The Grail Kings -- (c) 1996 Peter Corless Excerpt from the work in progress "The Courts of King Arthur", (c) 1996, Peter Corless. (Written for future publication by the Chaosium) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The Grail Kings According to apocryphal documentation, Joseph of Arimethea was alternately described as Jesus' uncle, or a friend of his family. Some say that he brought Jesus and Mary to the Roman province of Brittania during the Christian Saviour's "Missing Years" - between his youth and adulthood. (Ostensibly to look after tin or lead mining interests in the Somerset area near Glastonbury, but perhaps to found a secret church at that site, or elsewhere in Britain.) The story of the Resurrection is well known in Western society so need not be recounted here, but the event of Joseph's life are not as well documented. Records of the events either make Joseph a Legionnaire or officer in Pilate's court during Jesus' persecution. Joseph asks and is granted permission to bury Jesus' body in his own tomb. A few days later, the tomb was found empty, and Pilate was not pleased. For his part in founding the new Christian religion, Joseph of Arimethia was tossed in a Jerusalem dungeon. He was released either quite mundanely when Vespasian put down the Jewish rebellions some years later, or by a miraculous reappearance of Christ, who transported him from his captivity to freedom in his native town of Arimathea. He thereafter collected his family and followers and travelled as far away and as fast as he could. His first journey took him to the Kingdom of Sarras. There, he convinced the King of Sarras, Evelake, and his brother-in-law, Seraphe, to become followers of Christ. Baptized as Mordrains and Nacien, respectively, these two became the original secular King and Hermit of the Grail. They lived remarkably long: Mordrains only passing away at the acheivement of the Grail, and Naciens disappeared into obscurity after counselling some of the knights along the Grail Quest (though this is getting well ahead of the narrative). They both settled in Britain, along with the rest of Joseph of Armithea's followers. This pair can be considered the equivalent of the original Arthur (Secular/King) and Merlin (Spiritual/Advisor). However, neither Mordrains nor Nascien ever possessed the Grail, nor were they leaders of Britain. Indeed, Mordrains was wounded when he tried to use King David's sword, thus becoming the first Maimed King, and disproving his worthiness to be the Grail King, or even King of Britain. Instead, it was Helaius, the great-great-grandson of Nascien, and also the son of Joseph of Arimethea's sister Engyeus, who became the inheritor of the Grail, after it had been passed down from Joseph of Arimethea to his son Josephe, and thence to Helaius. Helaius' son Jonas married the daughter of the King Kalafes of the Wasteland, after which the Grail was moved to its secret hiding place in Listeneisse, a land beyond or within the Wastelands. Thereafter, the location and history of the Grail was shrouded in secrecy until King Arthur's day. The Grail is traditionally seen as the dish or chalice from which Jesus drank at the Last Supper. However, others, especially Pagans, say that the Grail is actually the universal bringer of life to the world. It is variously envisioned as the Roman "Cornucopia," or "Horn of Plenty," the Pagan "magic Cauldron," even the alchemist's "Philosopher's Stone." Because of this, many people with widely different understandings have come singly or in small groups to the Grail Castle. They faithfully serve the Grail King, who serves the Grail. The invevitable question remains to be asked though, "Whom does the Grail serve?" Note that characters can become "indirect" members of the "Grail clan" at any time by adventuring to the Grail Castle in Listeneisse. (Not an easy task! - refer to Boy King, pages 76-83) Once there, they may devote their life by retiring their characters to the gamemaster, to be Grail Knights or Grail Maidens. This is not the same as acheiving the Grail Quest, but places them at the service of the Grail King (and the gamemaster). The only known direct descendents of the current Grail King are Elaine of Carbonek, her brother Sir Eliazar, and Elaine's son by Lancelot, Sir Galahad. Indirect relatives include Garlon the "Invisible Knight" (the nefarious brother of Pellam), as well as King Alain of Escavalon (father of Gawaine's wife, Floree), plus Pellinore de Gales' clan. It would be extremely rare and remarkable for a gamemaster to allow any other characters of direct or indirect relation to the Grail King into play, especially prior to Pendragon Phase 4 or 5. Instead, consider whether they would be considered indirect or direct relatives of Pellinore, progenitor of the de Gales clan (and receive instead the clan modifiers thereof; see above for details). Theme: The World (Renewal, healing and safeguarding both the Spiritual and Material) The overall theme for the Grail clan is renewal and healing of the World. This is accomplished through the individual's spiritual grace, emotional peace, symbolic unity and physical health and the natural dedication of one's own words and deeds in the selfless service of others. The mysterious kingdom of Listeneisse, and it's castle of Carbonek, are places within this material