bards
B ards, or skalds, as the Rjurik c
are an important part of Rjurik
and society. Bards act as ente
messengers, observers, bringers of n
rumor, and chroniclers of the trium
tragedies of Rjurik history. In many w
bards are the living library of the Rju
manent records are kept only by
dwellers, and not by the nomads, who
rial culture is limited.
Rjurik bard characters are gener
described in the Player's Handbook.
from the Complete Bard's Handbook
be used. Kits appropriate to a Rjurik
the True Bard, Herald, Loremaster, an
Note that the skald kit is not to be c
with the bard class itself, even tho
Rjurik call their bards skalds. A Rju
receives the benefits of the skald kit on
kit is actually chosen.
Bardic instruments traditional to th
include bagpipes, drums, flute, and h
mandolin, lute, dulcimer, and record
also found use; they have been import
non-Rjurik lands and have attaine
degree of popularity among the skalds
The skalds have no formal organ
Older bards sometimes take apprenti
teach them the ways of song, story,
instruments, dance, juggling, and t
When master skalds retire, their instr
songs, and other secrets are passe
apprentices, who carry on the tradition
Bards are considered sacrosan
untouchable, in much the same ma
druids. Their duty to the Rjurik p
providing news, carrying messages,
ing heroic deeds, and so on—are tho
be sacred duties conferred by Er
•musical talents granted to them is e
; Jof this); no Rjurik would dare interf
them. Rjurik bards receive +5 re
bonuses when dealing with other Rju
no lawful- or good-aligned Rjurik w
voluntarily attack a bard. It
wise considered good f
Rjurik to shelter, feed, and
call them, bard in need, but bards return the favor by
k culture never taking more than they absolutely require.
ertainers,
news and Non-Rjurik bards also garner some respect
mphs and from the highlanders, and receive a +3 reac-
ways, the tion bonus. Rjurik have no qualms about
urik; per- attacking non-Rjurik bards, however, and do
the city not feel compelled to aid or shelter them as
ose mate- they do the skalds of their own people.
rated as The high level of respect held for bards is
. Material due in part to their unfailing honesty and neu-
k may also trality. By tradition, a skald entrusted with a
bard are message is required to repeat it exactly as
nd Skald. said; a bard sent to parley must negotiate in
confused absolutely good faith. Every bard swears a per-
ough the sonal oath always to tell the truth, regardless
urik bard of consequences. For these reasons, not sur-
nly if that prisingly, Rjurik bards must be of either lawful
good or lawful neutral alignment, and must
he Rjurik always act within these guidelines.
harp. The
der have As part of a Rjurik bard's oath, he must
ted from accept any mission given in good faith by a
ed some Rjurik king, jarl, or chieftain. For their part,
s. the kings, jarls, and chieftains call upon
nization. skalds only for truly vital missions—the con-
ices and veyance of an important message or item,
help in a search for missing family members,
musical transmission of important news such as wars
the like. or disasters, pleas for aid against an enemy,
ruments, and so on.
ed on to
ns. As with the druids, Rjurik bards are sworn
nct and to eschew wealth, and can never own more
anner as possessions than they can carry on their per-
people— son. Skalds' true wealth is measured, it is
said, not in gold, but in their songs and sto-
record- ries, and in the vital services they provide to
ought to their people.
rik (the
evidence
fere with
eaction
urik, and
will ever
t is like-
form for
d aid any
special dooms with a b
powers,
T he Rjurik are a mercurial people, doom. B
prone to extremes of mirth and in such
depression. When they are at their
lowest, the Rjurik are wont to carry on about enem
their "special dooms" and the irresistible fate
that binds them and drags them to their The cha
inevitable end. To simulate this unique (if tral) ene
somewhat grim) aspect of Rjurik culture and the cha
add a truly Rjurik flavor to such characters, another
the DM may use the following rules to gener- blood fe
ate special dooms for Rjurik PCs. this cas
appropr
DMs who use these rules should keep sev- tatives o
eral issues in mind. First, while called "dooms" at inopp
in keeping with Rjurik culture and outlook, vengean
they are probably more accurately referred to fight a d
as "curses," since their presence does not nec- chaotic R
essarily lead to an afflicted character's destruc-
tion. In spite of the colorful Rjurik belief in Altern
predestination, unavoidable dooms make for be an es
less than enjoyable role-playing! influenti
hatred o
Dooms vary from simple quirks or minor back to
character features to relatively powerful beyond.
effects. The more potent dooms generally ing only
provide both advantages and disadvantages; vows of
the DM should consider what impact they
will have on the game before assigning In the
them. creature
fest im
To select a special doom, a player rolls 2dlO wishes.
on the table that follows at the time a Rjurik fiend, re
character is generated. Descriptions of the tions of
dooms follow the table. DMs are encouraged keep a c
to develop dooms unique to their BIRTHRIGHT every m
campaigns. good to
parties r
Alternatively, the DM may wish to deter-
mine the character's doom secretly and keep spec
the player guessing at its effects.
The PC
2dlO roll Doom whom p
2 Enemy get may
a powerf
3-4 Special Vengeance ture suc
characte
5-6 Second Sight clan eld
7-12 None taking re
13-14 Extreme Luck
15-16 Animal Guide How t
17-18 Battle Rage player, b
blood fe
19 Shapechanger member
tance, an
20 True Fate looked d
Actively
Note that some of these dooms are similar feud aga
to certain blood abilities. Dooms are avail- powerful
able to all Rjurik characters, however, rather hazardou
than only to scions. Should a blooded PC
''4.
blood ability roll a doom with similar
the DM should reroll or select a new
Blood abilities always take precedence
cases.
my
aracter has an ancient (possibly ances-
emy who has sworn vengeance against
aracter's clan. The enemy may be
clan or tribe whose ancestors fought,^
eud against the character's forebears; in
se, the DM must select or create an
riate opposing clan or tribe. Represen-
of the enemy clan are likely to appear
portune moments to demand blood
nce for ancient wrongs, insist the PC
duel, or, in the case of unscrupulous or
Rjurik tribes, perpetrate an ambush.
natively, the character's enemy might
specially powerful creature such as an
ial noble, fiend, or an awnshegh whose
of the PC's family or bloodline extends
o the Battle of Mount Deismaar or
Such a foe might be long dead, exist-
y in family tales of evil creatures and
vengeance. ,•
e case of such a powerful enemy, the
e's presence need not be made mani-
mediately, or at all, if the DM so
The distant threat of an awnshegh or
epeated and magnified over genera-
storytelling, is likely to be enough to
character on his toes and fearful of
mysterious event. An absent enemy is a
ool for DMs who wish to keep their
rattled.
cial vengeance
or his clan has a special enemy upon
punishment must be inflicted. The tar-
y be an ancestral enemy clan or tribe,
ful individual, or a supernatural crea-
ch as a tanar'ri or an awnshegh. The
er will have been instructed by his
ders that family honor depends upon
evenge.
the PC handles this matter is up to the
but a Rjurik who refuses to pursue a
eud is often shunned by other clan
rs, denied assis-
nd generally
down upon.
y pursuing a blood
ainst an especially
l enemy can be
us ,4iowever—
especially considering that the feud i
bly the result of insults and infraction
mitted generations before the charac
born, giving the enemy time to grow in
second si^ht
The character has limited precognitiv
ties. He receives visions, prophetic
glimpses of things to come, or hints o
events. He might also recognize omen
This doom is not magical clairvoy
divination. Second sight is considered
by most Rjurik; those who have it oft
they did not. The visions are usually
plete, incomprehensible, or confusi
make sense only after the event in q
has taken place. A character may see
of riches and ascent to a position of po
example, but not a vision of his assassi
day later. A character who dreams of a
enchanted sword will probably no
whether he will wield the sword in g
victory, or if the sword will end his life
The DM will need to create visio
prophecies. Dreams may feature shad
ures imploring the PC to beware of
out certain individuals or objects. Visi
appear at any time—as a character ga
a mirror or a still pond, for example. G
of the future will be brief and mys
involving people, places, and things
character may recognize or which w
the campaign in a future adventure.
who asks a regent's aid against goblin
might, for example, be the same indi
prophetic PC saw in a dream, killing
member.) Prophetic dreams and visi
excellent tools to get PCs involve
adventure. This doom requires more p
by the DM, but in the end, it is often w
u-^
*»*>
f
76
is proba- extreme luck
ons com-
cter was This doom works in two ways: When the PC
n power. is lucky, he is very lucky, and when unlucky,
extremely unlucky. The effects of this curse are
ve abili- up to the DM to arbitrate, but results should be
dreams, rare and spectacular. When an ordinary charac-
of future ter might simply miss a bow shot at a passing
ns. orog, a character with extreme luck might
yance or glance the arrow off a small rock, causing a
d a curse landslide that reveals the party's hiding place
ten wish and forces them to flee. When an ordinary char-
y incom- acter lost in the wilderness might find materials
ing, and for a rude lean-to for shelter, an affected char-
question acter will find a hidden castle occupied by a
a vision wise and generous wizard who sends the party
ower, for on its way laden with food and gifts.
ination a
a specific Other possibilities include allowing the char-
ot know acter maximum or bonus damage on an attack
glorious roll of 20 but automatically dropping or break-
e. ing a weapon on a roll of 1. A wizard with
ons and extreme luck may get bonuses to damage from
dowy fig- offensive spells, but have a chance of misfiring
or seek and damaging other player characters. An
ions may extremely lucky thief will get bigger hauls from
azes into his or her roguish activities, but is more likely
Glimpses to attract the attention of the authorities. A
sterious, ranger will find better game, more productive
that the trails, and sustenance from the wilderness more
will enter easily, but will also attract more enemies,
. (A jarl raiders, monsters, traps, and so on. The DM
n raiders must arbitrate the effects of this doom, prefer-
ividual a ably in a manner that will increase the danger,
g a party humor, and enjoyment of the game.
ions are
ed in an animal
planning
worth it. This ability is similar to but less powerful than
the blood ability animal affinity. It is, however,
available to nonblooded characters. A blooded
character with animal affinity cannot receive
this doom.
