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These are the user uploaded subtitles that are being translated: 1 00:00:01,840 --> 00:00:03,680 Birthright is a Dungeons & Dragons 2 00:00:03,680 --> 00:00:06,480 campaign setting seemingly forgotten. 3 00:00:06,480 --> 00:00:08,240 But it doesn't begin where most D&D 4 00:00:08,240 --> 00:00:09,760 stories begin. 5 00:00:09,760 --> 00:00:12,000 There are no tavern brawls here, no 6 00:00:12,000 --> 00:00:14,880 wandering heroes scraping together coin. 7 00:00:14,880 --> 00:00:17,120 Instead, it opens at a much higher level 8 00:00:17,120 --> 00:00:18,520 of play. 9 00:00:18,520 --> 00:00:21,240 In Birthright, players take on the roles 10 00:00:21,240 --> 00:00:23,720 of rulers, individuals whose authority 11 00:00:23,720 --> 00:00:26,960 is not merely political, but divine. 12 00:00:26,960 --> 00:00:30,160 Kings, regents, high priests, the guild 13 00:00:30,160 --> 00:00:32,680 masters, figures whose choices ripple 14 00:00:32,680 --> 00:00:35,360 outward, shaping nations rather than 15 00:00:35,360 --> 00:00:39,000 just dungeon corridors. 16 00:00:41,440 --> 00:00:43,600 The setting takes place on the world of 17 00:00:43,600 --> 00:00:46,120 Aebrynis, primarily on the continent of 18 00:00:46,120 --> 00:00:48,600 Cerilia, and from the very beginning, 19 00:00:48,600 --> 00:00:50,880 the focus is very clear. 20 00:00:50,880 --> 00:00:53,040 This is a world where a leadership, 21 00:00:53,040 --> 00:00:55,360 inheritance, and legitimacy mattered 22 00:00:55,360 --> 00:00:58,520 just as much as bravery or steel. 23 00:00:58,520 --> 00:01:00,440 Perhaps a little more. 24 00:01:00,440 --> 00:01:01,520 Birthright first appeared in the 25 00:01:01,520 --> 00:01:03,720 mid-1990s, and even then, it stood 26 00:01:03,720 --> 00:01:06,680 apart. In '96, it earned the Origins 27 00:01:06,680 --> 00:01:08,680 Award for best role-playing supplement 28 00:01:08,680 --> 00:01:10,640 of the previous year. A quiet 29 00:01:10,640 --> 00:01:12,480 acknowledgement that this was something 30 00:01:12,480 --> 00:01:15,480 unusual, something ambitious. 31 00:01:15,480 --> 00:01:17,440 But despite a dedicated fan base, 32 00:01:17,440 --> 00:01:19,120 Birthright never really received any 33 00:01:19,120 --> 00:01:21,480 long-term support granted to settings 34 00:01:21,480 --> 00:01:23,720 like the Forgotten Realms or Eberron. 35 00:01:23,720 --> 00:01:26,960 It remains largely untouched, 36 00:01:26,960 --> 00:01:29,000 preserved almost exactly as it was 37 00:01:29,000 --> 00:01:30,960 originally conceived. And that 38 00:01:30,960 --> 00:01:33,680 conception centers on a single defining 39 00:01:33,680 --> 00:01:35,040 idea, 40 00:01:35,040 --> 00:01:36,560 bloodlines. 41 00:01:36,560 --> 00:01:39,520 In Cerilia, power is not abstract, it's 42 00:01:39,520 --> 00:01:42,000 not symbolic. It is carried in the 43 00:01:42,000 --> 00:01:44,680 blood. Certain individuals descend from 44 00:01:44,680 --> 00:01:47,000 heroes who were present at the moment of 45 00:01:47,000 --> 00:01:50,080 unimaginable upheaval, a moment when 46 00:01:50,080 --> 00:01:52,240 gods died and their power did not vanish 47 00:01:52,240 --> 00:01:53,360 with them. 48 00:01:53,360 --> 00:01:55,680 That divine essence passed into mortal 49 00:01:55,680 --> 00:01:58,560 veins, and from there into generations 50 00:01:58,560 --> 00:02:00,240 yet unborn. 51 00:02:00,240 --> 00:02:02,520 Those who carry this legacy are known as 52 00:02:02,520 --> 00:02:05,160 scions. Their blood grants them more 53 00:02:05,160 --> 00:02:07,600 than just status. It creates an aura of 54 00:02:07,600 --> 00:02:10,479 command, a supernatural authority known 55 00:02:10,479 --> 00:02:12,160 as regency. 56 00:02:12,160 --> 00:02:14,440 Through it, rulers draw strength from 57 00:02:14,440 --> 00:02:16,240 the people they govern and the lands 58 00:02:16,240 --> 00:02:19,200 that they control. And in times of need, 59 00:02:19,200 --> 00:02:21,040 they can return that strength, shaping 60 00:02:21,040 --> 00:02:23,440 events on a scale ordinary mortals 61 00:02:23,440 --> 00:02:25,320 simply cannot do. 62 00:02:25,320 --> 00:02:27,520 This is where Birthright quietly shifts 63 00:02:27,520 --> 00:02:29,280 the scale of play. 64 00:02:29,280 --> 00:02:30,880 The growth of a character, it still 65 00:02:30,880 --> 00:02:32,680 matters. Their skills, their decisions, 66 00:02:32,680 --> 00:02:34,880 their personal story, but it unfolds 67 00:02:34,880 --> 00:02:36,760 alongside the growth of something even 68 00:02:36,760 --> 00:02:38,959 larger, a domain. [music] 69 00:02:38,959 --> 00:02:40,760 A realm composed of provinces, 70 00:02:40,760 --> 00:02:43,400 institutions, and influence. The rise or 71 00:02:43,400 --> 00:02:45,120 fall of entire nations becomes as 72 00:02:45,120 --> 00:02:48,160 meaningful as any duel or spell cast. 73 00:02:48,160 --> 00:02:50,160 Time itself stretches to match that 74 00:02:50,160 --> 00:02:52,760 scope. Just as combat rounds measure 75 00:02:52,760 --> 00:02:56,200 seconds, Birthright uses sweeping turns, 76 00:02:56,200 --> 00:02:59,760 seasons passing, months of rule, long 77 00:02:59,760 --> 00:03:03,400 consequences unfolding slowly. Wars are 78 00:03:03,400 --> 00:03:05,840 planned, alliances will be tested, 79 00:03:05,840 --> 00:03:08,000 prosperity and collapse are measured not 80 00:03:08,000 --> 00:03:10,280 in gold pieces, but in loyalty and 81 00:03:10,280 --> 00:03:11,600 control. 