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game_systems:hero:kith_dalton:things:religions:knights_nathar

History

The Knights Nathar date back to the tail end of the Keldish empire. They were founded by St. Nathan as a force of holy soldiers to stand against the growing unleashed of that era. The order soon lost its leader, but survived, and spread across West Auster in pursuit of the Unleashed demons.

Today, the Knights Nathar are in every region, and are the largest martial religious order in West Auster. They often have an uneasy alliance with the Church, as they do not answer to the Vizier directly. However, this does not prevent them from having a triple strength company, lead by three Paladins protecting the Vizier ‘s Keep in Keld. ‘ Their martial nature tends to place them at odds with the Order of St. Anne, who dislike the Knights who kill others in their pursuit of justice. Most secular governments are on better grounds with the Knights, as they are instrumental in policing roads and travel ways, and they strictly abide by their neutrality when it comes to taking sides with a government. Highly oppressive governments, however, have found themselves on the wrong side of the Knights in the past, and thus tyrants will often try to eliminate any Knights in their regions, and have met with varying success over the years.

The Kings of Kith Dalton have a long, positive relationship with the Knights, who have aided against barbarian invasions, and have twice stopped outbreaks of Unleashed in their tracks. Camden has a large company of the Knights Nathar housed outside its walls.

Knights Nathar lead lives of routine combat, and even with access to healing hands, their lives are often cut short. This goes double for Champions who often find themselves lead into the most dangerous of missions.

Structure The Knights are organized into companies, lead by Knight-Captains. Each Company usually has 50-100 Knights, including 2-4 Knight- Lieutenant. A company will also have about 20% of its members with a Knight Apprentice, who is in training to be a Knight. All knights are training to have

Paladins are those Knights who show supernatural gifts. These include the Paladins, Grand Paladins and Champions. The upper, inter-company leaders are all Paladins, with each region lead by a Grand Paladin. A council of the 5 Grand Paladins (one for a Region of West Auster, and one for pagan regions) lead the Knights Nathar.

Champions are special, and very rare. They may or may not have the powers of a Paladin, but have some sort of inner voice the speaks to them, leading them on holy missions. Champions have their own missions, and while they technically outrank even the Grand Paladin council, there has never been a disagreement where this has been an issue. The faith of the higher level knights tends to give them the same sense of vision and purpose.

Ranks Champion Grand Paladin Paladin Knight-Captain Knight-Lieutenant Knight-Apprentice Knight-Applicant (6 month application period before formal oath)

Knight ‘s Faith Note: Religious “Spells” do not always require a Skill roll or “Faith ‘ Roll Cost Name Effect End Casting Time 6 Knight ‘s Faith 5 pts. Mental Def, 5 pts. Resistance 0 0 phase 5 Healing Hands 3d6 Aid using healing effect (4th Ed.) 1 charge per person per day 6 full phase

Paladin ‘s Mark Note: Religious “Spells” do not always require a Skill roll or “Faith ‘ Roll Cost Name Effect End Casting Time 6 Greater Healing 3d6 Aid v any stat. Regrows Limbs, only to starting. 5 pts. Week*. Serious Drain to End and Stun as automatic side effect. 3 charges a day. 28 1 hour

7 Sense Demons Sense Demons, ranged 0 0 phase

Package Deal and more spells Forthcoming

game_systems/hero/kith_dalton/things/religions/knights_nathar.txt · Last modified: 2019/11/17 16:13 by Andrew Christian