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** A half-orog appears in the setting-based novel ''The Spider's Test''. He ''looks'' like a normal orog, but takes after his human mother and grandfather in his personality.

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* AntagonisticOffspring: Lussinam the queen of the Unseelie Court, is the daughter of the queen of the Seelie Court. She once plotted to overthrow her mother and failed, but her mother was unwilling to execute her own daughter and exiled her instead, leading to the foundation of the Unseelie Court by Lussina and her followers.


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* ChangelingTale: Shadow World faeries steal human children to raise in the Seelie Court, leaving behind an ancient fairy in the stolen child's place.


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* EvilPoacher: The Boar of Thuringode became an awnshegh by killing an Azrai-blooded nobleman who went into the forest to wantonly destroy trees and wildlife.


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* FullBoarAction: The awnshegh known as the Boar of Thuringode is a white boar of unusual size, ferocity and constitution.


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* ImmortalitySeeker: Danita Kusor sought to discover the secrets of immortality and eternal youth during her mortal life before she became the Chimaera.


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* JekyllAndHyde: Justina Heulough's normal self is that of a kind, sweet, just leader. When she sleeps, the Banshegh, her dark self which closely resembles her face and form, separates from her corporeal body to haunt her domain. Justina doesn't know that she is an awnshegh, denies all the evidence and even puts a bounty on the head of the Banshegh. It is unknown if the Banshegh is a malevolent invader or a manifestation of Justina's spirit.


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* KnightTemplarParent: Malik el-Badr, father of Bali el-Badr, wanted his son to become a proud, beautiful, loved leader exactly like him. Bali, however, only wanted to be left alone to his studies and rebelled by sowing discord, malice and worry, eventually becoming the Basilisk.


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* SavageWolves: Cwm annwn are enormous, elf-hunting supernatural dogs that come from the Shadow World, and they are the reason for the elves' ancestral fear of the Shadow World.

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* AGodAmI: Happened at Mount Deismaar after the original Gods duked it out. Their champions inherited their power.
* AlienNonInterferenceClause[=/=]GodsHandsAreTied: After Deismaar, the new gods agreed to avoid direct interference in the world to prevent a repeat. This is why the Gorgon, rather than the new evil gods, is the BigBad.

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* AGodAmI: Happened at Mount Deismaar after the original Gods duked it out. Their champions inherited AbsoluteXenophobe: Orogs consider all other races their power.
* AlienNonInterferenceClause[=/=]GodsHandsAreTied: After Deismaar, the new gods agreed to avoid direct interference in the world to prevent a repeat. This is why the Gorgon, rather than the new evil gods, is the BigBad.
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* BlindedByTheLight: Avani's avatar is a bright beam of sunlight that can blind those that look directly at her.



* BungledSuicide: When Garrilein Suliere found himself transforming into an awnshegh, he tried to drown himself in the sea, only to find out that he can now breathe water, which also hastened his transformation into the Seadrake.



* DarkWorld: The Shadow World is a cold, dark parallel of Cerilia that exists when night falls. Those that made their way there describe it as a cold, dark, desolate, distorted version of Cerilia. Only powerful magic can breach the veil between worlds, but it is weak in places of great evil, or in the darkest winter nights. Cerilians believe that any supernatural evil like undead and fiends hail from the Shadow World.
* DefectorFromDecadence: When Azrai first came to Cerilia, the elves initially sided with him to take revenge on the humans that took their land, but later realised his evil and deserted him.
* DeityOfHumanOrigin: When the old gods died at Mount Deismaar, their champions inherited their powers, becoming gods themselves.



* DragonHoard: The Seadrake collects a toll from all ships passing through his domain. He has no practical use for the treasure, but enjoys its company and jealously protects it from thieves.
* EthnicGod: Dwarves, goblins, gnolls, minotaurs, orogs and other races each have their own patron deities who are little known (let alone worshipped) by other races.



* GodsHandsAreTied: After Deismaar, the new gods agreed to avoid direct interference in the world to prevent a repeat. This is why the Gorgon, rather than the new evil gods, is the BigBad.



