Birthright Campaign Setting 5e

A D&D 5e Conversion Document
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Requires the use of the Birthright Campaign Setting Boxed Set for AD&D 2e
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compiled by Fausto Passarelli
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last update 15/03/2024
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My Birthright Campaign

Introduction

Dark clouds gather over the war-torn lands. Armies march to battle once again, answering the ancient call to arms. The banners of noble houses flutter raggedly before the onslaught; some will fall, but others will weather the storm. Across the ruined empires of Cerilia, the dogs of war are let loose. Somewhere on a muddy battlefield, a common man becomes a hero -and a hero becomes a king.

The BIRTHRIGHT campaign setting allows players to explore the grand scope of national politics as they guide their domains and influence the events of the continent of Cerilia on the world of Aebrynis. In this setting, the player characters are kings and nobles, prelates and guild-masters, great wizards and royal heralds. They're the leaders of their own kingdoms and domains, wielding the power to wage war or seek peace. At their command, armies march and kingdoms fall.

Most characters in the BIRTHRIGHT campaign are descended from heroes of old. These ancient heritages are called bloodlines. Scions of the bloodlines are gifted with abilities beyond those granted to the common folk of Cerilia, and over hundreds of years they've naturally risen to positions of power.

There is some quality of kingship, an aura or divine right, that calls to the ancient blood; most of Cerilia's rulers are blooded scions.

Bloodlines wax and wane in strength with the quality of a king's rule. Hundreds have been extinguished since the earthshaking wars that shaped modern Cerilia, while others have risen in prominence and power. There are also bloodlines of evil in Cerilia, descended from the forces of darkness that besieged the land in the dawn of history. These powerful adversaries are known as the awnsheghlien (aun-SHEY-lin), an Elven word meaning "Blood of Darkness."

There is far more to the BIRTHRIGHT campaign setting then political conflict. Cerilia is plagued by dangerous natural predators, bandits and pirates, tribes of humanoid marauders, and the dark forces of the awnsheghlien. Naturally, these perils are only a distant threat to people residing in the Anuirean heartland or in a Khinasi city-state, but wild mountains and deep forests - and their dangerous denizens - are no more than a few week's ride from even the most civilized parts of Cerilia.


As mentioned in the front page, this document requires the use of the Birthright Campaign Setting Boxed Set for AD&D 2e. Lore wise, make sure you and your players have access to and have read Book I - Atlas of Cerilia of the Boxed Set.

This conversion focuses on Part I: Birthright Characters and Part III: the Birthright Campaign of the Rulebook. I do not provide a conversion of Part II: Domains, as I believe those rules are a sort of mini-game that is mostly usable as written in Part II without any detailed conversion.

On a personal note, I also do not use such a codified domain management and warfare system, as I tend to handle such situations in a more conventional way, by roleplay and combat encounters.

Races

Cerilia is home to many different creatures that range from fierce goblins to graceful but dangerous elves. All races from the PHB are available for players, but only four of them are accepted and really have a place and their own kingdoms in the lands of Cerilia

The most common races in a Birthright Campaign are Humans, Elves, Half-elves, Dwarves, and Halflings. These races have lived on Cerilia for centuries, and have established many realms on its lands. We discuss these races in more detail in the following sections.

Dragonborn are almost unheard of, maybe a few specimens live in far-away mountain ranges, where they serve the few remaining dragons that still sleep in the deep and dark places of Cerilia.

Gnomes are fey creatures that rarely leave their enchanted forests, and are treated with superstition.

Half-orcs are the unfortunate offspring of violence, and they’re rarely welcome in any society. They mostly serve as travelling mercenaries, or try to hide their heritage when possible.

Tieflings are rare, unlucky souls born with the taint of the Shadow or other evil influence. Most people treat them as monsters, and attack them on sight or shun them. Aasimars fare slightly better, but are still seen as freaks of nature, and mostly avoided when their true identity is discovered.

Other more outlandish races from other sources (like Volo’s Guide to Monsters) find no place to call home among the civilized realms, and keep to the wilderness.

If you still choose to play one of these races, do keep in mind the challenges that await you during your adventuring career.

Dwarves

Dwarves lived in the mountain of Cerilia untold years before humans came to the land. Over time the dwarven holds elected a defensive strategy, fortifying their approaches and retreating to their cities under the mountains when threatened. Dwarves have a fierce hatred of orogs as a result of uncounted wars fought in the deeps under the earth.

The typical dwarf stands 4 to 4 ½ feet in height and has an exceptionally stocky build and thick, sturdy bones. Dwarves are creatures who derive from stone –they are true children of the mountains –and their bodies are twice as dense as other creatures. As a result, dwarves weigh as much as 250 to 300 pounds.

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 and are normally cropped short.

With regard to other races, Cerilian dwarves usually adhere to a friendly neutrality; thus they are on good terms with most other races, including the elves. They’re masterful craftsmen and traders; dwarven caravans roam from Anuire to Vos laden with their goods. Dwarven arms an armor are the best in Cerilia and it is not uncommon to see dwarves selling their services as mercenaries.


You can choose any of the subraces of dwarves present in the PHB (or in any other source the DM allows), but these dwarves do not consider themselves from a different “race”, simply from a different clan. Duergar are dwarves tainted by the Shadow, and many of them serve the Gorgon. Most cultures (including other dwarves) will treat them with suspicion or outright violence.

Elves

The elves of Cerilia are a graceful but reclusive race, suspicious of humankind. Early in Cerilia’s history the elves contested human settlement of the continent’s vast forests and a strong current of ill will toward 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 hearts of the ancient Cerilian forests.

Elves stand as tall as humans but are far more slender and graceful. Most average 5 ½ to 6 feet in height but weigh only 120 to 140 pounds. All have fair skin and dark hair and their features are exquisitely fine. Elves possess an unearthly beauty and their perfect voices can hold a mortal spellbound. Unfortunately elves are too mindful of their superiority and treat outsiders with coldness or condescension. Cerilian elves are creatures of faerie dust and starlight, gifted with immortality and powers of mind and body beyond those of humankind. They are a force for neither good nor evil and elven woods can be perilous for human travelers but even more so for goblins or gnolls.

The elven heart is unfathomable to nonelves; they’re moved to wild delight, dark melancholy or burning rage with only the slightest cause. More than anything else, elves are unpredictable, doing what pleases them from one moment to the next.


Elves of Cerilia are considered Fey (not humanoid)

You can choose any of the subraces of elves present in the PHB (or in any other source the DM allows), but these elves do not consider themselves from a different “race”, simply from a different clan. Dark Elves are the servants of the Cold Rider, an evil spirit residing in the Shadow. Most cultures (including elves) will treat them with suspicion or outright violence.

Half-Elves

From time to time a particularly handsome or beautiful human with courage and a gracious manner may walk among the Sidhelien unscathed. A few humans have even been accepted as equals in the elven courts. Mortals (by elven standards) quickly become lost in the elven spell; the years reel by in splendor and celebration while the world outside comes to a halt or leaps centuries ahead. Such a mortal may return home to find that only a single night has passed or that a hundred years have flown by. More often than not a mortal’s life runs out in a heartbeat.

Half-elves are the rare children of these unusual men and women and their elf partners. The elves regard such offspring as Sidhelien and welcome them fully in elf society. Humans, however, tend to be suspicious of half-elves, referring to them as bewitched or as changelings. It is rare for half-elves to leave the elven woods.


Half-elves of Cerilia are considered Fey (not humanoid)

Halflings

The Halflings aren’t a numerous people but they are found nearly everywhere humans live. Only a handful of humans know the secret of the Halflings’ origin; they once dwelled in the Shadow world, a realm of faerie enchantment parallel to Cerilia. That realm was poisoned by the rise of the Usurper, a gathering evil that corrupted their homeland and they fled to the daylight world to escape his power. A small number of halflings arrived in Cerilia in time to witness the battle of Mount Deismaar. In the early years of the Anuirean Empire, the halflings left their homes one family at a time, virtually trickling into the human lands.

Living among their larger neighbors, halflings don’t see the sense in a government larger than a small village or extended family and are happy to count themselves as citizens of whatever 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.

Halflings usually adopt the language, culture and customs of the Big Folk around them while keeping a few aspects of their own culture. . They feel free to use weapons in defense of their homes or families, but will never take up arms against each other – halflings consider fisticuffs the only acceptable form of violence against other halflings.

