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* MageSpecies: Downplayed. In Birthright, the Wizard class is only accessible to Blooded individuals, as only they have the mystical "spark" that lets them channel such magic. Non-Blooded characters can only become [[QuirkyBard Bards]] or "Mages", a weaker version of the Wizard that only has relatively low-level spells and relies heavily on ritual magic.



* WitchSpecies: Downplayed. In Birthright, the Wizard class is only accessible to Blooded individuals, as only they have the mystical "spark" that lets them channel such magic. Non-Blooded characters can only become [[QuirkyBard Bards]] or "Mages", a weaker version of the Wizard that only has relatively low-level spells and relies heavily on ritual magic.
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** Medoere is a theocracy that split off from Diemed and is dedicated to the moon god Ruornil, with the ruler traditionally being the archpriest or archpriestess of Ruornil's Celestial Spell.
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** The Gorgon, one of the most powerful villains in the setting, looks nothing like a gorgon (a humanoid with snakes for hair, the most famous of which is {{Medusa}}), instead appearing as a stone-skinned minotaur-like creature. About the only thing they have in common is their ability to turn people to stone (though with a gorgon it requires someone to view their face, while the Gorgon can do it by gazing ''at'' them instead).

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** The Gorgon, one of the most powerful villains in the setting, looks nothing like a gorgon (a humanoid with snakes for hair, the most famous of which is {{Medusa}}), instead appearing as a stone-skinned minotaur-like creature. About the only thing they have in common is their ability to turn people to stone (though with a gorgon it requires someone to view their face, while the Gorgon can do it by gazing ''at'' them instead).
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* NonIndicativeName: While most awnshegh are sensibly named based on what they are, a few have names that don't at all match their physical description:
** The Gorgon, one of the most powerful villains in the setting, looks nothing like a gorgon (a humanoid with snakes for hair, the most famous of which is {{Medusa}}), instead appearing as a stone-skinned minotaur-like creature. About the only thing they have in common is their ability to turn people to stone (though with a gorgon it requires someone to view their face, while the Gorgon can do it by gazing ''at'' them instead).
** On the other hand, Malvaar the Minotaur is actually a centaur (human torso and head atop an equine body), rather than a Minotaur (bull torso and head atop a human lower body).

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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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* DivineConflict: In the setting's BackStory the Good deities fought the Evil deity Azrai. They finally sacrificed themselves, destroying both themselves and Azrai.Azrai at the apex of a colossal battle known as Deismaar.
* DivineRightOfKings: The main feature of the ''Birthright'' setting, taking a rather literal interpretation of the historical "Divine Right to Rule" that stipulated that the rulers of ancient kingdoms had divine blood in their veins. Following the deaths of the old gods at the [[DivineConflict titanic battle of Deismaar]], their blood rained down on the mortal combatants below. Those who absorbed the most of the divine essence ascended to godhood themselves and became a pantheon of new gods; however, some only absorbed a portion of the divine blood. These "blooded" individuals discovered they could call on supernatural powers associated with their gods, practice "true magic", and could also link themselves to the land. Just as gods are worshipped, these mortals of divine blood soon found they were natural rulers of the people and rose to become kings of nations, masters of great trade guilds, or wizards without peer.
** Notably, the right of blooded characters to rule is a near-universal constant in the ''Birthright'' setting and is taken extremely seriously. Though not all blooded are rulers, every ruler of any consequence is blooded (non-blooded characters could serve as a town mayor or the leader of an individual guild hall, but that is more or less their ceiling, as people would simply refuse to obey them if they tried to rise higher than that. Notably, when the developers were asked about non-blooded characters from other campaign settings visiting Cerilia, [[WordOfGod they responded]] that while such characters could visit by means of plane-travelling spells or portals, they could not become regents, as the populace would immediately revolt if a non-blooded tried to force his way into leadership. Cerilians would sooner be ruled by an awnshegh than a non-blooded - at least the awnshegh has *some* link to the divine.

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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.

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* BalkanizeMe: 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.years.
** Downplayed, but also present in the Khinasi and Brecht realms. After overthrowing Anuirean occupation, the two lands formed their own empires (the Basarji Federation and the Brecht League respectively) in an attempt to unite their people in a manner similar to Anuire. Unfortunately, neither were particularly successful at it and both empires collapsed to infighting in just a few decades.

