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The Knights of Valour

Description

The Knights of Valour are a guild of royal-sponsored warriors who seek to vanquish monsters and evil forces across Concordia. The order was founded shortly after The Conclufence, when the culture among citizens shifted and many felt a strong desire to defend their country. At first, anyone was able to join and they were train be more experienced soliders, However, over the centuries, admission into the guild has become more competetive, with current soldiers significantly more trained and experienced than their predecessors and the expectations on those seeking the knighthood higher than ever.   Many seek to join the order due to their patriotic nature, while others join for personal glory. In either case, the crown has supported the guild and its memebrs from its foundation, where they serve as an auxillary army for The High King and Queen, to be called upon in the event of war.   The Knights can be found across most of Concordia, with many cities having a regional strongholds. However, the guild's main headquarters in located in Easthaven and most of its knight can be found serving there.

Structure

Grand Master. The guild's most veteran commander is granted this rank. They lead the Easthaven stonghold, but additonally have authority over each other commander and their strongholds.   Commander. The most experienced and famed knight in each city is promoted to one of the guild's Commanders. They are the face for the guild in their respective cities, where they oversee the recruitment and promotion of new and existing members, gather information on targets, assign knights to missions, and lead troops in situations which require a significant response. Commanders have access to the following:
  • Accomadation. Commanders have access to wealthy living quarters, including food, drink and wash facilities at their stronghold, as well as comfortable living quarters when visiting other stronholds.
  • Compensation. Commanders earn a regular wage and share of the spoils of their missions. Each commander earns 10GP per day, which is paid weekly, as well as a percentage of any valuables claimed as part of any missions guild memebers based in their stronghold go on. They exact percentage on a case-by-case basis, but are required to determine banerat and knight percentages first.
  • Resources. Commanders can purchase nonmagical equipment, horses and carts at a 50% discount. They are also able to utilise and distribute magic items from their stronghold's stores.
  • Services. Commanders are often accompanied by retainers to aid with their missions. Each commander can have access to up to ten squires, who will perform mundane task for them. They will also join the commander in combat if the commander goes below half their hit points.
Banneret. Knights who desplay loyality to the guild and prowess in battle are pomoted to the rank of Banneret. They lead groups of knights against foes, weilding the guild glorious battle standard to inspire their troops. Bannerets have access to the following:
  • Accomadation. Knights have access to comfortable living quarters, including food, drink and wash facilities at each of the guild's strongholds.
  • Compensation. Bannerets earn a regular wage and share of the spoils of their missions. Each banneret earns 3GP per day, which is paid weekly, as well as a percentage of any valuables claimed as part of any missions the banneret goes on. The exact percentage is determined on a case-by-case basis by the banneret's commander.
  • Resources. Knight can purchase nonmagical equipment, horses and carts at a 30% discount. They are also given a 'Valourous Battle Standard' upon reaching this rank.
  • Services. Bannerets are often accompanied by retainers to aid with their missions. Each banneret can have access to up to five squires, who will perform mundane task for them. They will also join the banneret in combat if the knight goes below half their hit points. If the banneret dies, they will be responsible for returning their 'Valourous Battle Standard'.
Knight. The majority of the guild's members are classified as knights. When together, they make up the ranks of their city's commander and function as a well-trained army. Individually, when travelling across Concordia, they aid smaller settlements, acting as representatives of the guild. Knights have access to the following:
  • Accomadation. Knights have access to modest living quarters, including food, drink and wash facilities at each of the guild's strongholds.
  • Compensation. Knights earn a regular wage and share of the spoils of their missions. Each knight earns 1GP per day, which is paid weekly, as well as a percentage of any valuables claimed as part of any missions the knight goes on. The exact percentage is determined on a case-by-case basis by the knight's commander.
  • Resources. Knight can purchase nonmagical weapons and armour at a 20% discount.
  • Services. Knights are often accompanied by retainers to aid with their missions. Each knight can have access to up to three squires, who will perform mundane task for them. They will also join the knight in combat if the knight goes below half their hit points.
Squire. Aspiring knights typically join the guild as squires, where they serve existing knights both on and off the battlefield. Squires have access to the following:
  • Accomadation. Squires have access to communal, modest living quarters, including food, drink and wash facilities at each of the guild's strongholds.
  • Compensation. Squires earn a regular wage. Each squire earns 3SP per day, which is paid weekly.
  • Resources. Squires can purchase nonmagical weapons and armour at a 10% discount.
 

Additional Perks

  • Identification. Guild memebers are given documentation, which identifies their rank and home stronghold. This documentation can grant guild members access to places that would otherwise be off limits to civilians. These locations can include: dangerous training grounds, crime scenes, or even repositories of restricted intelligence.
  • Training. The guild can provide its members with training to gain proficiency in the following skills and tools: Athletics, History, Intimidation, Investigation, Persuasion, Survival, Land Vehicles, Leatherworker's Tools and Smith's Tools. Training undertaken this way during downtime activities takes half as long to complete.

Culture

Admission. Those looking to join the ranks of the knights have to apply to join as a squire. Each city's commander holds regular recruitment days, where apiring squires are put through a series of physical tests and an interview to see if they have the capibility and the mindset to oneday become knights. On occasion, martially trained individuals (such as veteran guardsmen or seasoned adventurers) are admitted into the guild as knights. This is done at the disgression of the commander.   Attire. All guild members wear heavy armour decorded with blue-trimmed, white cloth. Knights, bannerets and commanders typically wear plate, however squires wear white studded leather armour. Bannerets also carry battle standards displaying the symbol of the guild, a blue coat of arms depicting crossed swords on a white background.

