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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.
==Order Hierarchy==
[[File:ViridianHorse.PNG|250px|thumb|right|Viridian Knights are famous for their horsemanship, but tend to use it only in Grand Tournaments.]]
The Viridian Order has a very strict hierarchy that enforces a chain of command as well as quality within the order itself. Members are usually ranked based on their skill in martial arts. Ranks are often decided in a tournament held every year, though the highest rank of Paladin is reserved only for the most talented. Additionally, the Elders and the Primae are selected from the Paladins, who are seated for life. The Grand Tournament is a tournament held at the Viridian Castle, where all Knights are required to participate. Failing to participate is considered dishonorable. The Knights are all faced against one another in one on one combat through three disciplines: the sword, halberd, and lance. Based on their performance in the three disciplines, Knights may be promoted in rank, and during every Tournament a single Paladin is chosen to join the elite few. While the Grand Tournament is the most common way to be promoted within the Order, the Elder Council also is able to grant ranks throughout the year.
===The Regalian Emperor===
A recent addition to the Order’s hierarchy since the Cedormarian Reform of 306 AC, the Regalian Emperor acts as the official leader of the Viridian Order. This means that the Emperor may oversee the dubbing ceremony for the Squires if he so wishes, and consequently has the loyalty of the Order, something which now prevents the Order from staging another coup as they did centuries ago. Despite being the head of the Order, Alexander has taken a more distant role compared to his brother Cedromar, and has practically yielded control of the Viridians back to the Primae, not wishing to get involved in the Knightly Orders. Though should the Order go down a path he does not agree upon, the Emperor only needs to raise a finger to curb the ambitions of the Knights.
===The Primae===
The Primae is the leader of the Viridian Order. He leads the various Elders and is chiefly considered the most respected and educated Knight in the order. The Primae is often very old due to the fact that he is chosen from among the older Elders. The Primae sets the rules and policies within the Knight’s order while also functioning as a representative. The Current Primae is Domenico Cavalcante, who is both the first Dressolini Primae, and the first to be elevated to Primae without being an Elder first. It is a position unofficially held by an Ithanian over the past years, owing largely to the former Imperial House, Ivrae de Sange, being of said Culture.


Nearly two centuries later, the 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. Still, all Knights are a social class apart, and have special laws applied to them through [[Regalian_Law#Regalian_Knight_Law|Regalian Knight Law]].
===The Elders===
The Elders are teachers and instructors at the Viridian Order. They are generally considered the most talented sword fighters and lancers in the realm, so they use their knowledge to train the next generations instead of using it in battle. Viridian Knights are lost each war, thus by preserving the most skilled, does the average skill of the order not diminish after a particularly bloody war. It is not unheard of for a knight to reject the Elder status because they would prefer to wage war, though many choose it purely because it offers a comfortable existence. The Elders are given leisure and luxury within the castle and are often afforded a minor estate with servants as well. There are twelve Elders that make up the Elder Council.
===The Shieldmaidens===
The Shieldmaidens are the only asset of the Viridian Order in which women may be trained, and function as guardians of the Castle. They are trained outside of the Viridian Castle in a smaller building called "Frauenhaus" (as they aren't actually permitted to enter the Castle.) The women here are trained in the use of the Cross-Shield, a massive shield almost as tall as the female themselves and wide enough to protect their entire body. Then they also train in swords, horse riding, and halberd usage. Women are permitted to join in the Grand Tournament, though are required to wear a helmet when competing to make them indistinguishable from their male counterparts. When not deployed at the castle, the Shieldmaidens may patrol the Imperial District in Regalia to guard the noble houses, or areas considered valuable to the Viridians. There is no formal method of combat deployment of the Shieldmaidens, except when the Elders go to war. Shieldmaidens then function as bodyguards to the Elders in battle. Despite their separation from the men in the Order, Shieldmaidens are still able to rise up and down the ranks as dictated by the Prime Protectress (following the same hierarchy below), who has sole power besides the Primae to do so.


