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Kingdoms of Faerie

“What makes a man a knight, Able? What makes him different enough that we have to give him a name differing from that of an ordinary fighting man? …It is honor, Able. A knight is a man who lives honorably and dies honorably, because he cares more for his honor than for his life. If his honor requires him to fight, he fights. He doesn’t count his foes or measure their strength, because those things don’t matter.” - Gene Wolfe, The Knight


This work would have been impossible without the following individuals; Gary Gygax, Dave Arneson, Tom Moldvay, Greg Stafford, James Maliszeweski, Matt Finch, James Raggi, Zak Smith, Delta, Gene Wolfe, and my playtesters. Thank you all.

Table of Contents

Chapter 1 Introduction Chapter 2 Character Creation Chapter 3 Honor, Virtue and Vices Chapter 4 Adventure Procedures Chapter 5 Combat Chapter 6 War, Raid, Siege, and Skirmish Chapter 7 Faerie Chapter 8 The Kingdoms (Hex Map Generation) Chapter 9 Adversaries, Monsters and Damosels Chapter 10 Notes

1 - Introduction

This is a game about knights. It uses as its engine the procedures and assumptions of the Original Fantasy Role-Playing Game, hacked to reflect the topic and informed by the ideas and mechanics of the Old School Renaissance. It is inspired by a much better game than this one, Greg Stafford’s King Arthur Pendragon.

The players are all knights, There are no other classes available, or even present in the setting. The milieu consists of two worlds, linked to each other in mysterious ways. The first world is the historical reality of 12th century Europe, and the second is the lands of the kingdoms of Faerie. The players are knights from the real world, who find themselves trapped and thrown together in the eternal landscape of the Fae.

While in Faerie, the knights engage in various adventures, which can include exploration, monster-hunting, establishing demesnes, war, raids, skirmishing, tournaments, questing, romance, court intrigue, and fulfilling the enchantments of the various sub-kingdoms of the Faerie landscape.

Each of the following chapters details how to create and sustain just such a campaign, reflecting the literature of romance of the Middle Ages and later. There is a medium sized hex map of Faerie, with terse descriptions of what can be found in each of the hexes, which can be used as a template for your own land of enchantment.

Thank you for picking up this supplement, and I hope that you have a long and engaging campaign. Hail!

2 - Character Creation

Each player character has six characteristics; Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. Each characteristic also has a modifier, determined by consulting the chart below.

To determine each characteristic, roll 3d6, six times, in order. The result of the roll is the indicated characteristic. The modifier for the characteristic is used for various procedures including adventure, combat, and warfare. These characteristics are also directly used when determining the results of tasks involving either the skills or raw abilities of the characters.

Characteristic Modifier 3 -3 4-5 -2 6-8 -1 9-12 None 13-15 +1 16-17 +2 18 +3

You should note that mental characteristics are given greater emphasis and have more utility to fighting men than in most OSR games. Wisdom is important for all tasks involving riding and insight, Intelligence is used to govern perception, strategy, and tactics, and Charisma determines how well a knight leads a unit in battle, as well as reaction rolls.

The Knight

The Knight is a warrior extraordinaire, highly trained and motivated to perform feats of martial prowess on the battlefield.

XP Level Hit Dice Attack Bonus Save Abilities 0 1 1d8 1 16 Glory, Not Gold, Noble Arms, Oaths and Indulgences 2,000 2 2d8 2 15 Slay the Unworthy 4,000 3 3d8 3 14

8,000 4 4d8 4 13

16,000 5 5d8 5 12

32,000 6 6d8 6 11

64,000 7 7d8 7 10

128,000 8 8d8 8 9

256,000 9 9d8 9 (Max) 8 Mighty Lord 500,000 10+ +3 HP per level 9 7 (max)

Abilities Glory, Not Gold: Knights never gain experience points from treasure, only from defeating foes in combat. A chart in chapter five shows how much experience is gained from such feats of martial prowess. This award is also gained if the foe fails a Morale Check and surrenders to or flees from the knight.

