TEXT:  
  BERBER CHARACTERS IN PENDRAGON 
   
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  "Berber Characters in Pendragon" is copyright (c) Tim Ferguson 1997. 
  Excerpted from the work in progress "The Courts of King Arthur", 
  Peter Corless, Editor. (Written for future publication by the Chaosium) 
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  Berber Characters in Pendragon 
  ------------------------------ 
   
  The authors who presented Arthurian stories were often only vauge in 
  matters of Byzantine geography, and were creative in their histories for 
  this far-distant place.  In "Courts of King Arthur" we've tried to 
  reintergrate their stories with history, using a variety of devices, for 
  example by having the Saracens as Sassanids, and by combining the 
  western expansions of kings Khosrau I and Khosrau II, to incite the fear 
  that sparked crusading.  Explaining the history of the Saracen Sir Priamus 
  requires a further twist. 
   
  The Saracens were Rome's allies against Arthur.  These were not, however, 
  the Saracens of Khosrau's Empire, nor even, for the most part, the Arab 
  tribes, like the Salihids, who were allied to Byzantium.  The Saracens 
  that fought Arthur in Italy and France were, for the most part, Africans. 
   
  ============================================================================== 
  INSERT 
   
  Saracens? 
   
  For Malory, the Arabs, Persians and Berbers were linked by their faith, 
  Islam, so that "Saracen" referred to any of the Islamic people at the 
  edges of Christendom.  In "Pendragon", in previous supplements, "Saracen" 
  is used in a similar way, but with the substitution of Sassanids for 
  Arabs, it's important to note that very few Berbers are Zoroastrian, and 
  few outside Egypt venerate King Khosrau. Pressed for an explanation of why 
  the same term is used by the Romans for both groups, perhaps Berber 
  warriors form a contingent of Sassanid armies, so the Byzantines consider 
  them part of the "enemy".  As such, they'd also use "Saracen" to describe 
  the Punjabi warriors who form part of Khosrau's army, although they 
  generally aren't Zoroastrians either.  Players wishing to design Hindu 
  characters are left to their own devices. 
   
  ============================================================================== 
  ============================================================================== 
   
  INSERT: 
   
  African timeline 
   
  The "Pendragon" history of Africa is a complicated one, 
  as it is muddled by the historical acceleration of the phases, the 
  geographic carelessness of the original authors and the substitution of 
  one Persian Empire for another.  Most gamsemasters really won't care, so, 
  in brief, it goes like this: 
   
  405-06:  German migrations across the Rhine begin. 
  429:  Vandals cross  from Spain into Africa. 
  439:  Vandals capture Carthage 
  422:  The Romans accepts the Vandal dominance of the richest portion of 
  
        western Africa, retaining control of Mauretania, in the west, for a 
        time.  Egypt remains a Byzantine province, the border between it and 
        the Vandals being somewhere on the coast of the Bay of Sidra. 
        Berber tribesmen live in all of these states, and Berber kingdoms 
        border them on the landward side. 
  460:  Vandal lands include the Baeleric Islands, Malta, Corsica, Sardinia 
        and Lilybaeum (Marsala) on Sicily. 
  476:  Odacer overthrows the final Roman Emporer, Romulus Augustulus. 
        For the sake of the "Pendragon" chronology, we need an Emperor of 
        Rome, so we'll use Theoderic, described below.  The Eastern Emporer 
        sent a claimant to Rome, but Odacer fought him off. 
  498-492:  Theoderic the Ostrogoth, encouraged by the Eastern Emperor, wars 
        with Odacer. 
  497:  Emperor Anastasius recognises, by treaty, the right of Theoderic to 
        rule the Romans.  Theorderic takes the title "King of the Goths and 
        Romans" and rules, historically, until 526, ably and justly.  During 
        the reign of the Ostrogoths, Rome loses Maurentania to the Berbers, 
        who, for game purposes, push north into Iberia, founding the state 
        of Granada.  In real life, the two great dynasties of Iberian 
        Berbers were founded on Islamic zeal, but in "Pendragon" they are 
        animist pagans. 
  477-84:  Reign of King Huneric, who marries sister of Emporer Valentinian. 
  494:  Malta falls to the Ostrogothic rulers of Italy. 
  520:  So that the ahistorical "Emporer Lucius" from the canon can be 
        included, Theoderic dies years before his time. 
  525:  Lucius demands tribute from Arthur.  Arthur decides he'd prefer 
        to be Emperor himself. 
  526:  Lucius dies in battle against Arthur, as do most of the Roman 
        Senate.  Those few who survive sue for peace.  Arthur's campaign 
        leaves Rome weakened, and Justian cranks up his prophaganda 
        machine, to create a national desire to "save the West".  His 
        activites are, to begin with, of small scale, but he develops an 
        unofficial truce with the Sassanids, freeing up forces for his 
        reconquest of Italy and North Africa. 
  531:  The Granadans lose a major battle against Christian warriors, 
        predominantly the French.  The back of their state is broken. 
  533-5:  Justinian sweeps his forces west, claiming Sciliy, Carthaginian  
        Africa, Malta and the Baeleric Islands.  Over the next twenty years 
        they take Italy, some of southern Spain and the Strait of Gibraltar. 
        This shatters the Kingdom of Granada. 
  565:  Khosrau II invades Egypt and takes over the Arabic penninsula, 
        sparking a fresh Crusade.  Historically this occurs in 602-615, but 
        "Pendragon" needs a reason for the Crusade in phase Five. 
  573:  Heraclius forces the Sassanids back to their lands, aided by the 
        Ganis knights, who die on this Crusade.  Historically, these battles 
        occur half a century later. 
   
