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03:28, 20th April 2024 (GMT+0)

Greyhawk.

Posted by NerullFor group 0
Nerull
GM, 69 posts
God of Death
Thu 28 May 2020
at 17:47
  • msg #1

Greyhawk



Day          Task
Starday      Work
Sunday       Work
Moonday      Work
Godsday     Worship
Waterday     Work
Earthday     Work
Freeday      Rest

Nerull
GM, 251 posts
God of Death
Thu 16 Sep 2021
at 14:13
  • msg #2

Greyhawk

In reply to Nerull (msg # 1):

Custom Rules

5d6 discard the 2 lowest for Ability Scores (keep rolling until 2 scores are 15 or better)

1st level Hit Points max

2nd level re-roll anything under half

No Psionics.

No Evil alignments.

Limited Options from Unearthed Arcana

Weapon Specialization available.

Some new spells available on a case by case situation.

Cantrips are available.
This message was last edited by the GM at 18:48, Fri 17 Sept 2021.
Nerull
GM, 252 posts
God of Death
Thu 16 Sep 2021
at 14:15
  • msg #3

Greyhawk

In reply to Nerull (msg # 2):

The subject of Critical Hits and Misses has raised it's head several times recently.  In 1st edition there are no such thing as critical hits and misses.
Nerull
GM, 262 posts
God of Death
Sat 18 Sep 2021
at 14:17
  • msg #4

Greyhawk

In reply to Nerull (msg # 3):


Lifestyle
At the beginning of every scenario, each PC is required to pay upkeep costs matching the level of lifestyle they wish to maintain. The cost of each lifestyle will be indicated at
the beginning of the scenario. The lifestyles, and the effects that each has on play, are:

Destitute You have no living space, and must carry all your gear everywhere. You eat poor quality food. You wear a peasant outfit, your only change of clothes.

Poor You sleep in poor accommodations, and eat poor quality food. You wear a peasant outfit, and have two sets of clothing.

Common You have common lodgings, and eat common quality food. You have normal clothing for your profession (adventuring); nothing fancy. You probably have two or three sets of clothing.

High You stay in good quality lodgings, and eat good quality food. You wear anything in value up to courtier's outfits, and generally buy a new set of clothing every two weeks.

Luxury You have luxurious accommodations (twice the cost of good accommodations), and you eat excellent foods. You can throw a banquet for your friends every day, and frequently do. You wear clothing up to the value of noble's outfit, and buy a new set of clothes every week.

Lifestyles come with bonuses or penalties to Diplomacy, Intimidate, Disguise, and Bluff skill checks. These penalties, shown below, should be applied at the DM's discretion, and can sometimes backfire, for example, a PC with a poor lifestyle would not have a penalty when talking to a beggar, but would when talking to a city official. A PC with a high lifestyle should have a penalty when dealing with a group of street thugs, where a PC with a destitute lifestyle might not.

DMs are encouraged to role-play these reactions whenever possible.



Lifestyle    Cost      Charisma Mod

Destitute         14 sp          -2
Poor              43 sp          -1
Common             3 gp           0
High             250 gp          +1
Luxury           500 gp          +2


This message was last edited by the GM at 14:24, Sat 18 Sept 2021.
Nerull
GM, 264 posts
God of Death
Sat 18 Sep 2021
at 14:52
  • msg #5

