Welcome
to my GURPS Birthright pages.
I always thought TSR made excellent worlds. Too
bad about the system...
Note that this page is subject to frequent updates
and incoherent rambling, as I'm running this campaign at the moment.
The Races
More than vanilla humans inhabit the continent of
Cerilia...
Wemics,
lion centaurs of the eastern plains.
Elves,
xenophobic immortals.
Dwarves,
children of the earth.
Halflings, the small refugees from the Shadow
World.
Orogs, the mighty warriors beneath the mountains.
Gnolls,
the hyena-headed scourges.
Humans, in all their flavors.
Half-elves,
children of two worlds.
The Blood
Cerilian nobles have the Divine Blood advantage. It costs a flat 5 point,
+1 point for every point of bloodline strength, or 10 points per 3d of
bloodline strentgh. It allows the character to perform bloodtheft, seriously
enhances his ability as a ruler, and allows humans to buy magery beyond
level 1.
It also allows the character to have abilities not available to commoners,
as a sort of Unusual Background. See the Birthright rulebook for guidelines
on which powers are allowed based on bloodline strength and derivation.
Anyone possesing the blood of Azrai is a candidate for the Dark
Fate (will become an awnsheligen) disadvantage...
The
Magic Magicians, priests, and mages, oh my...
Fighting
styles
Links to other Birthright sites of interest
The
Birthright netbook. A large netbook, with lots of material. Of varying
quality, but quite a lot of it is good.
The
temple of Laerme. Very good little site, if Laerme is what you're interested
in right now...
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