  In Geoferry of Moumouth and Lazamon, a Berber prince invades England and 
  gives it to the Saxons well after the death of Arthur, in the process 
  destroying Christianty so that it can be later re-established by St  
  Augustine of Cantebury. This warlord worships an idol, so he isn't a 
  Muslim and is unlikely to be Zoroastran.  He is probably a Berber. 
   
  ============================================================================== 
   
  Character creation: Berbers (called "Moors" in the setting, generally) 
   
  Region and Lands: 
   
  Berbers ("Moors") come from North Africa and have interbred with the 
  populations of the Egyptian, Carthaginian and Mauretaean colonies of Rome. 
  
  Earlier supplements of "Pendragon" include the Reconquista states and the 
  Arabic Kingdom of Granada.  In this supplement, this is also a Moorish 
  kingdom, rather than an Arabic one. 
   
  Roll 1d6 
   
  Rural: 
   
  1: Egypt 
  2: The Vandal Kingdom / The Colony of Cathago Nova 
  3: Mauretanea 
   
  Cities: 
   
  4: Alexandria in Egypt 
  5: New Carthage in the colony of Carthago Nova. 
  6: Granada  (Granada's not a city, but it's people are civilised, rather 
  than semi-nomadic.) 
   
  Culture and Religion: 
   
   
  Berber (Moorish) and ss 
   
  Berber Religious Attributes:  Add +3 to each of: 
   
  ss 
   
  Berber (Moorish) characters may also convert to Christianity, or 
  Zoroastranism, if they wish. 
   
  Father's Class Table: 
   
  Most Moors who enter Arthurian Britain are merchants, those rich 
  enough to travel from Granada or North Africa, or the servants of these 
  lords.  Some few will be sold as slaves in the market of Dublin. 
   
   
      Cities (d20)                      Africa (d20) 
      1  Lord / Officer                    1 Clan Chieftain 
      2  Banneret Knight                2- 3 Family Chieftain 
   3- 4  Vassal Knight                  4-10 Warrior 
   5- 7  Bachelor Knight               11-13 Mercenary Knight 
   8-10  Mercenary Knight              14-20 Trader 
  11-14  Warrior/Legionarius 
  15-20  Trader 
   
  Trader:  As per "Pagan Shore" 
   
  20 points to spend plus 
  4 in both Boating and Intrigue. 
  2 in Orate 
   
  +2 in both Selfish and Deceitful 
  Honour -3 
   
  Inherited Glory: 1d6 
   
  Berber Cultural Weapon:  The Horse 
   
  Berbers are essentially cavalry warriors, born in the saddle.  They prefer 
  swords, but used as cavalry sabres.  They add two to any weapon skill, if 
  
  on horseback. 
   
  Name and Father's Name:  Moors should use Berber historical names 
  that they fancy, or, since they are taking the place of their Arabic-ruled 
  descendants in "Pendragon", any Arabic name they feel suits their 
  character.  "Abdallah", or its derivatives "Abdullah" or "Abdul", though 
  quite popular names for Arabs in Western literature, mean "Servant of 
  Allah" and therefore aren't appropriate for Zoroastrian characters.  It's 
  also best to avoid the names of other prophets, such as "Yacob". 
   
  Liege Lord:  Ask your gamemaster where the campaign is to be run.  If it 
  is in Logres, your Lord is probably Primus the Saracen. 
   
  Trait Modifiers: 
   
  The Berbers are a nomadic group that have, in some areas, settled into 
  urban life.  In Granada they reach heights of culture that surpass, in 
  some ways, those of contemporary feudal societies. 
   
  All:  Love (family) +2 
   
  Nomadic Berbers are Selfish in that they have very limited resources, and 
  live in a harsh environment.  As their tribes lack an overarching law, 
  save tradition, it's vital foe each man to stand up for their rights, 
  hence their pride.  They are afraid of the ill-luck that can be fatal to 
  those in marginal environments. 
   
  Traits:  Energetic +2, Selfish +2, Proud +1, Pious +1 
   
  Civilised Berbers: 
   
  Civilised Berbers are really transposed Arabs.  They are therefore, 
  culturally similar to the Persians described in the Sassanid chapter. 
  They are Pious (+1), Energetic (+1), Selfish (+1) Proud (+1) and Prudent 
  (+1) 
   
  Directed Traits and Passions: 
   
  Most of the traits that would make Berbers distinctive have little value 
  in Arthurian Britain. 
   
  Characteristics: 
   
  Berbers have +2 DEX and +1 SIZ 
   
  Starting Skills: 
   
  Berbers al though they have courtly customs and methods of distinguishing 
  each other in battle, do not practice Romance or Heraldry in the French 
  fashion.  They instead Flirt and try to Recognize other knights.  North 
  African creatures from the other side are not recognizable as Faeries, and 
  are so dissimilar from those in Britain as to make a Moor's Faerie Lore 
  zero.  The sport of Tourney has not developed in among Berbers yet.  They 
  prefer racing.  So as not to disadvantage Berber characters greatly, the 
  gamesmaster might assume merchant associates or learned scholars 
  in a nearby city who may explain the basics of these odd, British customs 
  to the character, allowing them to add to these scores during the 
  creation process, to a maximum score of five in each.  
   
