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Thread: Latest Updates

  1. #1
    Darkstar
    Guest

    Latest Updates

    I have just updated my site with the addition of 19 new pages of
    infomation.

    Remember if you have anything you would like to add, change, remove etc
    please contact me.

    And look out for the Rhormarch Campaign my epic Birthright Sage coming
    soon to a mailbox near you. It has the Gorgon in it too, and he get to
    kill lots and lots of people which is always fun.

    - --
    Ian Hoskins

    e-Mail: hoss@box.net.au
    ICQ: 2938300
    Home Page: http://www.box.net.au/~hoss
    Page Updates: http://www.box.net.au/~hoss/update.html

    >From the Darkness we came.
    And to the Darkness we will return.

  2. #2
    breye@earthlink.ne
    Guest

    Latest Updates

    This is a multi-part message in MIME format.
    - --------------3CB6C19AB9293D02B6BA75AB
    Content-Type: text/plain; charset=us-ascii
    Content-Transfer-Encoding: 7bit



    Darkstar wrote:

    > I have just updated my site with the addition of 19 new pages of
    > infomation.
    >
    > Remember if you have anything you would like to add, change, remove etc
    > please contact me.
    > --
    > Ian Hoskins
    >

    You asked for, you got it, this attachment is rules for playing Cerilian
    humanoids
    (gnolls, ogres, orogs, all three goblin subraces) and rules for Masetians. All
    done
    in the same format as the main BR rulebook.

    Bryan Ruther
    breye@earthlink.net

    - --------------3CB6C19AB9293D02B6BA75AB
    Content-Type: text/plain; charset=iso-8859-1; name="LostTribes.txt"
    Content-Transfer-Encoding: quoted-printable
    Content-Disposition: inline; filename="LostTribes.txt"

    The Lost Tribes

    There are several groups both human and nonhuman which would make playab=
    le characters, but are not detailed. This is an attempt to correct that.=
    The charts below are an attempt to fill the voids in character backgrou=
    nds that are left by the main Birthright rule books. Unlike in most worl=
    ds, humanoids are an accepted part of the world community. Even if one w=
    ouldn't want humanoids as neighbors, there are several humanoid kingdoms =
    across Cerilia, some of which even trade and interact with their human ne=
    ighbors. Mercenary bands are to be found all across Cerilia as many huma=
    noids have found it more profitable to work for humans than to prey upon =
    them. There is also an additional human subrace that is not covered in =
    the main rules, and so the rules for them are also included. =

    If your characters initially generated abilities do not fall within the =
    ranges given below, you must either choose another race or, if the abilit=
    y are above the maximum you may reduce the ability to the maximum. The h=
    uman subraces have no specific requirements.

    Table 1a: Racial Ability Requirements (min/max)

    Gnoll Lesser Goblin Giant Ogre Orog
    Ability Goblin Goblin
    Strength 8/18 3/17 6/18 12/18 14/18 10/18
    Dexterity 8/18 8/18 4/18 8/17 3/12 3/17
    Constitution 8/18 3/17 5/18 8/18 12/18 10/18
    Intelligence 3/16 6/18 6/17 3/15 3/14 3/17
    Wisdom 3/14 6/16 3/16 3/16 3/12 3/17
    Charisma 3/12 3/14 3/12 3/12 3/10 3/12


    If your character's initial scores fall within the allotted range for t=
    he race of your choice, adjust the scores using table 2a: Racial Ability =
    Adjustments. Note that the human subrace also has ability adjustments. =


    Table 2a: Racial Ability Adjustments

    Race Adjustments
    Gnoll +1 Strength, +1 Dexterity, -1 Wisdom, -1 Charisma
    Lesser Goblin -1 Strength, +1 Dexterity, -1 Constitution, +1 Intelligenc=
    e
    Goblin +1 Strength, -1 Charisma
    Giant Goblin +2 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom, -=
    1 Charisma
    Human
    Masetian -1 Strength, +1 Charisma
    Ogre +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
    Orog +1 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom

    Adjustments may raise a score to 20, but never higher. An adjustment th=
    at would lower an ability to less that 3 is ignored.

    =



    Race and Level Limits

    Humanoids are limited in their choice of character class and level advanc=
    ement as shown below.

    Table 3a: Racial Ability Requirements


    Gnoll Lesser Goblin Giant Ogre Orog
    Class Goblin Goblin =

    Fighter 12 8 10 12 14 11
    Paladin - - - - - -
    Ranger - 7 6 - - -
    Priest 9 10 8 6 4 8
    Wizard - 7 5 - - 5
    Thief 11 12 10 8 - 8
    Bard - - - - - -

    Humans are unrestricted in all classes, Masetians may be paladins of Nes=
    irie
    Gnolls may be multi-classed Fighter/Priests or Fighter/Thieves
    Lesser Goblins may be multi-classed Fighter/Thieves, Fighter/Priests, Pr=
    iest/Mages or Mage/Thieves
    Goblins may be multi-classed Fighter/Thieves or Fighter/Priests
    Giant Goblins may be multi-classed Fighter/Thieves
    Ogres may be multi-classed Fighter/Priests
    Orogs may be multi-classed Fighter/Priests or Fighter/Thieves

