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Dragonknights of Shalott
Dragonknights of Shalott serve the Crown and the people of Shalott. They are trained in court etiquette as well as law, and the use of weapons. The High Druids are regularly called in to ascertain their loyalty to guard against magical influences, or imposters posing as real knights. Dragonknights speak with authority, and can always gain audience to any royal or court personage (though they will face penalties for frivolous use of this benefit). Though most Dragonknights are combat-classed, it is open to all classes. Bards, Rangers, Priests, and Vindicators as well as Paladins often become dragonknights.
Their weapons are often steel and bronze, acid washed to give a very particular look to them that only dragonknights use. Armor, regardless of what material it is made of, always has bronze ornamention and accents. A bronze dragon rampant, one set of claws clutching a white pearl, is emblazoned upon their armor or shield.
Knights Bronze are the dragonknights assigned to the royal family. These are the bravest, most loyal dragonknights and it is a high honor to be given this title. They wear small, bronze pendants, each shaped like the clawed hand of a dragon. This is a magical passkey, that permits passage into any royal keep or home as well as access to any member of the royal family. Each Knight Bronze has 2 dragonknights assigned to him as "understudies", which often become bodyguards when needed. They also are given rings that confer them with immunity to electricity. All Knights Bronze are NPC's.
Royal Heralds
The Royal Heralds serve as eyes and ears of the Crown. They report directly to High Judge Luvell, the Heralds travel far and wide gathering information as they go. Most people see the Royal Heralds as little more than a group of diplomats, messengers and errand-runners, and that's exactly how the Heralds want it.
No one person knows all the Herald's identities, but it is believed the group numbers 100. Some Heralds are assigned "internal duties", meaning that they restrict their activities to within the kingdom. These Heralds watch for potential insurgency, foreign spies, corruption and other issues. They pose as minor officials, traveling merchants, performers or even adventurers depending on the task and area.
The majority of Heralds are assigned to "foreign affairs". These Heralds travel to foreign countries and kingdoms far and near, where they use their formidable skills to learn the kingdom's secrets, deliver clandestine messages, rescue prisoners, or anything else that is needed. Most carry a title such as "emissary" or "ambassador" that helps them get into foreign courts. Those working incognito might pose as traders, wealthy travelers or even minor royalty.
Heralds can go without contact for months or even years, so they are left to their own devices and skills. Bards and rogues make the best Heralds, but they employ plenty of fighters, monks and rangers and maybe a few priests, or arcane sorts. Druids, paladins, and brawlers tend to make terrible Heralds. Heralds work in complete secrecy. Those who survive the first few years live in moderate luxury, and those who retire after many years of service find themselves well compensated for their loyalty and bravery.
Battlepriests
Battlepriests of Shalott are an integral part of the army of Shalott, and work very closely with the dragonknights, even staying in the same quarters with the dragonknights. Battlepriests focus on spells that bolster the knights, such as rallying cries to war, healing magics, and benefits of their wisdom and knowledge. They are expert alchemists and use their skills to brew curative potions. They also assist with magic the movement of the knights across rocky terrain.
Warmages
The Shalott warmages are some of the most respected battle mages in all of Tenebrus. Trained by experienced combat mages, they bring great power to the battlefield in the war against any enemy. Since their creation, they have been one Shalott's most effective tools against subversion by foreign or hostile powers. The road they must travel to achieve such ends is long, difficult, and often lonely, but the special people who follow this path are made of the stuff that can endure such hardships. Their reward? The respect of their peers and the people of Shalott, and the gratitude of kings.
Most warmages serve the Kingdom of Shalott directly, and that duty rarely allows adventuring. Still, some warmages work more proactively, - seeking out potential threats to Shalott and rectifying them before the situation merits greater attention.
Training and Recruitment
All new recruits (most of whom are children) were taken in as Shalott combat mages. From there, only a select few would be invited to study at the Warmage's Academy and become a Warmage.
If selected, the recruit became the apprentice of an established Warmage, which was considered to be a high honor. Training took five years, during which time about half of the candidates dropped out due to the high standards required. Once the five years had been completed successfully, the candidate earned the "Battlemage" title.
Although new recruits were mostly children, adults occasionally petitioned the Warmages to be trained. Most requests were met with suspicion, but provided the candidate could show genuine motive, such as demonstrating a new and useful spell, he or she could potentially become an apprentice.
On completion of apprenticeship and earning the "battlemage" title, some candidates requested sabbaticals in order to travel the world and study magic in more detail, aiming to bring back knowledge that would strengthen the organization.
Each Warmage Commander [NPC's Only] is given a Commander's Ring. A commander's ring is a magic +2 Defense against Magic Attack ring that is made by the Warmages of Shalott for their military commanders. Three times a day each, the ring can produce the effects of daylight, feather fall, knock and wall of force, but only when the correct command word is uttered. The wearer is able to detect any Dragonknight rings within 100 feet (30m), but this power of detection is blocked by stone, metal, wood or other solid boundaries.
