Difference between revisions of "Chivalric Orders (Greyhawk)"

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Several chivalric orders exist in the Flaness, mainly in the west. Chivalric orders was once a major feature of the Great Kingdom, but with the decline of this area, chivalry has taken a back seat to secular mercenaries.
 
Several chivalric orders exist in the Flaness, mainly in the west. Chivalric orders was once a major feature of the Great Kingdom, but with the decline of this area, chivalry has taken a back seat to secular mercenaries.
  
The description of each order of chivalry includes a code of honor for paladins, edicts and order benefits for cavaliers, and a code for other classes.  
+
The description of each order of chivalry includes a code of honor for paladins, edicts and order benefits for cavaliers, and strictures for other classes.  
  
== Knights of Holy Shielding ==
+
'''Knights of the Han
Established in the mid-300s CY to support the lords
+
There is no such thing as an order of the knights of the han in Greyhawk. This seems to be a misappellation of the Knights of the Hart. It occurs in the Living Greyhawk gazeteer. Theya re only mentioned hear to clear this misunderstanding.
of the petty domains north of the Nyr Dyv, the
+
== Rank Structure of Knightly Orders ==
Knights of Holy Shielding once made up the core of
+
A full knight is a champion of the cause of the order and a potent Force on his own. But not all members are so high and mighty. Still, paladins, and cavaliers are members of an order from level one. Thus, there needs to be several ranks below that of knight in each other.  
an impressive army. Unfortunately, the years preceding
 
the Greyhawk Wars saw the Shield Lands fall in
 
humiliating defeat to the Horned Society and Bandit
 
Kingdoms. Many Shield Knights fled to goodly
 
nations, establishing relations with local rulers in an
 
attempt to regain their lost homeland through military
 
force. When the forces of the Horned Society
 
withdrew in 583 CY, it appeared that those efforts
 
were successful. The withdrawal proved only a brief
 
respite, and soon the entire nation fell to Iuz. By the
 
end of the Greyhawk Wars, only a third of the order's
 
original 1,800 esquires still lived.
 
In 587 CY, under the leadership of the newly
 
installed Knight Commander Lady Katarina of Waiworth,
 
the expatriate Knights of Holy Shielding
 
returned to their homeland in force. With considerable
 
support from Furyondy, they liberated Critwall
 
and Scragholme Island in a series of bloody battles in
 
which no quarter was asked or given. From Critwall,
 
the knights continue to strike against very strong
 
occupying forces to the north and east. The liberation
 
of the Shield Lands and the destruction of Iuz
 
and his armies are this order's foremost goals.
 
Most Knights of Holy Shielding are now engaged
 
in this "War of Reclamation." However, several
 
agents remain in Greyhawk, Dyvers, the Duchy of
 
Urnst, and Furyondy, working as mercenaries and
 
sending their revenue to support the army at home.
 
Within the reclaimed lands, the Shield Knights represent
 
the best sort of heroism. Commoners regard a
 
Shield Knight with respect and awe.
 
Outside the Shield Lands, the knights are looked
 
upon with less favor. For all their idealistic chatter,
 
these were the same knights who failed to intelligently
 
defend their own nation twice in the last ten
 
years. Cynics reason that it is only a matter of time
 
before they fall to defeat once again. Though the outside
 
world knows the Shield Knights for an arrogance
 
and naivete unacknowledged in their homelands,
 
all know that Shield Knights can be trusted in
 
word and deed. The Knights of Holy Shielding are
 
noted rivals of the Knights of the Hart, who dismiss
 
them with contempt.
 
