Pillars of the Realm

 

By Brian Miller and Gail Reese

 

The Pillars of the Realm is one of the religious orders of knights that have been established within the city of Ravens Bluff. However, unlike the other three religious orders that are sponsored directly by specific temples, the Clerical Circle sponsors the Pillars as a non-denominational order. These "Pillars of Virtue and Civic Responsibility" have pledged to support the Clerical Circle in accomplishing its duties and to serve as the city's conscience. The order was established to act as a source of protection against the rise of evil clerical powers within the city.

 

One of the primary tenants of the order is to help maintain the harmonious relationships among the civic religion's temples and to punish those that work against the common good of the city and it's people. The order's members strongly believe that they are called to act as a living shield for the people of Ravens Bluff and they constantly strive to become true symbols of their respective faiths.

 

These knights swear loyalty to the city and protect the guidelines set by the Clerical Circle. They are very disciplined and well versed on the civic and recognized religions of Ravens Bluff. Often, these knights are called upon by the Clerical Circle to protect the various temples when a potential threat shows itself in the city. This threat could be anything from a known sect of an evil deity to corruption within a temple. These knights are called to protect the sanctity of all the civic religions, not just their own. Therefore, they must have a strong knowledge of the city and all religions. In addition, they must posses the wisdom and/or intelligence to know then a true threat exists.

 

In addition, the Pillars aid the temples in serving the citizens of Ravens Bluff by giving food to the poor, lending a helpful hand where necessary, and by trying to guide those who may have lost their direction in life (alcoholics, petty thieves and the like) back into the community as upstanding and productive citizens. They do much volunteer work in the soup kitchens, orphanages, the Tent City, etc.

 

To become a Knight of the Pillars of the Realm, a character must squire directly to the order or enter from another knightly order as a knight-squire. All candidates for this knighthood must have reached at least 7th level as a priest or 9th level in all other classes.

 

Requirements:

·         The character must be at least 7th level priest / 9th level for all other classes.

·         The character must have Religion and Local History non-weapon proficiencies.

·         The character must have a minimum Wisdom OR Intelligence of 13 (natural score).

·         The character must have earned 16 Chivalry points through tournament play.

·         The character must have earned 5 Knightly Honors through tournament play, 2 must be honors specific to the Pillars of the Realm order.

·         The character must have recommendation from 2 Knights (PC only); one must be a Pillar of the Realm knight.

·         The character must petition the Knights Council for review.

 

Responsibilities:

·         The knight must tithe 10% of all wealth gained to the Clerical Circle to help it fund civic projects. This is in addition to any other tithing required.

·         The knight must assist in the defense of all the civic temples regardless of personal beliefs and are expected to do the same for all temples recognized by the Clerical Circle.

·         The knight must volunteer much of his/her time to aiding the less fortunate and misguided citizens. These knights may go so far as to as to give his/her last bit of food or money to someone in dire need.

·         The knight must uphold his/her religious vows.

·         Each knight is sworn to uphold Ravens Bluff law and to defend the city from those who would harm it.

·         The knight will respond, without pause, to any threat against the Clerical Circle.

·         The knight is responsible for protecting and defending the citizens of Ravens Bluff at all times regardless of the individuals religious beliefs so long as those beliefs are not in violation of the prohibition against the evil religions.

·         The character must spend 10 time units per year on knightly duties.

 

Benefits:

·         The knight receives a 25% reduction in the cost of Heal, Raise Dead, Resurrection, Restoration and Regeneration spells cast on him/her.

·         If the knight is going on a very dangerous mission, he/she may, for a donation of 1,000 gold pieces, acquire a "Token of Faith" from the Clerical Circle. This token allows a 5% chance that a failed saving throw will succeed by "faith alone". The token grants this boon but once and, if unused, must be returned to the Clerical Circle at the end of the adventure. The donation will not be returned to the knight.

·         Because of the knight's study of religions, upon being accepted into this order, the knight receives an addition to their Religion proficiency to have precise knowledge about one of the following groups of faiths: (Dark Gods - Talona, Loviatar, Shar, Bane, Myrkul, Bhaal) or (Gods of Fury - Talos, Malar, Umberlee, Auril)

·         The knight receives a gold bar pin with two pillars (one standing straight, the other leaning against the first) made of ivory inlaid. This is the heraldic device of the order ((worth 300 gp))

·         In time of war, the knight holds the rank of army major. They are normally called upon to act as chaplains and give inspiration. They may also be brought in to consult in matters regarding any evil religions that may be working with the enemy.

·         At any time, the knight may belong to the City Watch or the Military Militia.

·         The knight may write a letter of recommendation for a squire's admission into any knightly order.

·         The knight qualifies for another knighthood, except the Raven Knights, with three fewer chivalry points than those who squire directly to the order.

·         The knight receives three Fame points upon being accepted into the order, two Fame points for every knightly honor awarded, and one Fame point for every chivalry point awarded. These may be divided among any appropriate categories.

 

 

 

Order-Specific Honors:

 

The Jade Ring

Given to a knight, squire or knight-squire who, while on a mission, survived extreme conditions of weather and other circumstances to successfully complete the task that had brought them there.

The Azure Girdle

A cloth belt/girdle marked with the heraldic device of the Pillars, given to a knight, squire or knight-squire who sees a potentially dangerous clash of legal religions that could escalate and diffuses the problem before it becomes a matter of serious concern. In cases where the trouble was actually caused by a member of an evil religion and/or cult the knight should have apprehended the guilty priest and brought them to trial.

The Silver Pendant

This silver pendant set with a ruby half-moon is given to a knight who assisted in the defense of a civic temple inside the city of Ravens Bluff. The defense could have been against either physical threat or some type of corruption.

The Crimson Gauntlet

This piece of finely made armor, or a symbolic glove, is given to a knight, squire, or knight-squire who succeeds in an undercover mission that rooted out the leaders of a religion against the laws of the city trying to establish itself in Ravens Bluff.

The Broken Pillar

The rarest of all Pillar awards. This is reserved for knights, squires or knight-squires who went undercover, died on a mission, and whose body could not be recovered. It is basically a headstone shaped like a broken pillar. The Pillar Knights honor their fallen dead through various ceremonies of remembrance during the year.

 

Knights and Squires

Pillars of the Earth

Pillars of the Wind

Pillars of the Sun