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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