Guidelines for Play
Style of Writing
Initial Application for Players
Creating a Character
Optional Files
GUIDELINES FOR PLAY
I don't know if it needs to be mentioned to adults to behave like adults, but I have witnessed some strange things in other pbem games, and it is not my particular desire to see them repeated here. Please keep a few simple things in mind during your stay:
- It is just a game. First and possibly most important. Some people, at some stage, will get quite upset about what happens during play, whether through personality clashes or through the in-game actions of others. Relax. Take a break if you need to, the stress is simply not worth it.
- Harrassment will not be tolerated. Having mentioned that 'fun' is the most important objective for this game, I also need to point out that agitators will be removed from the sim. I'm a nice guy, but if it's proven that you are persistantly ruining the game for others, for whatever reason, you get one warning and that's it. Treat other players kindly, have your say if you need to, and leave it at that. Honesty is a good policy, as long as it is dispensed with a modicum of tact. Keep any conflicts 'in-character'.
- Do not use the characters of other players without their permission. The GM will either take charge of another player if someone drops out without reason, or they will screen any posts written by a single player involving another player character as long as permission was originally granted to do so. There is no problem with you requesting such control if you are in the middle of an important post and a player goes missing.
- There is no set time limit for posting. However... please notify us (if only as an act of courtesy) if and when you need to take some time off. All it takes is a few lines in a small email, and you can take as much time as you need while keeping in touch every now and then. There will not be any whip-cracking, but an audit of players is planned for every now and then, and it doesn't take a genius to figure out who has been very quiet.
- Take care with any sex and violence. As long as it is tasteful, enhances the development of relations between characters, and all participating players consent to being involved in such writing, then a level of eroticism is fine.
What is NOT allowed are any graphic scenes relating to rape, or sexual activity with minors. While such things obviously happened during that period of history, it is hoped that Eburacum will deal more with the romantic allure of medieval fantasy life, rather than the brutish reality of the Dark Ages. Violence is also fine, as long as it is both sensible in description and necessary to further the development of a situation or character. If you are uncertain of what you can write, just ask.
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STYLE OF WRITING
Eburacum will be run mostly by mail server, using yahoo groups to post completed posts to the rest of the group. Most of the communication and writing is done by players posting 'turns' backwards and forwards to each other via normal email. The game is intended to be as freeform as possible, so while each character will be based on statistics, the process of using them should be (hopefully) infrequent and unobtrusive. Your character acts and behaves how you envisage he/she to act and behave. You can use the numbers to act as a guide to support your way of thinking about their behaviour. Rolling dice will only really come into play when characters go up against one another, and a fair and impartial means of resolution is required. Otherwise, don't let the numbers dictate you: work with them, and test your ability to roleplay according to what fate has dictated.
Finally, there is no set 'style' to write with. You don't have to use the old-fashioned language, or study Mallory in order to emulate the grammar and types of words used. 'Modern' english will work just fine, but try to keep any slang or other terminology that is clearly from the current time period out of your writing.
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INITIAL APPLICATION FOR PLAYERS
Character generation for Eburacum is a lengthy process, and before subjecting players to it, a certain level of screening is necessary. This is for your benefit, as we do not wish to have you slave away on a character, just to be told at the end that "you aren't suitable". Please note in advance that you must be 16 years old to play.
We would appreciate it if you would take a little time to tell us about *you* (yes you, the player). Click here to send us an email (important: remove the 'nospamm' from the email address and add 'optusnet' instead), and please provide the following:
- Full name;
- Email address;
- Age;
- Brief summary of pbem experience (years, type of games played);
- Current PBEM games you are playing in, as well as to what extent you are involved (player, moderator, gm, etc);
- Brief summary of rpg (table) experience, including whether or not you have played the 'Pendragon' roleplaying game before;
- What sort of character you would like to play;
- What you would be looking to personally get out of this game (just as important - if I don't think I can meet your expectations, I will tell you).
I will then get back to you within 24-48 hours. You will be able to move on to the Character Generation stage (see the next section).
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CREATING A CHARACTER
Click on a hyperlink to be taken straight to that part of the guide for assistance in generating your character. Download this textfile and fill in the sections that cover the following topics. Then email it back to me at the email address on the form.
