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5. Las Locas literarias

5.2. El delirio de Agustina

Core Rulebooks

TSR #3100. Birthright: Campaign Setting (Boxed Set). Expansions

TSR #3103. Cities of the Sun TSR #3121. The Rjurik Highlands TSR #3129. Havens of the Great Bay TSR #3147. Tribes of the Heartless Wastes Accessories

TSR #3101. Blood Enemies

TSR #3117. The Book of Magecraft TSR #3125. Legends of the Hero Kings TSR #3126. The Book of Priestcraft TSR #3134. Naval Battle Rules Player’s Secret Books

TSR #3104. Roesone Domain Sourcebook TSR #3105. Endier Domain Sourcebook TSR #3106. Medoere Domain Sourcebook TSR #3107. Tuornen Domain Sourcebook TSR #3108. Ilien Domain Sourcebook TSR #3109. Talinie Domain Sourcebook TSR #3111. Ariya Domain Sourcebook TSR #3119. Binsada Domain Sourcebook TSR #3120. Baruk-Azhik Domain Sourcebook TSR #3122. Halskapa Domain Sourcebook TSR #3123. Khourane Domain Sourcebook TSR #3124. Tuarhievel Domain Sourcebook TSR #3127. Stjordvik Domain Sourcebook TSR #3135. Hogunmark Domain Sourcebook Adventures

TSR #3102. Sword and Crown

TSR #3110. Warlock of the Stonecrowns TSR #3118. Sword of Roele

TSR #3142. King of the Giantdowns

Computer games

Sierra. Birthright: The Gorgon's Alliance. 1997. Novels

TSR #3112. The Iron Throne TSR #3113. Greatheart

TSR #3114. The Hag’s Contract TSR #3115. The Spider’s Test

TSR #3116. The Falcon and the Wolf (unpublished) TSR #3133. War (hardcover)

Magazine Articles (unofficial) Dragon #218. “Tarazin the Gray”

Dragon #219. (Birthright related art and poster insert) Dragon #221. Magic of Kings

Dragon #221. Magic of the Land Dragon #221. Ley of the Land Dragon #230. Fire on the Five Peaks Dragon #230. Rogue’s Gallery (Rjurik NPCs) Dragon #232. Weapons of the Waves Dragon #236. The Ruin of Adlersburg Dragon #241. Chronicle of Cerilia Dragon #248. Dragon of Vstaive Peak Dragon #249. (Birthright related cover art) Dungeon #59. Seeking Bloodsilver Polyhedron #108. Races of Cerilia – Part 1 Polyhedron #109. Races of Cerilia – Part 2 Unpublished Material

TSR #3100N. Birthright: Campaign Setting (revised Hard- cover book)

TSR #3140. Blood Spawn (published as free download) TSR #3141. Charge of the Cold Rider

TSR #3136. Shadow Moon

TSR #3137. Book of Regency (published as free download) Free WotC Downloads

An Introduction to Birthright

http://www.wizards.com/dnd/files/brintro.rtf

The Official Playtest Notes

http://www.wizards.com/dnd/files/brplaytest.rtf

An Insiders View (PS Books)

http://www.wizards.com/dnd/files/domain.rtf

Timeline of the Birthright World

http://www.wizards.com/dnd/files/BRTIME.rtf

Birthright Pronunciation Guide

http://www.wizards.com/dnd/files/BR_pr_guide.ZIP

Player’s Secrets of Müden

http://www.wizards.com/dnd/files/Muden.pdf

Map of Müden http://www.wizards.com/dnd/images/Muden.gif

The Book of Regency

http://www.wizards.com/dnd/files/BookofRegency.pdf

Player’s Secrets of Hogunmark

http://www.wizards.com/dnd/files/Hogunmark.pdf

Color maps for PS of Hogunmark

http://www.wizards.com/dnd/files/Hogunmark_Maps.zip

The Falcon and the Wolf

http://www.wizards.com/dnd/files/FalconWolfspreads.pdf

The Legacy of Kings (board game)

http://www.wizards.com/dnd/files/BoardGame.zip

Glossary

Action round: One month. The time required to perform one domain action. There are three actions rounds in a domain turn. Synonymous with domain round.

Aebrynis: (AY-brin-iss) The world (and plane) of the

BIRTHRIGHT campaign setting. Aebrynis's principle continents include Aduria, Cerilia, and Thaele.

Aduria: (ah-DUR-ee-ah) The continent that was the birth- place of human civilization. Aduria is south of Cerilia and was at once time connected to Cerilia by the land bridge of Deis- maar. The tribes of the Andu fled from Aduria into Cerilia in the Flight from Shadow, over 2000 years ago.

