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GURPS 1 STEVE JACKSON GAMES to the USA Printed in RINTING P 2002 GURPS required IRST UNE F are Third Edition Third J , , 6050 Compendium I: DITION GURPS Middle Ages 1 GURPS Middle E UBLISHED and P roleplaying system. Graeme Davis ECOND Andrew Hackard Andrew Alex Fernandez Eric Hotz S ISBN 1-55634-655-7 ISBN 9!BMF@JA:RSUTTQoY`Z]ZgZnZ` use this supplement in a Revised campaign. can also be used as a sourcebook for any GURPS Basic Set Creation Character SJG02295 Edited by Cover design by Illustrated by THE MIDDLE AGERS: by Written - - Ages, from sim takes you to the rich, takes you to covers three periods: Ages,” they provide a Ages. Each has a distinctive flavor Ages. Each has a distinctive GURPS Middle Ages 1 Ages GURPS Middle GURPS Middle Ages 1 GURPS Middle Welcome to the age of chivalry, fealty, and fealty, to the age of chivalry, Welcome ithin this book, you’ll find: Details on combat in the Middle Details on combat in the Middle including com ple jousts to full-scale Crusades, and siege weapons, plete descriptions of melee and castle defenses. armor, A of medieval England, guide to the religions from the pagan druids to the Christian monks. Complete information on using magic in a Middle Ages game. Adventure and campaign ideas for all three major Ages. time periods in the Middle the Saxon Kingdoms, Norman England, and the the Saxon Kingdoms, Norman High Middle with the cinematic and campaign style – combined “Hollywood Middle W complete guide to medieval roleplaying. complete guide to medieval piety. piety. dark world of medieval England, where heroic medieval England, where dark world of trade for King and God, nobles fight peasants work the land. favors and treacheries, and GURPS MIDDLE AGES 1 STEVE JACKSON GAMES to the USA Printed in RINTING P 2002 GURPS required IRST UNE F are Third Edition Third J , , 6050 Compendium I: DITION GURPS Middle Ages 1 GURPS Middle E UBLISHED and P roleplaying system. Graeme Davis ECOND Andrew Hackard Andrew Alex Fernandez Eric Hotz S ISBN 1-55634-655-7 ISBN 9!BMF@JA:RSUTTQoY`Z]ZgZnZ` use this supplement in a Revised campaign. can also be used as a sourcebook for any GURPS Basic Set Creation Character SJG02295 Edited by Cover design by Illustrated by THE MIDDLE AGERS: by Written - - Ages, from sim takes you to the rich, takes you to covers three periods: Ages,” they provide a Ages. Each has a distinctive flavor Ages. Each has a distinctive GURPS Middle Ages 1 Ages GURPS Middle GURPS Middle Ages 1 GURPS Middle Welcome to the age of chivalry, fealty, and fealty, to the age of chivalry, Welcome ithin this book, you’ll find: Details on combat in the Middle Details on combat in the Middle including com ple jousts to full-scale Crusades, and siege weapons, plete descriptions of melee and castle defenses. armor, A of medieval England, guide to the religions from the pagan druids to the Christian monks. Complete information on using magic in a Middle Ages game. Adventure and campaign ideas for all three major Ages. time periods in the Middle the Saxon Kingdoms, Norman England, and the the Saxon Kingdoms, Norman High Middle with the cinematic and campaign style – combined “Hollywood Middle W complete guide to medieval roleplaying. complete guide to medieval piety. piety. dark world of medieval England, where heroic medieval England, where dark world of trade for King and God, nobles knights fight peasants work the land. favors and treacheries, and Written by Graeme Davis Edited by Andrew Hackard Cover design by Alex Fernandez Illustrated by Eric Hotz Page design by Alex Fernandez

GURPS System Design Steve Jackson GURPS Line Editor Sean Punch Managing Editor Andrew Hackard Project Administrator Monique Chapman Creative Director Philip Reed Production Artist Alex Fernandez Print Buyer Monica Stephens Sales Manager Ross Jepson Errata Coordinator Andy Vetromile

Playtesters: Meemie Allison, Joy Aregood, Kirby Arrinder, Phillip Bardaville, Sean Barrett, Thomas Belknap, John Dees, Sean Dyess, Michael Ellinburg, Salvatore Falco, Edwin Javella, John Kullman, Rob Lutek, Rob McMahan, Tim P. Morgan, Joe Moriarty, Trey Palmer, Michael Perez, Paul Rebeck, Curtis Stabler, Thomas Tanner, Daniel U. Thibault, and Jim Wild.

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Middle Ages 1 is copyright © 1992, 2002 by Steve Jackson Games Incorporated. All rights reserved. Some art copyright www.arttoday.com.