One particular animal species holds an The Rag
affinity for the doomed character. The DM often at
may select a suitable animal or roll ldlO on with bat
the following table. results (
invariabl
ldlO Roll Animal
1 Raven Battle
2 Wolf event o
3 Bear mined b
4 Fox is gener
5 the Rage
Stag • The d
6
7 Lynx comba
8 Badger • The PC
9 Snake • The si
10 Otter
Hawk dwarf,
• The pr
These animals do not serve as friends or com-
panions to the affected character, and they do tribe (
not communicate. An animal may simply • A kins
appear at an opportune moment, accidentally
aiding or hindering the character. A leaping DMs are
stag may lead a character to safety, while a gers" for
cawing raven may call attention to a hidden
warrior's enemies. A great bear may wander Once
onto a battlefield in time to delay pursuing may rag
enemies or to help a player character's forces Rage. A
triumph; it might suddenly block the way ceed a W
when victory seems assured. Rage. A
one full
DM arbitration and guidance are required; which tri
an animal guide may often be used as a device end of th
to help lead a party in the right direction, dis- be made
courage them from the wrong path, or intro-
duce an upcoming adventure. The DM's Shoul
manipulations are appropriate considering characte
the Rjurik's usual gloomy propensity to damage,
lament "fate" and "dooms." The use of animal ter who
guides can add a uniquely Rjurik flavor to receives
any adventure. for a war
receive 3
battle per roun
2 gain 5
While the Berserker fighfer kit is available to
Vos characters, somemjtirik have similar Ragin
abilities. In the Rjurik Highlands, however, to spells
this is considered a curse. This doom fe.simi- other be
lar to the divine wrath blood ability; a char- Berserke
acter with divine wrath "cannot have the bat- ters mus
tle rage doom, f enemy o
are pres
The battle rage curse differs from the individu
Berserker in several important ways. First, any wise. On
Rjurik character may be afflicted with "the ual has b
Rage," regardless of class. Second, the Rage is incapaci
involuntary-—unlike berserkers, who can characte
choose to "go berserk" of their own free will. attack th
nearest
friend or
To end
the afflic
must suc
check at
attempt
round af
ge comes unbidden upon cursed Rjurik,
t the worst times. Though individuals
ttle rage can be powerful fighters, its
(at least in Rjurik legend and story) are
ly tragic.
e rage must be triggered by a certain
or condition. This is secretly deter-
by the DM after the battle rage doom
rated. Suitable events for triggering
ge include:
death of a fellow party member in
at;
PC being wounded by an enemy;
ight of a certain creature or race (orog,
, troll, ogre, awnshegh, etc.);
resence of a member of a rival clan or
(chosen by the DM); or
sman, loved one, or friend in danger.
e encouraged to invent unique "trig-
r characters with the battle rage doom.
the Rage has been triggered, the PC
ge voluntarily or attempt to resist the
character who tries to resist must suc-
Wisdom check in order to overcome the
A successful roll holds off the Rage for
turn (10 rounds). If the condition
iggered the Rage is still in effect at the
hat time, another Wisdom check must
e to resist.
ld battle rage take effect, the raging
er receives a +2 bonus to attacks and
, and +3 hp. Further, a raging charac-
normally receives 1 attack per round
s 3 attacks per 2 rounds, as described
arrior of level 7-12. Characters who
3/2 attacks receive 2 attacks
nd, and characters who receive g._
5 attacks per 2 rounds.
ng characters are vulnerable
s and receive none of the
enefits associated with
ers. When raging, charac-
st attack the nearest
or, if no real "enemies"
sent, the nearest
ual, friend or other-
nce this individ-
been killed or
itated, the
er must then
he next
individual,
r foe.
d the Rage,
cted character
cceed a Wisdom
t a -3 penalty. This
may be made every
fter the first opponent has
77
been dispatched, but not before. T
continues until the character is dead
scious, or until the successful roll to e
been made.
Once the Rage ends, the charact
succeed a Constitution check or fall
scious for ldlO hours. A penalty equ
number of rounds the PC remained
Rage applies to the check.
Rjurik legend is full of sad tales abo
ragers who valiantly defeated enemies
recover from the Rage and find a clos
or lover slain by the warrior's own ha
DM might use this situation to adva
campaign or to provide a character w
Rage with motivation.
Note that ragers are traditionally
nized as having black hair (though this
requirement). The DM should conside
ing a character's appearance in order to
consistent with this Rjurik trait.
shapechan^er
The wilderness of the northern highla
bors a group of legendary Rjurik—the
ous shapechangers. These individuals
the land alone and are blessed (or, in t
ion of many, cursed) with the ability t
form into fearsome, wild creatures.
Rjurik shapechangers are not lycan
and ufee entirely different rules. Their
mation is voluntary, and when in anim
theyferevulnerable to normal attack
also run the risk of becoming so lost
aniiftal form that they cannot change b
When a shapechanger trait is identif
DM selects an appropriate animal
2dlO on the following table.
The Rage 2dlO Roll Animal
d, uncon- 2 Bear, brown
end it has 3-4 Eagle
ter must 5-7 Wolverine
l uncon- 8-10 Owl
ual to the 11-13
d in the Badger
14-15
out battle 16-17 Raven
s only to 18-19 Stag
se friend Boar
and. The 20 Bear, black
ance the
with the Shapechanging carries an inherent danger; a
character who remains in animal form for more
y recog- than one hour runs the risk of being unable to
s is not a change back. A PC must make an Intelligence
er adjust- check for each full hour (or portion thereof)
o remain beyond the first spent in animal form. The
check suffers a penalty equal to the number of
ands har- continuous hours the character has been an ani-
mysteri- mal. If the check fails, the character must
s wander remain in changed form for another hour.
the opin-
to trans- If a character remains in animal form for more
hours than his Intelligence score, he is allowed
nthropes, no more Intelligence checks and is permanently
transfor- trapped in animal form. His intelligence immedi-
mal form, ately drops to animal level. This does not pre-
ks. They clude others from locating the changed character
t in their and using magic to restore him, but the character
back. may take no further voluntary actions.
ified, the
or rolls Unless permanently changed, a character is
considered to retain his normal human reason-
ing capacity but gains animal strength, speed,
size, armor class, hit points, and so on. Magic
use is probably impossible (especially spellcast-
ing that involves material or somatic compo-
nents). If slain in animal form, the character is
dead (no hit points are regained through shifting
back to human form upon death), and may not
be restored without the intervention of magic.
true fate
True fate is the rarest and most unusual of all
the Rjurik special dooms. A character
blessed—or cursed—with true fate is believed
to be marked by higher powers (destiny, the
gods, etc.) for a greater purpose. To this end,
the character leads a charmed life and invari-
ably manages to avoid death in unusual ways.
A character with true fate always manages
to escape death by a hair's breadth, find a way
out of trouble, and avoid misfortune. In game
terms, such a character might be the DM's
mechanism to extract a party from a desperate rjuri
situation or to provide clues to an appropriate
course of action. The Rjur
Characters with true fate are often troubled BIRTHRIG
and unhappy, for they may be visited by
visions of the future and the past (see second and War
sight, above), may see omens and portents zens in c
they do not understand, and may dream of the and are
gods but never realize their plans. That some levies of
great fate awaits them is certain; it is the pre-
cise nature of this fate which causes distress The D
and uncertainty. unlike th
units of
The DM need not determine the precise describe
nature of the character's greater purpose— unit of i
simply note its existence and keep it in mind tion in th
throughout the character's life.
new
DMs should be aware that characters with
true fate require planning and foresight, and Most of
should be awarded to players who can handle included
them appropriately. True fate should never be but the f
considered a license for foolish behavior—
should a character grow so unruly and thought- rjurik
less as to endanger friends or use the doom as
an excuse for bad conduct, the gods may cer- These ar
tainly admit that they made a mistake in grant- bodygua
ing the character's doom and take steps to cor- the equiv
rect it, revoking the true fate and perhaps lev- of other
eling a penalty.
rjurik
recruiting rjurik
warriors These to
aboard R
(optional rules) In other
ship in th
Despite the peaceful nature of the Rjurik
and the fact that they have never fought a war rjurik
of conquest against another people, the north-
erners are known as fierce warriors whose skill The drui
in battle is unparalleled across the Cerilian and will
continent. The DM may use the following jarls sho
optional rules to help simulate the Rjurik threatene
excellence in battle.
In a w
defends
dwarves
awnsheg
the begin
On a roll
in any ar
does not
of druids
course of
ik musters
rik recruit troops as described in the
GHT Rulebook, as listed under Armies
rfare. The Rjurik typically train all citi-
combat and warfare from an early age,
considerably more potent than the
other lands.
DM may therefore allow Rjurik rulers,
he leaders of other realms, to raise
f irregulars rather than levies as
ed under Building an Army. Raising a
irregulars affects a province's popula-
he same manner as raising a levy.
w war cards
the details about the new war cards
d in this product are self-explanatory,
following cards require description.
k housecarls
re well-armed nobles or the personal
ards of Rjurik regents or jarls. They are
valent of the elite infantry or knights
lands.
k mariners
ough, resourceful Rjurik serve as crew
Rjurik ships during the fishing season.
times, they often maintain member-
heir regents' standing armies.
k druids
ids are a vital part of Rjurik society,
come to the defense of regents and
ould the Rjurik lands or people be
ed.
war card battle in which a Rjurik regent
against non-Rjurik humans, elves,
s, humanoids, or forces led by an
gh, the Rjurik player may roll Id6 at
nning of each Rjurik movement phase.
l of 1, a unit of druids may be deployed
rea (except the enemy reserve) which
contain an enemy unit. Only one unit
s may arrive in this manner during the
f a war card battle.
