Legends of Excalibur Knight's Handbook.pdf

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By
Charles Rice
Contributions by
Paul King, Chris Davis
Cartography
Clayton Bunce
Cover Design:
Jeremy Simmons
www. RPGObjects .com
Artwork:
Rackham, Arthur (1867-1939),
Brickdale, Eleanor (1872-1945),
Flint, William Russell, Sir (1880-
1969),
Rhead, George Wooliscroft (1854-
1920) & Louis (1857-1926)
Editing:
Charles Baize
The ‘d20 System’ and the ‘d20 System’ logo are Trademarks
owned by Wizards of the Coast and are used according to
the terms of the d20 System License version 1.0a. A copy
of this License can be found at www.wizards.com. Portions
of this work are derived from the d20 System Reference
Document.
Layout:
Chris Davis
Play Testing:
Charles Baize, Chris Derner, Chris Hoover,
Ryan Kelley, Ethan Ripplinger, Aaron
Wiggins, Tom Hanlin, Paula Rice, Andrew
T. Smith, Jeremy Summers, Ron Festa, Chris
Villanueva, Bill Hawkins, Glenn “Zen”
Linder’.
Copyright 2003 © RPG Objects. All rights Reserved.
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Introduction
Welcome to an England
that never was, and a
time there will never
be. In the 13 th century,
a growing fascination
swept Europe centering
on the court of a
legendary king: Arthur.
He had a Round Table
surrounded by the best
knights in the entire
world, he ruled England
with wisdom and justice,
repelling both Roman
inluence and Saxon
invaders with equal
strength. He sought the
Holy Grail, illed with
the blood of the divine,
and he was one with the land of his kingdom. And all was
undone over the betrayal of the two people he loved best in
the world. Since Chretian de Troyes irst wrote of the San
Graal in the 13 th century, each generation has added its own
tales to the Arthurian cycle, from Sir Gawain and the Green
Knight, written anonymously around the 14 th century, to Sir
Thomas Malory’s Le Morte d’Arthur, and the 19 th century’s
Idylls of the King by Alfred Lord Tennyson. Even today,
Arthurian legend continues to be crafted, in movies such as
Excalibur, and every week in newspapers around the world
with Prince Valiant. Arthur may be, as T.H. White called
him, the “Once and Future King”, but in many ways, the boy
who never existed has never stopped being king since he irst
appeared in our consciousness.
And down a streetway hung with folds of pure
White samite, and by fountains of running wine,
Where children sat in white with cups of gold,
Moved to the lists, and there with slow sad steps
Ascending, ill’d his double-dragon’d chair.
written by an unknown
medieval writer. Malory is
the template for this tradition
because he used all the other
contemporary sources in his
telling, but the other works
are interesting for a different
perspective. In Sir Gawain
and the Green Knight , for
example, King Arthur is
bumbling, childlike, and
cruel. Quite a different take
on the boy king of romance.
He glanced and saw the stately galleries,
Dame, damsel, each thro’ worship of their Queen
White-robed in honor of the stainless child,
And some with scattered jewels, like a bank
Of maiden snow mingled with sparks of ire.
-Alfred Lord Tennyson, Idylls of the King
Victorian
Tradition
This tradition, though riddled
with works dripping with
sentimentality, inds its ultimate expression in Alfred Lord
Tennyson’s Idylls of the King , which provides a startlingly
realistic, in some cases stark, telling of the tale. There is
no ruse with Uther changing shape to seduce Igraine in
Tennyson. When her castle is taken and her husband is dead,
Tennyson points out that Igraine had no one to call to for
aid but Uther, and this depiction of Arthur’s birth in rape
provides an important context to this version of the tale.
Modern Tradition
Modern tales of Arthur have focused on different aspects of
the story never explored in earlier traditions. In both Malory
and Tennyson, for example, Arthur appears more or less
“fully formed”, with the stories beginning with his ascension
to the throne. Modern works such as T.H. White’s The
Once and Future King , and the children’s movie based on
it, The Sword and the Stone deal extensively with Arthur’s
upbringing and education. In addition to the previously
cited works, those interested in a rich, vivid telling of the
tale should also see the movie Excalibur , which does an
excellent job of giving you the whole tradition in a short
time span, and reconciles some of the differences between
the various traditions in interesting and innovative ways.
Lastly in this category I would be remiss if I did not mention
Prince Valiant , originally created by Hal Foster, but still in
print today in newspapers around the world. These stories
are of particular interest to any potential GM of Arthurian
adventure, because they provide an example of the richness
of the setting, while using the established major characters
very sparingly, with Valiant and his companions traveling
much of the world, interacting with desert nomads in the
Sahara, whaling tribes in Greenland, and visiting the exotic
East of India and China.
Arthurian
Traditions
There are many versions of Arthurian legend, to the extent
that it would be dificult to even list all versions of the
tale here. However, through the course of this work, three
traditions have been used again and again, and would be as
useful to players and game masters of this game as they were
to me.
