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"This royal throne of kings, this sceptered isle, This earth of majesty, this seat of Mars, This other Eden, demi-paradise, This fortress built by Nature for herself Against infection and the hand of war, This happy breed of men, this little world, This precious stone set in the silver sea, Which serves it in the office of a wall Or as a moat defensive to a house, Against the envy of less happier lands,--This blessed plot, this earth, this realm, this England.”
― William Shakespeare, Richard II
BIRTHRIGHT: Ruins of Empire
The winds were dark and foreboding. For years, Thane Brian Artice of Talinie had sat on the Oak Seat. He did not like it, nor did he like anything that was happening. He did his best to rule his realm from the Oak Seat ever since he wrested power from Thane Thuriene Donalls. Had he not reduced taxes, given the people one day in seven to rest according to the rules of Haelyn, and promoted peace?
Had he not, even once, held executions of criminals and traitors to his realm? He did his best to make the realm his, but now this Elton Donalls, one of the royal line, wishes to oust him. The Dog! How dare he spread sedition and rebellion against his rule among the people!
Elton Donalls, also called Elton the White, sat on his steed. All was complete except his command. The complex weaving of the magic of the land should work to bring everything together. Elton waited as the troops of Talinie's command gathered at one province, while those loyal to him gathered with him at another. When the formations were complete, it was time. Elton cracked a smile and completed the ritual:
"May meteors rain down from heaven, and smite you all!"
From the sky, great fireballs of rock came down and struck the troops loyal to the Usurper, Brian Artice. Some of them exploded, causing panic among the troops, but others hit the ground killing many. It seemed that the ranks of the Artice army was being struck down by raining fireballs! Elton Donalls smiled. Despite his grave inexperience (LEVEL 1 Wizard) he managed to cast a spell that was more powerful than Wish! A spell that relied on the power of the land that pulses through the land and pools at certain places. That spell was a realm spell. And it was a spell only wizard kings could cast.
Description
Background
Long ago, the Whole continent of Cerilia was virgin land of virgin forests inhabited by elves, dwarves, goblins, dragons, and orogs. Connected to the Continent by the range now known as the Seamist Mountains. Man has never set foot on the land, nor the Cerilian soil knew the plow. Until now.
Six different tribes of man: the Andus, the Vos, the Brechts, the Rjuven, and the Masetians fled from the evil Azrai in their own lands and settled in Cerilia, while the Dark Skinned West African like people called the Basarji came from Djaper. Welcomed by the elves, they made permanent settlements in Cerilia. They helped the elves push back the tribes of goblins and orogs and put the Cerilian ground to the plow. At first the elves tollerated this, but as it continued, the Elves grew to hate what Man was doing to the land and started to hunt Man down.
However, not long after the Hunt of the Elves, the evil God Azrai followed Man to Cerilia and sought to bring all under the domination of the God of Pride. To fight for their lives and their freedom, the Tribes of Man gathered together to fight the Shadow. The Rjuven and Masetians were on ships led by Erik and Nesirie -- Champions of Reynir and Masela, respectively (gods of the Earth and Sea, respectively); while Avani, Haelyn, Sera, and Ruornil led the Land armies -- Champions of Basaia, Andurias, Brenna, and Vorynn -- respectively (they were the gods and goddesses of the Sun, Rulership, Trade, and Magic -- respectively). Along with their ally, Hrothgar Moradinsson of the Dwarves, the Champion of Moradin.
On the Side of Azrai where the elves, the goblins, the orogs, and the Beastmen, and most of the Vos -- the last led by Belinik and Kreisha. And his greatest Champion -- Raesene the Black Prince -- was among the armies of the Andu.
The final battle culminated in the style of the 300 Spartans at Mount Diesmaar. The elves finally understood who Azrai really was, and joined on the side of Men for Freedom. But the Black Prince betrayed them, and the final battle took place between brothers. Sick of their brother's evil, the Gods came down leaving their Ally Moradin behind and fought Azrai.
And everything exploded. In the aftermath, the Champions of the Gods were no longer found on the field of Battle. Except Raesene. The battle concluded in a bloodbath of bloodletting as all armies scrambled back to Aduria and back to Cerilia as Mount Deismaar sank into the sea.
Anuirean Empire
Soon after the Battle (five years to ten years), Roele, the last of the brothers of the First House of the Andu, had a vision of Haelyn. Haelyn had told him to forge an Empire, and Haelyn battled to unite all of Man under one kingdom. Roele founded the Empire like Alexander the Great founded his empire. Stretching across Anuire, Roele founded an empire that lasted quite a long time -- although he died campaigning in Vosgaard.
Hundreds of years later, Michael Roele, the last of his line; went up against the Gorgon, a.k.a. Raesene the Black Prince. A foolish move, to be sure, as Raesene -- his kinsman -- slew him. Michael Roele channeled his Birthright into the Land, denying the Gorgon control of all of Anuire. Frustrated, the GORGON cried as his brother's bloodline went into the land of Anuire and control of the Empire wrested from his control.
Ruins of Empire
It's 125 years later, and the Land of Anuire has broken up into many several kingdoms: each ruled by a duke, a baron, a count, an earl, a king, or a thane. All vying for control of the Iron Throne of Anuire. Which one will take the throne? Will it be Aeric Boeruine? Will it be Prince Avan of Avanil?
Or will it be you!?
Understanding the Setting
Before KINGMAKER, there was BIRTHRIGHT. Before JADE REGENT, there was BIRTHRIGHT. So, what is Birthright about anyhow? BIRTHRIGHT is my absolute, favorite all time campaign setting. It still beats Eberron by a mile (Sorry, Keith); and it puts the Forgotten Realms to utter shame -- in spite of the Realms' popularity.
I read the advertisement on the then Monster Manual in 1995, players are kings? Seriously? I think I'm in love. I pick up Warlock of the Stormcrowns later, and finally I got an inkling on how BIRTHRIGHT is set up. I picked up the Campaign Setting and the adventure Sword and Crown later. Then I picked up as many accessories as I can get my hands on.
I never had been able to run a campaign for Birthright. The only person I wanted to play in my campaigns was my cousin -- and he's pretty opinionated (his attitude towards 3rd party publishers -- we should all die economically and Paizo should publish all things PATHFINDER. He's dead serious about that). I really wanted to impress him and I still do. It was ironic then that he had good things to say about Paizo's Ultimate Campaign.
--- "I'm running KINGMAKER, and my players all love Ultimate Campaign."
I smirked, withholding a laugh. Sorry, cuz, but I've got one over on you. I'm running Ultimate Campaign but I'm running BIRTHRIGHT.
----------------
From Ross Watson the Rogue Warden:
"When you talk about Birthright, there are four names you need to know.
"Rich Baker and Colin McComb were the architects of the main setting and rules, while Ed Stark and Carrie Bebris fleshed out much of the rest of the world of Birthright.
