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Meanwhile, new Gods have popped up and have signed a big old "NO SETTING FOOT ON THE MORTAL WORLD BECAUSE IT'LL BLOW UP"-contract, and while the Shadow is mostly gone, his children are. Alternately a character can willingly cede his bloodline to another and, if I recall correctly, they're also passed to children the usual way. These godblooded characters are a cut above average, and can "steal" bloodlines and bloodline powers from each other by offing a character with a stab right through the heart.
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The survivors of the battle were juiced full of divine energy, either from Gods or from the Shadows. At one point, the Gods themselves joined the battle against the Shadow when shit got REAL, but unfortunately so much divine power in one place literally made the gods, the Shadow and a large chunk of the world go up in smoke. Part of the background fluff is the struggle with the Shadow, an ancient elder god of darkness who's haunted humanity since the dawn of time pretty much. So what do you need to know when going into Birthright? Well, you need to know that this setting is part goddamn This is likely where I'll give a rundown of any relevant states that don't pop up in the Atlas/Rulebook and elaborate a bit more on the ones that do. Jesus Christ all the murdering going on, Birthright does not fuck aroundĪnd the awkwardly named "Ruins of Empire," this is a part fluff, part crunch book that focuses mostly on explaining the individual kingdoms and realms that already exist. The Rulebook! This is where we have all the crunch, once we get here I'll give a quick run-down of the relevant 2nd edition rules whenever the numbers come up, just so it's not a meaningless litany of groggy number-crunching for anyone who's not familiar with the system. It contains the major races, locations and the setting history. The Atlas of Cerilia! Cerilia is the campaign world, and the Atlas is a general fluffy intro. Yep more dudes getting cut the fuck apart So what do we have to go through, here? We've got. Plenty of kingdoms, however, are set up to be player-rulable, either from the start of the game or as ones they might attain power over later.
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It was expected that you'd start blowing all your shitloads of gold on building a castle, raising an army and becoming not just an adventuring force, but also a political force.īirthright, as we're going to see, is very much about rulers and kings and running kingdoms, though not all are high-level characters. Wizards and psionics got apprentices, clerics set up churches and cathedrals full of monks and priests, and warriors attracted somewhere in the neighbourhood of a couple hundred badass armed dudes. See, back in the Good Old Days(not to grog it up too hard), players were expected to settle down around 9th level, called the "Lord" level by some, because then they were badass and famous enough to start attracting followers. The best PHB cover in the history of D&D, just fucking look at them! It was also relatively true to the Birthright setting and its gameplay/concept. The engine for the dungeon crawls wasn't great, but for its time, it was certainly awesome. Some were strikes against enemy fortresses, some were just plain dungeon crawls, and all of them were pretty rad, letting you level up your ruler, learn new Realm spells if he/she was a caster or acquire artifacts powerful enough to have effects on the strategic map. You played as the ruler of a kingdom and every turn, besides raising armies, casting huge "Realm" spells and expanding your nets of influence, you could go adventuring in old ruins and stuff. It was surprisingly popular for a period, though, and was one of the settings to actually get a videogame of its own.Īnd it was actually pretty good, being part TBS, part RPG. A forgotten relic of gaming posted by PurpleXVI Original SA postīirthright, FUCK YEAH! Birthright's a leftover from the era of 2nd edition AD&D which, to the best of my knowledge, has neither been revived by whoever(if anyone) owns the rights or by fans.