Chivalric Orders (Greyhawk)

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Several chivalric orders exist in the Flaness, mainly in the west. Chivalric orders was once a major feature of the Great Kingdom, but with the decline of this area, chivalry has taken a back seat to secular mercenaries.

The description of each order of chivalry includes a code of honor for paladins, edicts and order benefits for cavaliers, and strictures for other classes.

Knights of the Han There is no such thing as an order of the knights of the han in Greyhawk. This seems to be a misappellation of the Knights of the Hart. It occurs in the Living Greyhawk gazeteer. They are only mentioned hear to clear this misunderstanding.

Rank Structure of Knightly Orders

Table: Order Ranks
Knightly
Level
Knightly
Rank
Enlisted
Level
Enlisted
Rank
1-3 Novice 1-4 Soldier
4-6 Squire 5-8 Sergeant
7-9 Knight 9-12 Captain
10-12 Lord 13-16 General
13-20 Champion 17-20 Champion

A full knight is a champion of the cause of the order and a potent Force on his own. But not all members are so high and mighty. Still, paladins, and cavaliers are members of an order from level one. Thus, there needs to be several ranks below that of knight in each other.

Most orders tent to give precedence to certain classes or social groups, called knightly ranks. These correspond roughly to commissioned ranks in modern armed services, they serve in command and staff positions. Enlisted ranks refer to classes that are accepted but seen as less suited to command. In social and staff situations, knightly ranks have precedence over enlisted ranks. In a crisis, these distinctions are usually ignored. Non-members with responsibilities, often experts such as rogues or wizards, can never command members on order business, but are held in rather high esteem in most orders, equivalent to knight in rank.

This is a default promotion progression. Promotion to this rank is not automatic, and it is possible to be promoted faster by kowtowing to the upper ranks. But unless the GM has a plot connected to advancement in ranks, these guidelines should serve well.

Anarchist Orders

Some orders do not recognize authority and let each member define their own role. Looked down on by other orders, these champions can still be doughty warriors and mighty heroes.

Knight Errant

A knight out to prove himself through heroic deeds. The knight errant is not a member of an order, fighting only for recognition. Knight errant often strive to join other orders.

  • Alignment Any.
  • Knightly Cavalier.
  • Edict Knight errants strive to stand forth as a champion and accept all challenges. The code recognizes that there is no honor in accepting or offering suicidal challenges, but knights are always encouraged to stretch their own limits. The order honors challenges to personal combat and duels on the battlefield, but recognizes that interference is often unavoidable.
    • Challenge A knight errant cannot have several challenges running at once; he must defeat one opponent before challenging another. When a challenge is active and as long as no ally has attacked the target since the cavalier issued the challenge, the cavalier gains a +2 morale bonus on Armor class and all saving throws. As long as the target of the challenge has not inflicted lethal damage on the cavalier, he can strike the target to inflict nonlethal damage without the usual -4 attack penalty.
    • Skills Add Knowledge (local) (Int) and Knowledge (Nobility) (Int) to the list of class skills. Whenever knight errant cavalier uses a Knowledge skill to know information about an opponent, he receives a bonus on the check equal to ½ his cavalier level (minimum +1). The first piece of knowledge learned is the target's base attack bonus, though the GM might prefer to present this in relative terms, such as "slightly better than me", "equal to me", or "much less than mine" rather than as a number.
    • Order Ability level 2 Whenever a knight errant is challenged, either by a class ability such as challenge or smite, or just a verbal challenge, he can issue a counter-challenge as an immediate action. This has all the benefits of a challenge, but does not count against the cavalier's daily limit. Note that the cavalier cannot use this if he already has an ongoing challenge.
    • Order Ability level 8 The cavalier and his mount ignores difficult ground and gains a +10 morale bonus on Acrobatics and Escape Artist checks when charging or pursuing the target of a challenge.
    • Order Ability level 15 When a knight errant cavalier defeats a challenge target, either by accepting surrender, killing the target, or knocking him unconscious, he can issue another challenge as an immediate action, and this challenge does not count against the cavalier's daily limit on challenges.

The Fallen

The order of the fallen is not really an order at all, it is more of a name given to the mavericks, oddballs, and oath-breakers among cavaliers

  • Cavalier Order . A cavalier who fails in another order can always change to the order of the fallen without going through the usual trial period.
    • Edicts A fallen cavalier must be self-reliant and cannot bind himself to service. His own agenda always comes first. An order of the fallen cavalier is proud of his accomplishments, taking responsibility for his own actions and needing to either carry a personal coat of arms or to have an easily identified public alias to which all his actions can be easily attributed - such as 'the black knight' or 'the sword of the people'.
    • Challenge In a turn when an order of the fallen cavalier issues a challenge, he (or his mount) can take an additional move action. If he started his turn hidden, he can take two additional move actions. These can come either before or after other actions on the cavalier's turn.
    • Skills Add Disguise (Cha) and Stealth (Dex) as class skills. Whenever an order of the fallen cavalier uses Disguise to meld with a crowd, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2 Out of Nowhere (Ex) The fallen knight learns to appear seemingly out of nowhere. He suffers no armor check penalties on the Stealth skill, and can use his own Stealth bonus to conceal himself and his mount at no penalty
    • Order Ability level 8 Hit and Run (Ex) When the target of his challenge is defeated—becoming either helpless or dead—a cavalier of the order of the fallen can take an immediate action to make a double move. This movement does not provoke attacks of opportunity, and can even pass trough opponents' spaces as long as it ends in an empty space and not adjacent to any enemy. If this move ends in a position where the cavalier can use Stealth to hide, he can do so without penalties for movement or for having attacked on his turn.
    • Order Ability level 15 Objective Accomplished (Ex) When a cavalier uses Hit and Run, all allies within 30 ft. of the cavalier can also do so.