"The talent of this group is remarkable—consider that these folks created 3rd Edition Dungeons and Dragons, built the Forgotten Realms we know today, developed the best iteration of the Planescape setting, and helped craft amazing games like Planescape: Torment and Fallout 2—and that’s just a highlight reel.
"It should also be mentioned that the art of Tony Szczudlo really brought the setting to life; he brings a stark and grim style that still feels epic and fantastic and encompasses everything Birthright was about in his paintings."
The Setting
"Birthright is a fantasy setting that has a distinct feel from other “D&D-like” realms. I enjoy Baker’s quote about Birthright from a Dragon Magazine article (and referenced in his Wikipedia Page): 'I'm very proud of it. It represents an entirely new approach to the traditional fantasy roleplaying campaign, and the world itself is filled with a strong sense of history.'
The Campaign
The Campaign takes place in Anuire. Yes, I love all the other places in Cerilia too: including Vosgaard. But Anuire is the one place that you, the players, would be most familiar with. From Ross Watson, again:
"Anuire forms the ruins of a shattered empire. Once, the rulers of Anuire straddled most of Cerilia, having conquered vast portions of the continent over generations of war. However, the last emperor perished roughly 550 years prior to the current campaign date, plunging the empire into disarray and civil war. In the current time, Anuire is a fractured realm, with many smaller kingdoms struggling for dominance. There are a handful of contenders for the Iron Throne of the Emperor, but there is plenty of room for a resourceful and strong player character to unite Anuire beneath his banner. Anuire has a strong historical and cultural link to Britain, and there are many parallels that one can draw between struggles in Anuire to the War of the Roses and other civil conflicts in Britain’s history.
"This is not limited just to the main region of Anuire. Much of Birthright’s setting is based on real-world historical cultures and conflicts. The region of Brechtur, for example, is modeled upon the Hanseatic League.
What Ross expresses is what I like about Anuire so I'll use his words: "While it’s fair to say that I really like all of the Birthright regions (I have a special fondness for the Khinasi Cities of the Sun and the Brechtur Havens of the Great Bay), Anuire is my favorite. I love that you can find nearly every example of Birthright’s touchstones in Anuire, from dangerous Awnsheghlien like the Gorgon and the Spider to mysterious elven realms like the Sielwode. Powerful wizards like the Sword Mage can be found there, as well as lawless regions crying out for a hero to forge them into a realm—such as the Five Peaks. The goblin kingdom of Thurazor, the wonders of the Imperial City, unexplored islands lying temptingly close to familiar shores, ancient ruined keeps and deep-delving dwarves—Anuire has it all.
The region of Anuire is also chock-full of interesting personalities and NPC’s. The Gorgon is the most powerful awnsheghlien on the continent and constantly schemes to claim the Iron Throne. Rhoubhe Manslayer represents the resentment and hatred of the Elves towards the tribes of humanity who drove them out of their forests. The Mhor of Mhoried holds the unwelcome position of the realm most likely to suffer the Gorgon’s wrath; he must be ever-vigilant to raise his defenses against an inhuman and implacable foe. The Archduke of Boeruine schemes to position himself as the pre-eminent candidate for a restored Empire. The wizard known as the Eyeless One conducts mysterious experiments among the lawless mountains of the Five Peaks.
You can practically /taste/ the epic. If you’re like me, you’re probably hearing the Skyrim (or the Game of Thrones) theme in your head right now."
Yep, for me, I saw everything I admired in Shakespeare when that boxed set was delivered to my home. Henry V and The Tempest ran through my mind. Yes, you can taste the Epic. If you can hear the theme to Skyrim or the theme to the Game of Thrones right now, RIGHT NOW, this campaign is definitely for you.
Spectacular Insights:
Okay, it's true, Birthright has a lot of things going for it that is hard, absolutely hard for you -- the newbie to low level Epic Political Roleplaying -- to take in right now. Domain rules, Bloodlines, being a King, building kingdoms, making war, casting spells of great and terrible power, and going HIGHLANDER and all when you kill another Scion that has a bloodline is dizzying. I know, I'VE BEEN THERE, every one of us that enjoys this setting has been there.
Fortunately, the interest check I did drummed up a lot of people who can help you, including Ross Watson (who probably posts on these boards), navigate through what is hard to accept.
THE PURPOSE OF THIS CAMPAIGN
Is to play and put the PATHFINDER Ultimate Campaign rules through the wringer, even though they are already been put to paper, in a campaign that is ultimately DESIGNED for them. BIRTHRIGHT. We are going to stretch them, break them, chop them up, scrunch them, and see how they hold up in a real man's (or real woman's) campaign about Regency.
You will all take a throne. Seriously. I'm serious. The KINGMAKER scenario already has happened, and you have a throne. And you are going to rule it. At level 2.
CHARACTER CREATION
Still here? Good. I'll put up the Character creation guidelines and a few write ups on some realms. The other Birthright veterans are here to help answer any questions you may have.
Creating your characters:
1. Review the available domains within Elinie, Endier, Roesone, Ilien, Medoere, Arwenwe. You always earn full regency points for provinces. Depending on your class, you can earn more regency points for law, temple, guild or source holdings. Your first feat allows you to earn half regency for one type of holding. A second feat allows you to earn full regency for the same holding or half for a second type of holding. Decide the class of your character.
2. You may pick any Birthright race: Human, Dwarf, Elf, Half-elf, and Halfling. Humans have five sub-races: Anuireans, Brechts, Khinasi, Rjuriks, and the Vos.
3. If you do not select a published domain as is, you must use the domain building rules, which will always make a small domain about the size of Ilien. Select which domain you want to play or modify. Submit your character concept (race & class) and domain selection to the GM Elton for approval.
4. Roll your Bloodline strength and score using the rules in this post on the Recruitment thread. If you want to keep your bloodline rolls, use a point buy of 25 points.
5. If you don’t like your bloodline rolls, point buy SEVEN stats with 30 points. The stats are: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Blood score (if playing a scion). Double your blood score and this will be your Bloodline score.
6. Choose two traits. Equivalents from Humans of Golarion: Anuireans are equal to Taldans; Brechts have no equals but traits revolve around Trade; Khinasi are equal to the Keleshites; the Rjuriks are equal to the Ulfens; and the Vos are equal to the Varisians. Elves use Elves of Golarion to determine their traits; and almost so on (Halflings use the APG and ARG).
7. As a bonus, regents get a bloodline feat. On the Recruitment thread, roll for the number of bloodline powers.
8. Regents must spend their 1st-level feat on the Regency of Holding in order to collect Regency from one type of holding in addition to provinces. The type of holding depends on your character class. This is to prevent rampant multi-classing.
