The Basarji, with their respect for academic achievement, also consider it essential to learn to read. Among the savage species of Cerilia, however, nothing is guaranteed. Most gnolls, goblins, or orogs never bother to learn to read, and their languages are either so debased and pidgin that such efforts are frequently wasted as with the messy Gormish script or lack a written form at all as with the gnolls, who just don't bother.
Curiously, giants share the Davek script with dwarves. Whether this is due to some shared linguistic ancestry or one race borrowing from the other in some distant epoch is unknown.
Magic-users come with an inherent restriction in the Birthright setting. Characters that are not elves or half-elves, or are not blooded scions, cannot belong to the sorcerer or wizard class, nor to magically-inclined fighter and rogue archetypes.
The divine spark within elves and blooded scions enkindles the latent ability to draw magical power from the land, also known as mebhaighl , and use it to cast powerful magic. The barbarian class is personified by Vos marauders, but is also represented in Rjurik and orog berserkers. However, examples of the barbarian class can be found in cultures across Cerilia, and even elves have been known to give in to their inner rage at the depredations of humans.
True bards are incredibly rare in the courts of wealthy regents. Prized for their love of gossip and dilettante magical talents, it is a rare leader who turns away the presence of a bard in their domain; unless, of course, they suspect them of being an agent of a distant rival.
They are set apart from common minstrels by their unique blend of skills and quasi-mystical secret societies, which they call Colleges. The secret lore of bards allows them to tap into their own sort of magic that is similar to that of sorcerers and wizards, but does not require them to be a blooded scion.
This lore is highly guarded among the few bardic colleges and is purely oral or musical in nature, as opposed to something that can be studied in a book and broken down. This has confounded magical academies across Cerilia and led to no few hostile incidents.
As a unique campaign world, the Birthright setting has its own collection of deities. The vast majority of these gods and goddesses were created in the moments following the end of the Battle of Deismaar. They are distant deities at best, and rarely manifest their will beyond that which their priests embody. As such, even temples to the same god may be in conflict based on religious or political differences, and the alignment of a deity is no promise of the temperament of their clerics.
Though only the chief deity of the dwarf and goblin pantheon is listed below, each race has a diverse collection of gods and goddesses to which they give homage -- though the goblins shed and collect gods frequently due to their fickle and hateful nature. Elves of Cerilia have never paid respect to any gods, and elf clerics are either outcasts or anathema to their people.
Even elven druids, in contrast to human druids who worship Erik, have no ties to divine powers. Finally, there are unlisted patrons that answer dark prayers for various monstrous and giant peoples, though more often than not, these powers are actually fearsome demon princes.
All druids in Cerilia belong either to the priesthood of Erik, the human god of the wilderness, or small clans of elven druids in deep forest enclaves.
Ordered into circles in much the same way as the class recommends, they tend to prize a balance and harmony with the natural world and rarely take on the duties of a regent -- the wishes of the regional archdruid may take precedence over governing the realm. Furthermore, elves consider the involvement of a human deity in the affairs of druids foolish at best and an affront at worst. Elves typically belong to their own circles, while human druids avow different circles.
Other, more secluded circles may exist. The idea of the druid being in tune with the pulse of the land creates some opportunities for furthering the divide between human and elven druids.
To accomplish this, simply allow elven druids to utilize Source holdings and create Ley Lines instead, as well as cast realm spells that require Sources. Fighting women and men are represented across the length and breadth of Cerilia as knights, soldiers, mercenaries, and thugs.
Magically-inclined fighter archetypes are uncommon and must be blooded scions, elves, or half-elves, while other archetypes are fairly evenly represented. There are no famous monastic institutions in Cerilia that would train individuals in the skills of the monk class.
While it would be unusual given the general flavor of the setting, some options may exist as sources for monk-style training. Much rarer than fighters, paladins are still expected to fill many of the same roles. Those who serve evil gods or champion wicked causes are known more commonly as black knights. Many, but not all rangers serve druidic circles as guides and functionaries where the druids cannot or will not go. More often, they are employed by regents to act as woodwards, guides, or ambassadors in harsh territories.
All manner of scoundrels, knaves, and confidence artists ply the trade roads of Cerilia. Some become deadly assassins in the employ of wealthy lords, and others still act as spies for the same.