Greyhawk

Knights of the Watch/Knights of Dispatch 4.0 2
Table of Contents:
Chapter 1 – Background 3
An Excerpt from the Living Greyhawk Gazeteer 3
Trilesimain, The Simple Knight 3
The Twelve Precepts 4
The Seven Precepts 5
Organization 6
Day to Day Activities 6
The Fast of the Murder of Bethane 6
Headquarters and Power Centers 6
Allies 6
Rivals 6
Foes 7
Chapter 2 – Requirements, Costs and Benefits 8
Requirements and Costs 8
Benefits 10
Magic Item Access 12
Appendix I – Squire Form 13
Appendix II – Titling Conventions 15
Knights of the Watch/Knights of Dispatch 4.0 3
Chapter 1: Background
An Excerpt from the Living Greyhawk Gazeteer:
The Knights of the Watch formed several centuries ago, built upon the foundation an earlier organization based in Gran March. Tasked with protecting Keoland, Gran March, Bissel and Geoff from the incursions of Paynims and westerlings, the Watchers, as they are generally known, hold several castles, fortresses and strongholds along the border with Ket, as well as in the western mountains. The order's strongest bases of power can be found in Gran March (Hookhill), Geoff (Hochoch), and Bissel (Pellak), though members of the knighthood are drawn from the best and wisest of the lands throughout the Sheldomar Valley.
The Knights of the Watch are devotees of a near-monastic school of teachings based upon the writings of the philosopher Azmarender, who first chronicled a code of duty and belief known as the Twelve and Seven Precepts. The Twelve Precepts govern how a knight of the order is to carry out his day-to-day activities, with a particular eye toward traditions of battle. The Seven are said to guide the "life beyond the self," to give meaning to the universe beyond the field of battle. These latter precepts are jealously guarded secrets revealed to knights only as they gain station within the organization. The mysterious Seventh Precept, said to reveal ancient secrets about the establishment of the world of Oerth, is known only to the Grandiose Imperial Wyvern, titular head of the knighthood (currently the ailing Hugo of Geoff).
As befits the mysticism that dwells at the heart of their organization, the Watchers are known internally by a selection of fanciful titles. General knights, the lowest in rank, are called Vigils, with minor ranks adding to the base title (Stalwart Vigil, Resilient Vigil, Radiant Vigil, etc.). As knights ascend in rank, a number of adjectives are added to their titles, with "vigil" replaced by the names of fantastic beasts (manticore, hippogriff, griffon, etc.), such that a mid-level commander is known as the Magnificent Elder Gorgon. Few outside the order understand the ranking-system of the Watchers, a fact that gave rise to the peasant saying "frightful as a Watcher's title" to denote someone who wishes to appear grander than he truly is.
Prior to the Greyhawk Wars, the Knights of the Watch claimed more than 6,500 members. War trimmed that number by more than half. Currently, 2,500 Knights of the Watch roam the Sheldomar Valley, protecting the interests of their nations and sussing out agents of the hated west.
The Greyhawk Wars brought a new development for the knighthood, as well, a factionalization of the order into two distinct branches, the traditional Knights of the Watch and the new Knights of Dispatch. The Watchers continue much as they always have. The Dispatchers, however, have eschewed traditional rites of battle, often forming themselves into scouting bands to range within conquered Geoff (and, until recently, Sterich). The Knights of Dispatch have traded their hatred of the west for a deep loathing of the humanoids who have caused their homelands so much trouble in the last decade. While some within the greater order despise the "cowardly" tactics of this new branch, the leaders of both organizations have pledged support for each other, and share the same (confusing) hierarchy.
Both the Knights of the Watch and the Knights of Dispatch share a common coat of arms, an owl displayed argent.
Trilesimain, The Simple Knight
The story of Trilesimain is one of the standards of the bards of the Sheldomar Valley. Its origins are ancient and not precisely known. The story relates the tale of Trilesimain and is filled with adventures and tales of daring-do. Throughout the ages, bards have added to the work, adding new characters and creating a true myth cycle. In 400 CY, the great bard, Ravanoff the Excellent, oversaw the collection and editing of the versions of the legend. His work, entitled The Simple Knight, occupies almost forty volumes. The original is kept in the Commandant’s headquarters in Hookhill. Numerous scholars work on symbolic and literary interpretations of the text. The work has become one of the central focuses of the Knights of the Watch and Dispatch, containing as it does the basis for their code of chivalry. All Knights are expected to be familiar with its contents and to have read it through (or have it read to them) at least once before advancing to the higher levels in the orders.
The oldest parts of the story, and the parts of most interest to the Knights, are the beginning and the end. The story begins in an age where we are told that those who call themselves knights are nothing
Knights of the Watch/Knights of Dispatch 4.0 4
more than armed bandits who terrorize and oppress the population. Into this world is born Trilesimain. He is the son of a young unwed peasant woman. His father is referred to in the story as “the strange visitor.” Speculation as to his parentage among scholars has ranged from the King to a god, although the story does not place much importance on it.
His mother, Bethané, raises her son to be strong and valiant. From the time he is nursing, she sings to him the following song, known as the Glorious Couplets:
The hope of a knight where ’ere he doth trod,
Is duty to one’s order and one’s god.
The heart of a knight where ’ere he doth fly.
Is to face fear with a gleam in his eye.
The praise of a knight where ’ere he doth go,
Is given high and received from below.
The strength of a knight where ’ere he is found,
Is that his word is trusted all around.
The soul of a knight where ’ere he doth live,
Is his willingness to help and to give.
One day, when Trilesimain is six, he is outside listening to his mother singing while she hangs out the wash, when five mounted men approach. They proclaim themselves to be knights of the realm and demand tribute. When Bethané replies that she is a poor mother who has nothing, the leader of the knights replies that he will get payment one way or another. When Trilesimain intervenes, he is stabbed in the chest and thrown in a ditch, where he is left to die. As he lies there, he hears the men assault his mother, who does not scream, but endures her torture. The scene ends with the men riding off. As they do so, they throw the disembodied head of Bethané into the ditch with her son. The head, one final time, weakly sings the Couplets to her son before her soul departs.