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* FantasyCounterpartCulture: The Anuireans, Khinasi, Brecht, Rjurik and Vos are respectively Anglo-Saxon French Romans, Turkish Persian Arabs, the Hanseatic League, part-Celtic Vikings and [[TabletopGame/{{Warhammer}} Kislevite]] Russians with more than a touch of [[BarbarianTribe Kurgan]].

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* FantasyCounterpartCulture: FantasyCounterpartCulture:
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The Anuireans, Khinasi, Brecht, Rjurik and Vos are respectively Anglo-Saxon French Romans, Turkish Persian Arabs, the Hanseatic League, part-Celtic Vikings and [[TabletopGame/{{Warhammer}} Kislevite]] Russians with more than a touch of [[BarbarianTribe Kurgan]].Kurgan]].
** The Khinasi territory of Binsada is a not-so-subtle allusion to the Mongol Empire of the 13th century (with their founder being described as a nomad clan leader named [[UsefulNotes/GenghisKhan either "Chenghas Zaran" or "Tengis Rhan"]]. It is an entirely nomadic culture that demands tribute from its various vassal states, riding out and destroying those who refuse, but it allows conquered lands to keep their culture and religion, all of which are true to the policies of the Mongol Empire. Also like the Mongol Empire, there is considerable disagreement within Binsada as to whether the nation should maintain its historical, nomadic ways or build permanent settlements and become a more modern empire (this same disagreement was a major factor in the weakening and eventual dissolution of the Mongol Empire).
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* SacredHospitality: The Rjurik practice a variant of this. According to their cultural traditions, any Rjurik must not turn away another who seeks shelter during the dangerously cold winter months, even if they are sworn enemies; however, by the same token, any Rjurik that accepts another's shelter under these conditions must be a gracious guest and not seek to attack, insult, or steal from their host. Failing to honour either of these requirements is considered a very serious crime under Rjurik law.
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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 awnsheghlien (monsters with similar "divine right" abilities).

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''Birthright'' is a ''TabletopGame/DungeonsAndDragons'' setting (first released in 1995) 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 awnsheghlien (monsters with similar "divine right" abilities).
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** Similarly, the Gorgon has been known to mate with *cattle* when the mood moves him, due to his otherworldly strength (regular human women are simply too frail to survive his attentions and even female ogres only sometimes live through the experience). No one in his realm who does not wish to suffer an extremely painful death ever comments on it.

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** Similarly, the Gorgon has been known to mate with *cattle* ''cattle'' when the mood moves him, due to his otherworldly strength (regular human women are simply too frail to survive his attentions and even female ogres only sometimes live through the experience). No one in his realm who does not wish to suffer an extremely painful death ever comments on it.



* PhysicalGod: Possibly the Serpent. The Serpent is one of the most powerful awnsheghlien on the continent and has proclaimed himself a god. While most such claims from scions are dismissed as insane megalomania, in the Serpent's case, he actually has priests dedicated to him and *they can use priestly magic*, something that should not be possible unless he actually is a deity.

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* PhysicalGod: Possibly the Serpent. The Serpent is one of the most powerful awnsheghlien on the continent and has proclaimed himself a god. While most such claims from scions are dismissed as insane megalomania, in the Serpent's case, he actually has priests dedicated to him and *they ''they can use priestly magic*, magic'', something that should not be possible unless he actually is a deity.

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* 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.

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* BestialityIsDepraved: 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.offspring.
** Similarly, the Gorgon has been known to mate with *cattle* when the mood moves him, due to his otherworldly strength (regular human women are simply too frail to survive his attentions and even female ogres only sometimes live through the experience). No one in his realm who does not wish to suffer an extremely painful death ever comments on it.


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* UnstoppableRage: Maalvar the Minotaur, a Chaotic Neutral awnshegh, will sometimes be overcome with frenzied bloodlust and will enter an unstoppable rage whereupon he becomes physically stronger and more durable, but loses the ability to strategize or think cogently. These rages are not necessarily prompted by anything (though he is more likely to enter them when injured) and he cannot control them. For this reason, he keeps himself ensconced within a massive labyrinth, which he has personally expanded several times. He sees himself as a protector of the reclusive Itave people (who also live within the maze) and he knows that he does not have the mental acuity to solve the maze while in a rage, so the labyrinth serves as a self-imposed trap that prevents him from harming them when he is unable to control himself.
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* MeaningfulRename: The Basarji eventually renamed themselves "khir-aften el-Arassi" ("people under the protection of el-Arassi") after the mage-king el-Arassi, who rose to prominence in Ariya and later (briefly) united the entire Basarji people and overthrew their Anuirean overseers. This name became shortened over time to "Khinasi", the people's current name.