ISBN 1-55634-655-7 1 2 3 4 5 6 7 8 9 10 CONTENTS

INTRODUCTION ...... 4 Population and Agriculture ...... 24 2. CHARACTERS ...... 50 Illuminated Peasants ...... 26 About GURPS ...... 4 The Hundred Years’War ...... 28 APPEARANCE ...... 51 About the Author ...... 4 The Wars of the Roses ...... 31 Height and Weight ...... 51 Church and State ...... 32 Hair Color ...... 51 1. MEDIEVAL ENGLAND . . .5 The Royal Court ...... 32 Eye Color ...... 51 Clothing ...... 51 Why “Middle Ages”? ...... 6 Towns and Manors ...... 32 Guilds and Merchants ...... 32 NAMES ...... 52 THE DARK AGE ...... 6 Medieval Dating ...... 33 Forenames ...... 52 THE LATER SAXON PERIOD ...... 6 Disease ...... 34 Surnames ...... 52 The Saxon Kingdoms ...... 6 Technology ...... 35 CHARACTER TYPES ...... 53 MAP:ENGLAND IN THE MIDDLE AGES . . . .7 Olde Englysshe ...... 36 Entertainer ...... 53 Places and Names ...... 8 Gods and Place-Names ...... 37 Farmer/Herdsman/Fisherman ...... 53 The North Wind ...... 8 Pagan Traces ...... 37 Forest People ...... 54 Prelude to Conquest ...... 8 THE CELTIC CHURCH ...... 38 Itinerant Craftsman ...... 54 The Battle of Hastings ...... 9 Organization ...... 38 Noble ...... 54 Thanes and Earls ...... 10 THE ROMAN CHURCH ...... 39 Priest/Monk ...... 55 A Saxon Oath of Loyalty ...... 10 Slave ...... 55 Saxon Law ...... 10 Pilgrimages ...... 39 Organization ...... 40 Townsman ...... 55 Fighting a Case ...... 11 Warrior ...... 56 by Ordeal ...... 12 THE MEDIEVAL CHURCH ...... 40 Paying for the Church ...... 41 Wise-Woman, Witch, and Wizard . . .56 THE NORMAN PERIOD ...... 12 ADVANTAGES, DISADVANTAGES, The Y1K Problem ...... Sanctuary ...... 41 13 AND SKILLS ...... 56 Norman England ...... 14 Heresies ...... 41 THE JEWS ...... 42 Advantages ...... 56 Crusades ...... 17 Disadvantages ...... 57 The ...... 18 Usury ...... 43 Mixed Marriages ...... 43 Skills ...... 59 Feudalism ...... 18 New Skill ...... 59 Feudal Classes ...... 19 Lost Sheep ...... 43 ECONOMICS, JOBS, AND WEALTH ...... 60 Knighthood ...... 20 A Religious Character Template . . . .43 , SORCERY, AND LAW . . . . .44 Money ...... 60 Saxons and ...... 21 Goods and Prices ...... 60 Lunch and Linguistics ...... 21 Paganism and Witchcraft ...... 45 , , and Wales Social Status ...... 62 The Church and the Crusades . . . . .21 Jobs ...... 63 Kings and Barons ...... 22 (and France) ...... 45 Shakespeare and History ...... Job Table ...... 63 THE HIGH MIDDLE AGES ...... 22 46 The High Medieval Period ...... 22 TIMELINE ...... 47

2 CONTENTS Literary Picts ...... 101 VIKINGS ...... 101 Location ...... 101 Typical Vikings ...... 101 Society ...... 102 ARABS ...... 102 Location ...... 102 Typical Arabs ...... 102 Society ...... 103 BYZANTINES ...... 103 Typical Byzantines ...... 104 Society ...... 104 GERMANS ...... 104 Location ...... 104 Typical Germans ...... 104

7. CAMPAIGNS ...... 105 3. LOCATIONS ...... 64 Horse Armor ...... 85 CAMPAIGN STYLES ...... 106 Equipment Sets ...... 86 Magic Level ...... 106 CASTLES ...... 65 ARMIES AND TACTICS ...... 86 Violence Level ...... 106 Castle Development ...... 65 Saxon Armies ...... 86 Thoughtful Historical Campaigns . . .106 Anatomy of a Castle ...... 65 Norman Armies ...... 87 Thoughtful Fantastic Campaigns . .106 MANORS ...... 66 High Medieval Armies ...... 87 Thoughtful Mythic Campaigns . . .107 Anatomy of a Manor ...... 66 Medieval Mass Combat ...... 88 Action Historical Campaigns . . . . .107 Castle Adventure Seeds ...... 67 SIEGES ...... 89 Action Fantastic Campaigns ...... 107 Lands and Economics ...... 68 Siege Weapons ...... 89 Monsters for Fantastic Manor Life ...... 68 Trial by Combat ...... 91 Campaigns ...... 107 MONASTERIES...... 68 Action Mythic Campaigns ...... 108 Manor Adventure Seeds ...... 69 AGIC SAXON CAMPAIGNS ...... 108 Anatomy of a Monastery ...... 69 5. M ...... 92 King of All England ...... 108 The Rule of St. Benedict ...... 70 SPELLCASTERS ...... 93 The Sword and the Cross ...... 108 The Secular Community ...... 71 Spellcasting Types ...... 93 Beowulf – A Saxon Superhero . . . .109 Monastic Life ...... 71 Training ...... 94 SAXON ADVENTURES ...... 110 Monastery Adventure Seeds ...... 72 SPELLS ...... 94 The Fury of the Northmen ...... 110 TOWNS ...... 73 Sorcerers ...... 94 The New Church ...... 111 Town Development ...... 74 Witches and Warlocks ...... 94 NORMAN CAMPAIGNS ...... 112 Boroughs ...... 74 Rural Spellcasters ...... 95 The Rebels ...... 112 Markets ...... 74 Priests ...... 95 A Year in the Country ...... 113 Administration ...... 75 Nonhuman Spellcasters ...... 95 Jerusalem ...... 114 Moneyers and Money ...... 75 Enchantment Spells ...... 95 NORMAN ADVENTURES ...... 115 Anatomy of a Town ...... 75 The Evil Eye ...... 95 Wolf’s Head ...... 115 Trades and Guilds ...... 76 SCROLLS AND WRITTEN CHARMS ...... 95 HIGH MEDIEVAL CAMPAIGNS ...... 116 THE COUNTRYSIDE ...... 77 Hellenistic Charms ...... 95 The Matter of Flanders ...... 116 Farms ...... 77 Scripture ...... 96 HIGH MEDIEVAL ADVENTURES ...... 117 Villages ...... 77 MAGIC ITEMS ...... 96 Templars’ Gold ...... 117 Roads, Rivers, and Travel ...... 77 Adapting Magic Items Medievally . . .96 Crossover Campaigns ...... 119 Forests and ...... 77 Enchanted Items ...... 97 ROMANTIC-CHIVALRIC CAMPAIGNS . . . .119 Forest Law ...... 78 Virtue by Association ...... 97 Historical Campaigns ...... 120 Miraculous Items ...... 97 Fantastic Campaigns ...... 120 4. COMBAT ...... 79 Superstitions ...... 97 Mythic Campaigns ...... 120 WEAPONS ...... 80 CINEMATIC CAMPAIGNS ...... 120 Broadsword ...... 80 6. FRIENDS AND FOES . . .98 SILLY CAMPAIGNS ...... 121 Other Swords ...... 80 FRANKS AND FRENCH ...... 99 Satire ...... 121 Axe ...... 81 Location ...... 99 Anachronism ...... 121 Anti-Armor Weapons ...... 81 Typical Franks ...... 99 Nonsuspension of Disbelief ...... 122 Spears, Lances, and Pikes ...... 81 Society ...... 99 The Law of Comic Inevitability . . .122 Polearms ...... 82 The Medieval French ...... 99 Accents ...... 122 Medieval Gadgeteering ...... 122 Bow ...... 82 CELTS ...... 99 Crossbow ...... 83 Location ...... 99 Handguns ...... 83 Typical Celts ...... 99 BIBLIOGRAPHY ...... 123 Improvised Weapons ...... 