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Birthright Campaign Setting (AD&D)

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Player's Secrets guides | Birthright Fiction

Some close-ups of the fantastic cover art of the accessory books

BROWSE MY BIRTHRIGHT ITEMS CURRENTLY IN STOCK





"TSR has never before created an AD&D world quite like that of BIRTHRIGHT. Here you can be a king, noble, prelate, guildmaster, great wizard, or royal herald. You are the leader of your own kingdom and domain. And it is you who has the power to wage war or preserve peace. At a single command, armies march and kingdoms fall. Thus, the BIRTHRIGHT game is a mixture of strategic war gaming and role-playing.
The BIRTHRIGHT setting is distinctive in several areas. First, we developed the concept of bloodlines. Bloodlines were created when the heroes of the battle of Mount Deismaar were imbued with the essence of the gods. A character's bloodline is his heritage of divine power. The abilities granted, by this heritage can be benign or malign, physical or mental, active or passive. One's bloodline also lends strength of character, and blooded persons rise to positions of power more quickly than others. But beware: this strength can be stolen! Bloodtheft is a direct strike to the heart of a blooded individual. If it is your character who deals the killing Stroke, you may then steal the power from that person's bloodline and take it for your own. But if you are the blooded individual, you may take heart that only the rarest metal in the world, bloodsilver, can sever the ties to your domain and heirs. Only a mere dozen weapons were forged from bloodsilver, and these have been lost for centuries.
But do not grow too content, for we have developed manv other evils for you to conquer. Look out for the awnsheghlien. No mere monsters are these. They are the Children of Azrai, the evil inheritors of a powerful bloodline. Some of them are more than two thousand years old. While they may appear similar to 'normal' monsters, make no mistake that they are neither normal nor monsters; they are unique creations, embodiments of horror present from the beginning of recorded BIRTHRIGHT history. In elvish, their name means "blood of darkness."
Within the BIRTHRIGHT world, there are dozens of domains spread across the continent of Cerilia. This is mostly a world of human cultures. Anuire is a domain much like medieval Europe; Khinasi is a medieval Arabian scene; Brechtiir has the feel of Renaissance Germany; Rjurik is a Russian Viking world; and Vosgaard is a domain of Mongol barbarians..."
...from the Birthright Conspectus





Birthright Campaign Setting [BOX SET]

When buying these sets used, pay attention to the contents. There's a LOT of stuff in this box. Most often missing is the little fold-up box ("War Chest") for the cards.

The 112 cards come in two packs, labeled "Set 2" and "Set 3" - there is no Set 1.

Deep-dive into the Birthright core set over at my photoblog:
BIRTHRIGHT Box Set (1995): Collector Guide to AD&D’s “Kings” Campaign

-Wayne


CONTENTS:
• The Atlas of Cerilia: 32 pages detailing the history and features of the continent.
• The BIRTHRIGHT Rulebook: 96 pages of information on royal-blooded characters, governing kingdoms, and the Cerilian pantheon.
• The Ruins of Empire book: 96 pages describing kingdoms waiting to be conquered.
• Two poster maps illustrating the lands of Cerilia.
• A Battle Mat and 112 War Cards for resolving all types of military clashes, plus a custom-built War Chest for storing the cards.
• A four-panel DM Screen specifically for BIRTHRIGHT campaigns.
• Twelve card sheets packed with handy reference material and descriptions of major enemies.

1995 ... L. Richard Baker III & Colin McComb ... TSR 3100 ... ISBN 0786901438

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The cover art by Tony Szczudlo is fantastic; a massive battle of armies. The DM screen shows the full scene, and the books each take a different panel as their covers.

-Wayne




Cities of the Sun [BOX SET]
"Ever since throwing off the yoke of Anuirean rule centuries ago, the land of Khinasi -- the Sun Coast of Cerilia -- has been a land of promise for bold adventurers. Here sea means life, the city-state means power, and the working of true magic is the most honorable profession of all. The remnants of the ancient Masetian civilization keep watch over the new culture grown up in its place. The land's many monster lords, called awnsheghlien, keep watch too -- with a more sinister purpose in mind.

