Frostfell Knights

The order of Frostfell is devoted to protecting the frozen wastes and any who journeys for a purpose other than evil.

Hunting sentient creatures is considered evil regardless of their alignment, the exception is for lawfully charged bounty hunters to bring a criminal to justice.

Knights powers: zone of truth, power to clear snow from tracks, summon animal, truesight, speak to animals, detect unnatural (special power to give advantage to checks to see the largest non natural thing in the enviroment, disturbed by the largest unnatural thing in sight such as a castle)

rituals:

induction: During induction a knight must prove their goodwill towards the southern reigon. This is up to them to prove, but if they fail to think of one they will be found lacking in commitment and banished from further advancement. Once satisfied, four knights will form around the initiative and all face south, each will cast a zone of truth and ask the following questions:

(DC 12)North: Do you vow to be a shield against any force that would seek to corrupt the southern havens?

(DC 16)East: Do you vow to protect all who walk the tundra with good in their heart?

(DC 20)West: Do you vow to help the order by revealing any secrets and bringing back anything you think can assist the order?

(DC 24)South: Do you vow to uphold the order and ensure that the cold flame always burns?

Trying to lie at any part and failing will result in the knights killing the initate on the spot each taking a full round action. "The ice has rejected you"

Joining the order will give access to all secrets held by the order, including the location and details of the Einchiridion. The knight will also be bonded with a polar bear or sea lion (if an aquatic campaign) This mount will receive barding of fullplate and the knight will receive a matching set of fullplate. Their hands will also be branded with the order's sigil (a crystal shard). Abandoning the order is treason and any knight you encounter will try to kill you and you should try to kill them as well.

Example knight:

CR 6

Full plate lvl 12 paladin

Longsword frost

Shield

Fullplate

Long sword (cold fire) x2 and shield bash

Attack+4 damage 2d8+1d6+4

two attacks followed by a shove of 10 feet and 1d6+4 damage

Polar Bear

Fullplate barding

two claws + bite

+8 strength

attack +8 claw damage 2d6+8 bite damage 2d8+8

Higher level knights may have polar bears with cold fire claws that deal an extra 1d6 coldfire damage