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* PhysicalGod: Possibly the Serpent. The Serpent is one of the most powerful awnsheghlien on the continent and has proclaimed himself a god. While most such claims from scions are dismissed as insane megalomania, in the Serpent's case, he actually has priests dedicated to him and *they can use priestly magic*, something that should not be possible unless he actually is a deity.
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* LostTribe: The Masetians, a primarily sea-dwelling people and the sixth human tribe from Aduria. Late to flee Deismaar, due to seeking to repair their ships, they were nearly wiped out in the resulting calamity. The Basarji (who would later become the Khinasi) swiftly took over much of their land and the few Masetians who survived were forced into servitude or else were subsumed into Basarji culture. Rumours abound that lost enclaves of pure-blooded Masetians still exist somewhere in the world, but thus far none are widely known.

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* TheCityVsTheCountry: A source of strife in the Rjurik Highlands. Traditionally a nomadic people, some Rjurik tribes have recently started abandoning their traditional ways and building permanent settlements. These new cities are prosperous, but more traditional-minded Rjurik believe this is an affront to their way of life and a slap in the face of their patron god, Erik (a god of nature and wilderness).



* 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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* StandardEvilOrganizationSquad: The Red Kings of Aftane. A collection of seven blooded evil regents that have unified to rule the land of Aftane and its surrounding areas, only one of them - their herald, Arlando el-Adaba - has a confirmed identity.
* TheTheocracy: Several - any nation led by a priest-regent is likely to fall into this.
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The island kingdom of Ghamoura is ruled by the High Priest of Nasri, with lesser priests serving the roles of military officers and bureaucrats.bureaucrats.
** Similarly, Ariya is, by convention, led by a prince-paladin of Avani and religion is central to much of the kingdom's governance.


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* VestigialEmpire: Several. Numerous smaller nations have collapsed or are in decline at the time of the game's setting, whether due to external forces, internal malaise, or some combination of the two.
** Anuire is probably the biggest example (and an {{Expy}} of Ancient Rome, for bonus points). Formerly the dominant power on Cerilia, with holdings covering nearly two thirds of the continent, including the lands of the Khinasi and Rjurik, Anuire collapsed when its last Emperor - Michael Roele - died in battle against the Gorgon without a designated heir. In addition to losing its foreign holdings, Anuire has now been sundered into roughly a dozen smaller nations, with the larger ones seeking to use politics and force to reunite the old empire under their control.
** Khinasi, similarly, is a land whose best days appear to be behind it. After a golden age following the collapse of Anuire, the Khinasi states have experienced decline as a result of internal politicking, weak leadership, awnshegh predation, and belligerence of the Vos from the north.
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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 awnsheghlien (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 awnsheghlien (monsters with similar 'divine right' abilities.)
"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 awnsheghlien (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' "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') ("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 awnsheghlien (monsters with similar 'divine right' abilities.)



* AncestralWeapon: Tighmaevril weapons, if you can get one.

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* %%* AncestralWeapon: Tighmaevril weapons, if you can get one.



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* CantArgueWithElves: Formed a Wild Hunt to kill humans, one Elf is known by the title Manslayer.

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* CantArgueWithElves: Formed a Defied. The Elf, the awnshegh Rhuobhe Manslayer, founded the hate-group the Wild Hunt after originally befriending humanity, then being traumatized and embittered by their unwillingness to kill humans, one Elf is known by listen to him and stop ravaging Cerillia's virgin lands, finally siding with Azrai to attempt to exterminate mankind, even as other elves abandoned the title Manslayer.evil god in droves upon learning of his plans for the world. In the modern day, other elves don't necessarily disagree with him ''in principle'', but they feel he has not only fallen into evil but ironically come to adopt human principles of organization in his zeal to wipe them out.

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* 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.