The core of the Knights of Holy Shielding are paladins,
 
though fighters and clerics of Heironeous are
 
found among their number. Katarina is titular head
 
of the organization, but the daily operations of the
 
Knighthood are seen to by Knight Banneret Incosee
 
of the Bronze Band (LG male human Ftr13), a surpassingly
 
brave Flan general.
 
  
the southern nobles banded
+
Most orders tent to give precedence to certain classes or social groups, called knightly ranks. These correspond roughly to commissioned ranks in modern armed services, they serve in command and staff positions. Enlisted ranks refer to classes that are accepted but seen as less suited to command. In social and staff situations, knightly ranks have precedence over enlisted ranks. In a crisis, these distinctions are usually ignored. Non-members with responsibilities, often experts such as rogues or wizards, can never command members on order business, but are held in rather high esteem in most orders, equivalent to knight in rank.
together, forming the "Shield Lands" as a bulwark
 
against the depredations and chaos of the north.
 
Since the earl of Walworth commanded Admundfort,
 
at the time the only notable city in the region,
 
he was chosen as the knight commander of the combined
 
forces of the nobles. Within a handful of years,
 
the new capital saw the formation of the Knights of
 
Holy Shielding, a Heironean order that both formed
 
the core of the new national army and served as an
 
example of good, clean living through dedication to
 
strict, militaristic goals
 
  
Shield
+
{| class="wikitable"
Lands' Knights of Holy Shielding
+
|+''' Table: Knightly Ranks  '''
'''Geographical Influence
+
|-
 +
| valign="bottom" | ''' Knightly Rank ''' || valign=" bottom " | '''Rank'''  || valign=" bottom " | ''' Enlisted Rank ''' | | valign=" bottom " |  Rank
 +
|-
 +
| valign="top" | 1-3 || valign="top" | Novice  || valign="top" | 1-4    | | valign="top" | Soldier
 +
|-
 +
| valign="top" | 4-6 || valign="top" | Squire || valign="top" | 5-8 | | valign="top" | Sergeant
 +
|-
 +
| valign="top" | 7-9 || valign="top" | Knight || valign="top" | 9-12 | | valign="top" | Captain
 +
|-
 +
| valign="top" | 10-12 || valign="top" | Lord  || valign="top" | 13-16 | | valign="top" | General
 +
|-
 +
| valign="top" | 13+|| valign="top" | Champion || valign="top" | 17-20 | | valign="top" | Champion
 +
|}
  
'''Coat or Arms
+
== Anarchist Orders ==
 +
Some orders do not recognize authority and let each member define their own role. Looked down on by other orders, these champions can still be doughty warriors and mighty heroes.
  
=== Knight Protectors of the Great Kingdom ===
+
=== Knight Errant ===
Of all the orders of knighthood in the history of
+
A knight out to prove himself through heroic deeds. The knight errant is not a member of an order, fighting only for recognition. Knight errant often strive to join other orders.
the Flanaess, none was greater than the fabled
 
Knight Protectors of the Great
 
Kingdom. Once many hundreds in number, their
 
membership has since dwindled to perhaps no more
 
than two dozen today. Throughout their history, these
 
knights were formidable warriors with a matchless
 
reputation for courage and honor. They have become
 
the model for numerous orders of knighthood that
 
have sprung up in the Flanaess in their wake, including
 
the Knights of the Hart and the Knights of Holy
 
Shielding. Their legends permeate the cultures of all
 
the former provinces of the Great Kingdom.
 
Even the founding of the order was an auspicious
 
occasion. It occurred in the year 537 OR (-107 CY),
 
when an attack upon the traveling train of the king of
 
Aerdy was foiled by a group of young men, primarily
 
woodsmen and farmers from a nearby village. Ur-Flan
 
insurgents released a winged horror upon the royal
 
tent city in an effort to assassinate the leader of their
 
conquerors. The young men of the village thwarted
 
the attack, at the cost of most of their lives. The king
 
was so impressed with the courage of the survivors
 
that he raised them up as his "Knight Protectors."
 
From its inception, the order was unique in the
 
Great Kingdom in that it chose its own membership
 
through contests of skill and courage. Positions were
 
not royally appointed, nor could they be bought, like
 
many other knighthoods in the kingdom that were known to come cheaply (for example, the knights of
 
Medegia). The Knight Protectors numbered followers
 
of both Heironeous and Hextor in their ranks;
 
while this produced strong rivalries, deadly conflicts
 
were few. The goal of the order was always a united
 
and protected Great Kingdom under an honorable
 
and lawful monarch.
 