  Berbers from Dublin are exposed to the Danish and Irish cultures 
  surrounding them and, after Anguish and Galahuat feudalise their 
  
  territories, feudal customs as well.  They gain the skills mentioned above 
  as normal.  "Irish" Sassanid characters may become subject to geas or may 
  be fostered, as normal Irish characters are, according to rules in "Pagan 
  Shore". Characters from other Celtic realms adapt similarly to their 
  social environment. 
   
  Beginning Saracen (Sassanid) Skills 
   
  Awareness                   3 
  Boating                     2 
  Chirurgery                  0 
  Compose                     3 
  Courtesy                    1 
  Dancing                     3 
  Faerie Lore                 0 
  Falconry                    3 
  First Aid                   3 
  Flirting                    4 
  Folk Lore                   1 
  Gaming                      5 
  Heraldry                    0 
  Hunting                     2 
  Industry                    1 
  Intrigue                    3 
  Orate                       4 
  Play (Lute)                 4 
  Read (Greek or Persian)     4 
  Recognize                   4 
  Religion (Berber or other)  3 
  Romance                     0 
  Singing                     2 
  Stewardship                 3 
  Swimming                    3 
  Tourney                     0 
   
  Combat Skills 
  Battle                      2 
  Horsemanship               15 
  (You can move these points into camels if you wish) 
   
  Weapon Skills 
  Sword                       5 
  Lance                       2 
  Dagger                      2 
  Spear                       1                           
  Bow                         4 
   
  Luck Benefits: 
   
  01      Money, 3d20 d. 
  02-03   Money, 1L. 
  04-06   Money, 1d6L. 
  07      Your ancestor was a Vandal king, or a Ptolemaic prince. Gain 100 
          glory 
  08      You have a Barbary Courser 
  09      You have an Arabian charger 
  10      You have a share in a speculative enterprise; 1d6L profit possible 
          every Winter Phase (see special rules) 
  11-16   Family Heirloom:  Roll 1d6. Value 1-3 =  1/2L.  
                                              4 =    1L.  
                                              5 =    2L. 
  
                                              6 =    5L. 
  17      You own several useful slaves (those in Arthur's realm should 
          treat these as vavasours and maidservants.); recieve +2 
          Stewardship. 
  18      You have a healing potion (heals 1d6 points, once only) Priceless 
  19      Upgrade your outfit by 1 
  20      Roll twice. 
   
  =============================================================================== 
  SIDEBAR 
   
  Speculative Enterprise Rules: 
   
  Knights in Logres are allowed to own premises and businesses (such as 
  mills 
  and mines) upon which tenants pay rent. Saracens from the Holy Land are 
  more 
  likely to own shares in trading caravans or merchant vessels. 
   
  Effects: 
   Earns you 1d6L, rolled annually in Winter Phase. 
   * On roll of 1-5, recieve profits equal to roll in L. 
   * Roll of 6, business fails, no profit; requires 6L paid immediately 
     to keep enterprise from folding permanently. 
   
  Modifiers: 
   Roll "Stewardship" (for Logres business) or "Industry" (merchant trade) 
   * Critical success allows you to modify the d6 roll up or down by one 
     *after* the d6 roll is made. Minimum profit is always one, and 
     maximum is always 5. 6+ and business fails. 
   * Successful skill roll allows you to modify the d6 roll up or 
     down by one, if you wish, but must be applied *before* rolling the d6. 
   * Failure has no effect on the d6 roll. 
   * Fumble of Stewardship/Industry is the same as rolling a "6" on 
     the d6; immediately causes the business to fail. 
  =============================================================================== 
   
  Career Class: 
   
  As per normal, with the exception of traders, who are as per "Pagan Shore" 
  p. 106 [Requires 13 Intrigue, 10 Orate, 10 Boat].  Since it is relatively 
  easy to become a trader, many PCs will place their spare points into 
  combat skills, becoming merchant adventurers. 
   
  Character Sheet Back: 
   
  Saracens who were once slaves may not have a family whom they can call 
  upon for aid.  Discuss this with your gamemaster for a decision before 
  play.  The character's clan is generated normally if they are civilised, 
  but if they are nomads they roll on the Clan Size Table.  Each family in 
  the clan can outfit two warriors in leather armour, or five without 
  armour, or one warrior in leathers and two without. 
   
  Clan Size Table: 
   
  01-05  1d20+10 families (small sept of a major clan, or a clam of social 
  outcasts) 
  06-10  1d20+30 families (small independant clan, large sept) 
  11-15  1d20+50 families (Independant clan, ruling sept) 
  16-20  1d20+70 families (very large independant clan) 
   
  
  from "Beyond the Wall" pp. 84-5. 
   
   
  SARACENS IN PENDRAGON 
   
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  "Saracens in "Pendragon" is copyright Timothy Ferguson 1996-1997, but draws 
  on previous works by Chaosium authors. Those sections are copyright to 
  those authors, or to Chaosium, Inc.   Additional work (Holy Land/Cymric 
  Land tables) by Peter Corless.  Thanks to Jeff Noh, for suggesting 
  Sassanids as substitutes for the Arabs.  Excerpted from the work in 
  progress "The Courts of King Arthur", Peter Corless, Editor. (Written for 
  future publication by the Chaosium). 
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
   
  This work originally appeared in "Chaosium Digest V17.5", Shannon Appel, 
  editor. The Chaosium Digest is an unofficial electronic 'zine about 
  Chaosium's Games. In no way should it be considered representative of the 
  views or beliefs of Chaosium Inc. To submit an article, subscribe or 
  unsubscribe, mail to: appel@erzo.org. The old digests are archived on 
  ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be 
  retrieved via FTP. 
   