==Becoming a Knight==
===The Paladins===
Unlike other professions or education, knighthood is a life commitment, and joining the ranks of one of the many Orders is a decision not for the faint of heart. Once a Knight, a person remains a Knight until death or expulsion, the latter which brings about a lifetime of shame and disgrace. Due to the demands of being a Knight, it is impossible for any character to have any form of [[Schooling]] on top of knighthood, as all Knightly Orders think taking a sabbatical for several years to a boarding school to learn more is a desertion of duty, and dereliction of missions and demands of the Knightly Order. While these demands of knighthood are high, they come with an elevated position in society, which afford certain rights and privileges that place them between the nobility and the commoner classes of the Regalian Empire.
The Paladins (or Protectress for Shieldmaidens) are the most talented and skilled warriors within the Viridian Order. These fighters will have mastered the art of horseback riding, sword fighting and halbard swinging to the point where only few could challenge them in single combat. Every Grand Tournament, a single Paladin is chosen to join the elite few. Paladins are revered across the Empire for being paragons and holy warriors of the Unionist faith even though they have no distinct religious backing or membership. Paladins often gain their own heraldry which they carry on banners into battle next to their family banner to identify a specific paladin. Paladins may transition to become Imperial Guards, which usually affords them the same kind of quality of living, but at the Imperial Palace and only at the behest of the Imperial Family. Many Paladins do transition to the Imperial Guard purely for the privileges.
===The Sergeants===
*First Sergeants (or First Maidens) are the highest rank any Knight can achieve before becoming a Paladin through winning a Grand Tournament. First Sergeants are among the most skilled of the Viridian Knights who are upgraded to this level for scoring many points during the Grand Tournament.
*Second Sergeants (or Second Maidens) are the middle rank any Knight can achieve. These are in the same league as the First Sergeants, but lack a certain finesse or skill required to become an all-rounder like their higher ups.
*Third Sergeants (or Third Maidens) are the lower rank any Knight can achieve. These are in the same league as the First and Second Sergeants, but lack refinement and dedication to become a Second Sergeant.
===The Men-at-Arms===
Men-at-Arms (or Dames-at-Arms) are the lowest rank any Knight is. They receive this rank when they finish their education at the Viridian Castle at the age of 21, and will remain such until they become Third Sergeant or above.


For those who still desire to join the knightly class, entrance into a Knightly Order follows a standard process, with small changes based on the Order in question. In all cases, knighthood begins at the age of seven, usually after completing an entrance examination and/or paying a tuition fee. Once enrolled, a child is given the rank of Page and begins their training to become a Knight. During the first few years at a Knightly Order’s headquarters, Pages will remain within the confines of the castle where they will be often taught courtly lessons, their Order’s Code of Honor, martial training, and formal discipline by Elders and graduated Knights. The idea is to cultivate a perfect soldier for as far as that is possible within the Regalian Empire: obedient, organized, loyal, independent, and extremely skilled. Sometimes children undergoing education may return home over the weekend or for certain weeks leave, but these only occur during family death or when the trainee goes through a period of severe illness and is required to quarantine away from the others.
===The Squires===
 
Squires are the second step at becoming a full member of the Viridian Order. They receive this rank at 14 when they finish their service as a Page at the Viridian Castle, and will remain such until they graduate. Squires are tasked with taking care of their Mentors’ equipment and horses, while also carrying their standard on the battlefield or at Grand Tournaments. Squires accompany their Mentors into battle, acting as a bodyguard and assistant. This relationship allows the Squire to gain valuable first hand experience, allowing them to prove their loyalty to the Order. Once completed with this part of training, Squires return to the Viridian Castle the week before the Grand Tournament, where they participate in the dubbing ceremony that makes them a fully-fledged Viridian Knight.
After a few years undergoing instruction in a classroom style, Pages are paired with a graduated Knight, who becomes the Page’s Mentor for the rest of their training. During these next few years, Pages spend their time running messages, cleaning equipment, and dressing and armoring their Mentors in order to learn humility. As a reward for these services, Mentors continue to instruct their Page on the subjects taught in the classroom, but also prepare them for the next half of their training through physical activities and training weapon spars. In this way the Page begins to create a personal relationship with their Mentor, to the point where they may leave the confines of their headquarters in order to accompany their senior Knight on small missions nearby. When the Page reaches the age of 14, they are promoted to the rank of Squire, and begin the next stage of their education.
===The Pages===
 