9. Human regents may select the Leadership feat at level 1 as their bonus feat. The PrC Scion (found on Birthright.net) and can raise your score. Leadership feat has also been modified.
10. Regents get bodyguards. On the Recruitment thread, roll for the number of bodyguards and their type. Martial and hybrid martial characters get 4d6+10 for the number and roll bodyguard type on Table 4 (d100, Rulebook pg 10). Otherwise, roll 2d6+5 for the number and type on Table 5 (d100, Rulebook pg 11).
11. Spell-casting regents receive 1d3 Realm Spells; roll on the recruitment thread. From then on, your realm spells have to be researched using the Research domain action.
12. There are four new skills: Administrate, Knowledge (law), Lead, and Warcraft. There are also a couple new uses for existing skills. Check with GM if it is a class skill for you.
13. There is no Common language. You start with your racial language. Additional languages are here.
14. Equipment: regents receive 20 times the standard starting wealth for personal funds. Roll on the recruitment thread. Equipment is culturally based, though. On page 17 through 19 gives you the proper equipment list. As for items, Anuireans, Brechts, Khinasi, the Elves, and the Dwarves are the equivalent of Renaissance culture. As for the Rjurik and Orogs -- they represent Middle Ages culture. Finally the Vos, the goblins, and the beastmen (Gnolls) are considered to be in the Dark Ages.
Weapons changes:
Claymore (greatsword) -- Rjurik greatsword.
Cutlass -- Popular among sea-farers.
Crossbow -- Critical threat is 18-20 because of their penetration power.
Rapier -- popular among the Brechts.
Saber (scimitar) -- favored weapon of Khinasi for those Dancing Dervishs
Mounts:
Varsk -- A lizard with fur all over it, big enough to ride. A trained Varsk costs 250 gp, and an exceptional animal might cost twice that much.
15. Background. Please integrate your character’s background into the published history of their domain.
To summarize all of your rolls, after you receive character and domain approval from GM:
[dice=Bloodline strength]1d20
[dice=Bloodline score]
[dice=Bloodline powers]
[dice=Number of bodyguards]
[dice=Type of bodyguards]1d100
[dice=Starting Realm spells]1d3
[dice=Starting personal funds]*20
--------- Available Domains in Anuire ------
ROESONE: the Barony of Roesone was carved from Diemed over 80 years ago. And it has been struggling to maintain it's claims of independence from Diemed and Ghore. Even today, Roesone's future remains uncertain; it has the potential to grow in power and influence, but it could just as easily fall to the ambitions of Ghoere.
The lands here, sparsely settled when Daen Roesone brought them under his banner, have attracted new settlers to rediscover its beauty. Drawn by the offer of rich farmlands, these settlers come from all over Anuire, uprooted by wars and troubles. They have come to Roesone to build new lives, and therefore, they tend to stick together and do not stand bullying from newcomers; one family's problems often end thanks to the efforts of friends. The folks of Roesone also share an interest in exploration - many famous adventurers once called this land home.
Roesone is a good kingdom because: It's the prototypical Fighter kingdom. It's also a moderately sized domain with 7 provinces. As ruler you have:
* 15 Gold Bars* in your treasury. Taxes on trade routes, commerce, and other things brings in a total of 24 GB.
* your people worship Haelyn -- the God of Rulership; and Ruornil, the God of Magic.
* You have 3 units of Anuirean Archers, 1 unit of Artillery, 1 unit of Anuirean Infantry, 1 unit of Armored Cavalry (Knights), and three units of Pikemen, Your navy is sad: The Baronial Navy of Roesone includes only two Caravels.
* You have two castle fortifications: The Black Tower in caeracas, and Castle Bellamie.
* Your Government is Medieval Feudalism.
ELINIE -- Geographically, Elinie, is a domain of the Heartlands, but culturally it shares more with the Eastern Marches. Resolute and indomitable, rough and tumble, and somewhat lawless, Elinie stands next to three hostile domains, including a puppet of the Gorgon. Nonetheless, Elinie prospers.
Elinie is the only realm in Anuire that is ruled by a line of Khinasi dukes -- the Daouta family. They are members of the Dark skinned, West African like people who are culturally like the Moors. What happened was that one of Avani's paladins was sent to kill the Anuirean Emperor during Khinasi's fight for Independence from the Anuirean Empire. She came to Elinie, and finding the Duke to be a poor and tyrannical ruler, she slew him and then sat on the throne after that.
Why do you want to choose Elinie: Elinie is one of two realms in Anuire being ruled by Paladins. In this case, a Paladin of Avani (the Goddess of the Sun and Reason). It is a moderately sized realm with 6 provinces.
* You have 15 gold bars in your treasury. And you get about 21 gold bars from taxes and other interests.
* your people worship Avanalae (Avani).
* The rulers are Khinasi.
* Your enemies include Goblins from Markazor; and humans from Ghoere and Osoerde.
* You have 3 units of Anuirean Archers, 1 unit of Artillery, 1 unit of Anuirean Infantry, 1 unit of Anuirean Armored Cavalry (Knights), and three units of Pikemen.
* Your capital has the only castle, Castle Ansien.
ENDIER: As one of the smallest domains in Anuire, Endier finds itself in something of a bind, wedged as it is between Avanil, Ghoere, Tuornen, Diemed, Alamie, and the Spiderfell. It cannot hope to compete with the farms of the larger realms around it, cannot raise an army to rival theirs, and cannot hope to defeat these powerful entities in any endeavour, except one - trade. The ruler of this realm, Guilder Kalien, has done his best to ensure that the words Endier and trade become synonymous. Since taking power, Kalien has transformed Endier from a cesspool of corruption into one of the greatest trade centres in Cerilia. Though his means are very dictatorial, Kalien is careful to maintain the people's loyalty with frequent celebrations of their newfound prosperity.
Like Ilien, Endier is dominated by a single city - the Free City of Endier. The city is a thriving metropolis located on the banks of the River Maesil, supported by foodstuffs imported from the countryside. It is from this city that Kalien runs his tangled web of intrigue, pulling on a string here and there to get the desired result.
Initially, Endier was part of the Spiderfell. Technically, Roele had rewarded the province to Diemed, but House Diem never braved the Spider to claim it. A little over 250 years ago, however, an intrepid scion named Richard Endier arrived with a group of settlers and tore the province away from the Spider while Diemed languished under an inept ruler. The county has managed to keep itself free of the Dieman yoke ever since.
Why Would you Want to play Endier: Endier is a trading Kingdom. The Prototypical kingdom ran by rogues. It's a kingdom built by trade rather than sources or law. Endier is one of three kingdoms in Anuire that consists of only one Province. Ilien and the Spiderfell is the other two.
* you get 43 GB in your treasury. You gain an income of 32 GB through taxes on trade, but you pay 3 GB in tribute to the Wizard regent Caine once a year.
* Your military forces consist of: 1 unit of light Cavalry, 2 units of Infantry, two units of Archers, 1 unit of Scouts, and a navy of six Caravels.
* Your people worship Saramie and Haelyn.
* You accumulate 36 Regency Points through control of trade routes and law holdings, one of which is in Medoere.

