The following is an idea for a campaign. The first five players to call dibs on noblemen get to make characters from the following civilizations. One character per civilization please. The first session will deal with the nobles escaping the custody of some mirror monsters that kidnapped them from their beds and created duplicates that are their morale and ethical opposites to replace them and thus destabilize their society, after of course swearing to help each other escape and depose the impersonators. Additional characters past five should be commoners (see below).

NOTE (2012/01/05): Players have called dibs on the Emerald Blade Barony and Harkenwold.

• Emerald Blade Barony – Race: Half-elf. Family name: Merind. Favored Power: Martial or Primal

• Barony of Harkenwold – Race: Human. Family name: Stockmer. Favored Power: Martial

• Seven Kingdoms of Karkoth – – Race: Human or Vyrloka. Family name: Karsk or Surth. Favored Power: Divine (Temple of Torog), Martial, or Shadow

• Kingdom of Rethmil – Race: Human. Family name: either Sathandin or Tedrazar. Favored Power: Arcane

• City State of Sarthel – Race: Human or Tiefling. Family name: Avrul. Favored Power: Martial or Psionic

Nobles:

Heirs of one of the five civilizations gain a +2 bonus to any one ability score of their choice if their race and surname match the ones specified. Additionally, each heir was blessed by one of the gods at birth and so gains a single level 3 divine boon of the players choice. If the character’s class is of a source favored by their civilization (or a Cleric of the deity that blessed them), the divine boon will level up as they do (every 5 levels).

Coming of Age House Rule:

All heirs of noble blood start at age 16. If you wish, you may begin the game either younger or older.

Character’s between age 13-15 add +2 to Charisma but subtract 1 from any two of the following scores (Constitution, Intelligence, Strength, or Wisdom).

Character’s between age 17-20 add +1 to both Intelligence and Wisdom but subtract 2 from Charisma. Please don’t make a noble older than 20 years.

Downtime: Every time characters level up, they gain 4 months of downtime so every three levels, time advances in the game by a year. After 10th level, the downtime triples to 1 year per level so your characters should be approximately 29 years old at 19th level.

Every 6 months of game time allows the heirs to make a dominion check to determine how their domain and their subjects are doing.

All heirs should note their starting leadership score which equals half their charisma score plus half their level. A characters leadership score will vary over time due to in game actions.

Commoners can make profit checks every 6 months if they run a business (as simple as a traveling merchant-adventurer).

Also they are assumed to begin the game at age 20, and for every extra 20 years older they are, they transfer 1 point from any two physical scores (Constitution, Dexterity, Strength) and add them to any two mental scores (Charisma, Intelligence, Wisdom). The oldest a human commoner character can be is 60 years old. For Elves, Dwarves and other long lived species adjust starting age accordingly.

Middle aged and older characters gain a bonus feat from the following list (alertness, battlewise, jack of all trades, linguist, ritual caster or skill training) and an additional feat every 20 years. So a commoner of sixty years gains two bonus feats from the list.

Commoners:

Players may also play commoners. There are no racial or class restrictions for commoners…play what you want. However you must roll a d10 to determine your former profession. You also start with a +1 magic amulet, armor, implement, or weapon that you were given by a mysterious stranger (roll a d4 to determine what sort of item it was).

  1. Tinker…..flask of soverign glue, a cart, a pony, and 3d6 gold pieces.
  2. Tailor…..needle and thread, a bolt of silk, a shop, and 5d8 gold pieces
  3. Soldier…..a broadsword or spear, a light shield, and a bottle of wine.
  4. Sailor…..a compass, a spyglass, a rapier, and a bottle of rum.
  5. Doctor…..a healers kit, a potion of cure light wounds, and 5d20 gold pieces.
  6. Drummer…..a snare drum, drum sticks, sheet music, and 1d6 + 1 gold pieces.
  7. Bowyer…..two shortbows, 5d10 arrows, a quiver, and 5d6 gold pieces.
  8. Lawyer…..a horse, a saddle, fine clothes and 5d12 gold pieces.
  9. Grave Digger…..a shovel, and a onyx ring worth 5d10 gold pieces.
  10. Rat Catcher…..a vial of poison, a hunk of cheese, a net, and a pet rat.

Ability Scores: You may select a standard array from the 4e PHB or you may roll 3d6 five times, and make the ability score that your combat powers key off equal to 16 or 18. If you decide to take a 16 instead of an 18, roll a d8 on this table.

  1. Once per day, as a standard action you can force a number of enemies equal to your level to retreat by making an intimidate check over their Will defense.
  2. Once per day, you may find a commoner willing to shelter you and provide assistance by making a DC 20 Streetwise check.
  3. Once per day you can teleport up to 4 squares by making a DC 20 Athletics check. You must be able to see where you are going. Additionally, you take no penalty when running and have slightly pointed ears and strangely colored eyes.
  4. You can understand and communicate with birds, bats, or stirges. Additionally, you can tame a single animal companion by making a Nature check over its Will defense.
  5. You can treat diseases and poisons. One per day you may treat a number of diseased characters equal to your level, improving their condition one step. Or you can make a DC 20 Heal check to completely purge a poison from an adjacent ally as a standard action.
  6. You can sense when someone speaks your name, and identify their current location, condition, and hear the next few words they speak (as many as your level) by making a DC 20 Perception check. You can do this as an Opportunity action (i.e. not on your turn).
  7. You can sense when someone is lying by making an easy Insight check for the target’s level as an immediate reaction. You can only do this once per round.
  8. You gain inherent bonuses to attack rolls and defenses.

Rituals: All characters can attempt to cast rituals at places or times of power (such as divine temples, ley lines, or during solar eclipses). Ritual casters can cast rituals at any time and any place. All ritual casters gain the ability to enchant magic items and can perform this ritual regardless of their level in six hours instead of taking an extended rest. They still require materials and alchemical components to bestow the enchantment equal to half the cost of the magic item for common magics, three quarters of the cost for uncommon magics and are limited to enchantments of their level or less. For instance, level one ritual casters can make +1 magic weapons with no other powers or properties. However such enchantments require them to work through their extended rest.

Rare magic items can only be created during a time of power and in a place of power.
The components needed tend to be expensive or difficult to procure and will usually be the subject of a quest. Damaged magic items require one element per level of rarity to be restored (max of 3).

Birthright for 4th Edition

RedFox