84 Society ...... 100 ARMOR ...... 84 PICTS ...... 100 Helmet ...... 84 Location ...... 100 GLOSSARY ...... 125 Body Armor ...... 84 Typical Picts ...... 100 Plate Armor ...... 84 Society ...... 101 NDEX Shield ...... 85 I ...... 127 CONTENTS 3 ABOUT GURPS INTRODUCTION Steve Jackson Games is committed to full sup- GURPS Middle Ages 1 is a guide to England of the Middle Ages, port of the GURPS system. Our address is SJ that vast span from the end of the Dark Ages to the dawn of the Games, Box 18957, Austin, TX 78760. Please Renaissance. This includes three distinct periods, each with its own include a self-addressed, stamped envelope style and problems, and with its own opportunities for roleplaying. (SASE) any time you write us! Resources include: The Saxon Kingdoms: Germanic invaders who had come as Pyramid (www.sjgames.com/pyramid/). Our war bands, looting the crumbling Roman Empire, settled in online magazine includes new GURPS rules and England and established petty kingdoms. They adopted articles. It also covers Dungeons and Dragons, Christianity, warred among themselves and with the Celts, and Traveller, World of Darkness, Call of Cthulhu, and were finally battered into a sort of national unity by the hammer of many more top games – and other Steve Jackson the Vikings. Games releases like In Nomine, Illuminati, Car Norman England: In 1066 England was invaded by the Wars, Toon, Ogre Miniatures, and more. Pyramid Normans, the descendants of Vikings who had settled in France. subscribers also have access to playtest files online! The ruthlessly enforced Norman rule provides the backdrop for the New supplements and adventures. GURPS legends of Robin Hood and the dawn of chivalry. This was also the continues to grow, and we’ll be happy to let you time of the Crusades. know what’s new. A current catalog is available for The High Middle Ages: This was the age of great castles, wars an SASE. Or check out our website (below). in France, plate-armored knights, jousts, and longbows. It ended in Errata. Everyone makes mistakes, including 1485, when Henry Tudor led an army of European mercenaries and us – but we do our best to fix our errors. Up-to-date disaffected Englishmen against Richard III at the battle of errata sheets for all GURPS releases, including this Bosworth, establishing England’s great Renaissance dynasty. book, are available from SJ Games; be sure to GURPS Middle Ages 1 provides source material for historical include an SASE. Or download them from the Web medieval life, and for a few Middle Ages that exist only in fiction. – see below. In the romantic “High Chivalry,” questing knights ride alone against Gamer input. We value your comments, for giants, enchanters, and Saracens, with never a thought to food, new products as well as updated printings of exist- horseshoes, or Black Plague. The heroes of “Cinematic Chivalry” ing titles! buckle their plate firmly to joust, but prefer rapiers and a light, Internet. Visit us on the World Wide Web at unencumbered style of fighting – armor makes the final clinch with www.sjgames.com for an online catalog, errata, the heroine uncomfortable, and a helmet hides your face in the updates, Q&A, and much more. GURPS has its close-ups. The “Heroic Fantasy Middle Ages” mixes everything own Usenet group, too: rec.games.frp.gurps. together, incorporating magic and other fantastic elements. GURPSnet. This e-mail list hosts much of the online discussion of GURPS. To join, e-mail [email protected] with “subscribe GURPSnet-L” in the body, or point your web browser to gurpsnet.sjgames.com. The GURPS Middle Ages 1 web page is at www.sjgames.com/gurps/books/MiddleAges1/.

Page References Rules and statistics in this book are specifically for the GURPS Basic Set, Third Edition. Any page reference that begins with a B refers to the GURPS Basic Set – e.g., p. B102 means p. 102 of the GURPS Basic Set, Third Edition. Page references that begin with CI indicate GURPS Compendium I. Other references are BE for GURPS Bestiary, CII for GURPS Compendium II, HT for GURPS High-Tech, MA for GURPS Martial Arts, MO for GURPS Monsters, PM for GURPS Places of ABOUT THE AUTHOR Mystery, VE for GURPS Vehicles, WT for GURPS Warehouse 23, and WWi for GURPS Who’s Graeme Davis also wrote GURPS Vikings. He has contributed Who 1. A full list of abbreviations can be found to various other GURPS volumes, and to other games including on p. CI181, or see the updated web list at Warhammer Fantasy Roleplay, Vampire: the Masquerade, and www.sjgames.com/gurps/abbrevs.html. Dungeons & Dragons. He lives in Denver, Colorado with his long-suffering wife, Gina, and two very pampered cats. 4 INTRODUCTION MEDIEVAL ENGLAND 7 MEDIEVAL MASS COMBAT

Feudal armies are mentioned briefly in the mass com- Siege Weapons: Norman armies could use small and bat rules in GURPS Compendium II (p. CII114). This large siege engines (see p. CII115). section covers medieval troop types in more detail. High Medieval Troops Saxon Troops The High Middle Ages saw a gradual transition from Saxon armies are TL2. Troop types are as follows: TL3 to TL4. Situated on the fringes of Europe, England Fyrdmen: Light infantry with light or no armor, lagged behind countries such as ; despite the use of armed with axe or sword, spear, and shield. Base TS is 3, early gunpowder weapons, High Medieval armies are best maximum troop quality is Average. treated as TL3. Housecarls: Medium infantry with some armor, Rabble/Revolting Peasants: Irregular light infantry armed with sword, spear, and shield. Base TS is 4, troop with little or no equipment. Base TS is 1, troop quality is quality ranges from Seasoned to Elite. Raw or Green. Thanes: Thanes were usually commanders, though a Men-at-Arms: Medium infantry with leather armor king’s bodyguard might be composed entirely of thanes. and some mail, spear, knife or shortsword, and shield. Medium infantry with medium armor, armed with sword Base TS is 3, troop quality is Average or better. and shield. Base TS is 4, troop quality is Veteran or Elite. Yeoman Archers: Light infantry with leather armor, Cavalry: Saxon armies used horses for mobility, but