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Appendices
As described in Chapter Two, the Knights of Solamnia have members assigned to posts across much of Ansalon. Basic information on the best known circles of Solamnic Knights appears in this appendix. Each circle's entry includes a brief description of its Senior Knight, its wealth score, and a note about the local situation. The Solamnics establish circles only in settled areas, and there are none south of Haven or east of Lemish. Castle Eastwatch (Wealth 5) Castle Eastwatch was the Knights' outpost where Sturm Brightblade and Sir Derek Crowngard brought the Dragon Orb recovered from the Icewall during the War of the Lance. Currently, this circle's garrison keeps watch over the White Dragon and stands ready to aid Silvamori and Qualimori, should the need arise. Riva Silverhlade: Human elder female, impulsive demeanor, Champion. Location: West coast of Southern Ergoth, Gellidus's realm. Castle Uth Wistan (Wealth 9) The Knights stationed at the Order's headquarters - Castle Uth Wistan and nearby Whitestone Glade - form the Grand Circle. The Uth Wistan family still owns the castle proper, but a series of extensions and outer works have sprung up around the ancient fortress to provide administrative space.
Liam Ehrling: Human elder male, commanding demeanor, Hero, 2 Location: Southwestern Sancrist Isle, realm of Gunthar. Gwynned (Wealth 6) The Knights have made Gwynned into a fortified port town with a large garrison capable of defending against a siege of almost any length. This force can move quickly by land or sea to any trouble spot along the coasts of western Ansalon. Sir Creigh Markward is quite young to head such a key circle; his Knights are very proud of him. Creigh Markward: Human young adult male, motivated demeanor, Master. Location: Southwestern portion of Northern Ergoth, realm of Ergoth. Hargoth (Wealth 3) The circle in Hargoth operates clandestinely to support Knights in Palanthas by gathering information, shipping supplies, and providing an escape route for those in danger of capture. Hargoth has no actual outpost, just several temporary dockside hideouts. Robinia Rauxnuur and those under her command move frequently. They know every inch of Hargoth's waterfront, as well as secret overland routes to Palanthas. Robinia Rauxnuur: Human young adult female, cautious demeanor, Champion. Location: Northern Coastlund, realm of Khellendros. Haven (Wealth 5) Rumor has it that Sir Ancell Brightblade, leader of the circle in Haven, is the illegitimate son of Sturm Brightblade, a Hero of the Lance. In fact, Ancell's grandfather was Sturm's cousin - Ancell is much too young to be Sturm's child. The Knight endures gossip about his family with good humor, however. His circle has built a small castle, from which the Knights watch the Qualinesti border and guard the road to Solace. Ancell Brightblade: Human adult male, calm demeanor, Champion. Location: Just north of Qualinesti, realm of Abanasinia. Lemish (Wealth 4) The Knights established an outpost in Lemish shortly after the Council of Last Heroes. The city had previously been occupied by several wings of Knights of Takhisis. While the common folk definitely prefer the Solamnics, a substantial minority advocates complete independence from Solamnia. The garrison and fortifications here form the Knights' main defense against invasion from the goblins of Throt to the east. Genia Castlemore: Human adult female, cantankerous demeanor, Champion. Location: East of Kaolyn, west of Throt, realm of Solamnia. Merwick (Wealth 3) A small castle in the port of Merwick helps the Knights at Castle Eastwatch patrol the strait between the isle of Cristyne and Southern Ergoth. The garrison stands ready to support Castle Eastwatch if Gellidus or his minions attack. The Knights of Merwick also help the Kagonesti fend off attacks from the giants and ogres living in the mountains. The Senior Knight serves as the Knighthood's chief diplomat to the Kagonesti elf exiles living on Cristyne. Ginervra Northwell: Human adult female, compassionate demeanor, Adventurer. Location: East coast of the isle of Cristyne, realm of Gunthar. North Keep (Wealth 3) The Solamnic circle at North Keep is the hereditary demesne of the Mantilla family. Owen Mantilla - while not yet the warrior his father, Gustave, was - has a cheerful and open manner that makes him far