Jonathan Picklesimer
01-08-1997, 05:33 PM
On Tue, 7 Jan 1997 drith@icon.co.za wrote:
> I'm new to this list ... amf I have never seen any Birthright rules only the
> pictures the setting.
>
> Can any of you tell me more about the setting, how the rules differ from the
> other settings/AD&D. I have played Ravenloft and FR, but DM Dark Sun. And as
> DS is the only setting that I own,and has been stopped by dear TSR, I was
> thinking of getting into another setting...
>
Well now, I thought that I would post my thoughts on Birthright to the
list so that everybody can add their 2GBs worth, too.
Birthright is a setting where you can do almost anything. If you want to
run some straight forward typical D&D type adventures in this world, you
can find tons of things for "ordinary" adenturers to pursue. There are
plenty of powerful people and enough conflicting intrests to keep this
type of group happy for a LONG time.
However, the real strenght of Birthright lies in its emphasis on
statecraft. This setting is designed to allow PCs to be far more than an
"ordinary" adventurer. The rules of the game are intended to allow
characters to become involved with the shaping of their contry's,
temple's, guild's, or continent's future. The game provides rules which
allow you to simulate the powers, both implicit or explicit that a ruler
has in political, economic, and religious matters. Cerillia, the
continent which the Birthright setting focuses on, is a complex web of
power and influence that only the bravest leaders dare to navigate, and
only the smart, strong, sly, cunning, and devious survive!
The rulers on Cerillia, collectively refered to as regents, derive their
power and abilities to rule from the old gods who destroyed themselves in
a titanic, continent encompassing battle of good versus evil. The
remaining essence of these gods were fused into the blood of the people
at the battle and some gained a divine bloodline which gives them the
birthright for and often to leadership. The powers of the old gods often
manifest themselves in powerful, and often subtle, ways which grant the
scions of the bloodline extra abilities to help them rule. In return,
theses scions use this power, in theory, to rule their land with wisdom,
and honor to promote the development of a powerful realm.
Not everyone at Desimaar received a bloodline from the gods.
Unfortunately, some one say, those that did gain a bloodline were not
always kindly blessed. Some inherited bloodlines from the evil god
Azrai. Those with exceedingly powerful bloodlines were transformed into
awnsheighlen. Awnsheigh is an elven word meaning, basically, "bad
blood." These evil creatures exhibit power and abilities beyond
comprehension to most and weild an incredible amount of political,
economic, and sometimes religious influence. Do not take these evil
regents lightly, for those who do, wind up dead - or worse.
Well, that is about all I have to say in way of introduction to the world.
Jonathan
> I'm new to this list ... amf I have never seen any Birthright rules only the
> pictures the setting.
>
> Can any of you tell me more about the setting, how the rules differ from the
> other settings/AD&D. I have played Ravenloft and FR, but DM Dark Sun. And as
> DS is the only setting that I own,and has been stopped by dear TSR, I was
> thinking of getting into another setting...
>
Well now, I thought that I would post my thoughts on Birthright to the
list so that everybody can add their 2GBs worth, too.
Birthright is a setting where you can do almost anything. If you want to
run some straight forward typical D&D type adventures in this world, you
can find tons of things for "ordinary" adenturers to pursue. There are
plenty of powerful people and enough conflicting intrests to keep this
type of group happy for a LONG time.
However, the real strenght of Birthright lies in its emphasis on
statecraft. This setting is designed to allow PCs to be far more than an
"ordinary" adventurer. The rules of the game are intended to allow
characters to become involved with the shaping of their contry's,
temple's, guild's, or continent's future. The game provides rules which
allow you to simulate the powers, both implicit or explicit that a ruler
has in political, economic, and religious matters. Cerillia, the
continent which the Birthright setting focuses on, is a complex web of
power and influence that only the bravest leaders dare to navigate, and
only the smart, strong, sly, cunning, and devious survive!
The rulers on Cerillia, collectively refered to as regents, derive their
power and abilities to rule from the old gods who destroyed themselves in
a titanic, continent encompassing battle of good versus evil. The
remaining essence of these gods were fused into the blood of the people
at the battle and some gained a divine bloodline which gives them the
birthright for and often to leadership. The powers of the old gods often
manifest themselves in powerful, and often subtle, ways which grant the
scions of the bloodline extra abilities to help them rule. In return,
theses scions use this power, in theory, to rule their land with wisdom,
and honor to promote the development of a powerful realm.
Not everyone at Desimaar received a bloodline from the gods.
Unfortunately, some one say, those that did gain a bloodline were not
always kindly blessed. Some inherited bloodlines from the evil god
Azrai. Those with exceedingly powerful bloodlines were transformed into
awnsheighlen. Awnsheigh is an elven word meaning, basically, "bad
blood." These evil creatures exhibit power and abilities beyond
comprehension to most and weild an incredible amount of political,
economic, and sometimes religious influence. Do not take these evil
regents lightly, for those who do, wind up dead - or worse.
Well, that is about all I have to say in way of introduction to the world.
Jonathan