Dwarf
from the Birthright Rulebook, R. Baker & C. McComb 1995)
"The dwarves (Karamhul in their own tongue) lived in the mountains of Cerilia untold years before humans came to the land. Over time, the Karamhul holds elected a defensive strategy, fortifying their approaches and retreating to their cities under the mountains when threatened. Karamhul have a fierce hatred of orogs as a result of uncounted wars fought in the deeps under the earth."
"A typical Karamhul stands 4 to 4½ feet in height and has an exceptionally stocky build and thick, sturdy bones. Karamhul are creatures who derive from stone - they are true children of the mountains - and their bodies are twice as dense as other creatures. As a result, Karamhul weigh as much as 250 to 300 pounds. The Karamhul skin is gray, stony, and cold to the touch. All Karamhul have eyes that are dark as jet, and their hair and beards are black or dark grey and are normally cropped short."
"With regard to other races Karamhul usually adhere to a friendly neutrality; thus they are on good terms with most other races, including the Sidhelien. They're masterful craftsmen and traders; Karamhul caravans roam from Anuire to Vosgaard laden with their goods. Karamhul arms and armour are the best in Cerilia, and it is not uncommon to see Karamhul selling their services as mercenaries."
Karamhul
Ability Score Increase. You increase Constitution by 2, and Wisdom by 1.
Age. Karamhul mature at the same rate as humans, but they are considered young until they reach the age of 50. On average, they live about 350 years.
Character Class. Karamhul characters can never take levels in Sorcerer, Warlock, Wizard, Arcane Trickster, Eldritch Knight or any non-vanilla arcane spellcaster.
Size. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Karamhul Resiliance. You have advantage on saving throws against poison, and you have resistance against poison damage.
Karamhul Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, warhammer, and light and medium armour.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Tough as Stone. You have resistance against damage from non-magical bludgeoning attacks. You must make a Strength (Athletics) check with a DC of 10 to swim or float in water due to your density. Failure on this check causes you to begin drowning as you sink beneath the surface.
Languages. You can speak, read, and write Karamhul and one other language of your choice.
(from the Birthright Rulebook, R. Baker & C. McComb 1995)
"Humans are the most populous race on Cerilia and inhabit every part of the continent. Five human nationalities... currently exist: The Anuireans, the Khinasi, the Brechts, the Rjurik and the Vos. If the DM begins the Birthright campaign using the material in the Ruins of Empire sourcebook, human characters are probably of Anuirean descent, especially if they are regents; obviously, Anuireans rule the Anuirean lands. Characters who are not regents, on the other hand, may have wandered to Anuire from any corner of Cerilia."
"Anuireans are native to the southwestern portion of Cerilia. The ancient Anuireans were a fair-skinned, red-haired people (known as the Andu), but over centuries of extensive contact with other cultures, Anuireans have lost most of their defining physical characteristics. Anuirean society is semifeudal and based on a class of free farmers and craftsmen. Anuireans respect nobility and look to their leaders to protect them from the barbarians and savages who surround the states of the old Empire. Commoners identify strongly with their lords, and the dealings and alliances of noble families are topics of continuous discussion throughout Anuirean lands."
"The Brechts inhabit north-central Cerilia. They tend to be short and stocky, with dark hair and eyes. Early in their history, they were under the rule of Anuirean governors, and Brecht nobility declined drastically in power and importance. When the Anuirean Empire fell and the Brechts gained independence, the guilds and merchants came into power. The nobility is weak in Brechtür, and several states have declared themselves republics. The Brechts believe in free enterprise, and Brecht society revolves around wealth. The Brechts have a fierce love of independence and a tradition of self-reliance; they don't wait for their lords or rulers to solve problems for them. Commerce and trade are expressions of this belief, and Brecht commoners owe their first loyalty to guilds and companies."
