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    Birthright War rules compendiumAd&d 2.5edition - first RELEASEBETA Version 2.1; April 23, 2013

    Rules team:

    Stanios

    Betos

    Rock Star

    Vigilant-Undercover Nazgoulis

    Chapter developer/editors:

    Stanios

    Rock Star

    Avon

    Cover art:

    Arjan Duijs

    Interior art:All interior art is copyrighted by TSR or free distributed by artists throught out the internet. Artwork is not used for

    commercial purposes

    Special Thanks:

    Thom

    Reginald

    Gary Foss

    Arjan Duijs

    Travis DoomIan Hoskins

    All the people of Birthright.net

    and all the lads that will tolerate all the playtesting

    This copy is a free document meant for personal and private useonly. It is not for commercial sale, resale or distribution in whole or in part. Furthermore,its contents may be quoted, duplicated, revised or become the basis of derivative works

    under the understanding that such works must properly reference this text, its author, andare themselves released free of charge and under a comparable license.

    Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arnesonand the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip

    Williams, Richard Baker, and Peter Adkison.Based on and including BIRTHRIGHT material created by Rich Baker, Colin McComb, Jean Rabe, Ed

    Stark, Dale Donovan, Duane Maxwell, and Carrie Bebris.

    This rulebook contains copyrighted material used with permission of Wizards of the Coast. Thisrulebook is not for sale or resale and no profit can be made from the use of this material.

    DUNGEONS & DRAGONS, DUNGEON MASTER, BIRTHRIGHT, and the BIRTHRIGHT logo, and theWizards of the Coast logo are registered trademarks owned by Wizards of the Coast, Inc. The

    System logo is a trademark owned by Wizards of the Coast, Inc. All characters,character names,and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Thismaterial is protected under the copyright laws of the United States of America. Any product is a

    work of fiction. Any similarity to actual people, organizations, places, or events is purelycoincidental.

    2011 Evangelos Batalis

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    Contents

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    Chapter 1: WARThe battle was all but won. Our enemies were huddled in a loose formation

    before us. They had fallen back towards the forest, driven by our charging cavalry and the

    relentless push of pikemen. Yet they did not flee or surrender. They had retreated in good order, and as many ofour dead littered the ground as theirs. Nonetheless, their position was dire, and it was only a matter of timebefore their ranks broke and they would be crushed.For the first time in hours, men began to smile as the relief of victory began to wash over them. The princeordered a final charge as the enemys formation began to press into the trees at their backs.

    Do not let themescape! he ordered.Show them no more mercy than they have shown our own people!

    He led them himself. It was just as the first knight lowered his lance that we heard the hissing sounds andfleshy thumps that fill the soldiers heart withdread. There were archers in the trees! The whole of our cavalrywas exposed to their fire! More arrows leapt from the right and left, and I realized that this enfilade that lookedlike such a perfect place to force our enemies also gave anyone waiting for us a perfect view of our flanks. Wehad been lured into a cunning trap. Many have told the tale of that brave charge, and that the prince fell

    swinging his blade,surrounded by foes. I tell you truthfully, that I saw him fall in that first volley, and it was the feathered shaft ofan arrow that stuck from his gorget that silenced him. Without our leader, many found they had little stomach forthe coming slaughter. I count myself among them, and that is why I am here to tell you the tale rather thanfeeding the crows upon some distant field.

    THE ROLE OF COMMANDStrategy can play a vital role in military endeavours. In this system, Strategy takes place during strategic

    decisions made by characters. But more dramatically, Strategy takes place on the battlefield during theAdvantage phase of the combat round. At that time, leaders are able to get points that can be used later in thecombat round to alter the effects of the various actions. In a Birthright campaign, Strategy is the purview of thePCs, usually in their role as regents. In a typical D&D campaign, PCs can be devastatingly powerful in combat in away that is difficult to portray in large scale combat. One of the conventions of this system is that the characterswho lead a military force do just that: lead. By directing combat, rather than engaging directly in it they are ableto wield forces beyond even their own powers. The coordination and teamwork involved in an organized militaryunit makes that force more powerful than even high level characters, and one of the points in delving into a largescale combat system is the assumption that even the most powerful character would not be able to confront anorganized military force in any realistic way.

    Thats not to say that PCs dont influence events at the large scale combat level. Their presence can still bevital to the outcome of a battle. However, their role is relegated to that of the commander. In this system, thatmeans their influence is determined early in the combat round as an abstract pool of points that is doled out bythe player as he sees fit during the remainder of the round. The strategy non-weapon has the correspondingdescription about advantage points and its use.

    The Battle RoundEach battle round has two main stages and lasts 10 actual rounds (10 minutes of fighting). Each combat round

    is conducted in the following order: The Action Phasewhich is comprised from: Initiative,Activation/Scouting/Ambush, Advantage, Stationary Range attacks, Cavalry charge, Movement/Formation and theBattle Phasewhich is comprised by Magical Attacks, Combat ( Melee, Range attacks),and the Morale Phase.

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    The BattlegroundThe ground selected by the defender or sometimes the attacker to resolute a battle is a choice that can turn thetides. The Battleground can be fields of plains with minor props but most of the times hills, rivers, keeps, armedcamps and several other sites can play a decisive role in a huge battle. Humans can walk 12 yards per round or24 yards per round if running. The battle ground is going to be tiled in rectangular hexes of 60 yards wide x 80yards. Since we are going to be using the battle cards from the BR original campaign as markers for aamassment of troops we can safely assume that the unit itself take up some space in the battlefield, hence wecan use each battle card as a metric unit of its own. The best way to measure this is to take in account the leastmetric unit in our system which is the slow mobility of the footmen, and that is 12yards per round. Translatingthat in a Battle round we can assume that a footman unit is moving 120 yards. This system is going to make ourlives a lot easier concerning movement, range, and special manoeuvring during a huge scale battle. In order tobe able to calculate accurately all details concerning the battlefield all stats are going to be taken into accountand a huge difference between all sorts of units will be playing a huge part during war.

    I. InitiativeInitiative is rolled at the start of each combat round. Initiative order is very important at this time. The firstinitiative roll is made by the opposing Generals as dictated before battle, there are some times more than two

    Generals involved in battle. A d20 is rolled with the highest result calling the order that the armies will declaretheir actions. There are modifiers that can add to this result (see Strategy NWP). When Initiative order has beendeclared you can proceed with the first phase of the battle.II. The Action PhaseActivation/Scouting/ambush

    Activation and scouting are two very important factors for a battle resolution. At this phase the leaders of theopposed armies can choose to activate and/or scout throughout the battlefield. All units can scout 600 yardsahead of them the actual size, type and origin of their enemy. Scouts can scout 960 yards away thus makingthem a viable unit for every army. When a unit is revealed from scouting its presence becomes commonknowledge for the leading General and all units in his army benefit from this knowledge. Ambush is performedfrom units able to do so and grants a very deadly advantage during battle. Units assigned to ambush do so at thevery start of the round and can assault units within their movement reach unnoticed. Ambush halves all defenserating of the target for that attack. Activation usually follows after scouting and it is the moment where thegeneral sends through his scouts his first orders for mobilization. Activation is needed to perform any kind ofaction, a unit not activated cannot perform any action or be targeted by advantage points unless rules stateotherwise. The activation cost for each unit is listed in the table below.

    AdvantageAt the beginning of this phase the leaders are called for a Wis/Int roll, if they make the roll they are awarded 4advantage points, if they fail the roll they are awarded 2 points. Advantage points can be spent at this phase inorder to Augment Units , Perform Special Maneuvers or even activate extra units for movement. Units called toperform Special Maneuvers must roll a morale check with a +2 bonus before they execute it.

    Unit Activation Cost

    Scouts/Levies 0

    Infrantry /Archers/Pikemen 1

    Elite Infranty/Light Cavalry 3

    Knights 5

    Artillery 7

    Action Advantage point cost

    Simple attack (melee/missile) 0

    Move 0

    Unit Activation 1/3/5/7

    Forced Move* 2Rally 2

    Assume Formation* 2

    Fortify* 2

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    *Special Maneuvers

    Unit activation: The commander spends advantage points at a ratio 1to1 for activation points for his troops.Forced Move: The commander spends advantage points in order to double a units move this battle round.Units ordered to force move twice in a row must roll a morale check.Rally : The commander spends advantage points to Rally units in his army. By doing so the unit rolls a moralecheck at the morale phase of the battle. Leaders can opt to save advantage point to rally check at the end ofbattle to negate an in round morale event, this happens with -2 morale penalty. If the check fails the unit losesone level of morale.

    Assume Formation: By spending advantage points the commander can order a troop to assume strategicformations in order to fight more efficiently. Not all troops are trained in formations. See unit descriptions.Fortify: By spending advantage points a unit can be ordered to fortify and wait for an assault. A fortified unit inorder to move next round needs double its activation points and can only do a half move. A fortified unit receivesa +2 bonus on its AC value. All units can fortifyTargeting: Units employing long range missile weapons can use advantage points to use targeting for theirmissile attack this round, Targeting can only be used by stationery missile attack. Targeting allows the missileunit to shoot at already engaged units choosing target. Targeting Missile attack on stationary targets gets a +4Bonus on Battle rolls.Ambush: Only units mentioned in their description that are able to ambush can use this advantage. Ambush is avery powerful advantage and can be performed only once from a unit that has appeared in a battle ground. Unitsspoiling their cover cannot ambush any longer. Ambush units resolve attacks immediattely and deal a +4 Battle

    roll with a x2 damage die.Raid: The commander orders his men to harry and harass enemy lines. A Raid does roll damage (with noaddition for Unit Strength) to the enemy formation. At the end of the raid maneuver, the unit may make a retreatmove. Raids can be performed by units that mention it in their description.Charge: The commander orders his men on a furious assault. The unit can make a free move towards theenemy as part of the charge. The unit rolls 2 dice of damage for damage resolution. Only units capable ofcharging can use this advantage.Fire Support: This advantage can be used by units which employ close combat and some sort of rangeweapons, the moment this unit is about to engage in a melee combat round if points have been spent the unit isentering the melee using a free attack using its missile rating first and then resolving the melee action. \Hit & Run: Hit and run is a guerrilla warfare tactic used by specific type of units and its very difficult to perform.The unit makes a free move in the Melee sequence performs a melee or missile attack depending on the weapon

    it uses and then can fall back as per the rules.Fast Attack: Fast Attack is a basic attack action executed very swiftly. All Fast Attacks are resolved prior toother actions in the round. If both sides use Fast Attack, then first Fast Attacks are resolved in initiative order andthen other actions are resolved as normal. Fast attacking units roll first damage on their opponents and then iftheir opponent survives it can retaliate. All units can try to fast attack. Tactical Withdraw:A unit can perform a tactical withdrawal during Movement Step, if the commander has theinitiative there are no further effects; the unit has simply used the benefit of initiative to break off contact andpull back a short distance from the enemy unit. Withdraw is allows backwards. Units withdrawing are doing sowith half move.