Pages are the first step in becoming a Viridian Knight, and are seen as the attendants to graduated Knights. Pages are allowed to enter the Viridian Castle at the age of 7, where they enter the service of a member of the Order who becomes their Mentor. Pages often spend their time running messages, cleaning equipment, and dressing and armoring their Mentors to learn humility. As a reward for these services, the Mentor and Elders instruct the Page on the Code of Ehrenhof, weapons training, and additional education such as writing, history, mathematics, and etiquette. While Pages also accompany their Mentors outside of the Viridian Castle, their role is limited to non combatant roles due to their inexperience.
Squires carry out much of the same duties as they did as a Page, such as taking care of their Mentor’s equipment, running messages, and the like. However, Squires are also responsible for carrying their Mentor’s standard in battle when applicable, acting as a bodyguard and assistant. This allows Squires to gain invaluable first hand experience in martial activities, something which cannot be fully understood through books and lectures. It is also during this time in training when a Squire is able to purchase their own equipment to use, instead of relying on borrowed equipment from the Order or their Mentor. Squires also accompany their Mentor on missions which may last for months if not years away from their headquarters, allowing the Squire to continue to gain hands-on experience of the knightly life, while also teaching them to be self-reliant and capable in executing missions on behalf of the Order.
 
Finally, when a Squire reaches the age of 21, their Mentor may petition their respective Elder Council to vouch for the Squire’s abilities, and request for their graduation. Following the approval of the Mentor’s request, a Squire returns to the headquarters of their Knightly Order, and awaits the annual knighting ceremony. During the ceremony, the Leader of the Knightly Order has the Squire recite the Code of Honor and swear an oath of loyalty to the Order, after which the Leader taps both of the Squire’s shoulders with a sword. After a few final words, the Squire officially graduates from their training, becoming a fully-fledged Knight.
 
==Imperial Respect==
Over the centuries, the amount of Knightly Orders expanded, making a difference between Knights enjoying Imperial Respect, and those operating outside of Imperial Respect. Imperial Respect is an honor available to any Order-aligned Knight from the Imperial Court, granting them even greater privileges than their comrades-in-arms. Some of these privileges include entry to noble-exclusive areas, but also entrance to the courts of various nobles across the Regalian Archipelago. Lastly, Knights with Imperial Respect are granted the right to a personal Knightly Title (such as the Lion of Algavarvistas, or the Pentacle Protector).
 
Despite any Knight having the ability to gain Imperial Respect regardless of Knightly Order, earning it requires doing something that impresses the Imperial Court (ie, the Emperor). Imperial Respect Knights are examples of true devotion to their Knightly Order, adhering to their Code of Honor with absolute devotion, holding unwavering loyalty to the Crown, and acting as a paragon of virtue to those around them. Imperial Respect may be applied for on the [https://forums.massivecraft.com/threads/special-permission-readme.85712/ Special Permission forum thread.]
 