Rjurik druids ignore terrain penalties
receive a +1 bonus to attacks and d
against humanoid units and any units
an awnshegh (that is, units stacked w
Awnshegh Commander card from the
Enemies book).
Druids who participate in battle d
engage in actual combat unless absolute
essary (or in defense of themselves). The
of their "attacks," although identical to
produced in melee or missile combat,
instead from magical misdirection, druid
deceptions, booby traps, and other non
means. Since a druid's magical attacks
usually assault a target directly, units th
normally immune to magical attack lo
benefit when fighting druids. Thus, a un
is immune to magical damage would suf
effects of a heat metal spell.
tribal warriors
Normally, levies may not be carried
provinces rated as zero (0). Num
provinces are rated (0) in the Rjurik
lands; this might put a Rjurik ruler at a
vantage when facing a well-equipped inv
The DM may allow Rjurik regents to
tribal warriors from provinces with rati
zero. This represents recruiting the no
tribal warriors who dwell in these region
who can be persuaded to fight out of loy
the Rjurik people.
When attempting to recruit tribal w
from zero-level provinces, the player rol
On a roll of 1 or 2, one unit of Rjurik trib
riors is raised in the province. Otherwis
tribal Rjurik have either refused to cooper
not enough could be found to create an ar
Only one such attempt may be ma
domain turn, and only one such unit m
raised from a zero-level province. If
raised in this manner is destroyed in
the regent may attempt to raise anothe
unit on the following domain turn. In
words, each zero-level province may su
only one tribal warrior unit at a time.
s. They rjurik battle racers
defense
Battle ragers are the Rjurik equivalent of Vos
led by berserkers. Heedless of injuries to themselves
with the and suicidally brave, battle ragers ignore all F
e Blood combat results.
do not rjurik shapeshifters
ely nec-
Rjurik with the ability to shapeshift into wild
effects animals (described earlier) can serve a valu-
o those able role in battle. These individuals, who are
, result often shy and unwilling to demonstrate their
d spells, abilities in front of outsiders, may band
nviolent together into a military unit to aid in the
do not defense of their realm.
hat are
ose this In battle, shapeshifters use their animal
nit that forms to ignore terrain penalties. They receive
ffer the a +1 defense bonus vs. all mounted troops.
out in the watch
merous
In the wilderness of the Giantdowns, some
High- hardy Rjurik have formed a small army known
a disad- as The Watch. Their primary concern is
vader. defending against the humanoids of the region,
o raise especially those under the dominion of the
ings of mysterious Ghuralli. Well familiar with the
omadic Giantdowns, the Watch ignores terrain penal-
ns, and ties when fighting within the Giantdowns.
yalty to
khurin-azur miners
warriors
lls Id6. The dwarves of Khurin-Azur are accomplished
bal war- miners, and sometimes use their skills to their
se, the advantage on the battlefield. To simulate this,
rate, or during the setup phase of a battle, Khurin-Azur
rmy. Miners can be placed in any area that does not
de per contain enemy units except the enemy reserve.
may be
a unit
battle,
er such
n other
upport
jg Doom, a BIRTHRIGHT adven- In P
ture set in Rjurik, features a plot by the
steeped in Rjurik tradition and beliefs weapon
about honor. In their quest to redeem a slain burial
ancestor and put his spirit to rest, PCs must known
face the Scarlet Baron—the orog warlord who maevri
rules the Blood Skull Barony—and foil his plan this swo
to increase his might by seizing a powerful, finding
destructive weapon as his own. the we
undead
njalqrim's
Par
doom Ideally, at least against
one PC will be a the pro
regent; at the mini- again a
mum, at least one rior-jar
character must be whom H
blooded. The adventure, which requires a trip act of b
to Hogunmark, should start in one of the PCs' ai
realms on the west coast (such as Halskapa or can eve
Stjordvik). Making the trip from Hjolvar, from h
Kvigmar, or the Giantdowns in the dead of peace in
winter would be all but impossible.
The a
Njalgrim's Doom introduces a new undead and fut
monster specific to the Birthright setting: the
spectral scion. A full description of this crea- Doom.
ture follows the adventure.
the adventure
In Part 1: Apparition, a joyful mid-winter
festival is interrupted by the appearance of a
spectral scion—the spirit of a bloodtheft vic-
tim—in the feast hall. The spirit points to the
highest-ranking regent or scion PC and
declares that the character's destiny lies far
away, in the wild Hogunmark province of
Valkheim. Thus motivated, the PC and com-
panions depart for Valkheim.
Part 2: The Scarlet Baron's Fury involves
the PCs in a full-scale invasion of Valkheim by
the ferocious orog warriors of the Blood Skuil
Barony. The PCs discover that the orogs have
moved into Valkheim at the behest of
Thrakkazz, the Scarlet Baron. Thrakkazz
seeks a powerful ancient weapon rumored to
lie somewhere in Valkheim.
Part 3: Sword of Doom, the PCs (led
spectral scion) search for the lost
n. Their investigation takes them to the
mound of Hrothwulf, an evil warlord
for having wielded the cursed tigh-
il (tih-MEE-vril) sword Kinharrower. It is
word that Thrakkazz's forces seek. Upon
the burial mound, the PCs must fight
eapon's skeletal guardians—and the
d Hrothwulf himself.
t 4: Njalgrim's End pits the party
t the Blood Skull orogs once again. In
ocess, the spectral scion appears once
and reveals his identity: He is the war-
rl Njalgrim, the lead PC's ancestor
Hrothwulf slew with Kinharrower in an
betrayal. Njalgrim's spirit comes to the
id, then hides the sword where no one
er wield it again. Redeemed and freed
his doom, Njalgrim departs, finally at
n Erik's arms.
adventure's Epilogue sorts out rewards
ture events resulting from Njalgrim's
parti:
apparition
'jalgrim's Doom begins on M
Night. This annual celebration
great rejoicing, feasting, and d
ong the Rjurik, who know that it
shorter nights and the onset of sprin
adventure opens as the regent (ideally
his allies, lieutenants, subjects, and oth
acters greet the shortest day of winter.
paraphrase the following:
It is Midwinter Night. In the great fea
sounds of revelry and the warmth of c
fires and boon companionship help driv
the fearsome chill of winter. It has been
cold season. Though frigid days are not
you know that the green of spring soon w
melting the snows and bringing forth ne
the realms of Erik the Druid.
Tonight marks a time for celebration—
ing toasts to each other's health, to the g
of the druids, and to the benevolence of E
and your companions enjoy food and drin
all winter for this event. Much of the fe
been preserved by druidic enchantment,
you to savor fresh fruits, breads, wine, a
boar, pheasant, and even vegetables—
denied in the chilly isolation of winter. A
call out hearty toasts and eat their fill, yo
warm and content that spring almost s
have arrived early.
Your joy and happiness end abruptly
crash of wide-flung hall doors, and a rus
laden wind that drives out the warmth an
the once-roaringfiresto glowing, whirlin
A cold blast of fear permeates the room d
numerous kith and kin who crowd the hal
The room grows quiet as a fearsome
tion, clearly a creature of the super
enters. The figure stands a full head high
the tallest Rjurik warrior in the hall an
battered but impressive mail armor. Gr
gauntlets cover his hands; a massive c
rides at one hip. He appears ancient an
zled^ bearing a thick beard, wild hair, a
mere points of g
white light. Swathed
p in glowing green
figure seems to wa
inches off the
As all in the hall sit transfixed, the figure
approaches you [the highest-ranking PC] and
points ominously. "You!" bellows its wavering,
eerie voice. "Inexorable fate calls to you. Your
destiny—for good or ill—lies to the north, in the
province called Valkheim. Ignore the call of fate
at your own peril, mortal!"
Midwinter The apparition is the restless spirit of the
n elicits ancient Rjurik warrior Njalgrim, an ancestor
drinking of the PC in question. He will address the
heralds highest-ranking PC in the group (ideally the
ng. The hosting regent). If necessary, adjust the direc-
y a PC), tion in which the PC's fate lies ("north") to
her char-
Read or reflect Hogunmark's location from the realm
in which the adventure begins.
ast hall, Once the spectral scion has spoken, the
crackling horrified transfixion ends and the characters
ve away may react. If they attack Njalgrim, the figure
n a long, vanishes instantly with an unearthly shriek. If
yet over, they question him, he will not identify him-
will come, self; he will reply only that he comes bearing
ew life in "the words of fate," then fade from view. If
the PCs treat Njalgrim with respect, he will
cry out "Redeem me, [descendant PC's
name]" as he vanishes.
—drink-
goodwill moment of decision
Erik. You
nk saved
east has If the players are well-versed in Rjurik culture
enabling and beliefs, they should recognize the spirit's
ale, roast appearance and call of destiny as a sign of fate
—so long that cannot be ignored. Such conduct would
As revelers result in a doom more horrifying than any can
ou feel so imagine, and also bring about the eventual
seems to decline and destruction of the offender's tribe,
clan, or even race.
with the If the PCs consider ignoring Njalgrim's
sh ofsnow- exhortation, older and wiser Rjurik in the hall
nd reduces will "remind" them that one's fate is unavoid-
ng cinders. able, and that one has an obligation to pursue
despite the his destiny regardless of consequences. The
ll. honorable man (or woman), they say, meets
appari- his fate with bravery, while the coward flees
rnatural, and thus brings shame and catastrophe upon
her than his house.
nd wears In all likelihood, the PCs will immediately
reat iron realize the necessity of a journey to Valkheim.
claymore Should any PCs doubt whether they should
nd griz- accompany the "fated" PC on this journey,
and eyes elder Rjurik will counsel that it is not only
acceptable, but admirable, for one's true com-
glittering panions to share one's fate.
d entirely
mist, the
alk a few
ground.
