TEXT: The Knights of the Watch 
   
  Promotion to Vigil Update 
   
  This document should be provided to any Watcher upon promotion to 
  Vigil.  It is otherwise confidential.  Neither players nor administrators 
  should distribute it.  Players may show this document to judges when 
  requested to provide campaign documentation for their character.  
  Judges are likewise requested not to distribute or repeat the 
  information found in this document. 
   
   
   
  
   
   
  2 
  Table of Contents: 
   
  Chapter 1 – Background 
  3 
   
  The First of Seven Precepts 
  3 
   
   
  Chapter 2 – Requirements, Costs and Benefits 
  4 
   
  Requirements and Costs 
  4 
   
  Benefits 
  4 
   
  Feat Access 
  4 
   
  Magic Item Access 
  4 
   
  Weapon and Armor Upgrades 
  5 
   
  Chapter 3 – Advancement Within the Order 
  6 
   
  Vigils (Rank 7) 
  6 
   
   
  Chapter 4 – Knights of the Watch Prestige Class 
  8 
   
  Chapter 5 – Procedures for Advancement 
  10 
  
   
   
  3 
  Chapter 1:  Background 
   
  The Seven Precepts 
   
  In addition to the Twelve Precepts, Azmarender also laid out a further Seven Precepts. These 
  Precepts contain powerful insights into the physical and spiritual realms that could be abused by the 
  unworthy and, as such, are closely guarded secrets known only to the Knights. 
   
   
  And behold, The Great Empire of the people will crumble and the 
  people will be afflicted by all manner of men and creatures. There 
  shall arise in the north a band that are the heirs of empire, for in 
  them is the knowledge that each may call upon the strength within. 
  And lo, their suffering shall be great, but it will bring them 
  enlightenment. It is for them alone to know the power of the blood.  
  It is to them that the spirits of the fallen pay homage.  They shall 
  bring peace to the people and reestablish their inheritance and all 
  will rejoice at their coming. And you shall know them thus, they 
  shall be lead by the son of Him who brings justice and he shall 
  know a secret, which is the salvation of the world. 
  - 
  The Prophecy of Azmarender 
   
  All of the mysticism that infuses the Knights of the Watch is justified by the belief that they are the 
  “Band” mentioned in the above prophecy. It is from this prophecy and the other teachings of Azmarender 
  that the secret Seven Precepts are drawn. The Knights are divided into seven ranks. Each rank requires 
  an initiation ceremony followed by the bestowing of a new title, after which the secret Precept of their rank 
  is revealed to them.  
   
   
  Ascending to a new rank entails a ritual, and often results in the order revealing more of its 
  secrets to the new initiate.  The ranks (in ascending order) are Vigils, Beasts of the Earth, Beasts of the 
  Air, Monsters of the Earth, Monsters of the Air, The Great Beasts, and the Grandiose Imperial Wyvern. 
   
   
  The first of the Seven Precepts, as provided to Vigils, is: 
   
  Seven – It is within the realm of mortal man to unleash from within the depths of our selves strength and 
  power unknowable.  As we master ourselves, so shall we master our surroundings.  This is the Precept of 
  Inner Strength. 
  
   
   
  4 
  Chapter 2 – Requirements, Costs and Benefits 
   
  The following is included so that Knights may plan appropriately for higher ranks. 
   
  Requirements of Knights above the rank of Vigil: 
  • 
  At each successive rank, the Knight is expected to maintain himself with less material wealth.  At 
  each rank, the tithe increases by 1% (to 11% for Beasts of the Earth, 12% for Beasts of the Air, and 
  so forth). 
  • 
  Knights holding the rank of Beast of the Earth or higher are responsible for training of squires and 
  senior squires, and must devote 5 TU each year to this duty.  This cost is cumulative with the Fast. 
  • 
  Knights holding the rank of Beast of the Air or higher are expected to perform administrative functions 
  which require an additional 3 TU each.  This cost is cumulative with the Fast and the training 
  requirement above, for a total of 9 TU each year. 
  • 
  Knights holding the rank of Monster of the Earth and higher are responsible for preparations for the 
  Fast of the Murder of Bethane.  Each is expected to contribute 500 gp each year to help cover the 
  costs of the ceremony, and devote 3 TU each year to preparations and contingency planning.  Again, 
  this is cumulative. 
  • 
  Knights holding the rank of Monster of the Air are in charge of day to day operations in the order, and 
  spend a great deal of time communicating and carrying out the will of the Great Beasts and the 
  Grandiose Imperial Wyvern.  They devote an additional 5 TU each year to this duty. 
   
