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Knighthood is a concept of elite warriors created by Julian de Montverrat in the early days of the Regalian Empire. The term "Knight" comes from the Proto-Regalian "knecht," which in turn derives from the Old Ceardian Dialect term "kniucht," meaning elite warrior. In the days before the Regalian Empire, proto-knights were warlords who ruled smaller fiefs, and waged wars against one another throughout Ailor civilization. de Montverrat, influenced by the Altalar Royal Guards in the waning days of the Allorn Empire, took the concept of prestigious fighters to the Regalian Archipelago, where he soon put his military skills to the test in the Five Family Rebellion, being the commander that seized the Regalian city gates and assaulted the Royal Palace. Nearly two centuries later, the Burdigalic Heron-Knight Yvrize Clair-vois-blanc revolutionized the concept of knighthood as Primae of the Viridian Order by writing several treatises on the concepts of chivalry and nobility. Derived from the d'Ithanie word "chevalerie" and phrase "noblesse oblige," Yvrize remarked that the wealth and social status needed in order to own a horse also came with a duty to be generous and respectful to those of lower privilege. As a result, knights of today are known for both their martial prowess, but also their virtuous hearts dictated by codes of honor that are rigidly maintained. Over the centuries, the amount of Knightly Orders expanded, making also a difference between Knights enjoying Imperial Respect, and those operating outside of Imperial Respect. Still, all Knights are a social class apart, and have special laws applied to them through Regalian Knight Law. Special Permissions also exist for Knights with Knightly Titles, which are the elites among the Knights.
Viridian Knights are the Classical Chivalrous Knight, highly respected, but also highly constrained by an honor code. The Viridian Knights are the most well known and widely recognized of the Knights, considered elite and prestigious with a long and venerable history as the first Knightly Order. Viridian Knights defend Honor and act as Teachers and Mentors to others, while protecting the poor and helpless.
Magic Usage
Magic Usage is completely banned in the Viridian Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
Race Limits
Only Unionist Ailor may become Viridian Knights.
Symbols
The Viridian Order uses: Horses, Swords, Vines, as symbols.
Colors
The Viridian Order primarily uses Green, with accents of white and black.
Knightly Code
Your character cannot be disloyal to the Imperial Family or Empire
Your character cannot attack defenceless or unarmed people
Your character cannot engage in deception or lying
Your character cannot be disloyal to other Viridian Knights
Your character cannot complain about anything
Your character cannot be vain and must self improve always
Your character cannot verbally attack or insult others
Your character must uphold principles over safety and self
Your character cannot join the City Guard, but can advise and teach it
Your character can become a Junker (houseguard) but only to honorable Nobles
Your character cannot become a Mercenary
Combat Style
Viridian Knights primarily use swords and shields and ride on horseback. They also train in ceremonial halberd usage.
Villiers-Eclaire are religious protectors of the clergy, and spreaders of their faith. They are staunch Unionist warriors who bring honor and virtue to the Spirit through tournaments, and protecting Unionists who cannot protect themselves, while teaching others of their faith, and engaging in religious debate.
Magic Usage
Magic Usage is completely banned in the Villiers Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
Race Limits
Only Unionist Ailor may become Villiers Knights.
Symbols
The Villiers Order uses: Roses, the Unionist-eye, Fleur-de-Lis as symbols.
Colors
The Villiers Order primarily uses burgundy, with accents of magenta and pink.
Knightly Code
Your character may not waver from the Unionist Faith
Your character must obey commands from Unionist clerics
Your character must not lie or engage in deceit
Your character must never be social with Void Worshipers
Your character must give alms and care for the poor
Your character must never verbally insult the downtrodden
Your character cannot join the City Guard, but can be its chaplain
Your character can become a Houseguard, but only to devout Unionist Nobles
Your character cannot become a Mercenary
Combat Style
Villiers-Eclaire Knights primarily use two-handed blades, flails and maces and go on foot or on horseback.
Knights of the Great Oak are Knights who favor fame above all, seeking great and glorious hunts by going after legendary beasts, and boasting about their victories during celebratory feasts. Oak Knights generally don’t get involved in humanoid matters, but may occasionally veer sideways when it concerns Werebeasts, who they enjoy hunting and defeating (but not necessarily killing)
Magic Usage
Oak Knights permit the usage of Magic and Sorcery and Ritualism. Aberrancy is permitted in their ranks.
Race Limits
Any Race or Religion can become an Oak Knight.
Symbols
The Oak Order uses: trees, boar heads, axes, as symbols.
