Showing posts with label Pendragon. Show all posts
Showing posts with label Pendragon. Show all posts

Wednesday, November 4, 2020

Lady Duddug ferch Gwair, a lady of King Aurelius Ambrosius's court (King Arthur Pendragon)

As always thanks to my patrons Jaina Bee, Darius, Casey, Dave, Ferny, aqnd Keeper!  If you'd like to support my RPG writing and streaming, please donate however much you are able to and want to at my Patreon.  Thank you so much for your generosity!


Lady Duddug ferch Gwair

Glory: 169 (Non-knight)
Age: 21 in 480 (b. 459)
Physique:  Heavyset and sure
Personality:  Hedonistic, permissive, always busy, invested in her community and somewhat uncaring of others, slightly tomboyish, fiercely British
Style:  Casual, steady, clever
Coat of Arms:  Barry indented the one in the other vert and purpure, a bend sable


SIZ 13 (134 lb.) DEX 14 STR 10 CON 15 APP 17
Damage 4d6 Healing Rate 3 Movement Rate 2 HP 28 (unconscious 7)
Family Characteristic
Good with animals (+5 Falconry, +5 Horsemanship) Wealth  Ordinary
Distinctive Features Chuckling voice, motherly touch, quiet challenge in her eyes Hair  White Eyes  Amber Culture: Cymric Homeland Venta, Logres [Caerwent]
Religion British Pagan Father's Class Man-at-arms Family Wealth  Rich     Daughter Number  Third Liege Lord Unit commander Current Class  Household
Current Home  Travelling with King Aurelius Ambrosius's Court

👰Chaste 0/20 Lustful 👰Modest 6/14 Proud 
👰Energetic 22/0 Lazy    Pious 13/7 Worldly
Forgiving 16/4 Vengeful         👰Prudent 12/8 Reckless
Generous 7/13 Selfish         👰Temperate 7/13 Indulgent
👰Honest 15/5 Deceitful Trusting 12/8 Suspicious
Just 11/9 Arbitrary Valorous 9/11 Cowardly
Merciful 13/7 Cruel

Gentlewoman 62/80 Religious Bonus:  needs +9 Generous, +2 Proud, +1 Honest


Loyalty (Lord) 17 Love (Family) 16 Hate (Angles) 16 Honor 10 Hospitality 9


Awareness 6 Faerie Lore 3 Heraldry 1         Recognize 5
Boating 0 Falconry 15 Hunting 3         Religion (British pagan) 5
Chirurgery 15 Fashion 2         Intrigue 5         Romance 1
Compose 1 First Aid 12 Orate 2                 Singing 6
Courtesy 5 Flirting 7 Play (harp) 5 Swimming 16     
Dancing 5 Folklore 2 Read (Latin) 6        Tourney 1
Distaff 10 Gaming 3


Battle 1     Sword 0
Siege 5 Spear Expertise 0
Horsemanship 3 Dagger 5



Gwair's lucky placement and quick arm earned him a gift from Lord Ventrius, Duke of the Saxon Shore dating back to when his Roman ancestors still thought Britain valuable enough to rule, when Gwair saved Ventrius from an unseen axe's bite at the Battle of Windsor in 473.  Lord Ventrius, technically Gwair's own lord thanks to King Aurelius Ambrosius allowing the Lord to marry the heiress of Caerwent, offered him the rare prize of a single, unlimited boon.

Gwair is a simple man, almost too simple for life in the 4th largest city in Britain.  He knew his life and wished not to change it overmuch for fear of upsetting his stomach, but he was no dullard.  Greatness was not his to bequeath upon his children by any means other than this one chance.  A mortal hand might be offering it, but Gwair could sense the divine Toutatis behind it.  One of his daughters, then, would have her fortunes improved by this means, but he could not choose among them.

Upon being given a choice in the giving of his gift, Ventrius looked over the three daughters presented him.  The first, Glenys, looked with hungry, expectant eyes whose haughtiness not even a Roman could stand, so she bore the slight of being passed over.  Arwydd, the second, the middle child, enjoyed her elder sister's misfortunes too greatly to be rewarded, while the youngest held her lord's gaze steady and smiling.

