BLACK KNIGHT (#31/31, #91/365) [POT]
STAMINA: 11
ATTACKS: 1
WEAPON: See below
ARMOUR: Plate Armour
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Towns, Ruins, Forest, Plains, Wilderness
NUMBER ENCOUNTERED: 1
TYPE: Humanoid
REACTION: Unfriendly-Hostile
INTELLIGENCE: High
The Right of Dispute is common on Titan, with various interlopers, such as the BLACK KNIGHT, formally challenging wayfarers for passage onwards along the road. So-named for their sombre-hued plate armour, which acknowledges the knight serves no mortal liege-lord, a Black Knight may set out their stall at a common spot, a well, ford, or crossroads, and issue a provocative demand against all-comers - win, and they may pass onwards, but lose, and they must retreat, if still alive. The weaponry choice of a Black Knight varies, and they will always have a dagger, sword and large shield in reserve, but for their main offensive choice of arms, roll on the table below:
Roll Weapon Type
1 Cleaver
2 Morning Star (and Tower Shield)
3 Battle Axe
4 Two-Handed Sword
5 Greathammer
6 Bastard Sword
Also, despite their chosen vocation, the Black Knight may have companions! Roll on the following table to find out who travels with them:
Roll Companions
1 Trusted WARHORSE (with Heavy Barding; the Black Knight will also have a Lance and challenge any opposing knights or warriors to a joust)
2 Faithful MANSERVANT
3 Trained FALCON
4 Pack of 2-7 WAR DOGS
5 Personal PRIEST OF TELAK
6 Alone
The rules of the dispute vary among Black Knights - some fight until first blood, others until one submits (usually at half-STAMINA) - but in lawless lands it may well be to the death, with the winner claiming all possessions of the loser. The Black Knight has been a common feature of Titan lore for centuries; the master-less warrior choosing dominion over one localized place with which to assert their authority. Even the legends of King Goldhawk of Karazan note the present of a Black Knight within the kingdom, while the Warlock-Prince Lothar of Gundobad encountered one in the Northern Wastes while embarked upon the Trial of Kingship. Black Knights do not necessarily need to have black armour - the White Knights of the Twisted Bridge in northern Allansia are a notable exception - but some do gather into lawless, mercenary bands, such as the Dragon Knights present in one of the later incarnations of Deathtrap Dungeon, who serve the ancient Red Dragon Melkor.
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