Warmages of Shalott normally choose a leather overcoat as their armor, this is made of high quality , supple leather that has numerous pockets within the coat that can stash spell components, as well as two wand sheaths upon each side hidden within the inside of the coat for easy access.
Council Mage
This is a group of arcane spellcasters that advise the Crown on matters pertaining to magic and magical threats, they also provide magical defense and magic items and hunt down renegade magic users.
Royal Scouts
The Royal Scouts are an elite group of scouts that serve the Crown. They assist in patrols with the dragonknights, and serve as messengers. They are often adventurers, and heroes. Stealth and survival skills are important, so many are rangers, though nobles, fighters and even rogues have become scouts.
The Galloglas
Each chief of a clann has their own group of warriors to protect their clann and chief. Galloglas warriors can come from any rank of life, and there are some noble families that are well known as professional warriors. When clanns war for land or during rivalries, it is the galloglas warriors that fight each other. A galloglas primarily fights with a greataxe or greatsword that their Chief has gifted them. Side arms included the longsword, shortsword and dagger. A chain shirt, or chain mail along with a draping of the clann colors is worn. [These are NPC]
The rank system for the Galloglas is such:
The Steel Knights
The Steel Knights are a sub-division of the Dragonknights of Shalott. They are commissioned to serve as guards to the current power in each city of the kingdom. This has caused many loyalties to shift from the Bronze Court to the Clann Chieftains that they now serve.
Notable Steel Knights
"Steelfang"
A Steel Dragonborn who stepped away from his duties as a Dragonknight in order to embrace the path of the druid whole-heartedly. As a druid he is well known for making his fangs as strong and burnished as steel. Known by the Bronze Court by his actual name - Daithi Cruaidh. Some of the early defectors among the Steel Knights , especially from his lineage, took to honoring him by replacing their Family Names with "Steelfang", much to his chagrin.
Brigid
A Steel Knight native to Sleego and none too happy about her placement there. While she carries out her duties at the order of Clan Cassidy she remains loyal to the Bronze Court.
Dragonknights of Shalott serve the Crown and the people of Shalott. They are trained in court etiquette as well as law, and the use of weapons. The High Druids are regularly called in to ascertain their loyalty to guard against magical influences, or imposters posing as real knights. Dragonknights speak with authority, and can always gain audience to any royal or court personage (though they will face penalties for frivolous use of this benefit). Though most Dragonknights are combat-classed, it is open to all classes. Bards, Rangers, Priests, and Vindicators as well as Paladins often become dragonknights.
Their weapons are often steel and bronze, acid washed to give a very particular look to them that only dragonknights use. Armor, regardless of what material it is made of, always has bronze ornamention and accents. A bronze dragon rampant, one set of claws clutching a white pearl, is emblazoned upon their armor or shield.
Knights Bronze are the dragonknights assigned to the royal family. These are the bravest, most loyal dragonknights and it is a high honor to be given this title. They wear small, bronze pendants, each shaped like the clawed hand of a dragon. This is a magical passkey, that permits passage into any royal keep or home as well as access to any member of the royal family. Each Knight Bronze has 2 dragonknights assigned to him as "understudies", which often become bodyguards when needed. They also are given rings that confer them with immunity to electricity. All Knights Bronze are NPC's.
Royal Heralds
The Royal Heralds serve as eyes and ears of the Crown. They report directly to High Judge Luvell, the Heralds travel far and wide gathering information as they go. Most people see the Royal Heralds as little more than a group of diplomats, messengers and errand-runners, and that's exactly how the Heralds want it.
No one person knows all the Herald's identities, but it is believed the group numbers 100. Some Heralds are assigned "internal duties", meaning that they restrict their activities to within the kingdom. These Heralds watch for potential insurgency, foreign spies, corruption and other issues. They pose as minor officials, traveling merchants, performers or even adventurers depending on the task and area.
The majority of Heralds are assigned to "foreign affairs". These Heralds travel to foreign countries and kingdoms far and near, where they use their formidable skills to learn the kingdom's secrets, deliver clandestine messages, rescue prisoners, or anything else that is needed. Most carry a title such as "emissary" or "ambassador" that helps them get into foreign courts. Those working incognito might pose as traders, wealthy travelers or even minor royalty.
Heralds can go without contact for months or even years, so they are left to their own devices and skills. Bards and rogues make the best Heralds, but they employ plenty of fighters, monks and rangers and maybe a few priests, or arcane sorts. Druids, paladins, and brawlers tend to make terrible Heralds. Heralds work in complete secrecy. Those who survive the first few years live in moderate luxury, and those who retire after many years of service find themselves well compensated for their loyalty and bravery.
