Hold Fast
While directly pursuing or upholding your Oath, or protecting someone who cannot defend themselves, gain +1 Armor and treat any 7-9 result as a 10+.
Days of Gold Class Reference
Accepted quests, protection, duels, service, and extraordinary rewards.
Longsword or battleaxe (3 Harm), full mail (Armor 2), shield, war horse, and a fine outfit for formal occasions.
When you fulfill an Oath, the GM gains 1 Fortune to later turn the world in the characters' favor.
Outer Cities. You know how to move through and read outer cities: gates, walls, barracks, stables, labor districts, poorer wards, slums, militia yards, roadside suburbs, watch posts, and crowded outer markets.
When your Regional Knowledge applies to Journey or Get the Lay of the Land, choose 1 additional option or question, regardless of the result of the roll.
When you sincerely accept a serious quest with a clear goal and end condition, you may name it as your Oath. It may come from another person, a cause, or your own decision. Record what you have sworn. You may maintain 1 active Oath at a time.
An Oath is simply a promise sworn to carry out a substantial quest or duty. You and the GM decide when a quest or duty becomes an Oath.
Refusing a quest is allowed. If you abandon an Oath, lose 1 Reputation with the group most directly affected by the broken promise.
When the sworn goal is genuinely completed, keep all ordinary payment, treasure, Reputation, introductions, or consequences from the quest and choose 1 Oath Reward, or 2 different Oath Rewards with Oathmaster. The reward is extra; it never replaces what the quest already promised.
Gain 200 gp from gifts, prize money, patrons, or an institution that approves of the deed.
Gain +1 Reputation with one group directly helped by the Oath.
Gain one plausible new Connection to a person or group directly involved in the Oath, if there is one.
Replace or fully repair one mundane weapon, suit of armor, shield, or mount lost or ruined during the Oath.
Gain a squire follower at Loyalty 2: 3 Wounds, Armor 1, 3 Harm. A squire requires no wages while serving you. If you already have one, improve their Loyalty by 1, maximum 3.
Reduce the cost of your next Knight Class Perk by 500 gp.
While directly pursuing or upholding your Oath, or protecting someone who cannot defend themselves, gain +1 Armor and treat any 7-9 result as a 10+.
Choose 2 at character creation. Each unchosen Class Perk can later be purchased for 2,000 gp.
When you openly identify yourself as a knight and are not dishonored or in bad standing with those you address, people tend to treat you with respect and make your passage easier, offering shelter, food, safety, or reasonable aid when they can. At the start of combat, if at least one nearby person, ally or foe, regards you as honorable, heal 1 Wound.
Choose one weapon type. Once per conflict, reroll a 6− Fight roll made with it and keep the new result. Once per conflict, on a 10+ Fight roll made with it, deal +1 Harm.
When someone beside you would take physical Harm from a Fight exchange, you may take that Harm instead and apply your Armor.
Your war horse is a named follower at Loyalty 3 and can fight: 4 Wounds, Armor 2, 3 Harm. It ignores ordinary fear and carries you through dangerous terrain other horses refuse. When you deal Harm to a creature while mounted on or near your war horse, the horse also deals its Harm to one foe within its reach. This may be the same creature or a different foe. If you acquire a new war horse, you may form this bond with it after fighting together, completing an Oath together, or spending 1 week with it.
While mounted on a trained war horse in open ground, on your first 10+ Fight roll in a conflict, deal +1 Harm. While mounted, whenever you or your war horse would take Harm, you may divide that Harm between the two of you as you choose, including having either of you take it all. Apply the original target’s Armor and other reductions before dividing the remaining Harm; do not reduce it again or redirect it a second time.
When you take the field alongside allied forces, you and each ally who joins your charge gain +1 Armor for their first Fight exchange, and all allied battalions involved gain +1 Armor for their first clash. This bonus can only be gained once per conflict.
Once per session and once per foe, when you publicly challenge a foe who understands your language and is not already hostile toward you, roll +Presence. 10+: They accept on your conditions, or withdraw and openly shame themselves. 7-9: They accept on their conditions, or withdraw and openly shame themselves. 6-: They refuse and their honor remains intact. Conditions can include no allies, no armor, first blood, surrender when defeated, a specific weapon, a specific location, to the death, or similar terms.
You may maintain 2 active Oaths at once. Complete and reward them separately. When you complete an Oath, choose 2 different Oath Rewards instead of 1.
When you undertake an Oath, face serious imminent danger, or take responsibility for protecting someone in peril, you may call upon your brotherhood for aid. A fellow knight joins you and remains for as long as that duty reasonably lasts. They are a capable warrior with 5 Wounds, 2 Armor, and a 3 Harm weapon. You may only have one Brotherhood Knight aiding you at a time.
Repeatable, maximum twice. Increase any one Stat by +1. A Stat cannot exceed +4.
After creating your character, ask the table each question one at a time. Any other player may answer by volunteering their character. Briefly establish what happened and what the relationship looks like now. If no player answers, the GM fills the role with an NPC instead. You may reject a GM-created answer and ask for another, but you cannot veto another player's decision to be involved.