82 00:03:11,600 --> 00:03:14,000 And looming over all of this is a the 83 00:03:14,000 --> 00:03:17,720 quiet dangerous truth. Divine power can 84 00:03:17,720 --> 00:03:21,000 be stolen. A scion slain in the right 85 00:03:21,000 --> 00:03:23,519 way may lose more than their life, their 86 00:03:23,519 --> 00:03:26,560 blood, their legacy. That can pass to 87 00:03:26,560 --> 00:03:27,680 another. 88 00:03:27,680 --> 00:03:30,200 In Cerelia, murder is not just a crime, 89 00:03:30,200 --> 00:03:33,040 it is a potential transfer of god-given 90 00:03:33,040 --> 00:03:36,280 authority. Which means every crown is 91 00:03:36,280 --> 00:03:39,239 contested, every ruler is vulnerable, 92 00:03:39,239 --> 00:03:41,280 every line of succession carries the 93 00:03:41,280 --> 00:03:42,800 weight of history. 94 00:03:42,800 --> 00:03:44,880 Because this world did not begin 95 00:03:44,880 --> 00:03:49,519 peacefully, and neither did its gods. 96 00:03:51,720 --> 00:03:53,720 For those unfamiliar with Birthright 97 00:03:53,720 --> 00:03:56,200 setting, you have to understand the land 98 00:03:56,200 --> 00:03:58,360 it unfolds upon first. 99 00:03:58,360 --> 00:04:01,120 Because in Cerilia, geography isn't just 100 00:04:01,120 --> 00:04:03,960 background scenery. It's pressure, it's 101 00:04:03,960 --> 00:04:07,040 constraint, and it is opportunity. 102 00:04:07,040 --> 00:04:09,520 The world of Aebrynis is vast with at 103 00:04:09,520 --> 00:04:11,440 least four known continents stretching 104 00:04:11,440 --> 00:04:13,760 beyond the edges of recorded history. 105 00:04:13,760 --> 00:04:16,160 There is Thael, a frozen land locked in 106 00:04:16,160 --> 00:04:19,359 ice, Japhar far to the southeast, the 107 00:04:19,359 --> 00:04:22,160 great southern continent of Aduria. 108 00:04:22,160 --> 00:04:23,800 But Birthright takes place almost 109 00:04:23,800 --> 00:04:27,480 entirely on Cerilia, a single continent 110 00:04:27,480 --> 00:04:30,080 dense with history, conflict, and 111 00:04:30,080 --> 00:04:31,400 ambition. 112 00:04:31,400 --> 00:04:33,680 Cerilia is divided into five major 113 00:04:33,680 --> 00:04:35,919 regions, each shaped by climate, 114 00:04:35,919 --> 00:04:38,000 terrain, and the people who first 115 00:04:38,000 --> 00:04:40,400 claimed it. These regions don't just 116 00:04:40,400 --> 00:04:42,680 look different, they think differently, 117 00:04:42,680 --> 00:04:44,960 they rule differently, and they 118 00:04:44,960 --> 00:04:47,480 definitely all fight differently. 119 00:04:47,480 --> 00:04:50,960 To the southwest lies Anuire. This is a 120 00:04:50,960 --> 00:04:53,400 political heartland of Cerilia, bordered 121 00:04:53,400 --> 00:04:55,760 by seas on three sides and threaded 122 00:04:55,760 --> 00:04:59,160 through by the great Maesil River, a 123 00:04:59,160 --> 00:05:00,720 natural highway cutting through its 124 00:05:00,720 --> 00:05:01,840 core. 125 00:05:01,840 --> 00:05:03,680 The climate is temperate, familiar, 126 00:05:03,680 --> 00:05:05,880 almost comfortable, at least on the 127 00:05:05,880 --> 00:05:07,480 surface it is. 128 00:05:07,480 --> 00:05:10,240 Anuire is a land of old empires and 129 00:05:10,240 --> 00:05:13,160 broken crowns. Its geography encourages 130 00:05:13,160 --> 00:05:15,480 agriculture, trade, and centralized 131 00:05:15,480 --> 00:05:16,480 power. 132 00:05:16,480 --> 00:05:18,360 And for centuries, it's supported the 133 00:05:18,360 --> 00:05:21,600 rise of a vast human empire. 134 00:05:21,600 --> 00:05:24,160 Even now, its fields, roads, and rivers 135 00:05:24,160 --> 00:05:26,160 carry the memory of unity and the 136 00:05:26,160 --> 00:05:28,560 consequences of its collapse. 137 00:05:28,560 --> 00:05:31,760 Northwest of Anuire, the land hardens. 138 00:05:31,760 --> 00:05:34,440 Here lies Rjurik, a region dominated by 139 00:05:34,440 --> 00:05:37,280 pine forests, rugged hills, and long 140 00:05:37,280 --> 00:05:39,919 punishing winters. Settlements are 141 00:05:39,919 --> 00:05:42,480 sparse here, scattered across vast 142 00:05:42,480 --> 00:05:45,200 wilderness. Survival is not assumed, 143 00:05:45,200 --> 00:05:46,800 it's earned. 144 00:05:46,800 --> 00:05:48,600 The climate mirrors that struggle. 145 00:05:48,600 --> 00:05:51,800 Colder, it's harsher, it's unforgiving. 146 00:05:51,800 --> 00:05:54,280 The land does not bend easily to rulers, 147 00:05:54,280 --> 00:05:57,160 and authority often depends less on law 148 00:05:57,160 --> 00:05:59,080 and more on respect, tradition, and 149 00:05:59,080 --> 00:06:00,640 endurance. 150 00:06:00,640 --> 00:06:02,880 Travel east and north, and Cerilia 151 00:06:02,880 --> 00:06:04,760 narrows around the waters of the Great 152 00:06:04,760 --> 00:06:05,880 Bay. 153 00:06:05,880 --> 00:06:07,840 This is Brechtor, a region where 154 00:06:07,840 --> 00:06:10,000 mountains crowd the land, and the sea 155 00:06:10,000 --> 00:06:13,160 becomes the easiest road between realms. 156 00:06:13,160 --> 00:06:15,520 Overland travel is slow and dangerous, 157 00:06:15,520 --> 00:06:18,400 so ships dominate life here. Harbors, 158 00:06:18,400 --> 00:06:20,640 fleets, and coastal cities shape 159 00:06:20,640 --> 00:06:22,680 politics far more than any castle ever 160 00:06:22,680 --> 00:06:23,919 could. 161 00:06:23,919 --> 00:06:26,280 The Great Bay nearly cuts Cerilia in 162 00:06:26,280 --> 00:06:29,200 half, and in many ways it does. 163 00:06:29,200 --> 00:06:31,680 Brechtor looks outward toward trade, 164 00:06:31,680 --> 00:06:34,720 movement, and opportunity, while other 165 00:06:34,720 --> 00:06:37,160 regions, they turn inward, guarding 166 00:06:37,160 --> 00:06:39,560 borders and their bloodlines. 