The Knightly Order

Most definitely not to be confused with the Ivory Order. Those guys are bastards. These guys are the classic honourable sorts who live in old castles on islands and sail off to crusades and the like. The good guys. Obviously.

Structure of the Knightly Order

Every Knightly Order is lead by a Grandmaster, and a circle of d4+1 Knight-Masters, who each lead a unit of Knights.
The Order also has A Great Quest, a Virtue, a Vice, a Mark, and a Reputation, and they may also have each of a Relic, a Nemesis, an Ally, and a Finest Hour

Great Quests

Firstly, roll a d6 to determine the nature of the Great Quest, which tells you something about how long ago or under what circumstances the Quest was declared. Then, roll a d6 to determine the type of Quest, and finally based on that, roll a d6 on the relevant table to determine a little more detail about it.

Nature of the Quest
1 - Recently Sworn
2 - A Long-Term Goal
3 - An Ancient Quest
4 - A Secret Goal
5 - The Grandmaster's Personal Oath
6 - An Inhuman Pact

Types of Quest
1 - Slay
2 - Recover
3 - Avenge
4 - Rescue
5 - Depose
6 - Protect

Slay Quests
1 - A Terrible Monster
2 - A Rogue Member of the Order
3 - A Dark Lord
4 - An Evil Tyrant
5 - A Dishonorable Enemy
6 - The "Godless Savages"

Recover Quests
1 - Their Lost Honour
2 - Their Lost Relic
3 - Their Lost Members
4 - A Conquered Kingdom
5 - A Conquered Home
6 - Some Lost Knowledge

Avenge Quests
1 - Their Smirched Honour
2 - A Slain Member of the Order
3 - Their Old Patron
4 - A Great Sin
5 - Their Lost Homeland
6 - Some Old Slight

Rescue Quests
1 - A Member of Royalty
2 - A Crucial Hostage
3 - A Captured City
4 - An Enslaved People
5 - Someone from Themselves
6 - All the World!

Depose Quests
1 - The Godless Tyrant
2 - The Conquerers
3 - An Injust System
4 - A Wicked Crime Lord
5 - An Unholy Faith
6 - A Black-Hearted Family

Protect Quests
1 - Their Great Relic
2 - A Specific Location
3 - An Entire Country
4 - Their People
5 - Their Faith
6 - A Specific Person

Virtues

This is what the Order espouses as being "the true essence" of Knighthood, and what they hold in the highest esteem about themselves, even if they aren't all that good at it...

1 - Honour
2 - Hospitality
3 - Skill at Arms
4 - Appearance
5 - Their Reputation
6 - Clemency
7 - Justice
8 - Connections
9 - Family
10 - Duty
11 - Their Equipment
12 - Their Stronghold

Vices

This is what the Order deny themselves, but can't help but partake in. No-one may even know they do, but in the heart of hearts of the Masters, they drink of that black cup.

1 - Slaughter
2 - Mercilessness
3 - The Lure of Gold
4 - Pride
5 - Blasphemy
6 - Hedonism
7 - Bureaucracy
8 - Ambition
9 - Disrepair
10 - Cowardice
11 - Xenophobia
12 - Revenge

Reputations

This is what the Order is (or isn't) known for, the single fact about them that is spread farther than even the name of the Order. If a reputation for an aspect of the Order that requires rolling to determine if they have or not is selected (such as a relic), do not roll and just give them one instead.

1 - For their Virtue
2 - For their Vice
3 - For their Relic
4 - For their Nemesis
5 - For their Ally
6 - For their Grandmaster
7 - For their Mark
8 - For their History
9 - None - They are yet Young
10 - None - They are unnote-worthy
11 - They are on the Rise
12 - They are on the Decline

Relics

4 in 6 Knightly Orders will have a Relic, some great symbol of their Blessings. It might be something ancient passed down from Grandmaster to Grandmaster, or bestowed upon them by an inhuman power, or perhaps it was merely the possession of the last Grandmaster, made legendary by their hand.