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APPROVED KINGDOMS CONTINUED.
DIEMED: Diemed is one of the oldest domains in all of Anuire. A proud country, steeped in tradition and faith, Diemed is the seat of the religion of Haelyn, acolytes from all over Anuire travel to the realm on the Southern Coast to bask in the glory of Haelyn's ancient cathedrals or to lay eyes on the original copy of the famous Book of Laws, the holy lore of the (schismed) church of Haelyn.
The family of Diem maintains their ducal right to the land even though their bloodline has diluted over the centuries. The Diems hold some authority in the Imperial City of Anuire, making them one of the bigger players in Anuirean politics.
Why Would you want to Play Diemed: Diemed immediately calls Medoere, Ilien, Roesone, and Endier their enemies. It's a Lawful Neutral Realm that is open to any player character class regent, including a witch. It's a moderately sized realm that has 6 provinces.
* You have 15 GB in your treasury, and you earn 17 through taxation and trade.
* Your people worship Haelyn (state religion), and Ruornil.
* You earn Regency from province and law holdings.
* Your armies include: Three units of Archers, 1 unit of Artillery, 1 unit of Anuirean Infantry, 1 unit of Armored Cavalry (Knights), three units of Pikemen, and a pitiful navy of 2 Caravels.
MEDOERE: (Medoere's Birthright.net pages has been worked on extensively by myself and my good friend, Kenneth Gauck) -- Medoere is the youngest realm in Anuire, having been formed only eight years ago after a bitter split from Diemed. 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. Suris Enlien, Archpriestess of the Church of Ruornil's Celestial Spell, rules this land and maintains it as the only theocracy of the Moon God in Cerilia. Though Enlien has become friends with the rulers of several nearby lands, Medoere remains under constant threat from Diemed, where Heirl Diem, Duke of Diemed, schemes to reunite his lost provinces with his own. Rumors claim that he's waiting for any excuse to go to war.
Why would you Want to play Medoere: It is the prototypical Theocracy in Anuire and is ruled by Clerics. It's great for a Cleric regent. It is a small realm consisting of only 3 provinces. It's people also love their freedom, despite worshiping a god that seems to have aloof concerns. It was also saved by a miracle (probably because the Archpriestess had cast a Priestly Realm Spell).
* You have only 6 GB in your treasury, but you gain 10 GB in income through taxation and trade.
* Everyone worships Ruornil, the Silver Prince and God of Magic. But also, as Archpriest of the Church of the Celestial Spell you may choose from among these sub-domains: Moon (associated with Darkness), Thought (associated with Knowledge), and Spell (Associated with Magic). The last grants you an ability called Anyspell: allowing you to cast any Arcane Spell as a magician half your level. You do need a spellbook or arcane wizard scrolls for it to work, though.
* You gain 13 RP from your Province and Temple holdings.
* Your Army consists of 1 unit of light infantry, 1 unit of pikemen, and 1 unit of Armored Cavalry (Knights); but your people depend on you to defend the realm with your Divine realm spells.
ILIEN: Ilien is a small, one province domain on the southern coast. Highly populated, the county is home to the second largest city in Anuire, the Free City of Ilien. A neutral port, the Free City itself thrives by acting as a beacon for people of all walks of life. Rolling grasslands and small ranges of hills surround the city and provide fertile ground for growing crops and raising livestock.
Lacking both vast lands and a large military, Ilien survives through the magics of its jovial and benevolent count, Rogr Aglondier. Though Ilien is technically neutral, Count Rogr maintains friendly relations with Roesone and Medoere, the two realms that border the county.
Like many nearby realms, Ilien was once a part of Diemed, but split from that realm when it began to collapse. Diemed remains a constant worry, as it is well known that the Duke of Diemed greatly desires to see the old lands returned.
Why do you Want to Play Ilien: Ilien is the prototypical Wizard King province. It's great for Wizards, Sorcerers, and Summoners (not necessarily a Witch). Everyone depends on you to protect the realm using arcane realm magic. The province is very small, being one of the *five* (forgot Muir-Kilad and Rhoubhe) 1 province realms in Anuire.
* You have 21 GB in your treasury, but only gain 7 GB through Taxation and Trade.
* The people worship Haelyn and his wife, Nesirie.
* Everyone depends on your Realm magic to protect Ilien.
* Your armies are lacking but they consist of: 1 unit of Armored Cavalry (Knights; the Golden Plumes), and 1 unit of Archers (also of the Golden Plumes). You also have 3 caravels.
* You have but one castle, and that's Castle Aglondier.
AERENWE: Aerenwe is the least developed of the Southern Coast's domains. It has swamps in the northeast and the Erebannien bordering the ocean and the rest of the way around its perimeter. The interior terrain - verdant grassland - stays farmed and fenced. Aerenweans inhabit only three of the seven provinces.
Aerenwe is ruled by a Queen, and the people are devoted to her. The Swordwraith family had established the Kingdom a long time ago and have kept it in check from their enemies Osoerde ever since. The realm's magic is jealously guarded by High Mage Aereles, a half-elf.
Why Do you Want to Play Aerenwe: Aerenwe is perfect for a Barbarian character. The kingdom is sparsely populated, and there is wilderness all around you. However, the people are devoted to their ruler and probably expect him to be more of a profession of law (Fighter, Wizard, Cleric). Aerenwe is a moderately sized domain with 7 provinces good for any PC class.
* You have about 21 GB in your treasury, and gain about 7 GB from taxation.
* Your people worship Nesirie, the Goddess of the Sea and the state religion.
* You gain about a total of 21 RP.
* Your navy is pretty strong with 6 caravels and 2 galleys. You have 3 units of pikemen, 2 units of Armored Cavalry (Knights), and 2 units of scouts.
* You have one fortification, Castle Swordstrike (located in Dhoenel).
OTHER APPROVED REALMS
MIERES: The colony of Mieres is actually not a part of Anuire. It lies at the northeastern tip of the northern peninsula of the Adurian continent, across the Straits of Aerele from the Anuirean mainland. Nonetheless, it is considered an Anuirean realm, as it was a colony established by the Anuirean Empire at the height of its strength.
Although the Governor of Mieres, Arron Vaumel, is a vassal of the Prince of Avanil, in reality Mieres and its residents care little for Anuirean law. Mieres is a hive of villainy and piracy, where scoundrels can flee to escape the reach of those they have wronged. The Prince of Avanil has the Governor's sworn fealty.
Darien Avan occasionally sends down troops to make sure that Vaumel is not involved in any illegal or dishonest schemes; but of course, Mieres' regent always stays one step ahead, cleaning up his act (and his territory) before the investigators arrive.
THE SIELWODE: The Emerald Queen, Isaelie Galanohel, watches over the Faerie Court of the Sielwode. Though she feels darkly resigned towards the humans, she knows she must punish human intruders harshly, lest men come to believe they can trespass on elf lands at will. Otherwise, the Queen cares only for nature, her elves and faerie. She does not, as a rule, involve herself in the petty affairs of mortals.
REALMS THAT ARE DM ONLY: Avanil, The Imperial City of Anuire, Ghoere, Markazor, Osoerde, the Spiderfell