"Khinasi characters are native to the region known as Khinasi. They're descended from Basarji, and speak the language of the same name. The Basarji arrived in Cerilia from across the Sea of Dragons. They are tall and lanky, with aquiline features and dark eyes. Their complexions range from a light coffee to a dark brown colour. Unlike other human cultures, the Khinasi have no fear of magic. The study of magic is considered the noblest of callings, and the Khinasi universities devoted to magic are the finest in Cerilia. Like the Brechts, Khinasi commoners are traders and merchants, but an individual's decorum, hospitality, and conduct (a concept they call sayim) are far more important than gross wealth."
"The Rjurik inhabit the taiga forests and highlands of northwester Cerilia. They are a tall, broad-shouldered people with blond or red hair and fair complexions. Men and women most commonly wear their hair in long braids. The Rjurik are stubborn individuals who don't swear fealty to anyone but their own kin; the family is the most important part of Rjurik life. Most Rjurik follow the god Erik, a druidical power, and druids are revered throughout Rjurik society as teachers, leaders, and advisers. All Rjurik have a deep respect and love for Cerilia's wilds, and carefully avoid over-hunting or clearing virgin forest."
"The Vos are a barbaric race from the cold mountains and forests of northeastern Cerilia. They are tall, thick-boned people with flat features, light eyes, and sallow skin. Male warriors are fond of shaving their heads and wearing long, drooping moustaches. The Vos have a rigid code of face and honor that demands blood for even unintentional insults. Their leaders are war-chieftains known as tsarevos or tsarevas who are advised by the priests of the grim Vos gods. Almost all common Vos are warriors and hunters or craftsmen serving those professions - other professions are considered craven and beneath them."
Humans
All humans in Cerilia have the following traits in common. These traits replace any and all human traits from other sources. Human Culture - Select one of the cultures from the following list. Your selection will grant you a +1 ability score increase, proficiency in a particular skill widely-used throughout your culture. And, of course, you will be able to speak, read, and write in the dominant language of your homeland. Anuriean: Strength or Wisdom, History, Andu
Brecht: Dexterity or Charisma, Persuasion, Low Brecht.
Khinasi: Intelligence or Charisma, Arcana, Basarji.
Rjurik: Dexterity or Constitution, Survival, Rjuven.
Vos: Strength or Constitution, Athletics, Vos (Vos has no written form).
Vos (Nethuorilian): Wisdom or Intelligence, Prestidigitation, Andu.
Human Versatility: You gain a feat of your choosing and may increase any ability score by 1. You must meet any pre-requisites of a feat in order to select it and the ability score you increase may be the same as your cultural increase (a +2 increase in total) but it doesn't need to be. Languages: You are fluent in a language of your choosing. This is in addition to your fluency in the language of your homeland. Age. Humans of Cerilia are much like their counterparts in other worlds, becoming adults in their late teens and living less than a century on average. Size. Your size is Medium. Speed. Your base walking speed is 30 feet.
All humans in Cerilia have the following traits in common. These traits replace any and all human traits from other sources. Human Culture - Select one of the cultures from the following list. Your selection will grant you a +1 ability score increase, proficiency in a particular skill widely-used throughout your culture. And, of course, you will be able to speak, read, and write in the dominant language of your homeland. Anuriean: Strength or Wisdom, History, Andu
Brecht: Dexterity or Charisma, Persuasion, Low Brecht.
Khinasi: Intelligence or Charisma, Arcana, Basarji.
Rjurik: Dexterity or Constitution, Survival, Rjuven.
Vos: Strength or Constitution, Athletics, Vos (Vos has no written form).
Vos (Nethuorilian): Wisdom or Intelligence, Prestidigitation, Andu.
Human Versatility: You gain a feat of your choosing and may increase any ability score by 1. You must meet any pre-requisites of a feat in order to select it and the ability score you increase may be the same as your cultural increase (a +2 increase in total) but it doesn't need to be. Languages: You are fluent in a language of your choosing. This is in addition to your fluency in the language of your homeland. Age. Humans of Cerilia are much like their counterparts in other worlds, becoming adults in their late teens and living less than a century on average. Size. Your size is Medium. Speed. Your base walking speed is 30 feet.