Late Medieval Romance
Tradition
This work achieved its ultimate under Malory’s Le Morte
d’Arthur , but also inds expression in the French tales of
Lancelot, and the brilliant Sir Gawain and the Green Knight ,
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Chapter 1: Characters
Author’s note about “the real
Arthur
There are hundreds of books written each year seeking
the “real King Arthur”. Many people wonder if there is a
real boy king, a real round table, a real Camelot. Arthur is
mentioned as a real king in historical texts, which place his
reign somewhere in the 5 th century. This was where Malory
set his tales, in the time of Saxon invasions and departed
Roman leaders. However, the tales were not written as if
set in the 5 th century, and Arthurian legend was not written
that way either. Malory wrote his tales as if they were taking
place in the England of the 15 th century in which he lived,
with heavy cavalry, kings and dukes and English feudalism.
To this he added many things that never existed, such as
giants, witches, demons, and maids who lived underwater.
So, as interesting as the search for a real Arthur (if there
ever was one) might be, I wrote this game in the spirit of
the legends, illed with magic and historical anachronisms.
Arthurian England is as much a real place as Oz, and
historical commentary has as much interest, and as much
use, in sorting it out.
-Chuck
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Chapter 1: Characters
Chapter 1: Characters
Bloodline
to the dump in wheelbarrows, a job no one would want if
they had any other means of survival because of the rampant
disease suffered by those who do it.
Religion: Criminals are outside the societal structure, and
as such face less pressure, peer and otherwise, to conform
to standard religious practices. Where a serf might face the
displeasure of his peers or even a beating from a superior
for not attending Mass, a criminal would not be allowed in a
church anyway. So if criminals practice religion it is alone,
in small groups among their own kind or at the behest of a
missionary. When a missionary comes, since he might be
bearing alms (gifts given to the poor), a strong religious
showing will be seen, however.
Adventurers: If a criminal is to improve his station,
adventuring is one of the only ways to do so. Although some
have family that they seek to bring up out of abject poverty,
most criminals who succeed as adventurers want nothing
to do with their background and former life. Rogue is by
far the most common profession among adventurers of this
background, although not usually by a conscious decision.
Rather, these folk tend to fall into petty crime and if they
have talent, work their way out of the shantytowns and
dumps.
A bloodline represents the lineage a character holds, not
just from his mother and father, but a heritage handed down
from ages and ages past. In Arthurian legend, bloodline is
not just an accident of birth, but a combination of destiny,
opportunity, and determination. Characters rise from the son
of a lowly blacksmith or dishwasher to become a Knight of
the Table Round, and mighty kings are led into desolation
and servitude.
Effects to starting wealth: In Excalibur, a character’s
starting wealth is determined by his bloodline, not his
profession. Each bloodline rolls a set number of dice
for starting wealth, then multiplies that roll by the
character’s nobility. Since both nobility and wealth are
determined randomly, this makes for large swings in wealth
representative of the middle ages. A middle class character
could begin play with more wealth than a peer (though this is
unlikely).
Base/Criminal Lineage
You are the lowest of the low, completely without standing.
If you died tomorrow no one would notice. You deal with
garbage and burial of the dead, if you can ind an honest
means of sustenance at all. Even the life of a serf would
seem a paradise to you.
Personality: Criminals tend to keep to themselves, only
interacting with their own kind. Usually they have no choice
in this, since their betters want to deal with them as little as
possible. However, criminals prefer to avoid their betters
whenever possible, since the slightest misstep could lead to
the harshest punishment, and there is no recourse to redress
wrongful punishment. When criminals must deal with those
of high station, they will say as little as possible, speaking
only when spoken to.
Physical Description: Criminals are ilthy and
bedraggled, living in shantytowns or garbage dumps that are
both home, place of work (if any is to be had), and source of
food (if you can call it that). In larger cities, such as London,
these lost souls can be seen wandering the streets, begging,
looking for scraps, or simply lost in their own world.
Relations: Criminals have little in the way of relations
with other bloodlines. Even serfs want nothing to do with
this scum, many of whom led serfdom for a perceived better
life in the city. To the serf, these miscreants serve as a bitter
reminder that, although their lot is hard, could be much
worse, and that there is a natural order to things that is best
obeyed.
Lands: The closest things criminals have to “lands” are
the garbage dumps found near large cities. Those that ind
work are frequently paid to haul garbage and dead bodies
Lineage Traits
1 bonus feat at 1 st level.
1 bonus feat from the following list: Acrobatic, Agile,
Alertness, Deceitful, Deft Hands, Nimble Fingers, Self-
Suficient, Stealthy.
Survivor: +2 bloodline bonus to Survival, Spot, and
Search checks. A quick eye and a determination to rise above
have kept you alive this far.
Illiteracy: You must spend 2 skill points before being able
to read and write all the languages you speak.
Limited Resources: You receive 2d6 times your nobility in
starting funds. The minimum starting wealth for a criminal
is 22 gp (2x11), the average is 105 gp (7x15), and the
maximum is 240 gp (12x20). Charisma modiiers to nobility
could further adjust these numbers up or down.
Nobility: Base Lineage starting nobility is 11-20
+2 Dexterity, -2 Charisma: you have grown up nimble and
quick, but no one wants to be associated with you.
