their raiding, their mistrust of magic, and their brute savagery.
They are not completely untrustworthy, however, and a Vos taken as an individual can become a steadfast ally. You are proficient in the Survival skill and are proficient in light and medium armor and with simple weapons. If your Game Master allows, you may play a human that eschews their heritage, comes from a distant land or world, or is descended from ancestry that blends the various cultures.
This acts as a typical human, but this option reduces some of the flavor of the setting. The dwarves have always existed in Cerilia, said to be born of the mountain stone in ages past. They are an industrious and stalwart people accustomed to war and hardship, having fought endless conflicts against the vile orogs in the deep places of the world since the earliest days of their recorded history. Dwarven kingdoms are fractious in these times, and few remain compared to the days of old. Unlike the elves, the dwarves rarely had conflicts with humans, and find them easy to work with, if somewhat impatient and short-sighted.
Dwarves have a cultural appreciation for hard work, justice, and fairness — though not at the expense of the clan. All Cerilian dwarves belong to a single subrace, which they themselves call Karamhul, outlined below. You are proficient with simple and martial weapons, as well as light and medium armor.
You have resistance against damage from non-magical bludgeoning attacks. You automatically fail Strength Athletics checks made to swim or float in water due to your density; a Karamhul dwarf will literally sink like a stone. Some met the appearance of the humans with grace and a helping hand, while others remained suspicious of the fleeting creatures.
When war for control of territory broke out and the elves found themselves chased into the relative safety of their enchanted woods, sentiment of the humans turned dark and remains suspicious even in modern times.
Now, the once unified Elven Court is fractured into myriad smaller realms, each a reflection of the majesty they once held, and possessed of different views on how to deal with the human race.
Some attempt to guide humanity to a better way of life, fewer seek to emulate them, and others still loathe all humans and kill them on sight. All Cerilian elves are of a single subrace, as outlined below. They stand as tall as humans, though tend to be more slender and fair-featured.
You gain one third of the Source rating of the province rounded down in which you currently stand as a bonus to ability checks and saving throws. Elves and humans only rarely dally, and even more rarely do children come of these unions. The life of a half-elf is difficult d&v they live among humans — ever suspicious of those that are different — but should they be sheltered birfhright elvenkind, they are mostly accepted within those communities.
Half elves are unchanged from their standard description, save for their language picks; they speak Sidhelien and the regional human dialect. Humans are not the only immigrants to Cerilia. Long ago, the halfling race lived in world of twilight alongside this one, but were forced to flee the dark powers of that realm.
Though they birthdight once freely walk between the two worlds unbound, their powers have since withered — but have not vanished entirely. Halflings do not have a significant culture of birthrigt own, though they do stick together in a world of big people, big nations, and big wars. More often than not, halflings emulate the humans or elves near which they live, disappearing into crowds and going largely unnoticed throughout society.
Dungeons and Dragons 5th Edition –
As an action, you may open your awareness to know the location of any fey, fiend, undead, creature of the Shadow World, or awnsheghlien with 60 feet of you that is not behind total cover. You know the type of being whose presence you sense, but not its unique identity.
Within the same radius, birthrkght can detect the presence of magic from the necromantic school. You must complete a short or long rest before you can use this ability again. The halfling may also use the misty step spell while standing in any condition of dim or darker lighting such as a crowded tavern, a wilderness cave, or conditions or moon or starlight.
Upon reaching 7th level, the halfling may also use the dimension door spell under the same conditions. Once you use this ability, you must complete a long rest before you can use it again. The languages of Cerilia are both regional and racial. Translators, or court mages with the comprehend languages spell at their disposal, are necessary for communication across national borders.
Most of humanity emigrated from the shadowy continent of Aduria long ago, and thus shares some linguistic similarities — even among Rjuven and Vos, who developed birtheight own written forms.
Only the Basarji, who came from the far eastern birturight, have a language and script that has no root in a common Adurian ancestor tongue. Unlike humanity, the “demihuman” races a moniker which they despise share no birhright ancestry and are as different as can be compared to one another.
Their languages are alien in sentence structure and grammatical conceits compared to Adurian-based tongues. The halfling language, Umbric, is particularly unique in that birthriggt inflection and body language that accompanies each spoken word can imply multiple meanings based on birtheight.
From the consonant-heavy and forcefully-spoken Draconic to the gibbering tongues of the goblinkin, there are no common roots in these languages. Draconic is typically spoken by arcane spellcasters as part of their verbal spell components. As such, it is a fairly common language in areas known for magicians and wizards, particularly Khinasi.
It is also spoken by select monstrous humanoids, such as lizardfolk, and of course what few dragons remain in Cerilia. The Gormish script is that adopted by the various monstrous birtbright of Cerilia, and is a bastardization of multiple Cerilian languages. Its origins are unknown, as its speakers do not tend toward linguistic study. Though Cerilia fell into a dark age out of which is it just now emerging, the spoken and written word always carried great weight.
From the extensive texts of Anuirean lineages and heraldry to the haunting folk tales of the Vos, the importance of language to a given culture cannot be overstated.
As mentioned previously, translators are in high demand in the courts of regents across Cerilia. Though the vast bulk of these are linguistic academics, the most prized are those capable of casting the comprehend languages spell due to its versatility when encountering regional dialects. It is unfortunate, therefore, that so many of the common folk of a given region are prone to illiteracy.
The demands of daily life and the expense of an education do not easily allow those of the labor class to indulge in nirthright to read, though some families hand down the knowledge across generations in order to conduct business.
BIRTHRIGHT Campaign Setting
Though a village smith may not need to understand complicated diplomatic clauses, receiving a work order from the local lord for a dozen swords to arm soldiers of the realm requires a certain level of competency.
There is a lucrative trade in cross-cultural literature. Wealthy guildmasters, devoted scholars, and regents inclined toward rare books will pay handsomely for localized versions of popular novels or works of non-fiction. Elven poetry, dwarven treatises on architecture or metalwork, and Rjuven war epics alike command high prices — except in Vosgaard, where the vast majority of the populace is illterate due to the more pressing concerns of staying alive in the heartless wastes.
The higher one’s social station, the more likely it is that literacy is among learned skills. Merchant classes and nobles are virtually guaranteed to be literate, as are elves and dwarves — even the most scholastically-challenged of the demihumans will pick it up at some point over their long lives.
Halflings find it important to keep diligent records, and thus ensure their youths learn to read and write at least the Umbric language before they set off into the world. The Basarji, with their respect for academic achievement, also consider it essential to learn to read.