Andu: One of the five tribes of humans that fled from Aduria during the Flight from Shadow. A vigorous and war- like people, they led the war to claim Cerilia. These people worshiped the god Anduiras and eventually became the Anuireans. Also their language, an archaic form of modern Anuirean.

Anduiras: (AND-ur-ee-ess) One of the old Adurian gods; lord of noble war and patron to the Andu people. Haelyn suc- ceeded him after his destruction at Deismaar.

Anuire: (ann-WEER) The southwestern corner of Cerilia claimed by the Anuirean people and the home of the ancient Anuirean Empire. Anuire is a green and fair land, with broad and fertile river valleys, rolling hills and highlands, and the most favorable weather of Cerilia. Before the Anuirean arri- val, most of Anuire was a single ancient forest. Remnants of that forest and its inhabitants remain to this day. Given the richness of their homelands, it's no surprise that the Anuireans dominated the whole of the continent. Now these beautiful lands are home to dozens of rival baronies, duchies, and free cities. The borderlands of old Anuire are largely abandoned in these darker days; goblinoids and bandits prosper there. See also, Imperial City of Anuire.

Anuirean: (ann-WEER-ee-an) The people of Anuire; also the name of their language. Originally a fair-skinned, red- haired people, centuries of contact with other cultures have caused them to lose any defining physical characteristics. Anuire society is feudal and glorifies the arts of organized war. The Anuirean people pay homage to Haelyn.

Army: one or more allied units stationed in the same prov- ince.

Anuirean Empire: Following the lead of their first em- peror, the Anuirean people dominated the other cultures of Cerilia for over 1,000 years. This empire disintegrated more than 500 years ago, but the Anuirean occupation is considered to have been the golden age of Anuire and it brought a sharing of civilization and technology that is since unmatched. Al- though members of other cultures recall the empire with less fondness, most existing human cultures were forged through its occupation. The Vos, and to a lesser extent, the Rjurik, resisted Anuirean occupation.

Awnmebhaighl: (awn-meh-VALE) The mystic power of the Shadow World; also known as the seeming. It is unpre- dictable force that strengthens the power of shadow and illu- sion.

Awnsheghlien: (aun-SHEY-lin) Literally translated from elvish as "blood of darkness", this term refers to any scion that shows permanent physical changes as a consequence of the taint of Azrai on their spirits. All scions of the Azrai deriva- tion have the potential to begin descent into this transforma- tion. Although physically deformed and spiritually twisted, the physical changes evidence by awnsheghlien are signifi- cantly enhanced manifestations of their bloodline and make them powerful foes. Awnsheghlien are always unique, but some have created servants that reflect their masters' names. The Hydra, for example, has spawned scores of multi-headed creatures that share their distant ancestor's physical traits. Any character with the Bloodform blood ability.

Azrai: (AS-ray) One of the old Adurian gods; the face of evil and shadow. Azrai was succeeded by Belinik and Kriesha at Deismaar.

Basaïa: (ba-SAI-ah) One of the old Adurian gods; queen of the sun and patron to the Basarji people. Avani succeeded her after her destruction at Deismaar.

Basarji: (ba-SAR-gee) The proper name for the Khinasi people. Also the language of these people. The plains and forests of Khinasi are home to a people known to outsiders as the Khinasi, but calling themselves the Basarji. The Basarji are a tall dark-skinned people and are skilled seafarers, merchants, and explorers. They didn't come to Cerilia from the lands to the south, as the Anuireans, Brecht, Rjurik, and Vos did; in- stead, the Basarji colonized the coasts of Khinasi about fifteen hundred years ago, arriving from mysterious lands beyond the Sea of Dragons. They are thought to be descended from the same stock as the six tribes that entered Cerilia during the Flight from Shadow, for their gods were the same (or at least remarkably similar). The Basarji now worship the god Avani. The Basarji also claim the remnants of the lost Masetian civi- lization.

The Basarji realms are strong but small, concentrated around a few fortified city-states and ports. Basarji culture is exquisitely advanced, with an articulated code of sayim, or face, and respect for art and literature. Their rulers (viziers) are often mages or scholars. Unfortunately, for hundreds of years the Basarji city-states have been embroiled in a tangled net of feuds, duels, and rivalries that have created a highly political society.

Battle magic: Any arcane or divine spell cast with the use of the Battle Mage feat and the aid of a suitably trained unit of military equipped with a war wagon containing the necessary material components require for the rituals.

Beastmen: A term used to refer to any humanoid with beastlike characteristics, most notably gnolls.

Blooded (scion): Any character with a divine bloodline. A scion.

Blood ability: Synonymous with bloodline ability.

