Birthright campaign setting focus on royal and divine bloodlines that heroes pass to their descendants.
A campaign setting full of interesting ideas to play wars, politic, intrigues and land owning.
BIRTHRIGHT CAMPAIGN SETTING
A king stands in the hight turret of his castle, squinting at the distant hills. He can just make out the figures of his troops engaging the enemy in battle. As a damp breeze whips at his cloak, he contemplates the war. He has culled the best generals, captains, and troops from his land. His court wizard wields powers that unnerve even the most seasonal warriors. Can the forces he commands hold the enemy at bay? Or will the king awake at dawn to the pounding of battering rams and showers of deadly arrows?
BIRTHRIGHT CONSPECTUS
Imagine a world in which the rulers are bound to the land by ties of blood. Kings, prelates, wizards, and guildmasters are not elected, but chosen by divine providence in a very real sense. When a ruler dies, the very land suffers. When a prince is born, the land blooms. Welcome to the world of Cerilia, home of the BIRTHRIGHT Campaign Setting. You hold in your hand an overview of this land, its people, and its history. Open the conspectus to begin learning about the regal world of BIRTHRIGHT. For when greatness by right is thrust upon you, it is best to be ready.
BLOOD ENEMIES: ABOMINATION OF CERILIA
This book, designed for the Dungeon Master, is a guided to the most dangerous creatures on the face of Cerilia: the awnsheghlien. Soveriegn rulers of their own realms, these dark creatures wield their power with iron fists, and many seek to tear more power from weaker leaders. These pages of monstrous dictators and wandering nightmares will strike fear into the hearts of all blooded rulers from the Sea of Storms to the Isle of the Serpent!
BOOK OF MAGECRAFT
This 128-page book contains everything players and Dungeon Masters need to make wizard characters more distinctive, mysterious, feared, and true to the BIRTHRIGHT setting.
BOOK OF PRIESTCRAFT
The Book of Priestcraft describes the devoted followers of the gods of Cerilia, their philosophies, tactics, and daily duties. It also details new battle and realm spells for priests, and examines the legend of Cerilian religious relics. This book further explores the investiture ceremony – the mysterious transfer of blood power from ruler to heir. And it contains advice to priest regents on diplomacy, ruling domains, waging wars, and beginning crusades. It’s everything a priest must know to build an empire in Cerilia – or even to survive.
CITIES OF THE SUN
Ever since throwing off the yoke of Anuirean rule centuries ago, the land of Khinasi — the Sun Coast of Cerilia — has been a land of promise for bold adventurers. Here sea means life, the city-state means power, and the working of true magic is the most honorable profession of all. The remnants of the ancient Masetian civilization keep watch over the new culture grown up in its place. The land’s many monster lords, called awnsheghlien, keep watch too — with a more sinister purpose in mind.
HAVENS OF THE BREAT BAY
Sunlight glinted off the chill blue waters of the Krakennauricht. The lapping of waves against the merchant trader’s hull to lull the roundship’s crew into relaxing their attentions, but these sailors were too seasoned to give their enemy that advantage. Pirates, deep-sea denizens, and especially the abominable Kraken could decimate an unwary crew before they could even load a ballista.
KING OF THE GIANTDOWNS
Untamed by the laws of man, the Giantdowns region remains a buffer zone between the ruined empire of Anuire and its northern neighbor, the Rjurik Highlands. The Great Downs themselves are the stuff of legend: Giants, they say, are buried beneath the mounds, awaiting some call to rise and battle once more.
LEGENDS OF THE HERO KINGS
Far in the future, bards sing tales of kings and conquerors from ages past – but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history. More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the eleven “legends” set forth here is based on a different random event from the BIRTHRIGHT Rulebook.
NAVAL BATTLE RULES: The Seas of Cerilia
Every land in Cerilia depends on the sea for military strength and trade. Many times, the quality of a regent’s fleet and the naval power at his command prove the deciding factors in his success or failure as a ruler.
PLAYER’s SECRETS OF ARYA
On the shore of the Sea of the Golden Sun lies Ariya, the oldest city in all Cerilia. The City of Temples and its surrounding provinces form the jewel of Khinasi history, who brought glory to Aryia seven centuries age. Now Ariya’s citizens turn to you, their newly crowned lord prince, to restore the city-state to its former eminence. Tested by war-hungry neighbors, religious zealots, and a shrinking treasury, Ariya’s ruler must champion light and reason if he is to guide the realm into a new Golden Age.
PLAYER’s SECRETS OF BARUK-AZHIK
Long before humans invaded Cerilia, the dwarves of the land had carved out a peaceful life for themselves, marred only by the persistent savagery of orog tribes. Since the human incursion, life has changed little for the natives of Baruk-Azhik, sequestered safely beneath the inhospitable mountains known as the Iron Peaks.
PLAYER’s SECRETS OF BINSADA
The many-headed Hydra slithers in the Harrowmarsh on your western border. The Sphinx prowls its blasted lands, breathing a venomous wind upon the lush savannah. The Harpy’s birds of prey circle in coastal salt breezes, raiding laden ships. It seems as if Binsada, your land of simple, nomadic cattle herders, is hemmed in by monstrous enemies on all sides.
