But Merlin prophecies that Gawaine will die at the hands of the vile Grey Knight, with only one chance to save him. There are ancient artifacts of extraordinary, magical power. Arthur proclaims a solemn quest: comb the length and breadth of England to find these treasures before Gawaine and the Grey Knight meet. Adventure with young Arthur in his quest to claim the kingship of Britain.
Battle enemy lords, defend the realm against savage invaders, and clear the land of awesome monsters. Find glory in the dozens of adventures provided. The Boy King provides everything needed to run a campaign from before Arthur pulls the sword from the stone to the establishment of his empire.
This reprint includes a new section adding magic system statistics for magical characters and a graphical timeline. Enter the Golden Age of Knighthood including all you need for character generation, combat and adventure. Create your own heraldric crest! Perform brave deeds! Earn a seat at the Round Table! A lifetime of Adventure, combat, glory, honor and chivalry await! This book is perfect for Players new to King Arthur Pendragon or anyone curious and new to roleplaying games.
Designed for King Arthur Pendragon 4th Edition but can be adapted to other editions easily. There can be found savants and sages to aid player-knights facing foes and problems not of this world. Let my sword cleanse his name forever of this viles accusation! Travel to wild Cambria and participate in the Tournament of Dreams.
Dare all to win your own kingdom in The Circle of Gold. With new rules for interpreting dreams and casting Dream Magic, as well as revised rules for hospitality and feast. Contents: Designed for King Arthur Pendragon 4th Edition but can be adapted to other editions easily. Since the Enchantment of Britain began, the Other Side has intruded more and more into everyday life.
Within this book, five adventures and many short adventure seeds bring player characters into contact with the Other Side of Enchanted Britain. This never-before-seen, five-year expansion to the award-winning The Great Pendragon Campaign provides the option for starting a campaign in Year , the fateful year that Uther inherits the crown and forges the kingdom that will one day be the birthright of his son, King Arthur.
Information for years are presented in the same format as The Great Pendragon Campaign itself. They can inspire you to great deeds of valor and honor, or if frustrated, can lead to dark rifts between lords and lovers. The definitive roleplaying sourcebook on the advent of the Angles, Saxon and Jutes in Britain! But after the Roman legions left, the tyrant King Vortigern invited them into Britain as mercenaries to fight his enemies. Some work for peace. Most others for war.
Not even the combined armies of King Arthur can eradicate them, though their power will be broken for a generation after the epochal Battle of Badon. It provides the history, heroes and culture of the Saxons, Angles, and Jutes, plus rules for Saxon character creation and magic.
This page PDF-only product is intended as an expansion of the Great Pendragon Campaign , but is useful on its own merits as well. Containing statistics for over four dozen characters from all the periods of the full Pendragon campaign, Pendragon Gamemaster Characters notably includes multiple versions of the same individual, such as King Arthur, to demonstrate how the character changes over the course of time.
Savage Mountains features four complete adventures for the King Arthur Pendragon roleplaying game, set among the wild mountains of Wales. Ample background information is provided for the gamemaster. Particular sections of this book are intended to be photocopied and be given to the players.
A major city in the region, Carlion-on-Usk, is described and is illustrated in detail. The Adventure of the Dolorous Wyrm — This scenario is designed for at least four but no more than eight player knights with good combat skills.
The Adventure of the Best Wine in the World — This scenario tests the personality traits and the behavior of the characters. It deliberately tempts and tries to cause the characters to err. It is loosely modeled on the conquest of Wales by King Edward I, hence the intrusion of concentric castles sometime during this phase of your campaign. The Adventure of the Paulag Cat — In this adventure the player knights must stop a monster known a s the Paulag Cat, which is ravaging the Isle of Man and the castle of Beaumaris.
This digital download bundle includes 44 maps for use with the King Arthur Pendragon roleplaying game. The maps are presented in the original black and white format, but in high-resolution as much as 2, pixels wide suitable for printing or for use with virtual tabletops. Perilous Forest is a supplement for the King Arthur Pendragon roleplaying game system.
