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Keggekhar: The Red Axeguard Print
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Written by The Wizard   
Tuesday, 13 February 2007

Red Axeguard

Symbol: The shields and banners of the Red Axeguard feature a stylized dwarven waraxe with a red-painted cutting edge. This red stripe represents the sacrifice of the Axeguard's fallen warriors.
Background, Goals, and Dreams:
Two hundred years ago, the Red Axeguard was formed by Kelgrim Duranholm to face a group of ogres heading for Keggekhar. This small, elite team slew an equal number of ogres without losing a single member, forcing the few survivors to flee. Kelgrim continued to lead the Axeguard, seeing its numbers grow through the rest of his life. After two centuries of service, the Axeguard is now the primary defense force of Keggekhar, sworn to defend it from any threat.
The Axeguard has carefully maintained its status as a non-official fighting force in Keggekhar. Because of this, it is technically subordinate to any group under direct control of the City Council. Few would actually challenge the prestige of the Axeguard, so the group usually works alongside other city defense organizations if the guardians do not actually command them.
Most High Champions of the Red Axeguard seek to maintain its tradition of nonaggression. Since the guardians' highest duty is defense of Keggekhar, they only leave the city to fight elsewhere if it is a dire necessity. Otherwise, the Axeguard will wait until its foes are upon the city, then enter battle to prevent harm to the city.
Members: Almost entirely consisting of dwarves from well-established clans, the Axeguard nonetheless counts a few experienced humans among its numbers. Only the most capable warriors are granted entrance into the group; each member is expected to be able to take on several average foes without significant difficulty. Without exception, guardians are martial experts, though rare honorary memberships have been extended to others who have risked great odds in defense of Keggekhar. Never have more than one hundred guardians have been counted among the Axeguard at any one time.
Type: Fighting company (racial).
Scale: 6.
Affiliation Score Criteria: Few non-dwarves are granted membership into the Axeguard. People of such races must prove themselves in defense of Keggekhar, risk their lives in the process, and be willing to reside within the city.

Criterion Affiliation Score Modifier
Character level  +1/2 PC's level 
Dwarf
+2
Fighter, paladin, or ranger
+2
Barbarian or cleric
+1
Defended Keggekhar from common threat*
+2
Risked life in defense of Keggekhar*  +4
Member of well-established clan or family
+2
Human
 -4
Any race other than dwarf or human
 -6
Not proficient with all martial weapons
 -8
* Only one of these applies per battle  
   

Titles, Benefits, and Duties: Due to the serious stance the Red Axeguard has on Keggekhar's defense, guardians are expected to remain on call within the city. Exceptions are made when on special missions from the Axeguard that extend beyond the city walls, or when special permission is gained from a Captain to pursue other matters of great importance. Any other absence results in temporary loss of affiliation benefits, with extended absence leading to outright expulsion.
The Axeguard never numbers more than one hundred members, typically twenty Mountains, six Captains, and one High Champion, the remainder being Foothills. Mountains direct their own small teams of foothills in both battle and peacetime duties. Captains manage groups of Mountains, making high-level strategy decisions as necessary. The half-dozen Captains advise the High Champion on matters of city defense, but in war the High Champion's word is unquestioned. Though the Axeguard is not an official military force of Keggekhar, the High Champion traditionally follows the wills of the City Council.
Members of the Axeguard gain a number of benefits based mostly on training. Due to the constant threat of attack from orcs and giants from the north, guardians are drilled constantly on techniques to defeat these foes. High rank within the Axeguard also conveys a high level of respect throughout the city of Keggekhar, with most citizens extending discounts and aid to guardians. The High Champion alone has access to the inner sanctum of the Axeguard's headquarters, enabling him to commune with the spirit of its founder, Kelgrim Duranholm, for counsel. Most High Champions consult his spirit during times of war for Kelgrim's extensive tactical experience. The High Champion is also expected to attend regular City Council meetings, where his or her opinion is valued as highly as any other Councillor. In matters of war and city defense, the High Champion has normal Council voting privelages.

Affiliation Score Title: Benefits and Duties
3 or lower
Not affiliated or probational member with no benefits.
4-14Foothill Axeguard: +2 racial bonus on attack rolls against orcs and giants.
15-22Mountain Axeguard: Gain special training, as two bonus feats of choice from the fighter bonus feat list. Increase racial bonus on attack rolls against orcs and giants to +4.
23-29Captain Axeguard: Merchants offer a discount of 10% for all goods within the city of Keggekhar. Gain Leadership feat, or if already possessed instead any one feat of choice from the fighter bonus feat list. +2 bonus to Leadership score.
30 or higher
High Champion Axeguard: Can commune with the spirit of Kelgrim Duranholm, as described below, once per week. Special member of Keggekhar's City Council. Gain effects of Kelgrim's Blessing once per month.


Executive Powers: Crusade, raid, war.

Communing with Kelgrim Duranholm
Such was Kelgrim Duranholm's devotion to the defense of Keggekhar that, even after his death, he continues to counsel leaders of the Red Axeguard. When called upon, Kelgrim offers expert advice on strategy and tactics, granting a +4 bonus on any skill check made to effectively command or direct guardians in the next battle led by the High Champion. Guardians revere Kelgrim's genius in war so much that, when led by his wisdom, they gain the effects of heroism for up to one hour during any battle in which the High Champion leads with the command bonus.

Kelgrim's Blessing
Enchantment (Compulsion) [Mind-Affecting]
Duration: One week

As heroism, except the creature gains a +6 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and 40 temporary hit points.

 
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