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* KrakenAndLeviathan: KrakenAndLeviathan:
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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.whales. He WasOnceAMan, and does try to restrain himself from hurting people... though he cannot resist the part of his nature that demands he hoard treasure, and so mostly runs a protection racket.
** The Leviathan is even bigger than him, and, while once demanding tribute from passing ships, has since fully degenerated into an animalistic monster. Sightings are few, and it is alternately described as a huge whale or sea-serpent, possibly a fusion of both like a mosasaur. It's a perpetual headache for anyone trying to get to the semi-mythical island of Torova Temylatin off the northeast coast of the continent.
** The Kraken is even bigger than ''it'', and the largest of all awnshegh. Extremely intelligent but alien and inscrutable, it has utterly dominated the local sahaguin civilization, demanding they make no contact with humanity, and forcing them to worship it as a god, which somehow grants them cleric spells. It sometimes raids ships too, and its regeneration means it doesn't care about losing an eye or an arm while claiming a prize.
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* BastardBastard: Raesene was the elder half-brother of Haelyn and Roele, the royal princes of the Anuirean people, but as he was born out of wedlock; his resentment over this was what made him susceptible to Azrai's blandishments, prompting his FaceHeelTurn. Almost a millenium and a half later, he still bedevils Cerilia as the mightiest awnshegh, the Gorgon.

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* BastardBastard: Raesene was the elder half-brother of Haelyn and Roele, the royal princes of the Anuirean people, but as he was born out of wedlock; his resentment over this was what made him susceptible to Azrai's blandishments, prompting his FaceHeelTurn. Almost a millenium and a half later, he still bedevils Cerilia as the mightiest awnshegh, the Gorgon.
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* MonsterProgenitor: Many awnsheghlien have the ability to produce lesser offspring of some kind. For some, this is asexual, such as the Hydra spontaneously spawning bizarre compound horrors from its shifting flesh. Others take a more... traditional... approach, as with the Sphinx, who has produced myriad feline monsters, ranging from CatFolk to unusually intelligent dire lions, by rampantly breeding with humans and great cats alike.

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* MonsterProgenitor: Many awnsheghlien have the ability to produce lesser offspring of some kind. For some, this is asexual, such as the Hydra spontaneously spawning bizarre compound horrors from its shifting flesh. Others take a more... traditional... approach, as with the Sphinx, who has produced a myriad feline monsters, ranging from CatFolk to unusually intelligent dire lions, by rampantly breeding with humans and great cats alike.



* 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.

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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 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.
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* ElvesVersusDwarves: An odd variant exists in ''Birthright''. The elves take their usual role from the trope (though with notably less of a mind towards diplomacy, as ''Birthright'' elves tend to be closer to TheFairFolk and embrace more isolationist tendencies than many other fictional elf variants), but the part of the "dwarves" in the trope (mechanical, industrious, somewhat blunt with other races) is actually filled by humans in the setting. The ''Birthright'' cwarves are, somewhat surprisingly, pretty much the race with the best relations with the elves. This is due to the fact that the dwarves and elves mostly keep to themselves and when the dwarves initiate contact with other races, it is mostly in the form of trade caravans that take great care to keep good diplomatic relations with all their potential clients, elves included.

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* ElvesVersusDwarves: An odd variant exists in ''Birthright''. The elves take their usual role from the trope (though with notably less of a mind towards diplomacy, as ''Birthright'' elves tend to be closer to TheFairFolk and embrace more isolationist tendencies than many other fictional elf variants), but the part of the "dwarves" in the trope (mechanical, industrious, somewhat blunt with other races) is actually filled by humans in the setting. The ''Birthright'' cwarves dwarves are, somewhat surprisingly, pretty much the race with the best relations with the elves. This is due to the fact that the dwarves and elves mostly keep to themselves and when the dwarves initiate contact with other races, it is mostly in the form of trade caravans that take great care to keep good diplomatic relations with all their potential clients, elves included.
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* HornedHumanoid: The Gorgon appears as a stony skinned humanoid with horns atop his massive head. The Minotaur plays with the trope

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

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* AnimalisticAbomination: Beast type 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 unusually large and intelligent wolf).
** Some of the Tainted type 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 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 particularly strong delusion of godhood, even given that scions are, technically, aspirant demigods.
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TRS has renamed Our Elves Are Better to Our Elves Are Different. Link changed accordingly.


* OurElvesAreBetter: They're more TheFairFolk.