Colors
The Oak Order primarily uses teal, with accents of gray and brown.
Knightly Code
Your character must always aspire to some ambition, always
Your character must treat all religions equally
Your character must never deny a duel challenge
Your character must never fight dirty during a duel
Your character must never attack from behind
Your character must never attack unarmed individuals
Your character must never attack Yanar or Groves or trees
Your character can join the City Guard
Your character can become a Houseguard
Your character can become a Mercenary
Combat Style
Great Oak Knights have no set Combat Style, except that they always wield some type of round shield or axe with another weapon, and only fight on foot.
Lion Pelt Knights are the typical bodyguard Knight, hired to the wealthiest of patrons for their protection and chaperone. Lion Knights are known to be the most dazzling of Knights, dressing in the best and most expensive clothing, the most ornate designed armor, and wielding the most expensive weapons. Lion Pelt Knights don’t frequently join on the frontlines, instead preferring to remain behind with their charge or patron.
Magic Usage
Magic Usage is completely banned in the Lion Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
Race Limits
Only Ailor or Half-Ailor may become Lion Knights, but no religious restrictions. Altalar are also permitted, but are classified as race traitors by other Altalar.
Symbols
The Lion Pelt Order uses: Ullaren Lions, rose thorns, flags, as symbols.
Colors
The Lion Pelt Order primarily uses White, with accents of any other color.
Knightly Code
Your character must always serve a patron to protect
Your character must never insult or attack a fellow Pelter
Your character must never use insult or verbally attack to anyone
Your character must give alms and money away to others
Your character must endeavor to look beautiful always
Your character must not leave the patron’s side during battle
Your character cannot join the City Guard, but may protect a Lord Commander
Your character can become a Houseguard, but only to their Patron
Your character cannot become a Mercenary
Combat Style
Lion Pelt Knights fight only with Beorl Axes and no shields, and only fight on foot.
Darkwald Knights are in essence Demon and Vampire hunters, stalking their prey and taking on missions for anyone who is being harassed or threatened by an aberrant. The Darkwald Knights are an oddity in that they are the only order besided Monzon using ranged weapons, primarily to close the gap with stronger Vampires. Darkwald Knights are commonly seen as extremist fanatics, with a burning hatred of anything Aberrant.
Magic Usage
Magic Usage is completely banned in the Darkwald Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
Race Limits
Only Unionist Ailor may become Darkwald Knights.
Symbols
The Darkwald Order uses: Crossbows, Ravens, Whips, as symbols.
Colors
The Darkwald Order primarily uses gray, with accents of dark blue and black.
Knightly Code
Your character cannot be any form of Aberrancy Type, with the exception of Union Blessings
Your character can never be social with Aberrants or Aberrant-sympathizers
Your character must never decline an opportunity to hunt an Aberrant that is causing pain to Mundanes
Your character must always destroy Void effigies they come across
Your character must remain celibate and focused on purpose
Your character must avoid jewelry and vain accessories
Your character must never tolerate a Fae Knight nearby
Your character cannot join the City Guard, for it is filled with mutants and freaks
Your character can become a Houseguard, but only to Purity Conservatives
Your character cannot become a Mercenary
Combat Style
Darkwald Knights switch between Crossbows and short blades in combat, going either on foot or on horseback.
Bloodcast Knights are in essence Hedge Knights, Knights without a formal school, hierarchy, or code of honor to maintain, often making their own. In the view of all other Knightly Orders, Bloodcast Knights are amateur knights who fail to uphold any sense of discipline. Indeed, Bloodcast Knights roam the land freely without purpose, doing odd jobs here and there. That being said, to many commoners, they are as such also the only free knights who might give a damn about a cat stuck in a tree or a dog fallen down a well, something the other Knightly orders feel too good and pridely for.
Magic Usage
Bloodcast Knights permit the usage of Magic and Sorcery and Ritualism. They can be any type of Aberrant.
Race Limits
Any Race or Religion can become a Bloodcast Knight.
Symbols
The Bloodcast Order uses: crossed swords, ships, clouds as Symbols.
Colors
The Bloodcast Order primarily uses Red, with accents of white and black
Knightly Code
Your character can do whatever they want, anywhere, always
Your character is encouraged to make their own code
Your character can join the City Guard but is encouraged not to, for roaming freedom
Your character can become a Houseguard
Your character can become a Mercenary
Combat Style
Bloodcast Knights can use whatever weapons or styles they like.