  =============================================================================== 
   
  Saracens in "Pendragon" 
   
  Arthurian literature is built up in layers, with each addition 
  representing the prejudices of its time.  The treatment of the Saracens in 
  the Arthurian canon demonstrates this.  In earlier works they are 
  sometimes confused with the other ancient and heathen enemy, the Saxons. 
  In later works most of important Saracen characters give up their 
  religion and embrace the faith of the authors, Christianity.  In the 
  historical period coressponding to Arthur's time, Islam did not yet exist, 
  it's prophet was centuries from being born, but later authors added 
  Saracen enemies to the stories to give historical depth to their rivalry 
  with the Muslims in the Holy Land. 
   
  So as to avoid offence to pious readers, and to prevent the anachronism of 
  having Mohammed born well before his time, in "Pendragon" no stress is 
  placed on the crusades mentioned in Malory.  Religious war occurs, but is 
  not a major theme of his stories. The Crusades, historically, were in many 
  cases little better than a barbarian invasion from the West, fuelled by 
  aravice, although there were exceptional characters for whom holy war 
  aided spiritual development. 
   
  The gamesmaster is, however, left with a group of significant characters 
  who either are Saracens or die crusading against them.  In "Pendragon", 
  portions of culture of the sixth century Sassanid empire in Persia will be 
  used in place of the culture of the Saracens. The Sassanid Empire's 
  official religion was Zoroastranism, which is described below. 
   
  There are many ways for a Saracen to reach Arthur's court.  The 
  simplest is to follow the example of King Astlabor and sail.  Saracen 
  traders reached the slave markets of Dublin, so there might be a community 
  of them there, or characters might be freed slaves, taken far way after 
  losing a battle in the Middle East.  Merlin converts the King of Jerusalem 
  to Christianity and some of his 55 grandsons arrive in Arthur's Realm, 
  although these might be Romans rather than Saracens.  Malory mentions 
  that the Saracens attack Wandesborow after the battle of Bedgeraine, while 
  the Vulgate says that the Sesnes, the Saxons, attack Vandaliors in 
  
  Cornwall.  In "Pendragon" we merge these events and have the Saxons attack 
  Wandesboro in Lothian, but Gamesmasters might wish to have a small group 
  of Saracen warriors, or slaves, take part in this invasion. 
   
  The Saracen culture will appear strangely familiar to many readers.  The 
  religion of Islam is Arabic in origin, but the Commanders of the Faithful 
  moved their capitals first to Damascus, a Byzantine city, then to 
  Hashimiya, then Baghdad, each Sassanid cities, the last only about twenty 
  miles from the Sassanid capital Ctesiphon.  The language and religion of 
  the Arabic conquerors fused with the culture of their Sassanid subjects, 
  creating the ancestor of the culture with which the Europeans later 
  interacted during the Crusades.  Gamesmasters may wish to emphasise this 
  by allowing the Saracens to use technologies and lifestyles developed far 
  later by the Arabs, in much the same way as we allow Arthur to use 
  systems and artifacts invented, after his death, by the French. 
   
  Just remember, if you decide to allow your Sassanids to borrow from their 
  Saracen descendants, when Sir Dagonet starts telling one on the tales from 
  the "Alf Laya Wa Laya", or when Sir Palomidies impresses the ladies with 
  his ditty about a loaf, a jug of wine, a book of verse and so forth, to 
  remove the references to Allah an Mohammed. 
   
  CHARACTER CREATION:  Saracens (Sassanids) 
   
  Region and Lands: 
   
  Saracens (Sassanids) come from the Holy Lands: Syria, Palestine, Persia 
  the Arabian Desert. They may also have entered into Arthurian Britain as 
  immigrants or invaders. The largest such Saracen communities are in  
  Dublin, the Pale and Astlabor. In this section "Celtic Saracens" refers 
  to those characters who have gone native, either by adopting local customs 
  or through being born in Dublin, Leinster, Astlabor or some other foreign 
  settlement. 
   
  Roll 1d6.  1-2 Holy Lands, 3-6 Cymric Lands 
   
  Holy Lands (d20)                        Passions/Traits 
   1- 3 Syria, Byzantine Empire           Loyalty (Byzantine Emperor) 
   4- 5 Phoenice, Byzantine Empire        Loyalty (Byzantine Emperor) 
   6- 8 Oshroene, Byzantine Empire        Loyalty (Byzantine Emperor) 
   9-12 Arabia Deserta (independent)      Hatred (Byzantine Romans) 
  13-16 Euphratensis, Persia              Loyalty (Persian King) +3 
        (Euphrates River Valley)          plus Suspicious (Byzantine 
                                          Romans) 
  17-20 Mesopotamia, Persia               Loyalty (Persian King) +3 
                                          plus Suspicious (Byzantine 
                                          Romans) 
   
  Cymric Lands (d20) 
  1 - 3 Carduel, Cumbria                   Love (City) / Loyalty (Emporer) 
  4 - 9 Astlabor, Cambria                   Directed Trait: Energetic 
                                                  (Hunting)* 
  10-13 The Pale, Eire                      Saracens do not share the  
                                            British distrust of the Irish, 
                                            so they lack their "Suspiscious 
                                            (those beyond the Pale)" trait. 
  14-20 Dublin, Eire                        Selfish (+2) 
   
  * Almost all nobles are hunters, but Astlabor's quest to avenge his family 
  upon the Beast has infused his countrymen with a similar spirit.  They 
  only gain this bonus if the creature is somehow "noble" or has eluded them 
  
  previously. 
   
