Camelot Cosmos: Our Honoured Blood RELEASED!

The history of the realm of Pendragon is, in many ways, the history of its noble houses, the long, bloody, often glorious and sometimes shameful record of the ambitions, victories and defeats of the powerful individuals who have steered their families to greatness and schemed and fought their way to the very apex of Pendragon society. Noble houses have determined which among their number have held the crown, and have always competed against each other to ensure nearness to or control over the throne. They have also influenced the election of Arch-Bishops of Camelot, placed their second sons in senior positions within the church, formed the backbone of the Pendragon Legion, prosecuted the war against Morgan le Fay, betrayed their King and raised rebellions or saved their monarch’s life and crushed uprisings against him. No monarch of Kingsland can be successful without the support of the great noble houses, and yet each must also be aware that if he allows them too much power or grants them too many concessions his own royal authority is irrevocably weakened.

Get it HERE

Our Honoured Blood is a supplement for Camelot Cosmos.

The game would also make a great background to use Machinations of the Space Princess in.

Camelot Cosmos: The Shores of Akheron

This adventure seed was generated using the adventure generation tables within the Camelot Cosmos GM’s book.


The characters are hired by The Merchant’s Guild in order to Infiltrate a Group of Necromancers at Arthur’s Grave: Shingle Beach Isles, Shingle Graves but are opposed by Necromancers & Tech Zombies who are working for Necromancer.


Keltan Surwood, a Necromancer of some repute and no small amount of fear, approached the merchant’s guild with a proposition. He and his followers said they had a way to create workers that would not tire, would not need payment, or food or any other maintenance.

Robots from earlier ages are unreliable, expensive and hard to maintain. Regular workers are expensive and difficult to control, always wanting rights, money, refusing to work and all that sort of thing.

A halfway house between the two seemed like a good idea and Keltan produced an example for them but when they realised, truly, exactly what he was doing they blanched and have sought the assistance of knights errant or mercenaries to deal with Keltan and his followers.


The guards stand aside and you are ushered in to the Merchant’s Guild office. Profligate wealth screams from every corner, glittering and baroque.  There is gold worked into patterns on every surface, semiprecious stones, mosaics, rich tapestries.

Guildsman Tharn welcomes you effusively with grand gestures and warming mugs of tea and then brings you in to back room to sit around a table in the light of a glow-lamp and to broach the matter at hand.

“We have had dealings with a Free Man, Keltan Surwood, who presented himself to us as a Mage of good standing. We have discovered, however, that this is not the case. It has emerged that he is a necromancer of no mean power and our dealings with him before you knew this face place us in a position of some delicacy. We should like to retain you to deal with this problem quietly, so as to maintain our honour and integrity and to deal with the threat he poses at the same time. His refuge is upon a small island in the Shingle Beach Isles. Whatever darkness he is working there must be destroyed and the necromancer expunged. We will, of course, pay handsomely for your assistance.”

Tharn doesn’t know a great deal but does know that Keltan has students and that he has a number of unnatural creations at his beck and call. He strongly suggests that infiltration would be the better bet, to remove Keltan’s source of power before tackling him or his creations. Tharn does know Keltan is based off a scrap of an island called Horst’s Spur, next to the fishing island of Tail.


If necessary the characters will need to travel to Arthur’s Grave, this can be accomplished in a Merchant Guild ship or via the gates. The ship would be more stealthy and draw less attention, while using the gates may tip their hand (though it is unlikely).

Travelling to the Shingle Isles will need to be by boat. Tail and Horst Spur are not much visited, though one ferryman will happily tell them he’s had plenty of business going too and fro with scholarly gentlemen and crates.

Tail, if investigated, has only a small, abandoned fishing village with some signs of battle (boarded up windows, blood stains) but no people to be found. There are only a few dogs and goats left, the first beginning to prey on the second, rangy and hungry and growing wild.

Horst Spur is a lump of bare rock with the worn-smooth remnants of an old building atop it and the shattered bones of a metal bridge that once stretched to Tail left, only on the Horst Spur side.

The main entrance to the Horst Spur catacomb is in the ruin, a perfectly square set of steps leading down into the dark. An alternative entrance is a pipe, beneath the sea water, that leads into an old chamber filled with seized old machinery.