Few events shook the order as greatly as the
 
betrayal of the paladin Sir Kargoth, who made a pact
 
with the forces of evil and unleashed a demonic terror
 
upon the Great Kingdom in 203 GY. The abomination
 
was destroyed at great cost, but the fallen knight
 
seduced no fewer than thirteen members of the order
 
to his dark banner. Kargoth's treachery cursed everything
 
he touched, and sunlight turned all fourteen
 
traitors into the first and most powerful of the socalled
 
death knights.
 
The order went into slow decline after this
 
upheaval, as many loyal knights spent much time
 
hunting down the renegades. The royal House Rax
 
went into slow decline at about the same time. In 443
 
CY, Ivid I set about hunting down and destroying the
 
remaining Knight Protectors, for they opposed his
 
ascension to the throne after he assassinated the last
 
Rax overking. He did not succeed in destroying them,
 
but they were widely dispersed, and some disappeared
 
from the courts of the provinces to go into hiding.
 
Most Knight Protectors of the Great Kingdom live
 
now in Ratik, refugees from Bone March, where
 
Clement was a powerful member of the order until
 
the province's fall in 563 CY. Those Knight Protectors
 
stationed in Almor are now in Rel Deven. Some
 
purportedly hide in the Grandwood and Adri Forests,
 
and a few joined the Iron League and are in Sunndi.
 
The order's old heraldry, showing the great crowned
 
sun of Aerdy guarded by a white axe and red arrow, is
 
no longer used.
 
  
With the apparent passing of Ivid V in Rauxes,
+
* ''' Alignment''' Any.
some expect the Knight Protectors to emerge from
+
* ''' Knightly''' Cavalier.
their dormancy and take a more active role in the
+
* ''' Edict''' Knight errants strive to stand forth as a champion and accept all challenges. The code recognizes that there is no honor in accepting or offering suicidal challenges, but knights are always encouraged to stretch their own limits. The order honors challenges to personal combat and duels on the battlefield, but recognizes that interference is often unavoidable.
recovery of the Great Kingdom's former realms. How
+
** '''Challenge'''  . An order of the stag cavalier cannot have several challenges running at once; he must defeat one opponent before challenging another. When a challenge is active and as long as no ally has attacked the target since the cavalier issued the challenge, the cavalier gains a +2 morale bonus on Armor class and all saving throws. As long as the target of the challenge has not inflicted lethal damage on the cavalier, he can strike the target to inflict nonlethal damage without the usual -4 attack penalty.
they will reorganize and what their new goals will be
+
** '''Skills''' Add Knowledge (local) (Int) and Knowledge (Nobility) (Int) to the list of class skills. Whenever knight errant cavalier uses a Knowledge skill to know information about an opponent, he receives a bonus on the check equal to ½ his cavalier level (minimum +1). The first piece of knowledge learned is the target's base attack bonus, though the GM might prefer to present this in relative terms, such as "slightly better than me", "equal to me", or "much less than mine" rather than as a number.
are as yet unknown to the outside world. Overking
+
** Order Ability level 2''' Whenever a knight errant is challenged, either by a class ability such as challenge or smite, or just a verbal challenge, he can issue a counter-challenge as an immediate action. This has all the benefits of a challenge, but does not count against the cavalier's daily limit. Note that the cavalier cannot use this if he already has an ongoing challenge.
Xavener has expressed no interest in them, but no
+
** Order Ability level 8''' The cavalier and his mount ignores difficult ground and gains a +10 morale bonus on Acrobatics and Escape Artist checks when charging or pursuing the target of a challenge.
animosity toward them, either. Grenell of North
+
** Order Ability level 15''' When a knight errant cavalier defeats a challenge target, either by accepting surrender, killing the target, or knocking him unconscious, he can issue another challenge as an immediate action, and this challenge does not count against the cavalier's daily limit on challenges.
Kingdom might consider a Hextorian order of
 
knights, but not of the caliber of old. Rel Astra has its
 
own knights, the Iron Nation cavalry. Perhaps the
 
Knight Protectors will again rise in Ratik or Ahlissa.
 
