TEXT: Living Kingdoms of Kalamar Knighthoods of Pekal 
   
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  Knighthoods of Pekal 
  A guide to the various official and un-official Knighthoods of 
  the RPGA’s Living Kingdoms of Kalamar Campaign. 
   
  By Various Contributors 
   
  Version 1.0  Final 
  2006 – 2007 
  September 14, 2006 
   
   
   
  The Kenzer and Company logo, Living Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo and 
  Pekal Gazetteer are trademarks of Kenzer and Company. Kingdoms of Kalamar and the Kingdoms of 
  Kalamar logo are registered trademarks of Kenzer and Company. © Copyright 2002, Kenzer and Company, 
  Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, D&D, RPGA, Living, the d20 system 
  logo and the Wizards of the Coast logo are all trademarks owned by Wizards of the Coast, Inc., a 
  subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2002 Wizards of the Coast, 
  Inc.  
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  2 
  Table of Contents 
  Table of Contents 
  2 
  Knightly Orders Introduction 
  2 
  Knights of the Lake 
  3 
  Ranks 
  3 
  Order of Light 
  6 
  Ranks 
  6 
  Riders of the Lance 
  9 
  Ranks 
  9 
  Knights of the Arcanum 
  12 
  Ranks 
  12 
   Knightly Orders Introduction 
   
  Characters interact with the world of Pekal in many different ways, not just through module play. In 
  between modules, characters may participate in other activities, depending on their skills, organizations, 
  and beliefs. 
   
  After any module, a character is free to select which if any of these activities he would like to participate in 
  before the next module. Only one activity may be selected each module. The player records which activity 
  is selected on the log sheet, as well as any necessary skill checks. 
   
  With war on the horizon, Prince Kafen has decided to institute several new organizations to ensure the 
  country of Pekal is defended if and when the military is mobilized on a large scale. To this end, he has 
  issued proclamations forming new Knightly Orders to defend its citizens and resources. These join the 
  existing Military Orders as Pekal’s front line of defense. 
   
  Different organizations offer different activity choices to their members. The following activities are valid 
  choices for members of Knightly Orders in Pekal.  
   
  Activities 
  • 
  Join an Order. 
  • 
  Advance to a higher rank in a Order.  
  • 
  Fulfill requirements of an Order by serving time on duty. This may gain the character money, 
  favors, or both, depending on the specific organization. 
  • 
  Spend favors with an Order to gain access to items, feats, prestige classes and special benefits. 
   
  Benefits 
   
  Unless otherwise noted, all benefits from lower levels of membership are also available to the higher-level 
  members. Failing to meet the continuing requirements of an Order results in a loss of all benefits, including 
  rank. Loss of rank loses all benefits of that rank, including access to additional levels of prestige classes, 
  but retains accumulated favors. 
   
  Requirements 
   
  Unless otherwise noted, bonuses from items to attributes serve to meet Order requirements. Bonuses from 
  items to skills do not meet Order requirements. 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  3 
  Knights of the Lake 
  By Andrew Garbade 
   
  This order of Knights is based in Bet Rogala and tasked with the defense of the cities and towns that 
  surround Lake Eb’Sobet. Numbering nearly 100 strong, this group is led by a former cavalry officer from 
  the Pekalese Military  
  Trained as cavalry, patrols of these Knights move around the circumference of the lake on a frequent basis. 
  With the military beginning to change their deployment strategies, the Knights are quickly becoming a 
  common sight in many of the smaller trade towns around Lake Eb’Sobet.  
   
  Locations 
   
  Headquarters: Bet Rogala 
  Other Locations: Baneta 
   
  Roleplaying Summary 
   
  This order acts in many ways as a cross between sheriffs and militia. They are tasked with both patrolling 
  the lakeshore for external threats and with maintaining the peace in the small, isolated towns along their 
  routes. They are just as concerned with maintaining the law as with apprehending illegals, arresting 
  undesirables, and slaying monstrous threats. These duties require strength in arms, dedication to task, a 
  diplomatic nature, and survival skills. 
  Ranks 
   
  Squires 
  A character who joins the Knights of the Lake does so as a Squire. During Squire training, the character 
  undertakes many varied tasks all designed to improve their abilities to not only carry out their duties, but 
  also become valued additions to the Honorable in Pekal. The Prince does not want people who may 
  embarrass him or Pekal to become Knighted under his hand.  
   
  Requirements 
  • 
  Never been found guilty of a crime against the crown 
  • 
  Not on active duty in the Pekal Military or Militia 
  • 
  Alignment must be either Lawful Good or Lawful Neutral 
  • 
  BAB +3 or higher 
  • 
  5 or more ranks in Ride 
  • 
  Armor Proficiency (heavy) 
  • 
  Shield Proficiency 
  • 
  Proficiency in any Martial Weapon  
  • 
  Own a warhorse, warpony, wardog, or other war-trained mount 
  • 
  Own at least a masterwork quality sword (any type) 
  • 
  The Squire must swear fealty to the Prince in his capacity as the monarch of Pekal. This oath is 
  detailed later in this document. 
   