A rare few become regents in their own right. Rogue archetypes that are magically-inclined must be blooded scions, elves, or half-elves; those without the blood cannot master the higher magic necessary to pursue this archetype. Sorcerers are not well known in Cerilia, and not well-regarded by those that do recognize them as distinct disciplines apart from wizards.
At best, they foster a lineage of ancient, elemental monstrosities and at worst they are unpredictable forces of mayhem. Warlocks are not terribly common in Cerilia, but the path is attractive as it allows those who seek the secrets of the arcane to receive their power from unnatural sources without the benefit of a divine bloodline.
Most warlocks make pacts with those beings as one might expect, but some warlocks instead draw their power from the malevolent entities of the Shadow World.
While warlocks cast magic, they cannot learn or cast realm spells unless they belong to the garradalaigh pact, as described below. The garradalaigh ga-ROD-a-lay are legendary creatures with a mystical bent. In myths, they are said to bestow their gifts upon talented spellcasters, and may do so for any magician or true-blooded arcanist.
However, their chosen agents are typically warlocks. Each garradalaigh is unique, possessing a bizarre though not necessarily unpleasant appearance and capable of powerful arcane magic. A garradalaigh pact warlock is encouraged to work with the Game Master to select an existing garradalaigh, or invent a completely new one with its own goals and outlook.
These are not always objectives that mortal creatures understand, though most garradalaighs are not considered malign and do not associate with corrupt or contemptible creatures. Some examples of known garradalaighs are the Audreeana, a beast with the body of a bat-winged horse and a second, simian head that is known for its kindly nature; the Siddwynd, an enormous gossamer-winged lizard with an affinity for serpents and other reptiles; and the Tualleiaght, a many-limbed, burrowing monstrosity with a brilliant intellect and aptitude for linguistics.
A garradalaigh pact warlock stands out due to their unusual manipulation of arcane magic. Secrets taught to them by their curious benefactors give the warlock the ability to shape magic in curious ways to flummox or deny enemy spellcasters of any sort, as well as tap into the realm magic that other warlocks cannot learn. Additionally, garradalaigh pact warlocks that are also blooded scions may learn and cast realm magic provided they possess the means -- they are the only warlocks capable of doing so.
Warlocks utilize Source holdings to cast their realm spells and generate Regency Points accordingly. When the warlock selects this pact at 1st level, they gain a mystical second sense into which they can tap to detect supernatural or unwholesome effects. By using their action, the warlock can duplicate one of the following spells: detect evil and good, detect magic , or detect poison and disease.
The warlock can use this ability a number of times equal to their Charisma modifier, and regain all uses of this ability after completing a long rest. A garradalaigh can innately draw upon the mebhaighl of the land to fuel its abilities, and it imparts this knowledge unto its warlock. When you cast a spell that requires an attack roll or forces the target or targets to make a saving throw, you can draw upon the power of the land to make the attack roll with advantage or force the victims to save with disadvantage.
Drawing upon the power of the land in this manner alerts anyone who possesses a Source holding in the province, though they do not necessarily know the origin of the theft. The Source itself is unharmed by this relatively meager draw. Starting at 10th level, the warlock may choose a single school of magic after completing a short or long rest.
Until another school is selected through this feature, the warlock has advantage on all saving throws against spells and effects from that school. If the warlock is ever struck with a weapon forged of cold iron, the power of this ability is broken until the warlock can complete another short or long rest. Starting at 14th level, the warlock may respond in kind to any effect to which they are subjected.
The warlock may do this as many times as they have spell slots available, and they must be among the targets affected by the spell they wish to duplicate even if it is a spell that requires a saving throw at which they succeed. If the warlock lacks a suitable spell slot for the effect they were subjected to i. For example, a 14th level garradalaigh pact warlock and her friends are subjected to the effects of a burning hands spell cast with a 4th level spell slot.
The warlock, on her turn, may consume one of her spell slots to cast burning hands at the same level. If the warlock were instead struck by a chain lightning spell and managed to survive, she could not cast chain lightning on her next turn because she lacks the ability to cast a spell slot of 6th level or higher. Wizards are feared and respected across the continent. In Khinasi lands, they command the greatest respect, as practicing magic is seen as the highest calling.