This expansion to the Birthright campaign setting contains:
• New rules for war and trade at sea!
• Portraits of each domain in Khinasi including complete naval information for both Khinasi and Anuirean lands!
• Over 100 new War Cards including new ship cards for all the Cerilian powers!
• A Battle Mat for resolving naval battles as well as a full-color poster map of Khinasi.
• Plus a complete adventure to start you off on your first Khinasi campaign."

1995 ... Rich Baker ... TSR 3103 ... 96-page book, fold out map, 6 cardstock accessory sheets, 139 cardstock war cards ... ISBN 0786901942

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The Rjurik Highlands [BOX SET]
"Sprawling endlessly beyond the northern borders of Anuire, the Rjurik Highlands harbor undiscovered wonders, secrets, and dangers. Tracts of untouched mountains and forests offer breathtaking vistas; riches in the form of trade goods and untapped magical sources lie quietly for those brave enough to seize control of them; extreme weather and hostile humanoids await their chance to test any who might venture into these pristine lands. The frozen north offers challenges and prizes beyond compare -- but only the most ambitious and stalwart will persevere!

This expansion to the Birthright campaign setting contains:
• The Rjurik Highlands - A 96-page book covering the history, geography, political alliances, major characters, and tribes of the northern regions.
• A full-color poster map of the Rjurik Highlands.
• 110 War Cards of new Rjurik and humanoid armies.
• Six cardsheets of major Rjurik cities and player aids."

1996 ... Anthony Pryor ... TSR 3121 ... ISBN 0786903953

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Havens of the Great Bay [BOX SET]
"Wrapped along the shoreline of the Krakennauricht, the nations of Brechtόr thrive on -- and are challenged by - their relationship with the waters of Cerilia. Undisputed masters of the sea, the Brechts have carved out a niche as merchants, traders, and seafarers, avoiding imperialism of the Anuireans and the predations of the awnsheghlien.

The Brecht ports promise a steady flow of heroes, villains, goods, information, and oppurtunities. Whether characters are looking for adventure, a place to disappear, lands to conquer, or magic to control, they'll find it here -- if pirates, monsters, and double-crossers don't find them first!

This expansion to the Birthright campaign setting includes:
• Havens of the Great Bay - 96 pages of history, geography, political alliances, major characters, and traders and seafarers of the Krakennauricht.
• A full-color poster map of the realms surrounding the Great Bay.
• 110 War Cards of new Brecht, elf, halfling, and humanoid armies.
• Six cardsheets of important Brecht locales and player aids."

1996 ... TSR 3129 ... ISBN 0786904410

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Naval Battle Rules: The Seas of Cerilia [BOX SET]
"Otto van Riede, captain of the Brechlen, fixed his gaze on the pirate cog that fled before him. He'd combed the Krakennauricht for a week, searching for the Icedrake, and now he intended to run her to ground. His lookouts had sighted the cog an hour after sunrise, beating her way into the bitter north winds. Van Riede had immediately turned in pursuit. Now the cog was only three or four cable lengths ahead and quickly racing into dangerous shallows.

Van Riede smiled; the pirate vessel would have to turn and fight or run herself aground. "Sound general quarters," he ordered. "Archers to their stations! Clear the catapults! And ready a boarding party!" As his officers and crew clattered to their stations, readying the
Brechlen for a fight, van Riede folded his arms and nodded. "Keep an eye on her, helm. She'll be turning any moment now..."

Every land in Cerilia depends on the sea for military strength and trade. Many times, the quality of a regent's fleet and the naval power at his command prove the deciding factors in his success or failure as a ruler.

This supplement expands the Birthright domain and War Card rules to handle sea travel and combat. Players can use the sample navies included for Anuirean, Khinasi, and Rjurik kingdoms as guidelines to tailor fleets to meet the needs of their own domains. Special maps illustrating the maritime areas surrounding Cerilia make it easy to add a naval dimension to any campaign.

The Birthright Naval Battle Rules contain:
• The Seas of Cerilia, 16-page book detailing the rules for naval battles in the BIRTHRIGHT game, including sea movement, ship types, naval armament, sea trade routes, and battles on the water.
• A set of 51 naval War Cards featuring game statistics for the vessels of all the lands of Cerilia, as well as special wind cards governing movement at sea, and cards describing naval war magic.
• Counters for indicating crew capacity and ship movement rate.
• A full-color, poster-sized naval battle mat for ship-to-ship combat.