==List of Knightly Orders==
===Viridian Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#daefd9;" | [[Viridian Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Viridisssan.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Viridian Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Only Unionist Ailor may become Viridian Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Viridian Order uses: Horses, Swords, Vines, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Viridian Order primarily uses Green, with accents of white and black.
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | Combat Style
| Viridian Knights primarily use swords and shields and ride on horseback. They also train in ceremonial halberd usage.
|}
 
===Villiers-Eclaire Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#e8cfd9;" | [[Villiers-Eclaire Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Villiers.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Villiers Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Only Unionist Ailor may become Villiers Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Villiers Order uses: Roses, the Unionist-eye, Fleur-de-Lis as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Villiers Order primarily uses burgundy, with accents of magenta and pink.
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | Combat Style
| Villiers-Eclaire Knights primarily use two-handed blades, flails and maces and go on foot or on horseback.
|}
===Great Oak Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#cfe8e2;" | [[Great Oak Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Greatoak.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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)
|-
| style="background-color:#efefef;" | Magic Usage
| Oak Knights permit the usage of Magic and Sorcery and Ritualism. Aberrancy is permitted in their ranks.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become an Oak Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Oak Order uses: trees, boar heads, axes, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Oak Order primarily uses teal, with accents of gray and brown.
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | 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 Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#ededed;" | [[Lion Pelt Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Pelter.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Lion Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | 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.
|-
| style="background-color:#efefef;" | Symbols
| The Lion Pelt Order uses: Ullaren Lions, rose thorns, flags, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Lion Pelt Order primarily uses White, with accents of any other color.
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | Combat Style
| Lion Pelt Knights fight only with Beorl Axes and no shields, and only fight on foot.
|}
 
===Darkwald Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#cfcfcf;" | [[Darkwald Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Darkwald.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Darkwald Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Only Unionist Ailor may become Darkwald Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Darkwald Order uses: Crossbows, Ravens, Whips, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Darkwald Order primarily uses gray, with accents of dark blue and black.
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | Combat Style
| Darkwald Knights switch between Crossbows and short blades in combat, going either on foot or on horseback.
|}
===Bloodcast Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#edd1d1;" | [[Bloodcast Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Bloodcast.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | Magic Usage
| Bloodcast Knights permit the usage of Magic and Sorcery and Ritualism. They can be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Bloodcast Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Bloodcast Order uses: crossed swords, ships, clouds as Symbols.
|-
| style="background-color:#efefef;" | Colors
| The Bloodcast Order primarily uses Red, with accents of white and black
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | Combat Style
| Bloodcast Knights can use whatever weapons or styles they like.
|}
===Wards of Fae Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#d5f3f5;" | [[Wards of Fae Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Faeknight.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | Magic Usage
| Fae Knights encourage the usage of Magic and Sorcery and Ritualism. Nearly every Fae Knight has some form of Aberrancy.
|-
| style="background-color:#efefef;" | Race Limits
| Only Ailor and Nelfin (except Kathar) may become Fae Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Fae Order uses: angels, white flames, sunlight, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Fae Order primarily uses Cyan, with accents of white and silver.
|-
| style="background-color:#efefef;" | 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, except for Artifacts
* 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
|-
| style="background-color:#efefef;" | Combat Style
| Fae Knights primarily use swords, flails and shields, and only fight on foot.
|}
 
===Oranjen Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#f5e8d5;" | [[Oranjen Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Oranjen.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | 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.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become an Oranjen Knight, but a strong preference for Ailor
|-
| style="background-color:#efefef;" | Symbols
| The Oranjen Order uses: shields, dragons, lillies, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Oranjen Order primarily uses orange, with accents of white and light blue.
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | Combat Style
| Oranjen Knights primarily fight with halberds and spears or any stave-like weapon, and only fight on foot.
|}
===Monzon Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#d9ceca;" | [[Monzon Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Monzon.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | Magic Usage
| Monzon Knights permit the usage of Magic and Sorcery and Ritualism. Aberrants are also permitted into their ranks.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Monzon Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Monzon Order uses: tears of gold, coins, orchids, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Monzon Order primarily uses Brown, with accents of orange and gold.
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | 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.
|}
 