Favored Class: Rogue.
Common/Serf lineage
You are descended from common workers, the serfs and
tenant farmers that make up the majority of the population.
Your family might own a small plot of land, but you are still
required to provide service to your lord.
Personality: Commoners tend to be reserved when
around their betters. However, these folk are lively and
spirited when among their own kind, prone to dancing,
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Chapter 1: Characters
TABLE 1-1: BLOODLINES
Bloodline
Ability Adjustments
Favored Class
Base/Criminal
+2 Dexterity, -2 Charisma
Rogue
Common/Serf
+2 Constitution or +2 Strength, -2 Intelligence
Any
Middle Class
None
Any
Lesser Nobility/Peerage
+2 Constitution
Priest, Knight
Nobility/Royalty
+2 Charisma, -2 Strength
Noble
making music of every description, singing, and telling jokes
(usually bawdy). Although the labor these folk do is often
backbreaking, their spirit is undimmed, and the slightest
excuse is reason enough to have a feast or at least a dance in
time of plenty. The viewing of a saint’s bones can lead to a
carnival atmosphere, and social structures are strong at this
level of the medieval hierarchy, perhaps stronger than at any
other.
Physical Description: Commoners tend to be rustic in
appearance, wearing clothes made from the animals grown
on their lord’s land, the land that provides for all their other
needs, and serves as their home. For most, it was where they
were born, and it will be where they die, and they couldn’t
imagine living any other way. Despite their rustic appearance
and usually threadbare clothing, however, these folk take
pride in their appearance, and any holiday, carnival, or visit
from one of their betters will see these folk dressed in their
inest clothes.
Relations: Serfs tend to have good relations with most
social groups, especially the peerage and the nobility. The
Peers rely on these folk for the labor that feeds them on a
day-to-day basis and treat them with respect (though always
with a clear understanding of who’s in charge). Nobles
rarely see or think about the commoners, but do show them
a distant respect, at least for appearance’s sake. Commoners
tend to dislike the middle class and the criminal bloodlines,
however. The middle class is an unknown quantity, and tales
of their wealth will occasionally draw a young serf off the
manor and to the city (usually with disastrous consequences
according to conventional wisdom). This makes the middle
class the medieval equivalent of a “hippy” from the 1960’s.
Criminals are beneath the commoner, a status they enjoy
rarely. As such, many commoners do not want to be seen
associating with such rabble. Criminals and the middle class
have one thing that unites them in the commoner’s mind
that cements this dislike: the city. Just as today, urban and
rural cultures have different values and cool attitudes toward
each other, in the medieval period this distinction was more
pronounced. Commoners might not always get along with
the peerage or the nobility, but they are all part of the same
system. The city (and by extension the criminal and middle
class bloodlines) is something alien, which will continue to
grow in inluence until, in the far future, it will completely
replace the farm as the center of life and society.
Lands: Although the majority of the population (close to
85% in fact), Commoners own little of the land on which
they live. Some hold small plots of their own as a gift from
their lord, which they pay for by providing labor at harvest.
However, most simply work land owned by their lord in
return for the right to a modest existence.
Religion: Religion is very important to commoners, for
the structure it provides, the sense of wholeness in terms
of the “great chain” hierarchy of the universe, and as a
wonderful reason for festivals and celebrations.
Adventurers: Common adventurers tend to begin life
either in war or disaster, or, if of a rebellious nature, simply
leave the manor in search of adventure and excitement.
Lineage Traits
1 bonus feat at 1 st level.
1 bonus feat from the following list: Alertness, Animal
Afinity, Athletic, or Endurance.
Worker: +2 bloodline bonus on all Craft skill checks.
Illiteracy: You must spend 2 skill points before being able
to read and write all the languages you speak.
Limited Resources: You receive 3d6 times your nobility in
starting funds. The minimum starting wealth for a commoner
is 63 gp (3x21), the average is 250 gp (10x25), and the
maximum is 540 gp (18x30). Charisma modiiers to nobility
could further adjust these numbers up or down.
Nobility: Common lineage starting nobility is 21-30
Fealty: Unlike criminals, who are outside the feudal
system, you owe allegiance to a superior, usually a member
of the Lesser Nobility. You must take the Fealty allegiance
at irst level, applied to a member of the lesser nobility or
royalty. See the allegiances section for more information.
+2 Strength or +2 Constitution, -2 Intelligence: You
are used to hard work for long periods of time, but your
education opportunities have been severely limited and
independent thinking is not something encouraged among
your kind (as opposed to a criminal who receives even less
formal education, but far more practical life experience).
Favored Class: Any
Middle Class
The middle class is something new. Specialists, not laborers,
not nobility, of every description are rising to prominence
in the cities that seem to grow in power and wealth with
every day. Middle class citizens are guildsmen, merchants,
religious leaders, entertainers, moneylenders, and specialists
of every stripe. Although technically illegal and outside
the normal feudal system, kings and lords look the other
way at these escapees from the manorial system due to the
tremendous wealth they generate.
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