It includes three major adventures, and extensive background for western Cumbria and the Perilous Forest. They can be played individually without adjustment. The Adventure of the Perilous Forest — This adventure aims to reflect something of the circular narrative of many extant medieval tales. It is intended to be a partially frustrating but ultimately solvable puzzle, the solution to which is found not through guile, but action, decision and character.
Are your knights brave enough to face what is in this shunned land? Uther Pendragon is the king of warlords, the fiercest man in the land, bearer of the Sword of Victory and guardian of the honor of Britain. Uther has everything a man could want, except… The Book of Uther explores the tumultuous life and times of King Uther Pendragon.
This is the book for anyone craving more detail on the workings of the Royal Court. Hobnob with great barons, famous heroes, pious bishops, and reverent abbots.
Gossip with the court knights who guard the king and their privileges with equal fervor. An all-new courtly scenario generator and rules for keeping the Rumor Mill grinding provide powerful tools to ensure that Player-knights have opportunities to directly interact with the royal court, ensuring their personal investment in this lofty setting.
Furthermore, the Book of Uther presents a never-before-seen, five-year expansion to the award-winning The Great Pendragon Campaign that gives the option for starting a campaign in Year , the fateful year that Uther inherits the crown and forges the kingdom that will one day be the birthright of his son, King Arthur. The hills they own are as well-known as the raths belonging to human kings.
Few of the Irish plains are arable. Irish woods contain oak intermingled with birch, alder and ash. Arthur defeats Cheldric. King Arthur versus Saxon King Aelle, indecisive. King Arthur versus Aelle, indecisive. King Arthur gets the upper hand. King Arthur defeats Aelle. Conquest Period Battle of Alclud. Battle of Loch Lomond. King Arthur defeats the Picts.
Battle of Guinnon. Battle of Autun. Sir Bedivere defeats the Romans. Roman ambush. Sir Cador and Sir Lancelot defeat the Romans. Battle of Saussy. King Arthur defeats Roman Emperor Lucius. Battle of Milan. Gawain defeats the King of Lombardy. Battle of Surluse. King Arthur versus Duke Galeholt, nominal victory for Arthur. Battle of Tara. Paris Tournament.
Peningues Tournament. Cornwall Tournament. The Battle of Paris. King Arthur defeats French King Childebert. Cornouailles Wedding Tournament. Rochester Tournament. Meliagrance abducts Guinevere. Tournament Period King Arthur goes missing. Castle of the Hard Rock Tournament. Friendship Tournament. Totnes Tournament. Sarum Tournament. Homecoming Tournament. Surluse Tournament. Lonazep Tournament. Grail Period Feast of the Holy Grail. Battle of Camelot. Battle of Cirencester. Sir Gawain versus Brian of the Isles, a draw.
Twilight Period Tournament of Champions. Hallowmass Tournament. Arthur versus Lancelot, indecisive. Nominal victory for Lancelot, indecisive. Battle of Barham Downs. Arthur versus Mordred, a draw. Battle of Camlann. Arthur versus Mordred. This is the end of the game; everyone dies with great Glory before their High King. Only one knight survives this fight, and we still remember his name. Yet his dusky lady was dearer to him than life.
Never was there a woman of comlier form. Her heart, too, was of noble quality, displaying womanly restraint and chastity. Distant strangers! Here is character creation for nine very different continental peoples. Their creation has fewer options than at-home Mainstream knights, and fewer bonuses because their national identity is more important than the details of their feudal connections. Medieval histories always present old events in their contemporary dress.
Pendragon does the same, giving traits of the Middle Ages to its sixth century people. The sixth century chronology determines the local politics, but the cultural and technological equivalency is with the Middle Ages.
This is the standard top of the line warrior for each culture before the high order of knighthood reaches these lands. If Arthurian knights venture into foreign lands, these early types are the dominant type of force in the armies there.
But Pendragon is a game of knighthood. The chivalric fantasy is continued wherein Ambrosius Aurelianus began the institution of knighthood.