Name
Homeland
Culture
Religion
Personality Traits
Passions
Statistics
Skills
Age and Year Born
Current Class
Physical Description
Personality
Motivations
Disadvantages
Heirlooms
History
Motto
Coat of Arms
Choose a Name
See the Medieval Names Archive for some background on applicable naming conventions. Your name is your choice - keep to the period and culture of your character.
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Choose a Homeland
For now, players only have the choice of the following two regions: Logres and Cumbria. The following lists both regions and the available provinces that new players may choose from. Each entry also gives the available cultures and religions for that province, along with any applicable directed traits or passions. Note the culture/religion entry for each listing. Choose which province you would like to originate from. For provinces with more than one choice of culture/religion, you will have to make a decision on which one to pick.
LOGRES
Arthur's base of power which encompassed most of the southern, central and eastern part of Britain. It is included the game as background for any characters who are likely to strongly support the high king. Note that most of the Saxons in these provinces are actually subservient to Cymric and Occitanian lords (except for Sorestan).
- Anglia - Commoners in this province consist mainly of a Saxon tribe known as the Angles. There was much resentment between the Cymric ruling class and their Saxon serfs.
Cymric/Christian
Saxon/Wotanic
- Bedegraine - The cities of Nottingham and Bedegraine are the major population centers within this densely forested area south of the Penine Mountains.
Cymric/Christian
- Clarence - One of the richest and most prosperous counties in Britain, despite the past and present rivalries with nearby Gloucester. Perhaps this has something to do with the wealth from trade that passes through along the King's Road between Cambria and Logres.
Cymric/Christian
- Dorset - The roman history of Britain is strictly upheld in this part of Logres, down to the terminology given to the duke's (praetor's) knights (equites) and infantry (legions). Dorchester is the seat of power for Dorset, a walled city and sea port of renown.
Roman/Christian
- Essex - Ruled mostly by Occitanians, the subservient Saxons are surly yet obedient. Colchester was once the capital of Roman Britain, while Ipswich is now a thriving fishing and trade city.
Occitanian/Christian
Saxon/Wotanic
- Hampshire - The High King's personal demesne, and the home of Camelot, a city beyond description. Everyone in this province has experienced first-hand the king's justice, and is loyal without fault, including the Saxons. Used to be known as the kingdom of Wessex.
Cymric/Christian
Saxon/Wotanic
- Hertford - A sheep-herder county of little wealth. Its people are notable for their lack of largesse. The city of St Albans is named after Britain's first martyred Christian.
Cymric/Christian
- Huntington - Beale Valet ("Beautiful View") is an old style castle and the seat of power for the Earl of Huntington, or the 'Earl of Beale Valet' as he is sometimes known by. Cambridge is part of this province, and straddles a crossing of the Cam River.
Cymric/Christian
- Jagent - Forms the westernmost border of Logres with the Kingdom of Cornwall. The people have a strong hatred and suspicion for any Cornishmen. Jagent is a small yet strong stone-walled city and the seat of the Earl of Jagent's power. Travelers often stop at the city of Ilchester on their way to Jagent.
Cymric/Christian
- Kent - A county that was one of the first Saxon kingdoms. The Saxons who inhabit the province tend to hate the Danes with more ferocity than their immediate Cymric lords. Canterbury is the capital, prophesised by Merlin to eventually become the centre for Christianity. The port city of Dover has one of the finest castles in Britain.
Cymric/Christian
Saxon/Wotanic
- Lambor - A barony loyal to the Pendragon and a pagan land ruled by Occitanians. Its people are jealous of the influence and wealth of its neighbouring province of Lindsey. Lambor Castle is the centre of the baron's power.
Occitanian/Christian
Cymric/Pagan
- Lindsey - A proud and powerful province of Logres, ruled by the Duke of Lindsey and supporting perhaps the most population of any province in Britain. The city of Lincoln is the seat of power for the Duke, protected by Roman walls and Lincoln Castle. Leicester is a walled city on the King's Road, and its Roman folk are resentful of Lincoln's new status and wealth. The Humber River separates Logres and Malahaut, with a ferry at Winteringham its point of crossing.