Cerilian halflings stand about 3 ½ feet tall and resemble small humans.

Unknown to most races, halflings did not originate in Cerilia but came from the Spirit World, now known as the Shadow World.


Halflings of Cerilia are considered Fey (not humanoid)

You can choose any of the subraces of halflings present in the PHB (or in any other source the DM allows), but these halflings do not consider themselves from a different “race”, simply from a different clan.
You could also consider to use the racial traits of the Shadar-Kai to better highlight your connection with the Shadow World

Humans

Humans are the most populous race in Cerilia and inhabit every part of the continent. Five human nationalities or cultures currently exist: the Anuireans, the Khinasi, the Brechts, the Rjurik and the Vos.


Human characters may use either the standard or variant human traits from the Player’s Handbook.


Anuireans are native to the southwestern portion of Cerilia. The ancient Anuireans were a fair skinned, red-haired people but over centuries of extensive contact with other cultures, Anuireans have lost most defining physical characteristics. Anuirean society is semifeudal and based on a class of free farmers and craftsmen. Regents (rulers of domains) are usually titled nobles. Anuireans respect nobility and look to their leaders to protect them from the barbarians and savages who surround the states of the old Empire. Commoners identify strongly with their lords and the dealings and alliances of the noble families are topics of continuous discussion throughout Anuirean lands.


The Brechts inhabit north-central Cerilia. They tend to be short and stocky with dark hair and eyes. Early in their history, they were under the rule of Anuirean governors and Brecht nobility declined drastically in power and importance. When the Anuirean Empire fell and the Brechts gained independence, the guilds and merchants came into power. The nobility is weak in Brechtür and several states have declared themselves republics. The Brechts believe in free enterprise and Brecht society revolves around wealth. The Brechts have a fierce love of independence and a tradition of self-reliance; they don’t wait for their lords or rulers to solve problems for them. Commerce and trade are expressions of this belief and Brecht commoners owe their first loyalty to guilds and companies.


Khinasi characters are native to the region known as Khinasi. They’re descended from the Basarji and speak the language of the same name. The Basarij arrived in Cerilia from lands across the Sea of Dragons. They are tall and lanky with aquiline features and dark eyes. Their complexions range from a light coffee to a dark brown color. Unlike the other human cultures, the Khinasi have no fear of magic. The study of magic is considered the noblest of callings and the Khinasi universities devoted to magic are the finest in Cerilia. Like the Brechts, Khinasi commoners are traders and merchants but an individual’s decorum hospitality and conduct are far more important than gross wealth.


The Rjurik inhabit the taiga forest and highlands of northwestern Cerilia. They are a tall, broad-shouldered people with blond or red hair and fair complexions. Men and women most commonly wear their hair in long braids. The Rjurik are stubborn individualists who don’t swear fealty to anyone but their own kin; the family is the most important part of Rjurik life. Most Rjurik follow the god Erik, a druidical power, and druids are revered throughout Rjurik society as teachers, leaders and advisers. All Rjurik have a deep respect and love for Cerilia’s wilds and carefully avoid over-hunting or clearing virgin forest.


The Vos are barbaric race from the cold mountains and forests of northeastern Cerilia. They are tall, thick-boned people with flat features, light eyes and sallow skin. 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 who are advised by the priests of the grim Vos gods. Almost all Vos men are warriors and hunters – other professions are considered unmanly. Vos women are by custom greatly limited in their freedoms, although a few women have succeeded as warriors or tsarevos.


Optional Solution for unusual races

It is possible that you’re really fascinated not only by the lore of an unusual race, but by its mechanical traits. After all, D&D is still a “game”’, and there’s nothing wrong in planning your “build” also based on the special traits of a specific race.

One way to go about it is to be a Human of one of the five ancestries, but use the mechanical traits of a different race, by matching the Bloodline derivation that fits the best.

For example, you could be a Khinasi with the Bloodline of Basaia, and use the Traits of a Fire Genasi, or an Aaracokra.

Or you could be an Anuirean with the Bloodline of Azrai, and use the Traits of a Fallen Aasimar, a Yuan-ti, or a Tiefling.

You still age the same as a human, and you look human (maybe with some small cosmetic changes, especially if you have the blood of Azrai) but all your other traits are those of the race you selected.

Work together with your DM to find the best match between the Race you would like to play, and the Bloodline that fits that concept.

Here are some suggestions:

Anduiras: Aasimar, Leonin

Basaia: Fire Genasi, Aaracockra

Brenna: Changeling, Tabaxi

Masela: Triton, Water Genasi

Reynir: Goliath, Shifter

Vorynn: Gith, Dragonborn

Azrai: Yuan-ti, Tiefling

Classes

All player characters are the scions of a powerful Bloodline. This sets them apart from the rest of the world, as they are the Heroes that wield divine powers allowing them to achieve incredible things. Only blooded individuals (and other magical creatures) have these abilities. No common mortal is able to casts spells, channel his divinity, or perform feats of unbelievable prowess like a wizard, a cleric, or a fighter. You will meet many soldiers, acolytes, and street-magicians in your adventures, but only blooded individuals are able to harness true power and supernatural abilities.

In a given church, your cleric may be the only one capable of casting spells, and among your tribe, you may be the only warrior capable of summoning his mystical rage to soak damage that would otherwise kill a mortal man. You do not train to be a Paladin, yet you may be a brave knight whose divine blood grants him magical abilities and a deeper connection to the new gods of Cerilia. You may have studied the occult and the arcane for many years, but only after your divine spark has been kindled will you be able to harness the magic need to cast spells.

By virtue of your bloodline, you are special, and this is reflected in your ability to have access and use your class features. On top of this, you will also be granted powers related to the derivation of your Bloodline (see later the chapter on Bloodlines).

All player characters have access to the classes presented in the Player's Handbook, though some cultures have traditionally eschewed a few specific classes.

Dwarves and Halflings have little affinity to arcane magic, thus they rarely choose to be wizards, sorcerers, warlocks, or eldritch knights.

Elves do not usually worship any god, thus they rarely choose to be Clerics or Paladins.

Of course, Player Characters are most of the time the exception to the rule, so it could be interesting to explore the idea of an elf devoted to Haelyn, or a dwarven warlock.


Barbarians are as described in the Player's Handbook.


The first Cerilian bards are said to have been wandering elves, who were sent into the human lands by open-minded elven kings to teach and learn from the human neighbors. Each of these elves founded a bardic college; today, human students continue the work of their elven mentors.


Clerics are as described in the Player's Handbook. A cleric must worship one of the Cerilian gods.


In Cerilia, druids are most often priests of Erik, the god of nature and the hunt. Druids are especially prominent in the Rjurik lands but can be found throughout the rest of Cerilia. Some elves have a deep affinity with their forests, and develop the same powers and abilities of a druid, without paying service to the gods.


Of all the regents in Cerilia, fighter regents outnumber regents of all other classes. Blooded fighters often set out to expand their kingdoms by sheer force.


There is no real cultural place for a monk to come from. A case could be made for the Khinasi or a secret order dedicated to hand-to-hand martial skills, but monks are not recommended.


In Cerilia, paladins are usually found only among the Anuireans and the Khinasi. A patron deity must be chosen for a paladin when the character is created. Anuirean paladins can choose to serve Haelyn, Cuiraécen or Nesirie. Khinasi paladins follow either Halaïa (Haelyn) or Avani. The paladin’s choice of patron will affect his particular attitudes, spell selections and powers.


Rangers are as described in the Player's Handbook.


Rogues are as described in the Player's Handbook.


Sorcerers are as described in the Player's Handbook. Try to choose an Origin that matches with the lore of the Birthright Campaign Setting, or with your Bloodline.

Some examples of Sorcerous Origins and fitting Bloodline derivations:

  • Anduiras - Divine Soul
  • Basaia - Draconic (fire)
  • Brenna - Shadow, Draconic (poison)
  • Masela - Storm, Draconic (acid, lightning)
  • Reynir - Draconic (cold)
  • Vorynn - Wild Magic
  • Azrai - Shadow, Draconic (poison)

Warlocks are as described in the Player's Handbook. Any pact can be chosen, although the pacts represent deals made with powerful fey creatures, archdevils, demon lords, or even the Cold Rider himself.


Wizards are as described in the Player's Handbook.