Keltan, three of his Necromancer students and a score of tech-zombies are in the catacombs which are regularly laid out, a cross shape of corridors and eight rooms (two in each part of the cross with a corridor also around the outside – [+] – like so).

Perhaps five tech-zombies shamble around doing pre-set jobs and do not know to attack unless ordered. The Necromancers light their way with a thin halo of mist light, conjured from their hands. They are not much good in a fight but can use their talents to cause sickness, vomiting, temporary blindness and other debilitating effects at a distance. The same is true of Keltan though he is more powerful. What they can do is waken and order the tech-zombies which can then attack in large numbers.

In the one chamber that is locked are the shattered remnants of a medical droid, a whole bunch of broken stasis pods and one to which Keltan has attached his primitive equipment.

There are also dead bodies, taken from the village.

Keltan is penetrating the stasis pod and extracting nanomachines from the person held within, placed in stasis long ago to await a cure for their brain damage. The nanites keep the body preserved and enable it to accept basic instructions. This was originally so that they could be moved around hospitals or turned in their beds without using up valuable staff time.

Keltan is using them to animate the fresh dead as easily controlled ‘worker zombies’.


Keltan may try to buy his life with more info about the Merchant’s Guild involvement. They knew what they were getting into, they’ve just gotten cold feet. He’ll fight until it’s obvious that he’ll lose, then he’ll surrender and offer just about anything within his power to be left alive.

Camelot Cosmos: RELEASED!

The Camelot Cosmos Players Guide is a role-playing setting book designed for use by players of the FATE role-playing system; though it can be easily converted to other systems if required. This book gives all the information players need to create characters and to explore the realms that make up the Camelot Cosmos.

The first section describes the rules system being used, and subsequent sections cover the places, personages and other key features of the setting.

The GM’s guide provides the secret background and more in depth detail about the setting of The Camelot Cosmos including organisations, history, artefacts, persons of import, the realms and a quest/mission generator and guide.

These books detail the Camelot Cosmos, a section of space containing a collection of planets which have been very heavily influenced by the Arthurian legends of King Arthur, Merlin, Uther Pendragon, Lancelot and all the other characters familiar to us from the literature of Sir Thomas Mallory and the romances of the Middle Ages. These legends have, however, been confused with real people and events in the imagined history of the setting so that the understanding of the deeds of King Arthur held by a well-informed reader today may differ markedly from the legend as presented in these pages.

Imagine a world where loyal knights of King Gawain XXIII fight an endless battle against the android soldiers of an undying Morgan le Fay.

Imagine a world where magical Doors transport spies and armies between distant planets in the blink of an eye and where thousands of humans from a lost technological civilisation sleep in cryogenic stasis deep beneath the surface of a green and pleasant land.

Imagine a future that sees our own time as a lost golden age, and that is slowly rebuilding human civilisation after its near extinction.

Imagine a world where monks pick through irradiated shopping centres for the secrets of the ancients, and where skill in the joust can decide a man’s social status.

Imagine Arthurian knights in space, and you have some sense of what the Camelot Cosmos is intended to be.


Player’s Guide

GM’s Guide


Player’s Guide

GM’s Guide

The PDFs will soon be available at E23, IPR and Paizo if those are your preferred outlets.

Camelot Cosmos: Out this Friday

Camelot Cosmos, our new game by Daniel Jupp, will be out this Friday.

There will be two books to the game, the Games Master’s Book (202 pages)  and the Player’s Book (170 pages) with art by Raven Morrison.

Each will sell for $9.99 USD as a PDF and around £15.00 UK print-on-demand via Lulu.

As an introduction to the Camelot Cosmos here’s an introduction by the writer and designer himself. There’ll be more about this game all this week up to and including launch day.

Camelot Cosmos is coming!

After gaming for nearly thirty years, and giving lots of other people in the industry my hard-earned cash on an embarrassingly regular basis, I decided to have a go at writing my own RPG setting. Like most GMs I had played with lots of different systems and invented worlds by the score, but I had never settled down to produce an entire setting from scratch that would be interesting enough to demand money from other people just for the privilege of owning a copy! Well now I have and, thanks to James Desborough at Postmortem Studios, it is very shortly going to be available for purchase as a PDF download or a print-on-demand ‘dead tree’ copy.