  
=== Iron Nation Cavalry (Rel Astra) ===
+
=== The Fallen ===
Rel Astra has its
+
The order of the fallen is not really an order at all, it is more of a name given to the mavericks, oddballs, and oath-breakers among cavaliers
own knights, the Iron Nation cavalry.  
+
* '''Cavalier Order''' . A cavalier who fails in another order can always change to the order of the fallen without going through the usual trial period.
 +
** '''Edicts''' A fallen cavalier must be self-reliant and cannot bind himself to service. His own agenda always comes first. An order of the fallen cavalier is proud of his accomplishments, taking responsibility for his own actions and needing to either carry a personal coat of arms or to have an easily identified public alias to which all his actions can be easily attributed - such as 'the black knight' or 'the sword of the people'.
 +
** '''Challenge'''  In a turn when an order of the fallen cavalier issues a challenge, he (or his mount) can take an additional move action. If he started his turn hidden, he can take two additional move actions. These can come either before or after other actions on the cavalier's turn.
 +
** '''Skills''' Add Disguise (Cha) and Stealth (Dex) as class skills. Whenever an order of the fallen cavalier uses Disguise to meld with a crowd, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
=== Voice of Freedom ===
 +
An outgrowth of the cult of Tritereon, the voice of freedom is more a cause than an order. Anarchists, activists, and free thinkers make up this informal sorority.
 +
 
 +
* ''' Alignment''' Chaotic.
 +
* ''' Knightly''' Cavalier, liberator.
 +
* ''' Edict''' The voice of freedom must never be silenced. Avowed champions of freedom, they voice of freedom must always speak out against oppression, but need not always do so plainly or in public. The liberator must take responsibility for her own actions in  all situations. She must have a personal code (tough it is subject to change) and she must show her indignation at the injustice and oppression openly and honestly.
 +
** '''Challenge'''  When the cavalier issues a challenge, she can make a new saving throw against any mind-affecting effect and against any effect that causes her to be entangled or otherwise hinders her movement. If an Escape Artist check can be used to escape the situation, she can make such a check as a free action.
 +
** '''Skills''' Add Acrobatics (Dex) and Escape Artist (Dex) as class skills. Reduce the armor check penalty on these skills by half the cavalier's level (minimum +1, to a minimum penalty of 0).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
== Chivalric Orders of the Baklunish ==
 +
The Baklunish do not see chivalry exactly like the Oerdians do, but there are enough similarities that talk of knightly orders is relevant. Unlike their eastern cousins, Baklunish knights tend to be medium or light cavalry, focusing on the scimitar, lance, and bow.
 +
 
 +
===  Farises of Ekbir ===
 +
* '''Coat or Arms''' Caligraphic sigil.
 +
* ''' Alignment''' Lawful good.
 +
* ''' Knightly''' Cavalier, cleric, paladin, warpriest.
 +
* ''' Enlisted''' All others.
 +
* ''' Edicts''' The farise must obey the orders of the caliph, a mufti, or a superior in the order (in that order). He must deal fairly in all things, punishing the sinful and unrepentant while protecting the righteous. He must always strive for harmony in his own mind and body as well as in the state and among beleivers.
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
During the reign of Udmey the Seer, the first order of knighthood in service to Al'Akbar was established, called the Farises. The caliph understood that mounted warriors had always proved most effective in the lands of the Baklunish, and these knights were organized to defend the nation, clergy, pilgrims, and citizens. They also served as a counterbalance to the mounted raiders of the plains.
 +
 