Cymric/Christian
- Lonazep - The marshes of Lonazep hold strange creatures which have placed great fear into the hearts of the folk of Lonazep. Situated southeast of Lindsey, its people are otherwise uninteresting. The castle of Lonazep on the King's Road holds great strategic importance for the area.
Cymric/Christian
- Rydychan - Home of the city of Oxford, a rare place of learning that is neither hosted nor conducted by the Church.
Cymric/Christian
- Salisbury - The heavily-populated heart of Logres. Sarum is the seat of power for the Earl of Salisbury. Stonehenge is only a few hours ride away, while Amesbury Abbey also lies nearby.
Cymric/Christian
- Silchester - Two of the King's Roads meet at the city of Silchester, a roman city filled to it's walls with people and the seat of power for the ruling Duke. There have been many conflicts in the past with Saxons in the area, and it appears as if hostilities will continue well into the future. There are several other, large cities in this province, found mainly along the King's Road. They include Donnington, Levcomagus and Staines (on the River Thames).
Roman/Christian
Saxon/Wotanic
- Somerset - Surrounded by Morgaine's Forest, Somerset is beset by faerie strongholds despite the strong Christian presence of Glastonbury. Bath is a walled city built by the Romans over a natural spring, and forms the seat of power for the King of Somerset.
Cymric/Christian
- Sorestan - One of the few places within Logres that remains uncontrolled by the pendragon. Inhabited by Saxon bandits that regularly raid west from the forests into Lindsey and along the King's Road.
Saxon/Wotanic
- Southports - Ruled by exiles from Ganis, the Saxons of Southports (based mainly in the Isle of Wight) have taken to seafaring ways with great vigor. The city of Portchester is the seat of power for the Occitanian lords.
Occitanian/Christian
Saxon/Wotanic
- Sussex - Considered a backward county, pacified early in Arthur's reign. The native Saxons consume large quantities of alcohol and recall greater days. Pevensey is the seat of power for the earl, built on the ruins of an old Roman army camp.
Cymric/Christian
Saxon/Wotanic
- Tribruit - A small yet wealthy barony, the denizens of Tribuit (Banbury) go to great lengths to keep abreast of the current fashions.
Cymric/Christian
- Wuerensis - A province renowned for its religious tolerance: the pious of faith are often viewed with suspicion. The city of Warwick is located on the north side of the Avon River and is protected by a small castle.
Cymric/Christian
Cymric/Pagan
CUMBRIA
Rugged lands north of Logres and south of Hadrian's Wall. Eburacum is the gateway to southern Cumbria from Logres.
- Cambenet - A duchy that bowed to the Pendragon in order to avoid the attentions of the northern province of Gorre. Carlisle is the seat of power for the Duke.
Cymric/Christian
- Deira - Although the Saxons of this province swore allegiance to King Barant, travel through this province is still dangerous.
Saxon/Wotanic
- Malahaut (Eburacum) - A kingdom of power and strategic positioning. Apart from the city of Eburacum, other places include Aldborough (once a capital city for a British tribe during Roman times) and Tadcaster, a small city. The setting for the game.
Cymric/Christian
(Roman/Christian: urban dwellers of Eburacum)
(Saxon/Wotanic: urban dwellers of Eburacum)
- Maris - "The Marshes", a province with little need for armed men as the boggy lands are treacherous without a local guide. Trolls are always an added danger.
Cymric/Pagan
- Nohaut - The Saxon folk who make up this province were originally invited to Nohaut by the Romans, who used them to help resist the Pictish incursions. During Arthur's early reign, they were conquered when they joined the southern Saxon rebellion. The King of Malahaut later took over that control, a matter the Saxons still resent at this point in time. Newcastle guards a road through Hadrian's Wall, while Wallsend is the oldest and largest city in the province.
Saxon/Wotanic
- Roestoc - Wedged between Logres and Cumbria, it is dominated by the city of Doncaster, an ancient Roman city. The small castle of Conisbrough guards the area on behalf of the King of Roestoc.
Cymric/Pagan
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Choose a Culture
There is a choice of four cultures here: Cymric, Roman, Saxon or Occitanian. Peter Coreless (Green Knight Publishing) sums up most of these cultures nicely, even to the point of differentiating between high feudal and tribal Celtic components of Cymric culture. Keep these 'stereotypes' in mind when considering what kind of character you would like to play. Also note that different cultures have different starting skill levels, as well as different modifications to starting statistics.