The Vos have a somewhat dim view of wizards in general, associating them with folklore about evil witches and devious necromancers. A character that is neither elf or half-elf may not belong to the wizard class if they do not also possess a bloodline. This is a choice players will make at first level. It is a simply yes or no answer, with no obligation to actually be the ruler of a domain if one does say yes.
Birthright generally assumes players will want to do this, but most individuals in the setting completely lack any of the ancient bloodlines. Nor does a lack of bloodline preclude one from actually holding a title or position within a court; most NPC nobles and courtiers won't have a bloodline. A player should not feel obligated to play a character that has a bloodline. In and of itself, the lack of bloodline takes some pressure and sometimes-unwelcome attention off of the character, for those who possess a bloodline tend to have greatness thrust upon them or enemies that spring up to steal their birthright.
At worst, this comes at the tip of a tighmaevril sword. If that character later becomes blooded through investiture or some other means, they do not lose this increase.
Players who elect to have a bloodline possess a seventh ability score, aptly named Bloodline. This ability score, like the others, ranges from 1 to 20 for player characters, with higher numbers representing a stronger and more pure lineage.
It is listed along with the other ability scores and possesses a modifier and saving throw, as though it were any other score. It may also be raised with ability score increases gained by earning levels. Blooded characters using the standard array gain an 11 to place where they wish making your standard array consist of 15, 14, 13, 12, 11, 10, 8. Point-buy gains an extra 3 points to distribute. Those who opt to roll simply roll for an additional ability score assignment.
Bloodline has a second axis of measurement in its bloodline strength , as seen on the table below. Like other ability scores, players cannot acquire higher than a 20 through natural means. As a rule, player characters are never intended to attain True bloodline strength, as these are relegated to awnsheghlien and other creatures of extreme power or ones who were at the Battle of Deismaar that is, the event that created the divine lineages in the first place.
Should they ever rise to this degree of power, they would be the first to do so in many centuries. The Bloodline score does not naturally drive any skills or proficiencies, nor is any class or race naturally proficient in Bloodline saving throws or skill checks.
It will sometimes be used as an additional modifier on certain checks or when determining events and acquisitions during the season, which I'll get into much later on. Bloodline saving throws are used to resist severe damage from certain powerful magic spells, terrible events happening in a domain that you own, or attacks from tighmaevril weapons, which can steal bloodline power directly from victims though are thankfully extremely rare.
Characters without bloodline scores -- that is to say, those who elect to not play a blooded scion -- are outright immune to any effects that call for Bloodline saving throws. They cannot make Bloodline checks for domain actions and cannot rule domains. A higher Bloodline may also change the form and power of any blood abilities that a player might possess. Generally, if you want to play a blooded character that is exceedingly good at managing and ruling their domain, or who wants very strong bloodline abilities, you want your Bloodline score to be high.
The next step is to determine your bloodline derivation. This determines which ancient, now-dead deity from whence your power springs, along with the blood abilities you might receive.
There are seven derivations to select from. There is no rule regarding which dead deity your power springs from; even heroic characters can be cursed with the blood of Azrai, for example. It is worth noting that Azrai's blood is seen as a terrible omen, and those with it often become awnsheghlien if allowed to reach the heights of their power.
Still, it can be an excellent roleplaying hook to fight the cursed blood that runs in your veins and perform righteous deeds -- or conversely, use the prestige of Anduiras to your own cruel and tyrannical ends. Anduiras was the ancient Andu god of kings.
The tenets of nobility and lordship were his domains, and he was often represented by a golden-maned lion. Anduiras was also a god of righteous warfare, if any organized slaughter can be construed as righteous, and those who bear his bloodline have similar expectations placed upon them.
It was Azrai that initiated the great conflict in ages past that led to the Battle of Deismaar and the destruction of the gods, and those that bear his lineage in days hence are considered cursed. Basaia was a sun goddess, originally worshiped by the Basarji who would later settle Khinasi lands.
Resplendent in her beauty and majesty, those who bear her bloodline are similarly regal. Good fortune and wealth are associated with Brenna, once well-regarded among the Brechts. In ancient days, Brenna was invoked by merchants and gamblers alike, as well as travelers seeking luck in their journeys. Worshipped by the now-vanished Masetian culture, Masela was a goddess whose spheres of influence included weather and the sea.
