Date: Thu, 13 Feb 1997 22:03:47 +1000 (EST) From: Timothy Ferguson To: Peter Corless Cc: pendragon-l@theurgy.digex.net Subject: Priamus and the Romano-Berbers. [Author's Note: Dear All, In clearing out my sent-mail chache I came across this and wanted comment on it. It's for the "Courts of King Arthur" project, so a finised version will lob onto Peter's pages eventually. I admit to knowing passing little about Berbers, so any assistance, especially in terms of relative levels of skill, and religion, would be greatly appreciated. 13 February 1997] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - "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) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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.