It spreads through Europe, with suggested dates of its establishment in these continental lands given in the write up for each people. The lands of continental Europe are, like Britain, a fanciful interpretation of medieval politics interposed upon 6th century political boundaries. Continental characters enter the Arthurian world most easily after By then King Arthur has conquered the Western Roman Empire and all its allies, and the fame of Camelot lures the adventurous to come see what the fuss is about.
Thus Gamemasters will have to do more juggling and adjusting when they allow continental knights earlier than These characters will be foreigners in Britain. Before they can arrive as mercenaries, and after that, as visiting adventurers. The nobles of Britain will welcome foreigners of equal rank. Exotic knights are always of interest until they become obnoxious or dangerous. But deeds speak louder than words. Be ready to be tested, at least until you prove yourself! Here is the passage, altered only slightly to suit this supplement.
Soon they saw knights all armed came in at the hall door, and did off their helms and their arms, and said unto Galahad: Sir, we have hurried right much for to be with you at this table where the holy meat shall be departed. Then said he: Ye be welcome, but of whence be ye? So one of them said he was of Occitania, and another of Iberia and a third of Italy, and others they were of Denmark, of France and of Germany, and the other three of distant Byzantium, Egypt and Hunland.
How do I fit in? Work it out. Know a basic back story. Membership in an International Brotherhood may be the key. The Templars are the best-known organization that spans peoples and continents.
Other possibilities might be Brotherhood of the Host Hospitalers, offering refuge and safety to travelling guests. Why did I leave home? Many knights travel far to see the splendor of the crown of chivalry. Why did yours? Some come from curiosity.
Others wish to further its noble cause. Some come to challenge it. A knight might have been formally outlawed from his own land. Maybe he has no liege. Perhaps jealous enemies drove him away. He could have murdered someone. Or maybe just cut himself loose from a bad lord. Broken heart? Byzantines and Occitanians think the same thing about the Italians, and the Moors and Danes think the same about the Spaniards. It is nothing deliberately insulting. It is because of the same reason they think a race in India has mouths in their torsos—they never learned more.
So these stereotypes are not the way your characters would feel about themselves. See the Self Image section in each write up. On the other hand, players may wish to play up these stereotypes as their characterization. Go for it. The stereotypes come from someone! Their main city is Constantinople, a fabulously wealthy, holy and ancient city. Its residents are extremely sophisticated, knowledgeable, and honorable soldiers. But they are aloof, with a false sense of superiority.
They eat strange foods, wear strange clothes and think that chariot racing is entertaining. The Danes Danes are men of honor. They are big, hearty folk who are made tough by the terrible land they live in.
Dark and cold winters make them moody and dangerous, while the long summer days overexcite them. Danes know little of civilized manners and are, simply, uncouth. Big and tough, but unable to ride a horse. Denmark is backwards and wild—the suitable land for these people.
The French The French are people of honor and pride. A French knight is a volatile mixture of residual barbarism and incipient sophistication, tempered by a misplaced sense of tribal pride.
The Germans A stern, honorable people. But they are unable to cooperate. Obedience is a major virtue among them. The Spanish Spanish knights are proud and vain. The nobles among them have kept a proud warrior tradition alive alongside a sophisticated local culture.
They are touchy and passionate in all things. The Italians The Italians are easy-going, pleasure-loving people given to excess and decadence. The knights among them, servants of their city lords, are skilled and dangerous. They sit upon a great past—they rule Rome!
But these Italians have not absorbed the knowledge or Glory of their Roman subjects. Thus they are ignorant, but they are also sensitive, and so are easily provoked to personal ire.
The Occitanians The Occitanians are a people who are keen of mind and who lean naturally towards sophisticated ideas. Their land is pleasant and rich, and they have many cities and trade.
They are lazy and indulgent, like love songs and reading. They are, really, oversophisticated. They are unable to resist even the most foolish liberal traits of their Gallo-Roman subjects. The Huns The Huns are small, rugged horse-riding people of the steppes.