    Stationary range attacksAll units that are capable of a range attack and not assigned perform any moves are capable of taking the missileattacks at this phase if an enemy unit is within range. The units roll five battle rolls with the proper modifiers for

    range/cover etc. This is considered one attack. Stationary missile units can perform Targeting at half the cost.Cavalry ChargeUnits who are capable of performing a charge advantage action can do so now. Charging will make the unit movedouble its base move speed. The Charge deal a battle roll in damage plus two damage rolls on the defender.

    Action Advantage point cost

    Targeting 4

    Ambush* 4

    Raid* 4

    Charge* 4

    Fire Support 4

    Hit & Run* 4

    Tactical Withdraw 4

    Fast Attack* 6

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    Movement/formationUnits can been assigned to either move or change their formation if able to do so, activated units can nowperform the move that is allowed to them or if designated by advantage can assume a special formation. If a unithas been activated and designated to change formation this will happen before the unit moves and uses half ofthe units move allowance. Units in formations can take only half a move.

    III. The Combat PhaseMagic and magical AttacksSpells, monster magical abilities and unusual power are resolved at this step. Wizard's are treated as individualsand are subject to skirmish rules. Wizards cast spells in battle in the same manner they cast at other occasions.Range, number of targets and all factors are taken into account for resolution.Combat (Melee/Missile)When two or more unit come in the same hex during the movement phase their movement stopsand a melee starts, the units are locked in battle and cannot escape till it has been resolved. MissileUnits that have moved at this phase and have not come into melee can perform any of its missileattacks with a -4 penalty to its battle rolls. Shooting missile attacks in a melee causes the damage tobe distributed evenly among friend or foe. Roll five battle rolls and calculate the results, this is considered one

    attack. When 2 units are engaged in battle they occupy one hex and no more units can enter that hex, what canbe done though is that friendly units can occupy the surrounding hexes in order to provide bonus tothe units Battle roll and an extra Damage roll per skirmish round. The bonus is calculated dependingthe number of units supporting. (1 unit +2 to battle roll, 2 units +4 to battle rolls, 3 units +6 to battlerolls, 4 units +8 to battle rolls) Morale modifiers for outnumber do count.IV. The Morale Phase

    After attacks are resolved, every military unit can be subject to a morale check. During the morale phase eachunit rolls 2d10 and the result must be equal to or less than the morale of the unit for it to succeed the check. Asimple failure indicates that the unit is losing one step of morale. A morale check fail that exceeds the totalmorale of a unit by 9 or more means the unit has surrendered.

    Morale Changing EventsThese events will cause a unit to roll morale to resist losing a step of morale. One success is required to resistsuch a shift, also a rally can be called to counter the morale changing event, -1 for every other such situationthat came up in the same mass combat round. Make a morale change check at the end of every mass combatround in which such situations have occurred.

    1. The leader takes a serious injury.2. The leader dies. (-4 Morale, roll to avoid two steps of morale loss)3. Unit moves more than once consecutively using a forced move action.4. 25% of the unit has fallen. (-1 Morale)5. 50% of the unit has fallen. (-2 Morale)6. 75% of the unit has fallen. (-4 Morale)7. Over 25% of the unit is fell with one attack (-2 Morale)8. Over 50% of the unit is fell with one attack (-4 Morale, roll to avoid two steps of morale loss)9. The unit realizes it's outnumbered by 2:1 or worse. (-1 Morale)10.The unit realizes it's outnumbered by 5:1 or worse. (-4 Morale, avoid two steps of morale loss)11.The unit is within 2 spaces of another friendly unit that has lost a step of morale. (-1 M.)12.The unit attacks and fails to inflict any damage.13.Set to receive a charge from a charging unit.Fallback: If a fallback occurs a special combat is fought at the moment the fallback takes place. All enemy units

    in battle with the retreating unit are allowed to make a normal attack against the retreating unit--but theretreating unit cannot attack. Casualties and any required morale checks are resolved for the withdrawing unitbefore it can perform the withdrawal movement. If the unit routs, then it performs rout movement instead of thewithdrawal that had been planned for it. Half move is allowed to withdraw.Rout: A unit that becomes routed has only one real objective: to get to a place of safety as soon as possible.Rout movement simulates the action of a unit whose morale has been shattered, and which is running away from

    the battlefield in panic. A routed unit will normally try to avoid coming into contact with other units (enemy orfriendly), but will not stray too far from the most direct path possible between its present location and the place itwants to get to (the edge of the tabletop). A routed unit that cannot an enemy unit is considered destroyed, andshould be removed from the field and placed with the other casualties. A routed unit that cannot complete its

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    movement because of battlefield terrain is also considered destroyed. A routed unit performs rout movementeach turn until it rallies or it leaves the battlefield. If the unit does not rally and is not destroyed by running intoan enemy unit or impassable terrain, then it is removed from play as it leaves the field. Treat a routing unit as afalling back unit but add a +4 on the battle roll of attacking units and double the damage rolls (x2).

    steps of MoraleCAUSES Consequences

    Results of a failedMorale Check

    Bonuses/Penalties

    1. A good unit that has beentargeted by a rally check and

    succeed two consecutivemorale rolls.

    2. A good unit that roots ordestroys at least 2 different

    enemy units.Fanatical

    1. Unit cannot be used tosupport, must engage an enemy

    at fastest speed.2. Unit cannot be targeted byformations unless it passes a

    morale check.3. Unit will not fortify.

    4. Unit will not hit and run.

    1. The unit becomes Good and forthe next round suffers -1 on all

    Battle rolls.

    1. +2 Total Morale.2. +1 on Battle and Damage

    rolls.3. 1/2 Cost to perform a

    Charge attack.

    1. A unit always start at goodorder

    2. A shaken unit that makes a

    successful rally check regainsgood order.

    G

    ood 1. Has no restrictions penalties;

    can function with no penalties

    due to morale status.

    1. The unit becomes shaken and

    must fallback.

    N/A

    1. A unit in good order thatfails a morale check.

    2. A routed unit that makes arally check.

    3. A unit that performs acharge and fails to dealdamage is automatically

    shaken.

    Shaken

    1. Cannot perform specialmaneuvers.

    2. Cannot deliberately attack anenemy

    3.If not in battle it can take arally check or perform

    movement, not both on the sameround.

    1. Unit must reroll morale and fallback immediately; if second

    morale fails the unit becomesrouted.

    2. Inside a Keep the unit remainsshaken.

    1. Unit has -1 Morale, -1 onBattle and Damage rolls.

    1. A good order unit that failsa morale check by 7 or morebecomes routed.

    2. A unit that has no room tofallback becomes routed R

    outed

    1. A routed unit that cannotfallback is immediately to a

    adjacent unoccupied space it isdisbanded

    2. May affect morale of friendlyunits it nears.

    3. Cannot attack, will not defend.4. Must continue with rout

    movement until it leaves thebattleground or leader makes a

    successful rally check

    N/A1. Unit has -2 Morale, -2 on

    Battle and Damage rolls.

    V. LULLBattles are long, tactical affairs in which soldiers jockey for position and engage in a wide range of activities.Inevitably there are breaks in the action. During these periods a commander has several options to choose from.

    A commander can engage in only one of the following actions per lull.Aid Casualties: A military unit that has lost hits can receive medical care that temporarily returns a level to

    active duty. Returning wounded soldiers to combat requires a healing group or specialists or even priests whocan administer healing magic. Success means the military unit gains a lost hits for the duration of the battle.Once the battle has concluded, the injuries and losses of those temporarily returned to battle reassertthemselves. The walking wounded who are returned to combat are much less likely to recover afterwards.Parley: A parley is a break in the battle in which commanders send message to each other to negotiate anynumber of activities. Prisoners can be exchanged, a negotiated end to the current combat can be arranged, orsurrender can be demanded.Retreat: A retreat is an attempt to break contact with the enemy and leave the current province. Retreatrequires that a commander disengage from a battle, which can be a very tricky proposition. A commander canorder some of his troops to stay behind and act as a rear guard, effectively sacrificing them to save theremainder of the troops (and their leader.)Withdraw: A withdrawal is a strategic maneuver in which the commander breaks combat with an opponent in

    order to return to defensive positions, evade contact or otherwise prolong the period of conflict. Unlike a retreat,units that withdraw remain in the province. Successfully withdrawing from combat ends the current conflict.Hostilities are resumed in the next war move.

