Knights of Elal

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Of all the various knighthoods through all the realms, nations, and kingdoms, the Knight of Elal are the most well-known and respected military order on all of known Ta Los. The order was founded in 1,285 B.F.A. by Ulric Vianus under the tutelage of the Knight Solthan Kur Ashur, who had envisioned an order of warriors dedicated to justice, courage, temperance, honor and virtue that he felt was sorely missing in the lands and realms he had traveled through.

The order was formed to be the pinnacle of all that is good, just, honorable, and virtuous, to defend the weak, the innocent, and those that fall under the heel of evil and to defend various realms, nations, and kingdoms that they have sworn to protect and defend against evil and chaos. Through out the ages they have striven to uphold the ideals set forth by Solthan and Ulric, their road has been long, at time hard, and like all mortals they have fallen short of these ideals. Despite their setbacks, the Knights have done their best to hold to the ideals and codes that have existed through out the ages and to uphold the oath: "My Valor or My Life."

Originally, there was a single order within the knights, as they have grown to encompass many realms through out Ta Los, so has the idea of the order. The Knighthood is now made up of three Orders: The Sword, The Shield, The Crown. Each of these orders are dedicated to one of the aspects of Elal, the All Father. The Knights of the Sword are dedicated to the aspects of Courage, Strength, and War. The Knights of the Shield are dedicated to the aspects of Loyalty, Obedience and Defense. The Knights of the Crown, the greatest of the orders, are dedicated to the aspects of Wisdom, Justice and Life.

All Knights, despite the order, must swear by the Oath and the Codes. The Oath "My Valor or My Life" is the creed by which all Knights attempt to live their lives. it is representative of the idea that a Knight is not a Knight unless his life is less valuable than his Valor. Should a Knight forsake the Oath, he forsakes himself and his life is forfeit. Fortunately, the Knighthood has a set of laws, The Codes, by which a Knight is guided in living up to the Oath. The Code is a collection of laws and rules that have been adjusted and re-defined through out the ages to better reflect the ideals of the Knights. While there is a single Code that all Knights are required to live by, each Order has added or embellished their own Codes. The Code itself was originally started by Solthan and completed by Ulric 50 years after Solthan's passing, it currently occupies 15 volumes, which is located in the city of Solumayn in Solthania.

Contents

Leadership and Offices of the Knighthood

The Knighthood has spread through out Ta Los through the ages. Each Order is generally represented in a specific area and are known as Knight Circles. Each Circle can be made up from just a few Knights to hundreds of Knights, depending on the local. The leadership of each Circle falls upon the highest ranking Knight, despite Orders. Should two or more Knights of the same rank be a part of a Circle, then the leadership falls to the highest ranking Knight of the Crown.

Each circle has a number of offices, each of which are assigned by popular vote. Commonly, the offices are: General, Chancellor, Master-at-Arms, Marshal. Knights that hold an office within their Circle have only influence within their Circle and are not given any special precedence in other parts of the Knighthood. The only exception to this is the three positions of Grand Master within each of the orders. These offices outrank all other Knights within the Orders. Knights of Grand Master Rank are elected by popular vote within each of the respective Orders and generally hold the title for life. As with most military organizations there is but a single leader over all other ranks, in the Knights of Elal this is position is called: Grand Marshal of Knights. Like the three offices held by the Grand Masters in each of the Orders, the Grand Marshal of Knights is elected to his position for life and can only be elected from the small group of Grand Masters (see Election of Grand Marshals).

Rank Structure of the Knights of Elal

Rank Crown Sword Shield
Grand Marshal of Knights
Grand MasterGrand Master of the CrownGrand Master of the SwordGrand Protector
High KnightSteward of the CrownSteward of the SwordSteward of the Shield
Lord KnightMarshal of the CrownMarshal of the SwordMarshal of the Shield
Warrior LordWarden of the CrownWarden of the SwordWarden of the Shield
CommanderCommander of the CrownCommander of the SwordCommander of the Shield
CaptainCaptain of the CrownCaptain of the SwordCaptain of the Shield
First KnightFirst Knight of the CrownFirst Knight of the SwordFirst Knight of the Shield
Knight Knight of the CrownKnight of the SwordKnight of the Shield
Knight SquireCrown SquireSword SquireShield Squire

The rank structure of the Orders has changed significantly since Solthan first established the Knights of Elal with the Order of the Crown in 1,280 B.F.A. Initially, there were only four ranks within the original order: Postulant, Knight, Lord Knight and Grand Knight. Since then, two additional Orders have been founded, the Order of the Sword in 1,000 B.F.A, and the Order of the Shield 950 B.F.A.