  Benefits 
   
  Benefits of Knighthood: 
  • 
  Except as noted below, all costs and benefits are as described in the public document. 
  • 
  The succesful Knight, who has brought honor to the order and contributed to its coffers, may be 
  granted the use of items of powerful magic, to better serve his purpose in the world.  (Knights may 
  purchase magical gear deatiled below.) 
  • 
  The succesful Knight, who has brought honor to the order and contributed to its coffers, may have his 
  arms or armor enchanted with powerful magic, to better serve his purpose in the world.  (Knights may 
  purchase magical enhancements for arms or armor as deatiled below.) 
   
  Feat Access 
  Watchers have access to the following feats. 
   
  o 
  Sword and Fist:  Hold the Line, Improved Sunder, Monkey Grip, Power Lunge, Shield 
  Expert. 
  o 
  Defenders of the Faith:  Extra Smiting, Improved Shield Bash. 
  o 
  Masters of the Wild:  Dwarf’s Toughness, Dragon’s Toughness, Giant’s Toughness, 
  Power Critical. 
   
   
  Magic Item Access 
  Watchers at the rank of Vigil have access to the following magic items as per the Living Greyhawk 
  Campaign Sourcebook: 
   
  o 
  Dungeon Masters Guide 
  Potion of Heroism 
  (900 gp) 
  Potion of Nondetection 
  (750gp) 
  Ring of Mind Shielding 
  (8,000 gp) 
  +2 Ring of Protection 
  (8,000 gp) 
  Wand of Cure Light Wounds 
  (750 gp) 
  +2 Cloak of Resistance 
  (4,000 gp) 
  +3 Cloak of Resistance 
  (9,000 gp) 
  
   
   
  5 
  Boots of Striding and Springing 
  (6,000 gp) 
  Phylactery of Faithfulness 
  (1,000 gp) 
  Periapt of Health 
  (7,500 gp) 
  +2 Periapt of Wisdom 
  (4,000 gp) 
  +2 Bracers of Health 
  (4,000 gp) 
  Glove of Storing 
  (2,200 gp) 
  Gauntlet of Rust 
  (11,500 gp) 
  Stone of Good Luck 
  (10,000 gp) 
  Scabbard of Keen Edges 
  (15,000 gp) 
  Horseshoes of Speed 
  (1,900 gp) 
  Horseshoes of a Zephyr 
  (3,000 gp) 
  Goggles of Night 
  (8,000 gp) 
   
  o 
  Sword and Fist 
  Headband of Ferocity 
  (2,000 gp) 
   
  o 
  Masters of the Wild 
  Equerry’s Armor 
  (10,670 gp) 
  Collar of Cleverness – 3 tricks 
  (2,100 gp) 
  +3 Collar of Resistance 
  (4,410 gp) 
   
  Weapon and Armor Upgrades 
  Watchers at the rank of Vigil may have their weapons and armor upgraded by the order, paying the 
  normal upgrade cost: 
   
   
  Armor and shields may be enhanced with the following powers (if applicable): 
  • 
  Upgrade to +1 Enhancement bonus (for any MW or special materials armor or shield) 
  • 
  Upgrade to +2 Enhancement bonus 
   
   
  Weapons may be enhanced with the following powers: 
  • 
  Upgrade to +1 Enhancement bonus (for any MW or special materials weapon) 
  • 
  Upgrade to +2 Enhancement bonus 
  • 
  Bane (this enhancement is limited to Goblinoids, Orcs, Giants and Baklunish 
  humans) 
   
  
   
   
  6 
  Chapter 3 – Advancement Within the Order 
   
   
  Upon joining the Knights of the Watch or Dispatch, the new knight undergoes the ritual described 
  for Vigils.  With each promotion within the order, another ritual is undertaken, and another of the Seven 
  Precepts revealed.  Advancement within the Knights is based on deeds and character.  Since there are a 
  limited number of slots available at the higher ranks, a formula will be developed to determine when 
  openings become available.  For the Sixth Rank, that should be enough to accommodate all PC Knights 
  who are elligible for advancement in a given year, given the relatively short careers many Knights are 
  enjoying in the campaign against the giants in Geoff and elsewhere.  At higher ranks, openings are more 
  rare. 
   
