Halls of Order - Knights of the Order
Extra Jobs, Raids & Features for Halls of Order
What this isExtra Jobs, Raids & Features for Halls of Order
An add-on for Halls of Order by HerrSchtevie, made with his permission. The Halls get a knighthood, a staff, a treasury and enemies who want the crystal that anchors it all.
Part of Bannerlands, my connected estate mods. Install more than one and they work as one realm: one Hire Position, one Your Estates screen, and gold and workers that move between your estates.
What's New
- 1.2.10: people you take on for the Halls while they are outside now get inside. Nobody can walk into the Halls, so they arrive once you can't see them, within an in-game hour at the latest.
- 1.2.9: the Your Estates screen keeps the last full list of people while it updates and waits for each estate's full list, instead of people coming and going in the list.
- 1.2.8: the Your Estates screen says "Not yours yet" for an estate you have installed but don't own yet.
- 1.2.7: a follower you hire for the Halls is now dismissed as a follower first, so they go to their post.
- 1.2.6: nothing is made or removed at the Halls while you are far away, for the visitor crash.
- 1.2.5: visitors are only in the Halls while you are there, for a crash on sleep or wait on the newest game version.
Instant mod help: Join our Discord and ask in #mod-help.

The Knights of Order
- Rubian, the Knight-Commander, stands near the Keeper in black-and-crimson Ebony with a matching sword.
- Recruit with Hire Position, a lesser power you get on load. Up to 20 knights by default (MCM).
- Knights wear the Knight's Ebony and rise from Squire to Knight to Knight-Captain. Their trim changes with rank. Or dress them in a set you've won from the Armory of Order (MCM).
- They work in shifts: on duty at a post, off duty in the Grand Hall, asleep in Knights' Rest.
- Hire a Drillmaster for morning drills. Once a week there's a sparring day (MCM) where two knights fight a bout and you can bet on it.

A strong Nord in crimson-and-black Glass with a matching glass warhammer. He keeps the crystal outside, counts the visitors and their gold, and fights at the crystal in every raid.

The crystal obelisk outside is the anchor of the Halls. Every few days (7 by default, MCM), someone comes for it in rising waves, with a boss on the last one:
- The Iron Fang warband (bandits), led by Hrothmund Iron-Fang
- The Reach-Heart Coven (Forsworn), led by Faolach the Briar-King
- The Restless of Volunruud (draugr), led by Thrandr the Unsilenced
- The Exile's Court (vampires, at night only), led by Lord Ravorin
- The Deep Hive (Falmer), led by Vaerithel the Blind King
- The Legion of Change (Dremora), led by Valkynaz Morikhal
- The Sky-Breakers (dragons), led by Grahsildaan with the dragon priest Maarkriin
- A horn tells you which force is marching. A Spymaster warns you a day ahead.
- Your knights, Rubian and Heimdall come out to defend. Buy upgrades for the crystal from the treasury.
- Win and the spoils go to the treasury. Lose and the raiders carry off a share of it (25% by default, less with a stronger vault).
- Away from home? The raid is fought without you, and you hear how it went. Or set raids to wait for you (MCM).
- Each raid type can be switched off, and so can raids altogether (MCM).
- Rarely, a Breach of Order opens a rift in the Grand Hall itself (MCM).

The Armory of Order
Win against the right raiders and their arms become yours, remade in the Order's black and crimson:
- Order Daedric (heavy armor): beat the Legion of Change once.
- Order Glass (light armor, darker than Heimdall's): beat the Exile's Court once.
- Forge them at any forge and temper them at a workbench, with the usual ingredients and smithing perk.
- Choose your knights' uniform in the MCM (Knights page): the Knight's Ebony by rank, Order Glass or Order Daedric. Every knight is re-dressed when you change it.
- Made from the game's own textures, so they fit whatever body and armor mods you use.

Use Hire Position on almost anyone to offer them a place in the Halls, or tell them "I have a position for you at one of my estates.":
- Treasurer keeps the Ledger of Order at its lectern in the mead hall.
- Spymaster warns of raids. Quartermaster supplies the knights. Healer heals, cures and makes potions. Cook serves meals and prepares feasts.
- Woodcutter and Huntsman open once you place their block or lumber yard, or a hunter's camp or lodge, at the Halls from Estates of Skyrim. Firewood goes into the wood store, the catch into the food barrel.
- Curator gives museum tours. Archivist keeps the Archive of Order. Bard plays for the Halls. Herald announces your feasts in the holds. Drillmaster drills the knights. Courier brings tribute from the holds.
- Bath attendants for the Baths of Clarity, in the same outfits as the Halls' own bathers.
- Everyone draws a daily wage from the treasury (set wages per job in the MCM). Run the treasury dry and people start to leave.
- The treasury: invest in businesses in the hold capitals, lend gold to Jarls, and strengthen the vault so raiders take less.
- Nobody who serves or lives in the Halls reports your crimes to a hold.