The Rjuven tribe of humans, which would become the people of the Rjurik Highlands, worshipped Reynir. Those who sought to navigate the trackless forests and drink safely from the cool streams of the land would invoke his name.
The mysterious Vorynn was associated with the moon and the mysteries of magic. In defiance of their current cultural norm, the Vos once held Vorynn as their chief god, and today his scions are associated with prophecies and scholarship.
At the time of character creation, provided you have elected to be a blooded scion, you may choose one blood ability from the list of those available to your derivation. You must be of the bloodline strength associated with the ability in question. Note that some abilities have multiple strength categories listed, and grow more powerful as the character's Bloodline score increases. For example, the human scion of Basaia, Erin Velescarpe, has a starting Bloodline score of 15 at first level.
This puts her in the Major category, so she can choose any Basaia ability that is classified as Major. If she chooses the Healing ability, she gains the benefits from both its Minor and Major variations. If Erin later increases her Bloodline score to 20 becoming a Great bloodline , she automatically gains the Great variation of this ability. It should be stated that a character who begins play with a Tainted bloodline strength, or who later becomes blooded and does not have at least a Minor strength score, does not get to select a blood ability.
The blood is too tainted naturally to actually gain any significant power with it. You can still rule a domain and conduct actions as a regent, but no ability manifests itself. If you ever increase your Bloodline score to at least Minor strength, you may then choose a blood ability fitting your derivation and strength category. If, through bloodtheft or a powerful curse, your bloodline drops to a lower category from a higher category, any abilities you possess that require the higher category become dormant and cannot be used until your bloodline strength is restored.
You may use the disguise self spell once, and it recharges after a long rest. You do not require material components for this spell. Scions of Anduiras are oft depicted with lions in legend. Azrai's brood are affiliated with serpents, primarily poisonous ones.
Basaia favors eagles and hawks, and Brenna cats both large and small. Masela's scions have kinship with dolphins and similar creatures. Reynir's chosen animal is the wolf, while Vorynn is most often represented by owls. You may use this power at will. Major: You may speak with animals of your bloodline's affiliation at will. They will never attack you unless first provoked. Great: You may also use the animal friendship and animal messenger spells once each, but only towards animals of your bloodline's affiliation.
These uses recharge after a long rest. In addition, you may use a special form of wild shape , as though you were a druid, provided you meet minimum level requirements. At 2nd level, an Azrai scion can transform into a venomous snake as a druid of equivalent level. At 4th level, the scion can instead transform into a giant venomous snake. At 2nd level, a scion of Brenna can transform into a cat as a druid of equivalent level.
At 4th level, the scion can instead transform into a panther. At 8th level, the scion can instead transform into a tiger. At 2nd level, a scion of Reynir can transform into a wolf as a druid of equivalent level. At 8th level, the scion can instead transform into a dire wolf. At 4th level, a scion of Masela can transform into a dolphin as a druid of equivalent level use the statistics for a reef shark but without its special abilities; instead substitute the special abilities of the killer whale.
At 8th level, the scion can instead transform into a killer whale. At 4th level, a scion of Vorynn can transform into an owl as a druid of equivalent level. At 8th level, they can instead transform into a giant owl. At 4th level, a scion of Basaia can transform into an eagle as a druid of equivalent level.
At 8th level, they can instead transform into a giant eagle. At 4th level, a scion of Anduiras can transform into a young lion use statistics for a panther as a druid of equivalent level. At 8th level, a scion of Andurias can instead transform into a full grown lion.
Units that the scion commands in battle are stronger and more likely to achieve victory. When determining automatic battle resolution, you may reroll a number of d6 results equal to your Bloodline modifier, but only when the die result is a 1 before modifiers. The scion must be present during the battle, though they do not need to be attached to any units.
You have inherited the memories of your predecessors. You have advantage on all History checks made to recall events of the past, and once per day you may call upon those memories to gain advantage on any one skill check that is not a Bloodline domain action check. This use recharges after a long rest.
After one minute spent concentrating on a target, you gain advantage on Deception, Insight, or Persuasion checks made to assess or influence an individual.