The Wards of the Fae, or Fae Knights, are a Knight Order primarily concerned with the protection of Fae Sepulchres, holy sites which incorporate a mixture of Ailor Pagan, Kintyr Fae, Kintyr Angel and Unionist beliefs for the safeguarding of holy relics. Such holy relics often end up being Artifacts, believed to be gifts from the various gods and the Spirit. Fae Knights travel the land in search for Artifacts to bring back to the Sepulchre for safekeeping, and only to be used in the greatest of apocalypses that affect the world, or from attacks against the Sepulchre itself. Fae Knights are also commonly called Magical Knights, on account of nearly every one of their members having some form of Magic or Sorcery.
Magic Usage
Fae Knights encourage the usage of Magic and Sorcery and Ritualism. Nearly every Fae Knight has some form of Aberrancy.
Race Limits
Only Ailor and Nelfin (except Kathar) may become Fae Knights.
Symbols
The Fae Order uses: angels, white flames, sunlight, as symbols.
Colors
The Fae Order primarily uses Cyan, with accents of white and silver.
Knightly Code
Your character must seek out Artifacts to safeguard but never keep
Your character must protect Aberrants from Darkwald Knights
Your character must speak out for the better treatment of Aberrants
Your character must never judge others on their religion
Your character must never take or steal something from someone
Your character must capture those changed by rituals to be of another race, and change them back
Your character cannot join the City Guard, for it obstructs their Artifact collecting work
Your character can become a Houseguard
Your character can become a Mercenary
Combat Style
Fae Knights primarily use swords, flails and shields, and only fight on foot.
Oranjen Knights are very similar to Villiers-Eclaire Knights, but have an entirely different focus. Primarily, Oranjen Knights are defenders and protectors of the religious, but they do not take orders from Unionist Clergy, and can be of any faith. Oranjen Knights primarily protect holy sites, temples, and religious buildings, regardless of what faith they belong to, or what faith they belong to. Unionist Oranjen Knights might for example protect a Dragon Temple or Exist Shrine, and protect the faithful on pilgrimage and travel to and from holy sites. Oranjen Knights are more commonly Dragon Worshipers, but also have smaller chapters belonging to Unionists, Old Gods worshipers, Void Cultists, Estel Worshipers, and more.
Magic Usage
Magic Usage is completely banned in the Oranjen Order, anyone practicing to be expelled. They also cannot be any type of Aberrant, except for Dragon Warriors and Archbloods, which are permitted.
Race Limits
Any Race or Religion can become an Oranjen Knight, but a strong preference for Ailor
Symbols
The Oranjen Order uses: shields, dragons, lillies, as symbols.
Colors
The Oranjen Order primarily uses orange, with accents of white and light blue.
Knightly Code
Your character must protect holy sites but not take their orders
Your character must never attack a cleric or priest of any kind
Your character must attack any individual wielding a weapon in any holy site or prayer location
Your character must never reveal their faith when asked
Your character must never criticize anyone for their faith
Your character must always play the devil’s advocate in faith debates
Your character must never attack the defenceless and unarmed
Your character must try to verbally sway Aberrants away from their Aberrancy
Your character must remain loyal to the Imperial Family and Empire
Your character must not engage in deception or lying
Your character must decline noble titleage and self-disinherit if entering a noble family
Your character cannot join the City Guard
Your character cannot become a Houseguard
Your character cannot become a Mercenary
Combat Style
Oranjen Knights primarily fight with halberds and spears or any stave-like weapon, and only fight on foot.
Monzon Knights, also more commonly called the Golden Knights, are a fairly distrusted Knightly Order that specializes in the protection and execution of missions for underworld elements. Monzon Knights, in contrast to Lion Pelt Knights, enjoy working more with criminal elements such as kingpins, smugglers and racketeers, profiting from their wealth while doing their bidding. Monzon Knights care only for fame and fortune, and have lower moral standards in terms of how to acquire them. In many ways, Monzon Knights like Bloodcast Knights are seen as Knights without code, but this is not entirely true, as they do retain some semblance of fairness and honorability.
Magic Usage
Monzon Knights permit the usage of Magic and Sorcery and Ritualism. Aberrants are also permitted into their ranks.
Race Limits
Any Race or Religion can become a Monzon Knight.
Symbols
The Monzon Order uses: tears of gold, coins, orchids, as symbols.
Colors
The Monzon Order primarily uses Brown, with accents of orange and gold.