  Duties 
  • 
  Service First – The Squire must serve a duty rotation at least once per three modules. This is a 
  non-adventuring Activity.  
  • 
  Honor the Prince – The Squire may never intentionally lie, cheat, steal, or do anything that would 
  malign the Prince’s honor. This includes breaking laws, behaving inappropriately, or generally 
  doing anything that would cause the common folk to question the high ideals the Order is founded 
  upon. 
  • 
  Provide to All Who Ask – Squires must donate 5% of their earnings to various charities. This is 
  done every adventure, and must be recorded in the character notes on the log sheet. 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  4 
  • 
  Gallant Steed – Squires must own at least one war-trained mount at all times. If the mount is lost 
  during an adventure, it must be replaced as soon as possible; the character is not allowed to buy 
  any other equipment until another mount is purchased. 
  • 
  Knightly Garb – Squires must own a set of Royal clothes (per the PHB) and a suit of heavy armor. 
  Both of these must have the crest of the Royal Family and the seal of the Knights placed upon 
  them (either via stitching, embroidery, engraving, etc). Additionally, Squires must own a shield 
  that is painted white. No symbols of any kind may appear on the shield.   
  • 
  Keep the Code – Squires must live their lives based on the precepts of the order.  
  • 
  Make every reasonable effort to assist those in dangerous situations. 
  • 
  Behave in a manner that shows deference to those of higher social station. 
  • 
  Behave in a manner that shows those of lower social station the Knights of the Lake are 
  devoted to helping them live safe and peaceful lives. 
  • 
  Never seek personal glory at the expense of other’s success. 
  • 
  Treat a mount as a trusted companion and not a draft animal. 
  • 
  The character must spend 5 gp per adventure per war-trained mount on higher quality 
  materials to properly care for the animal.* 
  • 
  Ensure that all equipment is properly maintained. 
  • 
  The character must spend 10 gp per adventure to pay for higher quality materials to 
  properly care for arms and armor.**  
   
  * If the character has 5 ranks of Handle Animal, the 5 gp fee is waived. 
  ** If the character has 5 ranks of Profession (Armorer) or (Weaponsmith), the 10 gp fee is waived. 
   
  Benefits 
  • 
  Beyond Reproach – A squire’s word is considered the truth at all times unless proven otherwise. 
  • 
  His Word is His Bond – Once a squire gives his word, swears an oath, or makes a promise, his 
  statement is considered a legally binding contract. 
  • 
  Favorable Association – Due to the Squire’s affiliation with the Knights of the Lake, many 
  merchants in Bet Rogala offer discounts on selected items to the character. This benefit allows the 
  character to:  
  • 
  Purchase additional mounts in Bet Rogala with a 10% discount 
  • 
  Purchase riding gear in Bet Rogala with a 10% discount 
  • 
  Purchase masterwork barding in Bet Rogala with a 10% discount 
  • 
  Always a Room at the Inn – When near Lake Eb’Sobet (within 5 miles of the shore), the character 
  can always find a place to rest for himself and his party. 
  • 
  Agent of the Prince – A Squire may request assistance of local government officials. This ability 
  allows the character to request an item (or items) from any government official (i.e. a mayor, 
  sheriff, Captain of the Pekal Military) of value 50 Victories or less. The character is required to 
  pay for replacement of the item(s) if it is destroyed during the adventure.  
  • 
  To Know A Friend – Squires are given a cloak that must be worn when they are on duty (i.e. this 
  does not include meal times, sleeping, etc; only those times when the Squire reasonably believes 
  that he would be forced to discharge some of his Duties). The cloak is completely white with royal 
  blue trim around the edges, and does not have a hood. Wearing this cloak confers a +1 
  circumstance bonus to Diplomacy and Intimidate with any NPCs within the borders of Pekal.  
   
  Advancement 
  • 
  Learn the Laws – Squires spend much of their time learning the laws of Pekal. The character must 
  take at least two ranks in Knowledge (local – Pekal) during his time as a Squire. 
  • 
  Care for His Steed – Squires spend much of their time learning to care for their war-trained 
  mounts. The character must take at least 3 ranks of Handle Animal during his time as a Squire. 
  • 
  Care for His Tools – Squires spend much of their time learning to care for their arms and armor. 
  The character must take at least 3 ranks of either Profession (Armorer) or Profession 
  (Weaponsmith) during his time as a Squire. All the ranks must be in one or the other, they may not 
  be split between the two options. 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  5 
  • 
  Train the Mind and Body – Squires learn much about combat, the world, and their place in it 
  during their training. Only those who have demonstrated they are more capable than their fellow 
  Squires may advance to Knighthood. The character must gain 4 levels during his time as a Squire. 
   
  Failure to meet any of the Requirements or Duties 
  Squires who fail to meet the listed Requirements or Duties herein have committed an affront not only 
  toward the Knights of the Lake, but also the Prince. They are stripped of their privileges, divested of all 
  items that may mark them as Knights of the Lake or agents of the Prince (including all certs such as the 
  Fang), and exiled from the Order. They may never again gain a favor from any Honorable in Pekal, and 
  may not apply to join any other government-sponsored organization (including other Knightly Orders, the 
  military, municipal groups, or the College of Magic).  
   
  Knight 
  Once a character has successfully completed the requirements for advancement, he is Knighted by the 
  Prince. The character is invested as an Honorable of the Realm, and may use the title of “Sir” or “Lady” at 
  all times.  
   
  Requirements 
  • 
  Must have served as a Squire without reproach or demerit. 
  • 
  Must have taken at least two ranks in Knowledge (local – Pekal) during his time as a Squire. 
  • 
  Must have taken at least 3 ranks of Handle Animal during his time as a Squire. 
  • 
  Must have taken at least 3 ranks of either Profession (Armorer) or Profession (Weaponsmith) 
  during his time as a Squire. All the ranks must be in one or the other, they may not be split 
  between the two options. 
  • 
  Must have gained 4 levels during his time as a Squire. 
   