Noble Arms: The knight is proficient in using all weapons. The Knight may use any type of shield and is proficient in the use of any sort of armor. Knights prefer the best armor available, and a knight’s armor may be highly decorated. Knights disdain missile weapons of any sort, and usually may not use them without renouncing their Oath of Honor (see below).

Slay the Unworthy: The knight may execute a number of attacks against foes with a single hit die or less equal to his level.

Mighty Lord: when a Knight achieves 9th level, he may clear a section of wilderness for his own, build a stronghold, and become a baron. When he does this, he will attract 1d6 1st level Knights, which become his vassals, swearing allegiance to him, and establishing and building their own manors, several miles from the Baron’s stronghold. He will also attract 5-50 (5d10) 0-level men-at-arms, who will serve him personally. This is discussed in further detail in chapter 5.

Oaths and Indulgences: The knight may swear a number of Virtuous Oaths or engage in Indulgences equal to his level or less.

The first Oath taken MUST be the Oath of Honor, which sets Knights apart from other sorts of warriors. If the Oath of Honor is ever renounced, the Knight becomes an ordinary fighting-man and loses all the special abilities of the Knight.

Oath of Honor - This is the Oath that distinguishes Knights from ordinary fighting-men. The knight must always obey the wishes of his liege-lord (note that a Knight-errant doesn’t have a liege lord, see below), must honor the custom of hospitality, may never deceive others, must always keep his word, and may never turn and flee from battle (though they may disengage, if it be a matter of tactics, or surrender, if they feel they have been beaten) and must always fight fairly with other honorable warriors.

Fair combat means that you must accept surrender from other honorable warriors, respect the custom of ransom, never engage in ambush or secret murder (which means you may never execute an attack during a surprise round) and must maintain parity in arms with honorable foes. An honorable foe is a Knight that has sworn an Oath of Honor, or any warrior who acts in a manner consistent with the Oath.

A knight who maintains the Oath of Honor receives the Armor of Honor, which confers a magical +1 bonus to the knight’s AC.

Oath of Discipline - This Oath may be sworn at 2nd level or thereafter. The knight who swears this oath acquires the services of a Squire. A Squire is a young man, between the ages of 15 to 21, who wishes to be trained in the ways of the Knight.

The Squire confers various advantages to the knight, including arming the knight (the Squire allows the knight to change weapons with no loss of time to change, and can reduce the time necessary to don armor to 5 rounds, instead of 10), defending the knight (the Squire prevents the knight from being attacked from behind or on the flank) and ministering to the knight (the Squire, through first aid, poultices and bandages can keep a knight alive if he has fallen on the field, and can bear him away from battle if defended by other warriors). Each of these abilities may only be utilized if the player can roll 1d20 with a result of equal to or under the age of the Squire. This is called the Squire Roll.

The squire is never attacked by honorable foes, and has the following Characteristics (1HD (d8); AB +1; AC 6 (13) (Leather & Shield); Damage 1d6 (spear); Save 14). The squire doesn’t generally fight unless his lord is attacked in a dishonorable manner.

The knight, for his part, must swear to train, maintain and protect the squire whenever possible, though not if it prevents the knight from fulfilling his other duties. Squires become knights themselves, at age 21, and then leave the service of the knight, who may then acquire the services of another 15-year-old squire.

Oath of Chivalry - This Oath may be sworn at 3rd level or thereafter. A chivalrous Knight must defend women and the weak (children and the aged), and must display courtesy and politesse with all, no matter their station, as long as they receive the same in return. A chivalrous Knight may maintain a Damosel, either as an Amor or a Paramour, and receive the benefits of such a relationship.

When the knight gains a Damosel (a young noblewoman) as a follower, he may designate that she is his Paramour or his Amor. An Amor implies a chaste relationship, while a Paramour implies a carnal relationship with the Damosel. Alternately, the Knight may choose to foster an orphan, acting as their parent, which gives the same benefits that a chaste Damosel gives.

A Damosel has the following Characteristics: (HD 1 (d6), AC 9 (10), AB +0, Save 10). An Amor grants Inspiration once a day, or any time the Damosel herself is under attack. Inspiration grants a temporary +2 to hit and damage. A Paramour will welcome her knight into her bed, and a night of passion and gentle ministering allows the knight to regain an additional 1d8 hp.