Knightly Code
Your character must never decline a mission for gold, unless other codes are violated
Your character must never attack unarmed or defenceless individuals
Your character must try to outdo any Lion Pelt Knight in style and wealth
Your character must create scenarios where Lion Pelt Knights seem incompetent
Your character must always be beautiful and stylishly dressed and armored
Your character may never attack someone from behind
Your character may never lie or deceive anyone (plead the 5th)
Your character must be loyal to fellow Monzon Knights
Your character must value gold above all else
Your character cannot join the City Guard, too much law abiding
Your character cannot become a Houseguard, nobles are too goodly
Your character can become a Mercenary
Combat Style
Monzon Knights fight primarily with arming sword and dagger, or any other short weapon, light bow, and small shield, and fight only on foot.
The Blackguard Order is the newest Knightly Order, only recently having come about. The Blackguard are primarily heavy defender and guardian Knights, preferring defense over offense, and wielding the heaviest weapons and armor. Blackguard Knights are known to be rough, loud, boisterous and vulgar in their behavior, not having much of a classy semblance of style, but having great skill and endurance in combat to make up for it. Blackguard are the least favored of the Imperially aligned Knightly Orders, only barely scraping by, and generally mistrusted by the other aligned Orders as outsiders.
Magic Usage
Magic Usage is completely banned in the Blackguard Order, anyone practicing to be expelled. They also cannot be Aberrants, except for Silven, which are allowed.
Race Limits
Only Ailor, any type of Half-Ailor, and Eronidas may become Blackguard Knights.
Symbols
The Blackguard Order uses: gauntlet fist, snarling bear, skull, as symbols.
Colors
The Blackguard Order primarily uses Black, with accents of gold and red.
Knightly Code
Your character may not insult anyone, ever, either directly or figuratively
Your character must bow their head in deference to every noble they meet
Your character must wear (very) short hair, even as females
Your character cannot be a twink or below Muscular Body Shape
Your character may never attack someone from behind
Your character must never tell a lie, or deceive
Your character must never marry, but does not need to be chaste
Your character must be loyal to the Imperial Family and Empire
Your character must be loyal to House Lampero and Vultaro
Your character must punch anyone that insults them
Your character must always speak whatever comes to mind
Your character may never decline a challenge to a duel
Your character must declare a vendetta against anyone that beats them
Your character must seek a re-match against anyone with a vendetta
Your character must always respect the strongest Blackguard among the Order as "Duce"
Your character cannot join the City Guard
Your character can become a Houseguard
Your character can become a Mercenary, and is even encouraged to do so
Combat Style
Blackguard Knights only fight in the heaviest of Blacksteel armor, with heavy weapons or maces and always with a shield. They only fight on foot.
The Parthas Knights are primarily Bounty Hunters, Slavers, Slave-Guards and abductors of persons of interest. As Knights, Parthas Knights have operated from Hellatia since the arrival of the Etosian Church, acting as a military arm to enforce the Saffran Law on the people, but also to act as an extended arm to capture enemies of the church. In the past, the Parthas Order controlled a large part of the Azure Order, many of its members being dual-members, but since the order fell, the Parthas Order has operated on its own. They continue to seek bounties to capture special individuals, earning money and fame through their exploits.
Magic Usage
Magic Usage is completely banned in the Parthas Order, anyone practicing to be expelled. Aberrants are not permitted among them, but Undead are.
Race Limits
Any Race or Religion can become a Parthas Knight, except races that can legally be enslaved in Regalia.
Symbols
The Parthas Order uses: chains, horseshoes, ribbons, as symbols.
Colors
The Parthas Order primarily uses Yellow, with accents of black and purple.
Knightly Code
Your character may never decline a bounty, and must always seek them out
Your character may never break off a hunt for a bounty until capture
Your character may never use ranged weapons
Your character may never kill unless on the battlefield or at war
Your character may never insult horses, or horse riders
Your character may never lie, or deceive, unless when hunting
Your character cannot join the City Guard, except as a contract Bounty Hunter
Your character can become a Houseguard
Your character can become a Mercenary, and is even encouraged to do so
Combat Style
Parthas Knights often fight with non-lethal weapons, or chains and whips and lassos, and can fight either on foot or on horseback.
Trivia
Knightly Orders are unique to the Regalian Empire, the concept of Knighthood not existing anywhere in any other nation or among any other Race.
The vast majority of Knights are New Regalian and Ithanian, largely because these two cultures strongly encourage the creation of Knights and Knighthood, though both cultures do so for very different reasons.
Other races have however joined various Knightly Orders in the past 100 years.