  Duties 
  • 
  Continued Service – The Knight must continue to keep all duties as a Squire except where 
  differences are noted below. 
  • 
  Service First – The Knight must serve a duty rotation at least once per two modules. This is a non-
  adventuring Activity.  
  • 
  Provide to All Who Ask – Knights must donate 20% of their earnings to various charities. This is 
  done every adventure, and must be recorded in the character notes on the log sheet. 
  • 
  Knightly Garb – Knights must own a set of Royal clothes (per the PHB) and a suit of heavy armor. 
  Both of these must have the crest of the Royal Family and the seal of the Knights placed upon 
  them (either via stitching, embroidery, engraving, etc). Additionally, Knights must own a shield 
  that is painted white with the knight’s personal insignia upon it.   
   
  Benefits 
  • 
  Keeping a Good Name – A Knight continues to receive the same benefits as a Squire except where 
  noted below. 
  • 
  Agent of the Prince – A Knight may request assistance of local government officials. This ability 
  allows the character to request an item (or items) from any government official (i.e. a mayor, 
  sheriff, Captain of the Pekal Military) of value 500 Victories or less. The character is required to 
  pay for replacement of the item(s) if it is destroyed during the adventure.  
  • 
  To Know A Friend –A Knight’s cloak is completely white with royal blue trim around the edges, 
  and bears his personal insignia embroidered into it. Wearing this cloak confers a +2 circumstance 
  bonus to Diplomacy and Intimidate with any NPCs in Pekal.  
  • 
  Landed – Knights may purchase a home or purchase land to build a home upon. Knights with 
  (certed) gratitude of the Prince may use that favor to obtain a small piece of land near the Lake to 
  build a home upon.   
  • 
  Trusted Ally – Knights enjoy the trust of the College of Magic in Bet Rogala. They may 
  commission a member of the College to enchant their armor or weapon with a +1 enchantment. 
  This also requires the use of a favor with the College and the normal cost of the enchantment. 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  6 
  Order of Light 
  By Andrew Garbade 
   
  This knightly order was disbanded by the King during the war of independence from Kalamar after 
  information surfaced that it was a hotbed of secret Imperial Support. It has been recently reinstated after a 
  long campaign by many of the noble families, despite the Prince’s misgivings regarding the Order’s 
  precepts. The Order of Light is based on the belief that while anyone can rise to become a leader of men, 
  only those of truly noble bearing can shine the brightest. In the past, the Order of Light was formed from 
  the most important noble families of the land, and often many allied nations sent their sons to fill its ranks.  
   
  In agreeing to resurrect the Order, the Prince made one stipulation, no person could be barred from 
  attempting to join simply based on their heritage. While many nobles strongly disagreed with this 
  fundamental change, most have now accepted that it is better to have the Order in some form – even 
  “watered down” – than not at all. Instead, the noble families have made it very difficult for non-nobles to 
  advance by keeping advancement restrictions very difficult for those of less nobler heritage. 
   
  Locations 
   
  Headquarters: Bet Rogala 
   
  Roleplaying Summary 
   
  Members of the Order are trained in defensive combat techniques designed to emphasize survival in a 
  battle. Being able to “take a hit” is a valuable quality in a warrior, according to the trainers of the Order, but 
  being skillful enough to avoid the strike entirely is the heritage of a true Knight. Most of the members 
  choose to fight in one of the following styles: two-handed weapon or one-handed weapon and shield. The 
  Order does not train in ranged combat, nor does it promote two-weapon fighting. 
  Ranks 
   
  Novice 
  A character that joins the Order of Light is called a Novice. During training, the character undertakes many 
  varied tasks all designed to improve their abilities to not only carry out their duties, but also become valued 
  additions to the Honorable in Pekal. The Prince does not want people who may embarrass him or Pekal to 
  become Knighted under his hand.  
   
  Requirements 
  • 
  Never been found guilty of a crime against the crown 
  • 
  Not on active duty in the Pekal Military or Militia 
  • 
  Alignment must be either Lawful Good or Lawful Neutral, or Neutral 
  • 
  BAB +2 or higher 
  • 
  2 or more ranks in Knowledge (Nobility) 
  • 
  Shield Proficiency 
  • 
  Proficiency in any Martial Weapon  
  • 
  The Novice must swear fealty to the Prince in his capacity as the monarch of Pekal. This oath is 
  detailed later in this document. 
   
  Duties 
  • 
  Service First – The Novice must serve a duty rotation at least once per three modules. This is a 
  non-adventuring Activity.  
  • 
  Honor the Prince – The Novice may never intentionally lie, cheat, steal, or do anything that would 
  malign the Prince’s honor. This includes breaking laws, behaving inappropriately, or generally 
  doing anything that would cause the common folk to question the high ideals the Order is founded 
  upon. 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  7 
  • 
  Maintain the Life of a Noble – Novices must demonstrate an understanding of what life as a noble 
  is like. To achieve this, they must spend more money to live than many of their companions. This 
  is accomplished by spending 5% of their wealth at the end of every adventure, which must be 
  recorded on the character’s logsheet. 
  • 
  Knightly Garb – Novices must own three sets of Royal clothes (per the PHB). These outfits must 
  have the crest of the Royal Family and the seal of the Order placed upon them (either via stitching, 
  embroidery, engraving, etc).   
  • 
  Weapon of Quality – Novices must own the highest quality weapon they can reasonably afford. 
  This is determined by taking 25% of their total equipment and determining what kind of weapon 
  could be purchased with this amount. (This requirement is strictly for role-play purposes, and is 
  not grounds for removing the Novice from the Order). 
  • 
  Keep the Code – Squires must live their lives based on the precepts of the order.  
  • 
  Make every reasonable effort to assist those in dangerous situations. 
  • 
  Behave in a manner that shows deference to those of higher social station. 
  • 
  Behave in a manner that shows those of lower social station the Order of Light are devoted to 
  helping them live safe and peaceful lives. 
  • 
  Never seek personal glory at the expense of other’s success. 
  • 
  Ensure that all equipment is properly maintained. 
  • 
  (The character must spend 15 gp per adventure to pay for higher quality materials to 
  properly care for arms and armor.)**  
   