They are a strong and small because they are descendants of a giant and dwarf mating. They distrust buildings, eat raw meat, and may be cannibals. The knights from among them are rowdy and uncouth, but honorable to their word. Of all peoples, they are the most foreign because everything about them is disimilar. True, they are Honorable under oath, and their knights are courageous and loyal.
But they know many unusual things, have semingly magical powers of healing and know how to read! In all cases, for player knights, the rules presented here supersede those found in previous publications.
Common Factors Everything your character has done in his life is to reach this point—the ceremony of receiving knighthood. The character generation process for the Continental Characters is the same as for the Mainstream Characters, but the presentation here is different.
These are less complicated—they have more differences than similarities. This section explains what they do all share in common, to keep from having to repeat it. While generating your Continental Characters you may have to refer back to this section.
Ladies for these cultures follow the same procedures. As with the Mainstream characters, they get the same special skill, trait or passion as the men, and all Ladies use the same Luck Table, in the Mainstream chapter.
Religion Religion varies from culture to culture. Options are given here. Rather than making a rule for determination, everyone gets to choose. Your Lord Who does the knight swear to, or last swore to?
A random table provides the options for a typical knight or soldier. Next is a list of the contemporary rulers of those lands during the time of the Great Pendragon Campaign. Further events concerning these individuals are sometimes given at the end of each section, under Previous Experience.
Current Class 1. Noble blood, honor and martial ways are the most important ingredients to be accepted by mainstream Arthurian society. Feel free to give them experience before arriving at court. If your character is traditional, be sure not to advance his knightly skills before knighthood reached their lands. Check with the GM and see what he allows. An interesting story is more important than unyielding interpretation of the rules.
All of these Homelands have a pre-knightly Stage mentioned, which is before knighthood is widely practiced in that land. Some places have names in [brackets. The local variations to the institution of knighthood, such as serf knights or allodial knights, appear in this section. Equipment The equipment for a starting character is given.
Other troop types? This is a game about knights. A few facts that differentiate the culture from others are given here. The most important part is the Self Image section.
Directed Traits Some lands have special Directed Traits, which are listed here. Not everyone does. Special Traits Some cultures have a special Trait as their characteristic. Oinology is an example. Its conditions and rules will be listed here.
These never modify the opposite Trait unless the description says it does. Homeland Trait Modifiers Some Homelands give special bonuses. If none is listed, there is none. Cultural Modifiers to Attributes Certain cultures have bonuses and penalties for some attributes.
Thus, this can allow people to go above or below their normal restrictions. But their abilities at those skills vary from culture to culture.
Starting Skills The base skill lists for the average male and female of this class are given. These will be augmented with Individual Skill choices. Hence, for example, no male character can have a Chirurgery skill when starting play. The Sword skill is a popular and useful choice. Choose any 3 non-combat starting skills other than Chirurgery, Fashion, and Industry, and make each of them These allow the starting Skill to go over Homeland Skills A couple of Homelands get some additions to Skills.
Those are listed in this section. Special Skills Some cultures get special skills, typically one skill that encompasses two normal skills, and is used to replace them. Those, if present, are explained here. If they were knighted in their Homeland, they do get the thousand points, of course. Additional Modifiers from Glory It is possible that a character will acquire more than points of Glory in the next step. If so, remember to add 1 bonus point to the skills, Traits, Passions, or attributes before play.
Glory: Get 50 Glory for witnessing each non-battle event. For each battle, get 1d6 x 50 Glory. All women from all cultures share the same Luck Table, which is given on pg. Also, Table Wondrous Substances is there, on pg. Glory Beginning characters all start with the same Random Glory values. Acquired Glory is the amount gained so far by his own young adventures.
Knighting Many non-knightly and pseudo-knightly ranks exist herein. Individuals who are of noble blood and practice a martial lifestyle will probably be treated as knights by the Arthurian nobility, but they are not actually knights. Therefore, their status does not warrant the Glory for being knighted. If, during their adventures in Britain, they obtain this status, then they get the Glory for it.