  Culture and Religion: 
   
     Saracen (Sassanid) and Zoroastranism. 
   
  Zoroastran Religious Attributes:  Add +3 to each of: 
   
     Honest, Chaste, Pious, Just, Generous. 
   
  Saracenic (Sassanid) characters may also convert to Christianity, during  
  character creation, if they wish. 
   
  Father's Class Table: 
   
  Saracen characters generally enter Arthurian Britain as free men, or 
  are born there, descended from traders, Roman soldiers, noble adventurers, 
  mercenaries or foreign emmisaries. Saracen ladies, such as Queen 
  Zazamanc of Azagouc, were renowned for their wealth, wisdom and beauty. 
  Such women may travel to Britain accompanied of a retinue of 
  knight-suitors, seeking husbands or to meet Guenivere.  Alternately,   
  Saracen characters might arrive in Britain under less favourable  
  circumstances -- as slaves. Slavery is illegal in Arthur's realms, but it 
  is quite common in Ireland and among the Saxons and Continental Romans. 
   
  The most powerful Saracens in Arthur's Britain are the kin of Palomides -- 
  the sons of Astlabor -- and those related to him either by blood or 
  marriage.  A description of this noble clan is included later in this 
  book.  Others Saracens have entered the service of nearby nobles.  Many 
  Saracens include the valentine, an ancient Sassanid decoration, in their 
  coat of arms. 
   
   Holy Lands (d20)                     Celtic Lands (d20) 
      1  Minor Noble (as Banneret)         1 Banneret 
   2- 9  Warrior                        2- 3 Bachelor Knight 
  10-20  Trader                         4- 6 Vassal Knight 
                                        7-12 Mercenary Knight 
                                       13-17 Warrior 
                                       18-20 Trader 
  Trader:  As per "Pagan Shore" 
   
  20 points to spend plus 
  4 in both Boating and Intrigue. 
  2 in Orate 
   
  +2 in both Selfish and Deceitful 
  Honour -3 
   
  Inherited Glory: 1d6 
   
  Saracen Cultural Weapon: Horse Bow 
  Saracens were famous as hunters and hawkers, and loved to shoot game while 
  riding. They also employ this tactic in war, either fighting for or 
  against the heavy Byzantine cataphract cavalry in the Holy Lands. They 
  find it amusing their tactics are not accepted by the knights of 
  Logres. Still, honorable Saracens obey the law of the land, 
  and forego their favorite combat tactic rather than cause a fuss. 
   
  Name and Father's Name:  Saracens should use Persian historical names 
  that they fancy, or, since they are taking the place of Arabs in 
  "Pendragon", any Arabic name they feel suits their character.  "Abdallah", 
  
  or its derivatives "Abdullah" or "Abdul", though quite popular names for 
  Arabs in Western literature, mean "Servant of Allah" and therefore aren't 
  appropriate for Zoroastrian characters. 
   
  Liege Lord:  Ask your gamemaster where the campaign is to be run.  If it 
  is in Logres, your Lord is either King Astlabor, or your local nobleman. 
   
  Trait Modifiers: 
   
  The Saracens (Sassanids) are a regal, imperial people.  They are Worldly 
  (+2), Proud (+2), Just (+1) and Prudent (+1) 
   
  Directed Traits and Passions: 
   
  Saracens (Sassanids) have few cultural traits which are likely to affect 
  them so far from home.  Their culture stresses a veneration of the King as 
  a sort of prophet-demigod, shrouded in mystery and withdrawn from the 
  world. Characters who were born in Persian Saracen (Sassanid) domains, 
  generate a Loyalty for the distant King of Persia with a +3 modifier. 
  Characters with high "Loyalty (Perian King)" scores probably wish to 
  return to their homeland, so they may be inappropriate as player 
  characters. Many of these people Hate (Byzantine Romans), but there are so 
  few of them in Britain as to make this passion almost valueless.  Other 
  Saracens have lived under the Roman banner for centuries, and are loyal to 
  the Byzantine Emperor, though they do not venerate him. 
   
  Characteristics: 
   
  Sassanids have +3 DEX. 
   
  Starting Skills: 
   
  Persian Saracens (Sassanids), though they have courtship rituals and 
  methods of distinguishing each other in battle, do not practice Romance or 
  Heraldry in the French fashion.  Instead they Flirt and try to Recognize 
  other knights.  Persian creatures from the Other Side are so dissimilar 
  from British Fae as to make a Sassanid's Faerie Lore score zero.  The 
  sport of Tourneying has not developed in the Holy Land.  Sassanids prefer 
  polo. So as not to disadvantage Sassanid characters, the gamesmaster might 
  assume merchants or scholars in Persia can explain the basics of these 
  odd, British customs to the Saracen characters, allowing them to add to 
  these scores during the character creation process, to a maximum of 
  five points in each. 
   