 +
===  Saphis of Zeif ===
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
The military of Zeif is very strong, yet because its supreme leader is the sultan himself, their interests suffer when his attention is distracted. High in the ranks of the military are the Spahis, the knights of the sultanate; they are landed gentry of wealth and position, but without the discipline of the Farises of Ekbir.
 +
 
 +
Zeif has a significant minority of orcs and halforcs, the distant descendants of nonhuman mercenaries used by the old Baklunish Empire before the Invoked Devastation. These tribeless nonhumans have become fully integrated into the state, and see military service as a way to rank and honors they are otherwise denied. A number of noted generals and spies of Zeif were obviously half-orcs.
 +
 
 +
== Knight Protectors of the Great Kingdom ==
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
Of all the orders of knighthood in the history of the Flanaess, none was greater than the fabled Knight Protectors of the Great Kingdom. Once many hundreds in number, their membership has since dwindled to perhaps no more than two dozen today. Throughout their history, these knights were formidable warriors with a matchless reputation for courage and honor. They have become the model for numerous orders of knighthood that have sprung up in the Flanaess in their wake, including the Knights of the Hart and the Knights of Holy Shielding. 
 +
 
 +
Few events shook the order as greatly as the betrayal of the paladin Sir Kargoth, who made a pact with the forces of evil and unleashed a demonic terror upon the Great Kingdom. In 443 CY, Ivid I set about hunting down and destroying the remaining Knight Protectors, for they opposed his ascension to the throne after he assassinated the last Rax overking. He did not succeed in destroying them, but they were widely dispersed, and some disappeared from the courts of the provinces to go into hiding. Old and grey, these knights are only able to act as mentors for young hopefuls. Some have been used by the rulers of successor states to institute their own knightly orders.
 +
 
 +
The order's old heraldry shows the great crowned sun of Aerdy guarded by a white axe and red arrow.
 +
 
 +
=== Eagle Knights ===
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
=== Harriers ===
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
=== Order of Almor ===
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
== Knightly Orders of Furyondy  ==
 +
As the home of chivalry in the flaness, the nation of Furyondy has a host of noble orders.
 +
 
 +
===  Ancestral Knight ===
 +
* ''' Alignment''' Any.
 +
* ''' Knightly''' Cavalier.
 +
* ''' Enlisted''' Fighter, cleric, rogue. The enlisted in this order are hereditary retainers of an ancestral knight who follows him into battle out of stubborn loyalty or just to get away from their dreary lives.
 +
** '''Edicts''' An ancestral knight must always strive to shine as an individual, to be at the forefront of every advance and to fulfill his personal goals. This includes working to personally pursue and defeat the target of their challenge. This does not prevent the cavalier of the unicorn from retreating, but it can make them ignore tactically sound targets in pursuit of their target. They must also preserve face and not be afraid to show off.
 +
** '''Challenge'''  An ancestral knight and his mount do not provoke attacks of opportunity for movement when making a Charge against the target of his challenge. 
 +
** '''Skills''' Add Appraise (Int) and Survival (Wis) as class skills. Whenever an ancestral knight cavalier uses one of these skills on campaign, either to loot or forage, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2''' When the ancestral knight charges the target of his challenge, he (or his mount) may overrun creatures standing in the way as a free action. This ability also allows a charge even when creatures occupy the space from which the cavalier could finish his charge in. If a creature stands in a position where it prevents the cavalier from moving into position to attack the target of his challenge (if there is no empty space to attack from) and that creature is successfully overrun or chooses to let the cavalier move past, the cavalier may move that creature 10 ft. to make room. This movement does not provoke attacks of opportunity. More than one creature can be moved in this way to make room for a cavalier (and mount) that takes up more than one square. If sufficient space is cleared for the cavalier to position himself for the charge attack, the charge is played out normally. If not, the cavalier stops in the last position legal along the path of the charge and the charge fails.
 +
** Order Ability level 8''' When a target of the ancestral knight's challenge attacks a creature other than him, it takes a -2 penalty on attack rolls and provokes an attack of opportunity from the ancestral knight.
 +
** Order Ability level 15''' When the cavalier or an ally withing 30 ft. of the cavalier fails a saving throw against a mind-affecting, poison, or disease effect, the cavalier can grant an additional saving throw against this effect. A character can only benefit from this once per minute. This is not an action.
 +
 