  ** If the character has 7 ranks of Profession (Armorer) or (Weaponsmith), the 15 gp fee is waived. 
   
  Benefits 
  • 
  Beyond Reproach – A Novice’s word is considered the truth at all times unless proven otherwise. 
  • 
  His Word is His Bond – Once a Novice gives his word, swears and oath, or makes a promise, his 
  statement is considered a legally binding contract. 
  • 
  Favorable Association – Due to the Novice’s affiliation with the Order of Light, he gains a +1 to 
  Diplomacy to skill checks when dealing with Honorable of Pekal.  
  • 
  Agent of the Prince – A Novice may request assistance of local government officials. This ability 
  allows the character to request an item (or items) from any government official (i.e. a mayor, 
  sheriff, Captain of the Pekal Military) of value 50 Victories or less. The character is required to 
  pay for replacement of the item(s) if it is destroyed during the adventure.  
  • 
  To Know A Friend – Novices are given a tabard that must be worn when they are on duty (i.e. this 
  does not include meal times, sleeping, etc; only those times when the Squire reasonably believes 
  that he would be forced to discharge some of his Duties). The tabard is red with white trim and a 
  yellow badge of a small fire over the left breast.  
  • 
  Noble Bearing – Due to his training in the arts and manners of nobility, when using Intimidate or 
  Diplomacy on a NPC who would be considered a commoner (i.e. NOT a noble, government 
  official, military officer, etc), the Novice gains a +1 circumstance bonus to the skill check. 
   
  Advancement 
  • 
  Learn the Laws – Squires spend much of their time learning the laws of Pekal. The character must 
  take at least two ranks in Knowledge (Local – Pekal) during his time as a Squire. 
  • 
  A Noble Bearing – Novices spend some of their time learning behavior and manners for Court and 
  Royal functions. This is achieved by taking 2 ranks of Knowledge (Nobility and Royalty) during 
  the time they are Novice. 
  • 
  Care for His Arms – Novices spend much of their time learning to care for their arms and armor. 
  The character must take at least 4 ranks of either Profession (Armorer) or Profession 
  (Weaponsmith) during his time as a Novice. The ranks may be split between the two skills. 
  • 
  Train the Mind and Body – Novices learn much about combat, the world, and their place in it 
  during their training. Only those who have demonstrated they are more capable than their fellow 
  Novices may advance to Knighthood. The character must gain 4 levels during his time as a 
  Novice. 
   
  Failure to meet any of the Requirements or Duties 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  8 
   
  Novices who fail to meet the listed Requirements or Duties herein have committed an affront not only 
  toward the Order of Light, but also the Prince. They are stripped of their privileges, divested of all items 
  that may mark them as Knights of the Order or agents of the Prince (including all certs such as the Fang), 
  and exiled from the Order. They may never again gain a favor from any Honorable in Pekal, and may not 
  apply to join any other government-sponsored organization (including other Knightly Orders, the military, 
  municipal groups, or the College of Magic).  
   
  Knight 
  Once a character has successfully completed the requirements for advancement, he is Knighted by the 
  Prince. The character is invested as an Honorable of the Realm, and may use the title of “Sir” or “Lady” at 
  all times.  
   
  Requirements 
  • 
  Must have served as a Novice without reproach or demerit. 
  • 
  Must have taken at least two ranks in Knowledge (local – Pekal) during his time as a Novice. 
  • 
  Must have taken at least 2 ranks of Knowledge (Nobility and Royalty)  during his time as a 
  Novice. 
  • 
  Must have taken at least 4 ranks of either Profession (Armorer) or Profession (Weaponsmith) 
  during his time as a Novice. The ranks may be split between the two skills. 
  • 
  Must have gained 4 levels during his time as a Novice. 
   
  Duties 
  • 
  Continued Service – The Knight must continue to keep all duties as a Novice except where 
  differences are noted below. 
  • 
  Service First – The Knight must serve a duty rotation at least once per two modules. This is a non-
  adventuring Activity.  
  • 
  Maintain the Life of a Noble – Knights must maintain a residence within Bet Rogala. This 
  residence may be owned by the Knight’s family or may be rented by the knight. The minimum 
  cost of a suitable residence is 100 Victories per Activity (ie 100 Victories per module).  Knights 
  without noble birth must use either a favor from the Prince or a favor from a noble house to gain 
  access to rent the dwelling. 
   