* HalfHumanHybrid: Half-elves are the offspring of the unions between elves and the rare humans that get accepted by them. Elves view them as Sidhelien and welcome them fully, while humans usually distrust them.



* HornedHumanoid: The Gorgon appears as a stony skinned humanoid with horns atop his massive head.



* KrakenAndLeviathan: The Seadrake is a 50-foot-long serpentine awnshegh capable of breathing both water and air that patrols the Straits of Aerele and preys on sharks and whales.



* OurDragonsAreDifferent: Avoids the color-based Dragons of regular D&D.

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* OurDragonsAreDifferent: Avoids Unlike in normal TabletopGame/DungeonsAndDragons, Cerilian dragons are all part of the color-based same species. Fewer than two dozen have been ever known to exist, and perhaps only half a dozen are still alive, all of them unique. Dragons of regular D&D.are neutral and only want to be left alone in their homes, high in the Drachenaurs.


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* OurGiantsAreBigger: Cerilian giants are elemental creatures tied closely to the earth. Stone, hill, forest and mountain giants are usually solitary, reclusive and only attack those that trespass or build settlements in their territory, while the northern ice giants and fhoimorien are more dangerous and frequently raid.


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* TheTheocracy: The island kingdom of Ghamoura is ruled by the High Priest of Nasri, with lesser priests serving the roles of military officers and bureaucrats.


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* WeakenedByTheLight: Orogs are an underground-dwelling race and are nearly helpless in sunlight.

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* BalkanizeMe: After the death of Michael Roele, last of his line, the Anuirean Empire crumbled as power-hungry pretenders to the throne waged a continuous civil war lasting more than 70 years.
* BarbarianTribe: The Vos are a barbaric people that demand blood for even unintentional insults and consider all professions except warrior and hunter unmanly.



* CainAndAbel: Raesene, the champion of Azrai who later became the Gorgon, is the Cain to the Abel of his half-brothers, Haelyn and Roele, champions of Anduras.



** Humans and elves fight quite bitterly, with many elves hating humans for their perceived ravaging of the forests. The Wild Hunt exists on Cerilia as essentially an anti-human hate group, a militant faction of elves dedicated to driving off or exterminating all humans. One of the awnsheghlien, is Rhuobe Manslayer, also called "The Elf", who was one of the founders of the Wild Hunt and still harries humanity to its extinction today.

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** Humans and elves fight quite bitterly, with many elves hating humans for their perceived ravaging of the forests. The Wild Hunt exists on Cerilia as essentially an anti-human hate group, a militant faction of elves dedicated to driving off or exterminating all humans. One of the awnsheghlien, is Rhuobe Rhuobhe Manslayer, also called "The Elf", who was one of the founders of the Wild Hunt and still harries humanity to its extinction today.



* GlorySeeker: Cuiraécen is the patron of young warriors who plunge into battle in search of personal glory.
* GodCouple: Couples among the gods include Haelyn and Nesirie; Sera and Ruornil; Erik and Avani.



* HegemonicEmpire: After the battle of Mount Deismaar, Roele, champion of the old god Anduras and brother of the new god Haelyn, founded an empire by defeating the local Anuirean petty kings as well as the Brechts and Basarji. He and his descendants did a good job ruling it until his line failed and the empire crumbled with it.
* HeroicSacrifice: In the battle of Mount Deismaar, the old gods gave their own lives in the hope of stopping Azrai.



* InvadingRefugees: The original humans who came to Cerilia from Aduria did that to flee the shadow of Azrai in Aduria, displacing the native elves in the process.
* KingInTheMountain: Several hundred years ago, a Brecht invasion into Vosgaard was stopped by the Tsarevic Basil Zariyatam, who formed a short-lived Vos Federation. He was destroyed along with his army and the invaders in a bloody battle on the frozen surface of Lake Ladan, but the Vos whisper that he's sleeping under the lake, waiting until he's needed again.