Oath of Piety - This oath may be sworn at 5th level and thereafter. The knight swears an oath to defend his religion and receives the companionship of a Holy Man. As a consequence of the Oath, the knight must forgo his Save vs. any Quest enchantments cast by a member of his religion.

A Holy Man may, once per day, provide the following benefits to the knight he accompanies. Bless (+1 to hit and saves) and Healing, the amount of which is dependent upon the level of the level of the knight; 1d6 at 3rd level, 2d6 at 5th level, and 3d6 at 7th level. A Holy Man has a HD of 1 (d6), an AC of 9, a Save of 5, and is immune to spells and attacks of Evil creatures. A Holy Man never attacks another.

If the knight has sworn and maintained the Oath of Kindness (see below) then the Holy Man may raise the knight from the dead, but will then leave the service of the knight.

Oath of Protection - This Oath may be sworn at 7th level or thereafter. The knight declares openly that he will act as a protector for either a Dwarf or an Enchanter.

If a Dwarf is the subject of the oath, then the knight gains a dwarf as a follower. A dwarf has the following Characteristics: (HD 1 (d8), AC 6 (13) (gnarly skin), AB +1, Weapon: spear, Damage 1d6, Save 10). The dwarf acts as a squire who never has to make a Squire roll to successfully aid the knight. In addition, the dwarf will improve the weapons and armor of the knight, giving them a bonus of +1 to hit and damage, due to the quality and skill of his craft. If the dwarf leaves the service of the knight, is killed, or is dismissed, then the bonus is lost, as the Dwarf is not present to maintain the arms of the knight in perfect condition.

If an Enchanter is the subject of the oath, then the knight gains an enchanter as a follower. An enchanter has the following Characteristics: (HD 1, AC 6 (13) (Magic spells), AB +1, Weapon: staff, Damage 1d4, Save 10). The Enchanter will cast three spells a day for his protector: The Enchantment of Sleep, The Enchantment of Amity, and The Enchantment of Paralysis. See Chapter X for more details on these spells.

Oath of Chastity - The knight must never engage in sexual behavior with anyone who is not their spouse. The knight may never take a damsel as a paramour. A chaste knight is surrounded by a holy aura, which adds +2 to his AC when combating supernatural evil, and prevents possession by Demons and other malign spirits. This Oath is incompatible with the Indulgence of Lust.

Oath of Temperance - The knight must never act in anger and be moderate and stoic in all other behaviors. The knight gains +4 to saves against fear, charm or other Enchantment magics. This Oath is incompatible with the Indulgence of Gluttony.

Oath of Charity - This oath requires that the knight give up all monetary reward, other than that necessary to maintain his arms (weapons & armor), his clothing and grooming, his vassals & followers, and his lands. The knight gains an excellent reputation among the peasantry, and given several hours near a village, can call upon 1d6 stout lads armed with leather, club, and shield. (AC 6 (13), HD 1, AB +1, Damage 1d6, Save 16) This Oath is incompatible with the Indulgence of Greed.

Oath of Zeal - This oath mandates that knight never abandon any assigned task or quest. If the knight agrees to do something, he must do it, or die. The knight may choose a weapon with which he is proficient. That weapon is now his Weapon of Favor, and he receives a +1 attack bonus and a +1 damage bonus. This bonus increases to +2 at 5th level and +3 at 7th level. This Oath is incompatible with the Indulgence of Sloth.

Oath of Patience - The Knight must give mercy to those who ask for it. Note that mercy is not justice, and by definition, mercy can be extended only to those who are not worthy of it. The knight that maintains this oath receives a +2 bonus to all saving throws. This Oath is incompatible with the Indulgence of Wrath.

Oath of Kindness - This oath compels one to be gentle with others, and to offer them sympathy and aid when it is required. One who has sworn this oath may be raised from the dead by a Holy Man, be it one who follows the knight, or a wandering Holy Man. This Oath is incompatible with the Indulgence of Envy.

