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The charts below are an attempt to fill the voids in character backgrounds
that are left by the main Birthright rule books. Unlike in most worlds,
humanoids are an accepted part of the world community. Even if one
wouldn't want humanoids as neighbors, there are several humanoid kingdoms
across Cerilia, some of which even trade and interact with their human
neighbors. Mercenary bands are to be found all across Cerilia as
many humanoids have found it more profitable to work for humans than to
prey upon them. There is also an additional human subrace that
is not covered in the main rules, and so the rules for them are also included.
If your characters initially generated abilities do not fall within
the ranges given below, you must either choose another race or, if the
ability are above the maximum you may reduce the ability to the maximum.
The human subraces have no specific requirements.
Table 1a: Racial Ability Requirements (min/max)
Ability | Gnoll | Lesser Goblin | Goblin | Giant Goblin | Ogre | Orog |
Strength | 8/18 | 3/17 | 6/18 | 12/18 | 14/18 | 10/18 |
Dexterity | 8/18 | 8/18 | 4/18 | 8/17 | 3/12 | 3/17 |
Constitution | 8/18 | 3/17 | 5/18 | 8/18 | 12/18 | 10/18 |
Intelligence | 3/16 | 6/18 | 6/17 | 3/15 | 3/14 | 3/17 |
Wisdom | 3/14 | 6/16 | 3/16 | 3/16 | 3/12 | 3/17 |
Charisma | 3/12 | 3/14 | 3/12 | 3/12 | 3/10 | 3/12 |
Table 2a: Racial Ability Adjustments
Race | Adjustments |
Gnoll | +1 Strength, +1 Dexterity, -1 Wisdom, -1 Charisma |
Lesser Goblin | -1 Strength, +1 Dexterity, -1 Constitution, +1 Intelligence |
Goblin | +1 Strength, -1 Charisma |
Giant Goblin | +2 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom, -1 Charisma |
Human: Masetian | -1 Strength, +1 Charisma |
Ogre | +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma |
Orog | +1 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom |
Race and Level Limits
Humanoids are limited in their choice of character class and level advancement as shown below.
Table 3a: Racial Ability Requirements
Class | Gnoll | Lesser Goblin | Goblin | Giant Goblin | Ogre | Orog |
Fighter | 12 | 8 | 10 | 12 | 14 | 11 |
Paladin | - | - | - | - | - | - |
Ranger | - | 7 | 6 | - | - | - |
Priest | 9 | 10 | 8 | 6 | 4 | 8 |
Wizard | - | 7 | 5 | - | - | 5 |
Thief | 11 | 12 | 10 | 8 | - | 8 |
Bard | - | - | - | - | - | - |
Gnolls
Gnolls are generally little more than nomadic bandits, wandering gnoll tribes have troubled humans since their arrival in Cerilia, and before that they plagued the dwarves, elves and goblins. Gnolls tend to be very chaotic, and rarely make plans beyond the next day, scavenging or stealing whatever they can. Gnolls rarely build any settlements and are known to inhabit abandoned villages, castles or caves built by others.
The typical gnoll is about 7 feet tall and is built very lean, and only weighs around 200 pounds. They have fur covering their entire body, with somewhat longer hair forming a mane from the top of their head down to their back in line with their spine. Their fur ranges from light grey to dark brown close to black. Generally they are very disheveled.
Gnolls do not get along well with other races in general and especially dislike dwarves and goblins. While they create almost no goods of their own, they frequently hire themselves out as mercenaries. Gnolls tend to prefer things that they can use like food, arms and armor over gold, but they certainly will not turn their snouts up at receiving coins as payment.
They have been known to work most frequently with orogs and humans, but have been known to work with goblins when working for a powerful master. Gnolls are carnivores, and have no qualms about where their meat comes from, be it a 3-day-old carcass or a freshly killed human, because of this reputation, gnolls must subtract 4 from any reaction roll.
Gnolls must take damage as size large creatures, but being large has
some advantages also, and gnolls may add 2 to their initial hit point total.
Also all gnolls have keen hearing and have a base 25% Detect Noise
skill (like a thief) which improves +2% per level. Gnoll thieves
may add these bonuses to their regular Detect Noise skill. Gnolls
have 90 foot infravision. Flinds do not exist on Cerilia, their roll
being filled by the thankfully rare blooded gnoll. For more information
on gnolls, see the Complete Humanoids Handbook.
Goblins
In Cerilia goblins are divided into three subgroups, lesser goblins, giant goblins and goblins. They are treated as the same racial group, and are found in the same tribes. While some goblins live semi-settled to nomadic lifestyles, many goblins live in extensive goblin kingdoms with laws and a court. They even make deals with their human neighbors, or hire out their armies as mercenaries. Goblins do have a slave society, and live mainly by herding and mining. While goblins do engage in trade with kingdoms on their boarders, they also have a tendency to be greedy and violent, few goblins can be trusted very far.