167 00:06:39,560 --> 00:06:42,080 To the southeast, the world changes yet 168 00:06:42,080 --> 00:06:43,240 again. 169 00:06:43,240 --> 00:06:46,400 Khenarthi is a land of sun and stone. 170 00:06:46,400 --> 00:06:48,360 Arid plains stretch between rugged 171 00:06:48,360 --> 00:06:51,440 mountain ranges. Islands dot the coast. 172 00:06:51,440 --> 00:06:53,760 Deserts press against city-states built 173 00:06:53,760 --> 00:06:55,919 to endure the heat, scarcity, and 174 00:06:55,919 --> 00:06:58,000 exposure from elements. 175 00:06:58,000 --> 00:07:00,240 Here, survival isn't about cold or 176 00:07:00,240 --> 00:07:03,760 forest, it's about water, shelter, and 177 00:07:03,760 --> 00:07:04,960 knowledge. 178 00:07:04,960 --> 00:07:06,960 The land itself demands planning and 179 00:07:06,960 --> 00:07:09,480 foresight, and its cities rise where 180 00:07:09,480 --> 00:07:11,720 trade, magic, and learning, well, they 181 00:07:11,720 --> 00:07:13,360 intersect. 182 00:07:13,360 --> 00:07:15,760 And finally, in the northeast, Cerilia 183 00:07:15,760 --> 00:07:19,120 ends where mercy seems to run out. 184 00:07:19,120 --> 00:07:21,720 Voskarg, also known as the Heartless 185 00:07:21,720 --> 00:07:24,240 Waste, is a brutal expanse of frozen 186 00:07:24,240 --> 00:07:26,640 ground and relentless weather. 187 00:07:26,640 --> 00:07:30,240 The land offers little and takes a lot. 188 00:07:30,240 --> 00:07:31,880 It shapes its people into something 189 00:07:31,880 --> 00:07:35,360 hard, aggressive, and uncompromising. 190 00:07:35,360 --> 00:07:38,040 This region is not just cold, it's 191 00:07:38,040 --> 00:07:41,000 hostile, of course. Rulership here is an 192 00:07:41,000 --> 00:07:43,600 act of domination over both the land and 193 00:07:43,600 --> 00:07:46,080 people, and weakness rarely survives 194 00:07:46,080 --> 00:07:48,320 long enough to be remembered. 195 00:07:48,320 --> 00:07:50,400 Each of these regions exists within the 196 00:07:50,400 --> 00:07:53,680 same world under the same sky, but they 197 00:07:53,680 --> 00:07:56,680 do not play by the same rules. Climate, 198 00:07:56,680 --> 00:07:59,120 terrain, and distance, they dictate how 199 00:07:59,120 --> 00:08:01,320 power is gathered, how authority is 200 00:08:01,320 --> 00:08:04,640 enforced, and just how easily realms can 201 00:08:04,640 --> 00:08:06,840 rise or fall. 202 00:08:06,840 --> 00:08:09,520 In Birthright, ruling is never abstract, 203 00:08:09,520 --> 00:08:12,000 the land always pushes back. 204 00:08:12,000 --> 00:08:14,880 And long before human borders carved 205 00:08:14,880 --> 00:08:17,919 Cerilian into realms and provinces, the 206 00:08:17,919 --> 00:08:21,200 land already belonged to someone else. 207 00:08:21,200 --> 00:08:24,720 That story begins far earlier with gods, 208 00:08:24,720 --> 00:08:27,560 ancient races, and a war that reshapes 209 00:08:27,560 --> 00:08:30,680 the world itself. 210 00:08:33,159 --> 00:08:35,760 Before human crowns, before borders, 211 00:08:35,760 --> 00:08:37,880 before bloodlines carried any divine 212 00:08:37,880 --> 00:08:41,479 weight, Cerilia already had a history. 213 00:08:41,479 --> 00:08:43,440 The continent was first inhabited by 214 00:08:43,440 --> 00:08:45,880 elves, dwarves, and goblins, 215 00:08:45,880 --> 00:08:48,240 long before human ships ever reached 216 00:08:48,240 --> 00:08:49,920 these shores. 217 00:08:49,920 --> 00:08:52,200 Their civilizations rose in forests, 218 00:08:52,200 --> 00:08:54,080 mountains, and the deep places beneath 219 00:08:54,080 --> 00:08:56,400 the earth, shaped by time rather than 220 00:08:56,400 --> 00:08:57,920 conquest. 221 00:08:57,920 --> 00:09:00,320 Humanity, well, they arrived later, not 222 00:09:00,320 --> 00:09:03,440 as conquerors, but as refugees. They 223 00:09:03,440 --> 00:09:06,000 fled the southern continent of Aduria, a 224 00:09:06,000 --> 00:09:07,360 land that had fallen under the 225 00:09:07,360 --> 00:09:11,000 corruption of a dark god known as Azrai. 226 00:09:11,000 --> 00:09:13,040 Pressed by that spreading influence, 227 00:09:13,040 --> 00:09:15,960 human tribes crossed into Cerilia, 228 00:09:15,960 --> 00:09:18,280 guided by their patron gods, searching 229 00:09:18,280 --> 00:09:20,839 for survival, and perhaps something 230 00:09:20,839 --> 00:09:22,000 more. 231 00:09:22,000 --> 00:09:24,200 At first, contact with the elves was 232 00:09:24,200 --> 00:09:27,280 peaceful. There was trade, curiosity, a 233 00:09:27,280 --> 00:09:29,560 cautious coexistence. 234 00:09:29,560 --> 00:09:32,760 But humans, as always, they multiply. 235 00:09:32,760 --> 00:09:34,760 Forests were cleared, settlements 236 00:09:34,760 --> 00:09:37,600 spread, borders pressed outward, and 237 00:09:37,600 --> 00:09:41,040 slowly, inevitably, conflict followed. 238 00:09:41,040 --> 00:09:43,800 Wars erupted between elves and humans, 239 00:09:43,800 --> 00:09:46,680 driven not by ideology but by land and 240 00:09:46,680 --> 00:09:48,600 by fear of loss. 241 00:09:48,600 --> 00:09:51,720 All the while, Azrai watched. Through 242 00:09:51,720 --> 00:09:53,840 years of manipulation and quiet 243 00:09:53,840 --> 00:09:56,640 influence, he prepared his move. When 244 00:09:56,640 --> 00:09:59,080 his armies finally marched on Serelia, 245 00:09:59,080 --> 00:10:02,000 they were vast, and they were terrible. 