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    Units by cultural/raceAll units must select one of the following basic unit types to represent their basic weapon and formation training:

    Archer (Achr): Archers include bowmen, crossbowmen, slingers, and other units whoseprinciple training is in coordinated missile attack. Archer units are carefully trained to focustheir fire as directed by officers on vital points in advancing lines or to evenly distribute firethroughout the enemy ranks. Archers are generally equipped with light armor and a simplemelee weapon in addition to their missile weapon. Archer units are most effective if theyare mobile enough to flank and evade slower, more heavily armed units.Special: +3 for stationary targets; -3 for targets moving at a rate of up to 12; -6 for targets moving at a rategreater than 12; +4 for the second and subsequent shots at a stationary target; +2 for targets whose largestdimension is greater than 30';+4 for targets whose largest dimension is greater than 90';+6 for targets whoselargest dimension is greater than 270'. -2 for targets at medium range; -5 for targets at long range.

    Artillerist (Art): Artillerist units consist of soldiers trained in the use of heavy missile devices and in theconstruction and use of siege equipment. Artillerists are commonly armed with arbalests, ballista, light catapults,and other slow, cumbersome, but powerful missile artillery weapons. Artillery soldiers are specialists in the use ofartillery weapons; they generally wear little armor and are relatively unskilled in hand-to-hand combat. Artillerists

    are most useful when the can be protected from direct engagement with the enemy by other units, terrain, orprepared fortifications. Artilleristscarry equipment including tools,and the soldiers are trained in theconstruction of heavy siegeequipment, including catapults,mangonels, covered rams, scalingladders, and siege towers. A unitof artillerist provides significantadvantages to an army attemptingto take a fortification by siege orstorm. When attacking with their

    missile rating, artillerist units haveincreased range and can ignoreany defensive bonus their targetwould normally receive from fortification or defensive terrain.Special: Ignore any terrain/fortifications defence bonuses to their target. Artillerists can perform targeting.Bombards, catapults, and trebuchets and ballistas fire their projectiles in a high arch: thev are inaccurate andcannot really be aimed at anything; the crew simply points the engine in the target's general direction and hopesthe missile will land somewhere nearby. The attack roll is modified as follows:+3 for stationary targets; -3 for targets moving at a rate greater or less than 12; -6 for targets moving at a rateof 12 or greaterl; +4 for the second and subsequent shots at a stationary target; +2 for targets whose largestdimension is greater than 30';+4 for targets whose largest dimension is greater than 90';+6 for targets whoselargest dimension is greater than 270'. -2 for targets at medium range; -5 for targets at long range.

    War Machine Indirect Fire

    Assuming the artillery unit is aiming at the yellow marked square andconcerning the skill of the main engineer coordinating the fire the rookie artillerist groupwhile aiming would roll 1d12 to determine the actual place the fire lands . A morecoordinated group will be lowering the chances of a miss during battle.

    Artillery can shoot at an arc while aiming but that if not totally aligned with their target willbe done with a total of -2 to their battle roll. Only direct fire artillery can change facing.

    Artillery units can employ several type of bombardment weapons but the type of weapondetermines and the units rate of fire and mobility.

    Cavalry (Cav): Cavalry units include any unit primarily composed of swift animals and their riders. Calvary unitscan charge their opponents to inflict heavy initial damage. A well-timed cavalry charge can smash almost anydefense. When charging, cavalry units receive a +2 bonus to their melee attack. Light cavalrymen wear medium

    armor and generally fight with spear, crossbow or shortbow, and sword. Heavy cavalry units wear heavy armorand generally fight with a lance or with a medium martial weapon and shield.Special :Cavarly can perform Charge as per the advantage. Cavalry units gain a +2 attack bonus when charging.Cavalry units can assume formations. Cavalry units can Raid.

    1 2 3 4

    5 6 7 8

    9 10 11 12

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    Infantry (Inf): Infantry units consist of well-trained, well-equipped foot soldiers. They attack in formation tomaximize their offensive potential and defensivecapability. Infantry formations are particularlyeffective in hand-to-hand battle against ill-trained troops or troops poorly equipped forclose quarters battle. Infantry units are generally

    equipped with medium or heavy armor and arearmed with martial weapons.Special : Infantry units gain a +1 melee attackbonus against irregulars and pikes. Infrantryunits can assume formations.

    Irregular (Irr): Irregulars include volunteers,conscripts, skirmishers, barbarians, marauders,and other soldiers that, regardless of individualskill, lack the cohesive unit training and disciplineassociated with a regular military unit.Special : Irregular units can be

    drafted/conscripted. Irregulars can perform raid,ambush, hit and run.

    Pikemen (Pike): Pikemen consist of highly trained footman who are equipped with long weapons (such aspikes or spears) and trained to operate in dense formations. Front rank pikemen wield large martial weaponswith reach (such as long spears) and a simple weapon (often a short sword) for close range battle. Pikemenoften wear light or medium armor.Special : Hits inflicted by Pike units do damage during the "charge" phase of tactical battle during the first roundof an engagement. This attack inflicts double damage against charging units. Pike units gain a +2 attack bonusagainst mounted units. Can assume formations.

    Special trainingSome military units are provided with specialized or advanced training in one or more areas. Green units may nottake advanced training. Veteran units may have a single area of special training. Elite units may have two areasof special training.Advanced training (Melee+, Missile+, AC+, Mrl+): Units with advanced training gain a +2 bonus to melee,missile, AC, or morale ratings due to their special training. Unit modifier: +2 to selected rating, +1 GB mustercost.Berserk: Berserk units fight with total abandon and disregard for themselves and others. Only Rjurik, Vos, andgoblinoid units regularly train Berserks. Unit modifier: +2 melee, +2 morale, +1 GB muster cost.Special: +2 attack bonus to melee when charging (mounted or afoot).Magical support: The soldiers have been trained to coordinate their activities with the aid of battle magic, and theunit contains a battle spell wagon with necessary ritual components. This special does not include the costs ofarranging for a spellcaster to man the spell wagon. Unit modifier: +1 GB muster cost.Special: An appropriate trained spell caster can cast battle magic to support the unit .Marine: Marine units are seasoned in ship-to-ship combat. Only unmounted, human units may take marinetraining. Unit modifier: +1 GB muster cost. Special: +2 to melee and AC at sea, move freely through swampterrain.Scout: Units with scout training are trained in quickly traverse hostile territory and returning with militaryintelligence. Scouts are well-versed in stealth and wilderness lore, thus they are often able to move rapidly, eventhrough difficult terrain. Scouts identify hostile units in adjacent provinces and or during Battle. Can Raid,

    Ambush at no cost.Scout units are relatively small and thus have reduced melee and hits ratings. Scout unit combat training focuseson the use of missile weapons, stealth, and mobility. Unit modifier: -2 melee, +2 missile, -1 hit, +1 move, +1 GBmuster cost. Special: Foot units in light or no armor may move freely through any terrain.Toughness: Members of the unit are trained rigorously to increase their endurance and morale. Unit modifier:+1 hit, +2 morale, +1 GB muster cost.

    Siegemasters: Siegemasters are trained and equipped to besiege fortifications. Siegemasters gain +2 to BattleAttack rolls to attacks made using war machines and narrow the scatter dice to d8. Siegemasters also reduce thetime needed to destroy fortifications by 1/4.Unit Cost: +4 GB Muster Cost

    http://www.birthright.net/forums/showwiki.php?title=BRCS:Rjurikhttp://www.birthright.net/forums/showwiki.php?title=BRCS:Rjurik
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    Archery from Horseback.Archers on horseback are very effective against foot troops without missile weapons.(If the character on foot has a weapon to reply to the horse archer's fire, it's a different story.) Weapons suitablefor use while mounted include short bows, composite short bows, hand crossbows, light crossbows, and size Sfirearms. If the archer remains still (takes a no-move action), his rate of fire and range modifiers are unaffectedby his mount. If he rides a half-move his rate of fire is reduced by one category and he suffers a -2 penalty tohis attack rolls. If his mount takes a full move, his rate of fire is reduced as above, and h suffers a -4 penalty

    to his attack rolls. These penalties can be reduced by expertise in mounted archery; refer to Chapter Four formore information. The best way to exploit the archer's mobility is to gallop in for a round of fire and tt en retreatwhen the foot troops try to respond. This tac:ical system was one of the most successful ever dev sed, and for atime rendered infantry nearly obsolete. Unit modifier: +1 GB muster cost.FormationsUnits must be specificaly trained in a formation in order to employ it. Shield formation:Units with shield formation are trained to use overhead shield walls to blunt the impact ofoffensive missile. All members of the shield wall and any allies behind it are considered to be behind 50% cover(-4 AC bonus) versus missile fire. Shield walls block lines of fire indoors or underground. Since the members ofthe wall are in close order, shield walls allow them to concentrate their fighting power. They are also good forcontroling enemy movement, especially in narrow areas such as dungeon corridors. Because the shields overlap,

    all members of the wall gain a -1 AC bonus vs all other forms of attack.Creatures forming a shield wall must be of the same size or the wall wont work. A shield wall can only takehalf-move without breaking apart ,.Unit modifier: +1 GB muster cost. Foot units only. movement when shield wall is formed.Spear Hedge Formation.Units withLarge Pikes or Spears can have PikeWall formation training. Large pikesare equipped and used in a deadlyway during battle. Pike Wall formationdeals four times damage to any sort ofcharging unit and deals doubledamage at normal melee units duringthe first round of engagement. PikeWall damage is resolved during the"Charge" damage phase. Unitmodifier: +1 GB muster costSpecial: movement when SpearHedge is formed.

    Wedge Formation.Wedge formationcan be employed by all units trained atit. Only Cavalry units can perform awedge in order to lessen the impact ofthe first charge and squeeze in the pike lines. Unit modifier: +1 GB muster costSpecial:Unit negates the damage bonus of pikes vs charges. Reduces by half the initial damage the unit receives.Units assuming Wedge formation cannot change heading.Skirmish Formation: Skirmish formation is not an actual formation but rather a state at which non regulararmy or trained warriors would opt during a large scale battle. Skirmish as an option for regular troops is used inorder to avoid ranged missile attacks and gain mobility during a fight. All Irregular, Levy, Scout, Elven, Goblin,Gnoll, Orog and Monster units are considered to be in skirmish formation at the start of any battle unlessotherwise noted.Special:Skirmishers can move up to their move allowance more during a battle turn. Skirmish formationgrants -2 AC bonus vs all range attacks and -1 AC vs cavalry attacks. In order to assume skirmish formationtactical units need a Morale Check.