Trilesimain survives the ordeal but forever carries a scar on his chest that reminds him of the fate of his mother. The story continues with the tales of Trilesimain and the companions he finds along the way. The Couplets are not mentioned again in this portion of the saga, but our hero strives to live by them. He gains his revenge upon his mother’s defilers and grows to be a great knight and good ruler. The ending of the story is one of both tragedy and glory. He is tricked by a demon in the guise of a peasant, is captured, and is taken to the Abyss. There he is bound to a great rock and one thousand demons begin to torture him. Each torture is described graphically and at the end of each, the demons promise release if he will but renounce his beliefs. Trilesimain responds each time with a Couplet. Each time, the torture becomes more hellish. After the fifth torture, Trilesimain recites the final couplet and then the old scar on his chest opens. A great pure light pours forth from his chest and the demons are consumed. When the light fades, the rock is empty.
It is from the Couplets that the great philosopher, Azmarender derived the Twelve Precepts that guide the Knights. The Precepts are divided into two parts. The first two are the Grand Precept and the Precept of Judgement. These lay the framework for all that is to follow. The next ten are the Couplet precepts. There are two for each Couplet and they describe how a Knight should live. The Twelve Precepts are not exactly common knowledge, nor can they truly be called secrets. They are known to those who have sufficient interest in the doings of the Knights of the Watch.
The Twelve Precepts
Above all others are the Grand Precept and the Precept of Judgement. The other precepts define how the Knight should behave, but the first two define how he should follow the other ten. The Grand Precept imbues the Knight who follows it with strength. The Precept of Judgement grants flexibility. As with a blade, it is this combination of traits that makes the Knight the exceptional weapon that he is.
Knights of the Watch/Knights of Dispatch 4.0 5
The Grand Precept: A Knight is known by his actions. There is no higher calling and no greater duty; therefore, a Knight will lay down his life rather than violate a Precept.
The Precept of Judgement: The Precepts are of mortal hand; therefore, they may conflict. A Knight will always remain true to the spirit of the Precepts and use the judgement granted him to know the right path. A Knight will never allow legalism to excuse any action.
The Precepts of Duty
The Precept of Duty to One’s Order: A Knight’s Order defines his place in the world. A Knight will remain true to the rules of his Order and will follow the commands of the leaders of his Order.
The Precept of Duty to One’s God: A Knight’s God has granted him the greatest gift of all, the life of a Knight. As such a Knight must remain true to his God’s teachings and to those who represent his God in this world.
The Precepts of Courage
The Precept of Bravery: Battle and defense are the purpose of the Knight in this world. As such, a Knight may never flee battle unless failure to do so shall place those in his charge in greater harm. A Knight must never allow another to place himself in danger when the Knight can accept the danger himself. However, the Knight should also not allow dishonor to come to his companions by denying them their rightful share of glory.
The Precept of Chivalry: A Knight must never doubt his prowess or his worth and he must not allow others to think that he has done so. Therefore, a Knight must not take unfair advantage of any opponent, but must strive to show the rightness of his cause by victory in the fairest fight possible.
The Precepts of Demeanor
The Precept of Deference: A Knight has been placed in his position in the world for a purpose. To question this is to lack faith. Therefore, a Knight must pay appropriate honor to those placed above him in his Order, his State, and his Church. A Knight must ensure that those placed below him observe this, so that disrespect for the Precept is not created.
The Precept of Mannerliness: A Knight’s behavior, manners, and etiquette must be above reproach lest dishonor fall on his Order.
The Precepts of Honor
The Precept of Oath-Taking: A Knight’s word must be trusted. Therefore, a Knight will not violate an oath that he has sworn nor should a Knight swear an oath the he knows he cannot keep.
The Precept of Retribution: It is a duty of a Knight to ensure that any Knight who has broken an oath is brought to justice, lest all Knights’ words become meaningless.
The Precepts of Charity
The Precept of Service: The poor, the oppressed, the widowed, the orphaned, those who seek after justice – these all are worthy of a Knight’s service. A Knight should not deny it.
The Precept of Property: A Knight owns nothing. All material things are simply held by him in trust to fulfill his purpose. Therefore, a Knight must be generous in all things and disdain the gaining of wealth for its own sake.
The Seven Precepts
Azmarender also laid out a further Seven Precepts. These Precepts contain powerful insights into the physical and spiritual realms that could be abused by the unworthy and, as such, are closely guarded secrets known only to the Knights.
Knights of the Watch/Knights of Dispatch 4.0 6
Organization
The Knights of the Watch and the Knights of Dispatch are a selective organization, focused on the defense of the Sheldomar Valley, particularly from humanoids (including giants) and the Baklunish. Though they differ in their tactics and methods, they adhere to the same general principles (as spelled out in the Precepts, above) and share a common organization structure. Prior to becoming a Knight, a candidate must be invited to squire, and serve a full term in the ranks of the squires and senior squires (known as Junior and Senior Obedient Masters, respectively). Once Knighted, a Watcher or Dispatcher may rise through the ranks. The Knights are heirarchical, with the Grandiose Imperial Wyvern setting policy, along with the Great Beasts. The Monsters of the Air are responsible for diseminating information and enforcing discipline, while the Monsters of the Earth are in charge of day-to-day operations.
Day to Day Activities
Most Knights conduct their activities according to their own purposes and consciences. While all are called upon to defend the Sheldomar Valley, individual Knights have great latitude in determining how best to meet that goal. A large number of Knights serve in the militaries of the Sheldomar nations, particularly Gran March, while others operate independently as adventurers, or form small armies of Knights under the banner of the order. Some Knights hold positions of authority or nobility, and devote much of their time to such duties. Even with this latitude, Knights are expected to assist in the maintainance of the order, especially as they reach higher ranks. Knights devote time each year to maintaining Knight strongholds, training squires, updating the records of the order, acquiring or enchanting magical items for the order, or similar purposes.
The Fast of the Murder of Bethane