4 :**«
preparations pa
Of course, a journey to Hogunmark in the the
dead of winter will be fraught with peril. Snow bar
chokes the roads, rivers are frozen into solid
sheets of ice, and stormy, freezing weather Pa
ravages the land. P
a
Assume that as native Rjurik, the PCs will Valkheim
know what equipment they need to brave the tle resul
ferocity of winter. As regents, nobles, or
scions, they likely either have or will be able to This
obtain most of their equipment at little cost north t
and trouble, simply drawing it from stores. approac
Appropriate gear includes fur-lined cloaks, their sta
woolen tunics, snow goggles (carved bone gog- and rule
gles with narrow eye slits to eliminate snow- all trave
blindness), skis, snowshoes, hardy Rjurik
ponies, dogs and dogsleds, sleighs, provisions trav
(perishable foods are less likely to spoil in the dist
frozen climate), gloves or mittens, saddles and
packs, axes, bows, extra arrows, and anything If the jo
else the players can think of to aid in wilder- Taelshor
ness survival. those tr
have a
If the players seem lackadaisical about journey
selecting equipment, remind them that this
is a journey through trackless, frozen wilder-
ness, where food and water are at a premium
and the cold can freeze flesh and bone. This
hint should increase their enthusiasm for
provisioning.
Should the DM not wish to take the time
or trouble to detail supplies, he may simply
assume that the PCs, being wilderness-
raised and wise in the ways of the Highlands,
bring whatever they need. At the very least,
players should state how many day's worth of
supplies the party brings. Assume that a
day's rations for a human or dog weigh one
pound, while food for horses weighs four
pounds per day. The characters will need
enough sleds, pack animals, and backpacks
to carry the required food.
Players should consider whether the char-
acters will bring their bodyguards or ret-
inues. These individuals can aid in the fight-
ing, but most require a share of experience
and all must be supplied and appropriately
provisioned. Note also the limitations on
rangers' followers as described in the
BIRTHRIGHT Rulebook.
Once preparations are complete, it is proba-
bly best for the PCs to depart at dawn. Winter
days are short and night travel is all but impos-
sible. So with the words of the as-yet unidenti-
fied spirit echoing in their ears, the PCs retire
and rest up for the great adventure ahead.
arts:
e scarlet
ron's fury
art two involves the journey north. The
PCs face various challenges—natural
and otherwise—before arriving in
m just in time to be swept up in a bat-
lting from an orog invasion.
adventure assumes the PCs journey
to Valkheim, though they could
ch from other directions depending on
arting point. The various encounters
es described below are appropriate for
el in Rjurik.
vel times and
tances
ourney to Valkheim originates along the
re, the trip will be 150-250 miles total;
raveling from inland provinces might
shorter—thought still grueling—
y. Although the coastal realms of
Jankaping, Svinik, Rjurik, and Stjordvik
ence somewhat milder weather than
forests and northern tundra, winter sti
the land beneath a blanket of snow. Trav
where in Rjurik is slow and hazardous
time of year. The region enjoys only six h
full daylight and two hours of twilight ea
yielding eight hours of travel time. Burde
supplies, warm clothing, weapons, and
equipment, characters and their mounts
assumed to labor under heavy encumbra
Under these circumstances, the D
simply set a specific time for the journey
bly three to four weeks), or may roll 2d
day to determine the number of miles c
Note the penalties to this distance
detailed in Travel Hazards, below.
travel hazards
The PCs' primary enemy on the jour
winter itself. The northern highlands e
ence some of the most extreme weat
Cerilia, conditions that will prove a
challenge for the party.
The DM should check weather con
once per day (or more frequently if d
by rolling 2d6 on the following sim
weather chart:
2d6 Roll Weather
2-3 Blizzard
4-6 Heavy snow
7 Light snow
8-10 Clear
11-12 Sleet/freezing rain
The above conditions are assum
include precipitation, tempe
Z~ . wind, etc., and affect both
and the followingysta
•%
84
experi- Weather Str Dex Con MV AT
do the
ill seals Blizzard -2 - 3 -1 -25% -2
vel any- Hvy snow - 1 -2 - 1 -20% -1
at this
hours of Lt snow — -1 — — -1
ach day, Sleet -3 -20% -2
ened by Clear
d other + 10%
may be
ance. Str, Dex, Con: Impose these penalties on
M may Strength, Dexterity, and Constitution based
(proba- on conditions. For example, an individual with
d6 each Strength 17 fighting in a blizzard would fight
covered. with an effective Strength of only 15.
roll as
MV: The DM should apply this percentage
rney is penalty (rounded up) to the 2d6 roll for dis-
experi- tance traveled. For example, if travel took
ther on place in blizzard conditions, a roll of 8 would
a major mean only 6 miles covered.
nditions AT: This is the penalty imposed on attack rolls
desired) for individuals fighting in given conditions.
mplified For example, an attack roll of 15 becomes 16
in heavy snow.
med to
erature, Assume that characters wear appropriate
h travel clothing for the weather—heavy, fur-lined gar-
atistics: ments, hoods, cloaks, gloves, shoes, etc. Such
dress provides adequate protection against
most conditions, but injury from cold and
wind in extreme situations is possible.
If characters are caught in less protective
clothing, use the table below to determine
damage. The DM should make a Constitution
check each hour that a character is exposed to
the condition in question. If the roll fails, the
character suffers the stated amount of dam-
age. Prolonged exposure yields increased
injury: On the first failed roll, the PC takes
light damage, on the second and third failed
rolls he takes moderate damage, and on the
fourth and subsequent failed rolls he takes
heavy damage. Note that certain extreme
weather conditions reduce a character's Con-
stitution rating (see above).
Weather Dama^i£•; Damage Damage
Condition
(Light) (Moderate) (Heavy)
Blizzarti
Hvy. snow Id2 Id4 Id6
Lt. snow 1 Id3 Id4 =
Sleet
— "*' l d 2 Id3
Clear
— i k/t. Id2
1-
The DM should exercise discretion when
using the above table. Needless to say, rolling
once per hour of game time per character over
a 20-30 day journey would become tedious.
The DM should skip uneventful days and ask
for rolls only when time and game play permit. some a
Further, the effects of exposure can be hunt, in
reduced: For example, characters sleeping in a ing, Hu
tent (thus sheltered from a blizzard) do not make p
require rolls, nor would characters riding in a must m
wagon, bundled up on a sled, etc. Once g
must st
in^ and supplies
enc
As noted, the players should state the quantity
of rations the party brings. If the DM chooses The DM
to roll for distance traveled each day, there is a encoun
chance that the PCs will run out of food. wild an
encoun
Should this occur, the party can survive with- be playe
out food for Id6 days with no ill effects. After vide a H
this point, characters must make Constitution may oc
checks each full day they go without food, with a where
cumulative -1 penalty for each roll after the location
first. A failed roll results in the following effects:
-1 Strength, -1 Constitution, -Id4 hit points; all starv
losses are cumulative. Once the incapacitated
PCs have obtained sufficient food, all penalties Those a
are recovered after 2d4 days. prospec
of the H
A few animals remain in the snow-covered great ha
wilderness—wolves, rabbits, small rodents, season;
deer, elk, reindeer—but these are scarce and ing to a
avoid—
Fhoimorian Ambush
are shy. Starving PCs may be forced to
n which case individuals with the Track-
unting, or Survival proficiencies may
proficiency checks to find game; others
make Intelligence checks at a -4 penalty.
game has been found, however, the PCs
till catch it.
counters
M may roll for normal combat-oriented
nters—humanoid raiders, ambushes,
nimals, and so on—but the following
nters specific to the Rjurik setting may
yed out to advance the story and to pro-
Highlands flavor to the journey. They
ccur at any point in the trip (except
noted, in which case the encounter's
n is important).
ving wolves
animals that do not hibernate face bleak
cts in Rjurik's harsh winters. The wolves
Highlands, deprived of prey, experience
ardships. Many of them die during the
; those that survive are desperate, will-
attack even prey they would normally
—such as humans.
This encounter can occur anywhere
the party's route and can take place more
once. The number of wolves that attack
party should be based upon the number of
viduals in the expedition: 1-3 wolves per
member, including bodyguards, retinues
followers. The wolves may attack the party
it is on the march or after it has camped fo
night. They are cunning predators, and use
tactics as feints, flanking attacks, and ambu
Use the following statistics for the wolves:
Wolves (Id3 per party member): A
MV 18; HD 3; hp 12 each; THACO 18; #
Dmg Id4+1 (bite); SD +1 vs. charm;
(3'-4' tall); ML average (10); Int low (
AL N; XP 120 each.
Although on the surface this could be
another combat encounter, Rjurik chara
raised in the Highlands and educated b
druids in the ways of Erik, might find t
selves reluctant to unnecessarily kill the w
While Erik condones killing in self-defen
out of necessity, the druids believe that as
nal beings humans are obligated to min
unnecessary killing. The DM should mak
tain that Rjurik characters are aware o
aspect of their culture, but should allow
party to deal with the wolves as they see fit
The party receives normal XP for slain w
but those characters who go out of their w
avoid killing more wolves than necessar
using debilitating magic, for example) sh
receive double XP for their dutiful behavior
standing stones
When the party travels through a particu
wild and unsettled region, read the follo
aloud:
along You enter a large circular clearing surrounded by
e than tall, snow-covered trees. Strangely, the amount of
snow decreases as you move toward the heart of
ks the the clearing. In the center, entirely free of snow, a
of indi- large circle of short stones surrounds a tall,
carved column. As you approach the column, you
party see that intricate carvings cover its surface.
s, and
y while Even more amazing, in the snow-free area
for the within the circle you see green grass and small
e such white flowers blooming in the dead of winter.
ushes.