246 00:10:02,000 --> 00:10:04,240 At his side came corrupted followers 247 00:10:04,240 --> 00:10:07,600 from Andoria, the Voss, a human tribe 248 00:10:07,600 --> 00:10:10,920 twisted by his influence, and at first, 249 00:10:10,920 --> 00:10:12,840 the elves themselves, embittered by 250 00:10:12,840 --> 00:10:15,480 their wars with humanity. 251 00:10:15,480 --> 00:10:17,640 The human tribes, they did not stand 252 00:10:17,640 --> 00:10:20,360 alone. Their patron gods answered the 253 00:10:20,360 --> 00:10:23,480 threat, and the two sides met in a final 254 00:10:23,480 --> 00:10:26,280 apocalyptic confrontation at Mount 255 00:10:26,280 --> 00:10:29,080 Dismal, a towering peak on the land 256 00:10:29,080 --> 00:10:32,400 bridge connecting Adoria to Serelia. 257 00:10:32,400 --> 00:10:34,400 As armies clashed on the mountain 258 00:10:34,400 --> 00:10:37,160 slopes, something shifted. 259 00:10:37,160 --> 00:10:39,000 The elves realized they had been 260 00:10:39,000 --> 00:10:40,440 deceived. 261 00:10:40,440 --> 00:10:43,400 Azrai had played upon their resentment, 262 00:10:43,400 --> 00:10:45,960 their losses, and their anger. 263 00:10:45,960 --> 00:10:48,120 And when the truth became clear, most of 264 00:10:48,120 --> 00:10:50,240 them turned against him, rejoining the 265 00:10:50,240 --> 00:10:53,080 defenders of Serelia even as the battle 266 00:10:53,080 --> 00:10:55,200 raged around them. 267 00:10:55,200 --> 00:10:57,680 But the war could not be decided by 268 00:10:57,680 --> 00:10:59,240 mortals alone. 269 00:10:59,240 --> 00:11:01,040 Above the battlefield, the gods 270 00:11:01,040 --> 00:11:03,600 themselves entered [music] the fight. 271 00:11:03,600 --> 00:11:05,680 What followed was not a victory in any 272 00:11:05,680 --> 00:11:08,760 conventional sense. The gods were only 273 00:11:08,760 --> 00:11:11,360 able to destroy Azrai by sacrificing 274 00:11:11,360 --> 00:11:14,640 themselves. In a single, catastrophic 275 00:11:14,640 --> 00:11:18,000 moment, divine power was unleashed. An 276 00:11:18,000 --> 00:11:20,800 explosion so immense, it obliterated 277 00:11:20,800 --> 00:11:23,240 Mount Dismal, shattered the land bridge, 278 00:11:23,240 --> 00:11:25,680 and ended the age of the old gods 279 00:11:25,680 --> 00:11:27,200 forever. 280 00:11:27,200 --> 00:11:29,520 The mountain vanished. The connection 281 00:11:29,520 --> 00:11:32,080 between continents was [music] broken, 282 00:11:32,080 --> 00:11:34,040 and the world changed. 283 00:11:34,040 --> 00:11:36,160 But, the gods' power did not fade into 284 00:11:36,160 --> 00:11:39,520 just nothing. It poured outward across 285 00:11:39,520 --> 00:11:41,720 the battlefield, flooding into those who 286 00:11:41,720 --> 00:11:43,960 had stood closest, physically, and 287 00:11:43,960 --> 00:11:46,640 spiritually, and ideologically 288 00:11:46,640 --> 00:11:48,440 to the dying gods. 289 00:11:48,440 --> 00:11:50,560 Champions, heroes, leaders, whose lives 290 00:11:50,560 --> 00:11:53,400 had already aligned with divine purpose. 291 00:11:53,400 --> 00:11:55,640 These individuals received the greatest 292 00:11:55,640 --> 00:11:58,120 share of that power. They rose as new 293 00:11:58,120 --> 00:12:00,680 gods, forming a pantheon to replace the 294 00:12:00,680 --> 00:12:02,360 ones who had fallen. 295 00:12:02,360 --> 00:12:03,520 But, they were not the only ones 296 00:12:03,520 --> 00:12:06,440 touched. Across the field, soldiers, 297 00:12:06,440 --> 00:12:09,120 champions alike, felt something awaken 298 00:12:09,120 --> 00:12:12,120 within them. Divine essence burned into 299 00:12:12,120 --> 00:12:14,280 their blood, and it did not take long 300 00:12:14,280 --> 00:12:16,640 for them to realize two terrifying 301 00:12:16,640 --> 00:12:17,960 truths. 302 00:12:17,960 --> 00:12:21,080 The first, this power endured. 303 00:12:21,080 --> 00:12:22,520 The second, 304 00:12:22,520 --> 00:12:24,200 it could be taken. 305 00:12:24,200 --> 00:12:26,400 A scion's blood could be stolen if they 306 00:12:26,400 --> 00:12:28,680 were slain by a blow that pierced the 307 00:12:28,680 --> 00:12:31,720 heart. Divine legacy ripped free and 308 00:12:31,720 --> 00:12:33,760 claimed by another. 309 00:12:33,760 --> 00:12:36,120 From that moment on, death in Cerilia 310 00:12:36,120 --> 00:12:37,880 became something more than just [music] 311 00:12:37,880 --> 00:12:40,839 an ending. It became inheritance. 312 00:12:40,839 --> 00:12:42,640 And as the smoke cleared from Des 313 00:12:42,640 --> 00:12:46,280 Dizmar, a new world emerged, one ruled 314 00:12:46,280 --> 00:12:49,640 not by immortal gods walking the land, 315 00:12:49,640 --> 00:12:51,760 but by mortals carrying fragments of 316 00:12:51,760 --> 00:12:54,280 divinity within their veins. 317 00:12:54,280 --> 00:12:56,720 Some would build some kingdoms. Some 318 00:12:56,720 --> 00:12:59,120 would become legends of their own. And 319 00:12:59,120 --> 00:13:01,240 some would be twisted by the darkest 320 00:13:01,240 --> 00:13:04,160 blood of all. 321 00:13:06,040 --> 00:13:08,839 The power of the gods shaped heroes, but 322 00:13:08,839 --> 00:13:11,320 it also shaped monsters. 323 00:13:11,320 --> 00:13:13,400 Not every mortal touched by divine 324 00:13:13,400 --> 00:13:16,440 essence rose to greatness. Some carried 325 00:13:16,440 --> 00:13:19,040 Azrai's dark blood, and for them, power 326 00:13:19,040 --> 00:13:22,080 became corruption. Their bodies twisted, 327 00:13:22,080 --> 00:13:24,120 their minds began to warp, [music] and 328 00:13:24,120 --> 00:13:26,969 they became something else entirely. 