Rules Used in the campaign
First of all, I use 3E Rules. However, all the Birthright material is 2nd Edition. So I had to make a whole bunch of conversions in order to play... The religion part was probably the most painful :)
You, players, are more than welcome to copy/paste the following part - which includes some basic Birthright rules - for later use in the game. Although most PCs are pre-generated, the death rate is going to be above zero, so some of you might have to roll a new character.
1. Ability Scores
They are generated with the standard method (4d6, drop the lowest, arrange as desired)
2. Racial Adjustments
(See also the Races Section for individual description).
Anuirean: Wis +1, Dex -1.
Brecht: Dex +1, Wis -1.
Khinasi: Int +1, Con -1.
Rjuven: Con +1, Cha -1.
Vos: Str +1, Int -1.
Dwarf: Con +2, Cha -2.
Elf: Int +1, Dex +1, Str -1, Con -1.
Half-elf: Dex +1, Con -1.
Halfling: Dex +1, Wis +1, Str -2.
3. Classes and Availability to Races.
Fighters (all): see Player Handbook.
Rangers (all): see Player Handbook. As Specie Enemy, can choose Awnsheghlien. Goblin counts as generic race. An human ranger can choose a different human sub-race as Specie Enemy only if he/she is evil.
Paladins (see religion): (see Religion).
Monks (all but Brecht and Dwarves): See Player Handbook.
Clerics and Druids (see Religion): They fall under the generic category of Priests. (See Religion).
Wizards (see Magic): There are two different types of wizards on Cerilia, see the Magic Section.
Sorcerers: They don't exist on Cerilia.
Rogues (all): See Player Handbook.
Bards (all but dwarves): See Player Handbook. See Magic for spell use.
4. Proficiencies and Feats:
All Humans receive a bonus Feat at first level, and receive the usual proficiencies points bonus. Dwarves and Half Elves function as per the PhB. Elves don't have Low-Light vision, but are immune to aging attacks and effects, and don't die of old age. Halflings can Detect Evil and Detect Magic (necromantic only) at will if they roll 15 or less on 1d20. They can also Shadow Walk and Dimension Door once per ten day.
5. Bloodlines
Most of the PCs are blooded characters, or scions. They carry a bloodline from the heroes of the Battle at Mount Deismar. Each bloodline carry a Strength, a Score, and a Derivation. Strength is divided as follows: diluted, tainted, minor, major, great, and true. Blooded characters start with tainted to great bloodlines. Score run from 0 to above 100. When a character loses all his bloodscore, his bloodline becomes diluted. The scion gains some blood powers according to a certain table, when his bloodscore increases (through bloodtheft or good regency). The Derivations are named after the ancient gods, who bathed the survivors of Mount Deismar with divine energy.
The seven Derivations (Anduiras, Azrai, Basaia, Brenna, Masela, Reynir, and Vorynn) grant access to various powers, ranked under 3 levels: minor, major, and great. The blooded characters cursed with the blood of Azrai usually turn evil within a few month, as their lust for divine blood grows. They eventually contract the Bloodform power, which turns them into an Awnshegh ('Blood of Night', in Elvish).
6. Regency
Each Domain is ruled by a Regent. The Regent is (always) a blooded character, which draws some mystical energy from the devotion of its subjects. This energy is called Regency. The regent will use the regency to accomplish some marvelous deeds of leadership in his domain. Each province and holding controlled by a regent generates regency. It is important to note that a Domain can consist of provinces and/or holdings. Holdings are buildings or set of buildings in a given province that have a general activity in the political and economical life. There are 4 different types of holdings: Law Holdings (allows to govern the province, and muster armies), Temple Holdings (gather the worshippers of a given cult), Guild Holdings (for all commercial and trade purposes, also thieves' guilds. Link Trade Routes), and Source Holdings (allow to tap and channel magical energy of the land. See Magic. Link Ley Lines). It is important to note also that a regent can control holdings in a province he doesn't control himself.
7. New Rules
Some specificities that add flavor to the Birthright system had to be converted. According to the fact that all readers are familiar with the jargon of DnD, please take in account the following changes:
7.1 New Weapons.
Main Gauche (exotic, light weapon): allow a +1 bonus to AC if held as a secondary weapon on a two-weapon style. 1d4, crit 19-20 x2.
War Spear (exotic, medium weapon): 1d8, crit x4.
Claymore (exotic, large weapon): 3d4, crit 18-20, x2.
7.2 New Feats
Underwater Combat. Req: Dex 13+. Usually, fighting underwater gives a -4 penalty to attack rolls, and allows only to use piercing weapons. This feat halves the penalty.
Advanced Underwater Combat. Req: Underwater Combat, Base attack bonus +3 or better, Dex 13+. Cancels the penalty of fighting underwater. Doubles the amount of rounds a character can fight underwater.