AC 7; The area within the ring of standing stones is
#AT 1; completely free of snow, and maintains a tem-
perature of 50-60 degrees Fahrenheit. It is a
SZ S specially blessed druidic shrine, available for
(5-7); use by travelers. Once within the circle, dam-
age from cold or starvation will heal in Id4
be just hours, and neither food nor drink need be con-
acters, sumed while the party remains. The circle is
by the over 100 feet in diameter, probably sufficient
them- for the entire party to take shelter.
wolves.
nse or The stones are carved with intricate spiral
and knotted patterns, while the central mono-
ratio- lith is inscribed with prayers to Reynir, the
nimize Rjurik's original patron deity. Also carved into
ke cer- the column is a great, serpentine creature; a
of this successful Ancient History proficiency check
w the will reveal it as a dragon.
t.
wolves, If the party chooses to spend the night in
way to the circle, all members will have prophetic
ry (by dreams (see "Special Dooms" in the "New
hould Rules" chapter of this book). Njalgrim's
r. descendent, however, will have a particularly
vivid dream. Take the player aside and read or
paraphrase the following:
ularly You see the misty form of the spirit from the feast
owing hovering before you, hanging motionless in glow-
ing mist. His eyes are closed and he seems to
sleep. Abruptly, his eyes open, glowing red. His
head rises and he fixes you with a stare of deadly
intensity. As he did at the feast, he stabs a finger
at you and cries out in an eerie voice full of pain
and desperation.
"Your destiny lies ahead of you! It cannot be
changed or escaped! Your destiny is to redeem my
memory, and to find that which stole my her-
itage." His face grows harsh. "Bloodsilver!
Cursed bloodsilver!"
You awake with a start, but see that all is as
you left it.
"Bloodsilver" refers to tighmaevril (see the D. Tre
BIRTHRIGHT Rulebook), a metal capable of sev- the fho
ering a regent's ties to his own domain and cally ex
passing half of the regent's bloodline strength the trai
to his killer. As the characters will learn, Njal-
grim was slain by a bloodsilver weapon, leav- Whe
ing his spirit unable to find peace. point D
-6 pena
The party may remain in the circle for Id4 with an
days, after which its beneficial effects will van- individu
ish and snow will once more cover it. to avoi
need c
fhoimorien attack trench
be attac
Many species suffer in the winter, including attack r
the fearsome fhoimorien, the misshapen a -4 pe
giants who inhabit the northern woods. to the w
Though they are capable of surviving long time hi
periods without food, hunger gnaws at a +2 att
fhoimorien in the same manner as it does
other beings. The presence of a party of Onc
humans and pack animals could present the trench,
opportunity for an unexpected feast. lowed
fhoimor
Though not of high intelligence, the
fhoimorien are quite skilled at setting Hung
ambushes. The snow-covered land provides its opp
numerous opportunities for traps and many rounds,
hiding places, so when a party is sighted, the messily
giants can circle ahead to prepare. The DM fact, th
should use the Fhoimorien Ambush map feel or r
when the party nears the fhoimorien posi-
tion. The exact number of giants should be the w
based upon the size of the party (including
fighting retainers, etc.): one giant for every After th
5-6 character levels. other
encoun
Fhoimoriens: AC 3; MV 9; HD 13+3; hp known
42 each (weakened by hunger); THACO 9; Wande
#AT 1; Dmg 2d4+8 (fists + strength bonus); phrase
SA surprise; SD surprised on a 1 only; SZ H
(13' tall); ML elite (14); Int average (8); AL
NE; XP 6,000 each.
Note: More information about Cerilian
fhoimorien can be found on Cardsheet 7 in
the BIRTHRIGHT boxed set.
A. Forest. The surrounding woods are quite
thick. The trail grows narrow and deep in snow
at this point.
B. Hidden Fhoimorien. Each of these posi-
tions hides one fhoimorien crouching in a shal-
low, snow-covered depression, waiting for the
attack to begin.
C. Chieftain. The chief of the fhoimorien
tribe (use the same statistics as the other
fhoimoriens) hides here. When the party
reaches point D, he rushes forward, screaming
loudly to signal the others.
ench. Having guessed the party's route,
oimorien spent several minutes franti-
xcavating a 4-foot-deep trench across
il, then covered it with snow.
en the lead party member(s) reaches
D, he must make a Dexterity check at a
alty or tumble into the trench (along
ny riding animal, sleigh, etc.). The next
uals must make a normal Dexterity roll
id falling in; no other party members
check. Individuals who fall into the
take 2d4 rounds to climb out and may
cked by fhoimorien as they do so. All
rolls by individuals in the trench receive
enalty (in addition to any penalties due
weather). The fhoimorien have an easier
itting such characters as well, receiving
tack bonus.
ce the first characters encounter the
, the fhoimorien at point C attack, fol-
one round later by all the hidden
rien at points B.
gry and cold, any fhoimorien who kills
ponent will stay with the body for Id3
, biting off chunks of flesh and exulting
y. So hungry and cold are the giants, in
hat a feeding fhoimorien will not even
react to attacks while dining.
wanderer
he battle with the fhoimorien,4>r any
especially rough or damaging
nter, the PCs may meet the well-
n Rjurik druid known as Jorrik the
erer. When appropriate, read or para-
the following:
A lone figure appears from the snow-cov
that surround you. The tall, thin man is
in a long green tunic and fur-lined cloak
ries a staff and a backpack, his beard
quiet and serene. For a moment, you all
silence regarding each other.
At last, the man speaks. "I am called J
says. "What quest brings you to these fro
when you should be safe inside a warm m
with your family and boon companions?"
Many Rjurik, especially druids an
with the Local History proficiency, wil
nize Jorrik as a legendary druidic wa
famous for his defense of the innocent
acts of noble self-sacrifice.
Jorrik will invite the party to sh
camp, located nearby. The surprisingly
and comfortable space under the tre
tures a small wooden shelter, a smo
fire for warmth, and covered stone
nearby. Jorrik builds such a camp ea
ter, then restores the area to its origin
• Aegilsgaard Camp
vered trees
s dressed come spring. The PCs are fortunate (or, as
k. He car- the Rjurik would say, fated) to meet Jorrik,
ded face for he can provide supplies, heal wounds and
l stand in the effects of hunger, and act as a valuable
source of information. (See the "Personali-
Jorrik," he ties" section of this book for full statistics
ozen forests and a description of Jorrik.)
mead-hall The Wanderer will prove both friendly and
" enlightened, asking no reward for his services
save a promise that the Rjurik will continue to
live in harmony with Erik and his works. Should
nd those any of the party ask Jorrik about the spirit at the
ll recog- feast (the still-unidentified Njalgrim), he will pro-
anderer, vide information to the best of his ability.
and his
• If asked about .the original visitation, Jorrik
hare his responds, "I have heard of such things. Oft-
y secure times, those who died with business unfin-
ees fea- ished or as a result of treachery wander the
oldering
land, desiring vengeance but unable to exact
firepit
ach win- it in their ghostly state. Sometimes such indi-
nal state viduals will speak to their descendants and
ask for aid. Did this spectral scion appear to
be an ancestor of yours?" (Because Njalgrim buried
lived so long ago, no images of him survived; ters ma
his descendant cannot know at this point that must m
he was an ancestor.) success
foot clo
• If asked about events in Valkheim, Jorrik can sur
says, "I have heard that the foul orogs of the out of a
Blood Skull Barony muster for war. It must must m
be a terrible cause, indeed, for the creatures A failed
to consider invasion at this time of year, when suffocat
winter's blanket lies thick and cold upon the the DM
land. Their leader, the orog known as the
Scarlet Baron, is known to seek conquest of Char
human lands—perhaps he feels that an attack cumula
during winter will catch the Hoguns individu
unawares. I have sent raven messengers to rescue
Queen Freila to warn her of the coming ging ad
struggle; perhaps she has had time to send
warriors to repel the orog attack." arri
• If asked about bloodsilver, Jorrik says, "Ah, After s
the cursed metal. The elves call it tigh- winter,
maevril. Weapons made from bloodsilver provinc
sever the ties between regent and land, and not kn
steal the strength of his bloodline. If your encoun
spirit was slain by bloodsilver, he would tribe. H
have justification indeed for wandering the spoke i
land in search of vengeance." life of t
phrase
Jorrik will answer other questions as com-
pletely as possible. After all the PCs are Ahead o
healed, fed, and rested, he will tacitly suggest of the w
that they move on. If he knows of their mis- voices,
sion, he will suggest that the Hoguns might Hurryin
appreciate their aid should the orogs indeed winter t
attack Valkheim. ters buil
a long s
avalanche burning
Snows accumulate in great volume, especially The c
in hilly country, valleys, or mountains. As the run back
PCs travel through hills or valleys, the DM may strappin
wish to throw in an avalanche—if for no other and the
~*reascm than-to f$r©sre that monsters and snow- in tabar
storms are not the otily perils in the far north. tle abou
horses,
The party should first perceive a low rum-
bling sound and a deep vibration. At this One
point, the characters should be allowed to wearing
react—flee, seek shelter, etc. rying a n
of you a
Those caught in the open by an avalanche queen's
take 2dlO points of damage from the impact. the Bloo
Those behind obstructions can avoid damage the quee
altogether, but must make a Strength check in this way
order to avoid being swept away and taking
the above damage. Those who try to flee or
jump out of the way must make a Dexterity
check. Those who suc-
ceed take half damage.
