GeneralInfo

Aftane
Awnmebhaighl
Cerilian Currencies
Children of Belinik & Kriesha
Chronology of The Iron Throne
City of Tarva
Crusaders
Death of Scions and Bloodtheft
Dwarven Cosmology
Dwarves, Cerilian
Elves, Cerilian
Encyclopedia of Cerilia
Festivals Sacred to the Land
Ghamoura
Halfling, Cerilian
Injury and death
Interview with Rich Baker !
Introducing the new Birthright.net
Kartahok
Master Craftsmen of Cerilia
New Combat options
Online Chat 1
Online Chat 2 (11/8/00)
Organization of the Faith of Nesirie
Organizing third edition divine spells into spheres
Player Secrets of Rohrmarch
Players Secrets of Mairada
Players Secrets of Suiriene
Population Levels
Rogue Mages
Sidhelien Festivals
Skyewode
Taragin
The Church of Storm’s Height
The Duchy of Osoerde
The Harrowmarsh
The Hidden City of Timoshev
The Impregnable Heart of Haelyn
The Lost
The Order of the Sun
The Secret Order of the Flame
The Serpent
Torazon
Vorostokov
Weapon Specialization, Alternative method
Workings of Magic, part 1
Zhainge Merchant's guild


Crusaders

This little article introduces the Crusader priest into the Birthright setting. In a World where Fighter Regents lead great armies into battle, Priestly patriarchs control temple networks, and guilders seek to increase their profits through trade, and Wizard Regents command great magic, all that was missing is the Crusader.

Crusader

Ability Requirements: Wisdom 9
Strength 12
Charisma 12
Prime Requisites: Wisdom, Strength
Races Allowed: Human, Dwarf, Half-Elf

In BIRTHRIGHT Crusaders who are Priest Regents control Law Holdings rather than a Temple Network. They are priests who lead warriors into battle for religious causes, or in a Holy War. The domains they control are known as Crusader States, and are often governed under a theocratic monarchy. Except for granted spells, all Crusaders follow the restrictions and benefits found in Player's Option®: Spells and Magic.

As for Paladins, only two Nationalities may produce Crusaders: the Anuireans and the Khinasi. These Crusaders must serve a deity, and this deity is often restricted to three choices. Anuirean crusaders may choose to follow Haelyn or Cuiraécen. Khinasi crusaders may choose to be disciples of Halaïa (Haelyn) or Avani. The Crusader's choice of selection will affect his personal attitudes, spell selection, and power.

Crusader regents may begin play with 2d6+10 fanatical bodyguards. He also starts with 2d4 acolytes (zero level priests) who serve as his administrative staff. At 8th level, the crusader regent will effectively gain an extra Unit of fanatical infantry. This unit of fanatics are loyal to the crusader regent and will withstand any morale checks (ie, they will stay in formation and will not retreat), as they believe their king to be the Chosen of Haelyn (Halaïa), Avani, or Cuiraécen.

A Non-regent crusader gains 2d6+5 bodyguards, temple soldiers, or acolytes as needed. In addition, in place of the normal 20-200 fanatical followers found in PO:S&M, the crusader receives a single company of soldiers as detailed in table 5 in the Birthright Rulebook. Non-regent crusaders may also be recruited by any regent to form a Crusader Cavalry Unit, as described below.



Crusaders and Regency


Crusaders collect Law regency equal to that of a Warrior, but can collect only Temple regency equal to half the holding's level, rounded up. This reflects the control the crusader has over his Crusader State.
Example: Duke Brian of Elinie is a first level crusader with a bloodline score of 25. His domain consists of 7 provinces whose ratings do total up to 20 points. He controls 15 levels of law holdings scattered through those provinces. He also controls a temple network in Elinie, equaling 10 points. Therefore, he collects 20 points because he had to divide 10 to 5. Since his bloodline score is equal to 25, he gains only 25 regency points.



Crusaders and the Powers of Cerilia


Crusaders of Haelyn: Haelyn's Crusaders are recognized as just warriors and leaders who have heads on their shoulders. They also respected for calling crusades in order to fight Evil. Haelyn's crusaders seek to defeat Evil and bring order where ever evil and/or chaos concentrates in a domain using a justified Holy Crusade. They are Lawful Good. They also receive the weapon benefits of a paladin of Haelyn. Special Note: Haelyn's crusaders will not conquer a realm that is of any good alignment.

Haelyn Crusader Spheres of Magic: Major: All, Combat, Guardian, Healing, War, Law Minor: Elemental (Air), Divination, Necromantic

Crusaders of Cuiraécen: Cuiraécen's crusaders are chaotic. Crusades led by Chaotic Good crusaders are more often to preserve the people's freedom of choice rather than to defeat evil. These crusaders will primary combat a Lawful Evil or Chaotic Evil realm. Crusades led by a Chaotic Evil crusader is often for the killing and slaughter and glory of War.

Cuiraécen Crusader Spheres of Magic: Major: All, Combat, Healing, Guardian, War, Chaos Minor: Weather, Elemental (Air or Water), Protection

Crusaders of Avani: Avani's crusaders participate in Jihads. Unlike the free roving champions who are Avani's Paladins, Avani's crusaders are organized to protect the realms so as to preserve the Khinasi's love of reason and logic. When a Jihad is called, these crusaders will lead Avani's holy armies for that purpose. All of Avani's crusaders are Lawful.

Her Lawful Good crusaders will not occupy a domain, but her Lawful Evil crusaders will.

Avani Crusader Spheres of Magic: Major: All, Divination, Elemental (Fire), Combat, Healing, War, Law Minor: Charm, Creation, Thought


Suitable Crusader States

Anuire Khinasi
Medoere Ariya
Elinie Zikala
Diemed Binsada
Endier Khourane


New Units


Crusader Infantry  
Move: 2 Melee: 3
Defense: 1 Charge: 3
Morale: X  
   
Icon: X  
   
1 Hit: 2 Hits:
Melee: 2 Melee: 1
Charge: 2 Charge: 1
Crusader Cavalry  
Move: 3 Melee: 4  
Defense: 3 Charge: 4  
Morale: X U    
     
Icon: X    
     
1 Hit: 2 Hits: 3 Hits:
Melee: 3 Melee: 2 Melee: 1
Charge: 3 Charge: 2 Charge: 1
Fanatic Infantry  
Move: 2 Melee: 3
Defense: 2 Missile: 2
Morale: X Fights to the death and for the glory of their regent. Will never route or retreat.
   
Icon: X  
   
1 Hit: 2 Hits:
Melee: 2 Melee: 1
Missile: 1  

Special Notes: The fanatic infantries are considered to be Special Units. Mustering a unit of fanatical infantry requires a Base Move of 4, a Muster Cost of 8, and a Maintenance Cost of 1. Requirements are L(4), and can be raised by any temple or law holding of level 4 or better. Units of this type cannot be trained.