- Visitors come through the crystal between 10:00 and 20:00, pay an entry fee at the door and wander the Grand Hall and the museum. How many come depends on the women's happiness, your Renown, feasts and the Herald.
- Notable visitors: now and then someone known in Skyrim, like Ysolda, Nazeem or Erikur, comes for the day and goes home at closing.
- The women of the Halls each have their own happiness. Ask "How are you doing?", spend time together once a day, and bring gifts they like. Romance is a girlfriend, not marriage. Nothing here is sexual.
- Feasts gather the staff and off-duty knights in the Grand Hall.
- The add-on finds the Halls' own staff and residents while the game runs, whichever cast you installed.
Your Estates
With another of my estate mods installed, the Halls become one estate among several:
With another of my estate mods installed, the Halls become one estate among several:
- One Hire Position for all of them. The power asks which location, then lists that place's open positions. In conversation you say "I have a position for you at one of my estates.", then where, then the position.
- Your Estates screen: every estate's treasury, income, upkeep and workers by name, with a Dismiss button beside each worker. Ask the Treasurer or Rubian "Show me all my estates."
- Send gold or a worker from one estate to another from that screen.
- One attack at a time: a raid on the Halls waits while another estate is under attack.
- Nobody serves two lords: Hire Position refuses people who already serve another of your estates.
- Prisma UI is the bare minimum: the screen needs it, whichever way you open it: the Estates of Skyrim power, the Tab menu (ESTATES, with Tween Menu Overhaul, optional), or asking the Treasurer or Rubian.

Pages for General, Knights (including the knights' uniform), Defense, Breach, Women, Visitors, Jobs and wages, Treasury and Maintenance.
Good to know
- Lines are unvoiced (subtitles). Fuz Ro D'oh is recommended so they stay on screen long enough.
- Rubian and Heimdall are essential.
- Raids happen at the crystal outside, on the tundra northwest of Whiterun.
- Armor shape follows your own body and armor mods. The screenshots use HIMBO.
English, Spanish (Español), French (Français) and Russian (Русский) are built in, MCM included. The game picks the language from sLanguage in your Skyrim.ini. There's nothing extra to install.
The Spanish, French and Russian texts are drafts. If you're a native speaker and spot something wrong, post it in the comments and I'll fix it and credit you.

Compatibility
- Made for Halls of Order 1.1.4. Played with the Halls of Order Lux patch.
- Plays alongside my Hjertesten Hall - Extra Jobs and Features in the same game.
- Plays alongside my White Hearth - Extra Jobs and Features: White Hearth won't hire your knights or the Halls' staff, and an Envoy of the Order sometimes visits White Hearth as a guest.
Built and played in a Nolvus Awakening load order. Nolvus users: install it like any other mod.
Install with your mod manager and load after Halls of Order (and its patches). ESL-flagged, so it doesn't use a load order slot. Needs powerofthree's Papyrus Extender 5.9.0 or newer. On game version 1.6.640, use 6.4.3.
Safe to install mid-game: load your save. The Hire Position power is given to you, and Rubian is waiting in the Grand Hall.
Also by me
Hjertesten Hall - Extra Jobs and Features - 20+ jobs, a farm economy, a market and a warband for Thay's Hjertesten Hall.
Word Travels - Friends Talk About Your Deeds - friends hear about your deeds and come talk to you about them. Your knights greet you as their Commander.
Warband - a follower framework and party manager in one mod: recruit up to 10 followers, command them from a wheel, manage each one on a party screen, and make camp.
Hjertesten Hall - Stables - keep two horses in the hall's own stalls and send for a horse from any city.
White Hearth - Extra Jobs and Features - the same kind of add-on for IdomeneusOfCrete's White Hearth: hire a household, hold court from the high table and defend the gate against sieges.
Hjertesten Hall - Extra Buildings - a barracks, a Court Wizard's tower, an orphanage, a graveyard and four homes for Hjertesten Hall.
Join my free Skool group
Updates, bug help and mod requests: Seth Summers Mods on Skool
If you enjoy my mods and want to support them, you can donate here.
Credits
- HerrSchtevie for Halls of Order. This add-on only exists because of it. Please endorse the original.
- The SKSE team, powerofthree (Papyrus Extender), the authors of UIExtensions, SkyUI and MCM Helper.
- Built with houseCARL and DevBench.
This mod was built with the help of AI (scripts & records), and the banner art is AI-made. I play it in my own game and fix reports fast, so tell me in the posts if anything's off.



