"You will choose me if you will, my lord," Duddug told him, "or you will choose one of them, the womanly Esus and Taran.  I do not think you are the type of man who will break your own honor by retracting the gift you have given, but all is possible while Gwydion yet remains about."

"And care you not for your fortune, then, as your two sisters do?"

"Whatever their flaws, my sisters know a sister's duty and a daughter's joy as well as I do, my lord, or nearly so.  Unless I have quite mistaken your nature, you will follow through with what you have vowed."  Her eyes slid down his body with a brief sensuality, "though I might grieve my eye's loss should you choose one of my sisters, to gift one of us is to gift all of us."

Impressed by one so Mercurial ~ a comparison she herself had invoked by mention of Esus and Tarantis, leaving herself implied to be a feminine counterpart to that very god who had moved the ebb and tide of the battle to place her father behind Lord Ventrius's back at the same time as the treacherous Saxon ~ Lord Ventrius named Duddug his own wife's handmaiden.

None expected Duddug to advance beyond that level.  Expectations are tricky things.


Lord Ventrius made many offerings to Asclepius the year before last, which wouldn't have been too unusual.  After all, his son Lucius was born that year.  Sadly, however, it wasn't the infant whom Ventrius was pleading with Asclepius to help.  His wife malingered in the very bed where she had given birth.  A deathly pallor had come over her skin and the sheen of sweat on her brow gave her face a pearlescent look.

The Lord of the Saxon Shore likes to imagine Philolaus among the gods on Olympus, smiling at the sweet smoke of the sacrifices, secure in having already sent his help.  Duddug, ever the faithful handmaiden, never left his wife's side but once.  The days stretched to weeks and even to months as the heiress of Caerwent fought heroically to win each breath, and always Duddug was there with a cool cloth and careful herbs gathered by the servants she so carefully instructed.

It was Duddug's constancy, imperviousness to exhaustion, and skill that pulled the Lady through.  In his gratitude, the Duke of the Saxon Shore petitioned King Aurelius Ambrosius to raise her position even further.  The King granted the petition, personally thanking now-Lady Duddug for ensuring that his gift to Lord Ventrius would bring joy and peace to the land for years to come.

Along with his goodbyes and wishes for fortune, Lord Ventrius gifted her with an old heirloom of his family's.  One of his ancestors had served as the flamen Portunalis under the Emperor Constantine, who had been crowned in Britain.  This was the emperor who first began to persecute the pagans.  This was the emperor who closed the Temple of Portunus in the Forum Boarium.  Lord Ventrius's ancestor sequestered away as many of the ritual objects and cult treasures there, including a box beautifully engraved with depictions of Melikertes Palaemon Portunus.  He wished that they not be defamed by the followers of an arrogant and jealous god.

These treasures came to Britain when the family did, and that box came now to Lady Duddug.  Home to a population of breeding pearls, its gifting was the one sign through Lord Ventrius's famously Roman gravitas that indicated how deep his gratitude for the Ventan town-girl ran.

Lady Duddug quickly made a home for herself in the King' court, embedding herself through bonds of honest work, playfully earthy sex, and just plain general friendliness.  The many diversions of the court, and their great difference from the city-life into which she had been born, have spoiled her somewhat, but her easy way well-balances that scale.

Thursday, September 3, 2020

Sir Errant ap Gerin, called the Curious (Pendragon 5.x)

As always thanks to my patrons Jaina Bee, Darius, Casey, Dave, and especially Ferny, who provided the seed from which this character grew in my Pendragon game!  If you'd like to support my RPG writing and streaming, please donate however much you are able to and want to at my Patreon


Glory: 1166 (Average)
Age: 21 in 480 (b. 459)
Physique: Slumped and spindly
Personality: Fascinated by the world, obsessed, loyal to Count Roderick, conflicted about his family
Style: Retiring, monastic(ish), curious
Coat of Arms:  Azure, an ash-tree eradicated Or, seven flowers argent in chief and a bull dormant of the second in base

