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Credits
Credits
Editing: Bruce Harlick Development: Chris Pramas
Art Direction and Graphic Design: Hal Mangold
Cover Art: David Leri
Interior Art: Richard Becker, Lisa Wood, Kevin Crossley,
Mike Vilardi, and Caleb Cleveland
Graphic Design: Hal Mangold
Green Ronin Staff: Nicole Lindroos, Hal Mangold,
Chris Pramas, and Evan Sass
Playtesters: Bob Cooper, Dorothy Cooper, Chris Buckley, Rich Cates,
Eric Peterson, David Vicente Vega, Matthew Chronister,
Tony Paskell, Claudio Gomes
Medieval Player’s Manual is ©2004 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted
material in no way constitutes a challenge to the respective copyright holders of that material. Medieval Player’s Manual,
Green Ronin, Mythic Vistas, the Mythic Vistas logo, and the Green Ronin logo are trademarks of Green Ronin Publishing,
LLC.
D UNGEONS & D RAGONS ® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., and are
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The following text is Open Gaming Content: the System Notes section of Chapter 1;Chapters 2, 3,
and 4; the stat blocks in Chapter 5; the Game Rules section and the stat blocks in Chapter 6.
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Table of Contents
Table of Contents
Chapter One:
Welcome
to the Middle Ages ......................4
Religion .......................................5
Race .............................................6
Historical Accuracy ........................6
Magic ...........................................7
Further Reading ..............................7
Saints .........................................40
The Last Judgment .....................40
The Priest Core Class ..................40
Modifi ed and
Unavailable Spells ......................48
The Saint Core Class ..................54
False Relics .................................60
Chapter Five: Kings,
Dukes, and Princes ....................95
The Conquest ..............................95
William Rufus 1087-1100 .........95
Stephen and the Anarchy,
Geoffrey de Mandeville .............102
Henry Plantagenet ....................103
Stephen .....................................105
Chapter Two:
Medieval Magic ................................8
Alchemical Procedures ....................8
Alchemical Feats .............................8
Basic Astrology ...........................11
Astral Magic ..................................14
Theurgic Rituals ............................19
The Cunning Man Core Class ....23
Sorcerers, Wizards, and Bards ......32
Inappropriate Spells ....................32
Magical Monsters ..........................32
Omens ........................................34
Items ..........................................34
Chapter Three:
The Power of God ......................37
God ............................................37
Creation .....................................37
The Fall .....................................37
Sin and Forgiveness ....................38
The Sacraments ..........................38
Chapter Six:
Medieval Culture .....................109
Agricultural Life .......................109
Property ...................................109
Legal Status ..............................109
Money ......................................110
Governance ..............................110
Trades and Crafts .....................110
Fairs ........................................111
Fiefs .........................................111
Manors and Castles ..................111
Entertainment ..........................112
Chivalry ...................................113
Courts ......................................113
Decisions ..................................113
Adelard of Bath .........................115
Chapter Four:
Prelates, Painters,
and Philosophers .......................65
Parishes ......................................65
Bishops and the Diocese ...............65
The Tithe ...................................67
Canon Law ................................68
Heresy ........................................68
The Canonist Core Class .............69
The Scholar Core Class ................81
The Visual Arts ...........................83
The Artist Core Class ..................88
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System Reference Document Copyright 2000-2003, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based
on original material by E. Gary Gygax and Dave Arneson.
Medieval Player’s Manual , Copyright 2004, Green Ronin Publishing;
Author David Chart.
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Chapter One: Welcome to the Middle Ages
Chapter One :
Welcome to the
Middle Ages
The Middle Ages were the time of knights and castles, of
quests and troubadours, of dragons and giants. In many
ways, they are the period most familiar to fantasy roleplayers.
In other ways, they are less familiar.
Everyone in Western Europe was a Christian, Jew, or Muslim,
and religion played a central role in every day life. Bishops
ruled extensive lands, church courts dealt with sexual offenses
and debt, and the greatest wars were launched in the name
of religion. On the other hand, there was no Inquisition,
and heretics were required to burn only their books. Strong-
minded scholars and bishops could challenge the Pope and
get away with it, and most of the time it was the church that
called for aid to the poor and justice for the weak.
There are other differences as well, some of which are quite
surprising. For many offenses, swearing to your innocence was
enough to secure an acquittal, particularly if your family and
friends were prepared to agree with you. Saints not only healed
the sick, they cursed people who refused to give them money.
The crown did not pass from father to son, but to anyone related
to the previous king who could make and maintain a claim.
People would queue for hours to kiss a centuries old corpse.
The Middle Ages lasted a thousand years, roughly from the
fall of Rome in 476 to the fall of New Rome (Constantinople)
in 1453, and things changed a great deal in that time. This
book concentrates on the period from 1087 to 1154, what we
call the “Kin of the Conqueror” period, although much of the
material here could be applied to both earlier and later periods.
Europe is a fairly big place, with very diverse cultures; this
book concentrates on England, but, by necessity, also includes a
signifi cant amount of discussion of northwestern France.
In 1066 William, Duke of Normandy, invaded and
conquered England. This Norman Conquest was one of the
most important events in English history, transforming the
nation’s relations with the continent and entirely replacing
the ruling class. William died 21 years later, after completing
the survey known as Domesday Book , and that is where
this book takes up the story. The next seventy years were
occupied by the fi ghts over William’s realm, fi rst between
his sons, Robert, William Rufus, and Henry, and then
between his grandchildren, Stephen and Matilda. In the end
Matilda’s son, Henry, became king of England and lord of
western France, and with his accession this book ends.
How to Use This Book
Chapter One: Welcome to the Middle Ages , this chapter,
contains general information about the medieval period and
notes on the rest of the book.
Chapter Two: Medieval Magic is concerned with medieval
magic, and most of it is taken up with providing rules for
three new types of magician. Cunning folk know ancient
charms handed down by tradition, and while they cannot
cast spells they can make these charms for themselves and
others. Natural magicians are learned individuals who know
how to summon and control the power of the stars. They
make astral charms, which can be invoked to produce a
spell effect. Theurges study rituals from ancient books, and
summon spirits to do their bidding. Once the spirits have
been summoned in a lengthy ritual, the theurge can invoke
them quickly to carry out his orders, with much the same
effect as spells.
The chapter also provides rules for astrology and alchemy,
and ways in which characters who do not emphasize magic
can learn some bits of medieval arcana. It also considers
monsters and magical treasures, and discusses the role of the
standard arcane spell casting classes.
Chapter Three: The Power of God deals with divine power
in Europe; the Church as miracle worker, rather than the
Church as political institution. There are rules for the priest,
a non-fi ghting version of the cleric, the saint, who devotes
himself entirely to the will of God, and various prestige
classes, including the Knights Templar. A large section of this
chapter is devoted to Charisms, new feats representing gifts of
miraculous power granted by God. The relics of saints are very
important, so this chapter also provides rules for using them
as a new kind of magic item. This chapter also deals with the
place of clerics and paladins in medieval Europe.
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