The order observes a single sacred event. Sunsebb 4th is the Fast of the Murder of Bethané. This is the high, holy day of the Watch and Dispatch. Typically, in the week leading up to this date, the knight dons simple clothing and a hair shirt, he repents of all his failings during the past year, and seeks out all who he may have wronged to make restitution. He fasts for the whole of the holy day, consuming only the barest amount of water needed to survive. On the night following the fast, he sleeps not but spends the time in prayer and contemplation. Immediately before the dawn, he doffs his clothing and stands facing east. As the light of the new rising sun strikes his bare flesh, he is absolved. He dons his armor and readies for another year of service. Any Knight who ignores this time is dishonored and no longer considered a member. A Knight who must miss this fast (immediacy of battle, requirement of duty, sickness, an inability to know the exact date, etc.) must, on the first opportunity, seek out a leader in the order who will assign atonement. This task will be one whose difficulty depends upon the reason for the infraction, but it will always serve to aid both the order and the people.
In time of war, many knights forgo the week of reflection, but all but a handful observe the fast (and those who do not immediately seek out atonement). During the time of reflection and the fast, the allies of the knights are frequently called upon to assure that this is not seized as an opportunity for violence on the part of their enemies.
Headquarters and power centers
The current knight headquarters is in Pellak, in Bissel. They also maintain strongholds in Hookhill (Gran March) and Hochoch (Geoff). In addition, they maintain chapter houses in a few other major cities in the Sheldomar Valley.
Allies
The order is closely aligned with the government and military of Gran March, and with the church of Heironeous. In addition, it considers as its formal allies all the nations of the Sheldomar Valley (though those nations do no necessarily reciprocate). The Darkwatch, a sister organization based in Keoland, is also counted an ally.
Rivals
Grand Duke Owen of Geoff has recently dealt several affronts to the order, including kidnapping several of its leaders temporarily, as a political ploy. While there has been some grumbling that the order ought
Knights of the Watch/Knights of Dispatch 4.0 7
to allow the giants to overrun what’s left of Geoff, the leadership is firm in their conviction that the order’s sacred duty will absolutely not permit them to concede Geoff to the giant invaders.
Foes
The order counts as its foes all goblinoids, orcs and similar creatures, giants, and Hextorians. They also consider most Baklunish in the same category (though there are a handful of Knights of Baklunish descent, mostly those who had some reason to renounce their heritage).
Knights of the Watch/Knights of Dispatch 4.0 8
Chapter 2 – Requirements, Costs and Benefits
Note: In those regions who have appointed a Knight administrator or Point of Contact, interested players should direct inquiries and correspondence to that person.
Requirements and Costs
The Knights of the Watch and Dispatch are open to all levels of society and keep a constant lookout for those qualified by temperament and ability for induction into their ranks. Note that although most Knights of the Watch are men, women also are invited to join the order and advance without prejudice. Once a candidate has been spotted, he is allowed to squire to the order, if he so desires. This period typically lasts one year and if after that time, the candidate has demonstrated the basic knightly principles in his lifestyle (following the publicly known Twelve Precepts) and suitable skill and prowess, he is then invited to join.
The Knights of the Watch and Dispatch are traditionally drawn from the cream of the armies of Keoland, Geoff, Bissel, and especially Gran March. These orders are known for strict discipline, monastic habits, and an unswerving devotion to protecting the Sheldomar Valley states from invasion by humanoids or the Baklunish.
The branches of Knighthood are alike in principle and organization, but differ in their tactics. The Watchers hold to traditional tactics, while the Dispatchers feel the need for new tactics to face new foes, such as the giants that invaded Geoff and destroyed many of the Knights.
To become a Knight of either branch of the order, a candidate must give some demonstration of worth, and then proceed through terms as a Squire and as a Senior Squire. Upon completing both terms, Knighthood may be bestowed, or the candidate may be dismissed as unsuitable.
Squires to the order are invited, they do not apply. For purposes of the Living Greyhawk campaign, two mechanisms will be used. Some characters will be invited directly by the regional Triad. Other characters are not known to the Triad. If you have a character that you think is a good candidate for Knighthood, send an out-of-character (OOC) message to your Triad or Knight POC, and they will consider inviting the character. You can also use this OOC procedure to recommend other players’ PCs for invitation. When PC Knights have been invested, they will be able to make in-character (IC) recommendations for invitations. To do so, they should follow one of two procedures. Either collect the contact information (preferably email) from the potential squire’s player and forward it to their regional Triad or Knight POC, or provide such contact information to the player of the potential squire and instruct the player to include the recommendation when contacting the Triad or Knight POC. In the latter case, the Triad or POC will contact the recommending Knight’s player for confirmation and an IC explanation.
Note: For purposes of the Gran March military, all TU expended on mandatory Knight business may be taken from the military TU pool.
Elligibility for Squiring:
• To squire to the Knights of the Watch, a candidate must have a base attack bonus of +2; possess the feats Armor Proficiency (heavy), Weapon Proficiency (lance), and Mounted Combat; and possess at least 4 ranks in the Ride skill and 1 rank in the Diplomacy skill. All squires must be of Lawful Good, Lawful Neutral, or Neutral Good alignment.
• To squire to the Knights of Dispatch, a candidate must have base attack of +2; possess the feats Armor Proficiency (light), Weapon Proficiency (any bow or crossbow, and any sword), and possess at least 3 ranks in the Hide and Move Silently skills. All squires must be of Lawful Good, Lawful Neutral, or Neutral Good alignment.
• Humans, half-elves, and dwarves may squire to the Knighthoods.
Knights of the Watch/Knights of Dispatch 4.0 9
• The candidate must be a citizen of Gran March, Geoff, Bissel, Keoland, or Sterich.
• The candidate must not be a known criminal.
• The candidate must have a recommendation from a Knight of the order in good standing. The accomplishment of specific deeds, in module play, may substitute. This requirement may be waived at the discretion of the regional Triad.
• The candidate must be an exceptional individual with no glaring weaknesses. In game terms, this means that the candidate can have no ability with a negative modifier.
• Gran March citizens must be an active member of the military or have completed their military service (in the army, not the work crews).
• Candidates must not have fought under Ketite colors during the Greyhawk Wars.