 +
Ancestral knights are hereditary knights of old families with names from the history books. They are assured of a place among the country's knights of honor, but many of them are poor or lead lackluster lives as local landlords of rural communities. When they enter the fray, they are often recklessly heroic, striving to preserve the honor of their family and make a name for themselves. This group of nobles is large but poor and badly organized.
 +
 
 +
===  Consort Knight ===
 +
* '''Coat or Arms''' Royal consorts coat of arms quartered with a personal coat of arms.
 +
* ''' Knightly''' Any.
 +
** '''Edicts''' Must uphold the honor of the royal consort and insure the safety of the royal family, especially minors. Must be an able court knight who can entertain as well as provide security. Must be absolutely reliable and discreet to avoid rumors about the royal persons.
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add Knowledge (nobility) and Perform as class skills. Whenever a knight XXX uses one of these skills to know about or provide entertainment for royalty, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
The queen or (prince consort if the regent is a queen) has the right to create knights, and generally does so for her personal favorites and closest guards. Diplomats, emissaries, and handsome young hopefuls are other likely recipients of the queen's favor.
 +
 
 +
===  Dolphin Knight ===
 +
* '''Coat or Arms''' River dolphin superimposed on the insignia of the knight's personal coat or arms. Those lacking their own coat of arms, and those who wants to curry the dauphin's personal favor use a dolphin on a field of azure.
 +
* ''' Alignment''' Any.
 +
* ''' Knightly''' Cavalier, bard.
 +
* ''' Enlisted''' Fighter, rogue.
 +
** '''Edicts''' Obey the dauphin in all things. Accompany the dauphin or act as his personal agents. Act as the dauphin's champion and shield him from danger, up to an including protecting him from himself. Avoid stumbling over the self-contradictions in the edicts.
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add Sleight of Hand (Dex) and Use Magic Device (Cha) as class skills. Whenever dolphin knight cavalier uses one of these skills to entertain, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
The crown prince, called the dauphin, has the dolphin an informal badge. He has the right to create knights, and these often become his closest intimates and advisors when he grows up. Dolphin knights traditionally have the right to enter the crown prince's chambers at any time. They sovereign usually creates some dolphin knights as bodyguards when the crown prince is little, later playmates and favored servants join the ranks. Noble houses strive to have their best and brightest in this order, because of the intimacy it can bring with the future regent.
 +
 
 +
=== Ducal Knights ===
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
The four dukes of Furyondy - Littleberg, Reach, Gold Country and Kalinstren - are the only others who may create knights. The knights so created will be knights of the duchy where they were created. They are considered full peers of any knight created by the king, dauphin or queen.
 +
 
 +
===  Knight of the Mark ===
 +
* '''Coat or Arms'''
 +
* ''' Alignment''' Any, but usually non-evil and non-chaotic.
 +
* ''' Knightly''' Cavalier, cleric, fighter, paladin, ranger.
 +
* ''' Enlisted''' Any.
 +
** '''Edicts''' Duty before glory. Obey the chain of command. Conduct the war as honorably and effectively as possible. Never show cowardice in the face of the enemy, but neither shall you risk troops (including yourself) for personal glory.
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add Knowledge (engineering) and Survival as class skills. Whenever a knight of the march cavalier uses one of these skills in a province next to the border of Furyondy (either inside the nation or not), he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
Mark is an old word meaning borderlands, and the duty of this order is to defend and fortify the borders of the kingdom. Commanders in the field can pass out titles of knighthood in this order, and do so to heroic soldiers and those who show potentials as officers or shock troops. These knighthoods must be verified by the sovereign, but it would be a scandal if the title of a knight of the march was not verified. Many knights of the mark die on duty before their knighthood is ever brought up for review, and this loyalty in the face of death brings honor on the entire order. A knight of the mark is often able to face down members of more prestigious orders by the simple virtue of camaraderie with his companions.
 +
 
