Fellblade Knight Image

Fellblade Knights

The Fellblade Knights are an elite order of warriors renowned for prowess on the battlefield and their highly trained war horses. They adhere to a strict code of honor and conduct but do not let it them hinder them when it comes to combat.  They are funded by the nation they’ve sworn to defend, Eralon, and are loyal to the crown but do not provide direct personal protection to the royal family. That is reserved for the Royal Elite Guard. The Fellblade reside, train and defend the mountain fortress of Hammerfall, designed and built by ancient Dwarven craftsmen. It overlooks the coastal city of Seahaven.

Within the walls of the fortress is an academy. Boys are selected at the age of seven to join the ranks. From that point forward, their contact with family and friends is limited to a few times per year. Regimented training, balanced with a psuedo-family environment have been used for hundreds of years to create these legendary warriors of Eralon. At the academy, the boys are educated in mathematics, languages, law, history, religion, horsemanship, tactics and fighting. They are kept humble by performing menial tasks at Hammerfall and expected to participate in helping the poor but the “brotherhood” exists to protect those in need in a dangerous world. Specifically, they protect the people of Eralon and the crown. In times of peace, they are administers of the law. During war, they managers of violence on the battlefield.

Upon their admittance to the academy, the boys no longer use their last names. At the age of ten, new names will be given to them by their Troop Master. The name will reflect something in their personality, skills or noteworthy actions. It is meant to be a reflection of who they are.

Religion is foundational to the boys upbringing as it creates a standard by which everything they do is measured. See below for details. 

 
Feat: Mounted Combatant, Weapon Master
Skill Proficiencies: Acrobatics, Athletics, and History

 
Tool Proficiencies:  Dragonchess
Languages: Common and two other languages of your choice
Equipment: Your Bonded Warhorse, Breastplate Barding, Military Saddle, Feed (per day) (5), Longsword, Fellblade Shield, Fellblade Breastplate, Blanket, Pouch, a set of clothes, a Fellblade signet ring, a scroll of Attendance to Hammerfell
 
Feature: The Binding

“The horse and rider are one. Where one goes, the other follows... The horse and rider are one.”

This is a mantra taught to the boys at the youngest age and drilled into them. At the age of sixteen, worthy young men are selected and taught the rest of it, “The horse and rider are one. Where one goes, the other follows, in life and in death. The horse and rider are one.”

One of the most closely held secrets of the Fellblade is the Binding. Boys are trained in the ways of horsemanship when they first arrive at the academy and it never ends. At the age of 10, the boys are given a colt to raise. The famous war-horses of the Fellblade are prone to being ill-tempered to all but their handler and even then they can be stubborn. That said, they are fiercely loyal, powerful animals born and bred for battle. The boys care for the colts; feed them; love them; ride them eventually; train them; and learn to fight from them. The two become family and the boys often refer to them as “brother”, like one of the other knights.

Boys compete and are selected at the age of 7 to become cadets of Hammerfall. At the age of 10, based on their temperament, skill, and devotion, the boys are assigned to cavalry units or promoted to Fellblade acolytes. Later at 16 acolytes are presented with the choice of taking part in the ‘Binding’. If they refuse, they are sworn to secrecy and given the path of a cavalry officer. They lose the title of Fellblade but retain their honor. No one to date has refused. Breaking the code of secrecy carries severe consequences up to and including capital punishment as it is considered treasonous. Those that accept, are subjected to a thirty-day period of “spiritual cleansing”, consisting of prayer, fasting, numerous discussions and of course, training.

Then in a ceremony of magic and tradition the young man and horse are bound in the presence of other FellBlade. The two minds join. Memories are shared both good and bad. They go beyond knowing each others thoughts. Their thoughts are united as one giving each special abilities but also dangers.

The horse’s life is extended to that of a human's life. The horse’s mind is more intelligent and has the same calmness and clarity of his rider. The horse understands his rider and the rider the horse. Each knows the others wants, emotions, desires and needs (range is limitless). Animal Handling rolls are unnecessary with the Bound horse. The two act with the same mind and purpose.

  • Horse's Intelligence Score is raised to 3 points less than the rider.
  • Horses accrue Hit Points at the same rate as their rider. Each can lend the other health in a time of need. (up to 75% of hp may be lent to the other to keep them alive). When either is completely depleted, the other will die within minutes.
  • Once per day, the rider can possess the Speed and Strength of his horse for the duration of the scene.
  • Mounted attacks receive a +1 to Hit.
  • Dismount and Attack is considered 1 Standard Action.
  • The horse and rider can fight as one, weaving attacks in and around one another with precision. Horses can bite and pull attackers off the rider, slamming them into the ground, usually followed up with being trampled. 
  • Fighting Side-by-Side, they each receive a: +1 to hit / +1 damge; at 4th Character Level: +2/+2; and at 8th Character Level: +3/+3
  • Cling to Life: Once per week, the horse can be sent away (willpower save) during battle. If the rider is reduced to 0hp, the horse is reduced to 10hp giving the rider a remaining 1hp and falls unconscious, leaving them both vulnerable but alive. The horse will suffer many of the same wounds as it’s rider and be unable to render any further aid. The rider could be mistaken for dead unless examined. If either is finished off, the fight is over.

Disadvantages:

  • Neither can live apart from the other. If one dies, the other follows soon after.
  • Clerics cannot heal the horse or rider if they have borrowed Hit Points from the other.
  • Both must be healed at the same time (within 1 round of the other), OR
  • Both must be given healing potions at the same time, OR
  • Both allowed to heal naturally.
  • Horses are aggressive by nature learning only to tolerate friends of their rider. They can be challenging at unknown stables. Professional horse-handlers can usually make limited progress if the rider is agreeable.

If the horse senses their rider is in significant physical danger, they will do everything in their power to break loose and go to them. The rider can warn them away with a Wisdom Save.

If the horse and rider die, they cannot be resurrected independently but must be brought back together... The horse and rider are one.

 
Suggested Characteristics
d8 Personality Trait
1 I never break a promise, no matter how small—it’s a matter of honor.
2 I feel more at ease in the saddle than I do speaking with strangers.
3 My training taught me control, but there’s a storm beneath the surface.
4 I see danger before others do—and step toward it while they step back.
5 Every fight is a test of who I am—not just what I can do.
6 I treat my horse like a brother and will not suffer cruelty to animals.
7 When in doubt, I act. Hesitation costs lives.
8 I may be young, but I carry the weight of warriors twice my age.
d6 Ideal
1 Duty. We were made to protect the people, not rule over them. (Lawful)
2 Loyalty. My oath to Eralon and my brothers is unshakable. (Lawful)
3 Compassion. Strength means nothing if I don’t use it to shield the weak. (Good)
4 Discipline. Training and tradition are the keys to mastering power. (Neutral)
5 Faith. The gods watch all I do. I strive to honor them. (Any)
6 Resolve. No matter the odds, I do not waver. (Any)
d6 Bond
1 I would lay down my life for my horse—our bond is sacred.
2 My brothers at Hammerfall are my true family.
3 I carry a name given by my Troop Master. I will prove he chose well.
4 I will never forget the first time I saved a life.
5 If I fail in my duties, others will suffer. I will not allow it.
6 One day, I will teach a new generation of Fellblades what I was taught.
d6 Flaw
1 I struggle to relax—I feel guilty when I'm not being useful.
2 I underestimate how intimidating I can be to civilians.
3 I carry every mistake like a scar I can’t hide.
4 If my horse is in danger, I lose all caution.
5 I was taught to hide weakness—so I rarely ask for help.
6 I’m too young to admit when I’m outmatched.
 
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