Languages

The five human tongues serve as localized forms of common in each respective area of Cerilia. Some of these languages have ancient or archaic forms which scholars study in order to read ancient writings. Elvish is the oldest language of Cerilia, and has remained remarkably unchanged in thousands of years.

The following languages are commonly spoken in Cerilia. If your race gives you the ability to speak, read, and write Common (which isn't a language of Cerilia), pick one language of your choice instead.

Standard Languages
Language Typical Speaker Script
Anuirean Anuireans Sidhelien
Basarji Khinasi Basarji
Cellwair Halfling Halfling
Karamhul Dwarves Karamhul
Low Brecht Brechts Karamhul
Rjuven Rjurik Sidhelien
Sidhelien Elves Sidhelien
Vos Vos (none)
Exotic Languages
Language Typical Speakers Script
Andu Anuirean scholars (none)
Draconic Dragons (none)
Druidic Druids (none)
Giant Giants Giant
Gnoll Gnolls (none)
Goblin Goblinoids Goblin
High Brecht Brecht scholars Karamhul
Ogrish Ogres Giant
Orog Orogs Giant
Troll Trolls Giant

Gods and Religion

The pantheon known to the humans of Cerilia is not the same pantheon recognized by the ancient tribes who came to Cerilia before the War of Shadow. The old gods gave up their existences in order to destroy their evil brother Azrai at Mount Deismaar. Their essences imbued hundreds of champions and common soldiers with the beginning of Cerilia's bloodlines, and have shaped history ever since. More importantly, those mortal champions closest to the old gods inherited the portfolio and powers of their patrons, rising to the heavens in a glorious divine ascension.

At first, the new gods worked closely together, but as centuries passed, rivalries and arguments have divided the Cerilian pantheon. wars and feuds between their mortal followers have naturally ensued, and the powers work continually to increase the prestige and well-being of their worshippers.

Despite these rifts, all the gods of the new pantheon have held fast to one firm pact: Never again shall the gods battle each other in physical form.

The new powers are known by different names in different parts of Cerilia. Most are worshiped in one aspect or another in several of Cerilia's cultures. For example, Sera is the heiress of the old goddess Brenna, the patron of the Brechts, but she is also revered in Anuire as Sarimie, and in Khinasi as Sarma.

It's important to note that the temples of these gods are not unified. At least ten different faiths devoted to Haelyn exist in Anuire alone, and the rivalry is sometimes fierce.

Deities of Cerilia
Deity Alignment Suggested Domains Symbol
Avani LN Arcana, Knowledge, Light Setting Sun
Azariel NE Death, Trickery Black Wings
Belinik CE Death, War Crossed Axes
Cuiraecen CG Tempest, War Sword and Lightning
Eloele CN Death, Trickery Dagger
Erik N Life, Nature Oak Tree
Healyn LG Life, Order, War Sword and Sunburst
Kriesha LE Nature, Tempest White Hand
Laerme CG Forge, Light, Life Harp and Flame
Nesirie NG Grave, Life, Tempest Wave and Trident
Ruornil N Arcana, Knowledge, Twilight Crescent Moon
Sera CN Knowledge, Peace, Trickery Scales

Avani

Goddess of the Sun, Lady of Reason

Anuire: Avanalae

Brechtur: Lana

Rjurik: Vani

Alignment: Lawful neutral

Worshipers Alignment: Any

Areas of Concern: Sun, reason, magic

Symbol: Setting sun

Domains: Arcana, Knowledge, Light


Avani is the wife of Erik, the matron of the Basarji, and the successor of the old goddess Basaia. At Deismaar, her new-found powers helped to put the forces of evil to flight. Avani is now the sun goddess and lady of reason and logic, the counterpart to the mysterious moon god Ruornil.


Avani's Priesthood

Avani's temple is predominant in Khinasi and very important in Anuire. Her priests are sages, scholars, and teachers; a temple of Avani resembles a university or library.

Azariel

Angel of Darkness, Fallen Prince, Lord of Lies

Alignment: Neutral evil

Worshippers alignment: Any non-good

Areas of Concern: Corruption

Symbol: Black feathered wings

Domains: Death, Trickery


Azariel was once a Solar bound to Anduiras, but he fell from grace out of envy for Haelyn's ascension to godhood. He acquired godly powers thanks to the joined efforts of Belinik and Kriesha, who empowered him to earn an ally against the other Powers. He burns with envy and rage directed at Haelyn and his priests.


Azariel’s Priesthood

Priests of Azariel hide among other priesthoods, often pretending to be priests of Healyn. They seek to corrupt the naive and pure, and turn them to the worship of their dark god.

Belinik

Prince of Terror, Lord of Strife

Brechtur: Alenecht

Alignment: Chaotic evil

Worshipers Alignment: Any non-lawful

Areas of Concern: Battle, feuds, fear

Symbol: Crossed axes

Domains: Death, War


Belinik was the chosen champion of Azrai and the warrior-king who led the Vos into the War of Shadow at the dark lord's command. Much of Azrai's raw power descended to Belinik at Mount Deismaar, elevating the brutal tyrant to the ranks of godhood. Belinik embodies the Vos belief that might makes right; those who follow him believe that strength and savagery are all a true warrior needs.


Belinik's Priesthood

Belinik is revered by all Vos warriors, and his priests command great influence in Vosgaard. It's not unusual for priests to instigate blood-feuds or wars between Vos clans in order to please Belinik. A priest of Belinik can never back down from a battle and must demonstrate that he is fit to serve his god by showing strength and bloodlust.

Cuiraecen

Stormlord, God of Battle, Haelyn's Champion

Khinasi: Khirdai

Rjurik: Kirken

Brechtur: Kirche

Alignment: Chaotic Good

Worshipers Alignment: Any non-lawful

Areas of Concern: Battle, Storms

Symbol: Sword and lightning

Domains: Tempest, War


Cuiraecen (koo-RAY-eh-ken) is the god of storms and conflict, but he is perceived as a force for change and good rather than destruction. He is the son of Haelyn and the sea-goddess Nesirie, and was not present at Deismaar. Cuiraecen is the patron of young and reckless warriors everywhere who plunge boldly into battle in search of personal glory and honor.


Cuiraecen's Priesthood

Cuiraecen's temple is important in Anuire but is relatively small elsewhere. The faith is popular among soldiers and powerful orders of militant knights templar can command hundreds of elite fighting men.


Eloele

Goddess of Night, Sister of Thieves

Brechtur: Ela

Vosgaard: Elyal

Worshipers Alignment: Chaotic neutral (evil)

WAL: Any non-lawful

Areas of Concern: Night, darkness, thieves

Symbol: Dagger

Domains: Death, Trickery


Eloele (eh-LOW-eh-lay) is the daughter of Sera and Ruronil. She was born in the early centuries following Deismaar and became the lady of thieves, deceit, and stealth. She is generally not a malicious power, but she is capricious and selfish; she loves to embarrass or trick their enemies, sometimes with lethal results.


Eloele's Priesthood

Few honest folk worship Eloele, but every rogue knows of the Sister of Thieves and seeks her blessing before setting to work. Only a few small shrines are scattered through the larger cities of Anuire and Brechtur, but a society of female warriors among the Vos reveres her as their secret leader.

Erik

Old Father of the Forests, Patron of the Rjurik

Anuire: Aeric

Vosgaard: Iraikhan

Alignment: Neutral

Worshipers Alignment: Any neutral

Areas of Concern: Forests, hunting

Symbol: Oak Tree

Domains: Life, Nature (Druids)


Erik is the guardian of the wilderness, the protector of the forest, and the patron of Cerilia's animals. He does not oppose human logging and hunting, but it is his law that no one shall take more than he needs or more than the land can bear to lose. Erik was a Rjuven warrior in the entourage of Reynir at Mount Deismaar, and he still considers the Rjurik to be his people.


Erik's Priesthood

Erik's priests are both Clerics and Druids. They band together in organizations known as circles. Most Rjuriks consider the druidic faith of Erik to be the only religion worth following, and scattered circles of druids dwell in the forests of Anuire and Vosgaard.