Characters caught in<
the avalanche become
under 2d3 feet of snow. Buried charac-
ay attempt to dig themselves free, but
make a Strength check each round. A
sful check moves the buried character 1
oser to the surface. Buried characters
rvive for ld6+4 rounds before running
air. After air has run out, the buried PC
make a Constitution check each round.
d check indicates that the character has
ted and is either dead or near death (at
M's discretion).
racters who are not buried have a 10%
ative chance per round of finding buried
uals, and can dig Id3 feet per round to
them. Each additional character dig-
dds +1 foot per round.
ival
surviving the many hazards of Rjurik's
, the PCs arrive at the Hogunmark
ce of Valkheim. They most likely will
now they have arrived until they
nter the winter camp of the Aegilsgaard
Here, since the invasion of which Jorrik
is underway, the normally quiet winter
the tribe is in turmoil. Read or para-
the following:
of you, strangely incongruous in the quiet
winter woods, you hear the sound of loud
the clank of metal, and urgent shouts.
ng forward, you spy what appears to be a
tribal encampment—a circle of low shel-
lt from fallen wood, a central firepit, and
structure built from logs, with twin torches
g near its entrance.
camp is in chaos. Fur-clad men and women
k and forth, some gathering up weapons and
ng on armor, others leading family members
elderly to shelters. Several armored warriors
rds bearing the arms of Hogunmark also bus-
ut the encampment, shouting orders, leading
or looking about aimlessly.
of the tribal warriors, a grizzled man
g fur set with round metal plates and car-
notched claymore at his belt, catches sight
and shouts, 'You! Are you with the
army? You come at a fine time—
od Skulls have slaughtered
en's soldiers and advance
y!"
The PCs may react to this situation
choose. The old man is the tribal chie
nar Aegilsgaard. He informs the party
Blood Skull orogs have invaded, destro
Hogunmark troops sent to defe
province, and approach to overrun hi
camp. Needless to say, he requests th
aid in no uncertain terms.
In all likelihood, Rjurik characters'
honor and kinship with all other Rju
provide them with sufficient motiv
help the Aegilsgaard defend their cam
PCs insist on fleeing, not only will
overtaken by the orogs in the forest an
to fight anyway, but also word of the
ardice will spread throughout Rjurik
they run the risk of severe censure an
ble exile from their tribes. Non-Rju
flee will simply reinforce the north
belief that all foreigners are cowards.
battle!
The players and DM have two option
coming battle. They may fight the engag
a skirmish or use the BIRTHRIGHT War C
tem—or combine the two methods (see
resolving the battle
as a skirmish
If the DM chooses to run the battle a
mish, the party fights a group consi
Id3 orogs per character and ally NPC
the Aegilsgaard Camp map. If th
includes a large number of followers,
may choose to have only PCs fight th
The orogs also have several allies that
may include as desired to provide a
challenge for the adventurers.
> Orogs (Id3 per party member
hain mail and shield); MV 6 (mod
incumbered); HD 3; hp 15 each; THA
#AT 1; Dmg ld8+2 (broad swords +
bonus); SW -2 penalty to attack and
throws in bright sunlight; S
tall); ML champion (16);
(11);ALLE;XP 1
n as they Orog Chieftain: AC 4 (chain mail and
ief, Gun- shield); MV 6 (moderately encumbered); HD
y that the 6; hp 28; THACO 15; #AT 1; Dmg ld8 + 4
oyed the (broad sword + damage bonus); SW-2 penalty
end the to attack and saving throws in bright sunlight;
is tribe's SZ M (6' tall); ML champion (16); Int high
he party's (11);ALLE;XP 175.
sense of Notes: These orogs are fanatical warriors filled
urik will with loyalty to the Scarlet Baron, who ordered
vation to them to take this province—at the cost of their
mp. If the lives if necessary. Their heightened morale factor
they be reflects the depths of their fanaticism. Additional
nd forced details about orogs can be found on Cardsheet 8
eir cow- in the BIRTHRIGHT boxed set.
lands—
nd possi- Goblins (common): AC 7 (leather armor
urik who and shield); MV 6 (lightly encumbered); HD
herners' 1-1; hp 4 each; THACO 20; #AT 1; Dmg Id6
(short sword); SZ S (4' tall); ML average (10);
ns in the Int low (7); AL LE; XP 35 each.
gement as
Card sys- Notes: The goblins of the Blood Skull
below). Barony have joined this invasion in hope of
plunder and food. They are nowhere near as
as a skir- dedicated as the orogs and therefore must
isting of check morale as soon as their losses exceed 20
Cs, using percent of their total force. Additional details
he party about Cerilian goblins can be found on Card-
the DM sheet 8 in the BIRTHRIGHT boxed set.
he orogs.
the DM Ogres: AC 5; MV 9; HD 4+1; hp 20 each;
a greater THACO 17; #AT 1; Dmg ldlO+2 (damage
bonus); SA +2 to damage; SZ L (9' tall); ML
r): AC 4 steady (11); Int low (8); AL CE; XP 270 each.
derately
ACO 17; Notes: These ogres are mercenaries well
damage paid by the Scarlet Baron and promised a
d saving share of any booty from the invasion.
SZ M (6'
Int high resolving the battle
100 each.
through war cards
By choosing to resolve the battle with the War
Card system, the DM and players will enact one
front of the full invasion (with the PCs partici-
pating as part of the force at the encampment
site). Players, if they wish, may maneuver the
defending War Cards themselves, acting as the
overall commanders for the battle.
The defending forces consist of local tribes-
men and the remnants of the force sent by the
queen. The players may place one Woods or
Bog card on the battlefield before combat
begins. The defense force is as follows:
• 2 units of Rjurik Irregulars.
• 1 unit of Rjurik Infantry.
• 1 unit of Tribal Warriors.
• 1 Adventurers card (representing the PC
party) stacked with one of the above cards.
The attackers are one wing of the Scarlet the
Baron's elite invasion force:
Regard
• 2 units of Blood Skull Orogs. will ca
• 1 unit of Scarlet Baron's Own. the com
• 1 unit of Blood Skull Goblins.
PCs may deploy and command the troops You hea
as they see fit. Note any blood abilities (such Looking
as battlewise) or proficiencies (such as Strat- bly. As
egy) that might aid PCs in the battle. open. S
turns an
The DM may, if he desires, combine the
War Card and skirmish methods of resolution If th
by suspending the War Card battle when the catch h
units with the Adventurers card become bers in
engaged. PCs then participate in individual felt mu
combat against the opponents outlined in sion to
"Resolving the Battle as a Skirmish." The only fol
results of those encounters determine the out- go the
come of that War Card round; the War Card really m
battle then resumes until finished. and wo
studyin
the aftermath so on.
If the combat was run exclusively with War Grib
Cards, the DM should adjudicate how much tion. E
damage each character took based upon the will offe
battle's outcome. If victorious, each character ask. He
should suffer no more than 50% total hit the inv
points in damage. If the Rjurik were defeated, there a
some PCs—especially fighters and those invadin
likely to be in the forefront of the fight—may and ogr
have lost 75% or more hit points. The DM joined t
should avoid arbitrarily declaring PCs to be
dead, though NPCs and members of the The
adventurers' retinues could easily have per- comes
ished in the battle. Baron
goblin e
If the PCs won the battle, the Aegilsgaard
camp is saved. The orog invasion presses for- "I'll tell
ward into Valkheim elsewhere, but here they people,
have been stopped. The following scene takes 'cause I
place in the camp as the Rjurik repair damage, hurt any
tend to their wounded, and express their grati- pretende
tude to the adventurers. and the
If the PCs lost, orogs overrun the camp. Witho
They burn buildings and slay numerous "He wa
tribesmen and -women before moving on, that's w
shrieking and exulting. They do not occupy chieftain
the camp, as their objective takes them else- buddy. T
where in the province. The following scene big mou
takes place in the camp's smoking ruins, human l
where a battered handful of Rjurik warriors buried.
search for survivors and bury the dead with yeah, m
tearful prayers to Erik. from oth
it was m
cial. So
., Vrill.' Y
prisoner
dless of the battle's outcome, the PCs
pture a wounded goblin who survived
mbat. Read the following out loud:
ar a low moan from a pile of goblin bodies;
g closer, you see one of them moving fee-
s you watch, the "corpse's" eyes sptin
Screaming, the goblin leaps to his feet,
nd tries to run, limping badly.
he PCs pursue the goblin, they easily
him. His name is Gribbix, and he jab-
n heavily-accented Rjurik that he never
uch enthusiasm about the entire inva-
begin with, they made him go, he was
ollowing orders, if the PCs don't let him
Scarlet Baron will get them, he didn't
mean any harm, he kind of likes humans
ould never actually hurt anyone, he's
ng to be a priest, he's a vegetarian, and
bbix is most interested in self-preserva-
Even without intensive interrogation he
er to tell the PCs anything they want to
e knows that the Scarlet Baron ordered
vasion less than a week ago, and that
are "many, many" orogs and goblins
ng. He also tells the PCs of fhoimorien
res who jumped on the bandwagon and
the invasion.
most important bit of news, however,
if the PCs ask Gribbix why the Scarlet
invaded. Even if they don't ask, the
eventually volunteers the information.
l you why the Scarlet Baron attacked your
I will," the goblin jabbers. "I tell you
I'm a good person, and I wouldn't really
yone, and they made me come and I only
ed to fight. I tell you why we attacked,
en you let me go, right?"
out pausing for a reply, Gribbix continues.
ants the sword. That's what the orogs say,
what the chieftain told 'em, and the orog
n is the baron's good buddy. Yeah, good
The baron wants a special sword that's in a
und here in this place . . . a place where a
like you folks is
It's a magic sword—
magic. It takes powers
her people. They said
made by someone spe-
omeone,called 'Timmy
Yeah, it's a special
kinda silver, and some elf named Timmy V
it a long time ago. Said it was in a place w
man is buried. That's why we attacked. Th
wants the sword. Says it'll make him powe
Characters familiar with bloodsilver w
ize that "Timmy Vrill" is actually Gribbix
pronunciation of tighmaevril. If the PCs
swift enough to figure this out themse
tribal elder who survived the battle wi
them make the connection.
The PCs can deal with Gribbix in an
ion they choose; they should be mor
cerned about dealing with the informat
has provided.