* TheLostWoods: After the elves lost their war against the invading humans from Aduria, they retreated to the forests, concentrating their efforts on protecting their borders against any invading humans. Those that try never return, and humans are advised to stay well away from elven woods.



* MightMakesRight: Belinik teaches that might makes right; strength and savagery are all that a warrior needs.



* OurDwarvesAreAllTheSame: Yep. The dwarves of Cerilia are the classic strong, enduring, hard-working people who live in mountain-based clans and excel at mining.



* ProudMerchantRace: The Brechts model their lives according to the ideals of their patron Sera, goddess of commerce. The highest caste in Brecht society is the merchant, and many sailors give their lives in their aspiration to become one.



* SpellMyNameWithAThe: Most of the Awnsheghlien, such as The Gorgon or The Manticore.

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* SpellMyNameWithAThe: Most The name of an awnshegh can be distinguised from the servants they created by the presence of the Awnsheghlien, such as The Gorgon or The Manticore.definite article. Killing ''a'' hydra is nothing like killing ''the'' Hydra.


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* WasOnceAMan: Many awnsheghlien used to be humans until transformed by Azrai's dark power in their veins.

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* AnimalisticAbomination: Beast type awnsheglien are former animals who consumed scions and were mutated by the Blood they carried. Examples covered in the "Blood Enemies" sourcebook consist of the Boar (a gargantuan albino wild pig), the Hydra (a crocodile which has developed multiple limbs and a mane of tentacle-like necks topped with the screaming heads of the scions it's eaten), the Leviathan (giant carnivorous whale or sea serpent) and the Wolf (an usually large and intelligent wolf).
** Some of the Tainted type awnsheglien have devolved into a grotesque animal-like form, most notably the Basilisk (grotesque humanoid reptile), the Chimaera (scaly, multi-armed, bat-winged panther), the Gorgon (stony-hided minotaur), the Kraken (an enormous, deformed, squid-like creature), the Seadrake (man turned into a sea serpent) and the Spider (hideous half-goblin, half-spider).
** The Sphinx is a weird case that might fit either category; He's a scion who was killed and eaten by a lion, but who possessed his killer's body and reshaped it to have eerily human-like traits.
** The Serpent is a strange awnshegh that can take the form of either a man with a snake's head or a giant serpent. He suffers from a particular strong delusion of godhood, even given that scions are, technically, aspirant demigods.



* BestialityIsDepraved: It's mentioned in "Blood Enemies" that the Sphinx, an awnshegh consisting of a human mind inside a warped, semi-human feline's body, mates with both cats and humans alike, spawning strange hybrid offspring.



* FantasticRacism: Each human nationality is even treated differently.

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* FantasticRacism: FantasticRacism:
**
Each human nationality is even treated differently.differently.
** Goblins are treated as mere vermin, but some sourcebooks hint that they were once a civilized and noble people in their own right, long before humans colonized their lands.
** Humans and elves fight quite bitterly, with many elves hating humans for their perceived ravaging of the forests. The Wild Hunt exists on Cerilia as essentially an anti-human hate group, a militant faction of elves dedicated to driving off or exterminating all humans. One of the awnsheghlien, is Rhuobe Manslayer, also called "The Elf", who was one of the founders of the Wild Hunt and still harries humanity to its extinction today.


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* MakeMeWannaShout: The awnshegh known as the Siren has the unique Bloodline power of a super-destructive voice that can annihilate whatever is around her when she speaks. Unfortunately for her, she's both [[PowerIncontinence incapable of turning it off]] and a good person at heart.


