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Tabletop Game: Birthright
aka: Birth Right
Birthright is a Dungeons & Dragons 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.)


This setting provides examples of:

  • A God Am I: Happened at Mount Deismaar after the original Gods duked it out. Their champions inherited their power.
  • Alien Non-Interference Clause/God's Hands Are Tied: 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 Big Bad.
  • Ancestral Weapon: Tighmaevril weapons, if you can get one.
  • And Then John Was a Zombie: Killing an awnshegh is a good way to become one, since upon acquiring its bloodline power the slayer can get tainted.
  • Bequeathed Power: Blood inheritance. May work, if rarely, even on non-Blooded.
  • Big Bad: 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.
  • Can't Argue with Elves: Formed a Wild Hunt to kill humans, one Elf is known by the title Manslayer.
  • Dark Is Not Evil: The Vos would argue this applies to them. 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 Tragic Monster because of it.
  • Divine Conflict: In the setting's Back Story the Good deities fought the Evil deity Azrai. They finally sacrificed themselves, destroying both themselves and Azrai.
  • Fantastic Racism: Each human nationality is even treated differently.
  • Fantasy Counterpart Culture: The Anuireans, Khinasi, Brecht, Rjurik and Vos are respectively Anglo-Saxon Romans, Turkish Persian Arabs, the Hanseatic League, Vikings and Kislevite Russians.
  • Fisher King
  • Götterdämmerung: Mount Deismaar.
  • If You Kill Him, You Will Be Just Like Him: 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.
  • In the Blood: "Bloodlines" are the central feature.
  • Ley Line: Domain-based magic rules include these.
  • Loads and Loads of Rules: The campaign themed itself on allowing Players to run PCs who ruled a domain (country, temple, guilds), which required more rules.
  • Meaningful Name: As the PCs are often rulers with a ancestral bloodline, or birthright.
  • Mirror World: The Shadow World, same as the real one, except inhabited by the dead.
  • Monster Progenitor: Many awnsheghlien.
  • Our Dragons Are Different: Avoids the color-based Dragons of regular D&D.
  • Our Elves Are Better: They're more The Fair Folk.
  • Our Goblins Are Different: 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.
  • Our Monsters Are Different: 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.
  • Our Orcs Are Different: They call them Orogs.
  • Our Vampires Are Different: 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.
  • Power Parasite: Some of the raw bloodline strength, sometimes along with abilities, can be stolen by 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.
  • Spell My Name with a "The": Most of the Awnsheghlien, such as The Gorgon or The Manticore.
  • You Kill It, You Bought It: 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.


Animus CampaignTabletopGame/Dungeons & Dragonsd20 Modern
Dungeons & DragonsTabletop GamesDark Sun

alternative title(s): Birthright
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