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RACES OF CERILIA
The races of Cerilia are varied with Humans being dominate but split among racial lines. Their are five subraces of humans. The other races that are included are the Elves, the Dwarves, and the Halflings. It is still possible to play goblins, orogs [orcs], and beast men; but they won't appear as Player Races in our campaign.
--RACE WRITE UPS --
DWARVES
Dwarves lived in the mountains of Cerilia long before humans came to the land. Over the years, the dwarven holds have chosen a defensive strategy, fortifying their approaches and retreating to their cities under the mountains whenever threatened. Dwarves have a fierce hatred of orogs (orclike beings), the result of uncounted wars fought under the earth.
The typical dwarf stands about 4' to 4'6" in height, with an exceptionally stocky build and thick, sturdy bones. Dwarves are creatures of stone, the children of the mountains, and their bodies are twice as dense as those of other creatures; in this respect they're closely related to stone giants. Dwarves often weigh as much as 250 to 300 pounds despite their size. A dwarf's skin is gray, stony, and cold to the touch. All dwarves have eyes that are dark as jet and their hair and beards are black or dark gray in color and normally cropped short. Dwarves value their personal appearances and spend time daily grooming their hair and beards. They favor simple styles with little color or ornamentation, except when it comes to stone or metalwork which is more often than not heavily gilded and inlaid with precious gems.
A dwarf is given a name at birth and keeps it for the rest of his life. Dwarven names are steeped in tradition and follows rigid rules for what is acceptable and what does not. As with many things dwarven, the naming conventions are quite incomprehensible to humans. Dwarves have a personal name, a family name and a clan name. Many dwarves also identify themselves by the name of the realm they come from.
Male names
Barrendd, Born, Brottor, Eberk, Einkil, Glarin, Oin, Olin, Taklinn, Thorin, Traubon, Uhr, Ulfgar, and Tveit.
Female names
Artin, Aulhil, Dargha, Dagnal, Diesa, Gunnloda, Hiln, Ilde, Liftrasa, Sannl, and Trogga.
Family names
Baldrek, Dankil, Gorunn, Holderhek, loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, and Ungart.
Clan names
Arakh-Kahl ("Orogslayer"), Harldan-Erh ("Strongarm"), Stork-Khul ("Greystone"), and Zhus-Khel ("Swift vengeance").
Adventurers
A dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple greed. As long as his accomplishments bring honor to family and clan, his deeds will earn him respect and status. Defeating ogres and orogs, or reclaiming lost dwarven treasure are sure ways for a dwarf to earn the respect of the clan elders.
ELVES
The elves of Cerilia are a graceful but reclusive race, suspicious of humankind. Early in Cerilia's history they contested human settlement of Cerilia's vast forests, and a strong current of ill will towards the human nations still runs strong in the elven woods. There is only one race of Cerilian elves; they call themselves the Sidhelien (SHEE-lin). The Sidhelien hold court in deep, mist-wreathed vales in the darkest heart of the ancient Cerilian forests.
The elves competed with humans for the most beautiful land in Cerilia. At first, the elves thought they could live in mutual enjoyment of the forest, with the humans never invading elven lands and the elves avoiding the humans carefully. It worked for a time, for the presence of the humans drew the attention of the humanoids that constantly raided through the forest. Despite the ferocity of the humanoids, the humans proved to be resourceful enough to stand fast, and eventually the humanoids were beaten back -- and humans began looking to elven lands as places for expansion.
The elves were fiercely resistant to this, for they had fought long and hard to keep their lands from the humanoids. When the humans began to force the elves from their ancestral homes, the elven leaders began the Gheallie Sidhe, or Hunt of the Elves. Elven knights roamed the lands held by the elves, slaying whatever humans they found trespassing in their borders. Woodcutters and peasants gathering firewood were slain as brutally as the warriors would-be kings sent to conquer the elven realms. It was all-out war between the two races. The elves had the advantage of skill with many elven warriors having centuries of battle experience however the elves were pushed back year after year. All human records agree that this was because of an element that the elves had never seen before -- priestly magic. The elves could call upon the forces inherent in wood and water, field and air, but had never worshiped deities and thus couldn't understand this new source of power. The priests were the deciding force against the elven expertise in magic and combat; the gods favored humans to such an extent that the elves found themselves practically powerless.
The elves of Cerilia are not the run-of-the-mill elves that most players might expect. These elves, though civilized enough that their music can bring tears to the eyes of even the roughest forester, also have a core of savagery that permeates their being. Having lived with the brutal humanoids for thousands of years, the elves have had to learn to deal harshly with those who oppose them. Besides, they've watched everything they built over the past millennia come crashing down around them with the arrival of the humans such a short time (about two elven generations) ago.
As such, they harbor deep hatreds in their collective breast for those who've dispossessed them. This extends to humans or humanoids, or whoever stands in the way of the elven dominion. However, there are elves who take a more rational view to the whole thing, seeing the humans as the next step and a needed catalyst for change. These elves look to the humans for ways to improve the elven kingdoms, to teach the elves the realities of living in modern Cerilia.
Elves stand as tall as humans, but they're far more slender and graceful. Most average between 5-1/2 and 6 feet in height, but weigh only 120 to 140 pounds. They are pale, with fair skin and dark hair, and their features are exquisitely formed. Elves possess an unearthly beauty, and their perfect voices can hold a mortal spellbound. Unfortunately, many elves are too conscious of their superiority and treat others with coldness or condescension.
Cerilian elves are creatures of faerie and starlight, gifted with immortality and powers of mind and body beyond those of humankind. They're neither a force for good nor a force for evil; an elven wood can be deadly perilous for human travelers, but even more so for goblins or gnolls. The elven heart is unfathomable to mortals; they're moved to wild delight, dark melancholy, or burning rage with the only the slightest of causes. More than anything else, elves are unpredictable, doing what pleases them from one moment to the next.
Elves resist aging and normal disease -- only magical diseases such as lycanthropy or mummy rot can harm them. They have no infravision or ability to see in total darkness, but instead can see by starlight or moonlight as well as a human sees by daylight.
Elves don't need to sleep, but they can become physically exhausted and must rest quietly, studying spells or standing watch, for about as long as a human needs to sleep. Cerilian elves can move over heavy snow, soft sand, or a mountainside as easily as a human walks across a level surface. The natural world in fact impedes elves little, few require protection from the rigors of their native lands, natural creatures generally pass elves by and the elves in general seem part of the land rather than simply inhabitants of it to many human observers.
When an elf comes of age, it is customary for her to chose an adult name for herself. Those that knew her as a youngster may or may not continue to call her by her child name.
An elf's adult name is a unique creation, innately linked to her nature. It often reflects the names of those she admires or others in her family. Sometimes past deeds or special characteristics help shape the name. Non-elves often find elven names quite similar, and often believe that several elves may share a name. The truth is that human ears cannot discern the subtle differences in pronunciation. Family names are combinations of regular elven words, and are often translatable into other languages. Some elves chose to use the translated form when dealing with humans.
Male Names
Allanlaigh, Barreight, Bruibevann, Braedonnal, Byrnwbhie, Connal, Conannelaght, Caelcormac, Ceincorinn, Cormac, Corvwyn, Daegandal, Darochinn, Delwynndwn, Derwyndal, Devlyn, Eagandigh, Eamonnal, Finn, Gannelganwn, Garradh, Glyngrean, Lachlan, Lynn, Merwyndin, Niall, Rannoch, Rhuobe, Rhys, Riordan, Seabharinn, Siele, Sliebheinn, Talerdigh, Tuall, Wynehclan
Female Names
Ailein, Alleina, Ardenna, Ashleight, Audreeana, Breeana, Brigyte, Briona, Bronwyn, Caitlannagh, Camrynnyd, Caileight, Dannagh, Deirdre, Duana, Erinn, Fiona, Finnegwyn, Glynna, Gwenyth, Gwyneth, Gwenneigr, Leeana, Llewellyn, Mawrmaval, Meaghan, Meabhe, Niobhe, Nysneirdre, Rhiannin, Rhondal, Sinead, Siobhan, Tuanala.
Family Names
Aleach (Starflower), Amalachloden (Gemflower), Galanohel (Moonwhisper), Holomilach (Diamonddew), Liadonel (Silverford), Meliamene (Oakenheel), Naibohan (Nightbreeze), Siannodenel (Moonbrook), Thimanonell (Gemblossom), Wilosbhent (Goldpetal).
Adventurers: Elves take up adventuring out of wanderlust. Many young elves are overcome by an irresistible urge to travel the world beyond the elven forests. Most remain apart from the human world, moving from one place to another, always observing but rarely making contact with the folk they meet. Elves must also be wary, for many humans are distrustful of elves, indeed many humans would call it a great deed if they slew an elf.
HALF-ELVES
From time to time, a particularly handsome or beautiful human with courage and a gracious manner can walk among the Sidhelien and return unscathed. There have been humans who have been accepted as equals in the elven courts. Mortals quickly become lost in the elven spell; the years reel by in splendour and celebration, while the world outside comes to a halt or leaps centuries ahead. The mortal may return home to find that only a single night passed, or that a hundred years have passed him by. More often than not, his life runs out in an eye blink, like a moth dancing too close to the flame.
Half-elves are the children of these unusual men and women and their elven hosts. The elves regard them as Sidhelien, and they are welcome in elven society. Humans are more suspicious of half-elves, referring to them as bewitched or changelings; it's rare for half-elves to leave the elven woods.
Like elves, half-elves are beautiful and graceful, but their builds are heavier -- they are well within the human ranges of height and weight. They share their elven parent's night vision, but have to sleep as much as a human.
HALFLINGS
Halflings seem to be harmless, good-natured folk, but they harbor hidden secrets. Most people assume that the name halfling refers to their stature, but only a handful know the truth. Halflings were once creatures who could pass freely between Aebrynis and the Spirit World. In the early years of the Anuire Empire a darkness arose in the Spirit World (now called the Shadow World) and halflings made Aebrynis their permanent home.
Halflings in Cerilia have little culture of their own. Instead, they've adopted the language, culture, and customs of the Big Folk around them, while keeping a few aspects of their own culture intact. They'll never take up arms against each other - halflings feel free to use weapons in the defense of their homes or families, but consider fisticuffs the only acceptable form of violence against other halflings.
The halflings aren't a numerous people, but they can be found almost anywhere humans live. Living in the shadow of their larger neighbors, halflings don't see the sense in a government larger than a small village or their extended family, and are happy to count themselves citizens of whatever human land surrounds them. It's not unusual to find a handful of halfling farmers near a human village, or a neighborhood of halfling craftsmen in a larger town. Nor is it unusual to see halflings walking the streets of a human city, mimicking the lives of the humans around them, or playing courtier in an elven court.
Cerilian halflings stand about 3'6" tall and resemble small humans. They tend to be plump, and are fond of creature comforts. Halflings can pierce the barrier that separates Cerilia from the Shadow Land by concentrating. This allows them to detect evil, detect undead, or detect necromantic magic with a high degree of reliability. Exceptional halflings can develop this ability to allow them to enter and exit the shadow world in places where the barriers between worlds are thin. Halflings avoid revealing these abilities to people they don't trust.
HUMANS
Humans are the most common race in Cerilia and inhabit every part of the continent. The humans of Cerilia are traditionally divided into five nationalities or cultures: Anuireans, Brechts, Khinasi, Rjurik, and Vos.