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* RasputinianDeath: Invoked; a Bloodline power called Invulnerability, carried through the Bloodlines of Azrai, Basaia, and Vorynn, makes it impossible for the possessor to die unless certain ritual steps are completed first. Otherwise the "dead" body will slowly regenerate itself, even to the point of FromASingleCell, until the scion comes back to life. Many of the more prominent awnsheghlien possess this trait, but not all of them; "Blood Enemies" lists its possessors as the Apocalypse, the Banshegh, the Basilisk, the Boar, the Hydra, the Magian, the Raven and the Spider. Ironically, the most famous of all awnsheghlien, the Gorgon, lacks this ability. Further complicating matters, almost all of these awnsheghlien don't have their method of destruction described in "Blood Enemies"; only two have a canonical means of death:
** The Boar will only perish if decapitated and its tusks are pulled out.
** The Spider can only die if he is chopped into bits, those bits are then burned for a day on a fire fed with wood taken from the tree of a dryad, and the resultant ashes are then plowed into the earth with a large amount of salt.
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corrected spelling on "awnsheghlien"


''Birthright'' is a ''TabletopGame/DungeonsAndDragons'' setting which attempted to put new life into the 'classical' Fantasy Europe type of setting, primarily by integrating politics and the DivineRightOfKings. Players are intended to be the rulers of large realms and receive special powers from their heritage. The backstory of the setting focuses on an ancient battle in which six of the elder gods battled their corrupt brother, Azrai. When the six gods' assembled mortal legions proved inadequate to overcome Azrai, the gods destroyed themselves in order to destroy him. The mortals fortunate enough to survive the final blast inherited shards of godhood: while a small handful absorbed enough divinity to act as new gods, far more of the mortal onlookers ('scions') gained a few fragments of divine power that manifested as supernatural abilities and, more importantly in some ways, an ability to bond with the lands over which they rule. At the same time, Azrai's scattered essence granted power - but also monstrous mutations - to a variety of people and monsters, setting the stage for the awnsheighlien (monsters with similar 'divine right' abilities.)

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''Birthright'' is a ''TabletopGame/DungeonsAndDragons'' setting which attempted to put new life into the 'classical' Fantasy Europe type of setting, primarily by integrating politics and the DivineRightOfKings. Players are intended to be the rulers of large realms and receive special powers from their heritage. The backstory of the setting focuses on an ancient battle in which six of the elder gods battled their corrupt brother, Azrai. When the six gods' assembled mortal legions proved inadequate to overcome Azrai, the gods destroyed themselves in order to destroy him. The mortals fortunate enough to survive the final blast inherited shards of godhood: while a small handful absorbed enough divinity to act as new gods, far more of the mortal onlookers ('scions') gained a few fragments of divine power that manifested as supernatural abilities and, more importantly in some ways, an ability to bond with the lands over which they rule. At the same time, Azrai's scattered essence granted power - but also monstrous mutations - to a variety of people and monsters, setting the stage for the awnsheighlien awnsheghlien (monsters with similar 'divine right' abilities.)



** The awnsheighlien who manage to resist Azrai's remnant will have infinitely better claim to this. It isn't easy though, and more than one awnsheigh antagonist is a TragicMonster because of it.

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** The awnsheighlien awnsheghlien who manage to resist Azrai's remnant will have infinitely better claim to this. It isn't easy though, and more than one awnsheigh awnshegh antagonist is a TragicMonster because of it.
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* OneWordTitle: Also a {{Portmantitle}} because it's a compound word.


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* {{Portmantitle}}: Also a OneWordTitle.
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''Birthright'' is a ''TabletopGame/DungeonsAndDragons'' setting which attempted to put new life into the 'classical' Fantasy Europe type of setting, primarily by integrating politics and the 'divine right' of kings. Players are intended to be the rulers of large realms and receive special powers from their heritage. The backstory of the setting focuses on an ancient battle in which six of the elder gods battled their corrupt brother, Azrai. When the six gods' assembled mortal legions proved inadequate to overcome Azrai, the gods destroyed themselves in order to destroy him. The mortals fortunate enough to survive the final blast inherited shards of godhood: while a small handful absorbed enough divinity to act as new gods, far more of the mortal onlookers ('scions') gained a few fragments of divine power that manifested as supernatural abilities and, more importantly in some ways, an ability to bond with the lands over which they rule. At the same time, Azrai's scattered essence granted power - but also monstrous mutations - to a variety of people and monsters, setting the stage for the awnsheighlien (monsters with similar 'divine right' abilities.)