Voice of Freedom

An outgrowth of the cult of Tritereon, the voice of freedom is more a cause than an order. Anarchists, activists, and free thinkers make up this informal fraternity.

  • Alignment Chaotic.
  • Knightly Cavalier, liberator.
  • Edict The voice of freedom must never be silenced. Avowed champions of freedom, they voice of freedom must always speak out against oppression, but need not always do so plainly or in public. The liberator must take responsibility for her own actions in all situations. She must have a personal code (tough it is subject to change) and she must show her indignation at the injustice and oppression openly and honestly.
    • Challenge Whenever the cavalier issues a challenge, he receives a +1 morale bonus on CMB and CMB made against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
    • Skills Add Acrobatics (Dex) and Escape Artist (Dex) as class skills. Reduce the armor check penalty on these skills by half the cavalier's level (minimum +1, to a minimum penalty of 0).
    • Order Ability level 2 Agile Escape (Sp) When affected by an effect that slows movement, entangles, or gives a penalty to AC or Dexterity, he can make either a new saving throw or an Escape Artist check as a free action once per turn to end that effect.
    • Order Ability level 8 Freedom of Movement (Sp) The cavalier can use freedom of movement (sp) fr up to one er round per level per day. This is not an action.
    • Order Ability level 15 Good for the Goose (Ex) When an opponent attempts a combat maneuver against the cavalier, he can immediately attempt that combat maneuver against the attacker as a free action that does not trigger an attack of opportunity. This happens before the triggering combat maneuver.

Others

Chivalric Orders of the Baklunish

The Baklunish do not see chivalry exactly like the Oerdians do, but there are enough similarities that talk of knightly orders is relevant. Unlike their eastern cousins, Baklunish knights tend to be medium or light cavalry, focusing on the scimitar, lance, and bow.

Farises of Ekbir

  • Coat or Arms Caligraphic sigil.
  • Alignment Lawful good.
  • Knightly Cavalier, cleric, paladin, warpriest.
  • Enlisted All others.
  • Edicts The farise must obey the orders of the caliph, a mufti, or a superior in the order (in that order). He must deal fairly in all things, punishing the sinful and unrepentant while protecting the righteous. He must always strive for harmony in his own mind and body as well as in the state and among beleivers.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

During the reign of Udmey the Seer, the first order of knighthood in service to Al'Akbar was established, called the Farises. The caliph understood that mounted warriors had always proved most effective in the lands of the Baklunish, and these knights were organized to defend the nation, clergy, pilgrims, and citizens. They also served as a counterbalance to the mounted raiders of the plains.

Saphis of Zeif

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The military of Zeif is very strong, yet because its supreme leader is the sultan himself, their interests suffer when his attention is distracted. High in the ranks of the military are the Spahis, the knights of the sultanate; they are landed gentry of wealth and position, but without the discipline of the Farises of Ekbir.

Zeif has a significant minority of orcs and halforcs, the distant descendants of nonhuman mercenaries used by the old Baklunish Empire before the Invoked Devastation. These tribeless nonhumans have become fully integrated into the state, and see military service as a way to rank and honors they are otherwise denied. A number of noted generals and spies of Zeif were obviously half-orcs.

Chivalric Orders of the Aerdy

Chivalry as described here is a strog tradition among Oerdians, other human cultures have similar institutions, but much less commonly and smaller. In the growing Cosmopolitan culture, knightly orders are common but taken less seriously. Such orders are likely to have a core of dedicated followers, but also casual members who are more interested in socializing and making connections than in chivalry. These casual members support the core members economically and politically, developing the ideals of chivalry in new directions, but also creating strife with more traditional orders.

Knight Protectors of the Great Kingdom

  • Coat or Arms Great crowned sun of Aerdy guarded by a white axe and red arrow.
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Of all the orders of knighthood in the history of the Flanaess, none was greater than the fabled Knight Protectors of the Great Kingdom. Once many hundreds in number, their membership has since dwindled to perhaps no more than two dozen today. Throughout their history, these knights were formidable warriors with a matchless reputation for courage and honor. They have become the model for numerous orders of knighthood that have sprung up in the Flanaess in their wake, including the Knights of the Hart and the Knights of Holy Shielding.