Bloodline ability: The manifestations of the scion’s divine birthright. Bloodline abilities take the form of various spell- like abilities that are related to the nature of the deity whose essence flows in the scion's veins.

Bloodline derivation: The deity who was the original source of the divine power that is a blooded scion's birthright.

Bloodline ability score: Also referred to as the bloodline score. This is a new ability score specific to the BIRTHRIGHT

180 campaign setting. Unlike the standard six ability scores, only blooded scion's have a bloodline ability score. A character's bloodline score determines the number of bloodline abilities that a scion manifests and the amount of regency points that they may collect and store.

Bloodline strength: The relative power of a scion’s blood- line: minor, major, great, or true. A scion’s bloodline strength (in conjunction with their bloodline score) determines the power of their bloodline abilities. A character's bloodline strength is represented by the applicable scion template.

Bloodsilver: See Tighmaevril.

Bloodtheft: The process of slaying a blooded scion and ab- sorbing their divine essence at it is released with their soul's passing. Synonymous with usurpation.

Brecht: (BREHK) The people of Brechtür; also the name of their language, with both a contemporary form used by the common folk (Low Brecht, or simply Brecht) and an archaic form used only by the nobility and scholars (Old or High Brecht). One of the five tribes of humanity that entered Cerilia during the war of shadows. The Brecht are short and stocky with dark hair and eyes. They are a mercantile people and are both pragmatic and fiercely independent. The merchant class is the highest rank in contemp orary Brecht society and Brecht guilders hold most of the powers associated with the nobility of other civilized realms. The Brecht worshiped Brenna and now her successor Sera.

Brechtür: (BREHK-tour) Northern Cerilia is divided by an arm of the Thaelasian Sea that runs between the jagged peaks of the Spearmarch Range and the ice-crowned Drachenaur Mountains of eastern Cerilia. This great gulf is called the Kra- kennauricht (KRAH-ken-NOW-rikt), Old Brecht for "Kraken's Reach". Hemmed in by high mountains on both its western and eastern sides, the Kraken's Reach extends to the shores of Kiergard and Massenmarch in central Cerilia.

The rocky shores and narrow fjords of this region are home to the Brecht, a seafaring people who make their living by sealing, whaling, and trading in these icy northern waters. For many centuries the Brechtur states were governed by Anuirean viceroys, when the great southern empire was at the peak of its power. When the Gorgon killed the last of the Roeles, Anuirean influence in this region rapidly waned, and the old Brecht bloodlines resurfaced.

Brechtur doesn't enjoy Anuire's mild climate or rich, pros- perous farmlands. Consequently, the Brecht nations and city- states are smaller than the powers of the south. Go blinoids, bandits, and orogs may only be a nuisance in Anuire, but they're a dire threat to the Brecht. Even in "civilized" regions such as Müden or Grevesmuhl, the lands between towns are wilder and mo re dangerous than they are in the heartlands of old Anuire.

The sea is vital to the city-states that dot the shores of the Krakennauricht. Without fishing, sealing, whaling, and trade, these lands would quickly starve. Winters are hard in northern Brechtur – the straits between Kvigmar and Grabentod ice over, and the miserable weather drives even the boldest ship- captains to port to wait for spring. In summer, Brecht ships venture to the Anuirean ports of the Mhiere Rhuann and the

Straits of Aerele or dare the Leviathan's Reach to call on my s- terious eastern ports in the fantastic Dragon Isles.

Caerbhaighlien: (kayr-VA-lin) A naturally occurring powerful source manifestation, freely useable by any true mage.

Cerilia: (se-RIL-ee-ah) The principle continent of the

BIRT HRIGHT campaign setting. Cerilia includes the humans lands of Anuire, Brechtür, Khinasi, Rjurik, and Vosgaard, as well as a large number of non-human realms which span at least as much territory as the human realms, combined.

Commoner: An unblooded character. Use of this term can be confusing, as there are blooded characters in every social class. Technically, this term refers to a character that is not of noble birth, but it is often used disparagingly to refer to any unblooded character regardless of their social class.

Deismaar: (DEES-mar) A mountain on the barren isthmus that served as a land-bridge between north-east Aduria and south-west Cerilia. The site of the War of Shadow, in which the old gods were destroyed and the new gods and scions cre- ated. The cataclysm destroyed the isthmus entirely; only a few island remain in the sea now known as the straights of Aerele.

Domain: The social and political powerbase of which the character is head. The sum total of all provinces, holdings, and domain assets that belong to a regent. A domain that includes provinces also referred to as a realm.

Domain asset: Any aspect of a domain (except for prov- inces and holdings) that is represented in the game. Examples include: trade routes, military units, fortifications, roads and bridges, etc.