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''Birthright'' is a ''TabletopGame/DungeonsAndDragons'' setting which attempted to put new life into the 'classical' Fantasy Europe type of setting, primarily by integrating politics and the 'divine right' of kings.DivineRightOfKings. Players are intended to be the rulers of large realms and receive special powers from their heritage. The backstory of the setting focuses on an ancient battle in which six of the elder gods battled their corrupt brother, Azrai. When the six gods' assembled mortal legions proved inadequate to overcome Azrai, the gods destroyed themselves in order to destroy him. The mortals fortunate enough to survive the final blast inherited shards of godhood: while a small handful absorbed enough divinity to act as new gods, far more of the mortal onlookers ('scions') gained a few fragments of divine power that manifested as supernatural abilities and, more importantly in some ways, an ability to bond with the lands over which they rule. At the same time, Azrai's scattered essence granted power - but also monstrous mutations - to a variety of people and monsters, setting the stage for the awnsheighlien (monsters with similar 'divine right' abilities.)
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* {{Unobtainium}}: Tighmaevril, also called Bloodsilver, is a very, ''very'' rare ore created from the blood of the gods. It was used by the elven wizard Ghoigwnnwd to create twelve (probably) [[PlusOneInfinitySword of the most powerful weapons known.]]

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* {{Unobtainium}}: Tighmaevril, also called Bloodsilver, is a very, ''very'' rare ore created from the blood of the gods. It was used by the elven wizard Ghoigwnnwd to create twelve (probably) [[PlusOneInfinitySword [[InfinityPlusOneSword of the most powerful weapons known.]]
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* AsskickingEqualsAuthority: Quite simply, a bloodline gives a Blooded benefits that non-Blooded characters don't have, and they're also recognized as the upper class, usually.


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* {{Unobtainium}}: Tighmaevril, also called Bloodsilver, is a very, ''very'' rare ore created from the blood of the gods. It was used by the elven wizard Ghoigwnnwd to create twelve (probably) [[PlusOneInfinitySword of the most powerful weapons known.]]
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A videogame adaptation, ''Birthright: The Gorgon's Alliance'', was released in 1997.
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* FisherKing

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* FisherKingFisherKing: The land tends to mirror whoever is ruling it. A just ruler will result in their land being fair and just in result, while a despotic or underhanded ruler will see their realm turn inhospitable. Should a ruler have their bloodline severed, the land will often enter a period of dramatic decline, suffering droughts and natural disasters.
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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/d834ed754a805e47980d54d47b1d49c5.gif]]
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* BodyHorror: Azrai's mutations are seldom pleasant.
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* DivineConflict: In the setting's BackStory the Good deities fought the Evil deity Azrai. They finally sacrificed themselves, destroying both themselves and Azrai.
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* LoadsAndLoadsOfRules: The campaign themed itself on allowing Players to run PC's who ruled a domain (country, temple, guilds), which required more rules.
* MeaningfulName: As the Pcs are often rulers with a ancestral bloodline, or birthright.

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* LoadsAndLoadsOfRules: The campaign themed itself on allowing Players to run PC's {{PC}}s who ruled a domain (country, temple, guilds), which required more rules.
* MeaningfulName: As the Pcs {{PC}}s are often rulers with a ancestral bloodline, or birthright.
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* LoadsAndLoadsOfRules: The campaign themed itself on allowing Players to run PC's who ruled a domain(country, temple, guilds), which required more rules.