  Vigils (Rank Seven): 
  Ritual: The Knight Candidate is taken to a grove. He is told to fast while the sun brightens the sky and 
  then eat nothing but unleavened bread and drink nothing but water at night. He is to spend the time in 
  contemplation and prayer. He is not to bathe or observe any hygienic practice not related to waste. He is 
  then left alone for fourteen days. Unbeknownst to the candidate, his sponsor observes him from time to 
  time. Any breach of the ritual results in the candidate being sent away and struck forever from 
  consideration. 
   
   After the end of the two weeks, the sponsor appears to the candidate and takes him to the 
  headquarters of the Knights. Once there, the Knight Candidate is ritually bathed. Each step of the bath 
  has a very specific formula that is followed. While the bath is in progress, a bard follows the Knight 
  Candidate and relates the story of Trilesimain.  
   
  At the conclusion of the bath, the Knight Candidate is placed in a white robe. Then he is led 
  before the Knights in meeting. He kneels before the highest-ranking knight present (referred to as the 
  Celebrant) and his sponsor then formally presents him. As part of this presentation, the sponsor states 
  the virtue that he thinks the candidate most exemplifies. The Twelve Precepts are then read aloud one at 
  a time. After each Precept, the Celebrant asks the Candidate, “Do you swear upon your soul to uphold 
  this precept?”   
   
  The reply is, “With the help of (candidates’ deity), I will.”  
   
   After the last Precept is sworn to in this manner, the Celebrant asks the assembly, “Are there any 
  here who doubt the honor of this candidate?” If there are none, he then offers his hand to the candidate 
  and says “Arise Watcher/Dispatcher (Name), (virtue used above) Vigil, and join your comrades.”  
   
  If multiple candidates are to be presented, each undergoes the questioning in order and then…  
   
  The Secret: With the new Knight(s) standing, the Celebrant continues, “You have been made a member 
  of an order entrusted with secret knowledge that cannot be shared with the unworthy. Let him who 
  reveals it have his tongue cut out and fed to pigs and his entrails pulled from him and fed to dogs while 
  yet he lives. You must now take your First Oath as Knight. Do you swear upon your honor as a Knight to 
  maintain the secrets of the order and to punish those who forswear this oath?” 
   
   
  The response is “Upon my honor as a Knight, I so swear.”  
   
   
  The Celebrant then continues, “You have heard the story of Trilesimain.  Know you now that he 
  was a man (“mortal” when a woman is knighted) as you are and that you, too, can tap into the hidden 
  strength that lies within each of us and achieve the feats of Trilesimain. This is the first secret.”   
   
  The Knight is now allowed to take on the Watcher/Dispatcher Prestige Class.  A Vigil is eligible to 
  take up to three levels of this prestige class.  Knights who do not dedicate themselves to training as much 
  as they can in the precepts of the order (i.e., those who do not advance in levels in the prestige class as 
  much as possible) are often passed over for advancement as openings in higher ranks become available.   
  
   
   
  7 
   
  Upon gaining his first level in the new class, he is trained in techniques that foil attempts to pry 
  the Secrets of the Order from him.  This ability is described in detail in the section regarding the prestige 
  class. 
  After the Knight has received sufficient experience to gain his second level in the new class, he is 
  taught a meditation ritual that grants the ability Unleash Inner Strength.  This ability is described in detail 
  in the section regarding the prestige class. 
   
  A feast follows the induction ceremony and the candidate is welcomed.  
   
  Naming Practices: The Knight is known as a Vigil with the word being modified by the virtue mentioned 
  in his ceremony. In order to reduce duplication, the sponsors usually go out of their way to find a little 
  used synonym for the virtue in question (e.g., Faithful Vigil).  Within the Vigils, there is some further 
  differentiation of rank.  Those who are experienced or show exceptional promise are known as Elder 
  <modifier> Vigils.  (In game terms these are Vigils with 2 levels in the prestige class or 2 or more years of 
  service in this rank.)  The most experienced Vigils (4 or more years of service in this rank) are permitted 
  to add one or two superlative or honorific titles to go with the title Vigil.  A Knight might elect to be called 
  Most Puissant Indomitable Vigil (where indomitable is the modifier given by his sponsor in the naming 
  ritual).  Naming is determined by time in service and prestige class level, and is unrelated to promotion 
  points. 
   
  Demographics: All Knights who are not members of a higher order are members of this one.  As of 593 
  CY, there were about 2000 Vigils.  
   
