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<blockquote data-quote="mythusmage" data-source="post: 1942381" data-attributes="member: 571"><p>If you can find a copy I recommend Ken Rolston's <strong>Charlemagne's Paladins</strong>. While an AD&D 2e book, and set in the time of Charlemagne, it still has a lot of useful information concerning the way people lived, and in what they believed.</p><p></p><p>An important thing to note is that even by the 13th century the typical Christian priest's grasp of theology etc. was not very firm. Often they were poorly educated, and had little more understanding of the Bible than the members of their congregations. Much of what in the way of pagan practices snuck into Christianity did so via rural clergy.</p><p></p><p>Where non-Christians are concerned ... Pagans and the like follow the deceptions of Satan. Jews and Moslems have the right idea, but they get the details wrong. Note that to the Christian philosophers of the time Islam was a Christian heresy. Note too that in either case the non-believer is not evil in any sense of the word, he is merely wrong. He can be corrected, but he has to want to change.</p><p></p><p>And since you are setting your campaign in the 13th century you really should consider the Mongols. Europe was spared thanks to dynastic squabbles among them, but for a time was wide open to invasion and conquest. They could be treated as the Scrouge of God, demons from hell, or historically. How you treat them will affect the shape of your world.</p><p></p><p>Last, but certainly not least, let me add my recommendation of David Chart's <strong>Medieval Player's Handbook</strong> (<a href="http://www.greenronin.com" target="_blank">Green Ronin</a>). You can order a copy through their site. One warning though, party composition is more like that in a typical game of <strong>Ars Magica</strong>, with clergy and saints taking the role of wizards, and the other classes their companions.</p><p></p><p>Hope this helps</p></blockquote><p></p>
[QUOTE="mythusmage, post: 1942381, member: 571"] If you can find a copy I recommend Ken Rolston's [b]Charlemagne's Paladins[/b]. While an AD&D 2e book, and set in the time of Charlemagne, it still has a lot of useful information concerning the way people lived, and in what they believed. An important thing to note is that even by the 13th century the typical Christian priest's grasp of theology etc. was not very firm. Often they were poorly educated, and had little more understanding of the Bible than the members of their congregations. Much of what in the way of pagan practices snuck into Christianity did so via rural clergy. Where non-Christians are concerned ... Pagans and the like follow the deceptions of Satan. Jews and Moslems have the right idea, but they get the details wrong. Note that to the Christian philosophers of the time Islam was a Christian heresy. Note too that in either case the non-believer is not evil in any sense of the word, he is merely wrong. He can be corrected, but he has to want to change. And since you are setting your campaign in the 13th century you really should consider the Mongols. Europe was spared thanks to dynastic squabbles among them, but for a time was wide open to invasion and conquest. They could be treated as the Scrouge of God, demons from hell, or historically. How you treat them will affect the shape of your world. Last, but certainly not least, let me add my recommendation of David Chart's [b]Medieval Player's Handbook[/b] ([url=http://www.greenronin.com]Green Ronin[/url]). You can order a copy through their site. One warning though, party composition is more like that in a typical game of [b]Ars Magica[/b], with clergy and saints taking the role of wizards, and the other classes their companions. Hope this helps [/QUOTE]
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