1 - A Mighty Weapon
2 - Legendary Armour
3 - A Majestic Shield
4 - An Esoteric Tome
5 - An Impeccable Jewel
6 - A Saint's Relic
7 - A Masterful Artwork
8 - A Grand Statue
9 - A Supernatural Plant
10 - A Mythical Beast
11 - A Holy Shrine
12 - A Wonderous Item

Nemeses

4 in 6 Grand Orders will have a Nemesis, an enemy that, try as they might, they can never truly defeat for long. Perhaps one day they will have their final reckoning, but for now, the list of grudges grows ever longer.

1 - A Monster
2 - A Country
3 - An Old Member of the Order
4 - A Rival Knightly Order
5 - A Criminal Mastermind
6 - A Mighty Sorcerer
7 - An entire Faith
8 - A Foe, now Vanquished
9 - Any who Best them in Battle
10 - An Infernal Demon
11 - A Mysterious Trickster
12 - A Terrible Conspiracy

Allies

4 in 6 Grand Orders will have some powerful ally, perhaps bound up in some ancient act, or more recently became friends of the current Grandmaster. Either way, they will answer the Order's call for aid if it comes, and the Order will answer the Ally's.

1 - A Monster
2 - A Noble Family
3 - A Country
4 - The Ancient Dead
5 - A Mighty Sorcerer
6 - A Fae Lord
7 - A God
8 - Another Knightly Order
9 - A Band of Adventurers
10 - An Infernal Demon
11 - A Wandering Warrior
12 - An Old Master

The Finest Hour of the Order

If the whole history of the order were to be consumed in flame, in one corner of the world the story of this moment would still be told. 

1 - The Order Slew a Mighty Foe
2 - The Grandmaster Fought in a Momentous Duel
3 - The Order Fought in a Climactic Battle
4 - The Order Broke a Brutal Siege
5 - The Knights went on a Perilous Quest
6 - The Order was Cornered by an Implacable Foe
7 - The Order fought on Despite being Surrounded
8 - The Order Held the Line when Hope was Gone
9 - The Order Launched a Surprise Attack
10 - The Order Rode for an Eleventh Hour Charge
11 - The Order Engaged in a Desperate Rearguard Action
12 - The Order Launched a Coup D'etat
13 - The Order Spearheaded a Revolution
14 - The Order Stormed an Impregnable Stormhold
15 - The Order Rode to Battle Straight off an Aquatic Landing
16 - The Order took part in a Valiant Crusade
17 - The Order were Ambushed
18 - The Order Held Back a Riot
19 - The Order Battled a group of Assassins
20 - The Order Attacked a Terrifying Monster

Marks of the Knightly Order

The way of the Knight is ultimately the way of War, and in War, your strength is pitted against the enemy's. This is what the Order put their faith in to carry the day. 

1 - Top Tier Cavalry 
2 - Top Tier Ranged Support 
3 - Top Tier Duelists 
4 - Top Tier Phalanx Formation
5 - Top Tier Pike Walls
6 - Super-Heavy Armour
7 - Super-Heavy Weapons
8 - Units of Paladin-Knights
9 - Circles of Warlock-Knights
10 - Battling Alongside Sorcery and Magic
11 - Frothing Berserker Warriors
12 - Impregnable Fortifications
13 - Unstoppable Charges 
14 - Unusual Mounts 
15 - Unusual Armours 
16 - Unusual Weapons 
17 - Animist Warriors
18  - Enchanted Equipment 
19 - Fight Alongside Trained Monsters
20 - Unshakable Morale 

Traits of the Masters of the Knightly Order

Each Master and Grandmaster has some aspect that carries them head and shoulders above the rank and file of the order (in theory), something that elevates them above normal men. Roll twice for the Grandmaster (rerolling doubles) and once for each Knight-Master. Secondly, roll a title for each of the Knight-Masters to give some further insight into their roll, and an Epithet for the Grandmaster.

