TEXT:  
  GP
  Starting GP
  -                 0 GP
  GP Spent
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
   
  GP
  FINAL GP TOTAL 
   
  CURRENT  XP TOTAL
   
  XP
  TU
  Starting TU
  10
  TU Cost
  - 
  TU 
  Added TU Costs
  TU REMAINING
   
  Meta Play Record#
  596 CY 
  O r g a n i z a t i o n
   
   
  Requirements 
  In order to become a Bachelor Knight one must: 
  � A Knight must reside in Sunndi (and stay a resident
  while he is a Knight). 
  � A Knight must have an unblemished reputation, and
  thus may not be in disfavor with the Crown or have been
  convicted for a crime against the King’s Law. 
  � 4 ranks in Diplomacy and Knowledge [nobility and
  royalty] 
  � One can only apply for knighthood once – if you leave
  service, you cannot ever rejoin. Hence, only those who
  have not been a squire before can join. 
  � Serve at least 1 year as a Bachelor Knight. 
  � Have the Leadership feat  
   
  Initial costs 
  � A Knight should have completed a special mission in the
  employ of his sponsor. 
  � The name of the sponsor should be noted above on the
  AR (and it must be the same as the sponsor as a squire
  and bachelor knight). 
   
  Recurring Costs 
  � A Knight must follow the Code at all times. The code,
  abbreviated, is: 
  � Love and protect Sunndi and its citizens. 
  � Be always the champion of right against injustice. 
  � Follow all feudal obligations. 
  � Treat the weak/defenseless with respect, and act as
  a defender of the downtrodden. 
  � Be generous and charitable to all. 
  � Act humbly, honorable and with courage at all
  times. 
  � Always display his alliance to his sponsor 
  � A Knight must always give help to those in need, and
  thus spend 10 Time Units on behalf of Sunndi and it’s
  citizens. 
  � A knight who decides to end his service looses any and
  all favors with members of the Congress of Lords of
  Sunndi, with the exception of Bren. Also, with the war
  going on, stepping out of service may be seen as
  desertion (see the Sunndi Army for details). 
   
  Benefits 
  � A Knight is treated as a noble, and gains the respect of
  most people in Sunndi, due to his knightly behavior and
  his respect for all people. The exact effects of this in-
  game, when not dictated by the scenario, are up to the
  DM. 
  � A Knight gains the rank of captain, even if he does not
  have enough military promotion points. A Knight cannot
  advance beyond the rank of captain. 
  � A Knight has a +4 circumstance bonus on Diplomacy
  check with his sponsor and his subjects, and +1
  circumstance bonus on Diplomacy with other
  Sunndi citizen, excluding the inhabitants of
  Brennathar and the members of Bren’s Men.  
  � A Knight has a +4 circumstance bonus on Intimidate
  to those who oppose his sponsor, and a +1 bonus to
  those who are seen as enemies of the nation of
  Sunndi. This includes the Wastrians and bullywugs
  of the Vast Swamp and individuals as determined by
  the DM. Note that Ahlissans are not, by default, seen
  as enemies of the nation. 
  � As a reward for his services to King and Country, a
  Knight can command a free rich lifestyle in Sunndi. 
  � A Knight is considered well liked, as described in the
  chapter ‘Divine Spellcasting in Sunndi’, by any of the
  non-evil resident faiths in Sunndi, with the
  exception of Olidammara (who just don’t care), and
  Sehanine Moonbow (who are rather discriminating). 
  � A Knight has the right to use the honorary title "Sir",
  and to have his own heraldry. 
  � A Knight has the right to command soldiers in the
  army of their sponsor. When in Sunndi, a Bachelor
  Knight may recruit one 1st-level Warrior for a
  mundane task, such as running errands or standing
  guard at a public occasion to ward off public. He
  cannot take this guard on an adventure or command
  the guard to fight on his behalf – only non-combat
  assignments are allowed. A recruit asked to fight is in
  his right to refuse the assignment. 
  � A Knight has great renown. As per the description of
  the Leadership feat, this grants a +2 bonus on
  Leadership for the purpose of attracting followers or
  a cohort 
  � A Knight has the right to build a castle. The Crown
  will provide land for this purpose. The Knight has
  responsibility to the land and its people. He levies
  taxes for the Crown, and can use this money for the
  benefit of his subjects. This does not generate any
  income for the knight – both the land and the taxes
  collected remain property of the Crown. The Knight
  may govern it as it benefits the people, and to the
  best of his abilities. 
  � A Knight may use his castle, once built, as a base of
  operations, granting another +2 bonus to Leadership
  to attract followers. 
  � A Knight has the right to participate in his County’s
  Council, granting him 2 permanent Influence Points
  with his sponsor. 
   
   
   
  This Record Certifies that 
  _______________________________________________________
  Played by 
  _______________________________________________________
  Player 
  RPGA # 
  Has joined 
  The Knights of the Realm – 
  Knight of ____________________ 
  A Sunndi Meta Organization
  Org Notes:
  � First Joined 
  AR # ___ 
  � Left 
  AR # ___ 
  � Deserted  
  AR # ___ 
  _________________________________________
  _________________________________________ 
  _________________________________________ 
  _________________________________________ 
  _________________________________________ 
  Home Region          Sunndi 
  Residency___________________________ 
  Event: ____________________________________ Date: _________ 
  DM:________________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  ______________________________
  Residency 
   
   
  This AR does not count 
  when determining  
  Access: Adventure. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Sunndi/Knight of the Realm - Knight AR.pdf