 +
===  Knights of the Conclave ===
 +
* '''Coat or Arms''' Each knight of the conclave has their own coat of arms, which they guard jealously.
 +
* ''' Knightly''' Any.
 +
** '''Edicts''' A knight of the conclave is the representative of a regional aristocracy and must defend the rights and privileges of this group. Almost always, he also has blood ties to this group and any loss would affect him intimately. He should always strive to handle local problems inside the group and oppose change. It is possible but rare for a knight of conclave to develop the interests of his group in new directions.
 +
** '''Challenge'''  When the cavalier issues a challenge against another noble, he can make it a judicial challenge. The winner of such a challenge gains prestige and influence that gives a +5 bonus on all Diplomacy checks to further the cause of the challenge for the next month.
 +
** '''Skills''' Add Knowledge (local) (Int) and Knowledge (nobility) (Int) as class skills. Whenever a knight of the conclave uses one of these skills in political maneuvers or to know about laws, customs, and rights, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
A knight of the conclave is a landholder or officeholder, which brings an income and a position on parliament. Kin to the ancestral knight, but richer and of much more influence, the knights of conclave is generally a conservative group jealous of their rights and privileges. 
 +
The group is merely advisory, but has great influence, especially over tax collection.
 +
 
 +
===  Royal Guard ===
 +
* '''Coat or Arms''' A personal coat of arms or simple green field with a red and blue bend with the three crowns of Furyondy.
 +
* ''' Knightly''' Cavalier, fighter, paladin.
 +
* ''' Enlisted''' Any.
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
The royal guard is the personal honor-guard of the king. This is both a military unit and an honorary order for royal servants of all kinds. Most members are commoners or from the lower ranks of the nobility, entirely beholden to the king for rank and wealth.
 +
== Knights of Holy Shielding ==
 +
* '''Coat or Arms''' A black tower on a field of red.
 +
* ''' Knightly''' Cavalier, cleric, fighter, paladin, ranger.
 +
* ''' Enlisted''' Any.
 +
** '''Edicts''' Act a s a shield for the civilized lands. Never shirk responsibility. Know when to push forward and when to preserve your force to win another day.
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add Knowledge (engineering) (Int) and Survival as class skills. Whenever a knight of holy shielding uses one of these skills to assault, pursue, evade or prepare defense against the forces of darkness (basically whenever he uses them as a part of the war effort), he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
The Knights of Holy Shielding once made up the core of an impressive army. Unfortunately, the years preceding the Greyhawk Wars saw the Shield Lands fall in humiliating defeat to the Horned Society, Bandit Kingdoms and later Iuz. Many Shield Knights fled to goodly nations, establishing relations with local rulers in an attempt to regain their lost homeland through military force.
 +
 
 +
The liberation of the Shield Lands and the destruction of Iuz and his armies are this order's foremost goals. Most Knights of Holy Shielding are now engaged in this "War of Reclamation." However, several agents remain in Greyhawk, Dyvers, the Duchy of Urnst, and Furyondy, working as mercenaries and sending their revenue to support the army at home.
 +
Within the reclaimed lands, the Shield Knights represent the best sort of heroism. Commoners regard a Shield Knight with respect and awe. Outside the Shield Lands, the knights are looked upon with less favor. 
 +
 
 +
=== Grey Knights ===
 +
* '''Coat or Arms''' Gery knight often present a false coat of arms as a part of a cover identity. When acting openly, their coat is a black tower on a field of white.
 +
* ''' Knightly''' Cavalier, cleric, investigator, inquisitor, ranger, sacerdote.
 +
* ''' Enlisted''' Fighter, rogue, wizard.
 +
** '''Edicts''' I am the shield of my comrades' souls. I shall be relentless in pursuit of wickedness, and I shall separate the black sheep from the white.
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add Disguise (Cha) and Knowledge (religion) (Int) as class skills. Whenever a grey knight uses one of these skills to conduct an investiogation, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
The Knights of Holy Shielding have come to realize that the forces of darkness assault them in many ways, and that some of the most nefarious attack from inside the crusader's ranks, spreading despair, defeatism, and corruption. The grey knights exist to combat this danger, with mixed results; overzealous inquisitors can cause as much damage as they prevent.
 +
 