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* OurElvesAreBetter: OurElvesAreDifferent: They're more TheFairFolk.
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* BadPowersBadPeople: Those with Azrai-tainted blood who use their powers freely may find themselves slowly being corrupted by their bloodline, their flesh mutating as they slowly turn into an awnshegh. This usually (but not always) also includes the characters turning evil as whatever morals and scruples they may have once possessed are stripped away or perverted to better align with the dark god's ambitions.
* BadPowersGoodPeople: Although nearly all of the awnsheghlien are evil aligned, they manage to avert the AlwaysChaoticEvil trope, as there are a handful of neutral awnsheghlien and even some (very rare ones) that are, if not outright good-aligned, then at least good in the eyes of their people. The most famous of these is The Siren, who came to rule her nation (now known as the Siren's Realm) by defeating the Dusk Man, a powerful and cruel awnshegh that had carved out the realm from the nearby kingdom of Halskapa. The Siren is widely considered to be a good and just ruler and seeks only to protect her people and keep their lands peaceful and free of invaders (including the Halskapans, who would dearly like to take their former provinces back, by force if necessary).


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* GreaterScopeVillain: No matter which of the usual awnshegh are your campaign's BigBad (with the Gorgon, the Magian, the Raven, and Rhoubhe Manslayer (the Elf) being the four most powerful/most common), they are all fuelled by the fallen god of evil, Azrai.


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* SatanicArchetype: Azrai. In addition to being a god of evil who was cast out and destroyed by the other gods, he was also purportedly the most beautiful and powerful of the gods before his fall. He is also well known for his corrupting influence and [[GreaterScopeVillain is the driving force behind most of the setting's biggest villains.]]
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* ElvesVersusDwarves: An odd variant exists in ''Birthright''. The elves take their usual role from the trope (though with notably less of a mind towards diplomacy, as ''Birthright'' elves tend to be closer to TheFairFolk and embrace more isolationist tendencies than many other fictional elf variants), but the part of the "dwarves" in the trope (mechanical, industrious, is actually filled by humans in the setting. The ''Birthright'' cwarves are, somewhat surprisingly, pretty much the race with the best relations with the elves. This is due to the fact that the dwarves and elves mostly keep to themselves and when the dwarves initiate contact with other races, it is mostly in the form of trade caravans that take great care to keep good diplomatic relations with all their potential clients, elves included.

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* ElvesVersusDwarves: An odd variant exists in ''Birthright''. The elves take their usual role from the trope (though with notably less of a mind towards diplomacy, as ''Birthright'' elves tend to be closer to TheFairFolk and embrace more isolationist tendencies than many other fictional elf variants), but the part of the "dwarves" in the trope (mechanical, industrious, somewhat blunt with other races) is actually filled by humans in the setting. The ''Birthright'' cwarves are, somewhat surprisingly, pretty much the race with the best relations with the elves. This is due to the fact that the dwarves and elves mostly keep to themselves and when the dwarves initiate contact with other races, it is mostly in the form of trade caravans that take great care to keep good diplomatic relations with all their potential clients, elves included.

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* AbsoluteXenophobe: Orogs consider all other races their enemies.

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* AbsoluteXenophobe: AbsoluteXenophobe:
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Orogs consider all other races their enemies.enemies.
** The various elven realms fit into this trope, to varying extents. While a few are open to trade and (controlled, very limited) visits from outsiders, most range from "No outsiders in our lands on pain of death" to "We will actively hunt and kill any non-elves we can find to reclaim our lost territory." Notably, the elvish word for elves is "Sidhelien", which literally translates to "the people"; elves consider all non-elves to be literal non-persons, ranging from tolerable (dwarves, sometimes humans) to "exterminate on sight" (goblins, ogrekin, etc.)
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* ElvesVersusDwarves: An odd variant exists in ''Birthright''. The elves take their usual role from the trope (though with notably less of a mind towards diplomacy, as ''Birthright'' elves tend to be closer to TheFairFolk and embrace more isolationist tendencies than many other fictional elf variants), but the part of the "dwarves" in the trope (mechanical, industrious, is actually filled by humans in the setting. The ''Birthright'' cwarves are, somewhat surprisingly, pretty much the race with the best relations with the elves. This is due to the fact that the dwarves and elves mostly keep to themselves and when the dwarves initiate contact with other races, it is mostly in the form of trade caravans that take great care to keep good diplomatic relations with all their potential clients, elves included.