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* LoadsAndLoadsOfRules: The campaign themed itself on allowing Players to run PC's who ruled a domain(country, domain (country, temple, guilds), which required more rules.
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** The awnsheighlien who manage to resist Azrai's remnant will have infinitely better claim to this. It isn't easy though, and more than one awnsheigh antagonist is a TragicMonster because of it.
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* FisherKing
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''Birthright'' is a ''TabletopGame/DungeonsAndDragons'' setting which attempted to put new life into the 'classical' Fantasy Europe type of setting by including a mixture of Welsh, German, Arabic, Hun and Viking cultures. Players are intended to be the rulers of large realms and receive special powers from their heritage. The backstory of the setting focuses on an ancient battle in which six of the elder gods battled their corrupt brother, Azrai. When the six gods' assembled mortal legions proved inadequate to overcome Azrai, the gods destroyed themselves in order to destroy him. The mortals fortunate enough to survive the final blast inherited shards of godhood: while a small handful absorbed enough divinity to act as new gods, far more of the mortals gained tiny portions that enabled them to rightfully assert a 'divine right' of kings. At the same time, Azrai's scattered essence granted power - but also monstrous mutations - to a variety of people and monsters, setting the stage for the awnsheighlien (monsters with similar 'divine right' abilities.)

to:

''Birthright'' is a ''TabletopGame/DungeonsAndDragons'' setting which attempted to put new life into the 'classical' Fantasy Europe type of setting setting, primarily by including a mixture of Welsh, German, Arabic, Hun integrating politics and Viking cultures.the 'divine right' of kings. Players are intended to be the rulers of large realms and receive special powers from their heritage. The backstory of the setting focuses on an ancient battle in which six of the elder gods battled their corrupt brother, Azrai. When the six gods' assembled mortal legions proved inadequate to overcome Azrai, the gods destroyed themselves in order to destroy him. The mortals fortunate enough to survive the final blast inherited shards of godhood: while a small handful absorbed enough divinity to act as new gods, far more of the mortals mortal onlookers ('scions') gained tiny portions a few fragments of divine power that enabled them manifested as supernatural abilities and, more importantly in some ways, an ability to rightfully assert a 'divine right' of kings.bond with the lands over which they rule. At the same time, Azrai's scattered essence granted power - but also monstrous mutations - to a variety of people and monsters, setting the stage for the awnsheighlien (monsters with similar 'divine right' abilities.)
Is there an issue? Send a MessageReason:
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''Birthright'' is a ''TabletopGame/DungeonsAndDragons'' setting, where players are intended to be the rulers of large realms and receive special powers from their heritage. In the distant past, there were a large number of gods, one of whom was evil and tried to conquer the world. The other gods assembled a large army and fought him directly, then blew themselves up to kill the evil god, creating a bunch of new gods and granting mortals bloodlines that gave powers based off the original god who they drew the power from. The guys empowered by the death of the evil god are called blood abominations and are invariably evil.

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''Birthright'' is a ''TabletopGame/DungeonsAndDragons'' setting, where players setting which attempted to put new life into the 'classical' Fantasy Europe type of setting by including a mixture of Welsh, German, Arabic, Hun and Viking cultures. Players are intended to be the rulers of large realms and receive special powers from their heritage. In The backstory of the distant past, there were a large number setting focuses on an ancient battle in which six of gods, one of whom was evil and tried to conquer the world. The other elder gods battled their corrupt brother, Azrai. When the six gods' assembled a large army and fought him directly, then blew mortal legions proved inadequate to overcome Azrai, the gods destroyed themselves up in order to kill the evil god, creating a bunch of new gods and granting destroy him. The mortals bloodlines that gave powers based off fortunate enough to survive the original god who they drew the power from. The guys empowered by the death final blast inherited shards of godhood: while a small handful absorbed enough divinity to act as new gods, far more of the evil god are called blood abominations mortals gained tiny portions that enabled them to rightfully assert a 'divine right' of kings. At the same time, Azrai's scattered essence granted power - but also monstrous mutations - to a variety of people and are invariably evil.monsters, setting the stage for the awnsheighlien (monsters with similar 'divine right' abilities.)
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''Birthright'' is a ''DungeonsAndDragons'' setting, where players are intended to be the rulers of large realms and receive special powers from their heritage. In the distant past, there were a large number of gods, one of whom was evil and tried to conquer the world. The other gods assembled a large army and fought him directly, then blew themselves up to kill the evil god, creating a bunch of new gods and granting mortals bloodlines that gave powers based off the original god who they drew the power from. The guys empowered by the death of the evil god are called blood abominations and are invariably evil.