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    Combat resolutionWhat happens when 20 of the King's Guard fight over 30 Brigands or Bandits? It is easy to determine whathappens for the PC but what takes place all around them? What is the fate of NPCs involved or what happensduring the short fight for the participants on both sides? Do the brigands overwhelm the guards? What are theresults of this fight? The following skirmish system is set to determine such small-scale battles or it is used when

    2 units in a large scale battle are locked in melee combat. First is needed to determine the statistics of thecombatants involved. If 100 soldiers are fighting 50 goblins and 20 orogs, statistics must be generated for all theparticipants.

    The total number of Hit Dice for the groups is treated as their Hit Points for the skirmish. 100 soldiers of1 HD are treated as 100 HP in total, 20 orogs of 4 HD are treated as 80 HP.Figure the Battle Roll needed to hit the target of each group. The Soldiers having an overall of 20 Thacohit the AC 10 Orogs over 10, each roll over 10 on the d20 roll is treated as a hit. The 17 Thaco Orogs hitthe AC 10 Soldiers over 7, each roll on the d20 over 7 is treated as a hit.Double the base damage if the creatures are capable of dealing more than 12.

    Each combat round roll for damage on all opposed group. The winning group modifies its damage by thedifference of the die rolled. e.g The humans roll 1d8 and roll 7 and the Orogs roll 1d8 and roll 3, the damage of

    the humans is modified by +4 for this combat round. There are some modifiers involved:

    +1 bonus per two levels of magic used on the battle ground.+1 bonus per major NPC or PC involved in the unit.+2 bonus if the group surprises the opponents.-1 penalty if the enemy has the terrain advantageNumerical advantage (2vs1 +2 on rolls, 3vs1 +4 on rolls, 4vs1 +6 on rolls, 5+vs1 +8 on rolls.Determine the Defense rating of each unit, Leather units are considered to have DR of 2, Mail units areconsidered to have DR of 3 and Plated Units are considered to have DR of 5. When hits are determinedreduce the hits depending on the units DR. Thus if the Orogs mentioned above rolled a 7 on the d8 rollthey are dealing 5 hits on the soldiers who are padded geared to reduce this damage by 2 points dealing5 hits of damage.

    When a group loses half its starting hit dice its die value drops to 1d6 for resolution. When a group reaches onequarter of its starting hit die it's resolution die is reduced to 1d4. Attrition will take its toll in morale sooner orlater. If an army wins too consecutive resolution rolls the army gains a momentum and the opposing forcesbegin to demoralize. On the next roll the winning army gains +1 bonus, and +1 for any subsequent rounds heretains momentum to his resolution roll .Following are tables that randomly determine the roll of a PC or NPC in the field of a large skirmish battle.Consult the following tables to determine the outcome and involvement of characters or role play the eventstaking place during the fight.

    Combat Critical Random EventsIf an NPC randomly decide his fate if a PC you must play out this dramatic situation

    Table 1: Roll d20 to determine the resultsRoll Results

    1-4 Random Event Table 2

    5-15 No Random Events

    16-19 Random Event Table 3

    20 Reroll Twice*

    *If you get a critical random event from the first roll you dont roll a second time.

    Level of engagement modifiersDisengaged: If you remain disengaged during a skirmish battle you can opt to avoid any Critical Random eventthat you roll on table 1. Pc takes 1d3 HP and 1d6 FP per round. Leather modifies by -1 HP, Mail armour Modifiesby -3HP damage but increases by 1D fatigue loss d6d8, Plate modifies by -5HP loses but increases by 2D

    fatigue loss d6d10.Engaged: If you remain engaged during a skirmish battle you roll normally on your Critical Event table 1. Pctakes 1d6 HP and 1d8 FP per round. Leather modifies by -1 HP, Mail armour Modifies by -3HP damage butincreases by 1D fatigue loss d6d8, Plate modifies by -5HP loses but increases by 2D fatigue loss d6d10.

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    Heavily Engaged: If you remain heavily engaged during a skirmish battle when you roll for the Critical RandomEvent you subtract 2 if you roll from 6-10 or you add 2 if you roll from 11-16. Pc takes 1d8 HP and 1d10 FP perround. Leather modifies by -1 HP, Mail armour Modifies by -3HP damage but increases by 1D fatigue loss d6d8,Plate modifies by -5HP loses but increases by 2D fatigue loss d6d10.

    Table 2: Roll d20 to determine the results

    Roll Result1-4 Knockdown-out

    5-7 Battlefield event

    8-10 Weapon Trouble

    11-13 Close Quarters

    14-16 Break the Line

    17-19 Save a wounded comrade

    20 Few against Many

    Knockdown/KnockoutThe character is struck from overrun beasts or enemy warriors. The character is struck down or out 85% chance

    for down and 15% chance for out. If down the character does not contribute to the unit the next round. If thecharacter is struck unconscious he will stay down for 1d3 Battle Rounds.

    Battlefield eventSomething in or around the battlefield gets affected by the combat fray. If the fight occurs indoors, it might be apiece of furniture, a window, or a keg of ale. The damage on the area affects the character directly and it is up tothe DM to determine the cause. (Tree braches, artillery attacks, deadfalls, fire exposed areas etc) Roll 1d6 todetermine the effect1-3: Character gets damaged from the debris taking 1d4 damage4-5: The character takes 2d4 damage from the area affected6: The character gets a moderate (2d4) critical hit area effect, save vs reflex to avoid, from the effectWeapon TroubleThe combatant experiences difficulty with his weapon. Roll 1d6:1-3: Combatant disarmed. In the fray the character cannot retrieve his weapon.4-5: Hard parry may break weapon. Roll a successful item saving throw vs.crushing blow to avoid.6 : If the character killed an opponent last round, his weapon is stuck in thefoe's body. Take a round to pull it out.

    Close QuartersTwo or more enemies threaten the character and thus find themselves inside one another's reach and areeffectively locked in close combat. Roll 1d6:1-2: One opponent of -2 HD of the character (min 1 HD, 5 HP)3: Two opponents of -2 HD of the character (min 1 HD, 5 HP)

    4: Three opponents, two of them are -2 HD and one is at -1 HD.5: Sergeant of the enemy troops with equal HD of the character6: Lieutenant of the Enemy Troops, if not designated or a noted NPC he is at least +1 HD of the character.Break the Lines

    You receive the command to charge the enemys front line! The character must face 1d4+1 opponents tosuccessfully attack the front line. The character is immediately moved to the Heavily Engaged level. During thenext Battle Turn, reduce the characters Critical event roll by 2, but add 2 to his commanders Battle Roll. Save a wounded comradeIn the midst of battle, you notice an ally has fallen! You have the opportunity to save him.While saving his comrade, the character cannot undergo any other Heroic Opportunities until the ally is on safe

    ground. Each Battle Turn, the character faces two or three opponents. If the character successfully defends thefallen comrade, he can roll for leadership if he has the skill each round he defends the fallen comrade. He canraise his skill only once though. He also grants a +2 Morale modifier to his unit.

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    Few against ManyThe character is caught in the middle of the an enemy detachment. The enemy flag carrier, lieutenant andentourage are all around him. Roll 1d20 for NPC,1-9: Character is put down rendered unconscious or surrenders (50%) for either10-14: The character is severely wounded and left down to die. Will die in 1d6 Battle Rounds.15-17: The character sustains a critical hit (2d6) severity save vs fort and left to die18-19: The character is killed outright20: The character makes a break for it and runs, turning the tables on his opponents, taking courage hiscomrades rally to help (+4) on next round battle rolls. A melee against 1d4+2 opponents If the characters allysurvives, the character can roll for Leadership, if he has the skill he can freely ra ise it by one rank, if not he maybe awarded with a henchman, GMs discretion.

    Table 3: Roll d20 to determine the results

    Roll Result

    1-4 Lucky Break

    5-7 Lucky Opening

    8-10 Hold this Ground

    11-13 Heal and Help

    14-16 Regroup17-19 Pick Up the Banner

    20 OverwelmLucky BreakThe combatant is favored by fate and gains a +3 bonus to his next critical event table roll.Lucky OpenThe combatant sees his chance and takes it on the battlefield, he rallies troops near and guides them to theenemy flanks,. he contributes a +2 bonus to the battle roll of his unit for the next battle round but he isconsidered Heavily Engaged.Hold this GroundThe combatant is holding fast his ground against all enemies who are coming towards him and he is standing ontop a field of dead bodies. The character must fight 1d4+2 opponents to resolve this event. The characterinspires all around him granting them a +2 Morale bonus for the next combat round a +2 bonus to the battle roll

    but he gets a -2 on his Critical event roll tableand will be considered Heavily engaged forthe next round. (Grants a Skill Roll on thebattlefield roll to raise Leadership by 1 point ifthe character already has the skill).

    HEAL AND HELPThe combatant stops and aids a fallen orinjured comrade. If the character has anyappropriate healing skills or special powers hemay even save the life of someone who isdying at the same time, the character isurging more people to help around woundedcomrades thus narrowing the casualty rate ofhis army at the end of the battle at the end ofthe battle. Although totally distracted from the

    battle he penalizes his army with a -1 on their battle roll. (Grants a Skill Roll on the battlefield to raise Healing ifthe character already has the skill, grants a Skill Roll on the battlefield roll to raise Leadership by 1 point if thecharacter already has the skill).

    RegroupThe combatant manages to regroup his troops around him, with a successful morale roll the warriors are nowready to re-enter the fight with more discipline and order, the event adds a 1d4 die to the next damage roll.(Grants a Skill Roll on the battlefield roll to raise Leadership by 1 point if the character already has the skill).