Requirements of Squires:
• Squires must obtain permission when traveling to regions other than Keoland, Geoff, Sterich, Bissel, or Gran March.
• Squires must attend training sessions on a regular basis at Hochoch, Hookhill, Pellak, Niole Dra, Cryllor, or Istivin. This training will cost 8 time units.
• Squires are expected to use their time as squires to learn the skills necessary to become a Knight. For the Knights of the Watch these skills are Craft (armorsmithing), Craft (weaponsmithing), and Handle Animal. For the Knights of Dispatch these skills are Craft (bowmaking), Knowledge (Nature), and Survival. A Squire will not be permitted to advance to Senior Squire until they have demonstrated skill in each of these areas (in game terms, you have to have a skill rank of at least 1 in each of them).
• Squires must display the virtues embodied in the Twelve Precepts at all times.
• Squires must obey the lawful edicts of any Knight or Senior Squire.
• Squires are expected to contribute any excess monetary wealth to the order, keeping only what is necessary to maintain themselves in suitable fashion. For purposes of Living Greyhawk play, this translates to a mandatory tithe of 10%. Additionally, Squires may not maintain a High or Luxury upkeep level (unless they are automatically afforded better than Standard upkeep due to rank or honor – such as for members of the nobility or military officers).
• Squires are required to provide service during the Fast of the Murder of Bethane. This requires 1 TU per year (this is not cumulative with the 1 TU per year for the same purpose required of senior squires or knights).
• Squires must complete at least 8 real months service.
Requirements of Senior Squires:
• Senior Squires must obtain permission for travel, as Squires. Senior Squires, however, are permitted to travel to the Ulek states without prior approval.
• Senior Squires must obey the lawful edicts of any Knight of the order.
• Senior Squires must display the virtues embodied in the Twelve Precepts at all times.
• Senior Squires must render aid and leadership to Squires.
• Senior Squires are expected to contribute any excess monetary wealth to the order, keeping only what is necessary to maintain themselves in suitable fashion. For purposes of Living Greyhawk play, this translates to a mandatory tithe of 10%. Additionally, a Senior Squire may not maintain a Luxury upkeep level (unless they are automatically afforded Luxury upkeep due to rank or honor – such as for members of the nobility or military officers).
• Senior Squires are required to provide service during the Fast of the Murder of Bethane. This requires 1 TU per year (this is not cumulative with the 1 TU per year for the same purpose required of junior squires or knights).
• Senior Squires must complete 4 real months of service.
Attaining Knighthood:
During a candidate’s terms as Squire and Senior Squire, there are several requirements to be met. Each of these must be fulfilled in order to advance from Senior Squire to Knight.
• The candidate must have demonstrated the skills required of a Knight (the candidate must have demonstrated improvement in one or more knightly skills during his or her term as a Senior Squire).
Knights of the Watch/Knights of Dispatch 4.0 10
This requires that the candidate advanced at least one level during the period as a Senior Squire. For Watchers, the “Knightly Skills” are Ride, Diplomacy, Craft (armorsmithing), Craft (weaponsmithing) and Handle Animal. For Dispatchers the “Knightly Skills” are Hide, Move Silently, Craft (bowmaking), Knowledge (nature) and Survival.
• The candidate must have demonstrated good character. (As defined by the Twelve Precepts and measured using the Squire Record Form, which is attached in Appendix I).
• The candidate must have obeyed all strictures of the order. (Time units must have been spent to represent the training sessions, and the candidate’s log of events will be checked to assure adherence to the travel prohibition and wealth requirement.)
• The candidate must have demonstrated obedience to his superiors in the order. If any candidate has disobeyed a lawful edict from a higher-ranking member of the order, they are afforded one and only one opportunity to explain themselves. Most are dismissed out of hand. Some are allowed to continue, in exceptional circumstances.
• The candidate must have demonstrated battle prowess. (As reflected in the Squire Record Form.)
• The candidate must have obtained a sponsor who is a full Knight of the order to which he or she aspires. (Players are encouraged to record all contact with NPC Knights carefully, since those may become sponsors.)
• The candidate must, as a Senior Squire, have demonstrated aptitude for instruction of the younger Squires. This can be accomplished through play, if the Senior Squire PC interacts with a Squire PC and takes the time to properly instruct and mentor the Squire (this must be noted on the AR and in the squire record form, and approved by the judge at the table); otherwise, an additional 4 time units must be expended.
• The candidate must undergo the Vigil, as described in the material discussing the secret ceremonies of the Knights. (The Vigil takes one time unit.)
• Congratulations, you’re a Knight.
Requirements of Knights:
• Knights are expected to conduct themselves with dignity and grace at all times, and to act in accordance with the Precepts.
• Knights must obey the lawful orders of their superiors within the order, although Knights are usually given great latitude to conduct their affairs as they see fit.
• Knights are expected to provide guidance and leadership to squires and others under their care, and to provide sound counsel to those who seek it.
• Upon attaining the rank of Vigil, Knights must devote 10 TU to learning the secrets of the order. This is a one time cost.
• Knights are expected to contribute any excess monetary wealth to the order, keeping only what is necessary to maintain themselves in suitable fashion. For purposes of Living Greyhawk play, this translates to a mandatory tithe of 10%.
• Knights are required to observe the Fast of the Murder of Bethane. This requires 1 TU per year (this is not cumulative with the 1 TU per year for the same purpose required of squires).
Benefits
Benefits of Squires:
• Squires receive free room and board at any Knight stronghold (this translates to a 50% discount on standard upkeep for adventures beginning in Hookhill, Pellak, Hochoch, or other locations where a Knight stronghold is specifically mentioned).
• Squires may receive, upon request, the loan of a suit of chain mail armor or any lighter type and/or any large or small shield. If the squire loses this equipment, he must replace it at normal cost.
• Squires may receive, upon request, the loan of any simple or martial weapon with which they can demonstrate adequate skill (i.e., with which they are proficient). If the squire loses this equipment, he must replace it at normal cost.
• Squires are afforded the form of address, “Junior Obedient Master”. This form is used by the unranked servants of the Knights, though rarely by anyone else.
Knights of the Watch/Knights of Dispatch 4.0 11
