Outdated but relevant to Dungeon Masters
This information is 20 years old in the current timeline of the World of Legon timeline. This could be useful for other DM’s looking for NPC’s or an idea of a “knights of the Round Table.” Sir Jeramiah is now King Jeramiah of Camerondale. Plugr Stotz is a semi-retired Knight and works closely with the Royals. Camerondale still has the Knights, but this is not them. NOTE: I am trying to bring it into D&D 5e, so bare with me.
There is only 6 Knights, but Sir Jeramiah is already one, so that leaves 5. With there fighting skill being top notch, they now can cast 2 spells per day (Bless, Cure Light Wounds, Hold Person or Detect Evil). Each knight has to have proved his valor in battle; in another words, a very experienced fighter that has some weight to his name. To become a Knight requires a year of training, blessings and community work.
Their names forthcoming:
Sir Jeramiah
(20th Level Paladin, Oath of the Crown, AC: 22 HP: 190 Damage: 1d12 + 4, four attacks per round)
Sir Jeramiah is an old school Paladin, that is a forefather of this city and its many successes and failures. Sir Jeramiah is older. Sir Jeramiah was born with strength and beauty. He is very thoughtful, forgiving, friendly and yet forceful and commanding. He is now the King of Camerondale, and also one of its knights. Sir Jeramiah is only a honorary Knight, and does not go unto battle no more, he is a king and kings do not fight (much to his displeasure).
Wansor McBane
(18th level fighter; Cavalier AC:20 HP: 144 Damage: 1d12+3, three attacks per round)
Wansor is Sir Jeramiah’s close friend and battling companion. These two have gone on many an expedition. McBane is the Head Knight in Camerondale and is the leader of the 6 Knights. Wansor is a 54-Year-old Human who has 10 or so fighting years left in him. He is funny, outgoing, passionate & headstrong. Wansor does not believe that the sword should right everything, but conversation and agreement are more a powerful thing.
Viktor Grawken
(14th level Fighter, Rune Knight AC:19 HP: 94 Damage: 1d12+3 Dual attacks)
Viktor and the other 3 knights are definitely a step down in skill and experience. They are capable fighters none the less. The training has not really affected Viktor spiritually, but understands the importance of Animax and its way. Viktor came from Maxville of Maxmillion Mountains. He is friendly, polite, shy & headstrong. Viktor believes that justice should be swift, and unforgiving. Eye for an Eye.
Rangskull
(15th level Barbarian; Path of the Battlerager AC: 20 HP: 120 Damage: 1d12+7, triple attacks – Rage: double all damage)
Rangskull is ¼ minatour, ½ human & ¼ hill giant. He was an experiment of a sick alchemist in the western realm. Rangskull is 7’ tall, and weighes 350. He was only one of few success stories of this horrible tale of crossbreeding. His mother died at childbirth, and his father is unknown. Rangskull harbors Human attributes in Intelligence & Charisma (15 & 16) and has exceptional strength (20) and Constitution (18). His life expectancy is 400 yr. Rangskull is 28, and has fought all his life to get where he is today. Rangskull is a converted barbarian turned fighter, but felt he needed better direction and applied for knight hood. He is the only knight not to carry a shield and that is because he wields a huge two handed sword that can inflict enormous amounts of damage on an individual. Rangskull has exceeded anyone expectations in his spirituality, ambition and his love for the City that has brought him safety and happiness. He is loud, proud, ambitious and quick to draw. Outside of action Rangskull believes everyone should be treated fairly and treated equal.
Plugr Stotz
(20th level paladin; Oath of Glory AC:22 HP: 180 Damage: 1d12 +4 Four attacks.)
Plugr is a faulty switch waiting to blow. A hot head, quick to judge kind of guy his training has been personified. Plugr almost failed the Knighthood, and his religious training. Plugr fighting ability is exceptional, and rarely loses a fight if ever, but his temper will surely get him killed. His rise to the top has been kind of easy for him as Sir Percy Bassbinder was his Uncle, and was groomed to become a city official. Somewhere down the way though Plugr became and angry man. Only now with his training has he been able to control it somewhat. He has a bad temper, and is witty, proud & bold. Rangskull and Plugr are in the same boat when it comes to justice, if not in action they should be treated fairly.
Ferrell Danamarra
(8th Ranger/9th level Cleric, AC:18 HP: 120 Damage: 1d10+2 Dual attacks)
Ferrell is the only female knight in Camerondale. She has exceptional strength for a female, and her loyalty to Camerondale and Animax are second to none. Ferrell is a common elf, and was brought up in many villages around Camerondale and its earlier cities. All of the villages she lived in was either burned or pillaged frequently. Her parents and family were killed in one of the last raids, and she escaped to Camerondale where she began her quest to help defend the city. She has embraced the Knight training and has passed with flying colors. She uses a Composite Long bow first and then resorts to a BlueSteel Long Sword +1 after. Ferrell is outgoing, quiet, polite & considerate. Her upbringing has given her the drive to do anything she wishes, and she plans on doing anything and everything she can to maintain peace and prosperity to Camerondale. Her profile sheet can be found in the final appendix in this module.
Ventor Cambridges
(13th level Fighter: battlemaster, AC: 20 HP: 109 Damage: 1d12+3 triple attack)
Ventor was the 2nd choice in the 6th knight. Another knight hopeful failed half way through so Ventor, Knight in waiting was chosen to proceed him. Son of Joshua (Camerondales Masonry) and deeply religious, Ventor passed the religious tests with ease, but has struggled with the fighting. An accomplished fighter, he tends to shy from violence and keeps to himself. He was a 5th level Cleric when his Battle proficiency changed to Knighthood. He is quiet, shy, deeply religious and very polite. Ventor believes that compromise and persuasion is the key to peace and happiness, and fighting is an absolute last resort.
Tid-Bits on the Knights…
The Knights form a well-rounded group. Each knight has an equal say in council. The knights have yet to prove anything to anyone yet, due to the fact they are brand new to Camerondale. They will form a battling party that no one can match. The Knights stay pretty much to the Main castle and to the inner wall. The Knights deal with extreme crime cases in Camerondale and guarding caravans to and from important situations. Each Knight wears a full platemail made of BlueSteel metal, and carries some magical weapon of their choice. They also have very large BlueSteel shields (BlueSteel Plate armor works as normal plate except it adds a +3 to your AC. This BlueSteel is almost indestructable.) Each Knight also has a light crossbow packed on their back, except Ferrell who carries a +1 Composite Bow. They all have a loose fitting silverish white cloak with the symbol of Animax on it. No one can wear this cloak except a Knight. The city folk find it very exciting to see a knight in person, there armor and cloak make them look majestic and myth like.