shortsword, and longbow. Base TS is 5, troop quality is mostly fought on foot. Horses were light, and ridden Average to Veteran. without stirrups. Crossbowmen: Light infantry with leather armor, Ranged Weapons: Slings, javelins, and longbows shortsword, and crossbow. Because the crossbow was a were used by the Saxons, but they were not especially less effective weapon than the longbow (see p. 82), its TS common. Fighting was most often hand-to-hand. bonus is treated here as +2 rather than the +3 given on p. CII115. Base TS is 5, troop quality is Green or better. Norman Troops Handgunners: Light infantry with leather armor, Norman armies are TL3. Troop types are as follows: shortsword, and handgun. Early handguns are crude and Feudal Levy: Irregular light infantry with little or no ineffective weapons (see p. 83) and are given a TS bonus armor, spear or agricultural implement used as an impro- of +2 instead of the +TL on p. CII115. This bonus is vised weapon. Some feudal levies could also use slings negated by wet weather, as gunpowder becomes unus- and bows. Base TS is 1, troop quality is Raw or Green. able. Base TS is 5, troop quality is Green or better. Men-at-Arms/Mercenaries: Medium infantry with Pikemen: Medium infantry with leather and mail leather armor and some mail, spear, sword, and large kite armor, pike, and short sword. Pikemen gain a +2 strategy shield. Base TS is 3, troop quality is Average or better. modifier when charged by cavalry. Base TS is 4, troop Foot Knights: Heavy infantry with chain mail, sword, quality is Green or better. and large kite shield. Base TS is 4, troop quality is Knights: Heavy cavalry with a mixture of chain and Average or better. plate armor, heavy lance, sword (or other hand weapon), Mounted Knights: Heavy cavalry with chain mail, and shield, mounted on heavy horses with stirrups. Base sword, light lance, and shield, mounted on medium horse TS is 8, troop quality is Seasoned or better. with stirrups. Base TS is 6, troop quality is Average or Siege Weapons: High Medieval armies could use better. small and large siege engines and light artillery (p. CII115). 88 COMBAT CAMPAIGN STYLES

A Middle Ages campaign can take many forms, rang- action campaign. A thoughtful campaign places more ing from mundane to highly magical and from bloodless to emphasis on peaceful interaction, character play, and using all-action. While no magic was involved in the real history the law and social conventions to achieve the PCs’ goals; an of medieval England (at least, so far as academic historians action campaign stresses combat skills and solving prob- are concerned!), the romantic-chivalric stories of Malory, lems by main strength and force of arms. Chretien de Troyes, and others were thick with sorcery and miracles. And while there were many wars during the THOUGHTFUL Middle Ages, there was at least as much politicking, plot- ting, and skullduggery as fighting. HISTORICAL CAMPAIGNS The various campaign styles may seem very different, This can be one of the most challenging campaign but in fact all may be defined by reference to three vari- styles, especially if the players like social interaction, prob- ables. The first is the setting; this can be one of the histori- lem solving, and skills like Fast-Talk. In a thoughtful his- cal periods, as defined in Chapter 1, or it can be inspired by torical campaign, the PCs face social dilemmas, malicious romantic-chivalric literature, Hollywood epics, or plain lawsuits, dirty politics, and bad weather. They have to solve silliness. The campaign opportunities offered by each set- problems using their wits, their skills, and their knowledge ting are outlined below. of the social system. The amount of magic in a campaign governs whether it Prizes in this kind of campaign include powerful allies, is historical, fantastic, or mythic. Finally, the amount of personal prestige and influence, promotion up the social violence in the plotlines the GM chooses will govern the ladder, and perhaps even the crown. Sources of ideas balance between thoughtful, bloodless roleplaying and all- include the history of the period itself, and some of the bet- out, blood-and-thunder action. ter historical novels and movies. The bibliography at the end of this book offers some starting points. MAGIC LEVEL A campaign inspired by the “Brother Cadfael” With no magic at all, the mysteries (see Bibliography, p. 123) would be classified as campaign becomes more or thoughtful historical. less historical. Monsters are absent or reveal themselves THOUGHTFUL to be nonmagical. Everything has a rational explanation, FANTASTIC CAMPAIGNS even if it may not appear so This campaign involves similar themes to the thoughtful to the superstitious. historic style, but problems are complicated by magical and With a moderate amount supernatural factors. Monsters and nonhuman races come on of magic, the campaign the scene, with their own abilities and motivations; magic becomes fantastic. There are appears as a third force alongside the law and force of arms. monsters, enchanters, and Magical treasures and knowledge join wealth, power, and other supernatural creatures, position among the prizes of this kind of campaign. but interaction between The thoughtful fantastic campaign can contain ele- deities and mortals is infre- ments of supernatural horror as well as high fantasy. High quent and low-key. fantasy tends to be heavily populated with monsters and Increasing the amount of magic further creates a myth- well-supplied with magic, making both commonplace; hor- ic campaign, where divine action is open (but not always ror, on the other hand, most commonly focuses on a single obvious) and PCs can interact with beings of awesome creature or paranormal ability, and plays it for maximum power, affecting the fate of gods and men as they do so. effect in a setting which is otherwise mundane. The rarer This chapter treats campaigns in these three categories, magic is, the more inexplicable and horrifying a supernatu- although the divisions are not rigid. By fine-tuning the ral creature becomes, and the rarer and more precious magic level – or by varying it