Every order is self-divided into three types: Initiates, Officers and Lord Generals.

Initiates are new to the order and are made up of the ranks of Knight Squires and Knights. Initiates are often experienced warriors ho have recently joined a specific Order, and while he has a great amount of experience he is still learning the ways, Oath and Codes of the Knighthood and his specific Order. The first rank held by Knights, Knight Squire, is a newly knighted member and has yet to serve in any significant manner. Most times, unless there is an overwhelming circumstance, members rarely hold the rank of Knight Squire for any great lengths of time having quickly shown themselves worthy of advancement.

Above Knight Squire is the rank of Knight. This rank is the backbone of the Knighthood as more than half of the members of the three Orders are Knights. It is these members that are used to muster troops, they are the front line of the Orders and the ones mostly likely to face great dangers as they move up the ranks of the Knighthood. This is the first time that the Order gives the member any great amount of leadership over others. Typically, this will be perhaps a half-dozen Men-at-Arms or low ranking soldiers. They are not given any command over an area, unless circumstances dictate otherwise.

Officers have seen a much longer career within the body of the Knighthood and are generally in direct command of troops, they tend to be made up of First Knights to Warrior Lords. When a Knight reaches officer status, he has done so by proving himself greatly capable of leading and directing others, in both battle and in peace time (organizing and building structures for villages, etc., completing minor missions as assigned). First Knights are given greater responsibility by leading a Squad, which is made up of 1 Knights, 2 Knight Squires and 7 Men-at-Arms, he is also assigned a post within a couple days ride of his Circle's stronghold or keep.

Knights that hold the rank of Captain within his order is given command of a Regiment, which is made up of three Squads, usually 30 men and is given a larger post further away from the Circle's stronghold. Commanders are Knights that have shown a great deal of leadership qualities, served in several skirmishes, and has shown his valor's worth. Knights that achieve Commander Rank are given their own minor keep in areas where there is a great deal of need of law and order, and is given command of ten Regiments, referred to as Company, which is 300 men.

Warrior Lords are the last ranks that a Knight is an officer before becoming a Lord General. These Knights are generally in command of a thousand men, known as Battalion and contain 5 Companies with 1500 men. In addition, he is given a command post in a new area that is unattached to his current Circle.

Finally, the Lord Generals are the strategists and commanders of the Knighthood. These officers are the minds behind the military conquests of their Orders. A Knight with the rank of Lord Knight is often given command of whole regions and governs 2 Battalions of 3000 men which are often called Divisions. There are only about a dozen or so Lord Knights within the whole of the Knighthood, roughly four per Order. A High Knight is often given command over several regions, such as the whole of the Dardura Sheva region, including Adraros, Telemor and Baar Dysh. These knights command 3 Divisions, or just over 9,000 men referred to as a Corp . Finally, the Grand Master of which there are only six, two per Order, are the commanders of each of the Orders and all their men beneath them, these armies are made up of 5 Corps or 45,000. The Grand Army of Elal has never seen engagement, very rarely do even Divisions get activated. The last time that any Order activated and used a Corp was the Order of the Shield in 50 B.F.A. in defense, once again, of Baar Dysh against the invading forces of thousands of orcs.

At the head of the entire Knighthood is the Grand Marshal of Knights, he commands the Grand Circle of Knights, in Solumayn. Like most generals of realms, kingdoms, and nations, the Grand Marshal is the supreme commander of all the Knights.

Areas of Influence

Since its founding the power and influence of Knights of Elal have touched nearly every part of civilized Ta Los. The Knights are stationed in outpost, forts, strongholds and castles through out the various Realms.

They are heavily invested in the Western Realms, the northern portion of the Southern Realms, (including Dardura Sheva, Baar Dysh, Adraros, Telemor and the upper portions of the Empire of Rinsha Adynshra), and the western portions of the Northern Realms, (including parts of Ceithlenn, Myanothia, Auslachen, and Mannheim). They have very far reaching strongholds in the Empire of Resha, the Kingdom of Nazhryn, the Barony of Michan and have ambassador stronghold in Lathia.