Lesser Goblins are the smallest of goblin-kind and stand about 4 feet tall and weigh around 85 pounds. Goblins stand a little more than 6 feet tall and weigh close to 175 pounds, they are built only slightly bigger than humans on average. Giant Goblins these are the biggest of goblins and are about 7 feet tall and weigh around 250 pounds. All goblins have skin colors in the grey to green range, and have hair that ranges from black to white. Most goblins have less body hair than most humans, but giant goblins can sometimes be fairly hairy.
All goblins have 60 foot infravision, and can detect new construction
and shifting walls with a 30% chance of success. All goblins must
subtract 2 from all reactions with humans and demi humans. Giant
Goblins also take damage as size large creatures, but add 3 to their initially
generated hit points. For more information on Cerilian goblins, see the
Complete Humanoids Handbook, specifically the information on bugbears,
goblins and hobgoblins. The information here is specific to Cerilian goblins,
and overrides the information there.
Humans
Outside of the more populous groups of humans, there is at least one other group of humans mentioned in the Birthright rules they are the Masetians. This group has been reduced to a very small geographical area, and are fairly rare in general. The only known Masetian regents are based on the Serpents Island.
The Masetians are now reduced to living on a few islands off the south coast of Cerilia. Long ago they had a great culture, but Deismar and jealous Awnsheghlien have conspired to reduce them to almost nothing. Their once great culture virtually completely corrupted by the Serpent or absorbed into the Khinasi culture. Masetians are tall and tend to be thin built with hair usually in the blond to light brown range. Their eyes are frequently hazel, green or blue. However in modern times given extensive intermarriages between Masetians and Khinasi, many Masetians have darker hair and eyes.
Masetians had an understanding of magic unrivaled among humans and that continues till this day. Masetian magicians (or priests of Ruornil) may substitute either elemental air or elemental water mage schools for the school of illusion as an unrestricted school. Should a magician choose such an alternative he will be barred from the opposition element of the element that he chose. A true wizard may take one extra spell per available spell level from those schools, as if he were a specialist. However, may cast neither any spells nor use items with powers even partially from the necromancy school regardless of the spell level. At one time a curse lay upon all Masetian wielders of magic, and their spells went awry and much damage was caused. People still remember the horrors caused by inadvertently summoned monstrosities, because of this any known Masetian wizard or magician suffers a -2 reaction penalty. Some remnants of this curse remain, whenever a Masetian wizard uses a realm spell he must make a suc cessful save versus spells to avoid having the source used corrupted for 1d3 months. If a ley line was used, both sources may be corrupted.
Maseala was the matron of the Masetians, and Nesirie inherited that
mantle as their matron. However, now many of the remaining Masetians
have turned to the worship of the Serpent as a god. Still Nesirie
remembers her duty and so Masetians may be paladins of Nesirie.
Ogres
Ogres are huge humanoids with a foul appearance and an even worse disposition. They generally live by banditry and thievery. Ogres are happy to employ slaves to do menial jobs and to supplement their diet. Ogres are much less nomadic than goblins or gnolls, they prefer to find a secluded area to use as a base for their banditry. Ogres are very greedy and easily moved to violence.
Ogres stand about 9 feet tall and weigh around 450 pounds. Their skin ranges from grey-green to dead yellow, and is covered with warty bumps. Their hair ranges from blue-black to dark green and they have reverse pupil eyes (white on black). Ogres' teeth and talons range from orange to black. Ogres have a tendency to act less intelligent than they actually are, being so large they rarely need to solve problems that their bulk and brawn cannot handle.
Ogres have a base AC of 5 and may add 4 to their initially generated
hit points. Unfortunately they must take damage as size large and
have -2 to hit any dwarf. Ogres have 60 foot infravision. Ogres
may attack bare handed for 1d10+str. bonus. Ogres must subtract
3 from all reaction rolls.
Orogs
Orogs are a very militant race of underground dwelling humanoids. Tribes are organized much like a military organization. While status in a tribe is not always related solely to fighting prowess, skill in battle is very highly regarded among Orogs. Orogs have a higher technological and cultural level than other humanoids, and produce most things that they need. Orogs frequently take slaves to use in digging their huge underground lairs, unless there are dwarves in a group they will often give victims of their attacks the chance to surrender in order to take them as slaves. Orogs have long ago learned that dwarven slaves are more trouble than they are worth.
Orogs stand about 6 feet tall, and weigh around 200 pounds. Their
skin ranges thru grey, green and yellow. Their hair ranges from a
dull orange to black. Orogs are very broadly built and have massive
upper body strength. Orogs thick hides give them a natural base AC of 8.
They may attack bare handed and cause 2d3+str. bonus. They also have 120
foot infravision. Orogs must subtract 2 from all reaction rolls and attack
dwarves at -2 also. In direct sunlight they are; -4 to all attacks
and saving throws; and suffer a -2 to all physical attributes, in addition
they may not cast spells. When in indirect light they are only -2
to attacks and saving throws. Orogs may detect new/unusual construction,
shifting walls and sloping passages with a 30% chance of success.
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