The following is copyright (Green Knight Publishing):
Cymric
a) Tribal Celtic British Culture - Rural, energetic, proud, passionate, strong, mystical/superstitious, mixed aristocracy and tyranny, mixed hospitable & xenophobic, mixed Pagan and Christian;
b) High Feudal British Culture - Cosmopolitan, chivalric, romantic, aristocratic, civilized, idealistic, lawful, just, and merciful, spiritual, mostly Christian.
Saxons
Anglo-Saxon Culture - Rural, energetic, ruthless, proud, strong, pragmatic, lawful, xenophobic/racist (oppressive, slave-taking), tyrannical, entrepreneurial, worldly, mostly Wotanic.
Romans
Urban Romano-British Culture - Metropolitan, industrious, lawful, prudent, pragmatic, xenophobic/racist (insular, suspicious), self-governing, mostly Christian.
Occitanians
Medieval Gaulish Culture - Provincial, courtly, romantic, chivalric, indulgent, worldly, cultured, arrogant, warlike (internal politics), mostly Christian.
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Choose a Religion
Often the choice of religion is already made for you, as choosing a particular culture comes with a matching religion for that group of people. The three different types of religion available are Christian, Pagan and Wotanic.
Christian
"Christianity's beliefs and attitudes characterize its worship and differentiate it from Paganism. Though Christians may differ among themselves, and perhaps even argue or fight about their religion, they have much in common.
"First, worshipers believe that they can find personal salvation through Jesus Christ. Secondly, the religion is urban-based, and almost no one from the cities is anything but Christian. Worship generally takes place within buildings. Literacy is common among the clergy and records are available, copied by hand by monks. Finally, the religion is hierarchal, with various ranks of people and offices arranged in ascending levels of importance, holiness and geographic influence..."
Knights Adventurous (Chaosium 1990) pg 83.
Pagan
"Paganism is characterized by several beliefs and attitudes which differentiate it from Christianity. The most important one is acknowledgement of human limitations, especially when it comes to knowing the Truth. Truth, for Pagans, has many forms, all of which deserve respect within their limited sphere. Thus Pagans do not proselytize. Nor do they adhere to a strict hierarchy of leadership, or to any central authority.
"Paganism is built upon oral tradition, shunning the written word. It reveres experience over education.
"Paganism recognizes a life force and consciousness in all things. It acknowledges many powerful entities, called gods and spirits, which can be contacted to lend help to the daily lives of practitioners. By living in harmony with these natural forces individuals will live happier, healthier, safer lives.
"Paganism is a religion of nature, and generally holds ceremonies at outdoor sites such as megalithic circles or ancient oak groves. The seasonal celebrations in different parts of the land are similar, although they probably invoke deities with different names. The patterns are the same, though details differ from place to place.
"Paganism is eclectic, acknowledging any possible number of spirits. Post Roman British Paganism includes native spirits such as Don and Beli; Roman imports like Minerva Sulis and Dionysus; and far Eastern mysticism, such as Mithras, Isis and Cybele.
"Paganism believes in an afterlife, on the Other Side, and druids also taught that souls reincarnate back onto our side as well..."
Knights Adventurous (Chaosium 1990) pg 91.
Wotan
"Saxons are famous for arrogance, boasting, and overweening confidence in their own strength over that of any god's. Saxons rely upon no outside power, claiming that only Death rules all, and that there god Wotan gives them the personal strength to do well. Worshipers of Wotan scorn ordinary worship, and dedicate their victims in battle to their god, hoping Wotan accepts them into his household after death. To bow and scrape to an invisible force, such as the Christian God, is contemptible. They claim that their military victories prove their truth.
"Wotan began this religion at the dawn of time when he and his brothers killed the first giant and carved up his body to make the world. Ever since then Wotan has been the god of chieftains and of war..."
Knights Adventurous (Chaosium 1990) pg 99.