The Codes

While the Oath is the backbone of the Knighthood, the Codes are the physical embodiment of laws by which Knights learn to live their lives. They are the rules by which the whole Knighthood operates as an organization. It cites how the Knighthood is to be setup, how Knights are to behave (both publicly and privately), how Knights are to be organized in the areas where they are represented. It dictates how Knightly ranks are to be attained, how the Grand Marshal is elected and how the Grand Masters of each Order are elected. It further cites how Knights that have violated the Order and/or the Measure are to be challenged, tried and sentenced, and how such Knights are given the opportunity to redeem themselves.

The Codes also give specific information on how Knights are to act in deed and word. Represented in the Oath, "My Valor or My Life" the Codes specify the following:

  • Knights are to be Loyal, a commitment to a higher authority, one's own family, those oppressed by Evil and Chaos
  • Knights are to be Obedient, a commitment to obey regardless of his own welfare or personal opinion
  • Knights are to Serve fellow Knights and the Kingdoms, Realms, Nations or areas to which he or she is assigned, provided the service does not violate the Oath or the Codes
  • Knights are to be Courageous in the face of danger, evil or death, to be prudent in choosing which battles to fight and not die for a cause that cannot be overcome
  • Knights are to be Honorable, respectful to enemies and allies alike
  • Knights are to be Spiritually strong, pay homage to Elal once a week
  • Knights are to be Just, treating all equally, to further the causes of Good
  • Knights are to be Forthright, direct in deeds and words
  • Knights are to be Wise, to act with insight, understanding, experience and common sense
  • Knights are to be Valiant, to act as though Elal himself was with the Knight, to die with Honor and Dignity
  • Knights are to Sacrifice all in the name of Valor, forsaking personal gain, safety or comfort at the appropriate times.

Knights found violating the Codes will be tried before a Knightly Council of his peers. Those found guilty are subject to reduction in rank, have his knighthood stripped from him or be put to death.

Recruiting and Training

The Knights of Elal do not actively recruit members, anyone interested in becoming a knight must actively seek out a sponsor, Knight of at least First Knight or greater rank, and prove themselves to the Knights. Those that have been excepted are done so as a Knight Postulant and are required to go through training before attaining the rank of Knight Squire. The Knights have a number of methods that a prospective Knight begins his or her training based on the age of the Knight Postulant.

Boys and girls of less than thirteen years of age when they or their families decide for them to enter a specific Order, serves as a Page within the household of a First Knight or higher ranking officer. Pages do not receive anything in the way of formal training, yet during this time they are frequently given lessons in education (Languages, Healing, Smithing, etc.) as well as instruction in the tenets of the Codes.

Those that are thirteen to twenty years of age are admitted into the Knighthood as a Knight Squire. These candidates begin their knightly training with a First Knight or higher ranking Knight. They are taught the various ways, fighting styles, horsemanship, riding, animal handling, secrets of wearing armor effectively, and are rigorously trained in the the Oath and the Codes. At the age of 20, those Knight Squires that are deemed ready for knighthood stand before the Knight's Inquest ceremony, where the young Knight undergoes tests of Strength, Will, Valor and Wisdom. This is all done during a show of combat in various types.

Those that are older than twenty years of age are by Knightly Law, required to spend time as a Knight Squire for at least a month, it is during this time that the individual is tested, taught and required to show their Valor. For those that have already shown their Valor, this is symbolic in nature, and after the month's time, the individual is undergoes his knighting ceremony. However, this is not true for every Postulant, as those of an advanced age, may not move past the rank of Knight Squire for several reasons.

Allies

Rayche Blackstone

Knights of Dardura

Malthuran Empire

For centuries, the plains people and nomadic tribes of the Malthuran Empire have been counted as allies among the Knights. Since the collapse and destruction of the once powerful city of Kha Ersti at the hands of priests and demons of Azahak in 800 B.F.A. The Knights have many "agents" within the various nomadic tribes as well as within the few major cities of the Empire.

Erellendros Clan

Within the Forest of Ergath, in central Solthania, there exists a large clan of winged earth dragons that through the ages have allied themselves with the Knights. A number of the major victories that the Knights have achieved have come from the help from these ancient and mighty beasts.