Oath of Humility - One who takes this oath is humble, never exaggerating their own prowess, and exalting the deeds of others. Fulfilling this oath gives a +2 bonus on the Reaction Table, as word of the knight’s good character travels on the lips of men. In addition, every 100 points of XP that the knight voluntarily gives to another player character allows the knight to gain a +1 to damage against a foe with greater hit dice than the knight. This bonus can only be used once, and can be stacked to a maximum of +3. This Oath is incompatible with the Indulgence of Pride.

Indulgence of Lust - A knight who indulges in lust will pursue every opportunity for carnality he can. As a benefit, he may take a damosel as a paramour, and receives a +2 Reaction Roll modifier for his preferred gender. This Indulgence is incompatible with the Oath of Chastity.

Indulgence of Gluttony - Knight who engages in gluttony may over-indulge in strong drink, food or any other substance that brings pleasure. Those who do indulge receive a bonus of +2 to hp per hit die. This Indulgence is incompatible with the Oath of Temperance.

Indulgence of Greed - Knights who indulge in greed are known as misers and worse. They grasp after every copper that comes into their hands. Knights who indulge in greed may gain experience from treasure, at a rate of 1 xp per silver piece gained. This Indulgence is incompatible with the Oath of Charity.

Indulgence of Sloth - A knight who revels in sloth may not be compelled to act, either by charm or domination effects, as he is far too languid to properly execute the orders of the one who has charmed him. This Indulgence is incompatible with the Oath of Zeal.

Indulgence of Wrath - May only be taken at 7th level or above. A Knight given to the vice of wrath is a ferocious opponent, always willing to take offense to the slightest insult. Wrathful knights receive two attacks per round, at -2 to each attack. This Indulgence is incompatible with the Oath of Patience.

Indulgence of Envy - The knight must select an object of envy - this can be nearly anything, as long as it belongs to someone else - and when confronted with the opportunity to gain the object, receives a bonus of +3 to hit and damage, which lasts as long as the opportunity lasts. However, upon gaining the object, the Knight must immediately choose another. This Indulgence is incompatible with the Oath of Kindness.

Indulgence of Pride - The knight displays an inordinate and impolitic amount of pride, in his office, his station, his family and his person. Because of this indulgence, he receives a +1 to hit and damage, whenever his pride is threatened, until the end of the current battle/conflict. This Indulgence is incompatible with the Oath of Humility.

The Best Knight in the World

If a knight takes all the Virtuous Oaths as well as the Oath of Piety or the Oath of Chivalry, then the knight qualifies as the Best Knight in the World. This requires a knight of at least 9th level.

Acquiring this status gives the knight several abilities, such as the ability to Dismiss Enchantments once a day, and the ability to Lay on Hands on others (never on oneself) and cure them for 3d6 points of damage or cure a disease, or heal a victim of poisoning. The knight may perform this miracle any number of times a day, but an individual can only benefit from it once each day.

The Fell Knight

If a knight acquires all the Indulgences, and has not sworn an Oath of Piety or Chivalry then he or she becomes Fell. The character is removed from play, and becomes a NPC under the control of the GM.

Optional Character Creation Tables Where is Your Knight From?

1d20 Origen 1 Kingdom of England 2 Kingdom of Scotland 3 Kingdom of Alba 4 Kingdom of Mann and the Isles 5 Kingdom of Deheubarth 6 Kingdom of Norway 7 Kingdom of Denmark 8 Kingdom of Navarre 9 Kingdom of Castile 10 Kingdom of León 11 Kingdom of Aragon 12 Kingdom of Portugal 13 The Holy Roman Empire 14 Kingdom of Arles (Second Kingdom of Burgundy) 15 Kingdom of Sicily 16 Republic of Genoa 17 Kingdom of Hungary 18 Kingdom of Poland 19 Kingdom of Jerusalem 20 Kingdom of France

Why is your knight in Faerie?