Few events shook the order as greatly as the betrayal of the paladin Sir Kargoth, who made a pact with the forces of evil and unleashed a demonic terror upon the Great Kingdom. In 443 CY, Ivid I set about hunting down and destroying the remaining Knight Protectors, for they opposed his ascension to the throne after he assassinated the last Rax overking. He did not succeed in destroying them, but they were widely dispersed, and some disappeared from the courts of the provinces to go into hiding. Old and grey, these knights are only able to act as mentors for young hopefuls. Some have been used by the rulers of successor states to institute their own knightly orders.

The order's old heraldry shows the great crowned sun of Aerdy guarded by a white axe and red arrow.

Eagle Knights

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

An order of the new republic of Andoran, the Eagle Knights tightly wound into the republic's armed and diplomatic forces. Devoted abolitionists, the Eagle Knights fight slavery in all its forms.

Golden Legion

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Another order of Andoran, the Golden Legion are dedicated champions and bodyguards, more devoted to martial perfection than to liberty or honor.

Harriers

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Order of Almor

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Knightly Orders of Furyondy

As the home of chivalry in the Flanaess, the nation of Furyondy has a host of noble orders.

Ancestral Knight

  • Coat of Arms: Personalized arms of your family.
  • Alignment Any.
  • Knightly Cavalier.
  • Enlisted Fighter, cleric, rogue. The enlisted in this order are hereditary retainers of an ancestral knight who follows him into battle out of stubborn loyalty or just to get away from their dreary lives.
    • Edicts An ancestral knight must always strive to shine as an individual, to be at the forefront of every advance and to fulfill his personal goals. This includes working to personally pursue and defeat the target of their challenge. This does not prevent the ancestral knight from retreating, but it can make them ignore tactically sound targets in pursuit of their target. They must also preserve face and not be afraid to show off.
    • Challenge An ancestral knight and his mount do not provoke attacks of opportunity for movement when making a Charge against the target of his challenge.
    • Skills Add Appraise (Int) and Survival (Wis) as class skills. Whenever an ancestral knight cavalier uses one of these skills on campaign, either to loot or forage, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2 When the ancestral knight charges the target of his challenge, he (or his mount) may overrun creatures standing in the way as a free action. This ability also allows a charge even when creatures occupy the space from which the cavalier could finish his charge in. If a creature stands in a position where it prevents the cavalier from moving into position to attack the target of his challenge (if there is no empty space to attack from) and that creature is successfully overrun or chooses to let the cavalier move past, the cavalier may move that creature 10 ft. to make room. This movement does not provoke attacks of opportunity. More than one creature can be moved in this way to make room for a cavalier (and mount) that takes up more than one square. If sufficient space is cleared for the cavalier to position himself for the charge attack, the charge is played out normally. If not, the cavalier stops in the last position legal along the path of the charge and the charge fails.
    • Order Ability level 8 When a target of the ancestral knight's challenge attacks a creature other than him, it takes a -2 penalty on attack rolls and provokes an attack of opportunity from the ancestral knight.
    • Order Ability level 15 When the cavalier or an ally withing 30 ft. of the cavalier fails a saving throw against a mind-affecting, poison, or disease effect, the cavalier can grant an additional saving throw against this effect. A character can only benefit from this once per minute. This is not an action.

Ancestral knights are hereditary knights of old families with names from the history books. They are assured of a place among the country's knights of honor, but many of them are poor or lead lackluster lives as local landlords of rural communities. When they enter the fray, they are often recklessly heroic, striving to preserve the honor of their family and make a name for themselves. This group of nobles is large but poor and badly organized.

Consort Knight

  • Coat or Arms Royal consorts coat of arms quartered with a personal coat of arms.
  • Knightly Any.
    • Edicts Must uphold the honor of the royal consort and insure the safety of the royal family, especially minors. Must be an able court knight who can entertain as well as provide security. Must be absolutely reliable and discreet to avoid rumors about the royal persons.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Knowledge (nobility) and Perform as class skills. Whenever the cavalier uses one of these skills to know about or provide entertainment for royalty, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The queen or (prince consort if the regent is a queen) has the right to create knights, and generally does so for her personal favorites and closest guards. Diplomats, emissaries, and handsome young hopefuls are likely recipients of the queen's favor.

Dolphin Knight

  • Coat or Arms River dolphin superimposed on the insignia of the knight's personal coat or arms. Those lacking their own coat of arms, and those who wants to curry the dauphin's personal favor use a dolphin on a field of azure.
  • Alignment Any.
  • Knightly Cavalier, bard.
  • Enlisted Fighter, rogue.
    • Edicts Obey the dauphin in all things. Accompany the dauphin or act as his personal agents. Act as the dauphin's champion and shield him from danger, up to an including protecting him from himself. Avoid stumbling over the self-contradictions in the edicts.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Sleight of Hand (Dex) and Use Magic Device (Cha) as class skills. Whenever dolphin knight cavalier uses one of these skills to entertain, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The crown prince, called the dauphin, has the dolphin an informal badge. He has the right to create knights, and these often become his closest intimates and advisors when he grows up. Dolphin knights traditionally have the right to enter the crown prince's chambers at any time. They sovereign usually creates some dolphin knights as bodyguards when the crown prince is born, later playmates and favored servants join the ranks. Noble houses strive to have their best and brightest in this order, because of the intimacy it can bring with the future regent.