Surviving tribe members will reveal th
province holds only one major burial m
located less than a day's march no
belongs to an ancient, evil Rjurik w
named Hrothwulf who ravaged the regio
a century ago. Local Rjurik avoid the
believing it cursed.
This information alone should be eno
send the PCs to the burial mound. If i
another survivor of the battle remembe
Hrothwulf is said to have wielded a po
magical sword. If the PCs require
motivation, someone observes idly that
Scarlet Baron ever got his hands on
weapon, his realm would become an
greater threat.
By this point the day grows late a
sky threatens snow. If the PCs choose
out at dawn, they can spend the nigh
the surviving Aegilsgaard tribesfolk—
tribal longhouse if the orogs were def
or huddling in makeshift shelters if the
was overrun.
92
Vrill made
where a
he baron
p a r t 3:erful."
will real- sword of doom
x's mis-
s aren't With much of the province overrun by
elves, a orogs searching for the lost burial
will help mound, the PCs will have to move
quickly. The party travels north through heavy
ny fash- snows, experiencing along the way whatever
re con- encounters the DM deems appropriate. These
tion he may include attacks by bands of orog invaders
or evidence of the orogs' presence (in the form
hat the of slain Rjurik or trampled, bloodstained
mound, snow). The journey takes ld4+3 hours.
orth. It
warlord hrothwulf returns
on over
e place, When the party arrives at the burial site, read
the following aloud:
ough to
it isn't, Before you lies a clearing dotted with low mounds
ers that arrayed about a central mound that is perhaps
owerful twice the height of a man. Atop the central
further mound sits a carved monolith, but the thick blan-
t if the ket of snow covering everything prevents you from
n such a discerning any details. All is still and silent; a
n even light snow falls.
and the Allow the party to make any preparations they
e to set feel necessary to approach the mound.
ht with
—in the
feated,
e camp
Brittle cracking and crunching sounds fill the air,
as if ice and hard-packed snow were being broken
up and pushed aside. All around you, the mounds
begin to shake and heave, their snow-topped sur-
faces splitting into chunks of ice and frozen earth.
Nightmarish figures arise. Once human, they
still wear remnants of chain armor and helmets
and clutch rusty swords. But now they are skele-
tal creatures, rising up out of the ground and
shambling toward you.
An eerie keening sound emanates from the cen-
tral mound. This mound, too, has opened up and
disgorged its occupant—no ordinary, shambling
*undead thing. It wears dark armor and moves
with dread purpose, its burning eyes fixed upon
you. It wields a silver blade which pulses with
malignant energy.
The guardians, all normal skeletons, total pa
25. This number can be increased if followers
accompany the PCs. ji
Skeletons (25): AC 7; MV 12; HD 1; hp 6
each; THACO 19; #AT 1; Dmg Id6; SD O
sword
immune to sleep, charm, hold, fear, half damage
from edged or piercing weapons; SZ M (6'
tall); Int non (0); AL N; XP 65 each. howeve
The horrifying creature from the center the wo
mound is Hrothwulf, now transformed into a Read th
warrior skeleton by the various curses he accu-
mulated during his wicked life. Hrothwulf
wields the tighmaevril sword Kinharrower, the A horde
weapon that slew the unfortunate Njalgrim surroun
many years previously. Once blooded, the now- war crie
undead Hrothwulf has no blood abilities. His
sword, however, will still sever the ties between In th
regent and land if it kills such a character. see a pa
a great,
shrieks
Hrothwulf (Skeleton, Warrior): AC 2; MV "I am
6; HD 9+2; hp 48; THACO 11 (includes +3 due Scarlet
to SA); #AT 1; Dmg ldlO (two-handed sword); let you
SA +3 to attack roll, creatures of fewer than 5
HD (except blooded PCs) flee; SD only magical
weapons (and normal weapons wielded by
Of c
blooded PCs) can hit, cannot be turned; MR most tr
90%; SZ M (T tall); ML champion (15); Int letting
exceptional (15); AL NE; XP 4,000. restrain
Notes: Once a powerful, dangerous warlord, event, t
Hrothwulf raided and pillaged this region of render
Hogunmark, wielding the sword Kinharrower, a in no ti
weapon whose evil nature invariably corrupted its lvur rem
user. Today, his evil nature has kept him bound to does no
the land, surviving as an undead creature. At th
Though he is a warrior skeleton, Hrothwulf of the N
is played a bit differently from the descrip- appeara
tion in the MONSTROUS MANUAL. First, he is in the b
a self-willed individual, not controlled by a
circlet as other warrior skeletons.
Orog
Second, all NPCs below 4th level (in all likeli- and shi
hood, most of the party's followers) automati- encumb
cally panic and flee at the horrifying sight of the THACO
undead Hrothwulf. Blooded PCs are immune to (broad
Hrothwulf's fear effects, ^nblooded PCs must bonus);
save vs. spell or flee for llmtounds. to attac
Third, although warrior skeletons are throws
affected only by magical weapons, the tindead light;
Hro^hwulf can be hit by normal weapons SZ M (
wielded by blooded characters. This vulnera- champi
bility is unigue to Hrothwulf and does not (16); In
extend to other undead of the same type. ALLE;
XP 100
Should the PCs find themselves on the
verge of defeat, the DM may rule that after
the party destroys Hrothwulf, the remaining
skeletons crumble to dust.
art 4:
i s end
O nce Hrothwulf's skeleton has been
slain, the characters will probably
attempt to take possession of the
Kinharrower. Before they can do so,
er, a chorus of savage yells erupts from
oods at the edge of the barrow-field.
he following aloud:
e oforogs, goblins and ogres races from the
nding forests, scattering snow, bellowing
es, and brandishing weapons.
he midst of the attacking humanoids, you
articularly fierce-looking orog mounted on
, muscular wolf. His voice rises above the
and whoops of his warriors.
m Lord Zhallvur, Armored Fist of the
Baron! Surrender the sword and I may
escape with your lives!"
course, Zhallvur, one of Thrakkazz's
rusted lieutenants, has no intention of
the party escape (and probably couldn't
n his warriors even if he did). In any
the PCs never even get a chance to sur-
because their attackers fall upon them
ime. Until Njalgrim's appearance, Zhal-
mains safely in the background and
ot join the battle.
he DM's discretion, some or all
NPCs who fled at Hrothwulf's
ance may return to participate
battle.
gs (200): AC 4 (chain mail
ield); MV 6 (moderately
bered); HD 3; hp 15 each;
O 17; #AT 1; Dmg ld8+2
swords + damage
; SW-2 penalty
ck and saving
in bright sun-
(6' tall); ML
ion
nt high («>;
;
0 each.
93
Orog Leaders (20): AC 2 (plate mai
shield); MV 6 (moderately encumbered)
4; hp 21; THACO 16; #AT 1; Dmg ld
(broad swords + damage bonus); SW
penalty to attack and saving throws in b
sunlight; SZ M (6' tall); ML champion
Int high (11); AL LE; XP 175 each.
Goblins (common): AC 7 (leather a
and shield); MV 6 (lightly encumbered)
1-1; hp 4 each; THACO 20; #AT 1; Dmg
(short sword); SZ S (4' tall); ML average
Int low (7); AL LE; XP 35 each.
Ogres: AC 5; MV 9; HD 4+1; hp 20
THACO 17; #AT 1; Dmg ldlO+2 (dam
bonus); SA +2 to damage; SZ L (9' tall)
steady (11); Int low (8); AL CE; XP 270
redeemed
The fight continues for as long as the
thinks appropriate. Foes continue to at
rising up to take the place of fallen com
until all seems completely lost for the par
Anyone who picks up Kinharrower w
that it functions as a broad sword +1 a
no other special abilities (assuming it i
being wielded against a blooded opponen
Just when all seems blackest and the
seems doomed, read the following:
il and Beset on all sides by furious orogs, goblins, and
); HD ogres, you begin to lose hope. The enemy's num-
d8 + 3 bers appear endless and your own reserves are
W -2 rapidly depleting, Even the menacing sword
bright seized from the undead warrior seems unable to
(16); turn the tide against your foes.
armor Then the air shimmers. Above the barrow appears
; HD the glowing form of the spirit who first sent you on
g Id6 this journey. He looks strangely different now—
(10); prouder, stronger, his armor new and shining, his face
determined. The orogs, goblins, and ogres falter, star-
each; ing up at the apparition with fearful expressions.
mage
); ML "I am Njalgrim!" he declares, moving toward
each. you. "I was slain by the mortal form of the thing that
dwelt in this barrow! My ties to my land were sev-
e DM ered by the cursed blade Kinharrower. With the
ttack, sword's destruction, my doom shall be lifted. I shall
mrades pass on to union with blessed Erik and become once
rty. more part of the land I loved so! Give me the sword!"
will find
and has In all likelihood, the PCs will give Njalgrim
is not the weapon. If they hesitate or refuse, the ties
nt). between weapon and victim prove so strong
party that Kinharrower itself leaps from the hands of
the character holding it into the waiting grip of
Njalgrim. Read the following out loud:
The for
death t
The spectral scion that was once Njalgrim grows still "You
further in stature as he takes up the ancient weapon. grim so
"I am Njalgrim," he repeats, addressing [the weapon
lead PC]. "I am your ancestor; we are bound by that ga
the power of the blood! You have freed me. I am it and e
forever in your debt!" have fu
Njalgrim's spirit turns his ferocious gaze upon now is
the crowd of fearful humanoids that now sur- it shall
rounds you. With
"You have troubled my descendant!" he sword K
declares. "You have sought the weapon whose
very touch is death! Flee from me while you still
can, Spawn ofAzrai, servants of evil!" pa
With that, Njalgrim strides into battle, hewing
back and forth with the mighty bloodsilver blade.