1d20 Explanation 1 Tricked by a Faerie pretending to be a paramour. 2 You came voluntarily, to rescue another trapped here. 3 By sheer accident; you fell into a hole. 4 Your family owes a debt to a Faerie; you have come to repay it. 5 You need a family heirloom reforged, and it can only be accomplished in Faerie. 6 You came here seeking another whom you only have seen in a dream. 7 You suffered a wound which can only be healed in Faerie. 8 You followed a hated enemy here, seeking justice. 9 You seek your child, which has been replaced by a Faerie. 10 You have eaten Faerie food and grew sick until you came here. 11 You sought to prove your bravery in the most dangerous place you know. 12 Your family suffers from a curse, and you seek one who could lift it. 13 Your family are secretly pagans and you have come to fulfill an oath to the Gods. 14 Goblins have tormented a loved one, and you seek redress. 15 You were enslaved by giants and escaped the cooking pot. 16 You lord owed a debt to a faerie, and you were the payment. 17 You have come seeking your Faerie wife, of whom you foolishly asked too many questions. 18 You are a mighty knight and have come seeking a lord worthy of your service. 19 You are a faerie, a fact which was but revealed to you recently, and have come seeking your destiny. 20 Secret/Reroll You do not know why you are in Faerie, for your memory has fled. Your GM will secretly re-roll this result, or come up with an idea of his own, which you must discover during play.


All knights start with the following equipment. A light warhorse, a riding horse, two spears, a longsword, a dagger, a flat-top kite shield, mail armor and a choice of weapon from the following list; Mace, Axe, or Pike.

Finally, war gear, travel gear, and personal gear, as defined below, are gained by the knight.

War gear includes polish, whetstone, and tools and materials for repair of armor.

Personal gear includes blanket, bedroll, cooking utensils (knife, pot, stirring spoon, spices), extra socks, an extra pair of boots, an extra pair of gloves, handkerchiefs for personal cleanliness, a foul weather cloak, rations, and court garments, if any.

Travel gear includes a brush, blanket, saddle, saddlebags, bridle, and tack for a horse, as well as feed for several days.

Knights also start with 1d6 pieces of silver.


Knights are trained to wear their armor and bear its burden in combat, but they are still weighted down by it, and their Movement score is reduced by some types of armor.

In addition, a knight may not carry more than their shield, two weapons, and a dagger. If they attempt to, their movement is reduced by another 3 points, and they receive a -2 penalty to their AC, Attack Bonus, and Saves.

Personal gear and travel gear are normally carried on the light riding horse, and war gear on the Knight’s warhorse. Knights do not normally carry these burdens (that’s what squires are for), so they do count as encumbering if they are carried, singly or together.


Light Warhorse: AC 7; MV 21; HD 2; AB +2; Attacks 2; Damage 1d4/1d4; Save 15

Medium Warhorse: AC 7; MV 18; HD 3; AB+3; Attacks 3; Damage 1d6/1d6/1d3; Save 14

Heavy Warhorse: AC 7; MV 15; HD 4; AB +4; Attacks 3; Damage 1d8/1d8/1d3; Save 13

Light Riding Horse: AC 7; MV 24/16; HD 1; No Attacks 0; Save 16

Medium Draft Horse: AC 7; MV 18/12; HD 2; No Attacks 0; Save 15 Warhorses are trained to adapt to the sounds of battle (screams, clashes of arms, etc.) and are not spooked by such, but beasts, monsters and terrors may scare them. They are also trained to attack (see below for more information about this), and will do so with either two hooves (light warhorse) or two hooves and a bite. All warhorses are capable of carrying Travel gear and their master, but no more without being encumbered.

All player knights start a light warhorse and light riding horse. They normally travel on the riding horse, only switching to the warhorse when there is the possibility of combat ahead. Draft and replacement riding horses are generally available for a sp or two, and replacement light riding horses may occasionally be found. If available for sale, they are usually 12 sp. Medium and heavy warhorses may only be obtained through play.

Riding and Draft horses

These types of horses are meant for travel or large burdens. A light riding horse can carry up to two small strongboxes of treasure, in addition to the travel and personal gear of the knight. A Draft horse can carry the equivalent of two large chests of treasure. When either horse carries these extra burdens, they use the lower Movement rate listed in their stat block.