SIZ 12 (122 lb.) DEX 14 STR 12 CON 12 APP 11
Family Characteristic Good with words (+15 Compose) Wealth Ordinary
Culture: French Homeland Salisbury, Logres Religion Frankish Pagan

Chaste 7/13 Lustful* ⚔Modest 11/9 Proud*
⚔Energetic 14/6 Lazy    Pious 4/16 Worldly*
Forgiving 8/12 Vengeful* Prudent 0/20 Reckless*
Generous 14/6 Selfish Temperate 11/9 Indulgent*
Honest 14/6 Deceitful Trusting 9/11 Suspicious
⚔Just 11/9 Arbitrary ⚔Valorous* 12/8 Cowardly
⚔Merciful 6/14 Cruel

Directed Trait: Élan +5
Élan is the ability to perform some behavior with a flourish and burst of French pride.  In game terms, Élan is a Trait Modifier with a starting value of +5. It may be added to any of the astericized Traits (Indulgent, Lustful, Vengeful, Proud, Worldly, Reckless, and Valorous) before it is rolled. (It does not affect the opposite Trait, and may not be used on any Trait if it is being rolled due to failure of a Trait on the left side.) However, when Élan is used, the user always gets an automatic check to Proud. Also, a Complete Failure or Partial Success results in immediate Melancholy.  This Melancholy lifts after a night of good sleep.  Élan is the cultural Specialty for the French. 

Chivalry 68/80 (not yet relevant) Religious Bonus:  needs +7 Indulgent and Proud, +2 Generous


Loyalty (Lord) 15 Love (Family) 9 Hate (Saxons) 13 Honor 9 Hospitality 13

Awareness 4 Falconry 6 Hunting 8 Religion (Frankish pagan) 10
Boating 0 First Aid 7 Intrigue 9 Romance 3
Compose 15 Flirting 10 Orate 2    Singing 3
Courtesy 5 Folklore 3 Play (lyre) 2 Stewardship 3
Dancing 3 Gaming 2 Read (Latin) 1 Swimming 2
Faerie Lore 10 Heraldry 6 Recognize 2 Tourney 7


Battle 10 Sword 10 Dagger 1
Siege 2 Lance 5
Horsemanship 10 Spear 15


By the base meaning of it, Sir Errant deserves his name.  With a temperament more generally suited to the life of a Christian monk rather than a pagan knight and ways that awkwardly blend those of his knightly British father and the Frankish concubine who bore and raised him, his Glory has been a quiet Glory.  Gifted with a certain skill for turning a phrase like all the men of his line, Errant’s singing voice and strumming fingers could not keep up with the verses in his head, so he wrote beautifully lyrical songs throughout his squirage for his knight to sing at feasts and tourneys.  Though station and the circumstance of presentation won Errant’s knight fame for these songs, enough people noticed that the songs, always centering around old stories of the fey from both the Cymri and the Franks, had been written by Errant that many continue to ask him to write for them.

But by the reason for his naming, Sir Errant in no way deserves his name.  Gerin worships Christ in the British fashion, and carries some shame thereby about committing adultery with Errant’s mother Clotild.  It was a condition of his claiming of Errant and keeping of Clotild that she name him thus, marking him always as a reminder to Gerin that the path must be strictly kept.

Grey eyes calmly survey the world behind Sir Errant’s lanky red locks.  Tall and thin (one could even say, prompted by his spidery long fingers, that he is spindly,) he holds himself as if he was quite a bit shorter.  The retiring young man hunched over books whenever he could slip it into his knightly training, so his back has developed something of a habitual slump.  This hasn’t stopped him from having the odd fling or two with the squires and handmaidens around him; he has developed a rather minimalistic style of flirting, choosing his moments, his words, and every detail of his actions very carefully to minimize the need for them to be many.  None of the flings ever became anything more, for reasons both of youth and his tendency to ignore all else as soon as someone mentions the word “sidhe”.  Visitors to Baverstock from as far away as Cornwall have said that they have heard rumors of this young knight’s disregard for all else, should a possibility to learn a new scrap of knowledge about Faërie; some have even indicated that these rumors have reached even the ear of King Aurelius Ambrosius himself!