• Squires (and Senior Squires) are offered access to a small number of magical and mundane aids to help them in their quest for Knighthood (see Item Access, below).
• Upon serving not less than 8 months as a Squire, and demonstrating all required skills, a Squire may be promoted to Senior Squire (submit your paperwork to your regional Triad or Knight POC to request advancement).
Benefits of Senior Squires:
• Senior Squires receive free room and board at any Knight stronghold. In addition, a Senior Squire may request food and lodging be provided for up to three companions, for up to two nights time (in any given season) at any Knight stronghold. (This translates to a 50% discount on standard upkeep for adventures beginning in Hookhill, Pellak, Hochoch, or other locations where a Knight stronghold is specifically mentioned for the Senior Squire. The benefit for companions, due to its limited duration, does not grant upkeep cost reductions.)
• Senior Squires may receive, upon request, the loan of a suit of half plate armor or any lighter type and/or a large or small shield. If the squire loses this equipment, he must replace it at normal cost.
• Senior Squires may receive, upon request, the loan of any normal weapon with which they can demonstrate adequate skill (i.e., with which they are proficient). If the squire loses this equipment, he must replace it at normal cost.
• Senior Squires may receive, upon request, the loan of a war trained mount (light or heavy), with appropriate tack (no barding). If the squire loses this mount, he must replace it at normal cost.
• Senior Squires are afforded the form of address, “Senior Obedient Master”. This form is used by the unranked servants of the Knights, though rarely by anyone else.
• Upon serving not less than 4 months as a Senior Squire and fulfilling all other requirements, a Senior Squire may undergo the ritual to join the ranks of his or her chosen branch of Knighthood (submit your paperwork to your regional Triad or Knight POC to request advancement).
Benefits of Knighthood:
• A Knight may receive, upon request, the loan a suit of half plate armor, or any lighter type and/or a large or small shield. If the Knight loses this equipment, he must replace it at normal cost.
• A Knight may receive, upon request, the loan of a weapon of masterwork quality. If the Knight loses this equipment, he must replace it at normal cost.
• A Knight may receive, upon request, the loan of a barded heavy warhorse, or any lighter type of mount. If the Knight loses this mount, he must replace it at normal cost.
• The word of a Knight is always considered true in the courts of Gran March, unless proven otherwise.
• A Knight may receive free lodging for himself and his party at any Knight stronghold in Geoff, Gran March, Bissel, Keoland, or Sterich, and at any noble estate in Gran March, Bissel, or Keoland. A Knight is expected to be as accommodating and understanding as possible towards his or her host, and to never overstay his or her welcome. In game terms, this translates to a 50% discount on Standard or Rich upkeep for adventures begining in most parts of the Sheldomar Valley for the Knight, and a 50% discount on standard upkeep for members of his party (if they are together at the start of the scenario and the Knight chooses to extend this benefit to them).
• Knights receive some measure of influence from their association with the order. (+1 permanent Influence relating to the governments and militaries of Gran March, Bissel, Geoff, Sterich, and Keoland.)
• A Knight may lawfully go armed at all times and places within the bounds of Gran March, Bissel, Geoff, Sterich, Keoland, and the Ulek states. (It may not be tactful, but it’s legal. Note – players venturing into the Principality of Ulek should look for a late CY 593 update to this status.)
• A Knight is addressed as “Watcher” or “Dispatcher,” as appropriate. The Knight’s full title is used in formal occasions, while Watcher or Dispatcher is used where “Sir” would be used to address a knight of some other order.
• The Knight is able to take on the Knight of the Watch/Dispatch prestige class, which is described elsewhere
• The succesful Knight, who has brought honor to the order and contributed to its coffers, may be granted the use of items of powerful magic, to better serve his purpose in the world. (Knights may purchase magical gear deatiled elsewhere.)
Knights of the Watch/Knights of Dispatch 4.0 12
• The succesful Knight, who has brought honor to the order and contributed to its coffers, may have his arms or armor enchanted with powerful magic, to better serve his purpose in the world. (Knights may purchase magical enhancements for arms or armor as deatiled elsewhere.)
• A Knight is eligible for advancement within the ranks of the order.
Item Access
Squires have access to the following magic items as per the Living Greyhawk Campaign Sourcebook. Item access benefits for Knights are detailed elsewhere.
potion of heroism wand of cure light wounds phylactery of faithfulness eyes of the eagle (Squires to the Knights of Dispatch only) horseshoes of a zephyr (Squires to the Knights of the Watch only) goggles of night boots of striding and springing upgrade: armor to +2 enhancement bonus upgrade: weapon to bane (giants) mitril items: chain shirt, buckler, light shield adamantine items: dagger, arrows, bolts
Knights of the Watch/Knights of Dispatch 4.0 13
Appendix I – Squire Form
[Note that this form can be adapted by each Triad to include additional information that they might like to collect and to reflect the appropriate Point of Contact.]
Squire Record Form for Candidates to the
Knights of the Watch and the Knights of Dispatch
Instructions to the Player: You are required to have the judge fill out one of these forms for every event in which your Squire or Senior Squire character participates. You must fill out the Player Information, then provide the form to the judge before play begins. You are also responsible for providing the judge with a suitable envelope in which to seal the completed form, and for returning the unopened envelopes to your Triad.
Instructions to the Judge: Please fill out the judge’s sections of this form, then seal the form in the envelope provided by the player of the Squire character, and sign across the seal. Return the envelope to the player. You are free to discuss the character’s play and the evaluation with the player, but should not allow the player to see the completed form. While a completed form is ideal, please fill out as much as time permits, nobody will hunt you down if you do not have time to complete the form. Comments are especially helpful.
Player Information:
Player Name: RPGA #:
Character Name: Order Squired to (circle one): Watchers/Dispatchers
Character’s Patron God: Event Played:
Convention: Date:
Judge Information:
Judge Name: RPGA#:
Contact Information (optional – email is best, or phone or US mailing address, if you wish):
Yes/No Questions:
Please respond to questions on both sides. If the answer to any question is detrimental to the Squire’s candidacy, we would appreciate an explanation in the commentary space below, but an explanation is not required.
1. Did the Squire demonstrate bravery in combat?