Note that this long pause requires you to stare intently at the target. You can instead make a special Insight check without advantage to determine if the target is under any sort of compulsion, magical or otherwise. The DC for this check is typically the saving throw DC of the effect in question. Once you make this special check, it cannot be made for the same individual again until the scion completes a long rest though you may decide to check their allies at your discretion, provided you can continue to make excuses for staring at them.
Minor: You have advantage on saving throws against any effect that can make you frightened. Major: You and any allies within 30 feet of you have advantage on saving throws against any effect that can make you frightened. Great: As above, and any units you command on the battlefield will never flee from an engagement unless destroyed or commanded to do so.
You must be present at the engagement for this ability to function in this way, and remain within sight of your troops at all times. Minor: You may use the poison spray cantrip as a wizard of your level. You do not require a spellbook or material components to cast this spell. Major: You may poison any individual, water source or food that you touch, at will. Anything that imbibes your poisoned substances must make a Constitution saving throw or become poisoned Bloodline is your casting ability for this power.
The scion has advantage on saving throws against any spell of the Illusion school that allows a save. Scions of Reynir can never lose their way in wilderness or rural settings.
You do not need to make checks to determine if you or your party become lost, unless the setting is unnatural such as the twisted landscape of the Shadow World. Scions of Masela can never become lost at sea. You can innately navigate by the stars and by your own supernatural senses. However, you must be familiar with any land mass you wish to travel to; you do not have preternatural knowledge of continents you have not visited. Your mantle of power and nobility naturally influences individuals around you.
Any NPC who would begin their interaction with you as indifferent is instead friendly. Hostile NPCs are unaffected. Major: You may use the enthrall spell once per day. Great: As above, and beginning at 5th level you may use either the hypnotic pattern or fear spell but not both in one day once per day. You can surround yourself with an intangible mantle of divine malevolence that others cannot see, but can clearly sense.
As a bonus action, you may add your Bloodline modifier to attack and damage rolls with melee or ranged weapons for 1 minute. You may not use this ability again until you have completed a short or long rest. The element of Anduiras is air, for he was lord of the skies and all that crowns the world.
Basaia, as a sun goddess, was affiliated with fire. Masela's domain was the sea, and elemental water is hers to command. Reynir was the everlasting earth, and his elemental power is similarly aligned. You speak the language of the elementals you are affiliated with. You will always be neutral with elementals of that type unless they are summoned and bound to attack you by a controlling entity. At 7th level, you may cast the conjure lesser elementals spell once per day, but only to summon elementals of your affiliated type.
At 9th level, you may also cast the conjure elemental spell once per day, but only to summon elementals of your affiliated type. Anduiras, Minor: You may use divine sense as a paladin once per day.
If you are also a paladin, you gain additional use of this ability. Write a comment Share your gamer memories, help others to run the game or comment anything you'd like. Any DOS Windows. Send comment. Download Birthright: The Gorgon's Alliance We may have multiple downloads for few games when different versions are available.
Just one click to download at full speed! DOS Version. Download demo Installer 21 MB. Patch All Patches, even 1. Follow Us! Top downloads. Fleeing the corruption of Aduria by the dark god Azrai, human tribes settled Cerilia. Should anyone be offended by the use of a Grant, it will force a corruption, intrigue, or unrest event on the next season. A Decree encompasses a number of policies and processes that are not otherwise encompassed by other domain actions.
More often, they are employed by regents to act as woodwards, guides, or ambassadors in harsh territories. Each season, she collects 1 additional Gold Bar from its taxes and tariffs in the host province, removing it from the treasury of the regent in question. All manner of scoundrels, knaves, and confidence artists ply the trade roads of Cerilia. And to whom do the regents turn to rescue the princess?
However, the rewards for successful Espionage are rich and the destabilization it can create rivals that of invading troops. If Erin later increases her Bloodline score to 20 becoming a Great bloodlineshe automatically gains the Great variation of this ability. They must pay RP equal to the new level of all holdings affected, as well as 1 GB for each affected holding. Follow Birthright Birthright Web Site.
Mit einem Experten sprechen. User Ratings 5. User Reviews Filter Reviews: All. The only tool any serious Birthright GM dreamed about! Thanks Blaede! Report inappropriate content. Thanks for helping keep SourceForge clean. X You seem to have CSS turned off. Briefly describe the problem required :.
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