So, here's a reposting of the different reward paths, and who can take which:
REWARD PATHS:
Certain warbands that are encouraged in the Athel Loren setting are pure enough in their faith and pure beliefs that they can sense the spiritual energy all around them. Whether it is in the plants, the lakes, or the shadows, these warriors are able to reach out to something greater than themselves... evne at the risk of being consumed by it.
MULTIPLE PATHS
Everytime a hero gains a skill advance, he may instead choose to roll on the Rewards Table appropriate for his warband. In some cases, some warbands have access to more than one Reward table open to them: if this is the case, a single hero may ever use ONE Reward table. Once that hero has rolled on that table, he may never roll on any other table again.
REWARDS OF THE LADY - The patron goddess of Bretonnia, in her purity and infinite beauty.
TAKEN BY: Bretonnians (old), Bretonnian Chapel Guard, Bowmen of Bergerac
REWARDS OF ARIEL - The spirit of life and rebirth, leading the soul searcher to see their important role in the natural order.
TAKEN BY: Wood Elves, Horned Hunters, Bowmen or Bergerac
REWARDS OF THE GREAT HUNTER - Whether it is Taal, Orion, or perhaps something far older and savage, the spirit walker seeks the inner strength from the greatest hunter ever. The young warrior becomes a hair's breath between ultimate serenity and savage rage, and learns how the hunter and the hunted are spiritually bound. Respect for your quarry, even as you kill him with primal force.
TAKEN BY: Wood Elves, Slayers, Horned Hunters, Savage Orcs, Forest Goblins, Beastmen
REWARDS OF THE DEVOURER - The darkness that feeds without giving back, living in the rot, the mushrooms, and creatures older than the trees. The chaos gods are here, unseen, whispering promises so faint that they sound as innocent as the rustling of the leaves. (Same as Rewards of the Shadowlord)
TAKEN BY: Beastmen. Skaven? (Also Marauders, Norse, and Possessed, if they happen to be in the campaign.)
AAAAAND a reposting of the 'Rewards of the Lady' path. Time to post the others!
2 - Called by the lady: The knight is called elsewhere by the lady, he abandons his warband with all his items and leaves this land for good, remove him from the roster (although your gaming group might want to make a special dramatis personae for him )
3-6 A minor boon: The boon granted by the lady is so minor or subtle that it has no real notable effect, like a lucky letter reaching him from his family back home, or a lucky hit in a contest, whatever the result it has no gaming effect.
7-8 May gain +1 Characteristic, which cannot bring the knight over maximum stats. Alternatively, you may choose to have your knight gain a 'Virtue' from the original Bretonnian Warband skill list.
9 - The hero gains the lady's mark of protection. Before playing a game, the hero may make a Leadership test. If the test is successful the Lady of the Lake has bestowed her blessing upon the hero. The blessing takes the form of a powerful curse upon the enemies of chivalry, and in particular upon those that make use of the foul and dishonourable weapons of mass destruction. Any model in the opposing warband who wishes to fire a missile weapon at the blessed hero must roll a D6 and score 4+ to overcome the curse, otherwise they may not fire the weapon. This only applies to shots that specifically target the hero, not shots that include him/her amongst other targets (ex. blunderbuss, grapeshot, etc.)
If this result is rolled by a Bowmen of Bergerac, it does NOT work to its full effect, as the Lady is more prone to protect a chivalrous knight than a cowardly archer! However, on a successful Leadership test at the beginning of the game, they hero gains a 6+ ward save against all unsaved wounds, throughout the entire battle.
10 A valiant steed: The lady has decided that this warrior needs a valiant steed to ride. He gains a steed with barding and the following statline (which only HE may ride, of course):
M WS BS S T W I A LD
9 4 3 4 3 1 4 1 7
If he already possess such a steed, you may either have your old steed ride off into the forest, or may keep your steed, and treat this reward result as a roll of 8 instead.
11 Sword of the lady: The knight is granted one of the mighty swords of the lady. Treat it as a normal sword (ex. parries), but all attacks from it are magical, and all attacks from it are at +1 strength and +1 to hit.
12 A sip from the grail: The knight has been accepted by the lady, and becomes a grail knight, he receives +1 strength, +1 toughness and +2 leadership, all of his attacks are magical, and is now immune to psychology. If the warband contains no other grail knights he will immediately become the warband leader. These stat increases may take him above his racial maximums up to a maximum of 10 in the respective area.
Note: In retrospect, I think we should keep the Bowmen on the Lady's reward table (in addition to the Ariel table), as I like the idea of the Bowmen being the special laymen in her Lady's service. Of course, a steed and a sword are probably the WORST things to help a shooting warbnad, but I think it's very fluffy, and plays well with the robin hood theme.