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Pronounced an-WEER-ee-an
Anuireans look like Western Europeans and Basques. They have a culture that is a lot like England and France of the late 14th Century, so they are the most recognizable. Anuireans are a deeply religious people who are fervent about their faith. However, over the years there has been many disputations of doctrine, new faiths had started, and many schisms have split the Anuireans over religion dozens of times. The Anuirean patron is Haelyn.
Anuireans typically have Feudal Governments and every realm's ruler is given a Feudal Title. Titles include: Count, Baron, Earl, Thane, Duke, Archduke, Prince, and King. There are exceptions within Anuire, but these appear frequently (Archduke Beoruine and Prince Avan, for example). Anuireans typically live in the land of Anuire, which occupies the southwestern Quadrant. During the Empire's Height, Anuireans have started many colonies in Aduria and Arkydria.
Pronounced BREKT -- it's one syllable.
Brechts look like Central Europeans with their appearances strongly resembling the Germans and Austrians. They have a culture that is like the Hanseatic League, and it has been built through trade. The Brechts have been stereotyped to be a race of traders and swindlers. The last is certainly not true among all Brechts as Sera -- their patron Goddess -- is a goddess of karma.
Brechts live in kingdoms, although like the Hanseatic League, many of the Brecht rulers are merchant princes. Others retain their Anuirean impact on their culture and rule as Count over larger realms (like Danig is). The Brechts are an energetic people, full of energy and life. That is why many of them use the rapier and foil in their battles.
Pronounced kih-NAH-see
Khinasi have the appearance of Western Africans, specifically Moors during the Moorish occupation of Spain. Many of them put scars on their faces creating little dots that are blacker on their skin. The Khinasi have a culture that resembles Medieval Persia -- the kind of culture you see when you watch a film like Kismet or Sinbad and the Seven Seas. The Khinasi have been stereotyped by the Anuireans for being scholars that hide their faces in scrolls. This is not true of all Khinasi, of course. The Khinasi are as deeply religious as the Whites to the west.
The Khinasi realms are all ruled as kingdoms. Some are theocracies (such as Airya) and others are magiocracies (such as Sendoure). None of the Khinasi adopted anything of Anuirean culture, but the Anuireans are regarded highly.
Pronounced ree-you-rik
The Rjurik people have the appearance of Northern Europeans, particularly they look like Scandinavians and Danes, but typically they all speak in an accent when speaking Anuirean (and using English as a stand-in, it sounds like English with a Scottish accent). The Rjurik are a people who inhabit the taiga and highlands of northwestern Cerilia. They're a tall, broad-shouldered people with blond or red hair and fair complexions. Both men and women wear their hair in long braids. The Rjurik are stubborn individualists who don't swear fealty to anyone besides their own kin; the family is most important part of Rjurik life.
Most Rjurik follow the god Erik, old father of the forests, and druids are revered throughout Rjurik society as teachers, leaders, and advisers. Common Rjurik have a deep respect and love for Cerilia's wilds, and carefully avoid over-hunting or clearing virgin forest.
Living in the wind-swept land north of Anuire, the Rjurik make their living by hunting across the hills and moors of their territory. The Rjurik rely on individuality to see them through, yet they also place a strong bond on the clan. They are nomads in the summer, but return to their halls at first snowfall, there to keep the cold at bay with feasts and roaring fires in the mammoth hearths. They venture out into the cold in hunting parties, replenishing their larders as necessary. Because of the harshness of the landscape and the ever-present danger of monsters, the Rjurik almost never travel alone.
The Rjurik themselves are a hardy race of foresters, hunters, and warriors. Their jarldoms and clan-holds are scattered along the forbidding coasts of the Mhiere Rhuann and the icy Thaelasian passage, although a few small holds can be found as far east as the Krakennauricht. The Rjurik are a free-minded people who place little importance on titles or rulers; a Rjurik jarl reigns by the consent of his folk and can be replaced if they don't like the way he's doing his job.
In a historical context, the Rjurik are an amalgamation of that of the Nordic Vikings and the mythic Celts. Rjurik technology is not particularly advanced and can be viewed as roughly equivalent to the technologies of the Middle Age cultures.
Pronounced VAHS
The people of the Vos resemble the Russian people with either light or strong influence from the Huns and Mongols. They are a barbaric race from the cold mountains and forests of northeastern Cerilia. Male warriors are fond of shaving their heads and wearing long, drooping mustaches.
The Vos have a rigid code of face and honor that demands blood for even unintentional insults. Their leaders are war-chieftains known as tsarevos, advised by the priests of the grim Vos gods. Almost all Vos men are warriors and hunters ? any other profession is considered unmanly. Vos women are greatly limited in their freedom by custom, although a few women have succeeded as warriors or tsarevas.
The Vos are by far the most brutal and misunderstood of the humans. They live in the area of Cerilia known to geographers as Vosgaard, but to its neighbors as the Land of Darkness, the Brutal Lands, or the Lands of Midnight Sun. It's populated heavily by humanoids and monsters. The gods of the Vos are harsh and evil, and the Vos themselves have a reputation for being nearly as cruel as the humanoids they hunt.
Though all these things are true of the Vos, there's also something about them that most people don't take into account: The Vos live in the harshest part of Cerilia, surrounded by inhuman creatures. Though they once worshiped the god of the moon and magic, they've found little solace in his teachings. Small wonder, then, that they turned to gods more suited to their land, gods of cold and rage.
The code of courage and violent tendencies of Vos warriors and rulers have made north-eastern Cerilia a battlefield for the settling of their differences and feuds. The Vos hold "weaker" cultures in contempt and view the other peoples of Cerilia as potential slaves or enemies, but they absolutely hate each other. Travelers in Vosgaard should go to great lengths to avoid associating themselves with any particular chieftain or baronet. It's dangerous for the Vos to take sides, even by placing oneself under a chieftain's protection.
In a historical context, the Vos are most similar to the ancient Mongols or Huns. Vos technology is the least advanced of the human cultures and can be viewed as roughly equivalent to the technologies of the Dark Age cultures. There is no written version to the Vos language and only those that speak another language are literate.