(These naval battle rules first appeared in the Cities of the Sun campaign expansion. If you already own that product, it is not necessary to purchase this one.)"

1996 ... Rich Baker ... TSR 3134 ... ISBN 0786906286

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Blood Enemies: Abominations of Cerilia
"Cerilia: Where gods died and kings now rule with divine powers. Where dark powers contaminate flesh and blood, and evil shows its true visage in the abominations that stalk the land. Where monarchs both pure and corrupt clash over rulership of the Birthright campaign world!

This book, designed for the Dungeon Master, is a guided to the most dangerous creatures on the face of Cerilia: The awnsheghlien. Soveriegn rulers of their own realms, these dark creatures wield their power with iron fists, and many seek to tear more power from weaker leaders. These 128 pages' worth of monstrous dictators and wandering nightmares will strike fear into the hearts of all blooded rulers from the Sea of Storms to the Isle of the Serpent!"

1995 ... slade ... 128 pages + 56 army cards ... TSR 3101 ... ISBN 078690156X

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Tribes of the Heartless Waste
"Vosgaard remains one of the truly unconquered, untamed regions of Cerilia. In the frozen landscape of the heartless north, only the hardiest will survive -- and few of those will thrive. Would-be rulers face the double threat of Vosgaard's climate and its denizens, each dangerous on its own and deadly in tandem, neither willing to be conquered.

Even those who venture into the wastes only for adventure must step lightly. The snow-choked lands keep an icy grip on their secrets and their victims. Some say that only Belinik and Kriesha can hear the pleas of their faithful above the winter winds, leaving the region truly godforsaken.

This expansion to the Birthright campaign setting includes:
• DM's Guidebook - 64 pages of realm and adventure information for Dungeon Masters.
• Player's Chronicle - A 32-page booklet of history and domain details crucial to player character hero-kings.
• New war cards for Vos, elf, and humanoid units.
• A full-color map of Vosgaard."

1997 ... Ed Stark ... 64+32 pages + map + 4 sheets of cards (32 cards) ... TSR 3147 ... ISBN 0786907738

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The Book of Magecraft
"Magic permeates the very air, earth, and sea of Cerilia -- yet escapes the mastery of all but a rare few. Those who control the continent's magical energy can call upon forces incomprehensible to the rest of its inhabitants. These powerful figures are Cerilia's wizards: adventurers, advisers, and kings whose spells can affect the destinies of thousands.

This 128-page book contains everything players and Dungeon Masters need to make wizard characters more distinctive, mysterious, feared, and true to the Birthright setting.

Inside are details on:
• The secrets of sources and ley lines.
• Strategies for building and maintaining a magical domain.
• Spells unique to Cerilia, including new conventional spells, realm spells, and war magic.
• Cerilian magical items and Mount Deismaar artifacts.
• The status, philosophy, and role of wizards in each of Cerilia's spellcasting cultures.
• The unique magician character class and the study of magic in Cerilia.
• Near-mythical creatures said to grant boons to wizards fortunate enough to encounter them."

1996 ... 128 pages ... TSR 3117 ... ISBN 0786903732

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The Book of Priestcraft
"Priests are more than mere physicians tending the wounded and healing the sick - they are defenders of the realm, champions of their god, and the politicians of Cerilia. Wheter they are ministering aid, performing diplomacy, inspiring the people, or dispersing undead legions of evil, priests command great power and authority. For the power of the Blood comes from the gods, and only their priests can make a king!

The Book of Priestcraft describes the devoted followers of the gods of Cerilia, their philosophies, tactics, and daily duties. It also details new battle and realm spells for priests, and examines the legend of Cerilian religious relics. This book further explores the investiture ceremony -- the mysterious transfer of blood power from ruler to heir. And it contains advice to priest regents on diplomacy, ruling domains, waging wars, and beginning crusades. It's everything a priest must know to build an empire in Cerilia -- or even to survive."