Foes and Enemies

Church of Azahak

The Legion


Game Information

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

TypeKnightly Order
Influence LevelGlobal
CategoryPrerequisitesBenefitsObligations
Knight SquireMust have the following Abilities: Who You Kidding, Parry; Must have the following skills: WC Str or Agi (65), Shield Proficiency (40)MembershipServe as a Knight Squire 3 Ranks
Knight 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 Elal)(40), Lore (War)(40), Lore (Battle Tactics)(40)*, WC:Str or Agi(73), Shield Proficiency(45), Riding (Land Based)(40)Weapon Proficiency Ability, Heroic Initiative AbilityMust complete a Quest of Honor
First KnightMust 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(81); Leadership(40), Shield Proficiency(50), Languages (Common)(40), Chanting(40)Gain Strength of Valor Ability; Gain Knighthood Training (+5 to Any Weaponskill, +5 To any Knowledge Skill)Must stand a Trial of the Knights
CaptainMust have one of the following Abilities: Bravado, Bane (Evil), Battle Sense, Retaliatory Strike; Must have the following skills: WC Str or Agi(89), Leadership(45), Lore (Knights of Elal)(40), Shield Proficiency(55), Riding (Land Based)(50), Gain Knightly Valor Ability; Gain Defensive Training (Gain +10 to Physical Defense)Must complete a Quest of Valor
CommanderMust have one of the following Abilities: Ambitious Leader, Bonding, Champion (Elal), Counter Defense, Defensive Style: Master of Circles; Must have the following skills: WC Str or Agi(97), Leadership(50), Shield Proficiency(65), Riding (Land Based)(60), Lore (Battle Tactics)(60)Gain Heroic Strength Ability; Gain Leadership Training (Gain +10 to Leadership Skill)Must assist a village/or town against plight of evil
Warrior LordMust have one of the following Abilities: Before You, Parry Improved, Noble Sacrifice, Secondary Strike; Must have the following skills: WC Str or Agi(110), Leadership(55), Shield Proficiency(70), Riding (Land Based)(65), Lore (Battle Tactics)(70); Must have Lore (War) at 65Gain Ride-By Attack Ability; Gain Warhorse Must 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) (60)Gain Mounted Charge Ability; Gain Holy Shield of ElalMust single handily defeat an evil opponent of greater rank
High KnightMust have one of the following Abilities: Battle Cry, Blind Fighting, Death Blow, Discover Flaw; Must have the following skills: WC Str or Agi(120), Leadership(75), Shield Proficiency(80), Riding (Land Based)(75), Lore (Battle Tactics)(75); Must have Lore (War)(65)Gain Will of Ages Ability; Gain Sword of ElalMust 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(125), Leadership(85), Shield Proficiency(85), Riding (Land Based)(80), Lore (Battle Tactics)(80); Must have Lore (War)(70);Divine Knowledge(40)Gain Blinding Valor Ability; Gain Blessings of Elal (Gain +10 to Magical, Divine or Jinhu Defense)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(130), Leadership(90), Shield Proficiency(90), Riding (Land Based)(85), Lore (Battle Tactics)(85); Must have Lore (War)(75), Divine Knowledge (45)Gain Cleave Ability; Gain Armor of ElalMust complete a Quest of Elal

Items and Equipment

War Horse

Health Points:130Beaten:65Battered:33
Attack Skill:144
Attacks:Bite (3/2)/Hoof (4/2); +22Str Dmg
Armor:Thick Skin (15) + Mail Armor (18)
Physical Defense:99Magical Defense:106
Divine Defense:99Jinhu Defense:90
Move:20'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, Swimming 99, Tracking 95

Special Abilities:

All Around Vision: Gain +10/5 ranks to Perception checks; Suffers no penalties vs, flank or rear attacks

Berserk: When entering combat there is a 10% cumulative chance per phase the creature will go beserk; Gain +25 bonus to attacks; Gain +1 Action per phase; -50 penalty to Physical Defense checks.