    Gnolls
    Gnolls are generally little more than nomadic bandits, wandering gnoll t=
    ribes have troubled humans since their arrival in Cerilia, and before tha=
    t they plagued the dwarves, elves and goblins. Gnolls tend to be very ch=
    aotic, and rarely make plans beyond the next day, scavenging or stealing =
    whatever they can. Gnolls rarely build any settlements and are known to =
    inhabit abandoned villages, castles or caves built by others. =

    The typical gnoll is about 7 =BD feet tall and is built very lean, and =
    only weighs around 200 pounds. They have fur covering their entire body,=
    with somewhat longer hair forming a mane from the top of their head down=
    to their back in line with their spine. Their fur ranges from light gre=
    y to dark brown close to black. Generally they are very disheveled.
    Gnolls do not get along well with other races in general and especially =
    dislike dwarves and goblins. While they create almost no goods of their o=
    wn, they frequently hire themselves out as mercenaries. Gnolls tend to p=
    refer things that they can use like food, arms and armor over gold, but t=
    hey certainly will not turn their snouts up at receiving coins as payment=
    =2E They have been known to work most frequently with orogs and humans,=
    but have been known to work with goblins when working for a powerful mas=
    ter. Gnolls are carnivores, and have no qualms about where their meat co=
    mes from, be it a 3-day-old carcass or a freshly killed human, because of=
    this reputation, gnolls must subtract 4 from any reaction roll.
    Gnolls must take damage as size large creatures, but being large has som=
    e advantages also, and gnolls may add 2 to their initial hit point total.=
    Also all gnolls have keen hearing and have a base 25% Detect Noise skil=
    l (like a thief) which improves +2% per level. Gnoll thieves may add the=
    se bonuses to their regular Detect Noise skill. Gnolls have 90 foot infr=
    avision.
    Flinds do not exist on Cerilia, their roll being filled by the thankfull=
    y rare blooded gnoll. For more information on gnolls, see the Complete H=
    umanoids Handbook. =

    Goblins
    In Cerilia goblins are divided into three subgroups, lesser goblins, gia=
    nt goblins and goblins. They are treated as the same racial group, and a=
    re found in the same tribes. While some goblins live semi-settled to nom=
    adic lifestyles, many goblins live in extensive goblin kingdoms with laws=
    and a court. They even make deals with their human neighbors, or hire o=
    ut their armies as mercenaries. Goblins do have a slave society, and liv=
    e mainly by herding and mining. While goblins do engage in trade with ki=
    ngdoms on their boarders, they also have a tendency to be greedy and viol=
    ent, few goblins can be trusted very far.
    Lesser Goblins are the smallest of goblin-kind and stand about 4 feet ta=
    ll and weigh around 85 pounds. Goblins stand a little more than 6 feet t=
    all and weigh close to 175 pounds, they are built only slightly bigger th=
    an humans on average. Giant Goblins these are the biggest of goblins and=
    are about 7 feet tall and weigh around 250 pounds. All goblins have ski=
    n colors in the grey to green range, and have hair that ranges from black=
    to white. Most goblins have less body hair than most humans, but giant =
    goblins can sometimes be fairly hairy. =

    All goblins have 60 foot infravision, and can detect new construction an=
    d shifting walls with a 30% chance of success. All goblins must subtract=
    2 from all reactions with humans and demi humans. Giant Goblins also ta=
    ke damage as size large creatures, but add 3 to their initially generated=
    hit points.
    For more information on Cerilian goblins, see the Complete Humanoids Han=
    dbook, specifically the information on bugbears, goblins and hobgoblins. =
    The information here is specific to Cerilian goblins, and overrides the =
    information there.

    Humans
    Outside of the more populous groups of humans, there is at least one ot=
    her group of humans mentioned in the Birthright rules they are the Maseti=
    ans. This group has been reduced to a very small geographical area, and =
    are fairly rare in general. The only known Masetian regents are based on =
    the Serpents Island. =

    The Masetians are now reduced to living on a few islands off the south c=
    oast of Cerilia. Long ago they had a great culture, but Deismar and jeal=
    ous Awnsheghlien have conspired to reduce them to almost nothing. Their=
    once great culture virtually completely corrupted by the Serpent or abso=
    rbed into the Khinasi culture. Masetians are tall and tend to be thin bu=
    ilt with hair usually in the blond to light brown range. Their eyes are =
    frequently hazel, green or blue. However in modern times given extensive=
    intermarriages between Masetians and Khinasi, many Masetians have darker=
    hair and eyes. =