Perhaps in a desire to establish the validity of his knighting or to attract the positive regard of a father who named him for his bastard birth, the one bit of his training that could tear him away from the constant books and tale-tellers was his training with the spear.  That old Celtic weapon of honor is one he has taken as his own and trained hard with.  By the time Count Roderick of Salisbury laid the blade across his shoulders and named him a knight, few if any could face him spear-to-spear, or even sword-to-spear!  Despite this attempt to impress Sir Gerin, Errant has eschewed the faith of his father and its focus on some other world after life, and is well-reputed for his love of beauty and well-cooked meals and all the finer things in life.

Sunday, July 22, 2018

Finally! The last of the Virtues! (Design Domingo #5)

MYSTICAL (My)/WORLDLY (Wo)
Mystical people look to the spiritual world for guidance; Worldly people concern themselves with the affairs of this world -- many religions measure piety by the Mystical trait, while others measure piety by the Worldly trait, for their religion is of this world.

A mystical character often dwells on spiritual matters, and is aware of them and their implications in the material world. (This is not the same as worship, which is an action rather than a belief.) A mystical person is a spiritual person. An extremely pious person is devout or zealous, perhaps even saintly. Worldly indicates profligacy, taking great pleasure in temporal things such as fine clothes, comfortable furnishings, good music and poetry, and the best company. Do not confuse Worldly with Indulgent; the two often go hand-in-hand, but they are not the same.

Mystical is often used to make Knowledge (arcana, planes, religion), Spellcraft, and Use Magical Device rolls. Worldly, on the other hand, is involved in determining the maximum amount of weight your character can carry and in calculating hit points and is often used to make Knowledge (engineering, geography, history, local, nature, nobility), Profession, and Sense Motive rolls. Sometimes, it’s used to make Climb, Swim, Fly, Ride, Fortitude, Appraise, Craft, Linguistics, Survival, and Handle Animal rolls, as well as rolls to perform feats of strength. Both Mystical and Worldly are often used with Perception rolls.
Paladins use Mystical to determine how many skill ranks they receive each level.
Mystical governs the spellcasting of clerics, while Worldly governs that of druids and rangers.

PRUDENT (Pru)/RECKLESS (Re)
Prudent people look before they leap and think things through before acting. Reckless people believe in deeds, not words and trust in their instincts and skills to preserve them.

The prudent character gives thought to what they do before they act. Such a character is called cautious, and excessively prudent people are called shrewd, circumspect, or discerning — or “slow to act.” The reckless character acts before they think things through, without concern for anything but the immediate consequences. An extremely reckless character is called careless, or a hothead.

Prudent is involved in calculating your character’s Armor Class (AC) and is often used to make Reflex, Disable Device, Escape Artist, Sleight of Hand, Stealth, Appraise, Craft, Knowledge (engineering), Perception, Profession, Sense Motive, and Survival rolls. One of the common traits used to make attack rolls, Reckless is also used in Climb, Swim, and Acrobatics rolls, as well as rolls to perform feats of strength and Fly or Ride checks to charge or increase your mount’s speed beyond its wont. Both Prudent and Reckless are sometimes used to make Will and Intimidate rolls.
Barbarians use Reckless to determine how many skill ranks they receive each level.

TEMPERATE (Te)/INDULGENT (In)
Temperate people restrain their appetites and eat wisely and drink little. Indulgent people party the night away and eat and drink until they are fuller than full.

Temperance means that a character takes only what he needs of food, drink, and other temporal needs. They are frugal and abstain from excess. Extreme temperance indicates asceticism, perhaps even self-mortification. An indulgent character is a gourmand: they take pleasure in food and drink, both in quality and quantity. Extremes of this indicate gluttony and drunkenness.