The ch
and fr
No further humanoids join the battle, and doom.
those who remain must check morale or flee. gaard
The PCs may now counter-attack, standing offer s
shoulder-to-shoulder with the vengeful spirit druids
whose weapon cuts a bloody swath through tribesm
the orogs, goblins, and ogres. Let the melee their a
proceed for a few minutes, ending with the lost th
Blood Skull warriors falling back and fleeing in
allies o
terror (but their leader remains). Exp
PCs an
incurre
Njalgrim approaches Zhallvur, the orog warlord bringin
who still sits nearby astride his war-wolf. To his BIRTHR
credit, the orog does not quail or flee, but meets The
the spirit's attack bravely— ate. Th
since th
And futilely. Kinharrower rises and falls; the
fearsome orog lies dead at Njalgrim's feet. If N
sword
of 1,00
objectiv
At this point (if they have not already) the ended
remaining humanoids break and run into the 250 XP
forest, flinging weapons aside, all thoughts for- brave o
gotten save self-preservation. coward
braver
100 to
The
ney ba
advent
rest grows quiet once more, silent as the
that surrounds you.
u have redeemed me, kinsman," says Njal-
olemnly. "I now leave, to present this
n to Erik himself before I return to the land
ave me birth. The Great Druid will destroy
end its evil forever. Know that this day you
ulfilled a mighty destiny, and that though
not the time of your death, when it comes
l be glorious."
h that, the weary spirit fades from view, the
Kinharrower fading with him.
art 5: epilogue
haracters have completed the adventure
reed the spirit of Njalgrim from his
They may seek shelter with the Aegils-
tribe, who tend to their wounds and
supplies for the return journey. Tribal
may be called in to offer healing. The
men are all grateful to the characters for
aid in repulsing the orogs (even if they
he first battle), and may be considered
or friends in future adventures.
perience must be divided equally among
nd their followers. Note any penalties
ed by characters (such as rangers) for
ng large numbers of followers (per the
RIGHT Rulebook).
PCs may receive bonuses as appropri-
hese need not be shared with followers,
hey are given directly to individuals.
Njalgrim was successfully freed and the
disposed of, each PC receives a bonus
00 XP for completing the adventure's
ive. If the battle in the Aegilsgaard camp
in victory, each PC gains an additional
P, plus another 250 XP for particularly
or resourceful acts. For dishonorable or
dly acts by Rjurik characters (who value
ry and honor above all else), subtract
250 XP per act.
DM can, if he wishes, play out the jour-
ack to the PCs' home with a few minor
tures along the way.
spectral scion
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Nil
INTELLIGENCE: Average to high
TREASURE: Nil
ALIGNMENT: Varies
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 15
HIT DICE:
THACO: 9
NO. OF ATTACKS:
DAMAGE/ATTACK: 12
SPECIAL ATTACKS: 2
Id8/ld8 or by wea
SPECIAL DEFENSES: Con drain, bloodli
drain
MAGIC RESISTANCE: Hit only by +1 or b
SIZE: weapon, immune t
MORALE: tighmaevril weapo
XP VALUE: See below
M
Champion (15)
5,000
A spectral scion is the spirit of a bloodtheft
who was killed with a tighmaevril weapon. N
people killed in such a manner become sp
scions, but those who do relive daily the hor
losing their bloodlines; they spend eternity at
ing to find peace.
Spectral scions are semitransparent, much like
tres or ghosts. They retain the same age, features
manner of dress, and demeanor they had in life,
ing alignment, proficiencies, languages, and mem
They move by walking or floating a few inches
the ground, and can appear or vanish at will.
Combat: Spectral scions of nonevil alignmen
attack their direct descendents or former com
only in self-defense (unless those individuals be
them in life). A spectral scion, regardless of alig
will single-mindedly fight the person who st
bloodline, draining the person's bloodline before
ering the killing blow.
If the spectral scion died holding a weapon
weapon becomes part of its spectral form; it w
that weapon in combat. Otherwise, it fights w
hands for Id8 points of damage each.
A spectral scion temporarily drains Id4 po
Consititution from its victim with each succ
hit. A victim whose Constitution drops to 0 fal
a coma for one hour. If the victim is bloode
spectral scion takes advantage of the coma to
Id6 points of bloodline strength per tur
spectral scion can drain a victim to n
than 1 point. After draining 4d6 blo
points, the creature is sated and de
While draining, the spectral scion
nerable to attack and can be hit b
mal weapons for half da
The victim of bloodline
will awaken fro
coma
apon
ine
better
to
ons
victim Constitution point; Constitution returns at a rate of 2
Not all points per hour. If the victim lost 90% or more of his
pectral bloodline, he loses all blood abilities.
rror of
tempt- If the drained victim can find the spectral scion
within seven days and deliver the killing blow to it,
e spec- he may regain some of his lost bloodline. If the spirit
es, size, has drained a subsequent victim in that time, how-
includ- ever, the first victim's points are lost forever. Ten per-
mories. cent of the victim's points are permanently lost each
day after the bloodline drain; thus, if a victim kills
above the spectral scion four days after draining, he regains
60% of his bloodline points.
nts will
mrades The manner in which the spectral scion lost its life
etrayed makes it immune to damage from tighmaevril
gnment, weapons. If such a weapon is used by an opponent,
tole its the spirit will attempt to wrest it from the wielder's
e deliv- control and destroy it.
n, that Spectral scions are immune to sleep, charm, hpld,
will use and cold-based spells, as walL,a& pois«n-anT!~pa"ralyza-
with its tion attacks. Holy water sffjfashed on an evil spectral
scion inflicts 2d4 points of damage.
oints of
cessful Habitat/Society: Because grief over their lost
lls into birthright fuels their existence, spectral scions often
ed, the haunt their former domains. These spirits are not,
o drain however, confined to their former domains.
rn. The
no less Spectral scions are lonely creatures surrounded by
oodline an aura of sadness and loss. They can speak with the
eparts. living, but avoid such contact unless driven to it by
is vul- necessity. Evil spectral scions, consumed by blood-
by nor- thirst, hunt living scions to drain their bloodlines; neu-
amage. tral and good spectral scions sometimes appear to
e drain descendents to deliver warnings or ask to be avenged.
om the
with 1 Ecology: Spectral scions have
no physiological functions,
though they sometimes engage
in habits they formed in life.
Rjurik T
Date Event
-3500 Founding of Lluabraight.
First Rjuven settlements are established.
-400 Rjuven wars with the elves begin.
-220 Death of the Old High Druid Sigvar; Njarl
-190 Sunbow succeeds him.
Battle of Mount Deismaar.
0 First Rjurik nations are founded.
2
14 Rjurik defeat Anuireans at the Battle of
Dankmaar.
15
22 Roele wages war on the Rjurik but is repelled.
Battles between the Anuireans and Rjurik end
24 in stalemate.
25 Halskapa achieves status as the most
powerful Rjurik realm.
34
370 Jankaping, Halskapa, Svinik, Rjuvik, and
Hjalsone join Roele's empire as equals to the
1030 Anuirean nations.
Hogunmark is founded.
Hjalsone is conquered by the Anuireans and
is renamed Dhoesone.
Stjordvik and Rjuvik declare independence
from the Empire.
Rjurik Nom
This chart provides players and DMs with proper references to
awnshegh domains typically identify themselves by province, poli
Domain Resident
Blood Skull Barony Blood Skull[humanoid]
The Giantdowns Giantdowns [humanoid ]
Halskapa Halskapan
Hjolvar Hjolvaran
Hogunmark Hogun
Jankaping Jankaper
Khurin-Azur dwarf of Khurin-Azur
Kvigmar Kvigmaran
Lluabraight elf of Lluabraight
Rjuvik Rjuviker
Stjordvik Stjordviker
Svinik Sviniker
Urga-Zai Urga-Zai goblin
Note that creatures rarely refer to themselves as humanoids; rather, th
goblins, and so on. Insert the appropriate humanoid race for the squ
Note also that certain entities such as armies may be described by
province. Select the appropriate term for items in curved brackets.
3121XXX1901 :c:i-;n DUNGEONS & DRAGONS is a r
BIRTHRIGHT and the TSR logo are
©1996 TSR, Inc. All rights re
Timeline
Date Event
1031 Svinik declares independence from the
Empire.
1032 Halskapa and the remaining Rjurik realms
declare independence from the Empire.
1100 Anuirean influence completely banished
from the Rjurik lands.
1334 Founding of Kvigmar.
1436 Llaeddra ascends to the throne of Lluabraight.
1498 Halskapan delegation into the Siren's realm
is slain.
1504 Fulgar wrests control of the province of
Yvarre from the jarl Norvlad.
1504 Hjolvar is founded by King Uldviik.
1512 Viborg falls to Fulgar.
1514 Zhullik the Scarlet Baron leads invasion of
the Taelshore kingdoms. He is killed in the
1521 Battle of Innsmark by Thrakkazz. Thrakkazz
seizes power as the new Scarlet Baron,
1524 Queen Ljorrah of Stjordvik dies; her son
succeeds her.
Current year.
menclature
o the people and features of the Rjurik Highlands. Residents of
itical association, or tribe name, and therefore are not included.
Residents plural Things of this origin
Blood Skull[humanoids] Blood Skull{army)
Giantdowns[humanoids] Giantdowns(army)
Halskapans Halskapan
Hjolvarans Hjolvaran
Hoguns Hogunmark
Jankapers Jankapan
dwarves of Khurin-Azur Khurin-Azur
Kvigmarans Kvigmaran
elves of Lluabraight elven or Lluabraightan
Rjuvikers Rjuvik
Stjordvikers Stjordvikan
Svinikers Svinik
Urga-Zai goblins Urga-Zai
he various races refer to themselves as Giantdowns orogs, BloodskuU
uare bracketed references.
their realm; certain tribes, clans, or products may be described by
registered trademark owned by TSR, Inc.
e trademarks owned by TSR, Inc.
eserved. Made in the U.S.A.