Ducal Knights

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The four dukes of Furyondy - Littleberg, Reach, Gold Country and Kalinstren - are the only others who may create knights. The knights so created will be knights of the duchy where they were created. They are considered full peers of any knight created by the king, dauphin or queen.

Knight of the Mark

  • Coat or Arms
  • Alignment Any, but usually non-evil and non-chaotic.
  • Knightly Cavalier, cleric, fighter, paladin, ranger.
  • Enlisted Any.
    • Edicts Duty before glory. Obey the chain of command. Conduct the war as honorably and effectively as possible. Never show cowardice in the face of the enemy, but neither shall you risk troops (including yourself) for personal glory.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Knowledge (engineering) and Survival as class skills. Whenever a knight of the march cavalier uses one of these skills in a province next to the border of Furyondy (either inside the nation or not), he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Mark is an old word meaning borderlands, and the duty of this order is to defend and fortify the borders of the kingdom. Commanders in the field can pass out titles of knighthood in this order, and do so to heroic soldiers and those who show potentials as officers or shock troops. These knighthoods must be verified by the sovereign, but it would be a scandal if the title of a knight of the march was not verified. Many knights of the mark die on duty before their knighthood is ever brought up for review, and this loyalty in the face of death brings honor on the entire order. A knight of the mark is often able to face down members of more prestigious orders by the simple virtue of camaraderie with his companions.

Knights of the Conclave

  • Coat or Arms Each knight of the conclave has their own coat of arms, which they guard jealously.
  • Knightly Any.
    • Edicts A knight of the conclave is the representative of a regional aristocracy and must defend the rights and privileges of this group. Almost always, he also has blood ties to this group and any loss would affect him intimately. He should always strive to handle local problems inside the group and oppose change. It is possible but rare for a knight of conclave to develop the interests of his group in new directions.
    • Challenge When the cavalier issues a challenge against another noble, he can make it a judicial challenge. The winner of such a challenge gains prestige and influence that gives a +5 bonus on all Diplomacy checks to further the cause of the challenge for the next month.
    • Skills Add Knowledge (local) (Int) and Knowledge (nobility) (Int) as class skills. Whenever a knight of the conclave uses one of these skills in political maneuvers or to know about laws, customs, and rights, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

A knight of the conclave is a landholder or officeholder, which brings an income and a position on parliament. Kin to the ancestral knight, but richer and of much more influence, the knights of conclave is generally a conservative group jealous of their rights and privileges. The group is merely advisory, but has great influence, especially over tax collection.

Royal Guard

  • Coat or Arms A personal coat of arms or simple green field with a red and blue bend with the three crowns of Furyondy.
  • Knightly Cavalier, fighter, paladin.
  • Enlisted Any.
    • Edicts The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.
    • Challenge Whenever an royal guard cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
    • Skills A royal guard cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. A royal guard cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.
    • Order Ability level 2 Lion’s Call (Ex) A royal guard cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
    • Order Ability level 8 For the King (Ex) The cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
    • Order Ability level 15 Shield of the Liege (Ex) The cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier’s reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier’s AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.

Telless ve Turu Decada

The Telless ve Turn Decada, “Keepers of the Crowns and Moon” in Velondi, is a society dedicated to halting the spread of evil throughout the land wherever and however possible.

History: The Tellessi (Keepers) were formed in 491 CY in the Kingdom of Furyondy to combat the growing might of Iuz to the north. The cambion had, by that time, complete control over the lands as far east as the Ritensa River, and pressure was felt by both the Shield Lands and Furyondy. The Tellessi originally began as a knightly order, independent of Furyondy and based in Wellborne Castle on the Veng River. The castle and seemingly the entire order were destroyed by the forces of Iuz in 500 CY. However, the society survived and went into hiding, fighting evil from its own shadow.

When Iuz vanished in 505 CY and his lands fell into turmoil, the Keepers found that they no longer had purpose. However, the lands north of Furyondy did not decline into petty fiefs, as many in Furyondy predicted but instead grew into the Horned Society. The order began to lean toward what it now represents: the eradication of evil from the land.

With the rise of Iuz again in the north, the society has been even more active with its plans.

Source: https://greyhawk-26.obsidianportal.com/wikis/telless-ve-turu-decada The royal guard is the personal honor-guard of the king. This is both a military unit and an honorary order for royal servants of all kinds. Most members are commoners or from the lower ranks of the nobility, entirely beholden to the king for rank and wealth.

Knights of the Shield Lands

Knights of Holy Shielding

  • Coat or Arms A black tower on a field of red.
  • Knightly Cavalier, cleric, fighter, paladin, ranger.
  • Enlisted Any.
    • Edicts Act a s a shield for the civilized lands. Never shirk responsibility. Know when to push forward and when to preserve your force to win another day.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Knowledge (engineering) (Int) and Survival as class skills. Whenever a knight of holy shielding uses one of these skills to assault, pursue, evade or prepare defense against the forces of darkness (basically whenever he uses them as a part of the war effort), he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

In the mid-300s CY, the Knights of Holy Shielding are founded to support the lords of the petty domains north of the Nyr Dyv. (LGG p.159). The Knights of Holy Shielding once made up the core of an impressive army. Unfortunately, the years preceding the Greyhawk Wars saw the Shield Lands fall in humiliating defeat to the Horned Society, Bandit Kingdoms and later Iuz. Many Shield Knights fled to goodly nations, establishing relations with local rulers in an attempt to regain their lost homeland through military force.

