Medieval Player S Manual

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Medieval Player's Manual

The Medieval Player's Manual gives you everything you need to have exciting adventures in the age of Christianity and crusade. This is not Hollywood medievalism, but the real thing. The Medieval Player's Manual has been exhaustively researched to provide rules that reflect the actual beliefs of the period. Ars Magica line developer David Chart has written a book that is both authentic and playable. Take your d20 game back to the Middle Ages with the Medieval Player's Manual. The book includes: Three new magic core classes (cunning man, natural magician, and theurge) and two support prestige classes (necromancer and theophanist). New systems for medieval magic like folk charms, alchemy, astrology, astral charms, and theurgy. Three new religious core classes (priest, canonist, and saint) and five supporting prestige classes (crusader, templar, prelate, hermit, and mystic). The introduction of Charisms, new feats representing gifts of miraculous power granted by God. Rules for holding academic disputations, creating theories, and writing books. Non-combat core classes like scholar and artist.Overviews of the Christian Church, the political history of the time, philosophy and the arts, and medieval laws and beliefs. Suggestions for alternate campaigns, like the Abbey Campaign and the Court Campaign, and intriguing historical What ifs?. Backgrounds and stats for important people of the day, like Empress Matilda, Archbishop Anselm of Canterbury, and natural magician Adelard of Bath. The book also presents Kin of the Conqueror, a campaign setting detailing the anarchic period after the death of King William the Conqueror. From 1087 to 1154 the British Isles and northern France were convulsed by wars over his legacy. Plunge into adventure with Kin of the Conqueror, or use the rules to explore other parts of the medieval world. Either way, the Medieval Player's Manual is your starting point for a new d20 experience.
Medievalisms

From King Arthur and Robin Hood, through to video games and jousting-themed restaurants, medieval culture continues to surround us and has retained a strong influence on literature and culture throughout the ages. This fascinating and illuminating guide is written by two of the leading contemporary scholars of medieval literature, and explores: The influence of medieval cultural concepts on literature and film, including key authors such as Shakespeare, Tennyson, and Mark Twain The continued appeal of medieval cultural figures such as Dante, King Arthur, and Robin Hood The influence of the medieval on such varied disciplines such as politics, music, children’s literature, and art. Contemporary efforts to relive the Middle Ages. Medievalisms: Making the Past in the Present surveys the critical field and sets the boundaries for future study, providing an essential background for literary study from the medieval period through to the twenty-first century.
Pleasure and Leisure in the Middle Ages and Early Modern Age

Author: Albrecht Classen
language: en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date: 2019-08-05
Jan Huizinga and Roger Caillois have already taught us to realize how important games and play have been for pre-modern civilization. Recent research has begun to acknowledge the fundamental importance of these aspects in cultural, religious, philosophical, and literary terms. This volume expands on the traditional approach still very much focused on the materiality of game (toys, cards, dice, falcons, dolls, etc.) and acknowledges that game constituted also a form of coming to terms with human existence in an unstable and volatile world determined by universal randomness and fortune. Whether considering blessings or horse fighting, falconry or card games, playing with dice or dolls, we can gain a much deeper understanding of medieval and early modern society when we consider how people pursued pleasure and how they structured their leisure time. The contributions examine a wide gamut of approaches to pleasure, considering health issues, eroticism, tournaments, playing music, reading and listening, drinking alcohol, gambling and throwing dice. This large issue was also relevant, of course, in non-Christian societies, and constitutes a critical concern both for the past and the present because we are all homines ludentes.