About Birthright, could someone explain the why of this? All I have ever heard about it is the domain management and that the players are rulers. But I do not understand why one needs a setting for this.
If the game is primary about running a kingdom, then would not a 4x or a wargame be more appropriate. If it is a traditional rpg with some light diplomacy/wargaming in the later game is MCDM's Stronghold and Followers or a similar subsystem a better fit. Why does it have to be a specific setting.
Let me see if I can state why I think the setting itself is boss.
The Old Gods fought a war for the heavens with their mortal champions as proxies. On one side the Shadow, Azrai, on the other the six gods. They sacrificed themselves to defeat Azrai. The resulting explosion separated the continent from the lands to the south; imbued the gods champions with most of their power - creating the new gods - and gifting the others fighting with a sliver of the gods power. A gift that is passed on by generations.
Thousands of years pass and the survivors and their descendants become the new leaders and nobility. They gain magical powers linked to their patron gods.
These bloodlines can be passed on to anyone though an investiture ceremony. Or they can be stolen by piercing the holder through the heart (very Highlander)
The power of Azrai also was shared, twisting those that received it into once humanoid-now-monstrous creatures called Awnsheghlien. They are like Regular D&D monsters but legendary, unique and powerful… the Spider, The Manslayer, The Gorgon, The Siren, The Chimera etc. Many of these monsters are tragic figures who only became this way after slaying an Awnsheghlien and becoming twisted themselves when they absorbed the bloodline.
The elves supported Azrai but realised too late how evil he was. During the battle they changed sides and helped the Gods. But they had been fighting the humans so long they retreated to the deep woods afterwards. Some elves stayed loyal to Azrai because they hated humans so much and one became an extremely powerful Awnsheghlien. His followers lead the wild hunt against the humans. Elves in this setting have a welsh language root and are close to fey. They have their own kingdoms - at least one you can play.
Michael Roele, gained a great bloodline and united the duchies into the Empire of Anuire (Medieval Holy Roman Empire) he was betrayed by his brother who slew him and fled to the north - twisted by Azrai into one of the most powerful Awnsheghlien - the Gorgon - to found his own kingdom in the center of the continent.
The iron throne of Michael Roele is coveted by all regents of the many duchies. They all politic and try to gain power without allowing anyone else to get too powerful. There are a couple of key front runners though. Their lands form the core of the setting.
Players get to rule their own kingdoms. Fragments of one of the duchies that broke apart, or even whole duchies themselves.
The land generates Magic when it is left free and unspoiled which can be used by wizards with a bloodline to cast earth shaking magic. Elves can use this magic too. There is a tension between leaving the land unspoiled and raising kingdoms.
Magic items can strengthen bloodlines or grant extradorinary powers to those that have them. They’re rare, as are true wizards (which need a bloodline). Those without bloodlines can still use lesser magic (illusions and divinations). Many regents patronize a court wizard who can tap into the magic of the land and these wizards have their own rivalries for control over the magical sources of the continent.
It’s possible to have organisations like Faiths/Temples or Guilds as well as rule lands. They have their own strengths and the temples and guilds fight amongst themselves for the hearts and purses of the populace.
There are a wide variety of lands beyond Anuire from the highlands of Rjurik, the trading ports of Brecht, the deserts of Khinasi and the tundra of Vosgaard. They have their own kingdoms and regents and supplements let you play as them. There is crossover as travelers and even regents from each can operate in the core area. These areas have both friendly and unfriendly regents and NPCs - the are nuanced and rather cool.
Goblin-kind are intelligent and have their own kingdoms. The orogs are subterranean warrior clans that are skilled with metal craft and war. One of the goblin Awnsheghlien is called The Spider and has mutated into an enormous Drider like creature that can control spiders and goblins. His land borders many of the starter kingdoms.
Player domain supplements were released a dozen or so that contain all the information about that domain, holdings, maps, gazetteer, major NPCs, plots and hooks. They were great little products.
Players can also play in the setting without being regents and fight Awnsheghlien or get drawn into the intrigue of duchies.
Just a few of the things that I think make it unique and awesome. As I said, the unique once human monsters, fey elves, and constant warring carry real Witcher vibes, while the politics and intrigue along with the original Iron Throne brings ASOIAF to Mind.