1997 ... 128 pages ... TSR 3126 ... ISBN 0786906553

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Sword and Crown
"The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire.

Except this conclave is different. Not only is it taking place in the PCs' kingdom, but before the festivities can even commence, someone wages an attack on Prince Avan and kidnaps his daughter. And to whom do the regents turn to rescue the princess? The hosts, of course! The PCs must win their way past dangerous bandits and treahcerous elves and discover a path through darkest caverns where the slightest misstep mean death. Only then does the real threat become apparent!

This adventure contains a 64-page book crammed with details about the setting, the situation, and the major characters, plus a full-color mapsheet."

1995 ... Colin McComb ... 64 pages + fold-out map ... TSR 3102 ... ISBN 0786901764

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Warlock of the Stonecrowns
"High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic!

If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns?

This open-ended, 'adjustable' Birthright adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters."

1995 ... Wolfgang Baur ... 64 pages ... TSR 3110 ... ISBN 0786901853

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The Sword of Roele
"On the border between Anuire and the land of Khinasi, the Three Brother Mages fight an ancient and immortal awnshegh, the Chimera. The game of cat and mouse has recently begun to draw regents from the entire region. Rumors say that the blade of the last Amuirean emperor, the Sword of Roele, has been tracked to the Chimera's domain, the Chimaeron. The fact that the Gorgon's armies are mustering in Kiergard seems to support the rumor.

But choosing sides between the Chimera and the Three Brothers is no easy matter. If the Chimera drives the Brothers out, the trade routes through the Chimaeron may be sealed, leaving the seas free for the Khinasi to monopolize trade. If the Brothers are drive the Chimera from the magical sources that give her strength, they may establish a beachhead for the Khinasi traders, who are slowly gobbling up the lands of Anuire just as their own lands were once annexed by the empire long ago.

Who will you and your comrades ally yourselves with? Who is the true enemy? Can you recover the Sword of Roele before anyone else does, and lay claim to the Iron Throne?

This Birthright adventure is suitable for use with any party of three to six characters of levels 5-8, including at least one regent. You must have a copy of the AD&D game rules, the Birthright campaign setting, and the Cities of the Sun campaign expansion to play."

1996 ... 64 pages ... TSR 3118 ... ISBN 0786903740

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Legends of the Hero-Kings
"Far in the future, bards sing tales of kings and conquerors from ages past - but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history.

More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the eleven 'legends' set forth here is based on a different random event from the Birthright Rulebook. Don't allow a mere die roll to decide the outcome of a blood challenge, rebellion, intrigue, or magical event - make the PCs forge their own destinies by confronting a madman who is 'Blood Hungry,' wresting the 'Fang of Kriesha' from its evil wielder's grasp, thwarting a rival regent's 'Double Dealing,' and saving all of Cerilia from 'The Gift of Azrai.'

These adventures are suitable for PCs of all levels and classes -- whether regents, scions, or commoners -- and can take place wherever you campaign is set. This book also includes an appendix that offers advice for running different types of Birthright campaigns and creating your own adventures fit for a king."

1996 ... Ed Stark ... 160 pages ... TSR 3125 ... ISBN 0786904194

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King of the Giantdowns
"Untamed by the laws of man, the Giantdowns region remains a buffer zone between the ruined empire of Anuire and its northern neighbor, the Rjurik Highlands. The Great Downs themselves are the stuff of legends: Giants, they say, are buried beneath the mounds, awaiting some call to rise and battle once more.

But in the meantime, other forces threaten the Downs. A new awnshegh, the humanoid known as Ghuralli, strives to make his small kingdom a rival to the neighboring Gorgon's Crown. His armies of humanoids, giant-kin, and monsters stand ready to strike at the few human settlers brave enough to live in the shadow of the Great Downs.

The Rjurik settlers need a leader, someone who can defeat Ghuralli and forge a kingdom out of their scattered clans. They need someone to step forth and become King of the Giantdowns.

This 64-page adventure accessory contains detailed information on the Giantdowns region, the people, monsters, and places that can be found within, and several adventures for beginning and experience players alike."

1997 ... 64 pages ... TSR 3142 ... ISBN 0786907193

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