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    Pick up the bannerYou see the banner carrier fall to arrows. You have the opportunity to carry the armys banner, boosting yourarmys morale. However, the banner carrier is a choice target for enemy soldiers. The character that accepts theburden of the armys banner will be attacked by many enemy soldiers and archers every Battle Turn until heabandons the banner. During every Battle Turn the character holds the banner, his general gains a +3 bonus tohis Battle Roll and the character can roll every turn he holds the banner for leadership, If he succeeds he canraise his skill by 1 point.)Overwhelm

    You and the troops in your unit see an enemy commander in the midst of battle with no guardians, separated inthe chaos of battle. Though it may not be the most honourable thing to do, overwhelming him might give yourarmy a deciding advantage. The character and any others in his unit may decide to attack the enemy unitcommander (3HD at least). If this Opportunity is successful, the opposing unit suffers a5 penalty to his nextBattle Roll. (Grants a Skill Roll on the battlefield roll to raise Leadership by 1 point if the character already hasthe skill).

    Unit Types per cultureTypical Anuirean unitsAnuirean (An): Anuirean military forces are highly disciplined and form the standard from which the militaryunits of other nations are judged. Anuirean forces generally fight in tight formations and have excellentleadership. Anuirean units consist almost exclusively of well-trained, heavily armored soldiers. The Anuireans arefamed primarily for the might of its cavalry, the skill of its officers, and the awesome size of its armies.

    Type Thaco HitDie AC DR DamageMelee DamageMissile ML Move Number HITSInfantry, light 20 1/2 10 2 1d6 12 12 200 100

    Infantry, Heavy 19 1 10 4 1d8 13 12 100 100

    Archers 20 1/2 10 1 1d4 * 12 12 150 75

    Cavalry 20 2 9 3 1d8 13 24/48* 75 150Irregulars 20 1/2 9 1 1d6 1d4 10 12 150 75

    Scouts 20 1 8 1 1d6 1d4 12 24 35 35

    Knights 18 3 10 5 1d10 14 24/48* 50 150

    Artillery 19 1 10 1 Varies 12 3/6 25 25

    Levies 20 1/2 10 0 1d6 9 12 200-400 100-200

    Pikemen 20 1/2 10 2 1d6 12 12 150 75

    Typical Rjuven unitsRjurik (Rj): Rjurik forces are undisciplined but eager to do battle. Bands of unschooled Rjurik tribesmen canform infantry and cavalry forces comparable to any in Cerilia. In their homelands, Rjurik forces are particularly

    fierce, for the support of the druids provides them with nature, itself, as an ally. The Rjurik cannot field pikemen,artillerists, or heavily armored cavalry. Rjurik commoners are largely skilled woodsmen. Rjuven archers arelongbowmen.

    Type Thaco HitDie AC DR DamageMelee DamageMissile ML Move Number HITSInfantry 20 1/2 10 2 1d6 12 12 200 100

    Battleragers 18 3 10 0 1d10 14 12 50 150

    Cavalry 20 2 9 2 1d8 12 24/48 75 150

    Housecarls 19 2 10 4 1d8 13 12 100 200

    Irregulars 20 1/2 9 1 1d6 1d4 10 12 150 75

    Tribesmen 20 1 10 1 1d6 10 12 100-200 100-200

    Scouts 19 1 8 0 1d6 1d4 12 12 35 35

    Archers* 20 1/2 10 1 1d6 * 12 12 150 75\

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    Typical Brecht unitsBrecht (Br): The Brecht culture has a high regard for individual fighting prowess. Its hot-tempered warriorshave little interest in training or fighting in formation. Once a Brecht unit is engaged, the melee often devolvesinto hundreds of individual duals. Characteristically, heavy armor is scorned by most Brecht warriors in favor ofhigher personal mobility. Brecht do not field Pikemen. Brecth lords never field Levies due to the political status in

    Brechtur. Brechts field Marines almost 100% in naval battles.Type Thaco Hit Die AC DR DamageMelee DamageMissile ML Move Number HITSArchers 20 1/2 10 1 1d4 * 12 12 150 75

    Light, Infrantry 20 1/2 10 1 1d6 12 12 200 100

    Elite, Infantry 19 1 10 5 1d8 14 12 150 150

    Irregulars 20 1/2 9 1 1d6 1d4 10 12 150 75

    Scouts 20 1 8 0 1d6 1d4 12 12 35 35

    Cavalry 20 2 8 1 1d8 12 24/48 75 150

    Artillery 18 1 10 1 Varies 12 3/6 25 25

    Marines 19 1 7 1 1d6 1d4 13 12 50 50

    Typical Khinasi unitsKhinasi (Kh): The lightly armored, swift cavalry strikes of the Khinasi are widely respected throughout Cerilia.Due to the heat of the native terrain, Khinasi military units wear little or no armor, depending on speed, insteaddepending on mobility to defend them from reprisal following a strike. The Khinasi do not field pikemen.

    Type Thaco HitDie AC DR DamageMelee DamageMissile ML Move Number HITSArchers 20 1/2 10 1 1d4 * 10 12 150 75

    Spearmen 20 1/2 10 1 1d6 1d4 12 12 150 75

    Infantry, Light 20 1/2 10 2 1d6 12 12 200 100

    Infantry , Mamluk 18 1 8 2 1d8 14 12 100 100

    Cavalry, Light 19 2 8 1 1d6 1d6 12 24/48 75 150

    Cavalry, Medium 19 2 10 3 1d8 14 24/48 50 100Scouts 20 1 8 1 1d6 1d4 12 12 35 35

    Irregulars 20 1/2 9 1 1d6 1d4 10 12 150 75

    Artillerists 19 1 10 1 Varies 12 3/6 25 25

    Typical Vos unitsVos (Vo): In the wastes, every man must be a warrior. Vos warriors are highly skilled, ruthless, and seeminglywithout fear on the battlefield. Armored in heavy hide and fur and wielding spears, swords, and other massiveweapons, the unorganized Vos hordes are easily able to match units of professional soldiers. The primaryweakness of the Vos is their lack of organization, their superstitious beliefs, and their tendency to fight amongthemselves. The Vos cannot field Artillerist units. Special: All Vos units take toughness training.

    Type Thaco HitDie AC DR DamageMelee DamageMissile ML Move Number HITSArchers 20 1/2 10 1 1d6 * 10 12 150 75

    Irregulars 20 1/2 8 0 1d6 1d4 10 12 150 75

    Cavalry, Light 19 2 8 0 1d6 1d4 12 24/48 75 150

    Berserkers 17 3 10 0 1d10 - 12 50 150

    Scouts 20 1 9 0 1d6 1d6 12 12 35 35

    Light, Infantry 20 1/2 10 1 1d6 12 12 200 100

    Heavy ,Infantry 18 1 10 3 1d8 12 12 100 100

    Varsk Riders 19 3 10 2 1d8 14 12/24/48 50 150

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    Dwarf (Dw): Dwarven units are always well-trained and well equipped. Their highly organized formations arenearly impossible to penetrate. The slow but inexorable dwarven units are prized as mercenaries. Ceriliandwarves do not field Cavalry and cannot take Marine training.Special: All dwarven units take advanced training in defense. Dwarven units move through mountain terrainfreely. +2 to morale saves involving magical attacks.

    Type Thaco HitDie AC DR DamageMelee DamageMissile ML Move Number HITSGuards 19 2 10 5 1d8 14 6 100 200

    Crossbow 19 2 10 3 1d8*

    12 6 75 150

    Elf (Elf): Elves are superior archers, and their cavalry are the swiftest and most dangerous in all Cerilia. Elvesserve non-elven leaders in only the most unusual circumstances and are never available as mercenaries. All elvenmust take Scout special training. Due to their long life spans, most elven units consist of veteran warriors. Elvesdo not field units of levies, pikemen, or artillerists. Elven units do not normally use heavy armor.Special: All elven units take scout training. Elven units have no limit on the number of special training optionsthat they may take.

    Type Thaco HitDie AC DR DamageMelee DamageMissile ML Move Number HITSArchers 19 2 6 1 1d6 * 13 12 75 75

    Cavalry 19 2 5 5 1d8 1d6 14 24/48 50 100

    Gnoll (Gn): Bands of fierce, but ill-equipped, gnolls are always ready to fight for gold and loot. Due to theirfierceness, Gnoll units are usually veteran units. Gnolls prefer use light armor. Characteristically, gnoll unitsmuster quickly, demand the right to pillage, and have relatively low morale; thus they are treated asmercenaries. Gnoll units may only be Irregulars or Infantry.Special: +2 morale in home terrain. All gnoll units are mercenaries.

    Type Thaco HitDie AC DR DamageMelee DamageMissile ML Move Number HITSInfantry 18 2 9 2 1d8 12 12 100 200

    Marauders 18 2 10 3 1d6 1d4 12 12 75 150

    Goblin (Go): Although goblin units are usually undisciplined and poorly equipped, they compensate with sheernumbers and bloodlust. Goblin cavalry forces are generally mounted on wolves or other dangerous beasts. Tribalgoblin units are often available as mercenaries (or feared as marauders) in any area bordering goblin lands.Characteristically, tribal goblin units muster quickly, demand the right to pillage, and have relatively low morale;thus they are treated as mercenaries. Due to their lack of organized training, such units are often Green troops.It should be noted, however, that goblin realms often have disciplined and skilled armies that rival those of anyhuman nation. Special : Tribal goblin units are mercenaries. Tribal goblins do not pay any increasedmuster/maintenance cost for being mercenaries.