  Benefits 
  • 
  Keeping a Good Name – A Knight continues to receive the same benefits as a Novice except 
  where noted below. 
  • 
  Favorable Association – Due to the Knight’s affiliation with the Order of Light, he gains a +2 to 
  Diplomacy to skill checks when dealing with Honorable of Pekal.  
  • 
  Agent of the Prince – A Knight may request assistance of local government officials. This ability 
  allows the character to request an item (or items) from any government official (i.e. a mayor, 
  sheriff, Captain of the Pekal Military) of value 500 Victories or less. The character is required to 
  pay for replacement of the item(s) if it is destroyed during the adventure.  
  • 
  To Know A Friend – Knights are given a tabard that must be worn when they are on duty. The 
  tabard is red with white trim and a yellow badge of a small fire over the left breast and bears the 
  personal insignia of the Knight. 
  • 
  Noble Bearing – Due to his training in the arts and manners of nobility, when using Intimidate or 
  Diplomacy on a NPC who would be considered a commoner (i.e. NOT a noble, government 
  official, military officer, etc), the Knight gains a +2 circumstance bonus to the skill check. 
  • 
  Connections – Knights are well known to those who matter in Pekal and may obtain a private 
  audience with any member of the Honorable. 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  9 
  Riders of the Lance  
  by Michael McKeown 
   
  When Pekal first broke away from the Kalamaran Empire, the noble houses formed groups of mounted 
  troops to protect their land holdings from the new government. Their oppression at the hands of the 
  Kalamaran Empire made noble families wary of strong centralized government. Declaring their intent to 
  protect the interests of the nobility, they collaborated, seeking a way to form a body of armed warriors and 
  house troops that would answer to the noble houses, not the government of Pekal.  
   
  House Matikis was one of the first to call for the formation of an independent body of armed soldiers, who 
  would swear loyalty to the noble houses, defending them should the government of Bet Rogala become as 
  oppressive as the Vast. These brave men and women, members of the nobility themselves, became the first 
  Riders of the Lance. Duke Ansalan Matikis himself loaned the first group of Riders thirty Gaketan stallions 
  from his stables.  
   
  Understandably, Prince Kafen at first resisted the moves of the noble houses, worried that after leading one 
  rebellion, he would face another from within the Principality. Over time, cooperation grew between the 
  nobility and the throne, and the tensions diminished. The Riders organization, however, did not lose its 
  prestige or its pride. Formed of both cavalry and mounted archers, the Riders remain dedicated to 
  protecting the interests of the Pekalese nobility. Those in leadership roles are veteran riders who have often 
  served as officers in the Pekalese army. Some say this is one of the key reasons why the Prince allows the 
  continued existence of the Riders. Filling out the lower ranks are second and third sons and daughters of the 
  nobility, who often find it an honor to serve among the ranks of the Riders, earning prestige that their birth 
  order would normally not allow.  
   
  The Riders have served with distinction in the recent ongoing conflict with Tokis. They are often found 
  patrolling the lands, searching for evil humanoids, Tokite guerillas and other threats to the country. The 
  officers of the Riders answer to a group of nobles who are independent of the Prince known as the Council. 
  All noble houses, excluding the royal family and lower ranking Baronets, may select a member to serve as 
  a representative on the Council, though some smaller houses choose to allow a larger house to represent 
  them. Decisions made by the Council have absolute power over the Riders, regardless of the will of the 
  Prince. 
   
   
  Ranks 
   
  Rider 
   
  New members of the Riders form this lowest level of service.  Although dedicated to their houses, these 
  members must pass the test of time before advancing to the next highest rank, Horseman. 
   
  Requirements 
  • 
  The Rider must swear allegiance to a noble house in Pekal, and must serve that same house in 
  some capacity. This may be accomplished through roleplay, or be represented by a one-page 
  written background. 
  • 
  BAB of +4 or higher. 
  • 
  5 ranks in Ride and 5 ranks in Handle Animal. 
  • 
  1 rank in Knowledge (Nobility) 
  • 
  The character must have the Spirited Charge or Mounted Archery feats. 
  • 
  The character must swear allegiance to a noble house of Pekal. 
  • 
  The character must expend a favor from a noble house or a governmental official to join. 
   
  Duties 
  • 
  Must spend 2 consecutive activities in initial training. 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  10 
  • 
  Must spend 1 Activity per 5 modules patrolling the Principality with other Riders. 
   
  Benefits 
  • 
  +1 competence bonus to Ride Check 
  • 
  +1 competence bonus to Handle Animal checks. 
  • 
  +1 competence bonus to Knowledge Nobility checks.  
   
  Horseman 
   
  Horsemen are Riders that have shown some promise and have begun to rise within the ranks of the Riders. 
  They are often members of Riders of the Lance who have served in combat. 
   
  Requirements 
  • 
  The character must have served for 10 activities as a Rider. 
  • 
  Must have 7 Ranks in Ride. 
  • 
  May not have a chaotic alignment. 
  • 
  May not have earned the enmity of a Noble House of Pekal. 
   
  Duties 
  • 
  Must spend 1 Activity per 4 modules patrolling the Principality with other Riders. 
  • 
  Must aid members of noble houses in need. 
   
  Benefits 
  • 
  +2 competence bonus to Ride checks. 
  • 
  +2 competence bonus to Handle Animal Checks. 
  • 
  +2 competence bonus to Knowledge (Nobility) checks. 
  • 
  Access to purchase masterwork martial and simple weapons from the PHB during an activity used 
  for patrolling or at the beginning of any module, on the assumption that the weapon requested has 
  been ordered in advance by the house the Horseman serves. 
  • 
  Horsemen are paid 3 victories for their patrols. 
   
  Horseleader 
   
  These members are the rough equivalent to sergeants in the Pekalese military. These members have earned 
  the respect of their fellows in the Riders, and are considered leaders in the organization.  
   
  Requirements 
  • 
  The character must have served for 15 activities as a Horseman. 
  • 
  Must have 8 Ranks in Ride. 
   