The liberation of the Shield Lands and the destruction of Iuz and his armies are this order's foremost goals. Most Knights of Holy Shielding are now engaged in this "War of Reclamation." However, several agents remain in Greyhawk, Dyvers, the Duchy of Urnst, and Furyondy, working as mercenaries and sending their revenue to support the army at home. Within the reclaimed lands, the Shield Knights represent the best sort of heroism. Commoners regard a Shield Knight with respect and awe. Outside the Shield Lands, the knights are looked upon with less favor.

Grey Knights

  • Coat or Arms Grey knights often present a false coat of arms as a part of a cover identity. When acting openly, their coat is a black tower on a field of white.
  • Knightly Cavalier, cleric, investigator, inquisitor, ranger, sacerdote.
  • Enlisted Fighter, rogue, wizard.
    • Edicts I am the shield of my comrades' souls. I shall be relentless in pursuit of wickedness, and I shall separate the black sheep from the white.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Disguise (Cha) and Knowledge (religion) (Int) as class skills. Whenever a grey knight uses one of these skills to conduct an investiogation, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Knights of Holy Shielding have come to realize that the forces of darkness assault them in many ways, and that some of the most nefarious attack from inside the crusader's ranks, spreading despair, defeatism, and corruption. The grey knights exist to combat this danger, with mixed results; overzealous inquisitors can cause as much damage as they prevent.

Order of the Chalice

  • Coat or Arms White chalice on red field.
  • Knightly Cavalier, cleric, paladin.
  • Enlisted Fighter.
    • Edicts Oppose and banish demons wherever they appear. Seek out and demonic cults and demonic influence of all kinds.
    • Challenge When the cavalier issues a challenge to a demon or a chaotic evil spellcaster, he becomes immune to fear and gains a +1 bonus on attack rolls against the target of his challenge. This bonus increases by one at level 4 and every four levels thereafter.
    • Skills Add Knowledge (planes) and Knowledge (religion) as class skills. Whenever the knight uses one of these skills to know about demons or demon cults, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2 Censure Demons (Su) The cavalier gains the cleric's channel energy ability, but can only use this to channel positive energy to harm outsiders with both the chaotic and evil subtype.
    • Order Ability level 8 Heavenly Devotion (Ex) The cavalier and allies within 30 ft. gain a +4 bonus on Will saving throws against the mind-affecting effects of demons and spellcasters of chaotic evil alignment.
    • Order Ability level 15 Holy Aura (Sp) When using the challenge ability against a demon, the cavalier gains the benefits of holy aura (sp) with a caster level equal to his class level.

The order of the Chalice is a holy order of virtuous knights sworn to a noble quest: the extermination of demonkind. Held to the highest standards of law, good, and nobility, the knights of this order are paragons of virtue, pure of heart, perfect in valor, cultured and refined, pious and devoted, and, too often, arrogant and vain.

Horned Order

The Horned Society participated in the crusade in Wrath of the Righteous, and are now formally allied to the Shield Lands, tough there is much distrust and political machinations. The Horned order consists of Hell Knights and tough they follow knightly orders, their view of chivalry is harsh and militant.

  • Coat or Arms Red skull with a golden crown and white horn on a field of black.
  • Knightly Cavalier, cleric, hellknight.
  • Enlisted Any.
    • Edicts Oppose and banish demons wherever they appear. Maintain the society and rules of the Horned Society. Avoid conflict with the Shield Lands within their borders. Do not back down to anyone outside of the territory of the Shield Lands.

Hell Knights The Order of the Chain, The Order of the Gate, The Order of the Godclaw, The Order of the Nail, The Order of the Pyre, The Order of the Rack, The Order of the Scourge.

Order of the Ennead Star

Ulek States

Courwood Rangers - order in the County of Ulek defending against the Suss Forest.

Elven Chivalric Orders

The elves claim that Oerdian humans learned the art of chivalry from them, and chivalry is certainly a living tradition among elves. Elven knights often practice arcane magic along with or instead of martial prowess.

Knights of Luna

  • Coat or Arms A tree of silver with golden leaves on a field of purple. This is a variant of the heraldry of Celene. Many use their own coat of arms instead, some quite fanciful.
  • Knightly Cavalier, cleric, fighter, liberator, magus, oracle, wizard, sorcerer.
    • Edicts Lead the defense against the forces of darkness. Strike at it quickly before it can grow roots. Avoid conflict with elves, but not at the cost of honor.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Knights of Luna is an elven order of knighthood dedicated to preserving the monarchy of Celene and the noble traditions of the elves throughout the central Flanaess. They espouse values that call for elven leadership in the cause of Good, and noblesse oblige toward their allied kindred and the lesser races. Most of the leading members of this order are high elves of Celene's Grand Court of Celene, although they are currently at odds with the policies of their fey queen and her councilors. The order includes many high elves and half-elves, many of them wizards as well as fighters. The majority live and operate in Celene, but increasingly they are found in the Duchy of Ulek, with a small presence among the elves of Highfolk and the Fairdells. No strict hierarchy exists among the Knights of Luna, though Melf, Prince Brightflame of Celene, is their acknowledged leader. Generally, the most senior and experienced knights have the most authority, and they are permitted to take squires of any elven or part-elven lineage. Knightly quests are typically the province of young, inexperienced members of the order. Successful completion allow a knight to gain rank and a squire.

