Knights have always held an important place in the Empire—in fact, exemplars of their skills and devotion existed in Rûl long before the Kalasans arrived. A breed of combatant bound by certain principles and expectations of behavior, knights were warriors paramount, being true champions of the lords and ladies they served.

They proved their worth on the battlefield, clad in plate, armed with lance and shield, charging into battle astride powerful steeds. They could ride down infantry and skewer vile monsters with their lances.

And off the battlefield, most knights were paragons of courtesy and honor, their code of conduct guiding them through any situation. Even though new developments in arms, such as the emergence of gunpowder, threaten to make their kind obsolete, knights still roam the Empire’s lands, righting wrongs, fighting for the innocent, and dispensing justice wherever they travel.

While most knights are valiant and principled, not all are. Some knights are little better than mercenaries, selling their swords to whoever can afford their price, while others live as robbers, using their arms and fighting skills to take what they want. Then again, not all people who become knights have backgrounds in courtly training. Some might be noble warriors from primitive societies, fierce protectors who seek to right wrongs, or holy men and women who have taken up arms to fight in the name of their gods.

Level 3 Knight

Attributes Increase two by 1
Characteristics Health +5
Languages and Professions You speak another language, learn to read and write a language you know how to speak, or add an academic profession to your list of professions.
Armor Specialization While wearing medium or heavy armor, you gain a +1 bonus to Defense.
Devastating Charge When you charge, your attack deals 1d6 extra damage or 2d6 extra damage if you are riding another creature
Warding Shield If you are armed with a shield when a creature attacks another creature within your reach, you can use a triggered action to impose 1 bane on the triggering creature’s attack roll.

Level 6 Knight

Characteristics Health +5
Chivalry When a creature within your reach would take damage, you can use a triggered action to halve the damage the creature would take.
Inspire Courage You make challenge rolls to resist or remove the frightened affliction with 1 boon. As well, you grant 1 boon on such rolls made by creatures you choose who can see you and are within short range.

Level 9 Master Knight

Characteristics Health +2, Power +1
Knightly Resolve When you become injured or incapacitated, you can use a triggered action to heal damage equal to your healing rate. Once you use this talent, you must wait until you complete a rest before you can use it again.