  Duties 
  • 
  Must spend 1 Activity per 3 modules patrolling the Principality with other Riders. 
  • 
  Must attend civic functions as a guard to a member of a noble house at least twice while at the 
  Horseleader rank. This is accomplished in play, or is represented by a Non-Adventuring Activity. 
   
  Benefits 
  • 
  +3 competence bonus to Ride Checks. 
  • 
  +3 competence bonus to Handle Animal checks. 
  • 
  +3 competence bonus to Knowledge Nobility. 
  • 
  Access to purchase masterwork armor from the PHB during an activity used for patrolling or at 
  the beginning of any module, on the assumption that the armor requested has been ordered in 
  advance by the house the Horseleader serves 
  • 
  Horseleaders are paid 4 victories for patrolling Pekal. 
   
  Captain 
   
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  11 
  These members are the highest-ranking members of the Riders; they are often members of the Pekalese 
  cavalry as well. 
   
  Requirements 
  • 
  The character must have served for 20 activities as a Horseman. 
  • 
  Must have a BAB of +6 or higher. 
  • 
  Must have 10 Ranks in Ride. 
   
  Duties 
  • 
  Must spend 1 Activity per 2 modules patrolling the Principality with other Riders. 
  • 
  Must own a set of noble's clothing and a suit of ceremonial armor of any type (5 times normal 
  price). 
  • 
  Must own at least one mount. 
   
  Benefits 
  • 
  +4 competence bonus to Ride Checks. 
  • 
  +4 competence bonus to Handle Animal checks. 
  • 
  +4 competence bonus to Knowledge Nobility. 
  • 
  Access to purchase mithral armor from the PHB, according to the prices listed in the DMG. 
  • 
  Captains are paid 8 victories for each patrol 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  12 
  Knights of the Arcanum 
   
  This order of Knights is made up entirely of warrior/wizards from the College of Magic.  Their duties are to 
  both the College of Magic and the Principality of Pekal.  During times of war, the Knights of the Arcanum 
  accompany the wizards of the army, protecting them at all cost as the wizards applied their arts against the 
  enemy forces.  During times of peace, the Knights study both the art of war and the art of magic within the 
  College of Magic.  They can often be found as the guardians of the College of Magic. 
   
   
  All members of the order are required to keep the code of the Knights of Arcanum: 
  � Make every reasonable effort to assist Members of the College of Magic in 
  dangerous situations. 
  � Behave in a manner that shows deference to those of higher social station. 
  � Behave in a manner that shows those of lower social station the Knights of the 
  Arcanum are devoted to helping them live safe and peaceful lives. 
  � Never seek personal glory at the expense of other’s success. 
  � Ensure 
  that 
  all 
  equipment 
  is 
  properly 
  maintained. 
  Treat 
  a 
  mount 
  as 
  a 
  trusted 
  companion 
  and 
  not 
  a 
  draft 
  animal. 
   
  Locations 
  Headquarters: College of Magic, Bet Rogala 
   
  Roleplaying Summary 
  The Knights of the Arcanum are charged with the protection of all members in the College of Magic.  
  Recruits are charged to defend the college, and to server as escorts and bodyguards around Bet Rogala.  
  Squires are charged to serve as escorts and bodyguards to wizards traveling the Kingdom of Pekal.  Knights 
  are charged to serve as teachers and leaders to those of the Order and with any missions for the College of 
  Magic deemed too hazardous for the lower ranks.  These duties require strength in arms, a dedication to the 
  protection of the College of Magic and upholding its tenets, and an understanding of magic and its use on 
  the field of battle.  To this end, Knights of the Arcanum train in both martial combat techniques and the 
  application of magical energies in battle.  The ability to move quickly is more important than to do massive 
  damage.  A Knight focuses his training on quick movements, and striking from range to disrupt enemy 
  spellcasters. 
   
  Ranks 
   
  Recruit 
   
  A character who joins the Knights of the Arcanum, does so as a recruit. During Recruit training, the 
  character undertakes many varied tasks around the College of Magic, all designed to improve their abilities 
  to not only carry out their duties but to better interact and protect members of the College. 
   
  Requirements 
  • 
  Able to Cast 1st level arcane spells. 
  • 
  BAB +1 or Higher 
  • 
  Not active in the Pekal Military or Militia 
  • 
  Never been found guilty of a crime against the crown or the College of Magic. 
  • 
  Member of the College of Magic 
  • 
  Alignment must Lawful  
  • 
  Armor Proficiency Medium 
  • 
  Proficient in all Martial Weapons 
  • 
  2 or more ranks in Knowledge (Arcana) 
  • 
  The Recruit must swear fealty to the Prince in his capacity as the monarch of Pekal. This oath is 
  detailed later in this document. 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  13 
   
  Characters who meet the above criteria are accepted as Recruits in the Order. 
   
  Duties 
  • 
  Service to the College of Magic – The Recruit must serve a duty rotation at least once per four 
  modules.  This is a non-adventuring activity. 
  • 
  Honor the Prince – The Recruit may never intentionally lie, cheat, steal, or do anything that would 
  malign the Prince’s honor. This includes breaking laws, behaving inappropriately, or generally 
  doing anything that would cause the common folk to question the high ideals the Order is founded 
  upon. 
  • 
  Knightly Garb – Recruits must own a set of Royal clothes (per the PHB) and a masterwork suit of 
  light armor. The Royal clothes must be in the colors of the rank the Recruit holds in the College of 
  Magic.  A tabard must be worn with the armor and must have the crest of the College of Magic 
  and the seal of the Knights stitched upon it. 
  • 
  Keep the Code – Recruits must live their lives based on the precepts of the Order. The Recruit fills 
  these requirements through roleplaying, as well as by spending 10 Victories per module to pay for 
  higher quality materials to properly care for arms and armor. If the Recruit has 5 ranks in 
  Profession (Armorer) or (Weaponsmith), this fee is waived. As most Recruits do not yet have their 
  own war-trained mounts, there is no fee associated with the keeping of animals at this rank. 
   