Haelyn

Lord of Noble War, Lawmaker, Patron of Anuire

Khinasi: Halaia

Rjurik: Holn

Alignment: Lawful Good

Worshipers Alignment: Any

Areas of Concern: War, Leadership

Symbol: Sword and sunburst

Domains: Life, Order, War


Haelyn is the ruler of the gods, the lord of courage, justice, chivalry, and the patron of kings and warriors. In his mortal life, Haelyn was the leader of the Anuireans, the brother of Roele, and the half-brother of Raesene. He was the champion of the old god Anduiras at Deismaar, and he inherited his patron's powers.


Haelyn's Priesthood

Priests of Haelyn are the most powerful clergy in the Anuirean lands. Traditionally, they are advisers to kings and guardians of the investiture of regency. Large temples are often bases for legions of temple soldiers led by paladins.

Kriesha

The Ice Lady, the Winter Witch

Rjurik: Karesha

Brechtur: Kriestal

Alignment: Lawful evil

Worshipers Alignment: Any non-good

Areas of Concern: Winter, monsters

Symbol: White hand

Domains: Nature, Tempest


When Azrai was destroyed at Mount Deismaar, his champions ascended to claim his position. Kriesha was a Vos high priestess who absorbed the portfolios of cruelty, despair, and cold. Along with Belinik, she is the guardian of the Vos. Kriesha stands for strength through hardship and tests the Vos with harsh winters and savage conflict to weed out the weak.


Kriesha's Priesthood

Kriesha isn't openly worshipped outside of Vosgaard, although the Rjuriks and Brechts know and fear her. Among the Vos, her priests are always women; they command great influence in Vos society and use their powers to test the strength of the Vos warriors.


Laerme

Goddess of Fire, Beauty, and Art

Khinasi: Leira

Rjurik: Lara

Vosgaard: Ayairda

Alignment: Chaotic good

Worshipers Alignment: Any non-evil

Areas of Concern: Fire, love, art

Symbol: Harp and flame

Domains: Forge, Life, Light


The daughter of Erik and Avani, Laerme appeared in the years after Deismaar. She is a fiery goddess of beauty and love and patroness of the arts. She is not jealous or vain, and freely rewards any who create beauty regardless of whether they worship her. However, Laerme can be moved to heated anger by any who deny love or who delight in destroying things of beauty.


Laerme's Priesthood

Few temples are devoted to Laerme's worship, but may people who worship other gods call on her for help in matters of romance. Her priests tend to be wandering courtiers and advisers and are likely to ally themselves with established temples.

Nesirie

Goddess of the Sea, Lady of Mourning

Khinasi: Nasri

Rjurik: Narikja

Brechtur: Neira

Alignment: Neutral good

Worshipers Alignment: Any

Areas of Concern: The seas, grief

Symbol: Wave and trident

Domains: Grave, Life, Tempest


Nesirie (neh-SEE-ree-eh) is the patroness of mariners and explorers. Nesirie inherited Masela's power after that goddess perished, but their people - the Masetians - passed into history in a few short centuries following the War of Shadow. Nesirie mourns for them still, and any who know grief call on her. She is the wife of Haelyn.


Nesirie's Priesthood

Nesirie's faith is a minor one, but it is popular with folk who live on or near the sea as well as individuals who feel they've suffered great losses in life. Few of Nesirie's priests are interested in political power. Nesirie's paladins are always female.

Ruornil

The Moon God, the Silver Prince

Khinasi: Rilni

Rjurik: Lirorn

Vosgaard: Lirovka

Alignment: Neutral

Worshipers Alignment: Any

Areas of Concern: Night, moon, magic

Symbol: Crescent moon

Domains: Arcana, Knowledge, Twilight


Ruornil is the god of magic - the guardian of the world's arcane forces and places of mystical power. Ruornil was an Anuirean who followed the old god of magic, Vorynn, after Azrai swayed the Vos away from Vorynn. When Vorynn perished at Deismaar, Ruornil inherited his power. All Cerilian mages acknowledge Ruornil's power, even if they do not worship him.


Ruornil's Priesthood

Woodsmen, astrologers, and wizards revere Ruornil, but few priests of this reclusive power exist. His temples are usually places of enchantment hidden in the forests and dells of the Cerilian wilderness, but in Anuire, a few temples take interest in political power and concerns.

Sera

Lady of Fortune, Goddess of Wealth

Anuire: Sarimie

Khinasi: Sarma

Vosgaard: Sirova

Alignment: Chaotic neutral

Worshipers Alignment: Any

Areas of Concern: Wealth, luck

Symbol: Scales

Domains: Knowledge, Peace, Trickery


Sera is the inheritor of Brenna's power, and has assumed the old goddess's role as the patroness of the Brecht people. She is the wife of Ruornil and the goddess of commerce, wealth, and both good and ill fortune. Sera embodies the adage that a man makes his own luck; she rewards diligence and hard work, but she occasionally smiles on the fool.


Sera's Priesthood

Sera is revered by all merchants, rogues, and gamblers. Any who call on Lady Luck are actually invoking Sera's name. Her temples are the most important in Brechtur, but the Brechts aren't very religious. Sera's priests often double as officials of commerce and trade.


Other Powers of Cerilia

The pantheon of the young gods is recognized across the continent, but the human powers are not the only gods known to the people of Cerilia. Goblins, orogs, gnolls, and other creatures each worship their own powers. The awnsheghlien are even said to secretly swear allegiance to another power even greater than themselves.

Moradin (Forge, Knowledge, War)

Moradin is the legendary creator of the dwarves and the chief deity of a mysterious pantheon of dwarven gods. The dwarves don't speak of their beliefs to non-dwarves and hold their religious observances only in the sanctuary of their hidden fortress cities. In fact, the name of Moradin is known outside dwarven halls only because the dwarves call on him for aid in their battle-cries.

Kartathok (War)

Kartathok is the lord and patron of goblin-kind in Cerilia, and like Moradin, he is the head of an entire pantheon of goblin gods. The goblins aren't exactly cautious about concealing the secrets of their religions, but few outside observers have the patience or stomach to learn more than the surface details of goblin beliefs. Priests and shamans play a very important role in goblin society and often serve as leaders to goblin warriors.

The Cold Rider (Death)

No one denies that a power of darkness is at work in the Shadow World, but the nature of this creature is unclear at best. Mages familiar with the Shadow World refer to this power as the Cold Rider, and attribute the restless dead and dangerous spirits of this sinister realm to his dire enchantments. Some people believe the Cold Rider is an awnshegh, while others aver that he is a god spawned by Azrai's destruction.

Powers of Darkness (varies)

Several of Cerilia's darker races have sought patronage from unique demon lords. These include Yeenoghu, the lord of gnolls; Baphomet, the lord of minotaurs; and Kostchtchie, patron of the ice giants. Monstrous shamans from these races exist, but are extremely rare. Torazan, the orog deity, is believed to be a demon as well.

Magic

Magic is Rare

Creatures with the Humanoid or Beast type can only use magic (magical abilities, spells, spell-like abilities, etc.) if they have a Bloodline Score.

Planar Travel is limited

From the world of Aebrynis, planar travel to the Outer Planes (the realms of the gods) is not allowed.

Planar travel to the Inner planes is extremely rare, and so is the knowledge of their existence.

Planar travel to the Transitive Planes (Ethereal and Astral) is limited to temporary effects, as described in some spells that make use of those planes.

The planes most frequently visited by powerful magical creatures are the Feywild and the Shadowfell.

Powerful magic (summoning and conjuring spells) is still able to summon creatures from other planes of existence for a short time.

Dead stays dead

The following spells are not accessible to mortals, only to gods and their direct servants:

  • Clone
  • Raise Dead
  • Reincarnation
  • Resurrection
  • True Resurrection

The revivify spell is still allowed, it is more of a "cure mortal wound" than a true form or resurrection.

Other abilities, features, traits, etc. that resurrect creatures are also likewise limited.

Arcane and Divine Magic

There are two sources of magic in Cerilia: Arcane and Divine.

Blooded individuals with access to magic can cast powerful Realm Spells (these are Downtime Activities) by gathering mebhaighl from their Domains.

Arcane magic is tied to Source Holdings. The following classes make use of Arcane magic: Bards, Sorcerers, Warlocks, Wizards.

Divine magic is tied to Temple Holdings. The following classes make use of Divine magic: Clerics, Druids, Paladins, Rangers.

Source and Temple Holdings

Scions can access great magical power when they attune themselves with the power of the land itself, the mebhaighl. In order to do so, Arcane casters need to gain control of a Source, while Divine casters need to become spiritual leaders of a Temple.