329 00:13:26,969 --> 00:13:27,200 >> [snorts] 330 00:13:27,200 --> 00:13:29,000 >> The Ashigling. 331 00:13:29,000 --> 00:13:31,360 These beings were no mere villains. They 332 00:13:31,360 --> 00:13:33,520 were living embodiments of divine 333 00:13:33,520 --> 00:13:35,120 contamination. 334 00:13:35,120 --> 00:13:36,760 The ultimate consequence of a 335 00:13:36,760 --> 00:13:40,320 battlefield soaked in godly fires. 336 00:13:40,320 --> 00:13:43,600 Each Ashig reflected the nature of the 337 00:13:43,600 --> 00:13:46,000 blood that created it. Some became 338 00:13:46,000 --> 00:13:48,440 cunning, others brutal, others downright 339 00:13:48,440 --> 00:13:50,040 insane. 340 00:13:50,040 --> 00:13:51,720 Take the Gorgon. 341 00:13:51,720 --> 00:13:54,160 Stone-skinned and possibly strong with a 342 00:13:54,160 --> 00:13:55,800 gaze that could turn creatures to 343 00:13:55,800 --> 00:13:57,040 crystal. 344 00:13:57,040 --> 00:13:58,880 Perhaps the most dangerous presence in 345 00:13:58,880 --> 00:14:00,440 all of Cerilia. 346 00:14:00,440 --> 00:14:03,640 Then there is the spider. Once a goblin 347 00:14:03,640 --> 00:14:06,640 king at Desmae, now transformed into a 348 00:14:06,640 --> 00:14:09,640 horror beyond comprehension. 349 00:14:09,640 --> 00:14:12,440 And the vampire. Once a mortal hero who 350 00:14:12,440 --> 00:14:15,160 slew a blood abomination known as the 351 00:14:15,160 --> 00:14:18,560 Sinister. Only to inherit the corruption 352 00:14:18,560 --> 00:14:20,440 himself. 353 00:14:20,440 --> 00:14:23,760 But corruption was not the whole story. 354 00:14:23,760 --> 00:14:26,160 Many scions carrying the essence of 355 00:14:26,160 --> 00:14:29,640 other gods became rulers, true leaders. 356 00:14:29,640 --> 00:14:31,440 Their divine blood connected them to the 357 00:14:31,440 --> 00:14:33,760 land and its people, allowing them to 358 00:14:33,760 --> 00:14:36,160 draw strength in times of need, to 359 00:14:36,160 --> 00:14:38,720 inspire loyalty, and to perform feats 360 00:14:38,720 --> 00:14:41,440 beyond any mortal capability. 361 00:14:41,440 --> 00:14:44,040 Some could even wield other gifts. Long 362 00:14:44,040 --> 00:14:46,480 life, detection of poison, or the 363 00:14:46,480 --> 00:14:49,480 projection of a divine aura. 364 00:14:49,480 --> 00:14:52,280 Every scion, whether they were heroic or 365 00:14:52,280 --> 00:14:54,800 tragic, they existed in a world defined 366 00:14:54,800 --> 00:14:56,705 by this delicate balance. 367 00:14:56,705 --> 00:14:56,800 >> [snorts] 368 00:14:56,800 --> 00:14:58,839 >> The power came with responsibility, of 369 00:14:58,839 --> 00:15:02,040 course, and mortality, once a natural 370 00:15:02,040 --> 00:15:06,280 limit, now carried a heavier cost. 371 00:15:06,280 --> 00:15:08,320 In Cerilia, your blood was your 372 00:15:08,320 --> 00:15:10,280 authority, your inheritance, and 373 00:15:10,280 --> 00:15:13,120 sometimes it was your doom. 374 00:15:13,120 --> 00:15:14,960 It was this delicate interplay of 375 00:15:14,960 --> 00:15:16,960 strength and corruption, of mortal 376 00:15:16,960 --> 00:15:20,040 ambition and divine legacy, that shapes 377 00:15:20,040 --> 00:15:22,120 the domain level of Birthright. The 378 00:15:22,120 --> 00:15:24,160 level at which the game is unlike any 379 00:15:24,160 --> 00:15:28,600 other D&D experience, in my opinion. 380 00:15:31,080 --> 00:15:33,920 In most D&D campaigns, a character's 381 00:15:33,920 --> 00:15:36,720 journey is measured by loot, experience, 382 00:15:36,720 --> 00:15:39,120 or the enemies they've defeated. In 383 00:15:39,120 --> 00:15:41,200 Birthright, it's measured by influence, 384 00:15:41,200 --> 00:15:43,600 by dominion, by the lands and people 385 00:15:43,600 --> 00:15:45,280 that they command. 386 00:15:45,280 --> 00:15:47,520 Scions carrying divine blood are not 387 00:15:47,520 --> 00:15:50,000 only adventurers, they are regents, 388 00:15:50,000 --> 00:15:53,200 rulers of provinces, master of holdings, 389 00:15:53,200 --> 00:15:55,360 leaders whose decisions echo across the 390 00:15:55,360 --> 00:15:58,280 continent. In Cerilia, ruling is as much 391 00:15:58,280 --> 00:16:01,040 a test of strategy as it is of courage. 392 00:16:01,040 --> 00:16:03,280 Domains are built from two basic 393 00:16:03,280 --> 00:16:06,320 elements, provinces and holdings. 394 00:16:06,320 --> 00:16:08,680 Provinces are the foundation, the 395 00:16:08,680 --> 00:16:11,200 physical land, its population, its 396 00:16:11,200 --> 00:16:14,320 rivers, forests, and roads. They define 397 00:16:14,320 --> 00:16:16,280 what resources are available, who 398 00:16:16,280 --> 00:16:18,320 answers to the regent, and the scope of 399 00:16:18,320 --> 00:16:21,360 influence that can be projected outward. 400 00:16:21,360 --> 00:16:23,360 The holdings, on the other hand, are the 401 00:16:23,360 --> 00:16:25,520 organs of power that allow a ruler to 402 00:16:25,520 --> 00:16:28,280 act. There are four main types, law, 403 00:16:28,280 --> 00:16:30,800 temples, guilds, and sources. 404 00:16:30,800 --> 00:16:32,720 Law represents the authority, [music] 405 00:16:32,720 --> 00:16:34,800 the ability to govern, to enforce, to 406 00:16:34,800 --> 00:16:36,600 command obedience. 