Battlepriests
Battlepriests of Shalott are an integral part of the army of Shalott, and work very closely with the dragonknights, even staying in the same quarters with the dragonknights. Battlepriests focus on spells that bolster the knights, such as rallying cries to war, healing magics, and benefits of their wisdom and knowledge. They are expert alchemists and use their skills to brew curative potions. They also assist with magic the movement of the knights across rocky terrain.
Warmages
The Shalott warmages are some of the most respected battle mages in all of Tenebrus. Trained by experienced combat mages, they bring great power to the battlefield in the war against any enemy. Since their creation, they have been one Shalott's most effective tools against subversion by foreign or hostile powers. The road they must travel to achieve such ends is long, difficult, and often lonely, but the special people who follow this path are made of the stuff that can endure such hardships. Their reward? The respect of their peers and the people of Shalott, and the gratitude of kings.
Most warmages serve the Kingdom of Shalott directly, and that duty rarely allows adventuring. Still, some warmages work more proactively, - seeking out potential threats to Shalott and rectifying them before the situation merits greater attention.
Training and Recruitment
All new recruits (most of whom are children) were taken in as Shalott combat mages. From there, only a select few would be invited to study at the Warmage's Academy and become a Warmage.
If selected, the recruit became the apprentice of an established Warmage, which was considered to be a high honor. Training took five years, during which time about half of the candidates dropped out due to the high standards required. Once the five years had been completed successfully, the candidate earned the "Battlemage" title.
Although new recruits were mostly children, adults occasionally petitioned the Warmages to be trained. Most requests were met with suspicion, but provided the candidate could show genuine motive, such as demonstrating a new and useful spell, he or she could potentially become an apprentice.
On completion of apprenticeship and earning the "battlemage" title, some candidates requested sabbaticals in order to travel the world and study magic in more detail, aiming to bring back knowledge that would strengthen the organization.
Each Warmage Commander [NPC's Only] is given a Commander's Ring. A commander's ring is a magic +2 Defense against Magic Attack ring that is made by the Warmages of Shalott for their military commanders. Three times a day each, the ring can produce the effects of daylight, feather fall, knock and wall of force, but only when the correct command word is uttered. The wearer is able to detect any Dragonknight rings within 100 feet (30m), but this power of detection is blocked by stone, metal, wood or other solid boundaries.
Daylight: The ring sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that
Feather Fall: The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
Knock: The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like.
Wall of Force: The caster may use Wall of Force to produce an invisible wall of force for protection of self or ally, causing no damage to be taken from an attack. Though this can be used 3 times a day, it can only be used once per combat.
Warmages of Shalott normally choose a leather overcoat as their armor, this is made of high quality , supple leather that has numerous pockets within the coat that can stash spell components, as well as two wand sheaths upon each side hidden within the inside of the coat for easy access.
Council Mage
This is a group of arcane spellcasters that advise the Crown on matters pertaining to magic and magical threats, they also provide magical defense and magic items and hunt down renegade magic users.
Royal Scouts
The Royal Scouts are an elite group of scouts that serve the Crown. They assist in patrols with the dragonknights, and serve as messengers. They are often adventurers, and heroes. Stealth and survival skills are important, so many are rangers, though nobles, fighters and even rogues have become scouts.
The Galloglas
Each chief of a clann has their own group of warriors to protect their clann and chief. Galloglas warriors can come from any rank of life, and there are some noble families that are well known as professional warriors. When clanns war for land or during rivalries, it is the galloglas warriors that fight each other. A galloglas primarily fights with a greataxe or greatsword that their Chief has gifted them. Side arms included the longsword, shortsword and dagger. A chain shirt, or chain mail along with a draping of the clann colors is worn. [These are NPC]
The rank system for the Galloglas is such:
Clann Warrior - Gifted a weapon by the Chief.
Hero
Champion - Must defeat any member of an enemy clann in single combat once a month or move back to Hero.
The Steel Knights
The Steel Knights are a sub-division of the Dragonknights of Shalott. They are commissioned to serve as guards to the current power in each city of the kingdom. This has caused many loyalties to shift from the Bronze Court to the Clann Chieftains that they now serve.
Notable Steel Knights
"Steelfang"
A Steel Dragonborn who stepped away from his duties as a Dragonknight in order to embrace the path of the druid whole-heartedly. As a druid he is well known for making his fangs as strong and burnished as steel. Known by the Bronze Court by his actual name - Daithi Cruaidh. Some of the early defectors among the Steel Knights , especially from his lineage, took to honoring him by replacing their Family Names with "Steelfang", much to his chagrin.
Brigid
A Steel Knight native to Sleego and none too happy about her placement there. While she carries out her duties at the order of Clan Cassidy she remains loyal to the Bronze Court.