1. AD&D 2nd Edition Birthright Campaign Setting Series by L. Richard Baker III
  2. Books & Resources
  3. Index of /public/Books/ & Dragons/AD&D 2nd Edition/Birthright/
  4. AD&D Birthright - Core - Rulebook

Birthright Campaign, , MB. Birthright, , MB. Blood Enemies, Abominations of . Based on and including BIRTHRIGHT material created by Rich Baker, Colin McComb, Jean AD&D product Ruins of Empire as having a Great Anduiras. Index of /public/Books/ & Dragons/AD&D 2nd Edition/ Birthright/../ Birthright Campaign Sep 76M Birthright.

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Ad&d Birthright Pdf

AD&D Birthright - Core - Rulebook - Download as PDF File .pdf), Text File .txt) or read online. AD&D Birthright - Core - Rulebook. Hi everybody, Greetings from Spain. I just wanted to mention that the PDF of the Birthright Campaign Setting is available on as. official Dungeon and Dragons website for the Birthright roleplaying setting. A new Dwarven race: The Avanaà · Anuire Map PDF editable province values.

Below are a collection of netbooks and user created resources that are free for use. NOTE: All the files below are in zip format and require a decompressing program. If you have no such program installed, you can use WinZip. Downloads Al Qadim Netbook. Alcohol, The Complete Guide To. Armour, The Netbook of. Bard Songs, Netbook. Birthright Netbook. Books, Netbook of. An interesting addition to the "Complete Guide" world. Character Flaws 3rd Edition. Character Sheets, 3rd Edition.

Dark Sun Net Handbook. Demons, The Complete Netbook of. Includes the lands description, important npcs, and much more. Dungeon Master Screen, 3rd Edition. Elemental Netbook, The Great; Part 1. Elemental Netbook, The Great; Part 2.

Equipment List, The Great Excel. Equipment List, The Great Net.

AD&D 2nd Edition Birthright Campaign Setting Series by L. Richard Baker III

Herbs, The Complete Guide To. Take a look at this fantastic "Complete Guide. Hovering on Death's Door. Hygiene, The Complete Guide To. Infernus Chapter 1 , Realm of. Nice collection and put together very well.

Infernus Chapter 2 , Classes of. Infernus Chapter 3 , Races of. Infernus Chapter 4 , Artifacts of. Infernus Chapter 5 , Elders of. Infernus Chapter 6 , Elderkin of.

Infernus Chapter 7 , Infernal Denizens of. Magical Blades, The Gallery of. Magick, Net Tome of.. Great if you are trying to think-up some good NPCs.


Nik Nak Handbook, The Complete. The Complete Nik Nak Handbook has a ton of little tid-bits that other manuals tend to ignore. NPC Handbook Vol. A huge collection of NPC warriors. This resource is great for any DM that needs some quick characters to spice up a plot. Planescape Net Handbook.

Check out this handbook for some answers to the planes kits, classes, etc. Poisons, Net Book of. Nice resource, although the details of many of the poisons are left out.

Books & Resources

Poisons, The Complete Guide to. Conceptually similar to the Hanseatic League. Khinasi is in the southeast of Cerilia and the warmest region of the continent. It has arid plains, rugged mountains, many islands, and deserts.

Index of /public/Books/ & Dragons/AD&D 2nd Edition/Birthright/

The people are seafarers and less fearful of magic than other areas. It is conceptually similar to Moorish Spain and Arabia. Vosgaard is located in the northeast of Cerilia and is also known as the Heartless Wastes. The land is frigid, unforgiving and populated by some of the most dangerous creatures on the continent. The prevailing culture is conceptually similar to the Rus. History[ edit ] Cerilia was originally inhabited by the elves, dwarves, and goblins.

Fleeing the corruption of Aduria by the dark god Azrai, human tribes settled Cerilia. At first contact between the elves and humans was peaceful, but conflict soon arose as the human population expanded into elven lands.

After years of manipulation and machination Azrai's armies marched on Cerilia. On his side were his Adurian minions, the Vos a human tribe he had corrupted , and the elves, bitter from their wars with humanity. The human tribes and their patron gods met him in battle at Mount Deismaar, located on the landbridge between Aduria and Cerilia.

The elves realized they had been tricked by Azrai and most switched sides. As their armies fought on the slopes of the mountain, the gods themselves met in battle.

The other gods were only able to defeat Azrai by sacrificing themselves. In a colossal explosion, they destroyed themselves and Azrai. Mount Deismaar and the land bridge were destroyed. The power of the gods was not wasted, however. It shot out and entered those present at the battle. The champions of the gods, those closest in ideal and virtue to their patron as well as physical proximity at the time of the cataclysm, received the most power. They became gods themselves, a new pantheon that would replace the old.

Other combatants also received some of the divine power of the gods. On the battlefield it did not take them long to realize that this power was in their blood, and could be stolen. A scion, as one of the divine blood is called, could have his blood strength stolen if killed by a blow piercing his heart. The divine gifts of the scions make them able leaders. They form a connection to their people and land, drawing strength from them.

And in times of need returning that strength and perform great deeds. They also can have a variety of other divine powers, such as long life, the ability to detect poison or project a divine aura, depending upon their bloodline strength and the god it was derived from.

Those who find themselves with the blood of Azrai often become powerful abominations, or awnsheghlien. Corrupted by their dark blood, their bodies twist to reflect their inner corruption. Many of the major villains and monsters are awnsheghlien. Examples include the Gorgon stone-skinned with a petrifying gaze, perhaps the strongest creature in Cerilia , the Sphinx an insane half-cat lover of riddles , the Spider once a goblin-king who fought at Deismaar , and the Vampire once a young hero who killed a blood abomination named the Sinister and thus became corrupted himself.

Domain level of play[ edit ] Because bloodlines allow scions to collect regency the Birthright campaign includes a set of rules for players to participate in the "domain level" of play. That is, their characters can control various types of large-scale organizations.

Those who rule such organizations are called regents. They are able to use the power they gain in the form of regency to manipulate events in and around their domain. Domains are made up of provinces and holdings. Provinces are the basic political unit of the domain level. They represent the actual land, population and natural environment of a domain.

AD&D Birthright - Core - Rulebook

There are four types of holdings; law, temples, guilds and sources. Law holdings represent the legal authority of regents in the province while temples and guild holdings are the religious and economic aspects of a province. Source holdings represent the magical energy contained by the natural environment of a province.

Both provinces and holdings are described using levels. The size and shape of provinces varies significantly in the published materials, but they average roughly thirty to forty miles across. Provinces have a population level a number from that has several effects on play. Regents collect regency RP based on the population levels of the provinces they control, and the population level determines the maximum level of law, temple and guild holdings in that province.

As regents, player characters can perform domain actions. Domain actions are month-long activities that have a wide range of effects. Increasing population, creating holdings, waging war, diplomacy, trade and dealing with random events are all possible domain actions. Regents can also choose to build castles, muster troops, issue decrees, establish treaties, etc. Both priest and wizard characters are able to utilize their holdings temples and sources, respectively to cast realm spells.

Realm spells are large-scale magic that can affect entire provinces. They are often costly both in terms of gold and regency. Another area of spell casting unique to Birthright is called War Magic, and uses War Cards in large-scale battles. However, there are some differences between the races presented in Birthright and those in other campaign settings or in the core rules.

Also, non-human races do not have the variations that they do in other settings.

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