   
  Benefits 
  • 
  Beyond Reproach – A Recruit’s word is considered the truth at all times unless proven otherwise. 
  • 
  His Word is His Bond – Once a Recruit gives his word, swears and oath, or makes a promise, his 
  statement is considered a legally binding contract. 
  • 
  Favorable Association – Due to the Recruit’s affiliation with the Knights of the Arcanum, he 
  gains a +1 to Diplomacy to skill checks when dealing with the College of Magic or its members. 
  • 
  To Know A Friend – Recruits are given a tabard that must be worn when they are on duty (i.e. this 
  does not include meal times, sleeping, etc; only those times when the Recruit reasonably believes 
  that he would be forced to discharge some of his Duties). The tabard is in the colors of his rank 
  within the College of Magic and bears the badge of the Knights of the Arcanum over the left 
  breast. 
   
  Advancement 
  • 
  Learn the Laws – Recruits spend much of their time learning the laws of Pekal. The character 
  must take at least two ranks in Knowledge (Local – Pekal) during his time as a Recruit. 
  • 
  Squire Preparation – Recruits spend much of their time preparing for squire hood.  To this end, 
  they must attain at least 2 ranks in Ride and acquire a war trained mount during their time as 
  Recruits. 
  • 
  Care for His Arms – Recruits spend much of their time learning to care for their arms and armor. 
  The character must take at least 2 ranks of either Profession (Armorer) or Profession 
  (Weaponsmith) during his time as a Recruit. The ranks may be split between the two skills. 
  • 
  Serve the College – Recruits must have time in service to the College of Magic before they can 
  attain higher ranks in the Knighthood.  In order to advance in rank the character must spend 5 
  (five) non-adventuring activities working with wizards and other members of the College of 
  Magic.  These should be marked as SERVING CoM – Recruit on the character’s log sheet. 
   
  Failure to meet any of the Requirements or Duties 
  Recruits who fail to meet the listed Requirements or Duties herein have committed an affront not only 
  toward the Knights of the Arcanum, but also the Prince. They are stripped of their privileges, divested of all 
  items that may mark them as Knights of the Arcanum or agents of the Prince (including all certs such as the 
  Fang), and exiled from the Order.  They may never again gain a favor from the College of Magic.  They 
  remain registered with the College of Magic, but may join no schools. 
   
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  14 
  Squire 
  Upon meeting the requirements to advance, a recruit is assigned to a Knight for additional training.  During 
  Squire training, the character undertakes many varied tasks all designed to improve their abilities to not 
  only carry out their duties, but also become valued additions to the Honorable in Pekal. The Prince does not 
  want people who may embarrass him or Pekal to become Knighted under his hand. 
   
  Requirements 
  • 
  Must have served as a Recruit without reproach or demerit. 
  • 
  Must have taken at least 2 ranks in Knowledge (Local – Pekal) during his time as Recruit. 
  • 
  Must have taken at least 2 ranks in Ride during his time as Squire and acquired a war trained 
  mount. 
  • 
  Must have taken at least 2 ranks in either Profession (Armorer) or Profession (Weaponsmith) 
  during his time as a Recruit. 
  • 
  Must be able to cast 2nd level spells and have a +3 BAB. 
   
  Characters who meet the above criteria are accepted as Squires in the Order and assigned to a Knight for 
  further training. 
   
  Duties 
  • 
  Continued Service – The Squire must continue to keep all duties as a Recruit except where 
  differences are noted below. 
  • 
  Gallant Steed – Squires must own at least one war-trained mount at all times. If the mount is lost 
  during an adventure, it must be replaced as soon as possible; the character is not allowed to buy 
  any other equipment until another mount is purchased. 
  • 
  Service First – The Squire must serve a duty rotation at least once per three modules. This is a 
  non-adventuring Activity. They must serve at least 5 (five) NAA’s 
  • 
  Keep the Code – Squires must live their lives based on the precepts of the Order. Squires are 
  required to pay the same fees for their armor and equipment as recruits, and in addition, they must 
  spend 5 Victories per module per war-trained mount on higher quality materials to properly care 
  for the animal. If the Squire has 5 ranks in Handle Animal, this fee is waived. 
   
  Benefits 
  • 
  Agent of the Prince – A Squire may request assistance of local government officials. This ability 
  allows the character to request an item (or items) from any government official (i.e. a mayor, 
  sheriff, Captain of the Pekal Military) of value 50 Victories or less. The character is required to 
  pay for replacement of the item(s) if it is destroyed during the adventure. 
  • 
  To Know A Friend – Squires are given a tabard that must be worn when they are on duty (i.e. this 
  does not include meal times, sleeping, etc; only those times when the Squire reasonably believes 
  that he would be forced to discharge some of his Duties). The tabard is in the colors of his rank 
  within the College of Magic and bears the badge of the Knights of the Arcanum. 
  • 
  Dedicated to the College of Magic – Squires enjoy the trust of the College of Magic in Bet Rogala. 
  They may commission a member of the College to enchant their armor or weapon with a +1 
  enchantment. This also requires the use of a favor with the College and the normal cost of the 
  enchantment. 
   