Charge Attack: Charge attack doubles charge bonuses and penalties; Not susceptible to any throws during charge

Damage Reduction: All damage done is reduced by 5 per Stamina Modifier after Armor Absorption is applied

Death Blow: Succeed with 6 or more Attack Successes; Defender Stamina check at 1/2 or be reduced to -10 HP with no Holding Zero Check

Frenzy: 3/day; 1 Turn; Creature gains 4 points Natural Armor per 10 Stamina; 3x Stamina Modifier in bonus damage

Hard to Kill: Holding Zero is increased from 0 to 2xSta or Will Mod

Ram: Can Target 1 same size foe or several small Targets; 5’ move minimum; Creature makes Agility check; Target gains opposed Agility; Can be used as part of attack; Failure causes knock down and knockback of 5’ per 2 Strength Modifier; Target suffers 2x Strength Modifier Fatigue Damage

Trample: Creature can trample anything smaller than it and in front of it; Creature gains Strength check; Target gains opposed Agility check; Success allows creature to trample Target for 3x Strength Modifier; APC 1; Can be used as part of a Charge


Shield of Elal

All Shields of Elal are made from bright steel, embossed with a blue-star surrounded by a golden sunburst. 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, +10 Armor Absorb, 300 Armor Points; Shell of Protection: Magic, Ability Power: Power Shield

Large Sized Shields: 36" Dia., Heavy Armor Type, +15 Armor Absorb, 400 Armor Points; Shell of Protection: Magic, Ability Power: Power Shield


Sword of Elal

Swords of Elal are ornately forged swords. They are curved long swords, that have a single sharpened edge. The pommel is crafted from fine ivory and inlaid with red steel. The swords are magically enhanced to cause additional damage to those of an evil philosophy as well as being able to cause real damage to the undead.

Sword of Elal +15 Bonus Damage; Holy Ability vs Undead (Cause normal damage to undead creatures)

Armor of Elal

The Armor of Elal is forged from a blending of red steel and common steel, giving the whole armor a red-white tinge. The chest plate is embossed with the symbol of Elal. The armor is very durable as a plate-mail, but it is as light as a medium armor. The armor is magically enhanced to protect the knight from danger.

Plate-Mail: 24 Dmg Absorb, +15 Dmg Absorb vs. Magic and Evil Divine, +6 Initiative Bonus, +20 Fatigue Points (while worn)

New Arcane Weird:

Fortification

Base Weird Rank: 15

Whenever you are hit with a Critical Hit, you gain a d100 roll. On a result of 01-80, the Critical Hit is negated.

Abilities

Blinding Valor

Controlling Attribute: Will 85

Fatigue Point Cost: 20 per use

Once per day as a Move Action, you may create a blinding light of Valor that emanates from you. All those within 30' must make a Perception check at a TS of 1 per Willpower Modifier. Those that fail are blinded for 5 Phases.


Heroic Strength

Controlling Attribute: Willpower

Gain Benefits of Burst of Strength once per day with no Fatigue Cost.


Heroic Initiative

Controlling Attribute: Willpower

Gain your Charisma Modifier to your Initiative three times per day.


Knightly Valor

Ability Prerequisite: Damage Absorption

Controlling Attribute: Stamina

When you reach half your Health Points you are not considered Beaten, when you reach 1/4 of your Health Points you are considered Beaten. When you reach 1/2 your Stamina in Negative Health Points you become Battered.


Ride-By Attack

Ability Prerequisite: Riding 65

Controlling Attribute: Agility

So long as you are mounted and ride 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.


Cleave

Ability Prerequisite: WeaponCraft 135; Death Blow

Controlling Attribute: Strength

Merit Point Cost: 300

Whenever you have caused more than half a creature's Health Points in damage to the creature, you may attempt to cleave it in half. You gain either a Strength or Agility Check, if you gain the target's rank in successes in this roll you cleave the target in half, thus killing it. You may only attempt this ability on creatures that are within 2 size categories of you.


Will of Ages

Ability Prerequisite: Fate Bender

Controlling Attribute: Willpower

Merit Point Cost: 300

You gain your Charisma Modifier as bonus Successes to any Magical or Divine Checks once per day.


Strength of Valor

Ability Prerequisite: Iron Will

Controlling Attribute: Charisma

Merit Point Cost: 300

You are able to influence your allies that are within 10' of you. Anytime that they must make a Magical or Divine Defense check they gain half your Charisma Modifier in bonus successes once per day.

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