History

The guild was founded in the months shortly after The Confluence by citizens of Concordia who deeply desired to be better prepared to defend their country. At first, they were little more than a local militia, however eventually more experienced soliders (including the guild's first official leader, Grand Master Patrin Kimbatuul) joined the ranks and the first fully-realised knights were trained.   Since its founding, the guild has become a household name across the country with strongholds in most of Concordia's cities. Eventually, the guild earned the attention of the High King of Concordia, who arranged with Grand Master Anbera Steelfist (the fifth leader of the guild) to have the guild become royally sponsored.   With this royal sponsorship, the level of training the knights recieved greatly improved and the guild's numbers grew exponentially of the course of the next few years.   These days, the guild is viewed as an elite force of knights dedicated to slaying monsters and protecting the realm. Some do see the guild a a group of glory hunters, only interested in competition within their ranks, but regardless the good they have done in Concordia over the last five centuries cannot be ignored.  

Knights of Valour Squire CR: 1/2

Medium humanoid, any good alignment
Armor Class: 15 (Breast Plate)
Hit Points: 36 (7D8+7)
Speed: 30 ft

STR

14 +2

DEX

11 +0

CON

12 +1

INT

11 +0

WIS

11 +0

CHA

13 +1

Senses: Passive Perception 10
Languages: any one language, Common
Challenge Rating: 1/2
Proficiency Bonus: +2

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1D8+2 slashing damage, or 1D10+2 slashing damage if used with two hands.

 

Knight of Valour CR: 3

Medium humanoid, any good alignment
Armor Class: 20 (Plate and Shield)
Hit Points: 49 (8D8+16)
Speed: 30 ft

STR

16 +3

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

11 +0

CHA

15 +2

Saving Throws: Constitution +4, Wisdom +2
Skills: Athletics +5, History +2, Intimidation +4, Investigation +2, Persuasion +4, Survival +2
Senses: Passive Perception 10
Languages: any one language, Common
Challenge Rating: 3
Proficiency Bonus: +2

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.   Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1D8+3 slashing damage, or 1D10+3 slashing damage if used with two hands.   Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 1D10 piercing damage.   Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a D4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

 

Banneret of Valour CR: 5

Medium humanoid, any good alignment
Armor Class: 18 (Plate)
Hit Points: 90 (12D8+36)
Speed: 30 ft

STR

18 +4

DEX

13 +1

CON

16 +3

INT

13 +1

WIS

13 +1

CHA

17 +3

Saving Throws: Constitution +4, Wisdom +2
Skills: Athletics +7, History +4, Intimidation +6, Investigation +4, Persuasion +6, Survival +4
Senses: Passive Perception 11
Languages: any one language, Common
Challenge Rating: 5
Proficiency Bonus: +3

Brave. The banneret has advantage on saving throws against being frightened.

Actions

Multiattack. The banneret makes two melee attacks.   Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1D8+4 slashing damage, or 1D10+4 slashing damage if used with two hands.   Leadership (Recharges after a Short or Long Rest). For 1 minute, the banneret can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a D4 to its roll provided it can hear and understand the banneret. A creature can benefit from only one Leadership die at a time. This effect ends if the banneret is incapacitated.   Valourous Battle Standard (1/Day). The banneret calls out a special command to extend and unfurl the guild's bannner. The standard remains extended for 1 minute, or until its banneret is incapacitated. While extended in this way, all creatures within 60 feet of the banneret (including the banneret) who can see the bannner gain 10 temporary hit points. In addition, all creatures who are considered members of the Knights of Valour can use their bonus action to make a weapon attack on each of their turns. Once this feature has been used, it can't used again until the next dawn.

Reactions

Parry. The banneret adds 3 to its AC against one melee attack that would hit it. To do so, the banneret must see the attacker and be wielding a melee weapon.

 

Knights of Valour Commander CR: 7

Medium humanoid, any good alignment
Armor Class: 20 (Plate and Shield)
Hit Points: 100 (12D8+48)
Speed: 30 ft

STR

20 +5

DEX

13 +1

CON

18 +4

INT

14 +2

WIS

14 +2

CHA

18 +4

Saving Throws: Strength +8, Constitution +7, Wisdom +4, Charisma +7
Skills: Athletics +8, History +5, Intimidation +7, Investigation +5, Persuasion +7, Survival +5
Condition Immunities: Frightened
Senses: Passive Perception 12
Languages: any one language, Common
Challenge Rating: 7
Proficiency Bonus: +3

Special Equipment. The Commander weilds a Longsword +1 and a Heavy Crossbow +1

Actions

Multiattack. The commander makes three melee attacks.   Longsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1D8+6 slashing damage, or 1D10+6 slashing damage if used with two hands.   Heavy Crossbow +1. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 1D10+3 piercing damage.   Leadership (Recharges after a Short or Long Rest). For 1 minute, the banneret can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a D4 to its roll provided it can hear and understand the banneret. A creature can benefit from only one Leadership die at a time. This effect ends if the banneret is incapacitated.

Bonus Actions

Commander's Strike (3/Day). The commander chooses a friendly creature who can see or hear it. That creature can immediately use its reaction to move up to half its speed and make one weapon attack.

Reactions

Parry. The commander adds 3 to its AC against one melee attack that would hit it. To do so, the banneret must see the attacker and be wielding a melee weapon.


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