o Yes o No o Not Applicable
2. Did the Squire use stealth or ambush to attack his foes?
o Yes o No o Not Applicable
3. Did the Squire display appropriate deference to those of higher social standing?
o Yes o No o Not Applicable
4. Was any PC or NPC Knight or Squire in a position to observe the Squire during this event?
o Yes o No o Not Applicable
If Yes, please give the name (character and player, with RPGA number if possible) of the Knight or Squire in question.
Player Name: RPGA #:
Character Name: Order: Watchers/Dispatchers
5. Did the Squire follow the lawful orders of any Knight, or higher ranking squire encountered?
Knights of the Watch/Knights of Dispatch 4.0 14
o Yes o No o Not Applicable
6. Did the Squire remain true to the teachings of his god, and respectful of the god’s clergy?
o Yes o No o Not Applicable
7. Did the Squire allow others to take risks that the squire could reasonably have taken upon himself?
o Yes o No o Not Applicable
8. Did the Squire refuse to allow other party members to gain glory, by insisting on taking all risk himself, even if another party member was better suited to the task at hand?
o Yes o No o Not Applicable
9. Did the Squire break his word, or make any promise on the expectation that he would not be held to it?
o Yes o No o Not Applicable
10. Did the Squire display greed, or lust for material things?
o Yes o No o Not Applicable
11. Was the Squire eager to aid those less fortunate than himself?
o Yes o No o Not Applicable
12. Did the Squire in fact act to aid those less fortunate than himself?
o Yes o No o Not Applicable
13. Did the Squire accept inappropriate treatment from those of lower social standing?
o Yes o No o Not Applicable
14. Was the Squire’s behavior, etiquette, and dress above reproach?
o Yes o No o Not Applicable
15. Did the Squire slay helpless or captured foes, or employ torture?
o Yes o No o Not Applicable
16. If the character in question is a Senior Squire, did the character render suitable aid and leadership to any lower ranked Squires he encountered?
o Yes o No o Not Applicable
17. Did the Squire commit any criminal act?
o Yes o No o Not Applicable
18. Was the Squire caught and convicted of any criminal act?
o Yes o No o Not Applicable
19. Did the Squire use poison or evil magic (animate dead, cause disease, etc.) to attack his foes?
o Yes o No o Not Applicable
Comments:
Time permitting, please comment on the candidate’s performance in this event, and your view on their suitability for Knighthood. Also note any particularly heroic or noble acts on the part of the candidate.
Thank you for taking the time to fill out this form. Your efforts as a judge in the LG campaign are much appreciated.
Knights of the Watch/Knights of Dispatch 4.0 15
Appendix II – Titling Conventions
Though the Knights do not make their titling conventions public, observation has given outside obvservers insight into how titles are handled. Though there seem to be subtle nuances that are not apparent, the general consensus is as follows:
• Knightly titles seem to follow the pattern (outside title) (Watcher/Dispatcher) (name and surname) (modifier) (rank) (outside title). The first outside title and the Watcher/Dispatcher designation are occasionally inverted, apparently for no reason other than aesthetics.
• Outside titles such as Elector, Commandant, Colonel, Knight Field Marshal, or the like can be placed either before or after the Knightly title. There seems to be no particular pattern as to whether they are placed before or after, and the placement is probably selected for ease of use.
• Watcher/Dispatcher clearly refers to which branch of the Knighthood the Knight belongs to. This is also the form of address. Where you might say “Sir Tannel,” or “Master Tannel,” or “Lord Tannel,” a Knight of the Watch would be addressed as “Watcher Tannel.” Where “Sir” or “Lord” would suffice, use “Watcher.” Always use the full name or surname, never the common name alone, unless instructed otherwise or if your intent is to give offense.
• Modifiers (usually one, sometimes two or three) seem to often indicate subrank within a general rank (see below). That does not always seem to be the case, however. A “Most Invincible Basilisk” is not always higher ranking than an “Invincible Basilisk.” It may be that these modifiers are used only for style.
• Rank seems to be based on a system of beasts and monsters. The lowest and highest ranks are exceptions to this general rule. The lowest ranking Knights are called Vigils. The highest ranking (the commander of the order) is the Grandiose Imperial Wyvern. In between, there seem to be 5 general ranks. The lowest of these seems to be mundane, land-bound animals or monsters (example – bear, wolf). Above those are mundane, airborne animals or monsters (example – hawk). Next seems to be fantastical, land-bound monsters (examples – minotaur, basilisk). High ranking Knights are titled after airborne, fantastical monsters (example – griffon). The highest ranking Knights other than the Grandiose Imperial Wyvern are named for the most fantastic and dangerous of monsters. Examples from history include Dragon (or Wyrm), Vampire, Beholder, Demon (at least once, Glabrezu specifically was used, indicating a type of powerful demon), and Nightshade.
As an example, we offer Alicia Helanasdotter. Her full title, since the time of her appointment to lead the Army of Retribution in Geoff, is Knight Field Marshall Dispatcher Alicia Helanasdotter, Most Indomitable Minotaur. “Knight Field Marshall” is an outside title, conferred as the leader of the Army of Retribution. It has no direct bearing on her Knightly title. “Dispatcher” indicates that she is a Knight of Dispatch. Her name follows. “Most Indomitable” is a modifier. “Minotaur” is a land-bound, fantastical creature. From this we can conclude that, whatever her rank in the military of Gran March (Knight Field Marshall), she is a mid-level commander in the Knights of the Watch. She ranks below those that draw their names from airborne fantastic creatures, and those that draw their names from the truly fearsome and great beasts of Oerth and beyond. Those wishing to address her would use the forms of address Dispatcher, Dispatcher Helanasdotter, Dispatcher Alicia Helanasdotter, or the full title. Specific to her role as commander of the Army of Retribution, military forms of address such as Knight Field Marshall Helanasdotter or Knight Field Marshall may also be appropriate.
Other examples include:
Watcher Mithtin, Iron Wolf, Baron Dragus. Note that in this case, because the Knight’s familial name is part of his Baronial title, it was omitted from the given name. Watcher Mithtin Dragus, Baron Dragus would also be correct; as would Baron Dragus; Baron Watcher Dragus; or other variations. Given his high rank among the nobility, it would be inappropriate for any but his superiors in the Knighthood to address him without including his Baronial title
Watcher Carlon Von Jagerstien, Most High Magnificent Faithful Vampire. The selection of Vampire as the title indicates a high ranking member of the Knighthood. Typically he would be addressed as Watcher Von Jagerstien.
Nerull
GM, 293 posts
God of Death
Wed 22 Sep 2021
at 12:47
  • msg #6