Orfamay Quest |

Oh then im totally lost and need help :)
I'm sure Elton will be happy to provide you with all the help you can use. When you've had all the useful help that's available, I will see what other kinds I can provide. ;-)
First bit of advice -- think about an AWESOME character you'd like to play. Bearing in mind that you will literally be commanding armies if you so choose, or sitting in the center of a web of international intrigue, what would you like to do?

Orfamay Quest |

tdunn1989 wrote:Oh then im totally lost and need help :)I have someone working on Character creation guidelines right now.
Orfamay, can you do a Bloodline guide?
I'll get on it. Might take me a bit as I start a three-day business trip tomorrow, but what else is there to do in a hotel bedroom?
Am I permitted to crib from the Birthright wiki?

Orfamay Quest |

tdunn1989 wrote:Oh then im totally lost and need help :)I have someone working on Character creation guidelines right now.
Orfamay, can you do a Bloodline guide?
Preliminary version, longer version to follow.
In the beginning was the Blood, and the Blood was from the Gods, and the Blood was the Gods.
A key aspect of the Birthright universe is based on the Fisher King legends, the idea that there is a direct connection between the ruler and the lands he rules. Both draw their power from each other, both strengthen each other, and just as a ruler chooses to rule his realm,... so does the realm choose who it will be ruled by.
This connection takes the form of a Bloodline.
As with all good mythical worlds, we start with the Old Gods. There were seven of them, of which six were good and one the inevitable evil god, who equally inevitably betrayed creation and brought fear and shadow upon the whole of the world. The good gods and their servants and champions did battle against the evil god, his servants, and his champion, until at the end the whole pantheon was itself destroyed.
Although the gods themselves were destroyed, their power remained. From their champions (both good and evil) arose new gods, mirroring and replacing the old ones. For example, Anduiras, patron god of the Anduirans and god of war and nobility, fell, but his much of his essence was absorbed by his champion and paladin Haelyn, now lord of justice, chivalry, and righteous war. Brenna, goddess of fortune, fell, but was replaced by Sara, her champion. And so forth. Even the evil god Azrai was replaced by two new gods, Kriesha and Belenik.
But in addition to the new gods, many of the people at this battle also absorbed some of the divine essence, depending upon who they best mirrored. Michael Roele, brother to Haelyn, for instance, absorbed much of the essence of Anduiras, and though he remained mortal, the divine spark in his blood later enabled him to forge the greatest empire the world has ever seen. His children and his children's children have inherited some of his blood, mixing it both with the un-divine blood of ordinary mortals as well as the bloodlines of other of the Old Gods.
The characters in Birthright are typically all Blooded scions of some form or another, holders of at least a few drops of divine blood that allows them to rule and to tap into the powers of the lands they rule. Though wise rulership, conquest, and powerful magics, they may be able to strengthen or weaken their Bloodline score.
Bloodline rules
All Bloodlines are described in terms of three characteristics -- an overall classification, a source, and a numerical value. The classification ranges from "Tainted," the bare minimum to be blooded at all, through Minor, Major, Great, and finally True, reflecting a true and pure descent from the battle between the gods. (Such True bloodlines are extremely rare today, obviously). PCs will have at best Great bloodlines at the start, more likely Minor or Tainted.
The source of a bloodline is one of the seven gods who perished at the battle. These sources are:
* Anduiras -- the god of nobility and war,
* Reynir -- god of the forests,
* Brenna --goddess of commerce and fortune,
* Vorynn -- god of magic and the moon
* Masela -- goddess of the seas
* Basaia -- goddess of reason and the sun
* Azrai -- god of shadow
Having a bloodline of a particular sort may give you abilities related to that god; for example, a person with a Maselan bloodline may be able to walk on water, or to avoid getting lost at sea, while a person with a Reynir bloodline might be able to avoid getting lost in a forest.
The numerical rating is a more precise measure of your Bloodline strength and acts, among other ways, as a cap on the amount of magical power you can collect from your land and use. One of the reasons that the empire fell at Roele's death is because no one had his bloodline strength to hold it together.
Bloodline powers
... is a huge list, that can be filled in later. If you need it right now, look up "Blood abilities" on Birthright.net.
Generating Bloodline
As per DM Elton's instructions, there are two ways to generate bloodline scores for the game.
The simplest method is just to buy Bloodline as a 7th attribute; for example spending 0 points will give you a 10, 5 points will give you a 14, etc., just as it would for Wisdom. You then double this attribute to get your actual Bloodline score, so you would have a Bloodline score of 28.
Alternatively, you can generate a random bloodline as follows:
1) Roll a d20, then roll additional dice to generate a bloodline score.
1-5: score is equal to 4d4.
6-10: score is equal to 5d6
10-15: score is equal to 8d6
16-20: score is equal to 8d8
For example, I roll a 1d20 ⇒ 16, which is an awesome roll. This then lets me roll my actual score with 8d8 ⇒ (2, 6, 7, 2, 7, 8, 4, 1) = 37.
(Which is two points better than I rolled on the previous thread. Hey, GM Elton, can I pretty-please keep this score after all this writing I be doing?)
You choose your bloodline source as you see fit, ideally something that either fits your character concept (Anduiras for a paladin) or something that makes an interesting character concept (Azrai for a paladin who is struggling against his own nature).
The classification in this case is based on the level of your bloodline score.
Score < 20, you have a Tainted bloodline derived from a ancient god that was killed at Mount Deismaar.
Benefit: Roll a 1d20, a roll of 20 means 1 minor blood ability.
Score 20-35, you have a Minor Bloodline.
Benefit: you gain 1d4 minor blood abilities.
Score 36-50, you have a Major Bloodline .
Benefit: You gain 1d4 minor blood abilities, and 1d4 major blood abilities.
Score 51-99, you have a legacy that is Great.
Benefit: You gain 1d4 minor blood abilities, 1d4 major blood abilities, and 1 Great ability.
Above this (100+), you have a True Bloodline, a legacy as great as Roele. (Yeah, right. This isn't happening.)
Benefit: you gain 1d4 great abilities, and probably Bloodform (if not of Azrai).
So my character would have a Major bloodline, and 1d4 ⇒ 1 minor abilities and 1d4 ⇒ 3 major abilities, which I would either go to Birthright.net to figure out, or I would wait until later because it's getting late and I need to be in DC tomorrow.....

tdunn1989 |

Alright Gm I have character and Realm Concept please help with specifics and gearing
Character Concept
Gaius Rakorthii (Ra-Kor-the-i)
Level 2 Cavalier (Order of the Dragon)
Realm Concept
Gaius has seen the injustice of the world towards his people as well as the the war torn land of Anuire and has placed a vow upon himself to change this with the help of his people of like mind.
Every male who wishes citizenship must serve a term of 20 years in the military. Full rights of the Citizen are bestowed upon the completion of their tour of duty with all dues paid.
(This is based loosely on Rome and majorly influenced by a realm I have been working on for years so h=very dear to my heart)

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Alright Gm I have character and Realm Concept please help with specifics and gearing
** spoiler omitted **
Oh boy. Giaus will work, but you need to change the last name to an Anuirean name.
Adaere, Aedric, Aeric, Agelmore, Anphelan, Ansen, Anuvier, Arlen, Arvuor, Bannier, Blaede, Boeric, Brosen, Caelan, Caern, Colier, Carel, Carilon, Coradan, Daene, Dietric, Droene, Duraend, Elamien, Eldried, Foerde, Friemen, Gaelin, Gavin, Hadrien, Halmied, Landen, Liemen, Moerel, Moergan, Mourde, Noelen, Norvien, Oeren, Oervel, Onwen, Parniel, Pierden, Raesene, Raenwe, Riegon, Ruinil, Ruormad, Shaemes, Shaene, Stiele, Tannen, Torele, Trevan, Vaesil, Vordhuine.
Which Realm are you taking?

tdunn1989 |

Gm I did have a question on how would our characters come into being? As I read it the rulers of each realm are already in place are we merely replacing them or are we merely one of the peoples who descended from the blood of the fallen gods and now are seeking ruler ship? I only ask so I can design Gaius' backstory better.