Equipment Statistics

Armor AC Move Price None 9 12 Shield 8 12 1sp Leather 7 12 2sp Leather & Shield 6 12 Chain 5 9 12 sp Chain + Shield 4 9 (Plate Mail) 3 6 (Plate Mail & Shield) 2 6 (Full Plate) 1 6 (Full Plate & Shield) 0 6

Weapon Damage Notes Dagger 1d4 Foot weapon only. x3 bonus damage if an opponent is successfully hit after a successful Grapple combat maneuver. Cannot be used from horseback Longsword 1d8 Can be used from horseback. Mace 1d6 +2 Dam vs. metal armor. While mounted -2 attack AB. Axe 1d6 On a nat 20, destroys a shield. While mounted -2 attack AB. Spear 1d6 Allows footman to attack a mounted rider and negates the Superior Position bonus. x2 damage when set vs. charge. Automatically wins initiative vs warrior on foot. May be used as a lance. Pike 1d8 Allows footman to attack a mounted rider. x2 damage when set vs. charge. Automatically wins Initiative. Foot weapon only. Light Lance 1d8 May only be used mounted. Used by lancers with a light warhorse. Medium Lance1d10 May only be used mounted. Used by lancers with a medium warhorse. Heavy Lance 1d12 May only be used mounted. Used by lancers with a heavy warhorse.

Lances, when used in with a Mounted Charge combat maneuver, score x2 damage.

2 - Honor, Virtues and Vices

3 - Adventure Procedures Adventure Procedures are the ways of determining success and failure for areas outside of Combat.

Characteristics are used for Ability Rolls in the game, as shown below:

Characteristic Utilized for: Strength Lifting, Resisting Knockdown, Breaking Doors & Barriers Intelligence Perception, Tactics, Politesse Wisdom Horsemanship, Strategy, Personal Insight Dexterity Dodging, Jumping, Climbing Constitution Endurance Charisma Charm In the circumstance listed, the GM may call for an Ability Roll from a player. After the player describes what he or she is attempting, that player rolls a number of d6, the amount depending upon the difficulty of the task. If the result of the Ability Roll is equal to or less than the characteristic in question, the character succeeds in what he or she was attempting.


  1. d6 Chance of Success Easy 1 50% for a Characteristic of 3, automatic for a Characteristic of 6. Normal 2 50% for a Characteristic of 7, automatic for a Characteristic of 12 Hard 3 50% for a Characteristic of 11, automatic for a Characteristic of 18. Heroic 4 50% for a Characteristic of 14. Legendary 5 50% for a Characteristic of 18 The last column is a description of various chances of success, depending on the Characteristic in question. You will note that this is a very compressed scale of difficulty; accordingly, most Difficulties should be Normal or Hard. Don’t bother using an Ability Roll if a Characteristic is high enough that success is assured.

Saves and Reaction Checks, retainers and morale

Knightly Skills Knights are trained in a variety of arts, both martial and otherwise. In a general sense, every knight is trained in the following skills: horsemanship, judging the quality of a horse, etiquette, and behavior in court, dancing, playing an instrument of some sort or another, judging the quality of weapons and armor, maneuvering in armor, tactics, speech, command of a band of troops

4 Combat Initiative: Roll 1d6 for each side. High roll wins and may act first. The actual order within a side will depend on positioning. This order persists unless one side or the other Seizes the Initiative. Seizing the initiative means that you surprise your combatants in some way, causing them to hesitate and allowing your side to switch places in initiative.

Attack Roll: Roll 1d20 and add your level, your Strength bonus, your attack bonus, any relevant circumstantial bonus, and the AC of the target. If you roll a total 20 or higher, you hit and cause damage to the foe.

Knockdown: If struck by a lance or other massive weapon, like a giant’s club, the knight must roll 3d6 under his strength to remain mounted, or if on the ground, to remain on his feet.

Unconsciousness and Death: when your hit points reach zero (note: hit points are never less than zero, i.e. negative levels) you are considered to be incapacitated. At this point, you must Surrender, fall Unconscious or suffer an injury and continue to fight. When you suffer an injury, you receive a -2 to attack. As an additional penalty, you will immediately lose one point from a random characteristic. Your GM will describe what the injury is, and narrate any additional details. If you take damage again, you must make the same choice. On the third injury, you must make a 3d6 Constitution check each round, after your action. If you fail this roll, you die.