    Type Thaco HitDie

    AC DR DamageMelee

    DamageMissile

    ML Move Number HITSInfantry 20 10 0 1d6 9 12 200 100

    Wolfriders 19 1 9 1 1d6 12 12/24 75 75

    Archers 20 10 0 1d4 * 9 12 100 50

    Orog (Or): Both fierce and well-disciplined, Orogs are fearsome opponents. Orogs only field heavily armored,veteran units. Orog cavalry are generally mounted on giant lizards.Special: Orogs units always take toughness training.

    Type Thaco HitDie AC DR DamageMelee DamageMissile ML Move Number HITSPikemen 18 3 10 4 1d8 12 12 50 150

    Warband 18 3 10 5 1d8 12 12 75 215

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    Chapter 2: Siege WarfareThe Approach of a CastleThe area around a castle usually provides clear lines of fire out to the maximum range of the castle's defensiveweapons. For example, a castle equipped with light ballistae offers a clear line of fire out to 360 yards. Theencounter range is always the same as the maximum missile range. Footing around a castle varies with theterrain. A castle built on a plain has good footing. Mountain castles are surrounded by rocky slopes (2/3 or 1/3movement when going uphill), forest castles tend to be surrounded by masses of stumps where trees havebeen cut to provide clear lines of fire (1/3 movement). Cover is generally not available to creatures attacking acastle once they enter maximum missile range, regardless of the quality of the footing. A castle's walls present anobvious obstacle to attackers . In addition, castles often are surrounded by ditches or moats, usually from 10 to20 feet deep.

    WallsOne way to capture a castle or fortress is to climb the walls and overpower the defenders inside. This sort ofundertaking is very dangerous, but its simplicity and speed makes it an obvious choice for small bands of heroes.There are four basic types of castle walls in the AD&D game:Wooden Palisades: These walls usually are made from sharpened logs about six inches thick. They typically are10 to 15 feet tall. Defenders cannot fight from atop a palisade unless it is provided with a catwalk or hoardings(see below).Stone: These walls are made of a single layer of stone or brick and are otherwise similar to palisades.Curtain Walls: These walls are built of two layers of dressed stone with dirt and rubble packed in between.Curtain walls generally are thick enough to provide a fighting platform and are usually battlemented (see below)to provide extra cover. Curtain walls are usually 30 to 60 feet high and can be from 10 to 30 feet thick.Ramparts: These walls are mounds of dirt, usually carefully packed and braced. Unlike the other three types ofwalls, which are vertical, a rampart slopes upward at a steep angle. Defenders can fight from atop a rampart, buta stone wall, palisade, or catwalk often is added at the top to provide extra cover. Ramparts are usually 20 to 40feet high and 40 to 80 feet thick.

    Wall DefensesA simple wall offers no cover to charactersstanding on it. Castle designers, however,hadseveral ways to rectify the problem:Battlement: This is a barrier aboutsix feet high with alternating solidparts (merlons) and openings(embrasures). A battlement givesMan sized creatures standing behindit 50% cover while activelydefending the wall against attacks

    coming from below the battlement.The best cover an active defender canclaim from attacks coming fromthe battlement's level or higher (forexample, from attackers atop a siege tower) is25%. A wall less than 10 feet thick requires acatwalk to make a battlement useful.Catwalk: This is a narrow ledge that allowsdefenders to hide behind the wall. Itgrants 25% cover against attackscoming from below.Embrasure Shutter: These heavy

    wooden shutters can be added to abattlement to increases the cover value to75% against all attacks.

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    Hoarding: This wooden construction is similar to a catwalk, but it is built on the outside of the wall. It gives90% cover to creatures attacking opponents at the base of the wall, and 75% cover otherwise. A hoarding made of stone is called a machicolation.Splay: This is an angled area at the base of a wall. It helps support the wall, and makes it difficult for siegeengines to attack the wall directly. If the defenders drop rocks from atop a wall fitted with a splay, the weaponsscatter if they miss. Use the bombardment engine scatter diagram, but treat a roll of 5, 6, or 7 as a roll of 2. The

    rock bounces one square in the indicated direction.

    Scaling WallsIt is possible for most characters to climb a castle's walls. See the Player's Handbook Chapter 14, for basicclimbing rules. Treat palisades as rough surfaces, stone and curtain walls as very smooth surfaces, and rampartsas sloping walls (see PHB, Table 27). Note that climbing movement is measured in feet per round. Charactersscaling a wall suffer a number of restrictions and penalties:

    A climber loses all Armor Class bonuses from a shield and Dexterity;A climber suffers a -2 penalty to attack, damage, and saving throw rolls;Attacks directed at a climber from the ground gain the standard +2 bonus for rear attacks. Attacksdirected at a climber from atop the wall gain the standard +1 bonus for an attacker on higher ground;

    A climber struck for any amount of damage must succeed with an immediate climbing check or fall to the

    ground. If an attack also causes a knockdown chance or a forced retreat, the climber must make asuccessful saving throw roll vs. death or fall to the ground;

    A climber cannot employ a twohanded weapon.

    LaddersThis is the best way for an unskilled climber to get up a wall. Carrying a ladder requires two Man-sized creaturesper 10 feet of length. The carriers move as though heavily encumbered. A ladder can be put in position against awall in the End of Round step of any round when it is carried to the base of the wall. A ladder must be at least aslong as the wall is tall, plus five feet. A character can climb four feet of ladder per movement point each round.Defenders atop a wall can use an attack to push a ladder away. If the ladder is not braced or loaded withclimbers, the attempt always succeeds. Otherwise, the ladder falls if the defender makes a successful open doorsroll. Trying to push a ladder away provokes attacks of opportunity if the defender is threatened.

    When a climber reaches the top of a wall, he can step onto the wall during the round's resolution phase if thereis an empty square in front of him (this could provoke an attack of opportunity). If there is no empty square, theclimber must slay a defender or force a retreat and create an empty square before stepping from the ladder

    Grappling Hooks.To set a grappling hook, the wielder makes an attack roll vs. Armor Class 5, adjusted for range. It takes a fullround to hurl the hook and set it firmly or to recover the grapple after a miss. A character climbing by means of arope an d grapple moves at the rope and wall rate and receives a bonus to his climbing chance (seePHB , Chapter 14). A defender can cut the rope attached to a grapple by attacking it with a slashing weapon. Therope has an Armor Class of 5 and 5 hit points. A length of light chain can be attached to the grapple to makecutting more difficult. A chain reduces the grapple's maximum range in half. The chain has an Armor Class of 0and 20 hit points.

    Sieges and War MachinesSieges are ponderous affairs that involve a lot of waiting and general inactivity. The attacker's main goal is tobatter down the defending walls so they can launch an escalade or to drive the defender out through starvationor thirst. The following system allows you to simulate the effects of an extended siege, handling months ofoperations with a single die roll.Reduction: This refers to any attempt to destroy a castle's walls. Use the table to resolve the attempt.Attacker: The type of engine attacking the wall. This assumes one engine attacking each 30' section of wall.Defending Wall Type: This refers to the wall types described in the Escalades section. Curtain walls aretreated as hard or soft stone, depending on the materials used to construct them. Ramparts are treated as earth.Palisades are treated as thick wood. Normal buildings, mantles, and abatises are treated as thin wood. Note thatramparts are difficult to batter down but fairly easy to climb.

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    Siege WeaponDefending Wall Type

    Hard Stone Soft Stone Rampart Thin Wood Thick Wood

    Ballista Medium 3/Month 10/Day 5/Day

    Ballista Heavy 3/Month 4/Month 11/Day 6/Day

    Catapult, Light 2/Month 6/Month 4/ 3 Months 20/Day 13/Day

    Catapult, Medium 3/Month 7/Month 5/Month 20/Immediate 14/Day

    Catapult Heavy 4/Month 6/Month 6/ 3 Months 20/Immediate 15/Day

    Trebuchet 5/Month 9/Month 7/ 3 Months 20/Immediate 16/Day

    Ram, Simple 20/Hour 20/Day

    Ram, Suspended 20/Immediate 20/Hour

    WarMachinesRangeM/S/M/L

    DamageDie*

    ROF* Movement Typeoffire Crew

    Ballista, Light 0/12/24/36 1d3 1/BR 12 Direct 1

    Ballista, Medium 0/12/24/38 1d4 1/2 BR 6 Direct 3

    Ballista, Heavy 0/12/24/48 1d4+2 1/3 BR 3 Direct 5

    Catapult, Light 12/0/0/24 1d3 1/BR 6 Indirect 3

    Catapult, Medium 12/0/0/36 2d4 1/2 BR 3 Indirect 5

    Catapult Heavy 18/0/0/48 3d4 1/3 BR 3 Indirect 9

    Trebuchet 24/0/0/60 4d4 1/3 BR 3 Indirect 9

    Misc. WarMachines

    Cauldron 0 2d8 1/2BR 0 Indirect 2

    Ram, Simple 0 0 1/R Varies Direct 2

    Ram, Suspended 0 0 1/R Varies Direct 4

    Saving Throw FailureIf a wall section fails its saving throw once, it becomes damaged. The center 10 foot section loses 1/3 of its

    height and special cover such as hoardings, parapets, and splays are destroyed. The debris creates a crumblingslope that any character can attempt to climb. If a wall section fails its saving throw twice, it is destroyed. Thecenter 10' section is breached and reduced to 1/3 of its original height. The breech becomes a rocky slope aslong as the wall's original thickness. In addition, the 10' section to either side of the breech becomes damaged.

    Any piece of potentially useful battlefield equipment, offensive or defensive, can be considered a war machine ifit is too large for a single character to use. Any large device intended to hurl missiles qualifies as a bombardmentengine. The most common types and their basic statistics are listed on the table above.Bombardment engines are difficult to aim at individuals. Generally, a bombardment engine can target only unitsof creatures, buildings, other war machines, vehicles, ships, and single creatures of Gargantuan size; see theindividual bombardment engine descriptions for exceptions.It takes time and effort to set up a bombardment engine and prepare it to fire for the first time. The minimumpreparation time is 10 minutes or the time required to change facing, whichever is greater. The number increasesby 50% if a trained artillerist is not on hand to direct the operation.