Though no formal alliance exists between the Knights of Luna and the Knights of the Hart, the two groups at times assist each other. They both consider Iuz to be the greatest menace to the cause of Good in the Flanaess, though the Knights of Luna are also foremost in the fight against the Pomarj nonhumans. The isolationism of Celene is a cause of great contention between the Knights of Luna and the rest of the Grand Court. The knights attempt to influence the policies of Celene by reasoned debate and by hosting foreign dignitaries and sponsoring them at court. They also support limited military actions, particularly on Celene's southern border and in the Principality of Ulek.

Companion Guard of Celene

  • Coat or Arms A tree on a field of purple, the national heraldry of Celene.
  • Knightly Cavalier, cleric, fighter, magus, wizard, sorcerer.
    • Edicts Defend the honor of Celene and the queen. Protect the nation against all who would risk her safety, including its own citizens.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Since the Wars, Celene has maintained its official policy of noninvolvement, though many elves have volunteered to fight in the Suss Forest or farther afield. Some members of the Knights of Luna seek to gain control of the Celene military. As a reaction, a branch of the order has formed that supports the throne and seeks to control the outbursts of the Knights of Luna. This is the Companion Guard, knights under the command of the royal consort. They see the Knights of Luna are a force of dissension.

Fellowship of the Forgotten Flower

The Fellowship of the Forgotten Flower is a loosely structured organization made of elven knights dedicated to Corellon Larethian and the recovery of lost elven relics from long-abandoned elven realms. Members must be elven warriors or elven paladins.

Seekers of the Misty Isle

The Seekers of the Misty Isle are an elite order of elves dedicated to finding the Misty Isle which was whisked away by the deities Gruumsh and Kurtulmak.-From "The Complete Divine," 2004. Now associated with the elven kingdom of the Lendore Isles.

Knights of the Hart

Once the least militant major order of knights in the Flanaess, the Knights of the Hart have lately become more "aggressively defensive" in nature. These knights have a tripartite organization formed in ancient days to serve the needs of the lords of Furyondy, Highfolk, and Veluna Because these states are decentralized and thus severely threatened by sudden invasion from any quarter, the Knights of the Hart bulwark standing armies and hunt for potential threats.

Membership in the Knights of the Hart is open to commoners and nobles alike, provided each candidate is devoted to the protection of Furyondy, Highfolk, and Veluna. Further, each candidate must possess proven combat skills and have performed an act of exceptional honor, bravery, courage, and service. Since the Greyhawk Wars and Great Northern Crusade, all Knights of the Hart oppose Iuz in every way; they live to destroy him, his armies, and his empire. The order also has a long-held dislike of Perrenland, Dyvers, Nyrond, the Knights of Holy Shielding, and the Knights of the Watch, each for separate reasons.

The Knights of the Hart often serve as arbitrators of justice in the lawless areas they patrol or maintain strongholds and serve in their local governments. Over time, the knights have become involved in battles of politics - not of war - much to the dismay of some of the countries' leaders.

Knights of the Hart (Furyondy)

  • Coat or Arms Golden antlers of a field of azure.
  • Knightly Cavalier, cleric, paladin.
  • Enlisted Fighter, ranger.
    • Edicts Serve as a vanguard of defense at an instant's notice, patrol against incursions of evil. Maintain strongholds, serve in local governments, and support scouting actions. Personally mete out justice to the lawless.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Knights of Furyondy is the largest branch of the organization. In years past, they have come to the aid of Highfolk when Old Wicked’s forces attempted to seize that territory, and helped to turn the tide. For the last few years, many of the knights have become entwined in politics, trying to urge King Belvor IV to take the fight to Old Wicked. After years of pleas to the king, it now appears that the knights' wisdom is finally being heeded and none too soon. The Furyondian branch of the Knights of the Hart is becoming increasingly political, to the chagrin of the southern lords. They act to create a strong centralized authority based on the monarchy of Furyondy.

Knights of the Hart (High Forest)

  • Coat or Arms Golden antlers of a field of green. This is the same as the Knights of the Hart (Highfolk).
  • Knightly Cavalier, druid, liberator, oracle, ranger.
  • Enlisted Fighter, magus, sorcerer, wizard.
    • Edicts Serve as a vanguard of defense at an instant's notice, patrol against incursions of evil. Maintain safe points and communication channels. Patrol and scout to predict enemy raids and attacks.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Knights of the High Forest: This order's members are exclusively elves. These elves are skilled in forest skirmishing. Their numbers are few, but they are masters of guerilla warfare, able to fight much larger hordes of evil than would be possible in the open battlefield. They are on the front lines of Old Wicked’s lands, are very aware of the dependence Highfolk has on Furyondy and Veluna, and take appropriate measures to ensure the good will of their peoples' lands. The coat of arms is vert, a pair of antlers or.