more popular than his sire. (Nordmaar's capital is also called North Keep.) Owen Maritilla: Human middle-aged adult male, gregarious demeanor, Adventurer. Location: North coast of the New Sea, realm of Abanasinia. Palanthas (Wealth 4) The circle at Palanthas is the largest, most active clandestine Solamnic group. Acting on information supplied by Palin and Usha Majere, the Knights have carefully insinuated themselves into every aspect of the occupied city's life. Sir Eben Colfax, its commander, poses as a wealthy socialite who could care less about who controls Palanthas, so long as the city is spared destruction. The Knights use the city's sewer system to move about secretly - much to the chagrin of local thieves - and have either disrupted or coopted most of the underground network the Knights of Takhisis once maintained in the city. Eben Colfax: Human adult male, courageous demeanor, Master. Location: On the Bay of Branchala, realm of Khellendros. Qualimori (Wealth 2) The Knights have maintained a small outpost in the elf city of Qualimori ever since the close of the War of the Lance to keep up diplomatic ties and help protect refugees moving between Qualinesti and Southern Ergoth. With the occupation of Qualinesti by Beryllinthranox and her Dark Knight agents, relations between the elves and the Solamnics have grown strained. The garrison's chief duties are assisting the elves with defense and keeping an eye on Gellidus. Buiron Orne: Human adult male, demanding demeanor, Adventurer. Location: On Thunder Bay in Southern Ergoth, realm of Gellidus. Ravenshadow's Keep (Wealth 4) The Knighthood's mountain fortress of Ravenshadow's Keep guards the Kaolyn dwarves' underground city of Garnet. Patrols from the Keep guard all the key mountain passes to keep them clear in the event of an invasion. The Knights and the local dwarves also organize caravans that keep steel, silver, and copper flowing from Garnet to Solamnia and Abanasinia. Couriers mounted on pegasi maintain regular contact with Solanthus and Lemish. Heall Molton: Human middle-aged male, reserved demeanor, Champion. Location: Garnet Mountains west of Lemish, realm of Solamnia. Sanction (Wealth 4) The clandestine circle at Sanction is the Order's easternmost outpost, established during the War of the Lance, when Whitestone forces occupied the city. As the Solamnic Knights ceded Sanction to the Dark Knights at the Council of Last Heroes, they are not to interfere when the Knights of Takhisis take the city.Several years ago, however, a group of hot-headed young Knights joined a group of equally impetuous Legionnaires and attempted a raid on the Dark Knight army surrounding the city. All the raiders were killed, and the Grand Master was forced to declare that the Knights had disobeyed their orders. Since then, the Knights have returned to Sanction secretly, ostensibly to keep watch on the dark paladins. Karine Thasally: Half-elf young adult female, confident demeanor, Champion. Location: In the Khalkist Mountains on the eastern shore of the New Sea. Schallsea (Wealth 5) The Knights have charged Camilla Weoledge, a self-made adventurer who won her spurs during the Dragon Purge, with the defense of Schallsea and the safety of Goldmoon and the Citadel of Light. She has taken to her duties with relish. Camilla Weoledge: Human adult female, stubborn demeanor, Master. Location: Port on Schallsea's western shore. Silvamori (Wealth 2) The Knights founded their Silvamori circle after the War of the Lance to foster goodwill and cooperation with the Silvanesti. The elves, however, have never been anything but aloof and coldly polite to them. The garrison keeps a lookout for any hostile moves from Gellidus and tries to stay out of the elves' way as much as possible. Terrye Pontuwurt: Human adult female, merciful demeanor, Adventurer. Location: On Thunder Bay in Southern Ergoth, realm of Gellidus. Solace (Wealth 4) The Solamnics consider Solace a city of great importance, as it is the childhood home of Sturm Brightblade - one of the most renowned Knights in recent memory - and the site of the Tomb of the Last Heroes. The Knights of Solace guard the Tomb around the clock and assist the city watch with defense and security. Undoubtedly, they also monitor the activity at the Legion of Steel headquarters, also located in Solace. Brawls between rowdy young Legionnaires and quick-tempered young Knights