What is the point of the Camelot Cosmos?

I’ve always been fascinated by novels or games that break genre barriers. Most of the people who read fantasy also read science-fiction, and many more read horror and crime as well. Genre barriers are artificially set up to make life easier for marketing departments, but really exciting and interesting things happen when writers refuse to be put in separate little boxes. I wanted to write a setting that could include anything found in fantasy or science-fiction, but that didn’t just repeat the same tired old clichés of graceful elves, grumpy dwarves and square-jawed space captains. Like the creators of Talislanta I wanted new races and new monsters to describe, ones unique to my setting, but I also wanted to be able to throw in anything from myth, legend, cinema or any other influence as and when I chose. I love settings like the Rifts Megaverse that mix technology and magic and I wanted to do that too. I wanted to be greedy, to subvert clichés or use them, depending only on which choice would be the most fun. And I wanted to create not just one setting but hundreds or even thousands of settings, each tied to a core story that explained why they all existed. So the central point of the setting was about trying to find an idea that would allow me to do this.

Yes, like all GMs, I’m a megalomaniac.

What is the Main Idea?

The Camelot Cosmos is the first child of my megalomania. The core idea that allows me to throw anything into the mix is that in the future we will be living on crowded, polluted worlds crammed full of bored people suffering in dull and pointless occupations working for vast bureaucratic corporations. Not an original idea, I’ll admit. But these corporations want their workers to be happy, to keep producing and consuming goods without rioting, looting or striking, and they are smart enough to offer bread and circuses to the masses rather than riot sticks and tear gas. So they build leisure planets themed around particularly exciting periods of history or myths and legends, and allow their workers to play out their greatest fantasies during short holidays to these ‘theme planets’. Anyone who has seen or read Westworld will be familiar with that idea too. Then they built hugely advanced artificial intelligences to administer and run these planets, as human administrators proved inadequate to the logistical demands posed by ferrying billions of people to planets designed to fulfil their every fantasy. Unfortunately the AI’s began to believe the myths they were built to enact and saw themselves as Gods reborn. When the corporations grew concerned by this and tried to turn them off, the AIs reacted by launching biological and nuclear attacks that wiped out more than ninety percent of human life. Hundreds of years later new human societies based on distorted memories of the theme planets still worship the AI’s as saints, gods, angels, demons and devils. Scraps and fragments of old technology are viewed as magical items or holy relics, and the AI’s deliberately distort history to gain more worshippers.

The main idea, then, is that the setting (the Cosmos) will eventually describe lots of different themed future worlds, many of which include old legends. The first of these settings centres on cultures influenced by Arthurian myths.

What is the Camelot Cosmos Like?

The Camelot Cosmos is a region of space filled with theme planets rooted in the legends of King Arthur and his knights. A new Camelot floats in the sky, and King Gawain XXIII wages war on the witches and heretics of Queen Morgan le Fay. Ancient robots hide in ice-bound caves and a secretive order of monks guard the cryogenically frozen bodies of sleeping corporate executives. The ruins of shopping centres are swathed in jungle foliage, and mermaids paint pictures of the past on the walls of undersea caverns. The faithful flock to hear the words of the Arch-Bishop of Camelot, who offers a digital heaven to the true believer. Dark knights hone their skills battling giant worms in a desert, while proud nobles keep cars and computers they cannot use locked in the vaults of their huge castles. Nanite ghosts try to possess the unwary, and holographic Senators debate in marble halls. Centaurs are enslaved as beasts of burden, and spaceships are mistaken for fire-breathing dragons. In the Camelot Cosmos you can be a lord playing a game of thrones, or a lady learning the lore of the druids. You can be a knight on a quest, but your prize might be a broken television. Technology is mistaken for magic, and magic is studied as a science. In the Camelot Cosmos you can be whatever you want to be, but you will always be more than you know.

What are the Influences?