407 00:16:36,600 --> 00:16:39,080 Temples embody religion and spiritual 408 00:16:39,080 --> 00:16:41,520 connection between ruler and people. The 409 00:16:41,520 --> 00:16:43,800 guilds capture trade, craft, and 410 00:16:43,800 --> 00:16:47,520 economy. And sources, well, sources are 411 00:16:47,520 --> 00:16:50,520 the veins through which the magic flows, 412 00:16:50,520 --> 00:16:52,360 connecting the supernatural energy of 413 00:16:52,360 --> 00:16:54,839 the land to those who know how to wield 414 00:16:54,839 --> 00:16:56,000 it. 415 00:16:56,000 --> 00:16:58,960 Each province varies in size, roughly 30 416 00:16:58,960 --> 00:17:01,400 to 40 miles across on average. And the 417 00:17:01,400 --> 00:17:04,319 population, it isn't just a statistic. 418 00:17:04,319 --> 00:17:06,160 It shapes the region's ability to 419 00:17:06,160 --> 00:17:09,560 collect regency, to expand holdings, to 420 00:17:09,560 --> 00:17:11,360 wield influence. 421 00:17:11,360 --> 00:17:13,800 A crowded, prosperous province offers 422 00:17:13,800 --> 00:17:15,760 more strength than a sparse, struggling 423 00:17:15,760 --> 00:17:17,160 one, of course. 424 00:17:17,160 --> 00:17:19,839 And regents, they do not sit idle. 425 00:17:19,839 --> 00:17:22,400 Domain actions allow them to shape their 426 00:17:22,400 --> 00:17:24,600 realms over months at a time. They can 427 00:17:24,600 --> 00:17:26,760 increase populations, construct new 428 00:17:26,760 --> 00:17:29,160 holdings, raise armies, negotiate 429 00:17:29,160 --> 00:17:32,160 treaties, or wage war. 430 00:17:32,160 --> 00:17:34,280 They can issue decrees that ripple 431 00:17:34,280 --> 00:17:36,720 through the countryside or build castles 432 00:17:36,720 --> 00:17:39,320 that become symbols of the power. 433 00:17:39,320 --> 00:17:41,240 Every choice affects the life of the 434 00:17:41,240 --> 00:17:43,000 province and the people who would call 435 00:17:43,000 --> 00:17:44,360 it home. 436 00:17:44,360 --> 00:17:46,280 Priests and wizards in particular can 437 00:17:46,280 --> 00:17:48,440 leverage their holdings to cast realm 438 00:17:48,440 --> 00:17:51,360 spells, magical effects that influence 439 00:17:51,360 --> 00:17:54,120 entire provinces at once. 440 00:17:54,120 --> 00:17:57,360 But even these feats come with a cost, 441 00:17:57,360 --> 00:18:00,040 both in gold and in regency. 442 00:18:00,040 --> 00:18:02,360 The very life force that binds ruler to 443 00:18:02,360 --> 00:18:04,440 land and people. 444 00:18:04,440 --> 00:18:06,280 In Birthright, the domain is more than 445 00:18:06,280 --> 00:18:08,840 just a backdrop. It is active. It's a 446 00:18:08,840 --> 00:18:10,800 breathing extension of the characters 447 00:18:10,800 --> 00:18:13,120 themselves. The land responds to its 448 00:18:13,120 --> 00:18:15,760 leaders for good or for ill. 449 00:18:15,760 --> 00:18:17,280 And the strength of the scion is 450 00:18:17,280 --> 00:18:19,880 measured not only in battles fought or 451 00:18:19,880 --> 00:18:22,520 their enemies slain, but in prosperity, 452 00:18:22,520 --> 00:18:24,680 loyalty, and the endurance of the realm 453 00:18:24,680 --> 00:18:26,280 that they govern. 454 00:18:26,280 --> 00:18:28,880 Here, rulership is a very tangible 455 00:18:28,880 --> 00:18:30,880 thing. It's [music] immediate. 456 00:18:30,880 --> 00:18:33,240 And it is dangerous. For every province 457 00:18:33,240 --> 00:18:36,240 that thrives, every holding that rises, 458 00:18:36,240 --> 00:18:38,120 they carry the potential for envy, 459 00:18:38,120 --> 00:18:40,440 betrayal, and conflict. 460 00:18:40,440 --> 00:18:43,720 In Cerelia, power isn't just inherited, 461 00:18:43,720 --> 00:18:47,200 really. It is exercised, and it must be 462 00:18:47,200 --> 00:18:50,000 defended. 463 00:18:52,360 --> 00:18:54,520 Cerelia is, of course, more than just 464 00:18:54,520 --> 00:18:56,360 its mountains, its rivers, and its 465 00:18:56,360 --> 00:18:58,720 cities. It is defined by the people who 466 00:18:58,720 --> 00:19:01,120 live there. Each culture shaped by 467 00:19:01,120 --> 00:19:03,560 geography, history, and the lingering 468 00:19:03,560 --> 00:19:05,880 weight of divine blood. 469 00:19:05,880 --> 00:19:08,120 Humans dominate the continent, but even 470 00:19:08,120 --> 00:19:10,280 among those, there is no single way of 471 00:19:10,280 --> 00:19:13,080 life. Each region produces distinct 472 00:19:13,080 --> 00:19:15,000 societies bound together by their 473 00:19:15,000 --> 00:19:17,320 languages, customs, and the gods that 474 00:19:17,320 --> 00:19:18,880 they follow. 475 00:19:18,880 --> 00:19:21,600 In the southwest lies Annuire. Its 476 00:19:21,600 --> 00:19:24,120 people known as Annuirians descend from 477 00:19:24,120 --> 00:19:27,400 the Annu tribe. They fled the corruption 478 00:19:27,400 --> 00:19:29,800 of ancient Adoria and were guided to 479 00:19:29,800 --> 00:19:33,960 Serilia by their patron god, Annuirius. 480 00:19:33,960 --> 00:19:36,360 After the death of the old gods at Mount 481 00:19:36,360 --> 00:19:40,240 Dismal, Hailen rose as their patron and 482 00:19:40,240 --> 00:19:43,280 his brother, Roil, built the Annuirian 483 00:19:43,280 --> 00:19:44,440 empire. 484 00:19:44,440 --> 00:19:47,560 Once vast, now fractured. 485 00:19:47,560 --> 00:19:50,080 Feudal lords still dominate. Armored 486 00:19:50,080 --> 00:19:52,000 knights fill the battlefields and 487 00:19:52,000 --> 00:19:53,960 merchants chafe beneath the weight of 488 00:19:53,960 --> 00:19:55,800 rigid hierarchy. 489 00:19:55,800 --> 00:19:58,560 Annuire feels familiar to anyone who has 490 00:19:58,560 --> 00:20:01,360 read any traditional fantasy. 