Knights of Dardura

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The Knights of Dardura are a fraternal chivalric order that is based within Dardura Sheva. It was founded as a shoot-off order of the Knights of Elal from Solthania. The original founding members were a trio of knight errants that had ancestral ties to Dardura and felt that the city was in need of a strong defense against the onslaught of monsters in the world around them. These three knights established the Knights of Dardura Order in the First Age in 60 SR: Year of Red Sands.

Like their knightly ancestors the order was established with guidelines pursuant to justice, honor, virtue and defense of the weak. They have come to stand for all the good that mortals can achieve in the Southern Realms. For good or ill the order has sworn to protect and defend Dardura against evil and chaos, both foreign and domestic.

Originally, the Knights were hard pressed to become an order and often had to fight for political seating within the city as the founders of Dardura Sheva felt that the strict code of the knights might be seen as the city's own policies towards those that call Dardura home and those that traveled to the city for various reasons. Over time they have proven their worth in many ways through the protection of the city and its residents. Despite the various setbacks, the Knights have held on to the oath by which all Dardura Knights swear by:"Duty or Death."

Unlike the Knights of Elal, the Knights of Dardura are made up of a single order. The founding knights believed that while the three orders of Elal grant the knighthood a wider reach for their purpose, the knights of Dardura are a more localized knighthood meant to defend Dardura Sheva from its foes. In order to do this they have gathered their power and strength from a single source of power and command.

Contents

Leadership and Offices of the Knighthood

The Knighthood of Dardura is a localized order that works predominately in lands that surround Dardura Sheva but have grown to have outposts in most of the lands around Dardura. They have been known to work with a number of goodly churches as well as the Knights of Elal on many campaigns against the dark forces of Kralis.

The Knights are comprised of only a single order and chain of command:

Knight Squire

Knight Apprentice

Man-at-Arms

Knight Commander

Knight Grand-Commander

Knight Protector

Lord Knight

Knight Marshal

Grand Master

Grand Marshal

Each of these ranks make up three offices, which in turn are directed by an Commanding Officer for the specific office: Soldier Office, Champion Office, and Noble Office. The Solider Office is the largest office and is made up of Knight Squires, Knight Apprentices, and Men-at-Arms. Those that make up the the Solider Office are the first line of defense and warriors that meet foes in battle. There are currently 3,000 within the Soldiers office. The Champion Office is made of Knight Commanders, Knight Grand-Commanders, Knight Protectors and Lord Knights. While still a large group of knights, the Champion Office is still made of a great number individuals, currently there are 1,250 individuals within the Champion Office. Finally, the Noble Office is made up of the Knight Marshals, Grand Masters and the Grand Marshal. The majority of the Noble Office is made up of Knight Marshals numbering nearly 300 individuals, there are only 50 Grand Masters in this office. Finally, there are only 6 Grand Marshals of which one is elected from within this office. This elected Grand Marshal serves for life or until he desires to retire.

While these are the commanding offices of the knights, there is another core group of knights called the Errants. While these knights are held to the same codes of the Dardura and the defense of Dardura Sheva, they are allowed to pursue these ends by whatever means they feel are right, just and good for the people of Dardura Sheva. No Errant Knight can rise in rank above Knight Marshal.

Areas of Influence

The Knights of Dardura influence for the most part extends through out all of the Dardura Region with some influence in the alewyn lands of Adraros and Telemor. They have a number of stronghold keeps in Baar Dysh, Duchy of Mashrapur, on the borders of the orc kingdoms of Nazaru and Baztha and finally a number of strongholds exist in the mountains and hills of Aham protecting the borders of Dardura from the machinations Ahamkara.

The Code

Duty or Death. This is the basic oath and code for all Knights of Dardura. It is the foundation of the believe that a Knight of Dardura is duty-bound to defend others, be loyal to comrades, obedient to superiors, honorable and just. It by this oath that the whole Knighthood operates. This is based off the Knight of Elal's Code: My Valor or My Life.