  Saracens from Dublin are exposed to the Danish and Irish cultures 
  surrounding them and, after Anguish and Galahuat feudalise their 
  territories, feudal customs as well.  They gain the skills mentioned above 
  as normal and lose their skill of horse archery, as it is not 
  practiced in boggy Ireland.  "Irish" Saracens may become subject to geasa  
  or may be fostered, according to rules in "Pagan Shore".  Characters 
  from other Celtic realms adapt similarly to their social environment. 
  Saracens from Carduel (Carlisle) are descended from Roman auxiliae who 
  manned Hadrian's Wall.  They are generated as other Saracens, but may 
  have "Love (city)" and "Loyalty (Emporer)". 
   
  Beginning Saracen (Sassanid) Skills 
   
  Awareness                   3 
  Boating                     2 
  Chirurgery                  0 
  Compose                     3 
  
  Courtesy                    1 
  Dancing                     3 
  Faerie Lore                 0 
  Falconry                    3 
  First Aid                   3 
  Flirting                    4 
  Folk Lore                   1 
  Gaming                      5 
  Heraldry                    0 
  Hunting                     2 
  Industry                    1 
  Intrigue                    3 
  Orate                       4 
  Play (Lute)                 4 
  Read (Greek or Persian)     4 
  Recognize                   4 
  Religion (Zoroastranism)    3 
      *or* (Christianity) 
  Romance                     0 
  Singing                     2 
  Stewardship                 3 
  Swimming                    3 
  Tourney                     0 
   
  Combat Skills 
  Battle                      2 
  Horsemanship               10 
   
  Weapon Skills 
  Sword                       5 
  Lance                       2 
  Dagger                      2 
  Spear                       1                           
  Bow                         4 
   
  Luck Benefits: 
   
  01      Money, 3d20 d. 
  02-03   Money, 1L. 
  04-06   Money, 1d6L. 
  07      Your ancestor was one of Alexander's generals. Gain 100 glory 
  08      You have a Barb Courser 
  09      You have an Arabian charger 
  10      You have a share in a business,  see insert.  
  11-16   Family Heirloom:  Roll 1d6. Value 1-3 =  1/2L.  
                                              4 =    1L.  
                                              5 =    2L. 
                                              6 =    5L. 
  17      You own several useful slaves (those in Arthur's realm should 
          treat these as vavasours and maidservants.); recieve +2 
          Stewardship. 
  18      You have a healing potion (heals 1d6 points, once only) Priceless 
  19      Upgrade your outfit by 1 
  20      Roll twice. 
   
  =============================================================================== 
  SIDEBAR 
   
  Speculative Enterprise Rules: 
   
  Knights in Logres are allowed to own premises and businesses (such as 
  
  mills and mines) upon which tenants pay rent. Saracens from the Holy Land 
  are more likely to own shares in trading caravans or merchant vessels. 
   
  Effects: 
   Earns you 1d6L, rolled annually in Winter Phase. 
   * On roll of 1-5, recieve profits equal to roll in L. 
   * Roll of 6, business fails, no profit; requires 6L paid immediately 
     to keep enterprise from folding permanently. 
   
  Modifiers: 
   Roll "Stewardship" (for Logres business) or "Industry" (merchant trade) 
   * Critical success:  Business does not fail.  Profit is equal to the roll 
     made, plus one, in pounds, but may not be higher than 5L. per annum. 
   * Successful skill roll allows you to modify the d6 roll up or 
     down by one, if you wish, but must be applied *before* rolling the d6. 
   * Failure has no effect on the d6 roll. 
   * Fumble of Stewardship/Industry is the same as rolling a "6" on 
     the d6; immediately causes the business to fail. 
  =============================================================================== 
   
  Career Class: 
   
  As per normal, with the exception of traders, who are as per "Pagan Shore" 
  p. 106 [Requires 13 Intrigue, 10 Orate, 10 Boat].  Since it is relatively 
  easy to become a trader, many PCs will place their spare points into 
  combat skills, becoming merchant adventurers. 
   
  Character Sheet Back: 
   
  Saracens who were once slaves may not have a family whom they can call 
  upon for aid.  Discuss this with your gamemaster before play. 
   
  +++++++++ 
  INSERT: 
   
  Archery 
   
  Saracens from the Holy Land have the ability to use bows from horseback. 
  These weapons are small and fire projectiles so light that, to protect 
  themselves, Crusaders wore layers of cloth underneath their chainmail to 
  act as padding.  The use of missle weapons is considered dishonourable by 
  nobles in Arthur's realm and Gamesmasters should apply firm social 
  pressure upon knights who insist on their use. Knights attacking other 
  humans from a distance, in feudal lands, are considered both Cowardly and  
  Dishonourable, even during war.  Outside chivalrous lands a Saracen, 
  unless himself Chivalrous, wouldn't feel bound to engage his foes hand to 
  hand.  Against an opponent with a lance or other melee weapon, a bow 
  offers no defence; archers cannot use a shield and bow simultaneously.  To 
  fire accurately from horseback the character requires a succesful roll 
  in both Horsemanship and Bow, combined with training only available in a 
  Saracen settlement.  Negative modifiers apply for motion, speed, rough 
  terrain and horses unfamiliar with riders who don't steer.  A horse bow 
  does 3d6 damage, but has an extremely short range compared to English 
  bows.  A critical Horsemanship roll does not affect damage done, but 
  allows the character to fire without negative modifers for the rest of the 
  combat. 
   
