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Knight


This discipline comprises mysterious foreigners with odd, heavy armour, outrageous weapons, and even more outrageous tales which they scatter throughout the Land of Fate. Knights can be found lost in the desert, at seaports looking for passage, or working for the caliph as new trinkets among his guard. These warriors come from lands more civilised than those of the Mercenary Barbarians, but with similar morals and culture. While the strangers claim to be civilised men, their speech is rude and curt, and they have no grasp of the poetic nature of Midani (the common language of Zakhara). They seem to lust after gold more than lovers. Further, they see differences between dwarves, elves, humans, and halflings - differences that a native Zakharan does not understand. The outlanders are welcomed into Zakhara, but they are not fully trusted, for who knows what powers and motivations they may truly possess.

There are knightly lands both to the east and west. A few knights actually come from Ayfal and the Ruined Kingdoms. Some of these have adopted civilised ways, and yet cling to their mysterious discipline.

Role: While it is not among the standard disciplines available to new characters in the campaign, the Outland Knight can fit more easily into the flow of the land and its peoples than, say, an alien wizard. Native Zakharans view these foreign warriors with a great deal of curiosity and a healthy dose of fear. The outlanders are not seen as evil - just very strange. Their odd manners and attributes can't be missed, nor do their unusual outfits and odd fighting styles escape attention. In game terms, the difference between the smooth, graceful actions of a Zakharan warrior and the hacking attacks of a "Northern" Knight is not reflected in combat statistics; nonetheless, the difference is still readily apparent to Zakharans.

Equipment: Knights tend to ride huge horses and wear copious amounts of armour. Their weapons are heavy and massive, including the broad sword and lance, neither of which is native to Zakhara. Over time, they usually adjust to Zakharan equipment as they lose their own, but if they can find any ungainly equipment from their homeland, they are usually willing to pay fantastic sums for it.

Beginning Knights start with heavy armour, sword and a warhorse but only 3d10 gold in cash.

Restrictions: Knights must be humans, elves, dwarfs or orks, but the last two are very rare. Females are rare, but they do exist.

Racial abilities and benefits still apply within the Land of Fate, but societal restrictions do not. Even dwarven authorities in Zakhara do not accept "orks are traditional enemies" as just cause for an outlander dwarf to break up an orkish wedding. Of course, vendettas or blood feuds in defence of family or personal honour are another matter. But strictly racial battles are unheard of in Zakhara. Any that occur are ascribed to savagery or the flawed mind-set of outlanders.

Important Attributes: Strength, Toughness, and Charisma

Karma Ritual: To perform his Karma ritual, a Knight must don his armour and weapons, slowly and deliberately, preferably with the aid of a squire. He must honuor each weapon, meditating upon how he got it, how he has used it and how he will use it. He then mounts his carger and salutes his liege, who need not be present.

Artisan Skills: Play Instrument, Painting, Oratory.

FIRST CIRCLE
Talents
  • Avoid Blow
  • Battle Shout (D)
  • Charge (D)
  • Karma Ritual
  • Melee Weapons (D)
  • Sure Mount (D)
SECOND CIRCLE
Talents
  • Durability (8/6)
  • Empathic Command (D)
  • Shield Charge
THIRD CIRCLE
Talents
  • Steely Stare
  • Wheeling Attack
FOURTH CIRCLE

Karma: The Knight may spend a Karma Point on any action taken by his mount, except Damage Tests.

Talents
  • Resist Taunt (D)
  • Thread Weaving (D)
FIFTH CIRCLE

Physical Defense: Increase the Knight's Physical Defence by 1.

Talents
  • Durability (Mount)
  • Wheeling Defense
SIXTH CIRCLE

Karma: The Knight may spend a Karma Point on a Recovery Test.

Talents
  • Battle Bellow (D)
  • Trick Riding
SEVENTH CIRCLE

Spell Defense: Increase the Knight's Spell Defense by 1.

Talents
  • Animal Bond
  • Lasting Impression
EIGHTH CIRCLE

Social Defense: Increase the Knight's Social Defense by 1.

Talents
  • Crushing Blow (D)
  • Mount Attack (D)
NINTH CIRCLE

Physical Defence: Increase the Knight's Physical Defence by 2.

Talents
  • Call Mount (D)
  • Down Strike
  • Rally (D)
TENTH CIRCLE

Karma: The Knight may store up to 25 of his Karma Points with his mount. He may use this Karma normally whenever he is in contact with his mount. If the mount dies while carrying stored Karma Points, these points are lost.

Karma: The Knight may spend a Karma Point on any action using Dexterity only.

Talents
  • Armour Mount
  • Champion Challenge
ELEVENTH CIRCLE

Physical Defence: Increase the Knight's Physical Defence by 2.

Talents
  • Blood Share
  • Tame Mount
TWELFTH CIRCLE

Spell Defence: Increase the Knight's Spell Defence by 2.

Talents
  • Momentum Attack
  • Riposte
THIRTEENTH CIRCLE

Resurrect Mount: For the permanent cost of 2 points of damage, the Knight may resurrect his mount. The mount must have been dead for 3 or fewer days, and the Knight must physically possess the body of the mount in order for this ability to work.

Talents
  • Howl
  • Shield Beater
FOURTEENTH CIRCLE

Karma: Increase the Knight's Maximum Karma Points by 25.

Physical Defence: Increase the Knight's Physical Defence by 1.

Social Defence: Increase the Knight's Social Defence by 1.

Talents
  • Frighten Animal Servants
  • Trample (D)
FIFTEENTH CIRCLE

Physical Defence: Increase the Knight's Physical Defence by 1.

Spell Defence: Increase the Knight's Spell Defence by 2.

Talents
  • Multi-Charge (D)
  • Life Check

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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, Dec 21, 2000.