Sources represent the magic power of a province. Untouched lands hold the most magical power. A source is not always a specific location, though sometimes place of great magical significance are the focal point of a Source (henges, magical pools, an ancient tree, etc.).

Temples are monasteries, shrines, temples, and cathedrals of the character's faith.

Realm Spells

Scions who have dominion over a Source of arcane power, or who are leaders of Temples can perform great feats of magic as Downtime activities. This special Downtime activities take a whole month to perform. Some spells require the caster to be of a higher level in order to be used.

When these spells are used by NPCs, use them as a storytelling tool to prepare your scenarios. Details of each spell are deliberately left open. How much wealth does Alchemy generate? How big is the undead army? Is the castle completely razed, or only the gates? You decide that, make the spell serve your story. When a PC wants to use a Realm spell, make it an opportunity for adventure.

The party needs a lot of money to feed their people, it's time for an Alchemy spell. But what does it mean "spending his own personal power"? Maybe the mage and his companions need to acquire some extremely rare components (worthelss for the common people, but necessary for the spell) at great personal risk, in order to cast the spell.

Invading armies are approaching, we need a Warding spell. But in orderto trace the mystical runes to war the whole realms, the party needs to travel along the borders, where the enemy scouts are alraedy arrassing villages.

Other times, it may not be needed to go on an adventure to cast a Realm spell, but try to make it a momentous event. When a priest casts Investiture to crown his fellow adventurer as Duke of Talinie, a huge celebration takes place, where the PCs can interact among each other and with other NPCs present for the grand occasion.

Arcane Realm Spells

  • Alchemy (3rd). A mage can create wealth by spending his own personal power to transform worthless substances into valuables.

  • Death Plague (5th). An evil mage can create a horrible, pestilent plague that depopulates an area.

  • Demagogue (3rd). This pervasive, subtle charm plays upon the fears and loyalties of a province, influencing the attitudes of its people toward its ruler.

  • Dispel Realm Magic (1st). This spell will counter the effect of another Realm spell.

  • Legion of Dead (7th). A skilled necromancer can summon the ancient dead to his aid, rasising a legion of skeletons and zombies to do his bidding.

  • Mass Destruction (5th). This spell can slay hundreds of enemies with a single awasome barage of devastating fire, lightning, ice, or poisonous vapor (mage's choice).

  • Raze (7th). Castles and fortifications can be reduced to rubble by means of this spectacular spell.

  • Scry (1st). The mage can perform acts of espionage hundreds of miles away.
  • Stronghold (7th). The mage conjures up a castle, tower, or fortification.

  • Subversion (1st). The mage compels another regent army unti or lieutenant to switch sides.

  • Summoning (3rd). This spell creates an army of monstrous followers (goblins, gnolls, ogres, etc.) to do his bidding.

  • Transport (5th). This spell allows a mage to intanstly move troops from one province to another one under the mage's control.

  • Warding (5th). The mage weaves a barrier of impenetrable mists and fog that prevents any creatures from entering or leaving a province.

Divine Realm Spells

  • Bless Land (1st). The provinces under the priest's protection will enjoy bountiful crops for the next season.

  • Bless Army (3rd). The armies blessed by the priest will be more effective in battle.

  • Blight (3rd). The provinces cursed by the priest will suffer spolied crops for the next season.

  • Dispel Realm Magic (1st). This spell will counter the effect of another Realm spell.

  • Honest Dealings (5th). The provinces affected by this spell will see a decrease in criminality for the next season.

  • Investiture (1st). This Realm spell is used to arrange a transfer of power from one scion to another. In this way, bloodlines can be transferred, and rulership over a domain.

Bloodlines

All characters begin play as scions of the ancient bloodlines. Only blooded characters can be regents and thus rule their own domains, but hundreds of blooded characters also exist who don’t rule kingdoms. These scions may be cousins of a regent, second or third heirs, or other relations who aren’t in line for the crown.

Characters who have common origins aren’t automatically peasants just because they do not descend from an ancient bloodline. They can come from any level of society. In fact, great numbers of high-born nobles, courtiers, advisers, and government officials come from mundane heritages.

Derivations of power

Bloodlines are indications of more than sheer power. The nature of the divine essence pervading a character’s heritage is just as important as its strength. The derivation of the bloodline represents which of the ancient deities the character’s power stems from.

When the gods of the Andu, the Rjuven, the Brechts, the Basarji and even the Masetians faced Azrai at the battle of Mount Deismaar, they gave up their own immortal lives in order to stop their evil brother. The mortals who survived absorbed the essences of these individual deities.

Although most of the ancient deities were closely tied to their tribes, the cataclysm of Mount Deismaar didn’t respect nationality or race. The bloodlines of the elder gods were distributed almost randomly among the survivors. There is a slight tendency for bloodlines of an old god to be more prevalent among members of its tribe, since the old gods tended to perish in the vicinity of their own followers. For example, the line of Anduiras is the most common in the Anuirean lands.

Six derivations, or foundations for bloodlines, plus a seventh that no one cares to speak of, are recognized: the lines of Anduiras, Reynir, Brenna, Basaïa, Masela, Vorynn and the cursed taint of Azrai. Most people infected by Azrai’s blood have become awnsheghlien.

Bloodline Score

The blood of an ancient hero may run undiluted in a character’s veins, or he may have only the most tenuous claim to a bloodline. This is identified by his bloodline score. Over time, the character’s bloodline may grow stronger through wise rule as a regent or by confronting the scions of other bloodlines and defeating them in heroic combat. Starting Bloodline Derivation and Score Every new character will start the game with a Bloodline Score of 10 + their starting level (usually 1st level, for a total starting Bloodline Score of 11). You may select your Derivation of power, or you may randomly roll on the following table.

D100 Derivation of Power
00-15 Anduiras
16-30 Basaïa
31-45 Brenna
46-60 Masela
61-75 Reynir
76-90 Vorynn
91-00 Azrai

The DM may offer you to play the Scion of a former Hero, in which case your Bloodline may be different than 11.

Increasing Bloodline Score

There are several ways of improving your Bloodline Score, in order to aquire more Blood Powers.

Heroics. Every time you gain a level, you also increase your Bloodline Score by one.

Bloodtheft. Requires slaying another scion by piercing his heart.

  • Killer’s Bloodline Score is less than the Victim’s: +1d6 Bloodline Score

  • Killer’s Bloodline Score is more than the Victim’s: +1 Bloodline Score

  • Killer uses a bloodsilver weapon: Additional 1d6 Bloodline Score

Ruling a Domain. By ruling your domain wisely and with success, you may increase your Bloodline Score. The exact increase is up to the DM, but it is usually never more than +1 Bloodline Score per in-game year.

Investiture. You may inherit the Bloodline of another Scion. This must be a willing process from both sides, and often involves a lenghty ritual performed by those with the authority to do so. If the donor has a higher Bloodline score than your, you gain +1d6 Bloodline Score. Otherwise you gain +1 Bloodline Score.

Blood Powers

Scions of the ancient lines usually possess unusual talents or powers associated with their derivations.

Gaining and Improving Blood Powers

When you reach a Bloodline Score of 10, roll on the Blood Powers Table (at the end of this section) to determine your first Blood Power (minor).

Every time you earn a new Blood Power (at Bloodline score 20, 30, etc.), if you have achieved the Minimum Level required, you can either improve a Blood Power you already have, or roll on the table at the end of this chapter to gain a new random power. If you roll one of the powers you already have, it improves (from Minor to Major, or from Major to Great).

If all your powers are already Great, you must roll for a random power, and re-roll any result pointing to a power you already have.

The following table summarizes the Bloodline Score and Minum Level required in order to gain a new blood power.

Bloodline Score Minimum Level Blood Powers
1-9 1st -
10-19 1st 1
20-29 3rd 2
30-39 5th 3
40-49 7th 4
50-59 9th 5
60-69 11th 6
70-79 13th 7
80-89 15th 8
90-99 17th 9
100+ 19th 10

Death and Resurrection

When a blooded character dies, he loses his bloodline, one way or another (stolen by his murderer, or passed on to his heir, or simply lost). If he’s ever raised from the dead (which should be a rare occurrence in Cerilia), he can never again have a bloodline score.