If any injury is not attended to (by a follower or comrade-in-arms) with poultices and bandages after the battle, the knight will bleed out and die painfully in 1d6 hours. Knights cannot attend to their own injuries.

If your hit points reach zero, and you choose unconsciousness, you will wake up the next day, having healed one hit die (d8) of damage. Add your constitution modifier to this result.

Injury Table

1d6 Characteristic lost. 1 Strength 2 Intelligence 3 Wisdom 4 Dexterity 5 Constitution 6 Lucky! Lose no points.

Healing Each night of rest restores one hit die (d8) of hitpoints. Add your constitution modifier to this result.

Abstract and Tactical Combat Tactical combat means an encounter where you measure exact distances, tracking it on a map, battle mat, or VTT. If you are using an actual tabletop or map without a grid or hex pattern, assume that character may move a number of inches equal to their movement rate. If you want to use a battle mat and utilize accurate scaling, treat each point of movement as 2 squares or 10 feet.

Abstract combat means that exact distances are not tracked, and all distances are tracked by the number of rounds of movement you have to travel to get your target or destination. It may be easier to say that in general, it takes one round to get to a new opponent and leave it at that.

Combat Maneuvers

Advance - This action is used when the knight wishes to move on the battlefield, but cannot charge an enemy. The knight moves 10 feet per point of Movement Rate. This is a slow jog; the knight may unlimber or change weapons and shield simultaneously. The knight can easily avoid or traverse obstacles, as long as they are not hidden.

Foot Charge - This action must be taken to attack the enemy in the same round that you move. The knight moves up to double their Movement Rate in 10’ increments and executes a single melee attack at the end of movement. The move must be in a roughly straight line, and the knight must travel 20’ or more to build up momentum. The knight receives a +2 AB, and also receives a penalty of -2 to AC until the knight’s action in the next round.

Set vs. Charge - This option may only be taken by those wielding a spear or a pike unmounted. The knight braces the end of the weapon against the ground and points it in the direction of a charging enemy. When the charge is executed, the spear/pike acts first (regardless of initiative), and if a hit is successful, the weapon does double damage to the target.

Run/Flee - This action allows a knight to either run a distance equal to double one’s Movement Rate in 10’ increments. This is a full run, and it is very likely that if there are obstacles or sharp changes in direction, then the runner may trip and fall (usually a 3d6 Dexterity check to avoid).

When you are engaged in melee combat, and you take this option, it is called Flee, and you give your opponent the opportunity to take a free attack against you. Fleeing is dishonorable behavior.

Mounted Charge - With this action, the knight initiates a mounted gallop that accelerates to a run. There must be at least 30 feet between the mount and the target. Obstacles in the path of the charge may only be avoided with a 3d6 (or more difficult) Horsemanship roll.

The knight receives a +2 AB, and also receives a penalty of -2 to AC until the knight’s action in the next round. If wielding a weapon other than a spear, a successful hit receives a +2 damage bonus. If wielding a spear as a lance, the weapon does damage based on the size of the mount (1d10 for a light warhorse, 1d12.

On the next round, the knight must continue to move past the targeted enemy for 30 ft. and then must wheel around in order to be able to face his previous target. This takes an entire round. Another charge may then attempted on the following round against the original or another applicable target.

Feint - When a knight takes this maneuver, he gives up his attack and relinquishes the initiative, receiving a +2 bonus to AC. If his opponent fails to hit immediately after this, the feinting knight may take a free attack at a +2 AB.

Great Blow - The knight takes his weapon in both hands, relinquishes the initiative and swings his weapon in a wide arc to gain momentum before he strikes his opponent. If the knight hits, he scores double damage. However, he opens himself to a counterblow, and receives a -4 penalty to AC until his next action. A knight with a shield may take this action, though it is assumed he is not using the shield in any meaningful way.

Shield Bash - The knight uses his shield as a weapon, striking with either the edge or flat of his shield. A successful hit does 1d4 damage, and allows the knight to Seize the Initiative.