to:

''Birthright'' is a ''DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragons'' setting, where players are intended to be the rulers of large realms and receive special powers from their heritage. In the distant past, there were a large number of gods, one of whom was evil and tried to conquer the world. The other gods assembled a large army and fought him directly, then blew themselves up to kill the evil god, creating a bunch of new gods and granting mortals bloodlines that gave powers based off the original god who they drew the power from. The guys empowered by the death of the evil god are called blood abominations and are invariably evil.
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''Birthright'' is a ''DungeonsAndDragons'' setting, where players are intended to be the rulers of large realms and receive special powers from their heritage. In the distant past, there were a large number of gods, one of whom was evil and tried to conquer the world. The other gods assembled a large army and fought him directly, then blew themselves up to kill the evil god, creating a bunch of new gods and granting mortals bloodlines that gave powers based off the original god who they drew the power from. The guys empowered by the death of the evil god are called blood abominations and are invariably evil.

to:

''Birthright'' is a ''DungeonsAndDragons'' setting, where players are intended to be the rulers of large realms and receive special powers from their heritage. In the distant past, there were a large number of gods, one of whom was evil and tried to conquer the world. The other gods assembled a large army and fought him directly, then blew themselves up to kill the evil god, creating a bunch of new gods and granting mortals bloodlines that gave powers based off the original god who they drew the power from. The guys empowered by the death of the evil god are called blood abominations and are invariably evil.



* FantasyCounterpartCulture: The Anuireans, Khinasi, Brecht, Rjurik and Vos are respectively Anglo-Saxon Romans, Turkish Persian Arabs, the Hanseatic League, Vikings and [[{{Warhammer}} Kislevite]] Russians.

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* FantasyCounterpartCulture: The Anuireans, Khinasi, Brecht, Rjurik and Vos are respectively Anglo-Saxon Romans, Turkish Persian Arabs, the Hanseatic League, Vikings and [[{{Warhammer}} [[TabletopGame/{{Warhammer}} Kislevite]] Russians.
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* OurGoblinsAreDifferent: Mechanically the standard D&D divisions of goblins, hobgoblins, and bugbears still exist; culturally and visually there's only one race of goblins that happens to come in three different sizes.
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* IfYouKillHimYouWillBeJustLikeHim: Quite literally, a hero attempting to slay an awnshegh may end up getting overwhelmed by the evil power in the monster's bloodline and become just as tainted.
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* FantasyCounterpartCulture

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* FantasyCounterpartCultureFantasyCounterpartCulture: The Anuireans, Khinasi, Brecht, Rjurik and Vos are respectively Anglo-Saxon Romans, Turkish Persian Arabs, the Hanseatic League, Vikings and [[{{Warhammer}} Kislevite]] Russians.
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* AndThenJohnWasAZombie: Killing an awnshegh is a good way to become one.

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* AndThenJohnWasAZombie: Killing an awnshegh is a good way to become one.one, since upon [[YouKillItYouBoughtIt acquiring its bloodline power]] the slayer can get tainted.



* OurMonstersAreDifferent: Many monsters that are common Mooks in regular D&D are unique villains called Awnsheghlien or Blood Abominations. (Examples: The Gorgon, the Hag, the Manticore.) They often spawn mook versions as well.

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* OurMonstersAreDifferent: Many monsters that are common Mooks in regular D&D are unique villains called Awnsheghlien or Blood Abominations. (Examples: The Gorgon, the Hag, the Manticore.) They often spawn mook versions as well. While other Bloodlines are less contagious, they are also known to "enhance" normal animals: "Bloodhounds" descended from war-dogs who got spilled power can detect Shadow creatures and tend to be ''very'' smart, loyal and strong. Wild dogs with the bloodline of a war-god become natural leaders in their packs just like humans do, and can be really nasty critters -- or legitimate bloodtheft fodder, for those who can pull this.