It is sophisticated and, for much of this period, successfully expansive. Byzantines provide only one type of character from Byzantium, since their politics and culture did not change appreciably during the Arthurian and Medieval eras.
It includes many peoples in Europe and Asia under their rule. Whatever their ethnicity, they are foremost Byzantines. Syria is a province from Asia. Its major city is Antioch. Illyricum is a province from the Balkans, and its great city is Salonica. It has thrived in unbroken peace and splendor since it was established by Emperor Constantine the Great two hundred years ago.
They would call themselves Greeks, if speaking culturally; and Romans, if they are speaking politically, since they are the legitimate heirs of the ancient Roman Empire. Nor, for that matter, is their capital city called Byzantium, but rather Constantinople. We are the heirs of the Greek philosophers and the Roman politicians. We are a powerful empire, and will continue to be so forever. People fanatically support one of the four teams which are designated by colors.
The teams are the Blues, Greens, Whites and Reds. Religion Orthodox Christianity is the dominant Church here. However, some people follow the ancient philosophers and are Neoplatonists, while another minority is the Manicheans. Now that the Patriarch in Rome, the Pope, is a captive of barbarians, he is trying to convince us of his fraudulent dominance. The ways of Socrates, Plato, Aristotle and the other men of knowledge anticipated the Turmarch. Commander of the entire army from a Theme region , of several Themae.
He has revealed that the world is ruled by two gods, one that is good and one that is evil. It is the obligation of upright men to work for Good, worship the Creator, and move towards the Light; and to combat Evil in all its forms. Jesus taught us that. Tagmata Soldier. Another charger. The approximate equivalent of a landholding knight. Imperial force, maintained by imperial funds, military elites.
It is used in place of both Battle and Siege. Special Skill: Charioteer It is inevitable that some player will want to have this skill. It is a special skill which allows someone to drive a chariot, and starts at 0.
Note that the Christian Relics will all work for a Manichaeist as well. You come from a traditional military family that owns its own manor in your homeland. You acquired formal rank equivalent to that of a knight, in your mind when you were given the arms and armor and blessed by a priest to be the one man in a thousand. This does not warrant the Glory for being knighted. Previous Experience 5. Acquired Glory: 1d6 x Emperor Zeno rallies the army and conquers the empire that had been taken from him.
He is named Emperor of the West by Odoacer the Goth. Emperor Zeno suppresses rebellion. Emperor Zeno dies heirless. His widow chooses the courtier Anastasius to succeed; she soon marries him.
Dietrich of Bern conquers King Odoacer in Italy, and moves his people there. Sassanid War, against Persians, Emperor Anastasius is victor.
Internal revolt, backed by the Huns, fails; Emperor Anastasius is the victor. Justin is made Emperor. Year Released: Page Count: Author: Greg Stafford. Inventory locations for this Product United States. United Kingdom. Continental Europe.
Cannot order from your warehouse? Try Lulu. Fulfilled by Lulu. Why get the PDF when it comes with the printed copy? Buy now and get a coupon for the printed version later! Related Products Customers Also Viewed. Quick View. Add to Cart. Book of Sires - PDF. Book of Uther - PDF. Book of the Warlord - PDF. With this book you may generate knights and ladies from any place and time in the legendary Arthurian realm.
They may come from any of a hundred different specific locations in Britain proper, or from any one of ten foreign lands. There are over possible homelands wherein every kingdom, county and tribe is detailed.
Fifteen cultures, twelve religions and three types of government all combine to create a variety of characters previously unavailable in KAP. Buy the printed copy! All products will ship from the warehouse you select. Not all products are in all warehouses. Pendragon's unique system of Traits and Passions creates dramatic personalities and takes roleplaying to new heights. Enter the Golden Age of Knighthood including all you need for character generation, combat and adventure.
Create your own heraldric crest! Perform brave deeds! Earn a seat at the Round Table!
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