BRCS:Chapter two/Blood and regency/Bloodline derivation

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The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.
Contained within the blood of each scion is some tiny fraction of the divine essence that was released when the ancient gods were destroyed at Deismaar. The derivation of the bloodline represents the ancient deity that was the original source of the character's bloodline. The original source or derivation of the divine spark absorbed by each hero at Deismaar was largely based upon the spiritual disposition of the hero or proximity to the expiring gods. Since Deismaar, the derivation of bloodlines is largely dependent upon the crossing of bloodlines in the scion's ancestors. In general, a child possesses the derivation of one of its parents.

The derivation of each scion's bloodline defines the general nature of the divine spark within them, and thus defines the way that the blood abilities of the scion may manifest. The abilities that manifest in each family of scions differ, but are always strongly related to the nature and the portfolio of the ancient god from whence the power derives.

During character creation, each player should choose a bloodline derivation that best fits his or her character's history. If the character is a member of one of the established Cerilian noble families, then the character's derivation is likely to be identical to the rest of the family unless unusual circumstances surround their conception.

The ancient gods (and thus the possible bloodline derivations) are:
  • Anduiras, the god of noble war
  • Azrai the shadow, the face of evil
  • Basa´a, the queen of the sun
  • Brenna, the goddess of commerce and fortune
  • Masela, the lady of the seas
  • Reynir, the god of nature
  • Vorynn, the lord of the moon and all things arcane

Although every race and culture in Cerilia has blooded families of each derivation, the frequency of each derivation can differ from region to region. The most common derivation among Anuireans is the Anduiras bloodline. The Brenna bloodline is also fairly common in Anuire, particularly along the southern coast. Similarly, the most common bloodline in BrechtŘr is Brenna, among the Khinasi it is Basa´a, among the Rjurik it is Reynir, and among the Vos, goblins, and elves, Azrai's bloodline reigns supreme. The Masela and Vorynn bloodlines are fairly rare among all races.

Table 2.1: Bloodline Derivation shows the frequency of bloodline derivations by race. Halflings should use the appropriate column for the human sub-race that the character is most closely associated with. Half-elves can use either the table for their human parent or the elf table. Characters of other non-human races are rare, and almost always possess the Azrai derivation.

Table 2-1: bloodline derivation
91-95Very RareMaselaMaselaMaselaVorynnBasa´aMaselaAnduirasMasela
96-00Very RareVorynnAzraiVorynnAzraiMaselaAzraiMaselaBasa´a

[top]Variant: Random bloodline traits

The second edition BIRTHRIGHT rules required that all bloodline traits (including blood abilities) be generated randomly. Second edition rules attempted to use frequency/probability as a game balancing mechanism during bloodline creation. Such mechanisms have potential pitfalls - some characters, due to incredible luck during character creation, might be overpoweringly unbalanced.

In BIRTHRIGHT d20 players are normally allowed to choose these traits. DUNGEONS & DRAGONS d20 largely avoids the use of random generation during character creations (with the notable exception of ability score generation). The d20 system provides for far more subtle mechanisms for insuring game balance (such as level adjustment) and BIRTHRIGHT d20 utilizes these mechanisms rather than relying on random generation.

Some players and DMs may prefer the original system of random generation. Tables for random generation have been included as a variant option and for the convenience of DMs who prefer the simplicity of random generation for NPCs.

[top]Variant: Feat to become blooded

As a variant, a prerequisite to being blooded is that a character is required to spend his initial feat on the Blooded Scion feat. This requirement is not applicable to characters that become blooded through usurpation.

New Feat
Blooded Scion [General]
You have the blood of the old gods running through your veins.
Prerequisite: Must be taken at character creation
Benefit: Character is considered a scion and can have a blood score and subsequent blood abilities.

[top]Variant: Taint of Azrai

As a variant, the temptation and draw of Azrai towards evil can manifest itself in the following ways.

Scions with the Azrai bloodline and a blood score of 20 or more must make a Will save against a DC of 10 + 1 for every number above 20 in order to avoid progressing towards the path of Azrai. This save must be made every time the scion's bloodline score increases. A failed save results in the scion's alignment progressing one step towards evil, i.e., a good aligned character becomes a neutrally aligned one and a neutrally aligned one becomes an evilly aligned one.

Scions with a major Azrai bloodline gain the bloodform blood ability at the major level once their bloodline score reaches 50. Scions with a great Azrai bloodline gain the bloodform ability at major level once their bloodline score reaches 40, and the bloodform ability at great level once their bloodline score reaches 75.

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