* YouKillItYouBoughtIt: Kill one of the Blooded by violence, and his spilled power will be inherited by anyone in the vicinity of his death. Kill him with tighmaevril, or by piercing him intentionally through the heart, and you get it all. But since a bloodline may dominate equal or weaker one, the killer sometimes get more changes than just power. Which is one of reasons why Awnsheghlien are hard to eliminate: those who slay one without being more powerful as scions frequently end up tainted by its bloodline, possibly producing several unwilling "heirs" from one killing, eventually turning into new overpowered monsters.

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* YouKillItYouBoughtIt: Kill one of the Blooded by violence, and his spilled power will be inherited by anyone in the vicinity of his death. Kill him with tighmaevril, or by piercing him intentionally through the heart, and you get it all. But since a bloodline may dominate equal or weaker one, the killer sometimes get more changes than just power. Which is one of reasons why Awnsheghlien are hard to eliminate: those who slay one without being more powerful as scions frequently end up tainted by its bloodline, possibly producing several unwilling "heirs" from one killing, eventually [[AndThenJohnWasAZombie turning into new overpowered monsters.
monsters]].

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* BequeathedPower: [[http://www.birthright.net/brwiki/index.php/Blood_inheritance Blood inheritance]]. May work, if rarely, even on non-Blooded.



* PowerParasite: Some of the raw [[InTheBlood bloodline]] strength, sometimes along with abilities, can be stolen by [[YouKillItYouBoughtIt killing its carrier]] in specific ways, though the killer should have at least some of divine touch to begin with. Blood Abominations tend to be very, very powerful because by the time people knows of them, they usually already have slaughtered lots of "blooded" folk and chose bloodtheft as the road to power.

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* PowerParasite: PowerParasite: Some of the raw [[InTheBlood bloodline]] strength, sometimes along with abilities, can be stolen by [[YouKillItYouBoughtIt killing its carrier]] in specific ways, though the killer should have at least some of divine touch to begin with. ways. Blood Abominations tend to be very, very powerful because they frequently choose bloodtheft as the road to power and actively seek it -- by the time people knows of them, they usually already have slaughtered and drained lots of "blooded" folk and chose bloodtheft as the road to power. folk.



* YouKillItYouBoughtIt: Kill one of the Blooded by violence, and his power will be inherited by anyone in the vicinity of his death. Kill him with tighmaevril, or by piercing him intentionally through the heart, and you get it all.

to:

* YouKillItYouBoughtIt: Kill one of the Blooded by violence, and his spilled power will be inherited by anyone in the vicinity of his death. Kill him with tighmaevril, or by piercing him intentionally through the heart, and you get it all. But since a bloodline may dominate equal or weaker one, the killer sometimes get more changes than just power. Which is one of reasons why Awnsheghlien are hard to eliminate: those who slay one without being more powerful as scions frequently end up tainted by its bloodline, possibly producing several unwilling "heirs" from one killing, eventually turning into new overpowered monsters.

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* AndThenJohnWasAZombie: Killing an awnshegh is a good way to become one.



* OurDragonsAreDifferent: Avoids the color-based Dragons of regular D&D

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* OurDragonsAreDifferent: Avoids the color-based Dragons of regular D&DD&D.

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* AlienNonInterferenceClause[=/=]GodsHandsAreTied: After Deismaar, the new gods agreed to avoid direct interference in the world to prevent a repeat. This is why the Gorgon, rather than the new evil gods, is the BigBad.



* DarkIsNotEvil: The Vos would argue this applies to them.

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* DarkIsNotEvil: The Vos would argue this applies to them. [[AlwaysChaoticEvil It doesn't]].


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* MonsterProgenitor: Many awnsheghlien.


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* YouKillItYouBoughtIt: Kill one of the Blooded by violence, and his power will be inherited by anyone in the vicinity of his death. Kill him with tighmaevril, or by piercing him intentionally through the heart, and you get it all.

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