Tighmaevril

The rarest cases of bloodtheft occur when a scion is killed with a weapon made of tighmaevril (tih-MEE-vril), or bloodsilver

Tighmaevril is a rare alloy created by an elf smith named Ghoigwnnwd over 2,000 years ago. He was the only person who ever knew the secret of working the metal and made about a dozen tighmaevril weapons. The weapons were first prized for their strength and beauty. Their unusual properties remained undiscovered until one such weapon was used to kill a scion.


Blood Powers Description

When Blood Powers call for a spell, your spellcasting Ability is Charisma, and the spell does not require any component.

Alertness (Ba, Br, Re, Az)

The scion possesses an uncanny sense of his surroundings

Minor. You have a bonus to Wisdom (Perception) rolls equal to your Proficiency modifier. The same bonus applies to your Passive Perception.

Major. You have a bonus to Initiative rolls equal to your Proficiency modifier.

Great. You have a bonus to Dexterity saving throws equal to your Proficiency modifier.

Alter Appearance (Br, Vo, Az)

The scion can briefly change their approximate build and facial features by means of a natural illusory talent.

Minor. You have a bonus to Charisma (Deception) rolls equal to your Proficiency modifier.

Major. Disguise Self (at-will)

Great. Seeming (1/long)

Animal Affinity (All)

The scion possesses an affinity and skill for communicating with the totem animal of their bloodline derivation. The ancient totem animal for Anduiras was the lion; for Basaïa, the eagle; for Brenna, the cat; for Masela, the dolphin; for Reynir, the wolf; for Vorynn, the owl; and for Azrai, the serpent.

Minor. You can communicate with your totem animal (or a similar beast, up to CR 1). Any beast of that kind that comes within 60 feet of you must make a Wisdom saving throw or become charmed by you. Creatures that succeed on this save are immune to this effect for 24 hours.

Major. You can cast either the locate animals or plants or the beast sense spell, but it only affects your totem animal (or a similar beast, up to CR 2). You regain the use of this ability when you take a short or long rest.

Great. You can use the druid's wild shape ability to assume the form of your totem animal (or a similar beast, up to CR 3). You regain this ability when you take a short or long rest.

Battlewise (An, Az)

The scion with this ability is a military genius, blessed with an uncanny power to analyze enemy weaknesses, create sound plans of attack, and inspire troops to victory.

Minor. Reaction, when an ally within 30ft misses with an attack roll; 1/short. That ally can re-roll the attack, and must use the new result.

Major. Bonus action, 1/short rest. All allies within 30ft have advantage on their next attack roll.

Great. Action, 1/short. As a reaction all allies within 30ft of you can immediately make a melee or ranged weapon attack against a valid target of their choice.

Berserker's Blood (Az)

Scions with this ability can surpass the limits of mortal endurance and battle after other mortals would have died at the hands of their enemies.

Minor. When you’re reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You have advantage on all attack rolls against the creature (if any) that reduced you to 0 hit points. This effect lasts for one minute. You can’t use this feature again until you finish a long rest.

Major. As above, and when you attack the creature (if any) that reduced you to 0 hit points, not only you have advantage, but your attacks inflict additional damage equal to your proficiency modifier.

Great. As above, but you can use this feature again after a short rest (instead of a long rest)

Bloodmark (All)

The blooded character bears a visible, recognizable sign of his special heritage. Depending on the family, it may be a white streak in the hair, eyes of brilliant green or a birthmark.

Minor. You have advantage on Charisma checks against those that recognize the importance of your mark.

Major. Enthrall (1/short)

Great. Hypnotic Pattern (1/long)

Blood History (Br, Ma, Vo)

The scion is blessed (or cursed) with the memories of their ancestors.

Minor. You have a bonus to Intelligence (History) rolls equal to your Proficiency modifier.

Major. Knowledge of the Ages (1/short) As an action, choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Great. Legend Lore (1/long)

Character Reading (All except Az)

The scion is an unnaturally perceptive judge of character and can quickly form accurate assessments of another character’s intentions attitudes and motivations.

Minor. You have a bonus to Wisdom (Insight) rolls equal to your Proficiency modifier.

Major. Detect Thoughts (1/short)

Great. Zone of Truth (1/short)


Charm Aura (Ba, Br, Az)

The scion projects an invisible shroud of power.

Minor. You have a bonus to Charisma (Persuasion) rolls equal to your Proficiency modifier.

Major. Charm person (1/short)

Great. Suggestion (1/long)

Courage (Anduiras, signature)

As the ancient god of noble battle, Anduiras imbued supernatural courage into many of the bloodlines derived from him.

Minor. You have advantage on saving throws against any effect that can make you frightened.

Major. You are immune to the frightened condition, and any allies within 30 feet of you have advantage on saving throws against any effect that can make them 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.

Detect Illusion (All except An)

Scions with this ability are rarely fooled by illusions.

Minor. You have a bonus to Saving Throws versus Illusions equal to your Proficiency modifier.

Major. See Invisibility (1/short)

Great. True seeing (1/long)

Detect Life (All)

The scion can sense all life within a particular range.

Minor. This ability works like the Ranger Primal Awareness, but it allows you to detect the presence of any Humanoid or Beast within one mile. Once you use this ability, you regain its use after a long rest.

Major. Same as the minor ability, but you regain its use after a short rest.

Great. Same as the minor and major ability, but it allows you to detect any Humanoid or Beast within six miles.

Direction Sense (Ma, Re)

A scion with direction sense has almost no chance of becoming lost.

Minor. Cannot get lost. (wilderness for Reynir or sea for Masela)

Major. Locate creature (1/short) (wilderness or sea)

Great. Find the Path (1/long) (wilderness or sea)

Divine Wrath (An, Ba, Ma)

When a scion with this ability is moved to great anger, he becomes a terrible enemy.

When you suffer a critical hit, or when one of your allies drops to 0 hit point, you may cast one of the following spells before the end of your next turn

Minor. Divine Favor (1/short)

Major. Destructive Wave (1/long)

Great. Divine Word (1/long)

Elemental Control (An, Ba, Ma, Re)

Several of the old gods were closely tied to one of the four elements. Masela was goddess of the sea; Basaïa was associated with the sun; Reynir was tied to earth; and Anduiras was associated with the skies. A few particularly powerful scions of these lines also inherited their progenitor’s powers over these elements.

Minor. You learn a cantrip.

  • Anduiras. Gust
  • Basaia. Produce flame
  • Masela. Shape Water
  • Reynir. Mold earth

Major. 1/short

  • Anduiras. Gust of wind
  • Basaia. Flaming sphere
  • Masela. Wall of water
  • Reynir. Spike growth

Great. Conjure Elemental (1/long)

  • Anduiras. Air
  • Basaia. Fire
  • Masela. Water
  • Reynir. Earth

Enhanced Sense (All)

Scions are sometimes gifted with powers of perception far beyond those of ordinary mortals.

Minor. You have a bonus to Intelligence (Investigation) checks equal to your Proficiency modifier.

Major. Darkvision +60ft

Great. Blindsight +30ft

Fear (Az)

The scion can instill absolute terror in his victim.

Minor. You have a bonus to Charisma (Intimidate) rolls equal to your Proficiency modifier.

Major. Fear (1/short)

Great. Frightful Presence (1/short). As an action, each creature of your choice that is within 120 feet of you and aware of you must succeed on a Wisdom save or become frightened for one minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature’s save is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.


Forest Walk (Reynir, signature)

Scions can use this ability to harmonize with the forest, moving through it without affecting it.

Minor. While in a Forest environment, you’re not hindered by natural terrain, and you’re constantly under the effect of a Pass Without Trace spell.

Major. While in a Forest environment, you're hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying.

Great. After travelling through a Forest for one hour, you can teleport yourself to any other point in the same forest. Once you use this power, you cannot use it again until you finish a long rest.

Healing (An, Ba, Re)

The ancient powers were capable of miraculous feats of healing; some scions have inherited these powers.

Minor. 1st-level Cure Wounds (1/short)

Major. (replaces Minor) 3rd-level Cure Wounds (1/short) & Lesser Restoration (1/long)

Great. (replaces Major) Mass Cure Wounds (1/short) & Greater Restoration (1/long)

Heightened Ability (All except Ma)

The old powers each cherished different traits in their followers and embodied these characteristics. The resulting bloodlines often show near-divine examples of strength, intelligence, or beauty.