Temperate is sometimes used with Fly or Ride rolls to reflect the careful treatment of the mount, as well as Survival rolls. Indulgent, on the other hand, is involved in calculating hit points; it’s also often used to make Appraise rolls and certain kind of Craft (like Craft (food)) and Knowledge (local, nobility) rolls. Temperate is more often used to make Fortitude rolls than Indulgent, but sometimes Indulgent can be used to reflect a body that’s used to handling new and strange excesses. Both Temperate and Indulgent are sometimes used to make Will and Heal rolls.
Monks use Temperate to determine how many skill ranks they receive each level, while sorcerers use Indulgent.

TRUSTING (Tr)/SUSPICIOUS (Su)
Trusting people assume the best of everyone until proven otherwise; Suspicious people fear the worst of everyone until proven otherwise.

One who is trusting tends to believe information without any inclination to suspect its falsity. An excessively trusting person is gullible and credulous, perhaps even a dupe. Suspicious indicates that a person is unlikely to believe what they hear unless proof is offered. An extremely suspicious person is called a skeptic or a doubter. A naturally suspicious person might still be extremely pious, however.

In some cases, jealousy is included under the Suspicious trait. Thus when someone acts jealous, they may start making rolls with Suspicious. Furthermore, Suspicious is one of the common traits used to make attack rolls, as well as being involved in calculating your character’s Armor Class (AC), and is often used to make Reflex, Disable Device, Escape Artist, Appraise, Will, Perception, Profession, Sense Motive, Bluff, and Disguise rolls. Trusting is sometimes used to make Handle Animal rolls. Both Trusting and Suspicious are often used to make Knowledge (local, nobility), Linguistics, and Diplomacy rolls.

VALOROUS (Va)/COWARDLY (Co)
Valorous people do not shrink from honest, fair battle. Extremely valorous people do not shrink from possibly suicidal battle. Cowardly people seize any chance to avoid combat.

To be valorous means to be brave and courageous, willing to place oneself in danger for the sake of victory, friends, or the simple love of battle. Many PCs, by dint of being the protagonists in an action-adventure story, are valorous, and thus might be referred to as doughty, stalwart, or valiant. Extremely heroic individuals are often called fearless or intrepid. Valor may be exhibited not only in combat, but whenever risks to one’s health or wellbeing are involved. Cowardly means to be fearful of pain and of harm to one’s self. Someone who is extremely faint-hearted is labeled as a poltroon, dastard, craven, caitiff, or recreant.

As mentioned before, the types of stories told in fantasy RPGs tend to privilege Valorous characters, though Cowardly heroes can be a helluva lot of fun. Accordingly, these two Virtues are very often used to make a wide variety of rolls in Middens & Morals. To start with, Valorous is one of the common traits used to make attack rolls, and is sometimes used to make Fortitude and Will rolls, too. Battlefield medicine often uses Valorous to make Heal rolls, and Valorous can reveal information about your opponent when used with Perception. Cowardly is involved in calculating your character’s Armor Class (AC) and often used with Stealth rolls and Perception rolls to detect ambushes and surprise attacks. Both Valorous and Cowardly (depending usually on the direction one is moving in relation to the enemy) are often used to make Climb, Swim, and Sense Motive rolls and feinting, ambushing, distracting, and other such tactics often use either Valorous or Cowardly to make Bluff rolls. Though swashbucklers and the like are probably using Proud or Reckless to make Acrobatics rolls, there are times when either Valorous or Cowardly will be more appropriate.
Fighters use Valorous to determine how many skill ranks they receive each level.

Sunday, July 15, 2018

Virtues, continued (Design Domingo #4)

GENEROUS (Ge)/SELFISH (Se)
Generous people keep only what they need to maintain their station and reward their followers well; Selfish people are stingy and accumulate wealth all for themselves beyond their station.