from time to time and place becomes the knowledge of how to deal with it. Players’ to place – it is possible to produce a campaign which falls imaginations (and nerves) can be stretched to the limit if into more than one category, or which blends aspects of they must face a supernatural foe without magical knowl- more than one style. edge or assistance. Inspiration for this kind of campaign can come from a VIOLENCE LEVEL number of sources. The Anglo-Saxon heroic poem Beowulf features encounters with supernatural creatures, as do many Like magic level, this is a sliding scale. A campaign of the later Arthurian stories. Folklore is also a worthwhile with less violence can be described as a thoughtful cam- source. Dealing with ordinary folks rather than great paign, while a campaign with more can be described as an heroes, the problems in folk tales are pitched at an every- 106 CAMPAIGNS day level and their solutions can be both simple and com- generic fantasy roleplaying settings. As the campaign pro- plex at the same time. Folklore makes an ideal inspiration gresses and the players become more familiar with the for a campaign where the PCs are young, inexperienced, game world, the GM can swing the emphasis around as and lacking in combat skills. Finally, modern horror novels desired. Or the group can stick with the action fantastic sometimes feature creatures derived from folklore, and campaign – it’s not far removed from many medieval tales, many have themes, situations, and creatures which can take and it certainly can be fun! on a whole new dimension when transferred back to the The sources for an action fantastic campaign are pretty Middle Ages. much the same as those for a thoughtful fantastic campaign Campaigns inspired by movies such as Dragonheart or – simply increase the ratio of violent to nonviolent events. books such as The Mists of Avalon fall into the category of Generic fantasy can also be plundered for ideas – it’s only thoughtful fantastic. fair, after all, since generic fantasy steals most of its ideas from the Middle Ages in the first place! THOUGHTFUL MYTHIC CAMPAIGNS MONSTERS FOR This campaign style is one of the most challenging for FANTASTIC CAMPAIGNS both GM and players. The stakes have risen significantly, and the problems are more exacting. In the quest for the Most, if not all, of the creatures that might be found Holy Grail, entry to Heaven itself is the prize. Divine forces in a fantastic medieval campaign are already well-used by work both for and against the searchers, who have to strug- generic fantasy, and as such they may be found in the gle with their own mortal failings at the same time. Moral Basic Set and other standard GURPS sources, such as dilemmas abound, and situations which look obvious but GURPS Bestiary. turn out otherwise can stretch characters to the limit. Is it The cockatrice, gryphon, and strix (p. B145) are suit- really a maiden whom the in black armor is keeping able for use in a fantastic medieval campaign, and crea- imprisoned? Or is it a terrible demon which has adopted the tures from GURPS Bestiary may be included at the GM’s form of a maiden in order to persuade the heroes to free it? whim. Though thoughtful mythic campaigns can take place in Apart from the “standard” creatures from medieval almost any setting, they are particularly characteristic of the folklore and literature, such as giants, dragons, and uni- romantic-chivalric tradition (see p. 119). Campaigns corns, the GM must decide which creatures are appro- inspired by movies such as Legend would be characterized priate for the campaign on a case-by-case basis. This as thoughtful mythic. affects not only just how fantastic the campaign is, but also its overall tone. The wider the range of creatures, the more the campaign shades toward generic fantasy; ACTION HISTORICAL another characteristic element of generic fantasy is the CAMPAIGNS common availability of nonhuman PC races, such as those presented in GURPS Fantasy Folk. This campaign style features wars, border skirmishes, Creatures of non-European origin need a reason for and other kinds of conflict. As well as mountains of plun- being in the campaign. A djinn might have traveled to der and a fearsome reputation, the goals of this kind of cam- medieval England in a bottle brought back from the East paign might be to carve out a new domain, conquer land by a merchant or a returning crusader, for example, while from your neighbor, defeat the evil sheriff, regain a zombie could only be created by an evil spellcaster Jerusalem from the infidels, or seize the throne of your versed in African tradition. Haitian voodoo would devel- homeland. op much later than the Middle Ages. A golem could only Ideas for an action historical campaign can come from exist in a place with a Jewish population, and so on. a number of sources, including epic movies and some his- Depending on the desired tone of the campaign, the torical novels. Campaigns inspired by movies such as GM may find useful information in GURPS Spirits. Braveheart would be classified as action historical. Ghost stories have a timeless quality, and indeed may pro- vide a refreshing change from monster-hunts. ACTION FANTASTIC A fantastic campaign that crosses over into other cul- tural areas may bring PCs into contact with a wider range CAMPAIGNS of creatures. GURPS Vikings features a number of mon- This campaign style is the closest in tone to the “stan- sters from Norse legend that might be encountered in the dard” fantasy roleplaying campaign. There are places of Danelaw as well as in the Scandinavian homelands, while mystery to be explored, princesses to be rescued, GURPS Arabian Nights provides an invaluable source of enchanters to be defeated, dragons to be slain, gold, silver, ideas and information for fantastic campaigns that and magical treasures to be acquired, and so on. involve the Crusades or pilgrimages to the Holy Land. This might be an appropriate campaign style to start Several creatures from GURPS Monsters could also with, especially if most of the players are only familiar with make interesting foes for a group of medieval PCs.

