Class record
Great Knight
Defender / Support
- Tier
- 2
- Difficulty
- 3 / 5
- Main role
- Defender
- Secondary role
- Support
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Cavalier mastered.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points to spend in Athletics, Animal Husbandry, Riding, Intimidation, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Fitness, Awareness or Presence.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Toughness.
- Level 8Ultimate ability
Identity & lore
Class overview
First fielded by Northi not long after Hussars were becoming common on the battlefield, the Great Knight represented the quintessential heavy cavalry. With knight and mount both clad in heavy armor, the Great Knight was made to be a mobile barrier. Able to interpose their armored bulk for their allies and even project that protection into an aura around them, Great Knights were able to push through even the most heavily contested battlefields for their allies. And while there were countless stories throughout the ages of heavily armored knights turning the tides of battle, there were none as debated as the story of Sir Owain Morgan and Dame Madeline Benoit.
As told and accepted by Northi historians, Sir Owain Morgan was a dogfolk Great Knight without peer. Honorable beyond reproach and an unstoppable juggernaut on the battlefield, he had a list of successful battles attributed to him that stretched the imagination. In fact, detractors of Sir Owain’s tale would often point out that he must have surely known teleportation and time travel magics to be at so many battles at once. What could not be disputed was that Sir Owain certainly existed, his name recorded in the annals of the Bastion Knights. But his most debated feat was one that involved a Westrian knight, Dame Madeline Benoit, and the proliferation of Mage Knights into Northi’s military.
While there were many versions of the tale, the most accepted one in Northi followed a series of reasonably set in stone facts. During one of the many border skirmishes common between Northi and Westria as they vied for control over the Nuren Plains, it was said that Sir Owain led a counter attack against a Westrian skirmishing force. He led his men to victory and successfully captured many knights to ransom back to Westria, including Dame Madeline Benoit. While most of the knights and men at arms were released back to their homes, Dame Madeline was kept for one very important reason: to teach Northi the art of the Mage Knight. Historians for the Era of Knights could often be incited into argument around the idea as there were as many accounts for how Northi gained access to the skills of Westria’s holy knights as there were historians to argue about them.
But what was almost universally accepted as the truth was that Sir Owain, disgusted with his peers and superiors' lack of any decency to release Dame Madeline back to her family, took it upon himself to free the woman. There was little historical accounting of where they went or what they did but there were legends of a pair of knights wandering Lyr and helping those in need. And while those actions had never definitively been attributed to Sir Owain and Dame Madeline, what couldn’t be denied was when they both turned back up in solid historical record.
They would found Morgan Ranch in what would later become Dacquoise, near the future site of the city of Madeline. It was there that the retired knights, happily married for an unclear amount of time, had begun taking on students and ranch hands to teach the art of horsemanship, knighthood, and magic. While the ranch itself did not last into modern times, the house itself was maintained and the legacy of chivalry was upheld by the descendants of those students. Collectively, and informally, they called themselves the Knights of Morgan and dedicated themselves to helping those in need whenever and wherever they were found.
Tactical guidance
Playing Great Knight
The great knight is a mounted tank class that excels in fights with many different engagements.
Intercept is your main tool in getting around the battlefield, allowing you to ride to an allies aid. If you move to an ally far away enough, you can even use Trample and do some damage with it. Note that your movement is not a sidestep, you do provoke attacks of opportunity with it.
Rescue & Drop lets you save an ally from a bad situation and ride them out to safety. You can also drop them immediately to another square nearby to break them free from being surrounded or to let them move away without provoking.
Your Secret Art: Moving Castle is an aura that reduces damage by 3 in a small aura around you. This can be massive when fighting against a group of non-heroic enemies, reducing the damage your allies take by a large amount. You can also move for free once per turn to reposition and potentially help allies in two completely different positions at the same time.
Shared Defense is a simple tool that helps you protect your mount from AoE attacks.