world, but not of it. They cannot be placed exactly upon a map, like the Garden of Eden, or the realm of Faerie. There is sense it is quite nearby, but may take a long while to find (if ever) unless one travels on the correct "path". Often in the journey, the quester is transformed in great or terrible - but always mysterious - ways. Plus, the route to success is seldom what it seems. The interwoven threads of achieving the common weal and personal well-being, and acquiring wisdom along the way, are fabric for any Grail Quest. If Arthur is the paramount lord of the secular world, the Fisher King is lord of the spiritual world. This is not to be confused with the office of the Pope, which is charged with the sheparding of the flock through this world. Instead, it is the spiritual elite, the chosen ones. For Christians, the Grail Kings can trace their lineage to Joseph of Arimathea, who entombed Christ after the Crucifiction, and was granted guardianship of the Holy Grail. This trust is more sacred than any individual, or any family, or any single brotherhood, or even any nation. It is a universal trust. For Pagans, the Grail is not uniquely a Christian symbol, but likewise a universal one. Each culture represents renewal in their own way: the Celtic Cauldron of Life, the bountiful Cornucopia of the Romans, the Holy Chalice of the Christian Last Supper. They hold the symbol of shared meal or drink in common. The Fisher King's disability represents how the spiritual world can be out of balance, and how, through the simple human actions of the individual, the world can be set right again. Grail Clan Characteristics Leader: * King Pellam (Phase 1-5) Homeland: Listeneisse Culture: Various, Mixed Religion: Christian (Grail) Clan Modifiers: Direct: Chracteristics: +2 STR, +2 CON, +2 DEX, +2 SIZ, +2 APP; except Grail King: -2 STR, -2 CON, -2 DEX, -2 SIZ -2 APP Special: Make no Aging rolls - Grail heals all wounds, except for Grail King, who has Healing Rate of "0" (zero). Skills: +10 to Boating, Chirurgery, Courtesy, First Aid, Orate, Religion and Horsemanship Magical Skills: +10 Divine Miracle Traits: +3 to each of traits in the left column of the character sheet: Chaste, Energetic, Forgiving, Generous, Honest, Just, Merciful, Modest, Pious, Prudent, Temperate, Trusting, and Valorous Passions: generate "Love (Grail)" 3d6+6, +1d6+6 Honor, +1d6+6 Hospitality; Loyalty is to (Grail King). No other Loyalties or Loves possible, except for "Love (God)". Glory: +1000* Insight: +1000 Indirect: Chracteristics: +1 STR, +1 CON, +1 DEX, +1 SIZ, +1 APP Special: Make no Aging rolls for Major Wounds (miraculous recoveries), but age normally Skills: +3 to Boating, Chirurgery, Courtesy, First Aid, Orate, Religion and Horsemanship Magical Skills: +5 Divine Miracle Traits: +1 to each of traits in the left column of the character sheet: Chaste, Energetic, Forgiving, Generous, Honest, Just, Merciful, Modest, Pious, Prudent, Temperate, Trusting, and Valorous Passions: generate "Love (Grail)" 2d6+6, +1d3+3 Honor, +1d3+3 Hospitality; Loyalty is to (Grail King). No other Loyalties or Loves possible, except for "Love (God)". Glory: +500* Insight: +500 Marriage: Note that marriage is not possible for the Grail Knights or Grail Maidens who, tradition states, have taken vows of chastity. However, since the Grail Kings have had an unbroken line of succession from Helaius to Pellam, and on to Galahad, one would assume the requirements to attain such a maariage, and the privileges and duties it brings, would be enormous. It it left entirely to the gamemaster's discretion and good judgement to allow this in their campaign, and to determine its effects. * Benefits from glory are completely up to player to assign. Note for some characters, these benefits might not be apparent until such a time as the relationship is created (by marriage) or discovered (for illegitimacy, or hidden lineages, for example). Servants of the Grail There are roles for both men and women of good nature to be servants of the Grail, as either Grail Knights or Grail Maidens. Such a position entitles the character to benefits of indirect relationship to the Grail King, but requires the retirement of the character into the service of the Gamemaster. As well, to enter such service, there are various requirements. The petitioner must freely renounce the ways of the world, taking vows of chastity and humility. Grail Clan "Black Sheep" Garlon "the Invisible Knight" Unlike the pious and noble members of the Grail clan, Garlon is a murderous, treacherous man. He is capable of making himself invisible, and uses this ability to slay many knights without cause or explanation. At the same time his brother, the Grail King Pellam, defends his brother when he is slain by Sir Balin in the Grail Court. This is a strange mystery, since only those of noble character are capable of visiting the Grail Castle, and Garlon certainly seems quite vile in many respects. Indeed, in many ways, he is the antithesis of all that the defenders of the Grail stand for. Similarly inexplicable is Pellam's rise to revenge Garlon's death, which results in Balin's wounding of Pellam with the Dolorous Stroke. Significant Traits & Passions: * Vengeful XX * Deceitful XX * Arbitrary XX * Cruel XX * Worldly XX * Reckless XX * Suspicious XX * Hospitality (REAL LOW) * Honor (REAL LOW)