    BallistaThis engine looks something like a giant crossbow mounted on a swivel. It usually fires spear like bolts, but someversions fire round shot of stone or metal; both types use the same basic statistics. Ballista projectiles have arelatively flat trajectory, and they are fairly accurate. A light ballista can be aimed at any target in sight, providedthe weapon is fully crewed. A light ballista with a partial crew can fire at single creatures of Large or greatersize. A medium or heavy ballista can fire at a single Huge creature, or at a Gargantuan creature if partiallycrewed. Any ballista's field of fire is limited to 45 degrees left or right of the weapon's facing at thebeginning of the round. A ballista's facing can be changed up to 45 degrees during the last phase of any roundwhen it fires.

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    CatapultThis engine usually consists of some sort of lever mounted on a sturdy frame. The lever acts as a throwing armand is fitted with a cup or sling to hold the projectile. When fired, a catapult lobs the projectile high into the air.Tension provides the catapult's power. In primitive catapults, the lever was made from some flexible material(usually green wood) and provided its own power when it was bent back and released. More sophisticatedcatapults were equipped with a rigid arm powered by a

    mass of twisted skeins (usually horsehair). Ancientcatapults often resembled ballistae aimed upward to fireindirectly; all types of catapults use the same basicstatistics. Catapults usually fire large stones, but theycan be loaded with almost anything: small stones,chains, dead animals, or anything else small enough tofit in the sling or cup and not so heavy that it overloadsthe lever. Large objects inflict the damage listed on thetable. Masses of small objects can inflict an extra die ofdamage against most creatures but are useless againststructures and any creature with a natural Armor Classof 0 or better (including characters with an Armor Class

    of 0 before shield or Dexterity modifiers).A light catapult with a full crew can target Hugecreatures. A light or medium catapult can change facing45 degrees during the End of Round step of any roundwhen it fires. Heavy catapults generally are left in placeonce they are sited for a battle. A full crew can change a heavy catapult's facing after 20 minutes of work.

    TrebuchetThese massive engines are similar to catapults, but they derive their power from gravity. A trebuchet's throwingarm is a rigid beam with a heavy weight at one end and a sling or cup for projectiles at the other. When thebeam is released, the force of the falling weight hurls the projectile in a high arch. Like catapults, trebuchets firelarge stones or masses of smaller objects. Trebuchets generally are left in place once they are sited for a battle.

    A full crew can change a trebuchet's facing after 30 minutes of work.

    Flaming Projectiles:Catapults and trebuchets can be loaded with missiles soaked in pitch or a similar flammable substance. Themissile's range is reduced by 1/3. When it strikes, the missile scatters flaming debris over its normal area ofeffect. The debris burns for two rounds, inflicting 2d6 points of damage the first round and 1d6 points of damagethe second round. The effect on wooden structures is the same as flaming oil.

    Battering RamIn its simplest form, a battering ram consists of a sturdy beam that one or more creatures can pick up and swingagainst a portal or wall to batter it down. More complex rams have beams with reinforced heads and a frame tosupport the beam. Any long, heavy object (such as a log or bench) between five and 30 feet long can be used asa simple ram, provided there is at least five feet of free space behind the ram (to allow the crew to swing it). A

    minimum of one Man sized creature is required of each 5 feet of ram, and a maximum of two Man sizedcreatures is allowed per five feet of ram. A ram can affect only portals or wooden structures or objects .Creaturescarrying or wielding a simple ram move and defend as though heavily encumbered, regardless of the ram's actualweight. A ram suspended from a frame can be from 10 to 60 feet long. A suspended ram allows the crew toemploy its strength more efficiently, inflicting more damage. A ram crew can swing the ram once a round, duringthe very slow phase.

    CauldronThe most common form of this weapon is a huge kettle placed in a frame that allows it to tip and spill itscontents on unfortunate opponents below. The same effect can be obtained by suspending a barrel, bucket, orbladder from a beam and tipping or splitting the container so that its contents spill out.Unless otherwise noted, the contents of a cauldron pour down in a stream one square wide. When it hits the

    ground, it forms a puddle three squares wide and three squares long, centered on the point of impact. If there isa wall or similar barrier that keeps the pool from spreading out, the pool is five squares long and two squareswide, with the long side lying along the barrier.

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    The amount of damage a cauldron inflicts varies with the type of material in it:Flaming oil burns for two rounds, inflicting 2d6 points of damage on the first round and 1d6 points ofdamage on the second round;Boiling oil must be heated for at least one hour before use or it is treated exactly like flaming oil (onceheated its temperature can be maintained as long as fuel is available). Boiling oil burns for two rounds,inflicting 4d6 points of damage the first round and 1d6 points of damage on the second round;

    Boiling water is much cheaper than boiling oil. It must be heated for 30 minutes before use. Boiling waterinflicts 2d4 points of damage when it strikes a creature and 1d4 points of damage the round thereafteras it soaks into fur or clothing and continues to scald. Creatures entering the area of effect on the secondround take no damage;Molten lead must be heated at least four hours before use, and the volume of hot liquid is generallysmall. Molten lead forms a puddle two squares wide and two squares long, with one square directlyunder the cauldron and spreading away from the cauldron to the left or right as the attacker chooses.Molten lead sears its targets for three rounds, inflicting 4d6 point s of damage the first round, 3d6 pointsof damage the second round, and 2d6 points of damage the third round.

    LEVEL OF FORTIFICATIONSLevel of Fortification Description Garrisons Maintenance

    1 (Thin Wood)

    These are small forts or garrisons, designed to provide minimal protection to a province.Such forts would not be built along the border with a dangerous foe, as they could quickly

    be crushed by a superior invading army. They might, however, be used in a regent'ssmaller provinces, used to provide a base of operations for his soldiers, as well as protectthe local law enforcement authorities. Level 1 castles are usually comprised of just a single

    building, which may or may not be surrounded by a moat.

    100-300 1GB/Year

    2 (Thin Wood)

    Castles of this level are average sized forts or garrisons. They serve as garrisons for largerarmys, but still provide a province with little protection against a large army. As with level 1castles, they are mainly used to provide protection for soldiers from rebellions, and to serve

    as a base of operations for an army.

    200-400 2GB/Year

    3 (Thick Wood)Castles of this size are still too small to provide adequate protection for a province, but they

    are often built by the local lord to act as his headquarters.300-500 3GB/Year

    4 (Thick Wood)

    Once fortifications reache this size, they becomes suitable as a protectivestructures, as it can now hold enough men and supplies to hold off a large

    force of invaders. Most kings will have at least one castle at this size,

    usually more than one. Unlike smaller castles, a level 4 structure will always consist of morethan one building, usually a central keep, as well as several towers, a wall, and otherbuildings.

    400-700 1GB/Season

    5 (Soft Stone) These are medium sized castles. As above but with 2 main keeps in the province. 500-800 2GB/Season

    6 (Soft Stone)This is considered a heavily fortified province, and few rulers will have more than one

    fortification as big as this. They provide protection for a wide area, and if wellprotected can hold off a strong invasion force for several months.

    600-1000 2GB/Season

    7 (Heavy Stone)

    Fortifications of this size are very rare, and are built only by the mostpowerful lords. They are comprised of at least onelarge fortress, providing protection for an

    entire town, mostly the province capital or the domain Capital. If the regent is willing tospend double the original cost, then he can extend the walls of the castle around an entire

    town, providing protection for all holdings within that town.

    1000-1250 3GB/Season

    8 (Heavy Stone) Fortress of this size can provide protection to large towns within a province. 1200-1500 3GB/Season

    9 (Ramparts)

    Huge fortresses, that can protect entire towns and their populations. As above, the regentcan choose to pay double the cost and extend the castles walls around the entire town. If

    this is done then he also gains a +1 GB bonus to taxation from the province, due toincreased security and patrols of his guards.

    1500-1700 4GB/Season

    10 (Ramparts)

    These gigantic castles would only ever be constructed in the capital city of the rich andpowerful empire. Their size is immense, and they also double as the home for the regent,and his consolers. So big are these fortresses that in times of war they can hold much ofthe cities population and protect them from enemies. As with other fortresses the regent

    can choose to extend the walls of the castle around the city it protects, withthe same benefits as above. Additional Benifits: -2GB/Court, -1GB to the muster cost of

    any unit created in the province. (min cost of 1 GB)

    2000+ 5GB/Season

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    Chapter 3: weapons of the wavesCerilia is ringed by the sea. From the warm waters of the Bair el-Mehare, the Sea of the Golden Sun, to the icechoked mouth of the Krakennauricht, dozens of Cerilia?s realms sprawl along thousands of miles of coastline.For a kingdom with a strong navy, the sea represents many things? a highway to all the other lands ofAebrynis,

    a source of food and wealth, and a possible routefor raids or expansion. On the other hand, coastalpowers with weak navies (or, in some cases, anobsession with their land ward frontiers) mustview their coastline as an undefendable border bywhich invaders may strike at will into the heart ofthe nation. Regardless of the question of nationalcharacter, ambitions, strengths, every coastaldomain of Cerilia must deal with the issue of seapower.The term sea power has many implications.Obviously, the military force that a nation canbring to bear on the main is an important part ofits sea power. But a nations sea power is alsogreatly determined by its geographicalconstraints. A kingdom that does not possess ayear-round ice-free port like the various maritimepowers of Brechtur is limited in its ability to applysea power in the months when its ports areclosed.The merchant marine of a kingdom is anotherpart of its Sea power; the ability to carry out trade

    or supply distant forces when the land ward bordersare hostile or impassable can be crucial in a

    prolonged war. Without exception, nations with large merchant fleets are rich nations. National character,

    leadership, and expertise also play a role in sea power. The Vos kingdoms of eastern Cerilia possess an extensivecoastline on the Dragonsea, but theyve never been great sea powers; for centuries, their rulers have looked toexpand and prosper inland instead of at sea. To become a sea power, a kingdom must develop the technicalexpertise to build effective warships, a cadre of skilled seafarers to man them, and a handful ofgreat captains tolead them in war?and then, maintain this course for generations.Finally, a kingdom or union of kingdoms will never become a true world power until it can command the sea.While a nation may become a continental power to be reckoned with, it can?t project its power against distantlands unless it has command of the seas. Many kingdoms ignore maritime interests in favor of building up landpower but in the long run, land bound kingdoms must face the threat of a rival with effective sea power dictatingthe terms by which discourse, trade, or conflict take place.Today, 500 years after the fall of theAnuirean Empire, there are a dozen or so great powers scattered aroundCerilia. Of all these great powers, only Avanil, Boeruine, Muden, Ariya, Khourane, Suiriene, and the Isle of the