  
   
   
  8 
  Chapter 4 – Knights of the Watch Prestige Class 
   
  Knight of the Watch (Knight of Dispatch) 
   
  The Knight of the Watch is the ultimate defender of the Sheldomar Valley and its people.  Sworn 
  to sacred oaths to protect against the incursions of humanoids and the Baklunish west, these Knights 
  serve in the vanguard of armies in Gran March, Bissel, Geoff, and the other Sheldomar states.  Theirs is a 
  long and storied history, and continues to this day.  Though their ranks were greatly reduced in the 
  Greyhawk Wars, they remain strong and independent. 
   
  The Knights are a strange bunch, often feared and distrusted by those they are sworn to protect, 
  but given respect and honor regardless.  While their otherworldly and mysterious bearing may cause 
  unease in outsiders, few indeed are the Knights who act with anything but honor and grace in carrying out 
  their duties. 
   
  In recent years, there has been a schism within the Knighthood.  Those follow most closely the 
  traditional ways continue to call themselves the Knights of the Watch.  Knights conforming to the image 
  the word conjures, they are fierce combatants in heavy armor on powerful steeds.  These are known as 
  the Watchers.  Within the Knights of the Watch is a subgroup known as the Knights of Dispatch.  Having 
  seen the losses inflicted by uncommon foes against Knights using common tactics, the Dispatchers, as 
  they are known, seek to embrace new tactics and measures.  Still a part of the overall Knighthood, they 
  yet stand somewhat apart from their brethren. 
   
  The Knights honor their founder, Trilesimain, and pattern their behavior after his, and upon the 
  Twelve Precepts.  It is rumored that they follow a second set of Precepts as well, that grant the Knights 
  mystical powers.  While there is much evidence for this, the exact truth is closely guarded secret. 
   
  Note that there are additional levels of the prestige class available to Knights above the rank of 
  Vigil. 
   
  Hit Die: d10 
   
  Requirements: 
  To qualify to become a Watcher, a character must fulfill all of the following criteria. 
   
  Alignment:  Lawful Neutral, Lawful Good, or Neutral Good 
   
  Ride: 4 ranks 
   
  Diplomacy: 3 ranks 
   
  Feats:  Mounted Combat, Ride-By Attack, Spirited Charge 
   
  Race:  Human, Half Elf, or Dwarf 
   
  Weapon Proficiency:  Any lance (and the ability to use it) 
   
  Special: 1.)  Membership in the Knights of the Watch. 
  2.)  Base Attack Bonus +5 OR Base Attack Bonus +4 and the ability to cast 3rd level 
  Divine spells 
   
  Class Skills: 
  Climb, Jump, Swim, Craft, Ride, Diplomacy, Knowledge (Religion), Knowledge (Arcana), Sense Motive, 
  Heal. 
   
  Skill Points Per Level:  4 + Int modifer per level. 
   
  Class Features: 
   
   
  Weapon and Armor Proficiency: 
   
  Watchers and Dispatchers neither gain nor lose any existing weapon and armor proficiency. 
   
  Secrets of the Order:  (EX) 
   
  At first level, it becomes very difficult for others to pry the secrets of the Knights from a member.  
  Any time someone or something attempts to gain such a secret by magical means, the Knight receives a 
  saving throw (typically Will) at the normal DC.  This applies even if the magic in question normally allows 
  
   
   
  9 
  no saving throw.  The Knight adds his or her Watcher level as a special bonus to the save.  This does not 
  help the Knight in any way except to protect the secrets of the order.  
   
  For example, an enchantress may charm a 5th level Knight, and the Knight would gain no bonus 
  to the save.  Should the enchantress request of her new friend that he reveal the secrets of the order, the 
  Knight immediately gets a new save, with a +5 bonus.  Each attempt to make the Knight reveal a fact 
  about his order allows a new save.  Similarly, detect thoughts works just fine on a Knight, but each time 
  the user attempts to pick up a secret regarding the order, the Knight receives a new save with the special 
  bonus. 
   
  This additional save functions as a normal saving throw against the spell (as specified in the spell 
  description).  If the spell or ability description does not normally allow a saving throw, the save negates 
  the spell if successful. 
   