  Advancement 
  • 
  A Noble Bearing – Squires spend some of their time learning behavior and manners for Court and 
  Royal functions. This is achieved by taking 2 ranks of Knowledge (Nobility and Royalty) during 
  the time they are Squires. 
  • 
  Know thy Steed – Squires spend much of their time preparing for Knighthood.  To this end, they 
  must attain at least 2 additional ranks in Ride while they are Squires. 
  • 
  Serve the College – Recruits must have time in service to the College of Magic before they can 
  attain higher ranks in the Knighthood.  In order to advance in rank the character must spend 10 
  (ten) non-adventuring activities working with wizards and other members of the College of Magic.  
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  15 
  These should be marked as SERVING CoM – Squire on the character’s log sheet.  Duty rotations 
  (as mentioned above) count toward this quota, although squires that spend more time than just the 
  basic requirements are often promoted before those that only do the minimum. 
   
  Failure to meet any of the Requirements or Duties 
  Squires who fail to meet the listed Requirements or Duties herein have committed an affront not only 
  toward the Knights of the Arcanum, but also the Prince. They are stripped of their privileges, divested 
  of all items that may mark them as Knights of the Arcanum or agents of the Prince (including all certs 
  such as the Fang), and exiled from the Order. They may never again gain a favor from any Honorable 
  in Pekal or the College of Magic, and may not apply to join any other government-sponsored 
  organization (including other Knightly Orders, the military, municipal groups, or the College of 
  Magic).  They remain registered with the College of Magic, but may join no schools. 
   
  Knight 
  Once a character has successfully completed the requirements for advancement, he is Knighted by the 
  Prince. The character is invested as an Honorable of the Realm, and may use the title of “Sir” or “Lady” at 
  all times. 
   
  Requirements 
  • 
  BAB +5 or Higher 
  • 
  Ability to cast 2nd level spells. 
  • 
  Must have served as a Squire without reproach or demerit. 
  • 
  Must have taken at least 2 ranks in Knowledge (Nobility and Royalty) during his time as Squire. 
  • 
  Must have taken at least 2 ranks in Ride during his time as a Squire. 
   
  Duties 
  • 
  Continued Service – The Knight must continue to keep all duties as a Squire except where 
  differences are noted below. 
  • 
  Maintain the Life of a Noble – Knights must maintain a residence within Bet Rogala. This 
  residence may be purchased by the Knight or may be rented. The minimum cost of a suitable 
  residence is 3000 Victories and requires a 5 Victory per module maintenance fee for staffing.  The 
  minimum rental for an acceptable residence is 100 Victories per module. Knights must use either a 
  favor from the Prince or a favor from a noble house to gain access to rent or purchase a dwelling. 
  • 
  Service First – The Knight must serve a duty rotation at least once per two modules. This is a non-
  adventuring Activity. 
   
  Benefits 
  • 
  Agent of the Prince – A Knight may request assistance of local government officials. This ability 
  allows the character to request an item (or items) from any government official (i.e. a mayor, 
  sheriff, Captain of the Pekal Military) of value 500 Victories or less. The character is required to 
  pay for replacement of the item(s) if it is destroyed during the adventure. 
  • 
  Favorable Association – Due to the Recruit’s affiliation with the Knights of the Arcanum, he 
  gains a +2 to Diplomacy to skill checks when dealing with the College of Magic or its members 
  and a +1 to Diplomacy to skill checks when dealing with the Honorable of Pekal. 
  • 
  Noble Bearing – Due to his training in the arts and manners of nobility, when using Intimidate or 
  Diplomacy on a NPC commoner, the Knight gains a +2 circumstance bonus to the skill check. 
  • 
  Connections – Knights are well known to those who matter in Pekal and may obtain a private 
  audience with any member of the Honorable. 
  • 
  Dedicated to the College of Magic – Knights enjoy the trust of the College of Magic in Bet 
  Rogala. They may commission a member of the College to enchant their armor or weapon with a 
  +2 enchantment. This also requires the use of a two favors with the College and the normal cost of 
  the enchantment. 
   
  Failure to meet any of the Requirements or Duties 
  
  Living Kingdoms of Kalamar Knighthoods of Pekal 
   
  16 
  Knights who fail to meet the listed Requirements or Duties herein have committed an affront not only 
  toward the Knights of the Arcanum, but also the Prince and the College of Magic. They are stripped of their 
  privileges, divested of all items that may mark them as Knights of the Arcanum or agents of the Prince 
  (including all certs such as the Fang), and exiled from the Order. Their spellbook is burned, their magic 
  items destroyed, and they lose all favor with the College of Magic.  They may never again gain a favor 
  from any Honorable in Pekal or the College of Magic, and may not apply to join any other government-
  sponsored organization (including other Knightly Orders, the military, municipal groups, or the College of 
  Magic).  They are forbidden to practice magic within the borders of Pekal. 
   
  Knight Commander 
  The Knight Commander is the head of the Knights of the Arcanum.  His approval is required for any 
  advancement within the ranks of the Order.  In game terms, his approval is automatic if you have met the 
  requirements. 
   
  At this time, it is not possible for a PC to become the Knight Commander. 
   
  
SOURCE: textdata/thevault/Hackmaster/Kingdoms of Kalamar/Living Kingdoms of Kalamar (D&D 3.5)/Guides/Knighthoods of Pekal.pdf