PLAYER’s SECRETS OF ENDIER
Welcome to Endier, one of the smallest domains in Anuire. Carved from the tracherous forest known as Spiderfell, it is precariously balanced between three of the more powerful realms of the land, playing a delicate game of politics and diplomacy to survive. One misstep could mean its ruin; the fate of the land rests squarely on the shoulders of you, its regent.
PLAYER’s SECRETS OF HALSKAPA
King Berving, aged and ailing, a man who once united the discordant provinces of Halskapa, is abdicting his throne in favor of your character. Once, he could take almost any action and keep the support of the jarls who govern those provinces. Now, his mind debilitated and his strength ebbing, anything he does creates open conflict with them?and they are particularly outraged that he has designed someone from outside the group as his successor. Will the ambitious, competitive jarls allow the crown’s choice to stand? Will they allow the new regent to live?
PLAYER’s SECRETS OF HOGUNMARK
The Hogunmark domain sourcebook details the people, land, customs, and culture of Hogunmark, a Rjurik domain on Cerilia’s northern frontier. Queen Freila, the ruler described in The Rjurik Highlandsaccessory, has died, leaving the domain without a clear successor. This book assumes your player character (PC) is one of her six landed jarls (though you can play a different type of character if you choose). Your PC has the strongest claim to the throne, but still must prove worthy of it.
PLAYER’s SECRETS OF ILIEN
The benevolent wizard Count Aglondier of Ilien is dead! He has left control of his realm to you, his trusted apprentice. With the considerable power of realm magic behind you, your task is to govern Ilien and defend it from those who wish to conquer your small domain. This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of the wizard king, or play a guild leader, a lieutenant, or a servant to the king.
PLAYER’s SECRETS OF KHOURANE
Khourane stands out among the arid Khinasi lands like a blooming lily in a barren field. It boasts some of the most enviable territory in this corner of the world: mountains, deep jungles, and a stunning coastline. These enviable features inevitably lead to conflict, however: The lands are coveted by the Serpent, the Magian, and the Minotaur. What’s more, the elves still resent the humans who claim control of their hereditary forests.
PLAYER’s SECRETS OF MEDOERE
Ranging from the Spiderfell in the north to the Straits of Aerele in the south, Medoere was born of faith and the blood of revolution. As regent, you fulfill the duties of Archpriest of the Church of the Celestial Spell, leading the theocracy to greater heights of glory. The domain is yours to command–if you have the courage, the conviction, and the blood of kings in your veins.
PLAYER’s SECRETS OF ROESONE
Once a lawless frontier less than a century ago, Roesone is one of the youngest states in all of Anuire. as the ruler of the land, you’ll find that Roesone is surrounded by uncertain allies and dangerous enemies. Plots and intrigues creep through the halls of your court and shadowed powers are moving against you. It will take strength, courage and determination to keep your crown on your head – and your head on your shoulders.
PLAYER’s SECRETS OF STJORDIVK
Stjordvik is a domain teetering on the brink of economic collapse, but rich in resources that could inject fresh life into the royal treasury. The land is politically fragmented by provincial jarls who go their own way rather than heed their king, but at the same time populated by freemen who disdain those petty power-seekers. For centuries the Great Oak Wall along the northern and western borders of Stjordvik has kept the orogs of the Blood Skull Barony and the barbarians of Rjuvik at bay, but now the barrier is near collapse in many places – and if it goes down, so does Stjordvik.
PLAYER’s SECRETS OF TALINIE
To the casual observer, the realm of Talinie seems a pastoral place full of hard-working, law abiding citizens. But those who look beneath the surface?as a regent must? will see what lies beneath the beauty. From the south, a power-hungry archduke has move troops into two of Talinie’s seven provinces, supposedly as a safeguard against goblin invasion. From the north, greedy guildmasters have encroached upon Talinie’s lush forests and have ravaged large areas for the timer and ores they yield.
PLAYER’s SECRETS OF TUARHIEVEL
Before the humans descended on Cerilia, the continent was virtually untouched, inhabited only by those who understood how to live in harmony with nature. Since the human incursion, however, the natives have been forced to realign themselves with their homelands and their neighbors. No group has felt the effects of these maneuverings as much as the elves, who now engage in a daily struggle to keep a hold on their lands, fight off human interests, and preserve their heritage.
PLAYER’s SECRETS OF TUORNEN
Take the throne of Tuornen, rules its proud people, and reap the rewards of its rich lands. But beware, for Tuornen faces threats from many quarters. The scheming Duke of Alamie wants to regain control over the rebellious domain that broke from his grandfather’s archduchy – your domain. Your hotheaded lieutenant wants to wage a war Tuornen cannot win. Two powerful regents of neighboring domains want your loyalty for their own…and Rhuobhe Manslayer wants your head on a pike.
THE RJURIK HIGHLANDS
“On a night worse than this,” began the woman’s tale, “our ancestors defeated the ice giant Gruumvok. The creature had already devoured their herds, smashed their village, and crippled some of their best warriors. But through their Rjurik cunning, the villagers tricked Gruumvok and sent him to his death. Gather close and learn from the wisdom of out ancestors….”