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Determine Personality Traits
The image below lists all of the opposing personality traits used in Pendragon. For all of the positive traits, allocate 140 points amongst them. Please note that no personality trait can start at more than 16. The value for the negative trait will be the difference between the value of the positive trait and 20. For example, if a player's chaste was 15 points, then their Lustful would work out to be 5.

Personality traits are a good way of defining how your character would act in certain circumstances, and are fun to roleplay out. Personality traits will also change, depending on how you portray your character during a post. For example, if a character makes the choice to abstain from a grand feast, knowing that a busy tournament will follow on the morrow, then checks may be granted to their temperate and prudent traits. If that reason for abstaining is shown to be because they suspect their meal to be poisoned, a check may be granted to their suspicious instead. Checks and points for skills are always granted by the GM after the post has been submitted to the group.
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Determine Passions
Allocate 50 points amongst the following passions (to a maximum starting value of 16):
Loyalty (Lord)
Love (Family)
Hospitality
Honor
Passions inspire us to perform extraordinary deeds of valour and courage when the occasion demands it. But to draw on our passions sometimes puts us at risk of melancholy. The lower the value, the less emotional we become when the situation challenges that passion, and the greater the risk of the character slipping into dismay and despair at how the world has caused them such misfortune.
Passions can be gained during play, such as Loves, Hates, or Loyalties to a new liege lord. Starting values for these will be worked out between the player and the GM.
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Determine Statistics
Males or females simply spread 65 points between each of the following 5 statistics. The minimum for any statistic is 5. The maximum value allowed will be after the individual statistic, in (male/female) format:
Size (SIZ) - The bulk and height of your character. Bigger characters hit harder and take more punishment (max 18/15).
Dexterity (DEX) - Quickness, balance and agility (max 18/18).
Strength (STR) - Lifting and carrying, as well as adding power to strikes and blows (max 18/15).
Constitution (CON) - Relates to the health of your character and the ability to resist diseases and poisons. The character can also tolerate greater wounds more readily than characters with a low constitution (max 18/18).
Appearance (APP) - Physical beauty (max 18/24). Choose physical characteristics later on depending on whether you are on the 'good' or 'bad' side of average (in this case, 9-12).
After you allocate points, make the following modifications to your statistics depending on which culture you are from:
Cymric: +3 CON
Roman: +1 DEX, +2 APP
Saxon: +3 SIZ, +3 STR, -3 DEX
Occitanian: +1 DEX, +1 CON, +1 APP
AGING
If your character is older than 35, you will need to deduct a single statistic point for every year over this age. This represents the effects of aging on your character. While you are more experienced in terms of the levels of your skills, you suffer the commensurate loss of physical abilities that come with getting older. Try and spread the statistic loss over all of your stats.
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Determine Skills
The table below lists the "default" values for a character of 15 years of age. Note down these values depending on what culture and sex your character is. You now have 30 points to distribute amongst your skills and combat skills in any way you see fit. Please note, however, that no skill can be raised above 15 at this stage. Keep the background of your character in mind as you spend these points, and allocate them wisely.

You now have a character at the ripe old age of 15 years old. You can remain at this age, or you have the option of aging up your character. For each year you add to their age, you can spend either:
5 points to distribute in any way amongst any skill or combat skill (up to a maximum value of 15); OR
1 point to any skill or combat skill already at 15 or higher; OR
1 point to add to any personality trait or passion to a maximum of 19; OR
1 point to any physical statistic (to the maximum allowed for that culture and sex).
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Age and Year Born
Squires start from 15 and work their way up. Knights must be 21 or older, unless the circumstances are exceptional. Ladies may start from 16. Remove the age of your character from 565 to get the year of birth. The setting of Eburacum at the beginning of the game is the start of 566.
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Determine your Current Class
Pendragon lists requirements for a number of martial classes (from squire to bachelor knight), and they are presented here for your information and as a guide. For most other non-combat professions, there are no strict requirements for particular skills: however, take skills that represent talents and abilities your character would logically be proficient in.