  =============================================================================== 
  SIDEBAR 
   
  RELIGION: Zoroastrianism. 
  
   
  Zoroastrianism is an ancient and complex religion, to which a short 
  explanatory note cannot do justice. It is hoped this overview for 
  will spark your interest and encourage research at your local 
  library. 
   
  Zoroastrians believe the universe is a battle between the Truth and 
  Deceit, with the Gods Ahura Mazda and Arhiman aligned to each respective 
  pole.  Each good act by a member of the faithful brings Ahura Mazda closer 
  to victory, but victory or defeat is still at least four thousand years 
  away.  In the final days the world will we cleansed in molten metal and 
  made again new, whole and pure.  As this faith develops it incorporates 
  increasing amounts of Persian and Roman pantheism, so that each God gains 
  a retinue of lesser Gods that serve them. 
   
  Worship of one of Ahura Mazda's servants, Mithra, migrated along with the 
  Saracen troops serving as Roman auxiliae. Known as Mithras, he became a 
  popular patron for Roman soldiers, who spread his cult to Britain. For 
  a time, his worship vied with Christianity for popularity in the Roman 
  Empire. In Britain, the worship of Mithras was accompanied by that of 
  Epona, a horse goddess, reflecting the concerns of cavalrymen. 
   
  Truth is the cardinal virtue of Zoroastrianism.  Charity to the needy is 
  also highly valued. Light and fire are sacred, even when used for common 
  tasks such as cooking. Believers wear a sacred undershirt and a 
  girdle, often a basic cord worn as a belt, every day of their lives. 
  Believers ritually bathe and purify themselves often: upon awaking, after 
  any activity which makes them impure, as they enter each of the five 
  sections of the day, and before they worship.  Worship of Ahura Mazda is 
  highly ritualised.  Those who are good will think good things, do good 
  things and say good things. A spoken word is considered good if it is 
  carefully reasoned. 
   
  Dead bodies contaminate those who handle them.  As Fire, Water and Earth 
  were made by Ahura Mazda, contaminating them with dead flesh is wrong, so 
  Zoroastrians should leave their dead to be eaten by carrion birds.  It is 
  wrong to attempt to convert people from any religion to any other 
  religion, as all religions lead eventually to Truth and each individual 
  has been born into a particular faith for a reason.  It is wrong to marry 
  a non-believer.  During menstruation, women can contaminate other people 
  and things, so she must not sleep with her husband or tend the hearth. 
   
  The religious bonus for Zoroastrians (including worshippers of Mithras) is 
  that their bodies remain pure. They cannot catch diseases and are immune 
  to poisoning.  For women, this prevents their own death during childbirth, 
  although the baby may be stillborn. 
   
  =============================================================================== 
  SIDEBAR: 
   
  Holy War, Crusading or Jyhad 
   
  Although knights may go Crusading in any phase, this should be rare.   
  Their swords are needed closer to home. The British nobility and the 
  Celtic Church do not support the crusading movement. Player characters 
  should feel intense social pressure to ignore the Holy Land and deal 
  instead with local concerns. 
   
  Although a knight may, in theory, take the Cross at any time, the greatest 
  crusades in the Pendragon era occur during the first, second and fifth 
  phases.  
  
   
  During the Interregnum, a knight would be derelict in his duty to leave 
  the realm. He must defend his liege's lands from covetous neighbours: 
  Saxon marauders, brigands, Irish pirates or Pictish raiders. "King before 
  God" is a basic rule of feudal life and men who ignore it lose Honour. 
  Although it is wrong, according to the Pope, to sack a Crusader's lands, 
  when every man is needed to defend against the barbarians it would be a 
  foolish lord who left valuable manors to go to seed.  Characters may 
  return home to find another man governing their lands, spending their 
  revenues and guarding their wife, temporarily of course.  This is 
  especially prevalent in Celtic Christian lands, where the Pope is seen as 
  both wise and distant.  The wisest knights will leave their lands under 
  the stewardship of trusted brothers.  Christians with Pagan lords will 
  probably be attained, that is, their knighthood will be stripped from 
  them, for failing to fulfil the obligations of their office. 
   
  During the second phase, the Boy King and his enemies require all of their 
  vassals: first in their fight for dominance of the state, then to face 
  down the Saxons. A man going overseas at this stage is deserting Britain 
  in a time of crisis.  Lot is a Pagan, so men of his who go Crusading will 
  be attained.  Arthur's knights can trip off to Europe, but gamesmasters 
  should not allow characters to benefit from the player knowledge that 
  Lot's coallition, who care little for the Pope's decree, will be defeated. 
   
  Characters who crusade during the Second Phase miss the most 
  glorious battles of Arthur's reign.  The High King enforces the Papal 
  decree, but he, the veterans of Badon, the heirs of the Cymric dead and 
  the people of areas like Sailsbury will hold little regard for those who 
  avoided the battle.  An exception might be made for those who return  
  with great tales of adventure (must accumulate 1000+ Glory). For 
  such a glorious Crusader, Arthur would gladly welcome you to his 
  court, although the Saracens who dwell there would be less friendly. 
   
  During the Third Phase, after the conquest of Rome, Arthur's men have some 
  time in which they might go Crusading, were it not for the threats posed 
  by the Picts, Irish and odd magical creatures released into the world. 
  Characters should not act from player knowledge.  For example, they should 
  not know that Galahaut will change his mind about the High Kingship. 
  Arthur's realm is structured for provision a permanent warrior caste 
  for a -reason-. 
   