  Unleash Inner Strength:  (SU) 
  Once per day, the Knight may concentrate (requiring a full-round action that can provoke an 
  attack of opportunity) to bring out his inner strength.  While using this ability, the Knight receives a +4 
  bonus to Strength for up to 3 rounds plus (or minus) his Wisdom modifier.  The Knight may voluntarily 
  cease using the ability at any time prior to the normal expiration.  Once the ability duration ends, the 
  Knight suffers a –2 penalty to Strength and Constitution for a period equal to the time the ability was in 
  use.  This penalty has no particular type, and stacks with all other penalties.  Note that a change in hit 
  point adjustment must be made to reflect the temporary loss in Constitution and this can result in the 
  Knight falling into negative hit points or even death.  Under no circumstances does this ability stack with a 
  barbarian’s rage ability (or any similar rage ability).  No character may enter a rage while under the effects 
  of Unleash Inner Strength, and no character may Unleash Inner Strength while in a rage. 
   
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1 
  +1 
  +2 
  +0 
  +2 
  Secrets of the Order, Free Multiclassing 
  2 
  +2 
  +3 
  +0 
  +3 
  Unleash Inner Strength 
  3 
  +3 
  +3 
  +1 
  +3 
   
   
  Free Multiclassing: 
   
  Paladins may freely multiclass as Knights of the Watch or Dispatch.  That is, they may take a 
  level in this prestige class, and then return to the paladin class.  This is an exception to the normal rules 
  for paladins. 
   
  
   
   
  10 
  Chapter 5 – Procedures for Advancement 
   
  Overview:  Each Triad for a region sponsoring Knights of the Watch (Bissel, Geoff, Gran March, and 
  Keoland) is responsible for overseeing the advancement of members of the Order who call that region 
  home.  They also have the discretion to delay or refuse promotion to candidates who may be less 
  deserving. 
   
  The aim of the point system is to provide exceptional 6th and 7th level candidates with promotion 
  to Beast of the Earth, and virtually assure such promotion by 9th or 10th level.  Points are cumulative, and 
  are not “used up” during promotion.  Vigils who meet the requirements or who can reasonably anticipate 
  meeting the requirements soon should contact their local Triad or Knight POC to discuss promotion.  Note 
  that promotion is not guaranteed.  Earning enough points and putting in enough time only makes a 
  character elligible for promotion. 
   
  Note that some of the point awards are racist, sexist, and religiously discriminatory.  That’s 
  entirely intentional.  The author of this document doesn’t believe in keeping real people down for such 
  things, but this is a fictional game, and the Knights are likewise fictional, and are not always nice people, 
  and they certainly don’t follow modern 20th century morality. 
   
  Requirements:  Vigils qualify for promotion by meeting the following requirements: 
  Beast of the Earth: 
  • 
  Must spend at least 26 TU adventuring as a Vigil (only TU spent for modules or other play activities 
  such as interactives count toward this limit) 
  • 
  Must continue to uphold the Precepts and fulfill Knightly requirements.  Minor transgressions here 
  (that are not so serious as to invoke the Precept of Retribution) can delay advancement.  Each Triad 
  is free to determine an appropriate delay (anywhere from 5-52 TU is recommended).  If you believe 
  you’ve commited a transgression, please bring it to the attention of the Triad or Knight POC.  If they 
  hear it from you first, that will speak in favor of the character. 
  • 
  Must acquire at least one recommendation from a fellow Knight or a senior squire.  This can be an 
  NPC if written into a module or a Triad approved non-module LG event, or a fellow PC.  
  Recommendations cannot be gained through coercion (orders, threats, magical compulsion) or graft 
  (bribery, quid quo pro arrangements).  You may not receive a recommendation from anyone for 
  whom you have previously provided a promotion recommendation.  For promotions made in CY 593 
  (real year 2003) the Triads or Knight POCs may waive this requirement.  Check with your local Triad 
  to see if they are doing so. 
  • 
  Must accumulate 20 Promotion Points (see below). 
   
  Promotion Points:  Promotion points are earned according to the following list.  Promotion points are 
  cumulative from rank to rank (that is, points earned as a Vigil are not “used up” on promotion to Beast of 
  the Earth).  Triads are free to award points for similar factors or exceptional deeds, if warranted.  If you 
  believe your character is deserving of a promotion point award for deeds not listed on this chart, please 
  bring it to the attention of your local Triad or Knight POC.  They are, of course, not obligated to agree with 
  you.  All point garnering activities that are not immediately obvious (such as defeating a foe of greater hit 
  dice) must be recorded on the Adventure Record.  It may be helpful to keep a separate log of promotion 
  points, with reference to the Ars upon which they are recorded if applicable. 
   