===Blackguard Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#a8a8a8;" | [[Blackguard Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Blackguard.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | 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.
|-
| style="background-color:#efefef;" | Race Limits
| Only Ailor, any type of Half-Ailor, and Eronidas may become Blackguard Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Blackguard Order uses: gauntlet fist, snarling bear, skull, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Blackguard Order primarily uses Black, with accents of gold and red.
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | 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.
|}
 
===Parthas Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#f0eee1;" | [[Parthas Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Parthas.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| 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.
|-
| style="background-color:#efefef;" | 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.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Parthas Knight, except races that can legally be enslaved in Regalia.
|-
| style="background-color:#efefef;" | Symbols
| The Parthas Order uses: chains, horseshoes, ribbons, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Parthas Order primarily uses Yellow, with accents of black and purple.
|-
| style="background-color:#efefef;" | 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
|-
| style="background-color:#efefef;" | 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.
{{Organizations}}
{{Accreditation
|Artists = MonMarty
|Writers = MonMarty, Firefan96
|Processors = MonMarty, Firefan96
}}

Revision as of 18:46, 2 June 2021

Tangerine.gif This Page is prone to Shrodinger's Tangerine. "Can we call speculating over unreleased content Schrodinger's Tangerine" - Okadoka 4/20/21 Keep in mind, content on this page will shift and change.

Order Hierarchy

Viridian Knights are famous for their horsemanship, but tend to use it only in Grand Tournaments.

The Viridian Order has a very strict hierarchy that enforces a chain of command as well as quality within the order itself. Members are usually ranked based on their skill in martial arts. Ranks are often decided in a tournament held every year, though the highest rank of Paladin is reserved only for the most talented. Additionally, the Elders and the Primae are selected from the Paladins, who are seated for life. The Grand Tournament is a tournament held at the Viridian Castle, where all Knights are required to participate. Failing to participate is considered dishonorable. The Knights are all faced against one another in one on one combat through three disciplines: the sword, halberd, and lance. Based on their performance in the three disciplines, Knights may be promoted in rank, and during every Tournament a single Paladin is chosen to join the elite few. While the Grand Tournament is the most common way to be promoted within the Order, the Elder Council also is able to grant ranks throughout the year.

The Regalian Emperor

A recent addition to the Order’s hierarchy since the Cedormarian Reform of 306 AC, the Regalian Emperor acts as the official leader of the Viridian Order. This means that the Emperor may oversee the dubbing ceremony for the Squires if he so wishes, and consequently has the loyalty of the Order, something which now prevents the Order from staging another coup as they did centuries ago. Despite being the head of the Order, Alexander has taken a more distant role compared to his brother Cedromar, and has practically yielded control of the Viridians back to the Primae, not wishing to get involved in the Knightly Orders. Though should the Order go down a path he does not agree upon, the Emperor only needs to raise a finger to curb the ambitions of the Knights.

The Primae

The Primae is the leader of the Viridian Order. He leads the various Elders and is chiefly considered the most respected and educated Knight in the order. The Primae is often very old due to the fact that he is chosen from among the older Elders. The Primae sets the rules and policies within the Knight’s order while also functioning as a representative. The Current Primae is Domenico Cavalcante, who is both the first Dressolini Primae, and the first to be elevated to Primae without being an Elder first. It is a position unofficially held by an Ithanian over the past years, owing largely to the former Imperial House, Ivrae de Sange, being of said Culture.

The Elders

The Elders are teachers and instructors at the Viridian Order. They are generally considered the most talented sword fighters and lancers in the realm, so they use their knowledge to train the next generations instead of using it in battle. Viridian Knights are lost each war, thus by preserving the most skilled, does the average skill of the order not diminish after a particularly bloody war. It is not unheard of for a knight to reject the Elder status because they would prefer to wage war, though many choose it purely because it offers a comfortable existence. The Elders are given leisure and luxury within the castle and are often afforded a minor estate with servants as well. There are twelve Elders that make up the Elder Council.