CAMPAIGNS 107 INDEX

1066, 9, 12. Castle ward, 65. Eadred, 8. Guilds, 32, 76; knights’, 76. Abbey, 69. Castle, 65. Earls, 10, 21. Gunpowder artillery, 90. Abbot’s house, 70 Cavalry, 88. Early Saxon period, 6. GURPS Arabian Nights, 98, 107, Academic Magician spellcasting type, 93. Cellar, 70. Easter, 37. 114, 119. Accents, 122. Celtic church, 38. Economics, 60; lands and, 68. GURPS Basic Set, 59, 94, 95, 107. Action fantastic campaigns, 107. Celts, 99. Edward I Longshanks, 23. GURPS Bestiary, 107. Action historical campaigns, 107. Cemetery, 70. Edward II, 24, 25. GURPS Celtic Myth, 119. Action mythic campaigns, 108. Chain mail armor, 84. Edward III, 25. GURPS Celtic Myth, 98. Adapting magic items, 96. Chamfron, 85. Edward IV, 29. GURPS Compendium I, 58, 59, 119. Addiction disadvantage, 57. Chancery, 32. Edward the Black Prince, 25. GURPS Compendium II, 88. Administration, town, 75. Chapels, 66. Edward the Confessor, 8. GURPS Discworld Also, 121. Adulterine Castle adventure seed, The, 67. Chapter house, 69. Edward the Martyr, 8. GURPS Discworld, 121. Advantages, 56. Character types, 53. Elven armor, 96. GURPS Fantasy Folk, 107. Adventure seeds, castle, 67; Characters, 50. Enchanted clothing, 96. GURPS Illuminati, 119. manor, 69; monastery, 72. Charms, Hellenistic, 95; written, 95. Enchanted items, 97. GURPS Imperial Rome, 6, 119. Adventures, high medieval, 117; Christian Saxon period, 6. Enchantment spells, 95. GURPS Low-Tech, 35, 82, 119. Norman, 115; Saxon, 110. Christianity, 6; Jews converted to, 43. Enemies disadvantage, 58. GURPS Magic Items I, 95, 96. Aethelbald, 6. Christmas tree, 37. Entertainer character type, 53. GURPS Magic, 93, 95. Aethelred Unrede, 8. Church, Celtic, 38; Crusades and, 21; Equipment sets, 86. GURPS Monsters, 107. Agriculture, population and, 24. medieval, 40; paying for, 41; Estoc, 80. GURPS Russia, 98, 119. Albigensian Crusade, 21. Roman, 39; state and, 32. Evil eye, 95. GURPS Spirits, 107, 119. Alfred the Great, 8. Churchman, Byzantine, 104. Exchequer, 32. GURPS Steampunk, 119. Allies advantage, 56. Church-scot, 41. Exchequer of the Jews, 42. GURPS Supers, 119. Almonry, 71. Cinematic campaigns, 120. Excommunicated disadvantage, 58. GURPS Swashbucklers, 36, 82. Althing, 102. Cinematic chivalry, 4. Executioner’s sword, 80. GURPS Time Travel, 119. Amenities, 68. Clarendon, Council of, 16. Explorer, Viking, 102. GURPS Undead, 119. Anachronism, 121. Classes, 19. Eye color, 51. GURPS Vikings, 8, 10, 11, 12, 98, Anti-armor weapons, 81. Claymore, 80. Falchion, 80. 107, 119. Appearance, 51. Clergy, 19. Famine, 24. Hair color, 51. Arabs, 102. Clerical Investment advantage, 56. Fanaticism disadvantage, 58. Handgunners, 88. Archbishop of Canterbury, 16. Clerics, cudgels and, 86. Fantastic campaigns, monsters for, 107. Handguns, 83. Archbishops, 40. Clothing, 51; enchanted, 96; prices of, 60. Farm, 77; home, 66. Hansen’s Disease, 34. Archers, yeoman, 88. Cnut the Great, 8. Farmer character type, 53. Harald Hardrada, 9. Armies, 35, 84; high medieval, 87; Cockatrice, 107. Farmer, Celtic, 99; Viking, 102. Harald Harefoot, 8. Norman, 87; Saxon, 86. Code of Honor disadvantage, 57. Farmer’s bill, 82. Hardacnut, 8. Armor, demon, 96; dwarven, 96; Coinage, 60. Farthing, 60. Harold Godwinson, 9. elven, 96; horse, 85; prices of, 60. Color, eye, 51; hair, 51. Feasts, fixed, 33; movable, 33. Hath and hast, 36. Arrows, 82. Combat, 79; medieval mass, 88; Feudal law, 19. Head tax, 26. Artillery, counterweight, 90; trial by, 91. Feudal levy, 88. Healing items, 96. gunpowder, 90; tension, 90; torsion, 90. Comic inevitability, law of, 122. Feudalism, 18. Height, 51. Asceticism, 57. Commoners, 19. Fighting a case, 11. Hellenistic charms, 95. Assarting, 24. Communications, 35. Fighting with shields, 85. Helmet, 84. Assassins, Arab, 103. Constantinople, 103. Finding a job, 63. Henry I, 15. Axe, 81. Convent, 68. Fish pond, 70. Henry II, 16. Bailey, 65. Cost of living, 62. Fisherman character type, 53. Henry III, 22. Ballista, 90. Couer-de-Lion, 17. Fisherman, Celtic, 99; Viking, 102. Henry IV, 26. Barbicans, 66. Council of Clarendon, 16. Fitzempress, 16. Henry V, 27, 46. Barding, 85. Counterweight artillery, 90. Fixed feasts, 33. Henry VI, 29. Barons, 22. Countryside, 77. Flail, Galloway, 81. Heraldry skill, 59. Basinet, 84. Court hand, 59. Flaming arrow, 82. Herdsman character type, 53. Bastard sword, 80. Court, royal, 32. Foes, 98. Heresies, 41. Bath, order of, 21. Couter, 84. Folk-moot, 10. Heresy adventure seed, 73. Battering-ram, 91. Craft skills, 59. Food, prices of, 60. Heretic, social stigma, 58. Battle of Hastings, 9, 12. Crossbow, 83. Foot knights, 88. Heroic Fantasy Middle Ages, 4. Beauclerc, 15. Crossbowmen, 88. Foreigner, social stigma, 58. High chivalry, 4. Becket, Thomas, 16. Crossover campaigns, 119. Forenames, 52. High medieval adventures, 117. Beehives, 70. Crown, 60. Forest law, 78. High medieval armies, 87. Belfries, 91. Crusades, 17, 21; Church and, 21. Forest people character type, 54. High medieval campaigns, 116. Benedictine order, 70. Cudgels, clerics and, 86. Forests, outlaws and, 77. High