  Many knights, utterly unable to find the Grail, try toappease God by 
  Crusading.  For every one of them, the curse of the Quest holds true, they 
  come back worse than when they set out.  Many, of course, do not come back 
  at all, either meeting a terrible fate, or ending up a hermit in Syria, 
  Egypt, or some other distant place.  
   
  In the final phase, if you are Arthur's man, and are still capable of 
  bearing arms, your liege needs you desperately. The kingdom is falling 
  into pieces.  If you go, then you'd best not return, for the romance will 
  have ended, and the Saxons will be your lords, should you be of Logres. 
   
  The term "Jihad" is Arabic and usually represents the Holy War of the 
  Islamic culture against the infidel. In "Pendragon" it will be used to 
  represent the pious Persian Saracen's participation in wars of this world, 
  which affect the outcome of the spiritual battle between Ahura Mazda and 
  Arhiman.  Jihad preserves Zoroastran religious freedom and  the reign of 
  the King of Persia.   Zorastrian characters may therefore go on Jihad, the 
  equivalent of Christian crusade.  The game effects of the two activities 
  are similar.  It's possible for PCs to be on opposite sides of a Holy War, 
  but it isn't recommended, as each group might develop "Hate" passions for 
  
  the other.  This makes explaining why the characters are off adventuring 
  together difficult. 
   
  Resolving Holy War. 
   
  If, after all of this, a player still desires their knight to participate 
  in Holy War then tell them to roll twice on the Vassal Service Solo for 
  each year away. A roll of 18 is a battle, not a tournament, as such 
  sports are put aside in times of war. Each participant in the Holy War 
  also makes a CON check each year to avoid catching leprosy, dysentery, 
  jaundice, or something equally unpleasant.  Additionally characters 
  take an Aging Check each year to represent the strain of armoured combat 
  in harsh terrain, coupled with poor food and, at times, lack of potable 
  water.  Religious Zoroastrans are immune to these hardships, although they 
  still find the deprivation of campaigning unpleasant and fatiguing. 
   
  Effects of Holy War. 
   
  Characters may generate a Madness (Crusade/Jihad) score as per "Pagan 
  Shore" but with the following modifications: 
   
  - The Madness has a beginning score of 2d6+6 
  - Characters may gain extra points when this passion is generated by 
    taking a check in any of Vengeful, Arbitrary, Cruel, Pround and Worldy, 
    so long as these additional points do not take the score over 15. 
  - In subsequnet years they gain an automatic experience check in this 
    passion if still engaged in Holy War.  They also get a free check in 
    one, or more Crusading trait. 
  - When a dozen or more people with the same brand ofthe Madness are 
    together, it's score is raised by three. 
   
  When used in battle, this madness reduces all non-combat skills to zero. 
  It adds ten points to the primary weapon skill, five to any secondary 
  weapon required and five to Horsemanship.  Critical success doubles the 
  primary weapon skill, doubles the skill of any secondary weapon required 
  and adds ten to horsemanship.  Characters lost to the madness are 
  perfectly willing to slaughter bystanders, not considering the battle to 
  be over until they are sure that no potential enemy yet remains.  They 
  tend to accumulate checks in Crusader traits, resorting to genocide, 
  cannibalism and similar terrifying acts. 
   
    On the up side, this trait can be used just about anyone the Crusader 
  considers morally questionable, and is supported as virtuous by other 
  Crusaders and some sections of the Catholic church.  Crusaders find their 
  passion addictive and many return to the Holy Land for fresh experiences. 
   
  In the face of the deparavities of the Crusade, some few knights find God. 
  Many of them leave the crusading host.  Those who do not immediately 
  return home join orders of friars, cenobites, or knight-monks.  If  your 
  gamesmaster agrees that you have found God on the pilgrimage to Jerusalem, 
  your character rolls for the Madness, then rolls Love (God).  If the 
  Madness is lower, you may discard it if you wish.  This process reflects 
  how many crusaders come to God only after a shocking, soul-testing 
  experience.  Crusaders remaining in the Holy Land, acting as a mendicant 
  or student for at least a year, gain experience checks in each of their 
  religious virtues.  Thereafter, while working as a lay brother, knights 
  gain an automatic check in their "Love (God)" passion each year. 
  Zoroastrans undergo a similar process, except that the characteristics and 
  diety involved are more culturally appropriate. 
   
  Many Crusaders simultaneously Love their God and suffer the Madness.  This 
  
  is the approved philosophy of the Church, which says that if you kill 
  Heathens, you'll be forgiven other sins.  It is up to the gamesmaster to 
  decide precisely how violent God want crusaders to be, manipulating the 
  Madness and the Love to reflect the character's progress toward that 
  ideal. 
   
  Most Zoroastrans fight the _Franc_ as a matter of course, not considering 
  it a particularly religious act.  In that sense they are just like 
  Arthur's men resisting the Picts, so they need no modified mechanics to 
  reflect their actions. 
   
  Knights gain the honour of fighting in a Holy War, which is worth 100 
  Glory per year. They also gain glory appropriate for any activities in the 
  Holy Land. Characters who die while participating in a Holy War gain an 
  additional 500 Glory, but remember that PCs do not die during solos. 
   
  =============================================================================== 
   
  
SOURCE: textdata/thevault/Pendragon/Pendragon - Berber & Saracen Characters in Pendragon.pdf