Knights of the Hart (Highfolk)

  • Coat or Arms Golden antlers of a field of green. This is the same as the Knights of the Hart (High Forest).
  • Knightly Cavalier, fighter, investigator, magus, wizard.
  • Enlisted Druid, fighter, rogue, sorcerer.
    • Edicts Support the order financially and by arms. Ensure the prosperity of Highfolk and its allies. Act as the glue that holds the Order of the Hart together.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Highfolk's Knights of the Hart, made up of elite elven and half-elf warriors, represent hope to the people of the valley, and are justly celebrated as heroes. Offically a part of the Knights of the High Forest, the Highfolk branch of the order grew out of the order's financial interests, and is more mercenary and focused on commerce, some of their leaders are merchant princes in Highfolk. Highfolk's branch of the Knights of the High Forest has been scandalized by reports of financial corruption, but this is just rumors.

Knights of the Hart (Veluna)

  • Coat or Arms
  • Knightly Cavalier, cleric, paladin.
  • Enlisted Fighter, ranger.
    • Edicts Protect Veluna and the rest of the alliance. Work for peace, only go to war when forced to. Ensure the strength and prosperity of the nation.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

All ranking members of the Knights of Veluna are landowners, and the order values diplomacy and negotiation as much as it values skill with blades. Most members worship Rao, though a growing number swear to the faiths of Mayaheine or St. Cuthbert, and a few to Heironeous. The order accepts humans and halfelves. The coat of arms is sable, a pair of antlers or.

Knights of the Hart (Verbobonc)

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts Protect Verbobonc and the rest of the alliance. Patrol aggressively against incursions of darknes and the resurgence of the Temple of Elemental Evil. Defend the clergy and common people of Verbobonc to the death.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Orders of knighthood are few and small in Verbobonc, though the viscount recently sponsored a local branch of the Knights of the Hart. Though controversial (as no love is lost between the town and the Knights of Furyondy), it appears the proposal is gaining widespread public support so long as the knights were loyal first to their homeland, not to foreigners

Knights of the Watch

The early 300s CY In order to protect his holdings against Paynim threat, King Tavish I of Keoland ordered the foundation of the Knights of the Watch, built upon the basis of the Knights of the March and commanded by its leaders. This new, international knighthood quickly spread to Geoff, Bissel, and the heart of the empire, all the while retaining strong roots and key leadership in Gran March. The watchers maintain castles, fortresses and strongholds along the bord 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).

The Knights of the Watch are devotees of a near-monastic school of teachings based upon the writings of the philosopher Azmarender, who 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 daily activities, with an eye toward the traditions of battle. The Seven Precepts guide "life beyond the self," giving meaning to the world beyond the field of battle. These latter teachings 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 creation of Oerth, is known only to the Grandiose Imperial Wyvern, titular head of the knighthood (currently the ailing Hugo of Geoff (LN male human Ftr16)). The teachings are not connected with any one religion, yet they fit well into the lives of militant followers of St. Cuthbert, Heironeous, Pholtus, Allitur, and Mayaheine.

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, which gave rise to the peasant saying "frightful as a Watcher's title" to denote someone who wishes to appear more powerful than he truly is.

Knights of the Watch roam the Sheldomar Valley, protecting the interests of their nations and digging out "agents" of the hated west (a charge carrying a liberal interpretation tainted with racism against the Baklunish). The recruitment of new members is a constant and major concern. An old rivalry with the Knights of the Hart is also fueled. Curiously, the knights do not see the Valley of the Mage as a major problem area, despite periodic raids by valley elves on nearby lands. The Watchers recognize the need to deal with the giants and orcs currently occupying Geoff and Sterich. However, they view these threats as scarcely more important than the ever-present danger of the nations of the Baklunish West. This has led to a division within the order recently.

The Knights now have two branches: the traditional Knights of the Watch and the new Knights of Dispatch. The Dispatchers eschew the traditional methods of battle favored by the Watchers, frequently forming scouting parties and engaging in guerilla attacks on their enemies. The Dispatchers view the evil humanoids and giants as the more important threat to be dealt with, converting the Watcher hatred of the West to a deeper hatred of the non-humans who have killed so many Sheldomar Valley residents and destroyed so much property and land. While some Watchers despise the tactics of the Dispatchers (calling them “cowardly” and “disgraceful”), the effective leaders of both branches pledge support for each other and both recognize the same hierarchy, naming structure, and supreme leader (the Grandiose Imperial Wyvern). Both branches share the same coat of arms: a sable field with an owl displayed argent.