Orfamay Quest |

Quote:Wow Elton I see your name everywhere on here :)I can't possibly know what you mean. . .
Probably all those records you cut back in the day. Goodbye Yellow Brick Road, Captain Fantastic,... I mean, I can hardly listen to classic rock without seeing your name come up on the little radio information bar. <evil grin>

Orfamay Quest |

Blatantly copied from this thread (and many thanks to Aubheroene for prepping it):
This is the list of minor bloodline abilities. You need to know what derivation bloodline you have. Some abilities are different by derivation, and some are limited to certain bloodlines. This is the list of bloodline derivations: Andurias (An), Azrai, (Az) Brenna (Br), Basaia (Ba), Masela (Ma), Reynir (Re), and Vorynn (Vo). If an ability can be selected by a derivation, it will be included in the list after the name of the ability. An ability that is not limited by derivation will be listed as (All). They all count as spell-like abilities that can be used according to the text, but they are unique to spells.
Alertness (Ba, Br, Re, Az) -- Gain the Alertness feat for free (wow).
Animal Affinity (All) -- If of Andurias your affinity is to lions; If of Reynir, your affinity is to wolves; if of Masela the dolphin; if of Brenna, the cat; if of Vorynn, the lion; and if of Basaia, the Eagle; and if of Azrai, the Serpent. you can use this 1/day if minor, if Major 2/day, and if Great 3/day
Blood History (Br, Ma, Vo) -- you have the memories of your Ancestors. You can use this at will.
Bloodmark (All) -- you get a birthmark obviously distinguishing you as having a bloodline.
Courage (An) -- You are courageous in battle and gain a bonus against the effects of fear. minor: +2 bonus to only yourself, Major: the +2 bonus is extended to your allies within ten feet. This is a constant, passive ability.
Detect Lie (An, Ba, Br, Ma, Re, Vo) -- This is essentially the spell Discern Lies. you can use the spell as a spell-like ability 1/day.
Detect Illusion (Az, Ba, Br, Ma, Re, Vo) -- Operates like Detect Magic, but only works with Illusions. Can be used at will.
Direction Sense (Ma, Re) -- This is essentially the psionic power know direction and location. You can use this as a psi-like ability 1/day.
Enhanced Sense (All) -- Andurias scions gain the spell-like ability detect evil 3/day. Azrai scions gain Low Light Vision. Basaia's scions gain Eagle Sight and can spot detail in distances 10 times better than any human. Brenna's scions gain Darkvision and better hearing. Masela's scions have sight that is not hindered by fog, snow, rain, wind, or some other weather obscurement, and his hearing are not hampered by howling wind or driving rain. Reynir's scions gain the Tracking ability common to Rangers. Also, they are surprised in the wilderness only on a roll of 1. Vorynn's scions gain Augury as a spell-like ability 1/day. As a major ability, Augury is replaced by the psi-like ability Danger Sense, a constant passive ability that trips when ever he is in danger.
Healing (An, Ba, Re) -- Gain Cure Light Wounds as a spell like ability usable 3/day.
Heightened Ability (An, Az, Ba, Br, Re, Vo) -- Gain +2 to a certain ability score. Andurias -- Charisma or Strength; Basaia -- Intelligence; Brenna -- Dexterity; Reynir -- Constitution; Vorynn -- Wisdom; Azrai -- Charisma or Intelligence.
Iron Will (An, Az, Re) -- Gain the Iron Will feat for free.
Poison Sense (Az, Re) -- Gain Detect Poison as a spell like ability to be used 3/day.
Resistance (All) -- Gain Spell Resistance against certain types of spells equal to 12. Andurias: SR 12/Enchantment school; Azrai: 12/Necromancy and negative levels; Basaia: 12/Fire school and light based attacks. Brenna: 12/Transmutation school; Masela: 12/Water school and has Water Breathing as a constant ability; Reynir: Gains protection from the Elements as a spell-like Ability 1/day. Vorynn: 12/Evocation school.
Unreadable Thoughts (All) -- Gain the psi-like ability Conceal Thoughts to use at will.
N.b. I'm not sure what source he uses for this material or what source Elton plans to use; this list, Birthright.net and the (print) BRCS all differ slightly. For example, this list and BRCS list Unreadable Thoughts as a minor power (with different mechanics), Birthright.net lists it as a major power.

Aubheroene |
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As requested by GM Elton, please find behind the spoiler a step-by-step guide for character creation. Each change from Pathfinder has a link to the appropriate rules. There is a bit of rolling, so there is a template at the bottom to cut-and-paste for your rolls in the Recruitment thread. Welcome to the game.
2. If you don’t like your above bloodline rolls, point buy SEVEN stats with 30 points. The stats are: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Blood score (if playing a scion). Double your blood score and this will be your Bloodline score.
3. Choose two traits. Equivalents from Humans of Golarion: Anuireans are equal to Taldans; Brechts have no equals but traits revolve around Trade; Khinasi are equal to the Keleshites; the Rjuriks are equal to the Ulfens; and the Vos are equal to the Varisians. Elves use Elves of Golarion to determine their traits; and almost so on (Halflings use the APG and ARG).
4. As a bonus, regents get a bloodline feat. On the Recruitment thread, roll for the number of bloodline abilities. Select your bloodline abilies from here.
5. Regents must spend their 1st-level feat on the Regency of Holding in order to collect Regency from one type of holding in addition to provinces. The type of holding depends on your character class. This is to prevent rampant multi-classing.
6. Human regents may select the Leadership feat at level 1 as their bonus feat. The PrC Scion (found on Birthright.net) and can raise your score. Leadership feat has also been modified.
7. Regents get bodyguards. On the Recruitment thread, roll for the number of bodyguards and their type. Martial and hybrid martial characters get 4d6+10 for the number and roll d100 for bodyguard type: 01-40% Heavy Infantry, 41-60% Medium Cavalry, 61-90% Archers, and 91-00% Knights. Otherwise, roll 2d6+5 for the number and d100 for type: 01-20% Archers, 21-35% Cavalry, 36-65% Infantry, 66-80% Irregulars, 81-95% Pikemen, 96-99% Scouts, and 00% Elite Infantry.
8. Spell-casting regents receive 1d3 Realm Spells; roll on the recruitment thread. From then on, your realm spells have to be researched using the Research domain action. Select your Realm spells from here.
9. There are four new skills: Administrate, Knowledge (law), Lead, and Warcraft. There are also a couple new uses for existing skills. Check with GM if it is a class skill for you.
10. There is no Common language. You start with your racial language. Additional languages are here.
11. Equipment: regents receive 20 times the standard starting wealth for personal funds. Roll on the recruitment thread. As for items, Anuireans, Brechts, Khinasi, the Elves, and the Dwarves are the equivalent of Renaissance culture. As for the Rjurik and Orogs -- they represent Middle Ages culture. Finally the Vos, the goblins, and the beastmen (Gnolls) are considered to be in the Dark Ages.
Weapons changes:
Claymore (greatsword) -- Rjurik greatsword.
Cutlass -- Popular among sea-farers.
Crossbow -- Critical threat is 18-20 because of their penetration power.
Rapier -- popular among the Brechts.
Saber (scimitar) -- favored weapon of Khinasi for those Dancing Dervishs
Mounts:
Varsk -- A lizard with fur all over it, big enough to ride. A trained Varsk costs 250 gp, and an exceptional animal might cost twice that much.
12. Background. Please integrate your character’s background into the published history of their domain. Find your published domain's story on this page.
To summarize all of your rolls, after you receive character and domain approval from the GM:
[dice=Bloodline strength]1d20
[dice=Bloodline score]
[dice=Number of Bloodline abilities]
[dice=Number of bodyguards]
[dice=Type of bodyguards]1d100
[dice=Starting Realm spells]1d3
[dice=Starting personal funds]*20

tdunn1989 |

Gm I should ask which skills will be class skills for the Cavalier
this half elf is hurting lol
so 1st level must take Regency of holding check
are third level characters allowed to take leadership or do we have to take it at 7th
Bodyguards
4d6 + 10 ⇒ (4, 3, 1, 2) + 10 = 20
Bodyguard type
1d100 ⇒ 45 Dang was hoping for heavy infantry or pikes lol
anyways I will have something up by tonight I've been reading thinking of how to ascend to the throne any ideas?

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Okay. I'm just getting the document ready. Any new skill that is a class skill for a fighter is a class skill for a fighter.
There is a variant rule we are using that allows you to take Leadership early before level 7. It allows you have bodyguards (I'm having a tough time finding it).
As for your question: see if you can download a copy of Player Secrets of Roesone; that should spark some interesting ideas.