Recruiting and Training

The Knights of Dardura are always actively recruiting members to join their ranks. While they always welcome anyone interested in becoming a Knight of Durdara, they will pursue specific candidates to join their rank. They recruit boys and girls who are as young as 15 or older and have their parents blessings. Despite the age of the recruit, they all serve as a Page within the order for several months, before being granted Knight Squire.

Allies

Bishop Sandstone

The Chimera Ring

The Order of the Shining Star

Church fo Elal, Gishra, Hadak, and Daemah

Foes and Enemies

The Court of Decay

The Iron Lords

Game Information

Characters that choose to become a part of the Knights of Dardura have their base Merit Point requirements increased from 1000 to 1900 per rank.

TypeKnightly Order
Influence LevelNational
CategoryPrerequisitesBenefitsObligations
Knight SquireMust have the following Abilities: Who You Kidding, Parry; Must have the following skills at 55: WC Str or Agi, Shield ProficiencyMembershipServe as a Knight Squire for 3 Ranks
Knight Apprentice Must have one of the following Abilities: Armor Proficiency, Faith, Inspire, Iron Will, Fighting Style: Master Blade; Must have the following skills: Lore (Knights of Dardura)(40), Lore (War)(40), Lore (Battle Tactics)(40), WC:Str or Agi(63), Shield Proficiency(40), Riding (Air Based)(40)Weapon Proficiency Ability, Gain Combat Leader AbilityMust complete a Quest of Honor
Man-at-ArmsMust have one of the following Abilities: Aura of Courage, Animal Empathy, Fighting Style: Weapon and Shield Master, Improved Mounted Combat, Increased Speed; Must have the following skills: WC Str or Agi(71); Leadership(40), Shield Proficiency(45), Languages (Common)(40), Chanting(40)Gain Inspiration Ability; Gain Knighthood Training (+5 to Any Weaponskill, +5 To any Knowledge Skill)Must stand a Trial of the Knights
Knight CommanderMust have one of the following Abilities: Bravado, Bane (Evil), Battle Sense, Retaliatory Strike; Must have the following skills: WC Str or Agi(79), Divine Knowledge (40), Leadership(45), Lore (Dardura Sheva)(50), Shield Proficiency(55), Riding (Air Based)(40), Gain Quick Move Ability; Gain Defensive Training (Gain +10 to Physical Defense)Must complete a Quest of Valor
Knight Grand CommanderMust have one of the following Abilities: Ambitious Leader, Bonding, Champion (Dardura Sheva), Counter Defense, Deep Faith, Defensive Style: Master of Circles; Must have the following skills: WC Str or Agi(87), Leadership(55), Shield Proficiency(60), Riding (Air Based)(50), Lore (Battle Tactics)(40)Hold the Line Ability; Gain Leadership Training (Gain +10 to Leadership Skill)Must assist a village/or town against plight of evil
Knight ProtectorMust have one of the following Abilities: Before You, Parry Improved, Noble Sacrifice, Secondary Strike; Must have the following skills: WC Str or Agi(95), Leadership(60), Shield Proficiency(65), Riding (Air Based)(60), Lore (Battle Tactics)(45); Must have Lore (War)(40)Fly-By Attack Ability; Gain War GryphonMust complete a Quest of Battle
Lord KnightMust have one of the following Abilities: Attack Coordination, Combative Leap, Damage Absorption, Sudden Strike; Must have Lore (War)(50)Mounted Charge Ability; Gain Shield of the DragonMust single handily defeat an evil opponent of greater rank
Knight MarshalMust have one of the following Abilities: Battle Cry, Blind Fighting, Death Blow, Discover Flaw; Must have the following: WC Str or Agi(105), Leadership(65), Shield Proficiency(70), Riding (Air Based)(65), Lore (Battle Tactics)(50); Must have Lore (War) (55)Gain Step Lively Ability; Gain Emerald SwordMust complete a Quest of Loyalty
Grand MasterMust have one of the following Abilities: Divine Presence, Golden Glow, Power of Self, Resounding Blows; Must have the following skills: WC Str or Agi(110), Leadership(70), Shield Proficiency(75), Riding (Air Based)(70), Lore (Battle Tactics)(55); Must have Lore (War)(60) Gain Victorious Surge Ability; Must complete a Trial of Fire
Grand MarshalMust have one of the following Abilities: Deep Faith, Iron Will, Iron Presence, Iron Body; Must have the following skills:WC Str or Agi(120), Leadership(75), Shield Proficiency(80), Riding (Air Based)(75), Lore (Battle Tactics)(60); Must have Lore (War)(65)Gain Stand as One Ability; Gain Armor of FlightMust complete a Quest for Dardura