medieval period, 22. Beowulf, 106, 109. Cuirass, 84. France, 45. High medieval troops, 88. Berserker, Viking, 101. Culverin, 91. Franks, 99. High Middle Ages, 4, 22, 32. Bevor, 84. Cursed items, 96. Freemasons, 76. History, Shakespeare and, 46. Bishops, 40. Curtain walls, 65. French, 99. Hoards, 65. Black death, 13, 25, 34. Danegeld, 8. Friar Tuck, 22. Holy Grail, 97. Blunt arrow, 82. Danelaw, 8, 11. Friar, 43. Holy Relics adventure seed, 72. Boar-spear, 81. Dark Age, 6. Friends, 98. Home farm, 66. Bodkin point arrow, 82. Dating, medieval, 33. Fury of the Northmen adventure, 110. Home names, 52. Body armor, 84. Debatable Lands adventure seed, The, 69. Fyrdmen, 88. Homosexuality, social stigma, 59. Bolts, 83. Deities, other, 37. Gadgeteering, medieval, 122. Horse armor, 85. Bombard, 91. Demon armor, 96. Galloway flail, 81. House of Tudor, 31. Boroughs, 74. Dependents disadvantage, 57. Garter, order of, 21. House, Abbot’s, 70; chapter, 69; Botany skill, 59. Dervish, Arab, 103. Gauntlet, 84. guest, 71; manor, 66. Bow, 82. Development, town, 74. Germanic gods, 37. Housecarls, 88. Broadhead arrow, 82. Dignitary, Arab, 103. Germans, 104. Hundred Years’ War, 28. Broadsword, 80. Disadvantages, 57. Gnosticism, 41. Hunter, Viking, 102. Brother Cadfael, 106. Disbelief, nonsupsension of, 122. Gods, Germanic, 37. Huscarls, 101. Brown bill, 82. Disciplines of Faith disadvantage, 57. Godwin of Wessex, 9. Iconism, 57. Bubonic plague, 34. Disease, 34. Golden Fleece, order of, 21. Illiteracy disadvantage, 58. Burial fees, 41. Distinguishing marks names, 53. Golem, 107. Illuminated peasants, 26. Byzantines, 103. Djinn, 107. Goods, and prices, 60. Illumination skill, 59. Calligraphy skill, 59. Domesday Book, 14. Gorget, 84. Imam, 103. Campaigns, 105; cinematic, 120; Dormitory, 69. Great helm, 84. Improvised weapons, 84. crossover, 119; high medieval, 116; Dove cotes, 70. Greave, 84. Infirmary, 70. Norman, 112; romantic-chivalric, 119; Dragonheart, 107. Grendel, 109. Innumeracy disadvantage, 58. Saxon, 108; silly, 121. Duke, 21. Groat, 60. Intolerance (Religious) disadvantage, 58. Canterbury, Archbishop of, 16. Duty disadvantage, 57. Gryphon, 107. Ireland, 45. Castle adventure seeds, 67. Dwarven armor, 96. Guest house, 71. INDEX 127 Items, cursed, 96; enchanted, 97; healing, Monasteries, 68. Ranged weapons, 88. Table, job, 63; social status, 62. 96; magic, 96; miraculous, 97. Monastery adventure seeds, 72. Rebels campaign, 112. Tactics, 86. Itinerant craftsman character type, 54. Monastic life, 71. Refectory, 70. Tax, head, 26; poll, 26. Jarl, Vikings, 101. Monastic orders, 68. Religious character template, 43. Tech Level, 35. Jerusalem campaign, 114. Monasticism, 57. Revolting peasants, 88. Technology, 35. Jewelry, magical, 96. Money, 60, 75. Richard I, 17. Templar’s Gold adventure, 117. Jews, 42; converted to Christianity, 43; Moneyers, 75. Richard II, 25. Template, religious character, 43. social stigma, 58. Monk character type, 55. Richard III, 30, 46. Tension artillery, 90. Job table, 63. Monk, 43; Celtic, 100. Richard the Lionheart, 17. Teutonic Knights, 21. Jobs, 60, 63. Monsters, 107. Ritualism, 57. Thanes, 10, 88. John Lackland, 18. Monty Python and the Holy Grail, 121. Rivers, 77. Thee and thou, 36. Kamax, 82. Motte, bailey and, 65. Roads, 77. Thoughtful fantastic campaigns, 106. Keep, 65. Mounted knights, 88. Robin Hood, 78. Thoughtful historical campaigns, 106. King Arthur, 6. Movable feasts, 33. Roman church, 39. Thoughtful mythic campaigns, 107. King of All England campaign, 108. Murder Mystery adventure seed, A, 69. , 10. Thunor, 37. King’s peace, 77. My and mine, 36. Romantic-chivalric campaigns, 119. Timeline, 47. Kings, 18, 22. Mysticism, 57. Roses, wars of, 31. Tithes, 41. Kitchen, 70. Names, 52; place and gods, 37. Royal Castle adventure seed, The, 67. Titles, noble, 62. Knighthood, 20; orders of, 21. Necromantic magic, 97. Royal court, 32. Tiw, 37. Knights Hospitaller, 21. New Church adventure, 111. Rufus, 15. Tools, wizardly, 96. Knights Templar, 21. Nobility, 18, 19. Rule of St. Benedict, 70. Torsion artillery, 90. Knights, 19, 20, 88. Noble character type, 54. Rural Spellcaster spellcasting type, 93. Tourette’s Syndrome disadvantage, 59. Knights’ guilds, 76. Noble titles, 62. Rural spellcasters, 95. Towers, 65; siege, 91. Lackland, John, 18. Nonhuman spellcasters, 95. Sabaton, 84. Town administration, 75. Lancaster, 31. Nonsupsension of disbelief, 122. Saint spellcasting type, 93. Town development, 74. Lances, 81. Norman adventures, 115. Sanctuary, 41. Towns, 32, 73; anatomy of, 75. Lands, economics and, 68. Norman armies, 87. Sapping, 91. Townsman character type, 55. Landthing, 102. Norman campaigns, 112. Satire, 121. Trade names, 53. Later Saxon period, 6. Norman England, 4, 14. Saxon adventures, 110. Trader, Arab, 102. Latin, 36. Norman forenames, 52. Saxon armies, 86. Trades, 76. Law of comic inevitability, 122. Norman French, 36. Saxon campaigns, 108. Training, magical, 94. Law, feudal, 19; forest, 78; Roman, 10; Norman period, 12. Saxon forenames, 52. Transportation, 35. Saxon, 10; witchcraft, sorcery