491 00:20:01,360 --> 00:20:03,400 But beneath its orderly streets, 492 00:20:03,400 --> 00:20:06,200 intrigue simmers and independence 493 00:20:06,200 --> 00:20:07,833 thrives. 494 00:20:07,833 --> 00:20:07,880 >> [snorts] 495 00:20:07,880 --> 00:20:09,760 >> To the north, along the coasts and 496 00:20:09,760 --> 00:20:13,000 mountains of Brechtur, the Brecht humans 497 00:20:13,000 --> 00:20:15,400 follow a different rhythm. Here, 498 00:20:15,400 --> 00:20:17,600 merchant princes command wealth and 499 00:20:17,600 --> 00:20:21,440 influence. Ships are life, trade is law, 500 00:20:21,440 --> 00:20:24,760 and piracy is a constant shadow on the 501 00:20:24,760 --> 00:20:26,120 horizon. 502 00:20:26,120 --> 00:20:28,440 The Brecht, they value cleverness and 503 00:20:28,440 --> 00:20:31,240 daring above all else, navigating both 504 00:20:31,240 --> 00:20:34,880 sea and politics with equal skill. 505 00:20:34,880 --> 00:20:37,720 Their patron goddess, Sarah, watches 506 00:20:37,720 --> 00:20:41,120 over trade, luck, and enterprise, 507 00:20:41,120 --> 00:20:43,960 blessing those bold enough to chart new 508 00:20:43,960 --> 00:20:47,080 waters. Across the arid southeast lies 509 00:20:47,080 --> 00:20:49,880 K'tharr, sometimes called the cities of 510 00:20:49,880 --> 00:20:51,120 the sun. 511 00:20:51,120 --> 00:20:54,240 Magic flows openly here. The wizards 512 00:20:54,240 --> 00:20:56,120 hold positions of authority across 513 00:20:56,120 --> 00:20:58,760 city-states. Culture, learning, and 514 00:20:58,760 --> 00:21:00,760 sunlight dominate the lives of K'tharr 515 00:21:00,760 --> 00:21:04,200 humans, guided by Avani, the sun goddess 516 00:21:04,200 --> 00:21:07,400 of illumination and enlightenment. Here, 517 00:21:07,400 --> 00:21:09,760 the mind can be as powerful as a weapon 518 00:21:09,760 --> 00:21:13,520 as a sword, a shield, or anything else. 519 00:21:13,520 --> 00:21:16,080 In the rugged northwest, the Roric 520 00:21:16,080 --> 00:21:19,240 people endure harsh winters, sprawling 521 00:21:19,240 --> 00:21:22,360 forests, and unforgiving highlands. 522 00:21:22,360 --> 00:21:24,480 Druids maintain the balance between 523 00:21:24,480 --> 00:21:27,560 civilization and wilderness. Yarls lead 524 00:21:27,560 --> 00:21:30,120 longships through icy rivers, while 525 00:21:30,120 --> 00:21:32,400 semi-nomadic tribes debate joining the 526 00:21:32,400 --> 00:21:34,200 settled communities. 527 00:21:34,200 --> 00:21:37,880 Their god, Eric, embodies nature itself, 528 00:21:37,880 --> 00:21:40,440 strength, endurance, and survival in the 529 00:21:40,440 --> 00:21:42,840 land that demands both. 530 00:21:42,840 --> 00:21:45,720 And finally, in the frigid northeast, 531 00:21:45,720 --> 00:21:49,920 the Voss embody a warrior culture. Once 532 00:21:49,920 --> 00:21:52,840 follower of Vorian, they were seduced by 533 00:21:52,840 --> 00:21:55,320 Azrai and fought for the dark god at 534 00:21:55,320 --> 00:21:56,880 Mount Desmar. [music] 535 00:21:56,880 --> 00:21:59,440 Now, their patron deities are Belanic, 536 00:21:59,440 --> 00:22:02,360 god of violence, and Krisha, goddess of 537 00:22:02,360 --> 00:22:03,520 winter. 538 00:22:03,520 --> 00:22:05,600 Life here is a test of endurance, 539 00:22:05,600 --> 00:22:08,520 conflict, and sheer force. 540 00:22:08,520 --> 00:22:10,840 Beyond humans, Serilia is home to a 541 00:22:10,840 --> 00:22:13,320 variety of other races as well. 542 00:22:13,320 --> 00:22:16,000 Elves, half-elves, halflings, dwarves, 543 00:22:16,000 --> 00:22:18,120 goblins, and orogs. 544 00:22:18,120 --> 00:22:20,600 The Sidhelien, the elves of Serilia, 545 00:22:20,600 --> 00:22:23,080 inhabit ancient forests and live apart 546 00:22:23,080 --> 00:22:25,600 from human settlements. Immortal, immune 547 00:22:25,600 --> 00:22:28,480 to disease, and self-contained. 548 00:22:28,480 --> 00:22:30,800 They are often suspicious, sometimes 549 00:22:30,800 --> 00:22:32,920 antagonistic, and they're always 550 00:22:32,920 --> 00:22:35,640 independent. Half-elves bridge the 551 00:22:35,640 --> 00:22:38,400 mortal and immortal worlds. Accepted by 552 00:22:38,400 --> 00:22:40,560 elves, but viewed with superstition by 553 00:22:40,560 --> 00:22:42,000 humans. 554 00:22:42,000 --> 00:22:44,080 Halflings, displaced from the shadow 555 00:22:44,080 --> 00:22:46,840 world, retain a mystical connection to 556 00:22:46,840 --> 00:22:49,320 that realm. They're able to traverse its 557 00:22:49,320 --> 00:22:52,080 borders more easily than any other race. 558 00:22:52,080 --> 00:22:54,520 Dwarves are dense and resilient. 559 00:22:54,520 --> 00:22:57,200 Isolationist, but steady. 560 00:22:57,200 --> 00:22:59,280 Goblins, they run realms of their own 561 00:22:59,280 --> 00:23:02,800 with trade with humans, while orogs are 562 00:23:02,800 --> 00:23:04,760 relentless warriors dwelling 563 00:23:04,760 --> 00:23:07,160 underground, frequently at odds with 564 00:23:07,160 --> 00:23:08,960 dwarves and others. 565 00:23:08,960 --> 00:23:10,920 Giants, gnomes, and other creatures 566 00:23:10,920 --> 00:23:13,400 exist, though orcs and gnomes are 567 00:23:13,400 --> 00:23:17,240 notably absent in this setting. 568 00:23:19,440 --> 00:23:22,240 By now you can see why Birthright feels 569 00:23:22,240 --> 00:23:24,760 different. It's not just a world of 570 00:23:24,760 --> 00:23:26,520 swords, spells, monsters, and 571 00:23:26,520 --> 00:23:28,560 adventures. It's a world of 572 00:23:28,560 --> 00:23:31,680 responsibility, of legacy, of power 573 00:23:31,680 --> 00:23:35,640 measured in land, loyalty, and in blood. 