Zazamancs

Zazamanc is the Saracen Kingdom of North Africa and Araby. It includes the desert dwellers, the many city states along the Mediterranean coast and the Sarahan desert. Its people are educated and sophisticated in ways that the other Continental peoples find difficult to understand.

Saracens appear often in Arthurian literature. The most famous individual is Sir Palomides, whose personal epic love story culminates in his conversion to Christianity. His largely friendly family is also present, but most other Saracens are hostile.

These Saracens are adapted from the entirely fictional realm of Zazamanc, named in the German story of Parzifal.

## Personal Information

### Homeland

Zazamanc is a great empire that includes all of north Africa. Zazamanc is based on European Medieval legends and misconceptions, and filled in with the author's interpretation of the noble oriental warrior that would be fun and not insulting to play. Zazamanc commands the trade routes from sub-Saharan Africa and distant Araby, and is famous for its gums, perfumes, precious stones and spices. It is nominally subject to the distant Baruch of Baghdad.

Patelamunt is the great capital city, famed for its sixteen gates and many magnificent gardens which are watered by several wells within its wall. The Berbers are the tough desert people of west Africa. The “barb” horses are their local breed, and are even named after them. The Vandals are the rulers of the coastal city states, conquered and converted to the Saracen way. Egypt, an ancient empire, is now ruled by Zazamanc lords. The Arab residents of distant Araby are another tough desert people. Many other subject peoples populate the coastal cities of Africa (Greeks, Romans, Germans) but they have no warriors or knights.

d20 Homeland

01-05 Berbers

06-09 Vandals

10-14 Egypt

15-18 Araby

19-20 Patelamunt

### Culture

#### Self image

“We are a wise and powerful people. We have conquered the strongholds of the ancient empire of Egypt and taken from them the knowledge that is worth adding to our own. Foreign peoples are often excitable and prone to violence, but beneath that can be loyal and friendly once they overcome their bias against strangers.”

#### Names

##### Male

Agalofure, Estragot, Ferumbras, Laban, Lukafere, Mapyne.

#### Religion

##### Saracen

The Saracens are a pagan people who worship a trinity of deities named Mahounde, Tervagan, and Apollin.

“Our ancient gods have protected us and our families since the dawn of time. We will worship and honor them as long as they continue to do so.”

### Your Lord

d20 Roll Lord

01-19 Head of Family

20 The Royal Household

### Father’s Class

The player characters are all aristocrats, trained at arms and culture.

#### Faris

The typical cavalryman is called a faris. He is armed with lance, sword, and bow, and wears light chain mail.

### Equipment

Light chain mail and open helm (9 points), Small shield (4 points), Scimitar (as sword), dagger, Compound bow and arrows; Barbary Charger, rouncy, sumpter

Note that with this army the faris is not intending to engage in toe to toe melee, but prefers the skirmishing tactics of shooting arrows and fleeing.

## Traits & Passions

### Zazamanc (Saracen)

Chaste 13/7 Lustful

Energetic 10/10 Lazy

Forgiving 10/10 Vengeful

Generous 10/10 Sel sh

Honest 10/10 Deceitful

Just 13/7 Arbitrary

Merciful 13/7 Cruel

Modest 10/10 Proud

Pious 13/7 Worldly

Prudent 10/10 Reckless

Temperate 15/5 Indulgent

Trusting 10/10 Suspicious

Valorous 15/5 Cowardly

### Religious Bonuses

If all the underlined Traits are 16 or higher, then the appropriate bonus applies

### Starting Passions

Loyalty (Lord) 2d6+5

Love (Family) 2d6+5

Hospitality 2d6+5

Honor 2d6+5

## Attributes & Statistics

### Men

Roll 3d6+4 for SIZ, and 3d6+1 for each other attribute.

### Women

Roll 2d6+2 for SIZ and STR; 3d6+1 for DEX and CON; and 3d6+5 for APP.

## Skills & Combat Skills

### Starting Skills

Skill Male Female

Awareness (2) (4)

Boating (0) (0)

Chirurgery Use Medicine

Compose (7) (5)

Courtesy (2) (5)

Dancing (2) (1)

Faerie Lore (2) (2)

Falconry (1) (3)

Fashion ― (8)

First Aid Use Medicine

Flirting (2) (0)

Folklore (2) (2)

Gaming (1) (2)

Heraldry (0) (0)

Hunting (2) (0)

Industry ― (8)

Intrigue (2) (8)

Orate (2) (2)

Play (harp) (2) (5)

Read (Arabic) (4) (2)

Recognize (2) (8)

Religion

(Saracen) (2) (6)

Romance (5) (2)

Singing (5) (6)

Stewardship (3) (2)

Swimming (0) (0)

Tourney (0) (0)

Specialty Skill

Medicine (10) (15)

Combat Skills

Battle (5) (0)

Siege (5) (0)

Horsemanship (8) (5)

Sword [scimitar] (8) (0)

Lance (2) (0)

Spear (2) (0)

Dagger (6) (7)

Compound Bow (10) (0)

Don’t forget to add Individual Skill Choices!

### Special Skill: Medicine

Medicine is the skill of knowing how to recognize and treat wounds and disease. It is used instead of both Chirurgery and First Aid.

## Luck & Glory

### Zazamanc Luck

d20 Roll Result

01 Money: £15 in foreign coin.

02 Money: £3d6+5 in foreign coin.

03 Money: £5d6 in foreign coin.

04 Green Medicine bottle: dripping the liquid onto a wound grants 2 points of Healing. After each use, roll d20, where a roll of 01-02 indicates it has run dry.

05 Red Medicine bottle: dripping the liquid onto a wound grants 5 points of Healing. After each use, roll d20, where a roll of 01-05 indicates it has run dry.

06 Blue Medicine bottle: dripping the liquid onto a wound grants 20 points of Healing. After each use, roll d20, where a roll of 01-10 indicates it has run dry.

07 Keen Razor: used to shave and trim a beard, it requires a DEX roll, and when successful adds +2 to APP for the day.

08 Ring Against Beasts: Grants +3 to combat against any animal.

09 Trained Hunting Cheetah: +3 to Hunting. (Use Panther stats, King Arthur Pendragon, pg. 187)

10 Super sharp scimitar: requires a Religion (Saracen) roll which, if successful, grants +2 to Scimitar skill.

11 Desert Falcon: +3 to Falconry.

12 Seductive Perfume: when worn by man or woman, causes a –1d6 to the target’s Chaste Trait. After each use, roll d20, where a roll of 01-02 indicates it has run dry.

13 Quiver of Golden Arrows: Fantastic quiver whose arrows do +3 damage. After each arrow, roll d20, where a roll of 01-02 indicates there are no more arrows. Empty quiver is worth £3.

14-15 Camel

16-20 Araby Courser

## Knighting

### Aristocratic Warrior Tradition

The Moors have a coming of age ceremony that is marked with solemnity and celebration. The youth relates his worthiness, tell of his deeds, performs some actions to prove his value, and is welcomed into the warrior brotherhood. This does not qualify for the 1000 Glory of being knighted.

## Previous Experience

Get 50 Glory for witnessing each non-battle event. For each battle, get 1d6 x 50 Glory.