1 - An Incredible Duelist
2 - A Deadly Shot
3 - Really, Really Strong
4 - Really, Really Fast
5 - Nigh Unkillable
6 - An Unusual Fighting Style
7 - Stupendously Rich
8 - An Inspiring Leader
9 - Disengager
10 - Always Prepared
11 - An Animal Companion
12 - Unphased
13 - Wilfull
14 - Vindictive
15 - An Incredible Tactician
16 - Spell-Breaker
17 - Disgustingly Honourable
18 - Spiritual
19 - Calculating
20 - Relic-Wielder

Knight-Master Titles
[Reroll any result you have already rolled for this Order.]
1 - Knight - Dominus: The Master of Masters, second in command to the Grandmaster
2 - Knight - Ferrum: The Master of Blades, unbeatable on the field
3 - Knight - Venetus: The Master of Oaths, who ensures Oaths are Upheld
4 - Knight - Castellum: The Master of Fortifications, who shall allow none to pass
5 - Knight - Castellan: The Master of Guests, whom dispenses the Guest-Gifts
6 - Knight - Indomnitus: The Master of Courage, who will never retreat, never surrender
7 - Knight - Flagellant: The Master-Repentant, who will atone for their sins
8 - Knight - Veritas: The Master of Truth, who shall ensure no lies are perpetrated
9 - Knight - Dignitas: The Master of Dignity, who ensures no man is Dishonorable
10 - Knight - Imperator: The Master of Law, who dispenses the laws and regulations
11 - Knight - Foedus: The Master of Pacts, who swears the Oaths and the Quests
12 - Knight - Preator: The Master of Lands, who ensures the Fortress is its grandest
13 - Knight - Centurio: The Master of Men, who ensures the Troops are their mightiest
14 - Knight - Excelsior: The Master of Worship, who propitiates the Gods for their Favour
15 - Knight - Praesidium: The Master of Protection, who ensures the armours are inpregnable
16 - Knight - Argentum: The Master of Silver, who accounts the coffers and treasures
17 - Knight - Rector: The Master of Ways, who leads the journeys, who plans the way 
18 - Knight - Interitus: The Master of Death, who takes the lives of the unworthy
19 - Knight - Votum: The Master of Vows, who ensures all know their place in the Order
20 - Knight - Vigilo: The Master of Watches, who ensures the Order shall never be taken off-guard

Epithets of the Grandmaster
1 - "Old Ironsides"
2 - "One-Eye"
3 - "Half-Hand"
4 - "The Bear"
5 - "The Grim"
6 - "The Unbroken"
7 - "The Priest-Hater"
8 - "of-the-Heads"
9 - "The Bastard"
10 - "The Silver-Tongued"
11 - "The Grey-Fox"
12 - "The Black Crow"
13 - "The Avenger"
14 - "The Blessed"
15 - "Spirit-Friend"
16 - "Saviour of [location]"
17 - "Bane of [location]"
18 - "The Oath-taker"
19 - "The Troubadour"
20 - "who Fights Alone"

Units of the Knightly Order, and their Knight Masters


The first two units are the Order's mainstay, are generated based on the Mark of the Order, and have 4 times as many followers in the unit as usual. Additional units represent the cream of the crop of the Order, elite units are generated from the following Tables, until there are as many units as there are Masters, including the Mainstays.

Units
1 - Swordsmen - best 4 of 6d6
2 - Swordsmen - best 4 of 6d6
3 - Phalanx - best 4 of 6d6
4 - Volley Formation - best 3 of 4d6
5 - Skirmishers - best 2 of 3d8
6 - Berserkers - best 2 of 3d8
7 - Super-Heavy Infantry - best 3 of 4d4
8 - Light Cavalry - best 2 of 3d8
9 - Heavy Cavalry - best 2 of 3d4
10 - War-machine Battery - d4 machines and 4 crew for each

Mainstays Based on Mark
Top Tier Cavalry - Heavy + Light Cavalry
Top Tier Ranged Support - Volley Formation
Top Tier Duelists - Swordsmen
Top Tier Phalanx Formation - Phalanx
Top Tier Pike Walls - Phalanx
Super-Heavy Armour - Super Heavy Infantry
Super-Heavy Weapons - Super Heavy Infantry
Units of Paladin-Knights - Swordsmen + Heavy Cavalry
Circles of Warlock-Knights - Skirmishers
Battling Alongside Sorcery and Magic - Swordsmen
Frothing Berserker Warriors - Berserkers
Impregnable Fortifications - Swordsmen
Unstoppable Charges - Heavy Knights
Unusual Mounts - Heavy + Light Cavalry
Unusual Armours - Swordsmen
Unusual Weapons - Swordsmen
Animist Warriors - Skirmishers
Enchanted Equipment - Swordsmen
Fight Alongside Trained Monsters - Skirmishers
Unshakable Morale - Phalanx

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