574 00:23:35,640 --> 00:23:37,920 Here every victory has a consequence, 575 00:23:37,920 --> 00:23:40,320 every decision matters, not just to your 576 00:23:40,320 --> 00:23:43,360 character or your character's party, but 577 00:23:43,360 --> 00:23:46,200 to provinces, cities, and entire 578 00:23:46,200 --> 00:23:47,720 nations. 579 00:23:47,720 --> 00:23:51,240 The lands aren't just merely a backdrop. 580 00:23:51,240 --> 00:23:53,760 They shape how rulers act, how people 581 00:23:53,760 --> 00:23:56,440 live, and how the empires rise or 582 00:23:56,440 --> 00:23:57,741 crumble. 583 00:23:57,741 --> 00:23:57,760 >> [laughter] 584 00:23:57,760 --> 00:23:59,480 >> And at the heart of it all is the 585 00:23:59,480 --> 00:24:00,720 bloodline. [music] 586 00:24:00,720 --> 00:24:02,360 The divine power that courses through a 587 00:24:02,360 --> 00:24:05,440 scion's veins isn't just a tool for 588 00:24:05,440 --> 00:24:09,120 heroics. It is authority made tangible. 589 00:24:09,120 --> 00:24:11,040 It is connection to the people and the 590 00:24:11,040 --> 00:24:14,800 land itself. It can inspire armies, sway 591 00:24:14,800 --> 00:24:17,440 councils, and even bend magic on a 592 00:24:17,440 --> 00:24:19,680 massive scale. 593 00:24:19,680 --> 00:24:22,240 But it can also be stolen, corrupted, 594 00:24:22,240 --> 00:24:24,720 and turned into horror. 595 00:24:24,720 --> 00:24:26,600 Birthright's domain level gameplay 596 00:24:26,600 --> 00:24:29,480 reflects this philosophy. Provinces, 597 00:24:29,480 --> 00:24:33,120 holdings, law, guilds, temples, and 598 00:24:33,120 --> 00:24:34,720 sources. 599 00:24:34,720 --> 00:24:37,760 They are all pieces of a living world 600 00:24:37,760 --> 00:24:39,360 waiting for the players to take the 601 00:24:39,360 --> 00:24:40,400 helm. 602 00:24:40,400 --> 00:24:44,160 Regent actions, realm spells, diplomacy, 603 00:24:44,160 --> 00:24:47,560 trade, and war are not 604 00:24:47,560 --> 00:24:50,160 abstract mechanics. They are 605 00:24:50,160 --> 00:24:53,040 storytelling tools. They let the players 606 00:24:53,040 --> 00:24:55,680 experience rulership in a way that no 607 00:24:55,680 --> 00:24:59,400 other D&D campaign setting truly does. 608 00:24:59,400 --> 00:25:02,360 It is ambitious. It's intricate. It's 609 00:25:02,360 --> 00:25:04,080 dangerous. 610 00:25:04,080 --> 00:25:06,400 And for those who embrace it, it offers 611 00:25:06,400 --> 00:25:08,880 something very rare. The chance to feel 612 00:25:08,880 --> 00:25:12,040 the weight of true authority. 613 00:25:12,040 --> 00:25:14,120 To walk among the living legacies of 614 00:25:14,120 --> 00:25:16,480 gods and to carve a mark upon a world 615 00:25:16,480 --> 00:25:19,280 that responds to every choice. 616 00:25:19,280 --> 00:25:22,360 In Cerilia, power is not won by might 617 00:25:22,360 --> 00:25:25,760 alone. It is inherited, exercised and 618 00:25:25,760 --> 00:25:28,400 defended in blood and strategy, and in 619 00:25:28,400 --> 00:25:30,280 the decisions of those bold enough to 620 00:25:30,280 --> 00:25:31,600 rule. 621 00:25:31,600 --> 00:25:33,840 The Birthright setting reminds us 622 00:25:33,840 --> 00:25:36,200 that heroes do not just win battles. 623 00:25:36,200 --> 00:25:37,920 Sometimes [music] they sit on the 624 00:25:37,920 --> 00:25:40,560 thrones. Sometimes they carry the weight 625 00:25:40,560 --> 00:25:42,840 of a continent on their shoulders. 626 00:25:42,840 --> 00:25:45,040 And sometimes 627 00:25:45,040 --> 00:25:46,920 that power is the most dangerous thing 628 00:25:46,920 --> 00:25:48,480 of all. 629 00:25:48,480 --> 00:25:50,320 And that's a glimpse into the world of 630 00:25:50,320 --> 00:25:52,360 Birthright. It's a land of bloodlines, 631 00:25:52,360 --> 00:25:54,200 kingdoms, and power that stretches far 632 00:25:54,200 --> 00:25:56,520 beyond the usual dungeon crawls. 633 00:25:56,520 --> 00:25:58,600 If you want to dive even deeper, uh 634 00:25:58,600 --> 00:26:00,680 leave a comment below and let me know 635 00:26:00,680 --> 00:26:02,200 what sections of Birthright that you 636 00:26:02,200 --> 00:26:04,840 would like me to explore fully. I'd love 637 00:26:04,840 --> 00:26:06,120 to hear from everybody and I will 638 00:26:06,120 --> 00:26:08,120 absolutely read every one and take it 639 00:26:08,120 --> 00:26:09,560 under consideration and hopefully get a 640 00:26:09,560 --> 00:26:11,600 lot of these out if it does well and you 641 00:26:11,600 --> 00:26:12,960 all seem to enjoy the Birthright 642 00:26:12,960 --> 00:26:14,120 setting. 643 00:26:14,120 --> 00:26:16,760 So, drop a comment below. Let me know. 644 00:26:16,760 --> 00:26:18,200 There should also be a video somewhere 645 00:26:18,200 --> 00:26:20,400 here linked somewhere on screen now 646 00:26:20,400 --> 00:26:22,560 where if you care to watch another one, 647 00:26:22,560 --> 00:26:25,560 click, watch. Greatly appreciated. 648 00:26:25,560 --> 00:26:27,640 I appreciate every single one of you. 649 00:26:27,640 --> 00:26:30,640 Your time, your support, and your 650 00:26:30,640 --> 00:26:32,760 curiosity about these worlds that we all 651 00:26:32,760 --> 00:26:34,280 play in. 652 00:26:34,280 --> 00:26:36,720 Until next time, as always, this is 653 00:26:36,720 --> 00:26:38,960 James from the Dungeon Puffin. Later, 654 00:26:38,960 --> 00:26:41,440 guys.44815

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