    Masetians had an understanding of magic unrivaled among humans and that =
    continues till this day. Masetian magicians (or priests of Ruornil) may =
    substitute either elemental air or elemental water mage schools for the s=
    chool of illusion as an unrestricted school. Should a magician choose su=
    ch an alternative he will be barred from the opposition element of the el=
    ement that he chose. A true wizard may take one extra spell per availabl=
    e spell level from those schools, as if he were a specialist. However, m=
    ay cast neither any spells nor use items with powers even partially from=
    the necromancy school regardless of the spell level. At one time a curs=
    e lay upon all Masetian wielders of magic, and their spells went awry and=
    much damage was caused. People still remember the horrors caused by ina=
    dvertently summoned monstrosities, because of this any known Masetian wiz=
    ard or magician suffers a -2 reaction penalty. Some remnants of this cur=
    se remain, whenever a Masetian wizard uses a realm spell he must make a s=
    uc cessful save versus spells to avoid having the source used corrupted f=
    or 1d3 months. If a ley line was used, both sources may be corrupted. =

    Maseala was the matron of the Masetians, and Nesirie inherited that mant=
    le as their matron. However, now many of the remaining Masetians have tu=
    rned to the worship of the Serpent as a god. Still Nesirie remembers her=
    duty and so Masetians may be paladins of Nesirie. =

    Ogres
    Ogres are huge humanoids with a foul appearance and an even worse dispos=
    ition. They generally live by banditry and thievery. Ogres are happy to=
    employ slaves to do menial jobs and to supplement their diet. Ogres are=
    much less nomadic than goblins or gnolls, they prefer to find a secluded=
    area to use as a base for their banditry. Ogres are very greedy and eas=
    ily moved to violence
    Ogres stand about 9 feet tall and weigh around 450 pounds. Their skin r=
    anges from grey-green to dead yellow, and is covered with warty bumps. T=
    heir hair ranges from blue-black to dark green and they have reverse pupi=
    l eyes (white on black). Ogres' teeth and talons range from orange to bl=
    ack. Ogres have a tendency to act less intelligent than they actually ar=
    e, being so large they rarely need to solve problems that their bulk and =
    brawn cannot handle. =

    Ogres have a base AC of 5 and may add 4 to their initially generated hit=
    points. Unfortunately they must take damage as size large and have -2 t=
    o hit any dwarf. Ogres have 60 foot infravision. Ogres may attack bare =
    handed for 1d10+str. bonus. Ogres must subtract 3 from all reaction rol=
    ls. =


    Orogs
    Orogs are a very militant race of underground dwelling humanoids. Tribe=
    s are organized much like a military organization. While status in a tri=
    be is not always related solely to fighting prowess, skill in battle is v=
    ery highly regarded among Orogs. Orogs have a higher technological and =
    cultural level than other humanoids, and produce most things that they ne=
    ed. Orogs frequently take slaves to use in digging their huge underground=
    lairs, unless there are dwarves in a group they will often give victims =
    of their attacks the chance to surrender in order to take them as slaves.=
    Orogs have long ago learned that dwarven slaves are more trouble than t=
    hey are worth.
    Orogs stand about 6 =BD feet tall, and weigh around 200 pounds. Their s=
    kin ranges thru grey, green and yellow. Their hair ranges from a dull or=
    ange to black. Orogs are very broadly built and have massive upper body =
    strength. =

    Orogs thick hides give them a natural base AC of 8. They may attack bar=
    e handed and cause 2d3+str. bonus. They also have 120 foot infravision. =
    Orogs must subtract 2 from all reaction rolls and attack dwarves at -2 al=
    so. In direct sunlight they are; -4 to all attacks and saving throws; an=
    d suffer a -2 to all physical attributes, in addition they may not cast s=
    pells. When in indirect light they are only -2 to attacks and saving thr=
    ows. Orogs may detect new/unusual construction, shifting walls and slopin=
    g passages with a 30% chance of success.

    - --------------3CB6C19AB9293D02B6BA75AB--

  3. #3
    Paul Lefebvre
    Guest

    Latest Updates

    > You asked for, you got it, this attachment is rules for playing
    > Cerilian
    > humanoids
    > (gnolls, ogres, orogs, all three goblin subraces) and rules for
    > Masetians. All
    > done
    > in the same format as the main BR rulebook.
    >
    > Bryan Ruther
    > breye@earthlink.net

    What about centaurs, satyrs and stuff? The rulebook seems to
    indicate that only the evil humanoids can be played. Why is that?
    There are some fun races in the humanoids handbook that do exist on
    Cerilia that therefore wouldn't be allowed to be used.

    Paul L.

  4. #4
    chrys murphy
    Guest

    Latest Updates

    Paul Lefebvre wrote:
    >
    > What about centaurs, satyrs and stuff? The rulebook seems to
    > indicate that only the evil humanoids can be played. Why is that?
    > There are some fun races in the humanoids handbook that do exist on
    > Cerilia that therefore wouldn't be allowed to be used.
    >
    > Paul L.
    >
    Yes Paul, But remember, the Rulebook is really only a GUIDEBOOK, if you
    want Centaurs, Satyrs, etc in your Birthright campaign tthen by all
    means use them, there is no need to slavishly follow what is written in
    the rulebook. I have played in AD&D campaigns with characters ranging
    from a Pixie Fighter to a Gnoll Paladin (Long story on that one), heck,
    we even had one guy play an outcast Grell once....

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