Generous determines the impulse, learning, or desire to share with others. It includes the largesse of barbarian chieftains, and also the famed virtue of Charity. Extremely generous persons are called unselfish, magnanimous, and big-hearted. Selfish is the desire to possess, keep, and further accumulate things for oneself. Greed is usually a component of selfishness. This possessiveness usually regards material property and wealth, with the character being known as a miser or hoarder, but it might apply to glory, so that the character always wishes to keep the most glorious tasks and duties for themself. Very selfish persons are labeled both stingy and self-serving.

Generous is often used to make rolls to perform feats of strength or Heal rolls when your character is helping someone out, or with Handle Animal rolls in general. It’s sometimes also used with Fly and Ride checks involving overland travel, where endurance and being well-fed determine your mount’s performance more than anything else. In some cases, jealousy is included under the Selfish trait. Thus when someone acts jealous, he may begin rolling with Selfish. Beyond that, Selfish is sometimes used to make Reflex rolls, especially ones to protect a character’s stuff, as well as Bluff rolls. Both Generous and Selfish see common use with Disable Device, Craft, Knowledge (nobility), and Profession rolls and, depending on what you’re doing, with Sleight of Hand and Stealth rolls, too. Selfish is more often used to make Appraise and Will rolls, but there are situations in which Generous is used instead.

Rogues use Selfish to determine how many skill ranks they receive each level.

HONEST (Ho)/DECEITFUL (De)
Honest people are truthful and never lie under oath. Deceitful people use words as weapons to snare others with tricks.

To be honest is to deal truthfully with others, both in matters of import or triviality, no matter what the consequences. Persons of extreme honesty are said to have integrity and to be trustworthy, scrupulous, and reliable. A deceitful person is generally likely to distort truths, or to fabricate untruths, for their own ends (or perhaps on behalf of others) — or in some cases, simply for the sake of doing so. Chronically deceitful people are called liars, frauds, and false-hearted.

Honest is often used to make Diplomacy rolls, while Deceitful is often used with Escape Artist, Sleight of Hand, Stealth, Sense Motive, Bluff, Disguise, and Use Magic Device rolls. It’s also involved in calculating your character’s Armor Class (AC). Both Honest and Deceitful are often rolled to make Knowledge (all), Linguistics, Will, Profession, and Perform rolls and sometimes Intimidate rolls, too.

Clerics and druids use Honest to determine how many skill ranks they receive each level, to reflect the fervent nature of their faith.

MODEST (Mo)/PROUD (Pro)
Modest people play down their glory and do not ask for praise; Proud people sing their own praises and expect the accolades of others.

To be modest is to be quiet and reserved about one’s gifts and accomplishments, not seeking excessive attention in the recitation of one’s own deeds. A modest character is glad simply to perform deeds, rather than bask in the repeated glory of hearing about them. Very modest people are called humble and reserved, or perhaps even shy. The Proud trait indicates the degree to which one gets pleasure from hearing and/or boasting of their deeds. Many lifeways value Pride in a character. Excessive pride implies arrogance, and likely a boastful nature.

Proud is often used to make Acrobatics, Profession, Bluff, Intimidate, and Perform rolls, and sometimes used to make Climb and Swim rolls. Rolls to perform feats of strength, too. Modest people sometimes make interesting use of both Sleight of Hand and Stealth, so it’s sometimes used for those rolls, as well as for Knowledge (nature), Perception, Survival, and Handle Animal rolls. Meanwhile, both Proud and Modest are sometimes used to make Knowledge (local, nobility) and Diplomacy checks.

Proud governs the spellcasting of bards and also determines how many skill ranks they receive each level. They’re one of two classes which use the same trait for both (the other being wizards).

JUST (Ju)/ARBITRARY (Ar)
Just people adhere to the law. Arbitrary people do whatever they like.

A just character is capable of telling what is right and wrong (within the mores of their upbringing and their personal beliefs), and is desirous of passing due judgment based on that information. A very just person is called fair and impartial. Arbitrary means that the character has no concern for what is right or wrong, and uses other information and bases for his decision making. Very arbitrary people are labeled unjust, unfair, wrongful, and probably biased and partial.