The Twelve Precepts of the Knights of the Watch and Dispatch. The two highest precepts are the Grand Precept and the Precept of Judgment. The other ten precepts define the behavior of a Knight, but all ten are shaped by how the two highest precepts define such behavior. Only the Knights themselves know the true wording of the Twelve, but most scholars of knightly orders agree that they are:

  • The Grand Precept: A Knight is known by his actions and will lay down his life rather than violate a Precept.
  • The Precept of Judgment: The Precepts are of mortal hand; a Knight remains true to the spirit of the Precepts and never contrives to find excuses for his actions.
  • The Precept of Duty to One’s Order: A Knight remains true to the rules of his Order and the commands of his Order’s leaders.
  • The Precept of Duty to One’s God: A Knight must remain true to the teachings of his God and those who represent his God on Oerth.
  • The Precept of Bravery: A Knight may never flee battle unless failure to do so would place his charges in mortal harm. A Knight shall not allow another to take his place before danger nor dishonor his companions by failing to allow them their rightful share of glory.
  • The Precept of Chivalry: A Knight must never doubt his prowess or his worth nor give the appearance of such. A Knight mustn’t take unfair advantage of an opponent, striving to show the righteousness of his cause by the fairness by which he fights.
  • The Precept of Deference: A Knight must pay appropriate honor to those above him and see to it that those below him witness such actions.
  • The Precept of Mannerliness: A Knight’s manner, behavior, and etiquette must be beyond reproach.
  • The Precept of Oath-Taking: A Knight must never violate an oath he has sworn nor swear an oath he cannot keep.
  • The Precept of Retribution: Knights who have broken an oath must be brought to justice.
  • The Precepts of Charity
  • The Precept of Service: The poor, oppressed, widowed, orphaned, and those seeking justice are all worthy of a Knight’s service.
  • The Precept of Property: A Knight owns nothing; he merely holds items in trust to fulfill the purpose he serves for the Order. A Knight must be generous and never seek the accumulation of wealth for its own sake.

Knights of Dispatch

  • Coat or Arms Owl displayed argent.
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Greyhawk Wars brought a new development, the division of the order into two distinct branches; traditional Knights of the Watch and the new Knights of Dispatch. The Dispatchers eschew traditional rites of battle, often forming scouting and guerilla bands to range within conquered Geoff (and, until recently, Sterich). The Knights of Dispatch have traded their hatred of the west for a deep hatred of the nonhumans who caused their homelands so much grief in the last decade. While some Watchers despise the "cowardly" tactics of this new branch, the leaders of both organizations pledge support for each other and share the same (confusing) hierarchy and titles. Both the Knights of the Watch and the Knights of Dispatch share a common coat of arms: an owl displayed argent.

Knights of the March

  • Coat or Arms Owl displayed argent.
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The order the Knights of the Watch was initially founded upon, this has now become a mere branch of that order, mainly concerned with the government of the Grand March. Grand March noble houses and government are closely entwined with a militant quasi-religious knighthood; commandant chosen every five years by vote of nobles and knights. Gran March is one of Keoland's oldest holdings, tracing its history back more than nine hundred years. Legend holds that, after the defeat of Vecna and the dissolution of his empire (placed in the northern part of the Sheldomar Valley in some accounts), the nascent Keolandish crown created an order of knights in the frontier region. The Knights of the March were ordered to bring law to the land and to quell the warring of the native Flan factions. Eventually, the leader of the knighthood was named commandant of Gran March, a title that carried with it control of the land between the Rushmoors and Lortmils.

Racial Orders

Regional Knightly Orders

These knightly orders are of only regional influence, tough members can be found adventuring in other areas.

Bogatyrs

Heroes of the ancient flan, bogatyrs are once again riding in Irisen. Allies of witches and spirits, these cavaliers are more awesome than heroic. Depending on what spirit or witch they serve, they can have widely varying powers.

Blackmoor Guard

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The archbaron's personal guard includes perhaps three score "knights" (heavy cavalry of offensive mien). All are located in the town of Dantredun, now the capital of Blackmoor. Some of these are barbarian mercenaries from the Thillonrian Peninsula, renegade Flan, or nonhuman warriors.

Iron Nation Cavalry (Rel Astra)

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Rel Astra has its own knights, the Iron Nation cavalry. Clad in regalia of black skulls, these professional warriors serves as the lich lord's elite guard.

Knights of Medegia

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

An order of knights tied to the old archclergy of Medegia and the church of Pholtus, the land of Mediga is today occupied by undead and most of the mebers of this order are undead. Membership in this order could be bought, ensuring the higher ranks were rich nobles more interested in the wealth and power of the order than valiant deeds of arms.

Nyrond Guard

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Sable Marines

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Gynocracy

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever the cavalier uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

In Hardby, the female wizards, knights, and nobles restored the sovereignty of the gynarchy, though by tradition the title of gynarch belonged to House Yragerne. Therefore, the women of Hardby named their new ruler the despotrix, ruling over a domain extending from the lower Selintan to the Abbor-Alz.

Order of the Golden Sun

Order of the Golden Sun founded in -45 CY on the site of Azharadian's death in Onnwal. (Dragon #293 p.92)

Religious Orders

Blades of Kelanen

Order of the Hammer of Kord

Order of the Penitent of St Cuthbert

Order of the Scales of Pelor

Order of the Seal of Moradin

Order of the Shroud of Celene

Order of the Shield of Velnius

Order of the Staff of Boccob

Order of the Star of Hieroneous

Order of the Tome - Deleb and Lirr

Order of Vengeance of Hextor

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