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* MedievalEuropeanFantasy: This is the founding core of the setting, which is designed literally from the ground up to be much more of a "Medieval Europe with added magic" feel than other major settings of TSR at the time--''TabletopGame/{{Greyhawk}}'', for example, falls more in between a DarkerAndEdgier StandardFantasySetting and a Medieval Europe-flavored SwordAndSorcery setting. It even uses Welsh as the basis for the native language.



* MirrorWorld: The Shadow World, same as the real one, except inhabited by the dead.
* MonsterProgenitor: Many awnsheghlien.

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* MirrorWorld: The Shadow World, World is basically described as being the same as the real one, except inhabited by the dead.
* MonsterProgenitor: Many awnsheghlien.awnsheghlien have the ability to produce lesser offspring of some kind. For some, this is asexual, such as the Hydra spontaneously spawning bizarre compound horrors from its shifting flesh. Others take a more... traditional... approach, as with the Sphinx, who has produced myriad feline monsters, ranging from CatFolk to unusually intelligent dire lions, by rampantly breeding with humans and great cats alike.



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

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* OurDwarvesAreAllTheSame: Yep. The dwarves of Cerilia are the classic strong, enduring, hard-working people who live in mountain-based clans and excel at mining. There is one unique trait about them, though; their flesh is incredibly dense, more like stone than meat in make-up. This makes them heavily resistant to bludgeoning damage, but also means that they are incapable of swimming.


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* WitchSpecies: Downplayed. In Birthright, the Wizard class is only accessible to Blooded individuals, as only they have the mystical "spark" that lets them channel such magic. Non-Blooded characters can only become [[QuirkyBard Bards]] or "Mages", a weaker version of the Wizard that only has relatively low-level spells and relies heavily on ritual magic.

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* BastardBastard: Raesene was the elder half-brother of Haelyn and Roele, the royal princes of the Anuirean people, but as he was born out of wedlock; his resentment over this was what made him susceptible to Azrai's blandishments, prompting his FaceHeelTurn. Almost a millenium and a half later, he still bedevils Cerilia as the mightiest awnshegh, the Gorgon.



* 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.

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* 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.Anduiras.



* 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.

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* 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 most of them realised his evil and deserted him.
* DeityOfHumanOrigin: When the old gods died at Mount Deismaar, their champions inherited most of their powers, power, becoming gods themselves.



* 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.

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* 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. The old human gods were also this, each being patron to a different ethnic group; with the advent of the new gods, this has lessened over time, but each human culture still tends to predominantly worship their original associated god for the most part.
* EvilIsDeathlyCold: Kriesha, one of the divine successors of Azrai and his former high priestess at Deismaar, became after it the goddess of winter.
* EvilOverlord: Evil human and humanoid rulers of sufficiently strong and organized domains, as well as the strongest ruling Awnshegh, tend to be this.



* FallenHero: Some Awnshegh began as heroic characters, before either the blood of Azrai rang true, or their bloodline was tainted by it due to killing another Awnshegh.



** 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 Rhuobhe Manslayer, also called "The Elf", who was one of the founders of the Wild Hunt and still harries humanity to its extinction today.
* FantasyCounterpartCulture: The Anuireans, Khinasi, Brecht, Rjurik and Vos are respectively Anglo-Saxon Romans, Turkish Persian Arabs, the Hanseatic League, Vikings and [[TabletopGame/{{Warhammer}} Kislevite]] Russians.

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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 TheWildHunt exists on Cerilia as essentially an anti-human hate group, group called the Gheallie Sidhe (Hunt of the Elves), a militant faction of elves dedicated to driving off or exterminating all humans. One of the awnsheghlien, is Rhuobhe Manslayer, also called "The Elf", who was one of the founders of the Wild Hunt and still harries humanity to its extinction today.
* FantasyCounterpartCulture: The Anuireans, Khinasi, Brecht, Rjurik and Vos are respectively Anglo-Saxon French Romans, Turkish Persian Arabs, the Hanseatic League, part-Celtic Vikings and [[TabletopGame/{{Warhammer}} Kislevite]] Russians.Russians with more than a touch of [[BarbarianTribe Kurgan]].



* 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.

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* HegemonicEmpire: After the battle of Mount Deismaar, Roele, champion of the old god Anduras Anduiras 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.



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

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



* OurOrcsAreDifferent: They call them Orogs.

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* OurOrcsAreDifferent: They call them Orogs.Orogs; they're stronger and tougher than standard D&D orcs, but less numerous as a tradeoff.



* 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:

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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 and powerful 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:

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