Splinter Shield - If a knight receives enough damage to bring his hit points to zero, he may declare that he is interposing his shield at the last moment. This negates the damage but destroys the shield.

Grapple - This is an attempt by the knight to grab and knock down the target with his hands. Once the target has been knocked down, another successful grapple attack will pin the target to the ground. After the knockdown, the target may try to grapple back in order to break the pin, or if there is no pin, try to pin his opponent in turn. Each opponent that aids in the grapple provides a +2 bonus to the attempt, up to +4 for two extra grapplers.

Grapple and Dagger - After an opponent has been pinned by a Grapple, the pinner may use his dagger to attack for triple damage on his turn.

Withdraw - The knight moves backward a distance equal to ½ their normal movement rate. If you have the initiative after you perform this maneuver, you may then attempt to flee without your opponent gaining a free attack. Withdrawing is not in itself dishonorable, but fleeing afterward is.

Pursue - If you wish, you may attempt to pursue a fleeing opponent. If you do, you and your opponent will roll a d20, attempting to roll under their respective movement rates, but still higher than your opponent. The highest successful roll is the winner.

If the pursuer wins, he may take an attack at +2 vs the opponent, who does not receive the benefit of a shield. The pursued must then either turn and fight or continue to flee.

If the pursued wins, he opens up the distance between himself and the opponent, and increases hos effective Movement Rate for the next round of pursuit by +3. If the pursued successfully flees for three round in a row, his is considered to escape his pursuer.


The Grand Melee

The knights are divided into two teams, usually with a parity of knights on either side.

Weapons are rebated, which results in half of all damage being temporary.

Any noble weapons are allowed, though usually only missile weapons are banned outright.

Accidental death is possible, though not common.

Trampling a knight with one’s horse is considered notably dishonorable, and usually results in the perpetrator being stripped of his knighthood and then tried for murder.

The battle is fought in a series of rounds, usually 4-6, depending on the size of the affair.

Each round, a knight must roll his Intelligence or less on 3d6 to gain an attack opportunity. If successful the knight rolls a die to determine who his foe will be for the round.

The knight then rolls 3d6 to determine who his opponent will be

If the knight wishes to face a weaker foe, he may elect to roll 2d6. If the knight decides to act with reckless abandon, he may roll 4d6, increasing his likelihood of being able to engage a skilled foe.

If the table result indicates a quality of knight that is not present at the tournament, than use a lower quality foe on the table that is actually present at the tournament.

A series of 1d4 normal combat rounds is then fought. Surprise is checked on the first round, and an Initiative roll thereafter sets the order of attacks between the foes, just as in normal combat. Initiative may be seized as usual.

If the combat rounds expire without a conclusion (capture, death or unconsciousness), then the combatants are considered to be swept away from each other by the battle.

The combatants are considered to be armed with lances for the first round, and if they attack with lances, one round must be taken to wheel and recover, as usual.

If a knight is hit successfully by a knight with a lance, the knight must check for knockdown, as usual.

If knocked down, the knight may make a squire roll to recover and remount his horse. If he does not, then he must make a capture check.

A capture check is a 4d6 roll vs. Dexterity. If he fails the roll he is considered captured. (If the knight rejects this possibility then he may fight a 4 on 1 battle with no time limit. This is usually to the death.)

A knight is automatically considered captured if brought to 0 hit points.

In a Grand Melee, each knockdown is worth 1 point, and each capture is worth 5 points.

At the end of each round, roll 1d6 for each combatant other than the player knights. On a six, that side scores a point. After all rounds are concluded, the higher point total wins the Grand Melee.

03: Poor Knight 04: Poor Knight 05: Poor Knight 06: Young Knight 07: Young Knight 08: Young Knight 09: Average Knight 10: Average Knight 11: Average Knight 12: Average Knight 13: Superior Knight 14: Superior Knight 15: Superior Knight 16: Named Knight 17: Named Knight 18: Named Knight

Word Count 1/20/18 4242 9/28/18 5446 9/29/18 6087 9/30/18 6621