Both Just and Arbitrary are one of the common traits used to make attack rolls and Knowledge (local, nobility) rolls. Arbitrary is sometimes used to make Escape Artist, Sleight of Hand, Stealth, Will, Bluff, Intimidate, Perform, and Use Magic Device rolls. Fly, Ride, and Handle Animal rolls sometimes use Just, as the animal learns more easily what a just rider wants. It’s also often used to make Appraise, Knowledge (history), Perception, Profession, Sense Motive, and Diplomacy rolls.

Just governs the spellcasting of paladins.

MERCIFUL (Me)/CRUEL (Cr)
Merciful people accept surrenders and treat prisoners well. Cruel people find it better to kill those who surrender so they can't cause you future trouble, or else to break their will through torture.

Mercy indicates a tendency to extend sympathy, pity, and aid to others. This includes sparing an enemy, giving money to the poor, helping the weak, and any other act that is not expected of one’s rank and station. A very merciful person is called compassionate. Cruel indicates a disregard for the feelings and needs of others, or lack of sympathy. High values in Cruel indicate that the character actually enjoys the discomforts and troubles of others.

Cruel is one of the common traits used to make attack rolls (especially melee attack rolls). Perception and Intimidate checks, too. Another incredibly powerful trait for combat-oriented characters, it also adds to damage rolls. Merciful sometimes finds use with Escape Artist rolls and often with Heal rolls. Depending on how you treat your mount, both Merciful and Cruel are often used to make Fly or Ride checks and sometimes both can be used with Sleight of Hand rolls to set people up or help them avoid the eyes of the law (or in similar situations, obviously).

Sunday, July 1, 2018

Character Creation Outline (Design Domingo #2)

To make things easier on myself, I'm gonna try to rip elements of other systems from their original context and chassis and weld them to each other as much as possible. The core such things, I think, are Pendragon, Unknown Armies, Legend of the Five Rings, and Exalted (though that last, at least, might better be called an inspiration rather than a direct contributor). Oh, and D&D itself, of course, primarily of the 3.x editions (particularly Pathfinder), as I am of the age wherein I was graduating high school when 3.0 came out, causing me to totally imprint on it as the height of D&D design. Now that we’re two whole editions beyond that point, I think I can safely call myself a grognard now? I also have no idea what this GURPS 4th edition nonsense is, and am wary of Savage Worlds “fixing” the gloriously broken and baroque Deadlands system. But back to Middens & Morals . . .

Interestingly, the famous Monty Python scene actually serves as an almost spot-on inspiration for this Heartbreaker game. We know from our meta-knowledge that King Arthur is, in fact, the glorious sub-Messiah of Britain, paragon (and advocate) of chivalry, chock-full of virtue, second only to Galahad and the foolish Percival in these respects. But different meta-knowledges tell us that the man working in the shit is absolutely 100% right. The system of Heavenly virtue King Arthur represents, while striving for and achieving the best of what humanity can be, is based on “outdated imperialist dogma which perpetuates the economic an' social differences in our society!” and on “violence inherent in the system.” Other media inspirations can include A Song of Ice and Fire (though with less rape, thank you), particularly storylines like Sansa’s and the Hounds and Jaime’s, and Paul Verhoeven’s first English-language movie Flesh+Blood from 1985 (when I was three!). There’s only one rape in that last inspiration, but that can easily be too many for many people, so trigger warning. I’ven’t seen Robert Bresson’s 1974 Lancelot du Lac or Aleksei German’s 2013 Hard to Be a God, but they sound like they could help inspire the kind of mood I’m looking for. Bookwise, Chaucer’s Canterbury Tales are perhaps the paradigmatic encapsulation of Middens & Morals’s intended blend of things, perhaps especially when read alongside one of my all-time favorite books (and one of two books that I’ve ever intentionally stolen from a library) Excrement in the Late Middle Ages: Sacred Filth and Chaucer’s Fecopoetics, by Susan Signe Morrison. I also rather enjoy, and will likely be baking into this Heartbreaker project, John Boswell’s Same-Sex Unions in Pre-Modern Europe and Silvia Federici’s Caliban and the Witch. Like Lancelot du Lac and Hard to Be a God, Steve Silberman’s Neurotribes seems like it will also be of use to me once I read it. Finally, I would also like to direct you to what is now a vast literature by pagan/polytheist/occultist anti-capitalists concerning the spell of disenchantment capitalism cast over the world and the resultant activist praxis of re-enchanting it.