The abilities associated with each derivation are as follows:

Anduiras (choose Str or Cha) Basaïa (Int) Brenna (Dex) Reynir (Con) Vorynn (Wis) Azrai (choose Cha or Int)

Minor. Enhance Ability (1/short)

Major. Gain a permanent +2 to related ability (up to a maximum of 22)

Great. 1/long, bonus action, related ability raised to 24 for one minute.

Home Hearkening (Brenna, signature)

A regent with this blood ability has an even stronger connection to the land and holdings he rules than other regents.

Minor. You know the Message cantrip

Major. Sending (1/short) but only if the target is in a province where you have a domain.

Great. Scrying (1/short) but only if the target is in a province where you have a domain.

Invulnerability (Ba, Vo, Az)

This ability grants the scion a limited form of immortality. He is not immortal in the true sense of the word, but he cannot be killed except under very specific circumstances.

Minor. Whenever you’re dying, you stabilize at the start of your turn.

Major. Your hit points maximum cannot be reduced.

Great. You can only be killed when your bloodline is taken from you (for example by bloodtheft). If you “die” in any other way, you will fall into a coma-like state, and awake fully healed after a long rest. Unless you are truly destroyed, you do not lose any of your Bloodline.

Very ancient and powerful creatures with the Invulnerability power (like ershghelien and awnsheglien) may have even more outlandish requirements for true death. For example, according to legends, the only way to positively kill the creature called the Spider is to chop its remnants, set them aflame, and scatter salt over the earth where the ashes lie.

Iron Will (An, Re, Az)

The scion is tougher than ordinary characters. The mystic energy of their divine heritage allows them to persevere when lesser mortals tire or perish.

Minor. As an action, you may reduce your exhaustion by one level. You cannot use this feature again until after you have taken a long rest.

Major. You have a bonus to Saving Throws from effects that inflict the Charmed condition equal to your Proficiency modifier.

Great. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Also, if you are subjected to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you. You can't use this feature again until you finish a long rest.

Light of Reason (Basaia, signature)

Scions with this ability can use the power of the former sun goddess to light their surroundings. A scion who calls upon this ability actually radiates light as described below.

Minor. You know the Light cantrip

Major. Daylight (1/short)

Great. Sunbeam (1/long)

Long Life (All)

With this ability, a scion enjoys a greatly increased life span, as the aging process is vastly slowed down. This does not protect a scion from normal damage from combat or poisons, but simply postpones the ravages of age.

Minor. Age one year every 5. Increase one of your Ability Scores by one (max 20).

Major. Age one year every 25. Increase one of your Ability Scores by one (max 20).

Great. Age one year every 100. Increase one of your Ability Scores by one (max 20).

Mebhaighl Sense (Vorynn, signature)

Scions with this ability are particularly in tune with the natural magic of Cerilia. The scion cannot detect the casting or presence of divine spells using this ability.

Minor. Detect Magic always active.

Major. Immediately recognize any spell being cast or active within 60 ft. Identify always active.

Great. By concentrating for one minute, you can perceive whether magic was used in an area up to one mile away, up to one week prior. You can also tell the school of magic used. More information can be given by the DM in case of extremely powerful magic.

Once you use this ability, you can't use it again until you compelte a Long Rest.

Poison Sense (Re, Az)

The scion has an innate ability to sense the presence of poison nearby. Thus he could sense poison in his food, drink, or even a phial of poison in the pocket of his supposedly loyal advisor.

Minor. You have a bonus equal to your Proficiency modifier to all checks related to the use of a Poisoner’s Kit.

Major. You can sense the presence and location of poisons and poisonous creatures, within 30 feet. You also identify the kind of poison or poisonous creature.

Great. You gain immunity to poison damage.

Protection from Evil (All except Az)

The scion is defended against the minions of evil.

The following powers do not affect Celestials or Elementals.

Minor. Protection from Evil and Good (1/short)

Major. Magic Circle (1/short)

Great. Dispel Evil and Good (1/long)

Regeneration (An, Re, Az)

The scion has a natural ability to regenerate wounds.

Minor. When you take a long rest, you recover all your Hit Dice (instead of only half).

Major. As a bonus action, you can spend one Hit Die to recover lost hit points.

Great. When you would normally roll one or more Hit Dice to recover lost hit points, you instead use the highest number possible for each die. For example, instead of restoring 2d10 hit points, you restore 20.

Resistance (All)

Some scions, depending on their bloodline derivation, demonstrate an unusual resistance to certain types of attacks or spells. Scions gain resistance to the stated effect.

Minor. Gain resistance the following damage types determined by your bloodline

  • Anduiras: lightning
  • Basaia: fire & radiant
  • Brenna: poison
  • Masela: acid & thunder
  • Reynir: cold
  • Vorynn: force & psychic
  • Azrai: necrotic

Major. You have advantage on saving throws against spells.

Great. Gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Sea Song (Masela, signature)

Scions with this ability have a particular affinity for the water and the sea.

Minor. You can communicate with any Beast with a Swimming speed.

Major. Commune with Nature (1/long) next to bodies of water only.

Great. You can now use Commune with Nature once per short rest.

Shadow Form (Br, Az)

A scion is able to transform into living shadow.

Minor. You have a bonus to Dexterity (Stealth) rolls equal to your Proficiency modifier.

Major. When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Great. Polymorph (no concentration required) into a Wraith (1/long)

Touch of Decay (Azrai, signature)

The touch of a scion with this ability brings death and decay.

Minor. Inflict Wounds (1/short) 3d10

Major. Vampiric Touch (1/short)

Great. Contagion (1/long)

Travel (Ba, Br, Ma, Vo, Az)

This potent ability allows a scion to use a limited form of teleportation based on his derivation.

The following powers only work when both the starting place and the destination meet the following conditions.

Basaia. In sunlight Brenna. On a road Masela. In water Vorynn. In moonlight Azrai. In shadow

Minor. Misty Step (at-will)

Major. Dimension Door (1/short) self only

Great. Teleport (1/day) self only


Unreadable Thoughts (All)

A scion with this ability is protected from spells and effects that permit someone else to determine what he is thinking, feeling, or planning.

Minor. You impose disadvantage on Wisdom (Insight) checks to determine your true intentions.

Major. Any attempt to read your mind with magic or supernatural means fails automatically.

Great. You are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying.


Awnshegh & Ershegh

Requires Signature Ability (Great)

If you live a life of great heroism or great villainy, your physical form may begin to change.

In the beginning, this could be a minor aesthetical change, but with the rolling of years your form will change to become that of a wonderful (or terrifying) creature. Those with the blood of the Gods of Light are able to change back and forth between their original form and their Ershegh (blood of light) form.

But those with the blood of Azrai are forever cursed with their monstrous form (Awnshegh, blood of shadow).

The Curse of Azrai. If you commit Bloodtheft on an Awnshegh, there’s a possibility that you will inherit its curse. The DM will roll a number of d8s equal to the Bloodline Score of the awnsheg, divided by 5. If he rolls a total number equal to or higher than your current Bloodline Score (before applying the increase due to Bloodtheft), your Bloodline Derivation changes to Azrai (if it is not already Azrai) and you acquire the Bloodform trait.

If you have Blood Powers not available to the Bloodline of Azrai, you lose those powers, and must roll new powers in their stead.

When you become and Ershegh, your Type changes to Celestial (Ershegh). Likewise, when you become and Awnshegh, your Type changes to Fiend (Awnshegh).

Example Ershegh: Pegasus, Gryphon, Treant, Unicorn, Phoenix.

Example Awnshegh: Gorgon, Basilisk, Hag, Vampire, Hydra.