If you liked the idea of a malfunctioning robot gunslinger in Westworld, you should like the way theme planets are used as a pivotal part of the history of the Camelot Cosmos. Westworld and the Red Dwarf episode ‘Wax World’ were big influences.

The Terminator films were a big influence on the idea of the Days of Gedd and the slaughter of billions by the AI’s in the war that destroyed the corporations.

The Arthurian myths and the sense they give of an embattled chivalry doomed to ultimate failure strongly influenced the religion of the Camelot Cosmos and the rivalry between King Gawain and Queen Morgan.

‘A Canticle for Liebowitz’ and its sequel were very important in giving a sense of how ancient science would be viewed by a more primitive inheritor culture, and of how societies of the future might resemble the past.

What is in the Book?

The Camelot Cosmos has been divided into two books, the Players Guide and the GMs Guide. Both are around 200 pages long.

The Players Guide includes:

  • A new, stream-lined version of the FATE rules. Characters start out slightly weaker than usual for FATE, but have more opportunity to progress and develop. Rules for character creation, advancement, combat and injury are all included.
  • 100 fully described skills, closely tied to Aspects.
  • Over 200 fully described Aspects
  • 23 playable races
  • Equipment lists
  • A Players Gazetteer and History of the setting
  • 20 Organisations for PCs to join or fight against
  • Players descriptions of major NPCs in the setting

The GMs Guide includes:

  • The Secret History of the setting
  • Full descriptions of 20 Organisations including benefits of membership and suggested quests
  • 15 fully described Realms with key locations noted
  • 51 fully described Artefacts and Relics
  • Relic Generation Tables
  • A Quest Generation System including Name, Location, Villain and Patron Tables
  • A Bestiary of monsters and opponents
  • 39 fully described NPCs including plot hook secrets

The intention with both books has been to provide tons of material for lasting campaigns, but even more supporting material is also planned.

About Me

Daniel Jupp is a silly name. He is also a scholar, wit, poet, dashing blade and bit of a prat. He is thirty eight but has retained his youthful looks, despite the power of prayer. He is five foot eleven inches tall but considerably taller in Cuban heels. He is kind to animals, left-handed, and fond of anachronisms and tweed suits, although he doesn’t own any (tweed, that is, not anachronisms). He is a firm believer in the British Empire and would be astonished to hear that it no longer exists, and he infinitely prefers made-up realities to real realities. But first and foremost, he is a roleplayer, and always will be. He is currently considering having a tattoo of a twenty sided dice or the face of Gary Gygax on his left arm, but is revolted by the idea of his own physical pain.

Camelot Cosmos: Design

In producing the art and design for Daniel Jupp’s ‘Camelot Cosmos’ we decided to go for a Beardsley-esque style, since he was quite famous – in part – for his illustration of Arthurian legend, upon which Camelot Cosmos draws. I wanted a stark, old-school look to the books, even though they’re for a Space Opera game of adventure, warfare, questing and romance and even though they use a (heavily modified) FATE system, which is thoroughly modern. Raven did us proud there and continues to develop and improve as an artist while maintaining her own distinctive style.

While Agents of SWING has come in for some stick over its design choices, I liked the stark, minimalist approach there and I wanted to keep things relatively simple for Camelot Cosmos as well. Of course, ‘simple’ and ‘Art Nouveau’ don’t go together particularly well but I also wanted to reference the ‘lost technology’ theme and was inspired, in great part, by A Canticle for Leibowitz. In a memorable few scenes in that the initial lead character slaves over an illuminated manuscript of a circuit board pattern and this clash of medieval artistry and modern technical design has always stuck with me.

It is quite, quite possible that I over-think things!

The interior won’t have spot illustrations but, rather, will have ‘plates’, prefacing each chapter. This will make it a bit of a ‘text heavy’ book (though I’ll lighten that with the tables and sidebars) but having the art mark the chapter should, in theory, make flipping through the books to find things visually easier in the ‘dead tree’ version.

This is a big work. Daniel has put a lot of work into it and the ‘secret’ background of the world is sufficiently important that this will be our first book that is split into the traditional Players/GMs guide.

For your examination and comment, I include the covers to the two books and a mock up of an interior page.

You should be able to click to see larger versions of the images.