Domain round: One month. The time required to perform one domain action. There are three domain rounds in a domain turn. Synonymous with action round.

Domain strength: A measure of the overall power and pres- tige of a scion's domain. This statistic is calculated as a sum of all holding levels and adjusted by domain assets. The do- main maintenance cost for a domain is determined by its strength.

Domain maintenance cost: The seasonal cost (measured in gold bars) required for the upkeep and administration of a do- main. This fee is based on domain strength and does not in- clude military maintenance costs, which are tracked sepa- rately. Maintenance costs are paid once per domain turn.

Domain turn: Three months, or one season. There are four domain turns per year. Domain income, maintenance costs, and other domain-level game mechanics are resolved by do- main turn.

ECL: See Effective Character Level.

Effective Character Level (ECL): An adjustment to a character's class level that more accurately represents their actual power for the purposes of determining appropriate chal- lenge or determining experience awards and level advance- ment.

Erghsheglien: (er-SHEY-lin) Literally translated from el- vish as "blood of light", this term refers to any scion not of Azrai's derivation that shows permanent physical changes as a consequence of a manifestation of their blood abilities. Any character with the Bloodtrait blood ability.

Flight from Shadow: A period of time during which five human tribes from Aduria (the Andu, Brecht, Masetians, Rju- ven, and Vos) fled from Aduria to escape the attentions of the Adurian emperors led along paths of corruption by Azrai. The tribes crossed the Deismaar isthmus, a land-bridge between Aduria and Cerilia to face the unknown dangers of a new land.

Gheallie Sidhe: (Gay-lil SHE) Literally translated from el- vish as "Hunt of the Elves", this term refers to the hunting of humans or other intruders in elven domains. During the wars between human and elf, groups elven knights roamed Cerilia, slaying all humans they found. Although most elven realms called a halt to the gheallie Sidhe hundreds of years ago, some realms and groups continue the hunt to this day. Human in- truders in elven domains are often at great risk.

Goblinoid: A term used to refer to any of the races of gob- lin-kind, including goblins, hobgoblins, and bugbears. Cerilian goblinoids are all bred of a single race and breed among each other freely.

Gold bar (GB): An abstract measure of domain level re- sources, including coin, trade goods, favors, services (such as feudal military obligations), or any other potentially valued resource. By default, a gold bar represents assets or services worth roughly 2,000 gold pieces if sold or traded. For ease of play, all significant domain-level costs are measured in gold bars.

Gorgon, The: A powerful awnshegh, and perhaps the single mightiest living power of Cerilia. The Gorgon was once known as the Black Prince Raesene, half-brother to Roele and Haelyn. He led the humans in the wars against the elves, but was seduced by Azrai and supported the dark god as general of the human armies during the War of Shadow. It is com- monly believed that Raesene was absorbed enough divine power to ascend as a deity, but that he actively fought against ascension to continue the battle. His claims to the throne of Anuire have long since been cast down due to his treachery, but his emissaries and spies permeate Anuirean lands and he attempts to take Anuire by force regularly.

Greater arcane magic: arcane magic that embraces all schools of magic, such as that wielded by a wizard or sorcerer. Only scions and characters with elven blood can cast greater arcane magic.

Guilder: A merchant. Generally used to refer to any charac- ter whose principal domain-level interests are guild holdings and trade routes. Guilders can be of any character class, but are most often Nobles, Rogues, Aristocrats, or Experts.

Holding: A domain-level representation of the influence of a regent in a province. There are four types of holdings: Guild, Law, Temple, and Source.

Holding level: A relative measure of the prestige, power, and influence of a holding in a province. The level of a law, temple, or guild holding cannot exceed the province level. The level of a source holding can not exceed the province's magic potential.

Imperial City of Anuire: The greatest city of all Cerilia is old Anuire, the ancient capital of the Anuirean Empire and the heart of modern Anuire. While the Iron Throne still stands empty, the rulers of the wreckage of the Empire still scheme and maneuver for ascendancy in the city. Anuire is a great center for trade and diplomacy, even if it is no longer the cen-

ter of the world. The city itself straddles the mouth of the river Maesil. It is built on both sides of the river, which is more than a mile wide at its mouth. A great sea-wall guards the Maesil's harbor and dozens of Venice-like island neighborhoods di- vided by narrows and canals. A great rocky tor near the center of the bay is home to the Imperial Palace. Many of the old Imperial bureaucracies and universities still survive in Anuire. It is the cultural center of the lands of Anuire, and many great temples and important schools thrive here. For example, the Royal College of Sorcery is the only known gathering of