Sidhelien
A full-blooded Cerilian elf is called a sidhe ("sidhelien" being the plural form). The sidhelien are immortal creatures of fairy dust and starlight who possess an otherworldly beauty. They are natives of Cerilia but are more fey-like than elves of other campaign settings. A sidhe has a Divine Rank of 0, making him or her immortal (but not unkillable). The sidhelien have a natural affinity for magic that grants them all of the spellcasting features of a sorcerer whose level is 1/2 their character level (round down). Unblooded sidhelien may freely use true magic and can become become bards, wizards, eldritch knights, or arcane tricksters but, only those who possess a divine bloodline from the Battle of Mt. Deismaar can become a regent. Being quasi-divine, themselves, they do not hold the gods in any particular esteem. As such, there are no sidhelien clerics or paladins. If a sidhe becomes a druid, he or she gains their druidic abilities via their connection to the land. *The sidhelien race is unavailable for use as Player Characters in the Crisis of Faith campaign.
A full-blooded Cerilian elf is called a sidhe ("sidhelien" being the plural form). The sidhelien are immortal creatures of fairy dust and starlight who possess an otherworldly beauty. They are natives of Cerilia but are more fey-like than elves of other campaign settings. A sidhe has a Divine Rank of 0, making him or her immortal (but not unkillable). The sidhelien have a natural affinity for magic that grants them all of the spellcasting features of a sorcerer whose level is 1/2 their character level (round down). Unblooded sidhelien may freely use true magic and can become become bards, wizards, eldritch knights, or arcane tricksters but, only those who possess a divine bloodline from the Battle of Mt. Deismaar can become a regent. Being quasi-divine, themselves, they do not hold the gods in any particular esteem. As such, there are no sidhelien clerics or paladins. If a sidhe becomes a druid, he or she gains their druidic abilities via their connection to the land. *The sidhelien race is unavailable for use as Player Characters in the Crisis of Faith campaign.
Half-Elves
Half-elves are available to be used as heroic PCs and several Regent Characters in the Crisis of Faith campaign are half-elf scions. Cerilian half-elves have the appearance and the traits listed for elves in the Player's Handbook. If a half-elf's elven parent hails from Llubraight, Tuarhievel, the Sielwode, or Rhuannach, they will also have the traits of a high elf. A half-elf whose lineage can be traced to Coullabhie, Innishiere, or Cwmb Bheinn will have the traits of a wood elf. Theoretically, a half-elf with an elven parent from Rhoubhe or Tuar Annwn would have the traits of a drow -- but no elf from Rhoubhe would willingly mate with a human and Tuar Annwn's interaction with the rest of Cerilia is only a smidge more than none. If they do exist, the number of half-elves with a Rhoubhe or Tuar Annwn lineage could certainly be counted on the fingers of one hand. Like their Sidhelien kin, unblooded half-elves are able to use true magic. They are long-lived but not immortal and lack a Divine Rank altogether.
Half-elves are available to be used as heroic PCs and several Regent Characters in the Crisis of Faith campaign are half-elf scions. Cerilian half-elves have the appearance and the traits listed for elves in the Player's Handbook. If a half-elf's elven parent hails from Llubraight, Tuarhievel, the Sielwode, or Rhuannach, they will also have the traits of a high elf. A half-elf whose lineage can be traced to Coullabhie, Innishiere, or Cwmb Bheinn will have the traits of a wood elf. Theoretically, a half-elf with an elven parent from Rhoubhe or Tuar Annwn would have the traits of a drow -- but no elf from Rhoubhe would willingly mate with a human and Tuar Annwn's interaction with the rest of Cerilia is only a smidge more than none. If they do exist, the number of half-elves with a Rhoubhe or Tuar Annwn lineage could certainly be counted on the fingers of one hand. Like their Sidhelien kin, unblooded half-elves are able to use true magic. They are long-lived but not immortal and lack a Divine Rank altogether.