##### Blood Powers Table
Blood Power Anduiras Basaia Brenna Masela Reynir Vorynn Azrai
Alertness - 1-5 1-6 - 1-5 - 1-4
Alter Appearance - - 7-12 - - 1-8 5-8
Animal Affinity 1-5 6-10 13-17 1-5 6-10 9-13 9-13
Battlewise 6-11 - - - - - 14-17
Berserker Blood - - - - - - 18-22
Blood History - - 18-22 6-12 - 14-21 -
Bloodmark 12-16 11-15 23-27 13-17 11-15 22-26 23-27
Charm Aura - 16-20 28-33 - - - 28-31
Courage (s) 17-26 - - - - - -
Detect Illusion - 21-25 34-38 18-24 16-20 27-34 32-35
Character Reading 27-32 26-30 39-43 25-31 21-25 35-41 -
Detect Life 33-37 31-35 44-48 32-36 26-30 42-46 36-40
Direction Sense - - - 37-43 31-35 - -
Divine Wrath 38-43 36-40 - 44-50 - - -
Elemental Control 44-49 41-46 - 51-57 36-40 - -
Enhanced Sense 50-54 47-51 49-53 58-62 41-45 47-51 41-45
Fear - - - - - - 46-50
Forest Walk (s) - - - - 46-55 - -
Healing 55-60 52-57 - - 56-60 - -
Heightened Ability 61-66 58-63 54-59 - 61-65 52-59 51-54
Home Hearkening (s) - - 60-69 - - - -
Invulnerability - 64 - - - 60 55
Iron Will 67-73 - - - 66-70 - 56-59
Light of Reason (s) - 65-74 - - - - -
Long Life 74-78 75-79 70-74 63-67 71-75 61-65 60-64
Regeneration 79-84 - - - 76-80 - 65-68
Mebhaighl Sense (s) - - - - - 66-75 -
Poison Sense - - - - 81-85 - 69-72
Protection from Evil 85-90 80-85 75-80 68-73 86-90 76-83 -
Resistance 91-95 86-90 81-85 74-78 91-95 84-88 73-77
Sea Song (s) - - - 79-88 - - -
Shadow Form - - 86-90 - - - 78-81
Touch of Decay (s) - - - - - - 82-91
Travel - 91-95 91-95 89-95 - 89-95 92-95
Unreadable Thoughts 96-00 96-00 96-00 96-00 96-00 96-00 96-00

Monsters of Cerilia

Monsters

Explain common monsters in the Birthright Setting.

  • Orog
  • Goblin
  • Giants (Forest/Ice)
  • Dragon

Scions

Make some examples of blooded scions for each Bloodline.

  • Anduiras
  • Azrai
  • Basaia
  • Brenna
  • Masela
  • Reynir
  • Vorynn

Awnsheghlien

All the awnsheghlien from Blood Enemies sourcebook.

  • Apocalypse
  • Banshegh
  • Basilisk
  • Boar
  • Chimaera
  • Gorgon
  • Hag of Muden
  • Harpy
  • Kraken
  • Lamia
  • Leviathan
  • Maalvar the Minotaur
  • Magian
  • Manticore
  • Raven
  • Rhuobhe Manslayer, the Elf (done)
  • Seadrake
  • Serpent
  • Siren
  • Sphinx
  • Spider
  • Vampire
  • White Witch
  • Wolf

Rhuobhe Manslayer

Rhuobhe looks like a tall, regal elf, but his skin has become darkened and grey, making him look more like a marble statue than a living being. His eyes gleam like pearls, their pupils and irises having vanished. When he is angered, these eyes blaze with the light of his fury.

Rhuobhe's Lair

Rhuobhe spends his time plotting the downfall of humanity from his fortress on the shores of a snow-fed lake in the Seamist mountains. He has gathered a force of elves loyal to his cause and twisted by their association with it. His hatred for humanity grows a little each year, and wit it his rages, but so far he has been able to control them and retain his ability to conduct subtle, long-term plots.

Lair Actions

On initiative count 20 (losing initiative ties), Rhuobhe takes a lair action to cause one of the following effects; Rhuobhe can't use the same effect two rounds in a row:

• Rhuobhe chooses a point he can see within the lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 15 Dexterity saving throw or become restrained by the vines and take 13 (3d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 15 Strength check. This effect lasts until the Rhuobhe uses this lair action again, or dies.

• Rhuobhe magically marks a target he can see within 120 feet. Rhuobhe has advantage on attack rolls against the marked target. The mark lasts until initiative count 20 on the following turn.

• Rhuobhe targets one creature within 60 feet of him and assails its mind with visions of hopelessness and despair. The creature must succeed on a DC 15 Wisdom saving throw or be stunned until initiative count 20 on the next round.

Regional Effects

The region containing Rhuobhe's lair is warped by his magic, which creates one or more of the following effects:

  • Thickets form labyrinthine passages within 1 mile of the Rhuobhe's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the 'thickets or take 3 (1d6) piercing damage from thorns.
  • Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within 1 mile of his lair, Rhuobhe leaves no physical evidence of its passage unless it wishes to. Tracking him there is impossible except by magical means. In addition, he ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from Rhuobhe's path.
  • Rodents and birds within 1 mile of Rhuobhe's lair serve as Rhuobhe's eyes and ears.

If Rhuobhe dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.



Rhuobhe Manslayer

Medium fiend (awnshegh), neutral evil

Bloodline Azrai 95


  • Armor Class 24 (magical plate and shield)
  • Hit Points 201 (31d8+62)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 15 (+2) 18 (+4) 15 (+2) 17 (+3)

  • Saves Str +10, Con +8, Int +10, Wis +8
  • Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons.
  • Skills Athletics +10, Arcana +10, History +10, Perception +8 (adv.)
  • Senses Darkvision 120 ft., Passive Perception 23
  • Languages Sidhelien, Anuirean, several more
  • Challenge 17

Alabaster Skin. Rhuobhe is immune to all damage caused by weapons with the “ammunition” property.

Alertness. Rhuobhe has advantage on Perception checks, and +5 to Passive Perception.

Legendary Resistance (3/Day). If Rhuobhe fails a saving throw, he can choose to succeed instead.

Magical Equipment. Glaivebreaker (plate +2), Anger's Turning (shield +2), Heartspiller (longsword of life stealing), Winged Death (longbow +2)

Spell Resistance. Advantage on saving throws vs. spells.

Spellcasting. Rhuobhe can cast the following spells, using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks).

Cantrips (at-will) fire bolt, light, mage hand, poison spray, ray of frost.

1st (4 slots) burning hands, detect magic, magic missile, thunderwave

2nd (3 slots) darkness, hold person, web

3rd (3 slots) counterspell, dispel magic, fly, haste

4th (3 slots) dimension door, fire shield, wall of fire

5th (2 slots) cone of cold, wall of force

6th (1 slot) mass suggestion

7th (1 slot) forcecage

8th (1 slot) maze

Sunlight Sensitivity. While in sunlight, Rhuobhe has disadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight

Regeneration. If he’s has at least one hit point left, Rhuobhe regains 10 hit points at the start of his turn.

Actions

Multiattack. Rhuobhe uses his Frightful Presence. He then makes three attacks with Hearthspiller or Winged Death

Hearthspiller. Melee Weapon Attack: +10 to hit, range 5 ft., one target. Hit: 8 (1d8+4) magical slashing damage plus 16 (3d10) necrotic damage. If Rhuobhe scores a critical hit, he gains 16 (3d10) temporary hit points.

Winged Death. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8+6) magical piercing damage plus 16 (3d10) force damage.

Frightful Presence. Each creature of Rhuobhe’s choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Rhuobhe’s Frightful Presence for the next 24 hours

Bonus Actions

Fey Step. Rhuobhe teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.

Shield Bash. Rhuobhe attempts to Shove a creature within 5 feet of him with his shield.

Legendary Actions

Rhuobhe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Rhuobhe regains spent legendary actions at the start of its turn.

Attack. Rhuobhe makes one melee or ranged attack, or he casts one of his cantrips.

Move. Rhuobhe moves his speed. This movement does not provoke attacks of opportunity.

Cast a Spell (2 actions). Rhuobhe casts one of his prepared spells.

Work in Progress


Scion of Anduiras

Medium Humanoid (human), lawful good

Bloodline Anduiras 10


  • Armor Class xx
  • Hit Points x (xx+xx)
  • Speed 30ft.

STR DEX CON INT WIS CHA
xx (+x) xx (+x) xx (+x) xx (+x) xx (+x) xx (+x)

  • Saves xx
  • Damage Resistances xx
  • Skills xx
  • Senses xx, Passive Perception xx
  • Languages xx
  • Challenge 1

Spellcasting. The scion can cast the following spells, using Charisma as the spellcasting ability (spell save DC xx, +xx to hit with spell attacks).

Actions

Multiattack. The scion makes two attacks.

Attack. Melee Weapon Attack: +xx to hit, range 5 ft., one target. Hit: xx (xx+xx) slashing damage.