Items and Equipment

War Gryphon

Health Points:130Beaten:65Battered:33
Attack Skill:144
Attacks:Bite (3/2)/Hoof (4/2); +22Str Dmg
Armor:Thick Skin (10); +5 vs. all weapon types + Mail Armor (18)
Physical Defense:99Magical Defense:106
Divine Defense:99Jinhu Defense:90
Move:25'Luck Points:3Vision:Normal
Attributes:Str: 115 (+14), Sta: 95(+9), Agi: 70 (+3), Per: 70(+3)
Skills:Alertness 95, Climb 62, Hide 95, Evade 80, Maul 144, Search 77,
Skepticism 77, Tracking 95

Special Abilities:

Alter Winds The creature is able to use the spell control winds as an innate ability. The spell has a duration of 10 minutes per rank of the creature and effects all those within 50’. The creature can alter the winds up or down 1 catagory per 2 Willpower Modifier from current speed. This has an APC of 2. This can be used three times per day.

Armor Damage The creature’s claws are able to tear into an opponent’s armor ripping it to pieces. For every 5 points of undefended damage the creature does it does 1 point of Armor Damage, reducing the defender’s armor absorption.

Aura of Fear Any non-evil creatures that are within 15’ of the creature must make a Willpower check at a TS equal to 1 per 20 points of the creatures Willpower. Those that fail are Troubled (Fear). Defense needs to only be made once per encounter with the creature type. This effect lasts until the creature is slain or driven off.

Blood Drain The creature is able to drain the blood of a target upon making a successful non-weapon attack (bite) with 5 or more successes. The target is allowed to make a Stamina check to avoid the loss, but the check is at a TS of 1 per 5 ranks of monster. The creature can drain its Strength Modifier in points of Fatigue and Health Point loss. If the creature attempts to hold on to the attack the creature and the target are considered in a grapple. If the attack is maintained then this loss is continuous every 5 phases.

Death Blow Anytime that the creature hits with 6 or more successes, after defense successes, the defender must make a Stamina check at half or be struck with a killing blow reducing them to -10 HP without a Holding Zero check.

Flight (Winged) Gryphons are very quick in flight and are able to fly at a speed of 100’; Can fly as slow as 8’; It has limited hovering ability; Movement Class B. During flight any skills that require concentration suffer -20 penalty, while hovering any skills that require concentration suffer -40 penalty when being used (i.e. Attack Skill, Defense Skill, Spellcraft, Jinhu Discipline, Divine Knowledge and other such skills.) With a Willpower Skill check this penalty is reduced by 5 per 2 successes on the skill check to a minimum of -5. They can carry upto 1/2 their Stamina Score in additional weight with no penalties. Wearing any armor greater than light slows their flight movement by half.

Harming Screech Through the use of this ability the creature is able to emit a piercing sonic screech. Three times per day, this screech effects all those within a 40' range and causes those that hear it to suffer 5 points of damage per Willpower of the creature. Targets are able to make a check vs. Willpower check to avoid this damage. Those that fail not only suffer the damage but are Staggered for 1 turn. This can be used once every a turn and has an APC of 1.

Rake Successful attack; 3x Agility or Strength Modifier; Ignores Armor

Thick Skinned +5 Armor Absorb vs. all Weapon Types


Shield of the Dragon

All Shields of the Dragon are made from bright steel, embossed with a symbol of Dardura Sheva surrounded by a red dragon. Each shield is magically enhanced and given specific Arcane Weirds.

There are two types that a knight may choose: Medium Sized and Large sized.