  • 
  Each 13 TU of service (this includes all TU spent or left-over at year end between 
  becoming a Knight and the present) 
  1 pt. 
  • 
  Each character level in excess of 5 
  2 pt. 
  • 
  Each KotW/KoD prestige class level 
  4 pt. 
  • 
  Character is human 
  1 pt. 
  • 
  Character is male 
  1 pt. 
  • 
  Character is Lawful Good 
  1 pt. 
  • 
  Character’s patron deity is Heironeous 
  1 pt. 
  • 
  Character has served in the military of a Sheldomar Valley nation 
  1 pt. 
  
   
   
  11 
  • 
  Character is currently in the military of a Sheldomar Valley nation (cumulative 
  with the above) 
  2 pt. 
  • 
  Each 5 ranks in Knightly skills (see requirements for squires) beyond 
  the minimum required for admission (this is cumulative across skills, 
  so that a character with 2 extra ranks in one skill and 3 in another benefits) 
  1 pt. 
  • 
  Able to cast 4th level spells 
  4 pt. 
  • 
  Able to cast 5th level spells 
  8 pt. 
  • 
  Able to cast 6th level spells 
  12 pt. 
  • 
  Able to cast spells higher than 6th level 
  Triad  
   
  Discretion 
  • 
  Possesses Leadership feat 
  2 pt. 
  • 
  Diplomacy 5+ ranks (point award is per 5 full ranks, cumulative with  
  skill bonus above) 
  2 pt. 
  • 
  Favored Enemy (foes of the order) 
  2 pt. ea. 
  • 
  Recommended a squire who was invited to join the order and accepted, 
  this award can be made no more than twice per rank of the candidate 
  1 pt. 
  • 
  Recommended a squire who was Knighted (cumulative with above), 
  this award can be made no more than once per rank of the candidate 
  3 pt. 
  • 
  Each 250gp per character level donated to the Order above and  
  beyond required tithe (maximum of 1 pt. per rank of the candidate) 
  1 pt. 
  • 
  Defeated a foe of the Order (Baklunish invader, giant, or humanoid) of 
  equal or greater hit dice in single combat 
  1 pt. ea. 
  • 
  Major In-Character honor (as determined by the Triad, see below) 
  1-3 pt. ea. 
  • 
  Defeated a foe of impressive power (as determined by the Triad, see below), 
  this award may not be made more than twice in a Knight’s career 
  1 pt. 
  • 
  Recovered information or items of value to the Order, and provided them 
  to superiors, this award may not be made more than twice in a Knight’s career 
  1 pt. 
  • 
  Each appropriate IP or favor expended for promotion (Triad discretion) 
  1 pt. 
  • 
  Lost gear or mount on loan from the Order (even if replaced) 
  −2 pt. 
  • 
  Failed to tithe for any module 
  −2 pt. ea. 
  • 
  Missed Fast of the Murder of Bethane 
  −5 pt. 
  • 
  Each alignment or precept infraction (Triad discretion – if penalized by 
  promotion delay, this is doubly punitive and redundant) 
  −1 pt. 
  • 
  Defeated in battle (pre-planned defeats or withdrawls, such as diversions, 
  probes, or delaying actions do not count) 
  −2 pt. ea. 
   
  Major in-character honors include such things as a patent of nobility, promotion to high-priest of a 
  prominent church, high military rank, winning a tournament, or special recognition from one’s liege.  
  Examples from Gran March might include promotion to higher rank than Sergeant in the Army, being 
  awarded a Baronial Medal of Valor, or being named to an elite unit such as the Pathfinders (1 pt.); being 
  named a Dean of Syrloch or an Elector (2 pt.); or winning the competition for the title Champion of the 
  March (3 pt.).  These are cumulative, a character accomplishing all of the above would accumulate 10 
  points toward promotion.  In general, 1 point honors are uncommon but regular occurances, and should 
  not be too hard to come by in most regions.  Minor honors such as Gran March military commendations 
  do not garner promotion points. 
   
  A foe of impressive power is undefined, but generally would be something that ought to make people sit 
  up and take notice.  A decent sized dragon, a Balor, a Nightshade Nightstalker or the Tarrasque might be 
  examples.  For these foes, the Knight may receive assistance and still gain the promotion points, so long 
  as the Knight plays a significant and leading role in the quest to defeat the thing and the combat with it.  
  Items or information of value are based soley on the discretion of the Triad, and ought to be significant.  A 
  +3 longsword is useful, but not really all that big a deal.  The Sword of Kas is a big deal and worthy of the 
  award. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Old and Retired Versions/Knights_Watcher_Squire_to_Vigil_Update_3.0.pdf