I’m having some trouble identifying any sources beyond these, however. Do any of my (possibly imaginary) readers have any ideas?

In order to ensure that I got my ideas out, I copypasta’d the text from a number of my source RPGs and then blended them together and modified them to fit my vision or Middens & Morals. That’s (mostly) what will follow for several posts. Please don’t hate (or sue) me!

When generating a character, start with your character’s concept. Do you want a character who goes toe-to-toe with terrible monsters, matching sword, shield, and sanity against claws and fangs? Or do you want a mystical seer who draws his powers from the great beyond to further his own ends? Nearly anything is possible. Once you have a general concept worked out, use the following steps to bring your idea to life, recording the resulting information and statistics on your Middens and Morals character sheet (we often like to call it a “midden sheet”), which I will create . . . at some point >.<

Step 1—Determine Traits: We start by ditching the traditional six ability scores of D&D. We're not concerned here with where someone's talents lie or what muscles are best developed in their body. Power in this system comes from madness and virtue. Here I hit the first possible Heartbreaker moment (hey, it keeps me honest about what this is): I'm replacing the faux-simplicity of six attributes with a total of 36 >.< Lemme explain. I’m thinking I’ll rip the Virtue system out of Pendragon, giving us 13 pairs of traits (we'll call them Virtues, no matter what we may think of them). That covers the quest for holiness half of Middens & Morals, so I’ll turn to Unknown Armies for the other 10 traits. In that game, the madness meters are a way of describing how traumatized a character is by the events around them, and they come in two varieties: hardened and failed, measuring five types of trauma (5x2=10, obvi). These thirteen opposed pairs of Virtues and five pairs of Traumas determine your character’s most basic personality and are used to decide a wide variety of details and statistics. Some class selections benefit greatly if you have better than average scores for some of your traits.

Step 2—Pick Your Race: Next, pick your character’s race, noting any effects your choice has on rolling with your traits and any other racial qualities. There are seven basic races in Galatia to choose from, although your GM might have others to add to the list.

Step 3—Pick Your Class: A character’s class represents a profession, such as fighter or wizard. If this is a new character, they start at 1st level in his chosen class. As they gain experience points (XP) for defeating monsters, they go up in level, granting them new powers and abilities.

Step 4—Pick Skills and Select Feats: Determine the number of skill ranks possessed by your character, based on their class, each of which utilizes a different trait to determine that number (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one). After skills, determine how many feats your character receives, based on their class and level, and select them.

Step 5—Buy Equipment: Each new character begins the game with an amount of money, based on their class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without the consent of your GM.

Step 6—Finishing Details: Finally, you need to determine all of a character’s details, including their starting hit points (hp), Armor Class (AC), saving throws, initiative number, and attack values. All of these numbers are determined by the decisions made in previous steps. A level 1 character begins with maximum hit points for their Hit Die roll. Aside from these, you need to decide on your character’s name, physical appearance, chivalric domain (the battlefield, the home, or the heart), and religion. The former two don’t have any game-mechanical effects but can certainly affect the narrative of the game! The latter two, however, identify the goals your character strives for in terms of their traits, and what the benefits in game mechanics of achieving those goals are. It is best to jot down a few qualities of their personality beyond those which have a mechanical effect in the game as well, to help you play the character during the game. Determine where your character grew up and their resulting native tongue. A character knows a number of additional languages equal to five less than one-sixth the sum of their Lustful, Energetic, Deceitful, Worldly, Trusting, and Failed Isolation (if the result of the calculation is negative, that character only speaks their cribtongue). Some characters may want to take otherworldly or magical languages; they may only take one such per point of Hardened Unnatural they possess.