Martial Ambitions
Squire
First Aid 6
Battle 1
Horsemanship 6
Sword 5
Valorous 8
Loyalty (Lord) 10
Footsoldier
Spear 10
Sword 5
Valorous 10
Loyalty (Lord) 10
Sergeant
Lance 10
Spear 5
Other Weapon 10
Horsemanship 10
Valorous 10
Loyalty (Lord) 10
Warrior
Cultural Weapon 10
First Aid 6
Valorous 12
Loyalty (Lord) 10
Honor 8
Mercenary Knight / Knight Errant
First Aid 6
Sword or Other Weapon 10
Lance 10
Spear 5
Horsemanship 10
Valorous 12
Loyalty (Lord) 15
Honor 5
Bachelor (Household) Knight
First Aid 10
Battle 10
Lance 10
Horsemanship 10
Sword 10
Any other 2 non-combat skills 10
Valorous 15
Honor 5
Loyalty (Lord) 15
Any positions higher than this (Vassal Knight, Banneret Knight, Lord) will be granted in play.
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Describe your Character's Physical Appearance
Give some details of your character’s physical description. Keep the value of your appearance in mind (10-11 is considered ‘average’), as well as the cultural background of your character.
Providing a character portrait will gain you between 1-5 points as a bonus (based on the portrait quality) to spend on any skill or combat skill (up to a maximum of 15). If you take images from the web to use as a character portrait, you are expected to provide information on the original source (particularly if it is art created by another person).
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Describe your Character's Personality
The other players will not have access to your character data - so you will need to provide some information on your character's personality. To take a creative approach, first try and sum up your character's temperment using just five words. For example: vociferant, fastidious, benevolent, tenacious, despicable. Then you can expand on each of these terms (don't forget to include the original five). Thesaurus.com is a great website to get ideas on descriptive terms for your personality traits.
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Describe your Character's Motivations
Your character needs goals. It is not enough to turn up and hang around waiting for something to happen. You are the hero/heroine: you MAKE things happen. What are the things that your character is actively working towards achieving? Wealth? Knowledge? Power? Revenge? A short term and a long term goal are a minimum requirement.
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Describe your Character's Disadvantages
Think of between one and three disadvantages for your character. Don't use negative personality traits as disadvantages: "Because my character is mistrusting he has trouble dealing with people" is not a character disadvantage. Disadvantages challenge or limit the character in certain situations, and it is only in overcoming our weaknesses that our characters are interesting and believable. Things such as rivalries, enemies, bad reputations, dark secrets, curses, phobias or compulsive habits, physical limitations, dependent non-player characters, or even excommunicated are just some of the possibilities. If you're stuck for ideas, check out some of the other players or search the web. Between 1-3 skill points will be provided for interesting and creative disadvantages that will impact the character during play.
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Heirlooms
Note any treasured items of antiquity that may be in your possession - generally no more than two items of significant value (these can include animals). These are items that may be quite unique. Explain why they are so important to your character. They could also have been obtained by other means (not necessarily handed down from an elder).
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Describe your Character's History
How did your character come to be the person they are now? What were their moments of triumph, or episodes of despair? List the important events in your character’s past that have shaped their destiny. Think of their trophies, the achievements that they made that they were particularly proud of. What events were the catalyst for their motivations today?
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Personal Motto
Many people create a brief statement to express a principle, goal, or ideal that they believe is important. What would your character have as their own motto?
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Coat of Arms
An obligatory requirement for any noble character, both male and (unmarried) female. Females will have their arms emblazoned on a diamond or oval-shaped 'lozenge'. There are many excellent resources on the web for learning about and designing your own coat of arms. The resources section gives a link for gif images of shields and shield designs. There is also a .gif image of a blank shield in the 'Optional Files' section below if you want to create your own using a graphics program like Paint Shop Pro.
For those who aren't noble, I will allow an emblem or badge on a theme that you believe represents your character. The only requirement I ask is that the image will fit less than 190 by 200 pixels as an image.
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OPTIONAL FILES

For MALE noble characters: download a .gif format template of a shield for your coat of arms. Right click and "Save Target As" to copy the image to your hard drive.

For FEMALE noble characters: download a .gif format template of a lozenge for your coat of arms. Right click and "Save Target As" to copy the image to your hard drive.

Download the Pendragon character sheet in Microsoft Excel 97 - Excel 2003 & 5.0/95 Workbook format. Not essential for play (but it does make your character easier to keep track of).
For players contemplating a career as a minstrel or bard, here is some background information taken from Beaumains #5.
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