The Shieldmaidens

The Shieldmaidens are the only asset of the Viridian Order in which women may be trained, and function as guardians of the Castle. They are trained outside of the Viridian Castle in a smaller building called "Frauenhaus" (as they aren't actually permitted to enter the Castle.) The women here are trained in the use of the Cross-Shield, a massive shield almost as tall as the female themselves and wide enough to protect their entire body. Then they also train in swords, horse riding, and halberd usage. Women are permitted to join in the Grand Tournament, though are required to wear a helmet when competing to make them indistinguishable from their male counterparts. When not deployed at the castle, the Shieldmaidens may patrol the Imperial District in Regalia to guard the noble houses, or areas considered valuable to the Viridians. There is no formal method of combat deployment of the Shieldmaidens, except when the Elders go to war. Shieldmaidens then function as bodyguards to the Elders in battle. Despite their separation from the men in the Order, Shieldmaidens are still able to rise up and down the ranks as dictated by the Prime Protectress (following the same hierarchy below), who has sole power besides the Primae to do so.

The Paladins

The Paladins (or Protectress for Shieldmaidens) are the most talented and skilled warriors within the Viridian Order. These fighters will have mastered the art of horseback riding, sword fighting and halbard swinging to the point where only few could challenge them in single combat. Every Grand Tournament, a single Paladin is chosen to join the elite few. Paladins are revered across the Empire for being paragons and holy warriors of the Unionist faith even though they have no distinct religious backing or membership. Paladins often gain their own heraldry which they carry on banners into battle next to their family banner to identify a specific paladin. Paladins may transition to become Imperial Guards, which usually affords them the same kind of quality of living, but at the Imperial Palace and only at the behest of the Imperial Family. Many Paladins do transition to the Imperial Guard purely for the privileges.

The Sergeants

  • First Sergeants (or First Maidens) are the highest rank any Knight can achieve before becoming a Paladin through winning a Grand Tournament. First Sergeants are among the most skilled of the Viridian Knights who are upgraded to this level for scoring many points during the Grand Tournament.
  • Second Sergeants (or Second Maidens) are the middle rank any Knight can achieve. These are in the same league as the First Sergeants, but lack a certain finesse or skill required to become an all-rounder like their higher ups.
  • Third Sergeants (or Third Maidens) are the lower rank any Knight can achieve. These are in the same league as the First and Second Sergeants, but lack refinement and dedication to become a Second Sergeant.

The Men-at-Arms

Men-at-Arms (or Dames-at-Arms) are the lowest rank any Knight is. They receive this rank when they finish their education at the Viridian Castle at the age of 21, and will remain such until they become Third Sergeant or above.

The Squires

Squires are the second step at becoming a full member of the Viridian Order. They receive this rank at 14 when they finish their service as a Page at the Viridian Castle, and will remain such until they graduate. Squires are tasked with taking care of their Mentors’ equipment and horses, while also carrying their standard on the battlefield or at Grand Tournaments. Squires accompany their Mentors into battle, acting as a bodyguard and assistant. This relationship allows the Squire to gain valuable first hand experience, allowing them to prove their loyalty to the Order. Once completed with this part of training, Squires return to the Viridian Castle the week before the Grand Tournament, where they participate in the dubbing ceremony that makes them a fully-fledged Viridian Knight.

The Pages

Pages are the first step in becoming a Viridian Knight, and are seen as the attendants to graduated Knights. Pages are allowed to enter the Viridian Castle at the age of 7, where they enter the service of a member of the Order who becomes their Mentor. Pages often spend their time running messages, cleaning equipment, and dressing and armoring their Mentors to learn humility. As a reward for these services, the Mentor and Elders instruct the Page on the Code of Ehrenhof, weapons training, and additional education such as writing, history, mathematics, and etiquette. While Pages also accompany their Mentors outside of the Viridian Castle, their role is limited to non combatant roles due to their inexperience.