''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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!!This setting provides examples of:

* 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.
* AncestralWeapon: Tighmaevril weapons, if you can get one.
* AndThenJohnWasAZombie: Killing an awnshegh is a good way to become one, since upon [[YouKillItYouBoughtIt acquiring its bloodline power]] the slayer can get tainted.
* BequeathedPower: [[http://www.birthright.net/brwiki/index.php/Blood_inheritance Blood inheritance]]. May work, if rarely, even on non-Blooded.
* BigBad: The Gorgon. He was the strongest of the evil god's followers, but was too far away from the explosion to become a god, so he ended being the most dangerous Awnshegh instead.
* CantArgueWithElves: Formed a Wild Hunt to kill humans, one Elf is known by the title Manslayer.
* DarkIsNotEvil: The Vos would argue this applies to them. [[AlwaysChaoticEvil It doesn't]].
** 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.
* DivineConflict: In the setting's BackStory the Good deities fought the Evil deity Azrai. They finally sacrificed themselves, destroying both themselves and Azrai.
* FantasticRacism: Each human nationality is even treated differently.
* 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.
* FisherKing
* {{Gotterdammerung}}: Mount Deismaar.
* 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.
* InTheBlood: "Bloodlines" are [[ExactlyWhatItSaysOnTheTin the central feature]].
* LeyLine: Domain-based magic rules include these.
* 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 {{PC}}s are often rulers with a ancestral bloodline, or birthright.
* MirrorWorld: The Shadow World, same as the real one, except inhabited by the dead.
* MonsterProgenitor: Many awnsheghlien.
* OurDragonsAreDifferent: Avoids the color-based Dragons of regular D&D.
* OurElvesAreBetter: They're more TheFairFolk.
* 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.
* 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.
* OurOrcsAreDifferent: They call them Orogs.
* OurVampiresAreDifferent: ''The'' vampire is a blood abomination who used to be a heroic nobleman, but stabbed a previous blood abomination in the heart and got his bloodline.
* PowerParasite: Some of the raw [[InTheBlood bloodline]] strength, sometimes along with abilities, can be stolen by [[YouKillItYouBoughtIt killing its carrier]] in specific 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.
* SpellMyNameWithAThe: Most of the Awnsheghlien, such as The Gorgon or The Manticore.
* 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]].

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