Greyhawk

As this is not 3.x, this doesn't count, just reference.



Guilded professions in Keoland
Crafts:
Armor Smith, Basket Weaving, Book Binding, Bow making, Black Smithing, Calligraphy, Carpentry, Cobbling, Gem Cutting, Leather working, Lock Smithing, Painting, Pottery, Performing*, Sculture, Ship Building, Stone Masonry, Tailoring, Trap making, Weapon Smithing, Weaving

Professions:
Apothecary, Barrister, Book Keeper, Brewer, Drover, Guide, Herbalist, Inn Keeper, Miller, Scribe, Teamster,

Guild Data:
Rank         Skill Mod*                                Dues/ Year Lifestyle
Apprentice     1-10               10 Tu or                 100 gp Low
Journeyman    11-15               +5 Tu or                +400 gp Medium
Master        16-19               +5 Tu or               +1500 gp High

* This is the character’s total skill modifier including ranks, ability adjustments, racial modifiers, competence bonuses…

A character does not have to advance upon reaching Skill mods of 11 and 16 that is just the earliest time they will qualify
for the new rank.


This message was last edited by the GM at 12:48, Wed 22 Sept 2021.
Nerull
GM, 653 posts
God of Death
Sat 11 Dec 2021
at 17:26
  • msg #7

Greyhawk

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