and, 44. Norman shield, 85. Saxon kingdoms, 4, 6. Travel, 77. Lawsuits, 11. Norman troops, 88. Saxon law, 10. Trebuchet, 90. Legal Enforcement Powers advantage, 56. Normans, Saxons and, 21. Saxon lawsuits, 11. Trial by combat, 91. Leper disadvantage, 58. Nun, 43. Saxon oath of loyalty, 10. , 12. Leprosy, 34. Oath of loyalty, 20; Saxon, 10. Saxon period, Christian, 6; Early, 6; Troops, high medieval, 88; Norman, 88; Life, monastic, 71. Oath-Price, 10. Later, 6; Pagan, 6. Saxon, 88. Lindisfarne, 6. Offa of Mercia, 6. Saxon shield, 85. Tudor, house of, 31. Linguistics, 21. Olde Englysshe, 36. Saxon troops, 88. Two-handed sword, 80. Literacy advantage, 56. Onager, 90. Saxons, Normans and, 21; Underwear, 51. Literary Picts, 101. Orchards, 70. social stigma, 58. Uneducated disadvantage, 59. Livestock, prices of, 61. Ordeal, trial by, 12. Scotland, 45. Unnatural Feature disadvantage, 59. Locations, 64. Order of the Bath, 21. Screw, 91. Upper cannon, 84. Lodging, prices of, 61. Order of the Garter, 21. Scripture, 96. Usury, 42, 43. Lollardism, 41. Order of the Golden Fleece, 21. Scrolls, 95. Vambrace, 84. Lollardy, 27. Orders, Benedictine, 70; monastic, 68. Seafarer, Viking, 101. Varangian Guard, Byzantine, 104. Lost sheep, 43. Orders of knighthood, 21. Seaman, Viking, 102. Vikings, 6, 8, 101. Lower cannon, 84. Organization, Celtic church, 38; Secular community, 71. Villages, 66, 77. Loyalty, oaths of, 20. Roman church, 40. Semi-Literacy advantage, 57. Violence level, 106. Magic items, 96, adapting, 96. Other deities, 37. Septicemic plague, 34. Virtue by Association, 97. Magic level, 106. Outlaws, 77. Sets, equipment, 86. Vow disadvantage, 59. Magic, 92, necromantic, 97. Pagan Saxon period, 6. Shakespeare, William, 46. Wales, 45. Magical Aptitude advantage, 57. Paganism, witchcraft and, 45. Shields, 85; fighting with, 85. Walls, 65. Magical jewelry, 96. Pagans, 37. Shilling, 60. War, Hundred Years’, 28. Magical training, 94. Parliament, 23. Shortsword, 80. Wardrobe, 32. Magical weaponry, 97. Patron advantage, 57. Siege towers, 91. Warlock spellcasting type, 93. Magna Carta, 18. Pauldrons, 84. Siege weapons, 88, 89. Warlocks, 94. Malleus Malificarum, 44. Peasantry, 19. Sieges, 89. Warrior character type, 56. Mangonel, 90. Peasants, illuminated, 26; revolting, 88. Silly campaigns, 121. Warrior, Arab, 103; Celtic, 99; Manor adventure seeds, 69. Pelagianism, 41. Silly quothing, 36. Viking, 101. Manor house, 66. Perrier, 90. Skald, Viking, 102. Wars of the Roses, 31. Manor life, 68. Peter’s Pence, 41. Skills, 59; new, 59. Wealth, 60. Manor yard, 66. Phobia disadvantage, 58. Slave character type, 55. Weaponry, 35, 80; magical, 97; Manors, 32, 66. Pick, 91. Social status, 62. anti-armor, 81; improvised, 84; Map, 7. Picts, 100; literary, 101. Social Stigma disadvantage, 58. prices of, 60; ranged, 88; siege, 88, 89. Markets, 74. Pikemen, 88. Social stigmas, 62. Weight, 51. Marriages, mixed, 43. Pikes, 81. Society, Arab, 103; Byzantine, 104; Wergild, 10. Mass combat, medieval, 88. Pilgrimages, 39. Celtic, 100; French, 99; Pict, 101; Wild Talent spellcasting type, 93. Matter of Flanders campaign, 116. Place names, 8. Viking, 102. William I, 14. May Day, 37. Plague, 34. “Son of” names, 52. William II, 15. Medicine, 35. Plantagenet, 15, 31. Sorcerers, 94. William the Conqueror, 14. Medieval church, 40. Plate armor, 84. Sorcery, 44. William, Duke of Normandy, 9. Medieval dating, 33 Plow-alms, 41. Soul-scot, 41. Wise-woman character type, 56. Medieval England, 5. Pneumonic plague, 34. Sow, 91. Witch character type, 56. Medieval French, 99. Polearms, 82. Spears, 81. Witch spellcasting type, 93. Medieval gadgeteering, 122. Poleyn, 84. Spellcasters, 93; nonhuman, 95. Witchcraft, 44, 94; paganism and, 45. Medieval mass combat, 88. Poll tax, 26. Spells, 94; enchantment, 95. Witches, 94. Medieval period, high, 22. Population, agriculture and, 24. Spy, social stigma, 58. Wizardly tools, 96. Men-at-arms, 88. Pot-de-fer, 91. Stamford bridge, 9. Wizards character type, 56. Mercenaries, 88. Pound, 60. State, church and, 32. Woden, 37. Merchants, 32; Viking, 102. Power, 35. Status, 62. Wolf’s Head adventure, 115. Middle Ages, 6; high, 22, 32. Powerstones, 97. Stephen of Blois, 15. Wolf’s Head, 11; social stigma, 58. Military Rank advantage, 57. Prices, 60. Stranger, social stigma, 58. Women, social stigma, 58. Military, Byzantine, 104. Priest character type, 55. Strix, 107. Written charms, 95. Millennium, 13. Priest spellcasting type, 93. Styles, campaigns, 106. Y1K problem, 13. Minister, 40. Priest, 43, 95; Arab, 103. Subinfeudation, 18. Yard, manor, 66. Miraculous items, 97. Primitive disadvantage, 58. Superstitions, 97. Year in the Country campaign, 113. Miscellaneous goods, prices of, 62. Quarrel, 83. Surnames, 52. Yeoman archers, 88. Mists of Avalon, The, 107. Quothing, silly, 36. Swein Forkbeard, 8. York, 31. Mixed marriages, 43. Rabble, 88. Sword and the Cross campaign, 108. Yule log, 37. Model parliament, 23. Rams, 91. Swords, 80. 128 INDEX STUCK FOR AN ADVENTURE? NO PROBLEM.

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