    Serpent are sea powers of any significance.A Brief History of War At SeaGalleons and roundships are sophisticated vessels, requiring advanced construction techniques. They are not theproducts of a Dark Ages culture, and appeared in Cerilian navies only in the last two or three centuries. Likemany other medieval technologies, the art of the shipwright tends to make great strides in one generation, andthen remain at that level for several generations to follow. In our own history, chain mail was the armor of choicefrom the end of the Roman Empire to the beginning of the Hundred Years War, almost 800 years later; in thatsame time period, the Mediterranean galley remained virtually unchanged.So, what was sea power like in the early days of Cerilia? Its easiest to consider four historical periods. Pre-Deismaar, dating from the earliest human emigrations to Cerilia up until the War of Shadow. Early Imperial,dealing with the rise of the Anuirean Empire (the first five centuries after Deismaar). Late Imperial, is the next

    five centuries after Deismaar, and the heyday of the Anuirean Empire. Finally Post-Imperial, dating from the endof the Empire at Michael Roele?s death up to the current day.

    Anuirean Galleon

    http://www.birthright.net/forums/showwiki.php?title=Ceriliahttp://www.birthright.net/forums/showwiki.php?title=Bair_el-Meharehttp://www.birthright.net/forums/showwiki.php?title=Krakennaurichthttp://www.birthright.net/forums/showwiki.php?title=Realmhttp://www.birthright.net/forums/showwiki.php?title=Aebrynishttp://www.birthright.net/forums/showwiki.php?title=Sourcehttp://www.birthright.net/forums/showwiki.php?title=Expansionhttp://www.birthright.net/forums/showwiki.php?title=Domainhttp://www.birthright.net/forums/showwiki.php?title=Roundhttp://www.birthright.net/forums/showwiki.php?title=porthttp://www.birthright.net/forums/showwiki.php?title=Abilityhttp://www.birthright.net/forums/showwiki.php?title=Leadershiphttp://www.birthright.net/forums/showwiki.php?title=Voshttp://www.birthright.net/forums/showwiki.php?title=Dragonseahttp://www.birthright.net/forums/showwiki.php?title=Buildhttp://www.birthright.net/forums/showwiki.php?title=Shiphttp://www.birthright.net/forums/showwiki.php?title=Great_Captainhttp://www.birthright.net/forums/showwiki.php?title=Commandhttp://www.birthright.net/forums/showwiki.php?title=Anuirean_Empirehttp://www.birthright.net/forums/showwiki.php?title=Avanilhttp://www.birthright.net/forums/showwiki.php?title=Boeruinehttp://www.birthright.net/forums/showwiki.php?title=Mudenhttp://www.birthright.net/forums/showwiki.php?title=Ariyahttp://www.birthright.net/forums/showwiki.php?title=Khouranehttp://www.birthright.net/forums/showwiki.php?title=Suirienehttp://www.birthright.net/forums/showwiki.php?title=Isle_of_the_Serpenthttp://www.birthright.net/forums/showwiki.php?title=Isle_of_the_Serpenthttp://www.birthright.net/forums/showwiki.php?title=Galleonshttp://www.birthright.net/forums/showwiki.php?title=Cerilianhttp://www.birthright.net/forums/showwiki.php?title=Medievalhttp://www.birthright.net/forums/showwiki.php?title=Chain_mailhttp://www.birthright.net/forums/showwiki.php?title=Armorhttp://www.birthright.net/forums/showwiki.php?title=Empirehttp://www.birthright.net/forums/showwiki.php?title=Galleyhttp://www.birthright.net/forums/showwiki.php?title=Deismaarhttp://www.birthright.net/forums/showwiki.php?title=Humanhttp://www.birthright.net/forums/showwiki.php?title=The_War_of_Shadowhttp://www.birthright.net/forums/showwiki.php?title=Michael_Roelehttp://www.birthright.net/forums/showwiki.php?title=Michael_Roelehttp://www.birthright.net/forums/showwiki.php?title=The_War_of_Shadowhttp://www.birthright.net/forums/showwiki.php?title=Humanhttp://www.birthright.net/forums/showwiki.php?title=Deismaarhttp://www.birthright.net/forums/showwiki.php?title=Galleyhttp://www.birthright.net/forums/showwiki.php?title=Empirehttp://www.birthright.net/forums/showwiki.php?title=Armorhttp://www.birthright.net/forums/showwiki.php?title=Chain_mailhttp://www.birthright.net/forums/showwiki.php?title=Medievalhttp://www.birthright.net/forums/showwiki.php?title=Cerilianhttp://www.birthright.net/forums/showwiki.php?title=Galleonshttp://www.birthright.net/forums/showwiki.php?title=Isle_of_the_Serpenthttp://www.birthright.net/forums/showwiki.php?title=Isle_of_the_Serpenthttp://www.birthright.net/forums/showwiki.php?title=Suirienehttp://www.birthright.net/forums/showwiki.php?title=Khouranehttp://www.birthright.net/forums/showwiki.php?title=Ariyahttp://www.birthright.net/forums/showwiki.php?title=Mudenhttp://www.birthright.net/forums/showwiki.php?title=Boeruinehttp://www.birthright.net/forums/showwiki.php?title=Avanilhttp://www.birthright.net/forums/showwiki.php?title=Anuirean_Empirehttp://www.birthright.net/forums/showwiki.php?title=Commandhttp://www.birthright.net/forums/showwiki.php?title=Great_Captainhttp://www.birthright.net/forums/showwiki.php?title=Shiphttp://www.birthright.net/forums/showwiki.php?title=Buildhttp://www.birthright.net/forums/showwiki.php?title=Dragonseahttp://www.birthright.net/forums/showwiki.php?title=Voshttp://www.birthright.net/forums/showwiki.php?title=Leadershiphttp://www.birthright.net/forums/showwiki.php?title=Abilityhttp://www.birthright.net/forums/showwiki.php?title=porthttp://www.birthright.net/forums/showwiki.php?title=Roundhttp://www.birthright.net/forums/showwiki.php?title=Domainhttp://www.birthright.net/forums/showwiki.php?title=Expansionhttp://www.birthright.net/forums/showwiki.php?title=Sourcehttp://www.birthright.net/forums/showwiki.php?title=Aebrynishttp://www.birthright.net/forums/showwiki.php?title=Realmhttp://www.birthright.net/forums/showwiki.php?title=Krakennaurichthttp://www.birthright.net/forums/showwiki.php?title=Bair_el-Meharehttp://www.birthright.net/forums/showwiki.php?title=Cerilia
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    Pre-DeismaarWhile elves, dwarves, and goblins inhabited Cerilia many ages before humans appeared, none of these races everdisplayed much interest in seafaring; however, even in ancient Aduria, humans were a race of mariners. By farthe most accomplished of these early voyagers were the Masetians, the most civilized of the old races. From theirwalled cities on the placid waters of the Suidemiere, Masetian galleys explored the coasts of Cerilia long beforethe first of the Six Tribes began their Flight from Shadow. The Masetian galley was an elegant vessel, light andswift. They fought by ram, archery, and boarding.The Andu, Rjuven, and Brecht peoples were tribal barbarians at this time, organized by clan and holding. Theybuilt longboats that could be rowed or sailed. Unlike the Masetian galleys, the longboats were open, with nodecking or raised structures. Despite their simplicity, they were durable and hardy vessels, better suited to therough waters of the Sea of Storms than the fragile Masetian vessels. Unlike the Masetians, who viewed theirarmies and their fleets as property of the state, the more barbaric humans built their ships one-by one as the

    work of a family or clan. They had noconcept of fighting at sea and used theirvessels in war-time for nothing moreorganized than a raid.Over the years of the Flight from Shadow,

    the Brecht and Rjuven relocated one clan ata time to the northern stretches of Cerilia,going by sea. The Andu marched overlandinstead, and thus settled much closer to theold land bridge to Aduria. Meanwhile, theMasetian cities fell one-by-one to theadvancing evil. As the situation in the southworsened, more and more Masetian outpostsand colonies were founded on Cerilias

    southern shores. At Deismaar, the Masetianfleets stood against the navies of the other

    Adurian powers that had fallen under Azrai?s sway. Unknown sea monsters and other horrors rose from the

    deeps to fight on the side of evil that day, but the Masetians?the most skillful seafarers in the world in thatera?defeated the southern fleets in a naval action that paralleled the epic struggle on land. Between the ghastlylosses inflicted by Azrai?s sea monsters and the violent upheavals that followed the gods? deaths, the ships ofthe Masetian fleet?and indeed, Masetia itself?were destroyed beyond recovery.

    Early ImperialIn the years following Deismaar, the Andu organized themselves into the Anuirean Empire beneath the leadershipof the first Roele. For two or three centuries, they were busy taming their own lands and pushing overland towhichever lands were closest. But two great natural barriers?the Stonecrown Mountains in the north, and theIron Peaks in the east?hemmed in the growing power ofAnuire. In order to circumvent these formidableramparts, the young Empire began to devel