Medium Sized Shields: 30" Dia., Heavy Armor Type, +5 Armor Absorb, 250 Armor Points; Shell of Protection: Magic, Ability Power: Power Shield

Large Sized Shields: 36" Dia., Heavy Armor Type, +10 Armor Absorb, 350 Armor Points; Shell of Protection: Magic, Ability Power: Power Shield

Emerald Sword

Emerald Swords are crafted from magically melded emeralds. They are long swords, that are sharpened on each edge. The pommel is crafted from iron wood and inlaid with thacrium (blue steel). The swords are magically enhanced to cause additional damage to those that oppose or are enemies of Dardura Sheva or the Knights of Dardura.

Emerald Sword: +10 Bonus Damage vs. enemies of the Knights of Dardura; +15 Bonus Damage vs. enemies of Dardura Sheva; Emerald Light: Upon command the sword will glow brightly. This grants the wielder the ability to see in the dark as though they are able to see in the day up to 60'. This can be used three times per day for 1 hour each time.

Armor of Flight

The Armor of Flight is enhanced plate-mail that grants the user to call upon magically created wings that sprout from the back of the armor. These wings are in the fashion of a fire dragon's wing and have a wingspan equal to double the height of the armor's wearer. This grants the user the ability to fly at twice their normal movement. The use of these wings do not require any concentration and have no effect of the users skill use.

Plate-Mail: 24 Dmg Absorb, +10 Dmg Absorb vs. Magic and Evil Divine, +4 Initiative Bonus, +20 Fatigue Points (while worn)

Flight: Through the use of this ability the armor allows the user to fly without wings at a MC of B. The user can perform this four times per day and it lasts for 5 turns per rank of the user. The user is able to fly at a speed equal to twice its normal movement as well as hover in place. Unlike winged flight the user does not suffer any penalties to skills that require concentration to use. They can carry up to 1/2 their Stamina Score in total weight with no penalties.

Abilities

Combat Leader

Controlling Attribute: Charisma

You are able to boost yourself and allies that are within 15' radius of you to gain an additional bonus to their Initiative. You and your allies gain +1 Initiative Modifier per 2 Charisma Modifier to their initiative roll. You must activate this ability every combat turn.

Inspiration

Ability Prerequisite: Faith

Controlling Attribute: Charisma

Once per combat turn you are able to shout out an inspirational word to an one ally that is within 20' of you. The gain bonus Health or Fatigue points based on your decision. That ally gain 3 points (per every 2 ranks to a maximum of 18 bonus points) of Health or Fatigue points per each Charisma Success in a Charisma Check. These are temporary bonus points that will not be healed back once they have been used.

Quick Move

Ability Prerequisite: Attack Quickness

Controlling Attribute: Willpower

Once per combat turn you or an indicated ally are able to ignore the +3 AP Penalty as you or the ally switch from moving to acting within the same phase.

Hold the Line

Ability Prerequisite: StoneWall

Controlling Attribute: Willpower

Allies that are within a 15' radius of you gains a +2 Success Bonus to their Physical Defense. This increases by +1 bonus success every 3 ranks to a maximum of +5 successes. This can be used once per combat turn. This ability must be activated by you.

Fly-By Attack

Ability Prerequisite: Riding 60

Controlling Attribute: Agility

So long as you are mounted and fly by a target in a continuous straight line starting 30' before and after the target, you are able to attack the target without provoking any attacks by other opponents as you ride by.

Mounted Charge

Ability Prerequisite: Riding 70

Controlling Attribute: Agility

So long as you are mounted and attempt a charge you deal double your Strength Modifier as bonus damage.

Step Lively

Controlling Attribute: Agility

All allies within 15' radius gain +10 to their base movement for the duration of a combat.

Victorious Surge

Controlling Attribute: Willpower

Once per combat turn, all allies that are within a 15' radius and can see you, gain a bonus free attack after a normal attack action. Additionally, these allies all gain your Charisma Modifier as bonus damage to their melee attacks.

Stand As One

Controlling Attribute: Willpower

Once per combat encounter you and all your allies that are within 15' radius gain your strength to stand against the odds. You and your allies gain the following bonuses: 2 times your Willpower Modifier in bonus Health and Fatigue Points. No ally within the area cannot be confused, dazed, stunned, staggered fascinated, feared, horrified, slowed, pulled, push, tripped, or gain a negative rank.

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