once were fairly frequent, but today the Knighthood takes care to post only seasoned, level-headed Knights to this circle. Clive Ocre: Human adult male, serious demeanor, Champion. Location: In the Sentinel Peaks north of Haven, realm of Abanasinia. Solanthus (Wealth 9) The circle at Solanthus is second in importance only to the Grand Circle at Castle Uth Wistan. However, the Knights remain painfully aware that Solanthus, the capital of Solamnia, has fallen to enemies twice: once during the War of the Lance and again to Lord Ariakan. Vowing not to let the capital fall again, they raised new fortifications that rival any on Ansalon. Solanthus is the base for the Knighthood's defenses on mainland Ansalon, and this circle's Senior Knight - a Warrior Lord - commands Solamnia's defense. Matelda Bretel: Human elder female, imperial demeanor, Hero. Location: North of Garnet range in Heartlund, realm of Solamnia. When a player or Narrator doesn't want to use the standard armies in Chapter Five, he can create custom armies. All he needs is paper and pencil, though a caclulator will help speed the process and reduce arithmetic errors. Base Power To figure a new army's Base Power, first determine how many creatures are in the army and what type of creatures they are. Then multiply the Coordination and Physique scores of every individual creature in the army and add all the values together. (To find a hero's Coordination, figure the average of his Agility and Dexterity ability scores; Physique is the average of a hero's Endurance and Strength.) Round all fractions down after multiplying. For example, say Zuzaan, a Knight of Takhisis, is a hero and army commander. Zuzaan: Human female adult, brutal demeanor, Master, Ag 6C, Dx 5C, EN 7A, St 8A, Re 5C, Pe 7A, Sp 6C, Pr 7A. Zuzaan would contribute 41 points to her army's base power:
- Ag 6 + Dx 5 = 11 - 2 = 5.5 Coordination.
If Zuzaan led the army of Dark Knights, brutes, and draconians used as an example in Chapter Five, the base power calculations would be as follows:
Average Coordination To determine an army's Average Coordination, add up the Coordination scores of all the creatures in it who are maneuvering and divide by the number of creatures. Only individuals actually involved in movement contribute their values; troops riding mounts into battle are not included in the calculation, only their mounts are. Round all fractions of 0.5 or less down, round fractions of more than 0.5 up. The calculation for Zuzaan's sample army would be as follows:
Then, find the average (total Coordination divided by number of creatures): 2,969 / 411= 7.22, rounded down to 7. Average Coordination 7 Average Physique To determine an army's average Physique, add up the Physique scores of all the creatures in it and divide by the number of creatures Round all fractions of 5 or less down, and round fractions of more than 0.5 up. The calculation for the sample army would be as follows:
Then, find the average (total Physique divided by number of creatures): 6173 / 512 = 12.06, rounded down to 12. Average Physique 12 Command Score As noted in Chapter Five, an army s command score is equal to its commander s Presence score. The sample army s commander, Zuzaan, has a Presence score of 7, giving the army a command score of 7 as well. Command Hand Chapter Five explains that the player of the army commander discards his hero s Hand of Fate at the start of a mass combat and draws a Command Hand equal in size to his normal Hand of Fate. Due to her reputation of Master, Zuzaan earns her player a Command Hand of six cards to resolve the actions of her army. Final Power As described in Chapter Five, the army commander s Presence code modifies the army s base power. Because Zuzaan has a Presence code of A her army receives a bonus of one quarter its base power In this case, multiplying the base power by 1.25 yields the final power rating (round all fractions down) Base power 39485 x Presence modifier 1.25 = 49356.25 rounded down to 49356. Final power (no fortification) 48168. An army's base power is also adjusted if it emoys the benefits of a fortification If Zuzaan s army occupied a fortified city, it would gain a bonus of 10000 points to its base power (see the description on page 84) 49356 + 10000 = 59356. Final power (with fortification) 59356
+ Requires only one hand to use.
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