 +
=== Order of the Chalice ===
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
The order of the Chalice is a holy order of virtuous knights sworn to a noble quest: the extermination of demonkind. Held to the highest standards of law, good, and nobility, the knights of this order are paragons of virtue, pure of heart, perfect in valor, cultured and refined, pious and devoted, and, too often, arrogant and vain.
 +
 
 +
== Knights of Luna ==
 +
* '''Coat or Arms''' A tree of silver with golden leaves on a field of purple. This is a variant of the heraldry of Celene. Many use their own coat of arms instead, some quite fanciful.
 +
* ''' Knightly''' Cavalier, cleric, fighter, liberator, magus, oracle, wizard, sorcerer.
 +
** '''Edicts''' Lead the defense against the forces of darkness. Strike at it quickly before it can grow roots. Avoid conflict with elves, but not at the cost of honor.
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
 
 +
The Knights of Luna is an elven order of knighthood dedicated to preserving the monarchy of Celene and the noble traditions of the elves throughout the central Flanaess. They espouse values that call for elven leadership in the cause of Good, and noblesse oblige toward their allied kindred and the lesser races. Most of the leading members of this order are high elves from the Grand Court of Celene, although they are currently at odds with the policies of their fey queen and her councilors. The order includes many high elves and half-elves, many of them wizards as well as fighters. The majority live and operate in Celene, but increasingly they are found in the Duchy of Ulek, with a small presence among the elves of Highfolk and the Fairdells. No strict hierarchy exists among the Knights of Luna, though Melf, Prince Brightflame of Celene, is their acknowledged leader. Generally, the most senior and experienced knights have the most authority, and they are permitted to take squires of any elven or part-elven lineage. Knightly quests are typically the province of young, inexperienced members of the order. Successful completion allow a knight to gain rank and a squire.  
  
=== The Saphis of Zeif ===
+
Though no formal alliance exists between the Knights of Luna and the Knights of the Hart, the two groups at times assist each other. They both consider Iuz to be the greatest menace to the cause of Good in the Flanaess, though the Knights of Luna are also foremost in the fight against the Pomarj nonhumans. The isolationism of Celene is a cause of great contention between the Knights of Luna and the rest of the Grand Court. The knights attempt to influence the policies of Celene by reasoned debate and by hosting foreign dignitaries and sponsoring them at court. They also support limited military actions, particularly on Celene's southern border and in the Principality of Ulek.
The military of Zeif is very strong, yet
 
because its supreme leader is the sultan himself, their
 
interests suffer when his attention is distracted. High
 
in the ranks of the military are the Spahis, the
 
knights of the sultanate; they are landed gentry of
 
wealth and position, but without the discipline of the
 
Farises of Ekbir.
 
  
Zeif has a significant minority of orcs and halforcs,
+
===  Companion Guard of Celene ===
the distant descendants of nonhuman mercenaries
+
* '''Coat or Arms''' A tree on a field of purple, the national heraldry of Celene.
used by the old Baklunish Empire before the
+
* ''' Knightly''' Cavalier, cleric, fighter, magus, wizard, sorcerer.
Invoked Devastation. These tribeless nonhumans
+
** '''Edicts''' Defend the honor of Celene and the queen. Protect the nation against all who would risk her safety, including its own citizens.  
have become fully integrated into the state, though
+
** '''Challenge'''  When the cavalier issues a challenge,  
most are within the lower class. A number of noted
+
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
generals and spies of Zeif were obviously half-orcs.
+
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
  
== Knights of the Hart ==
+
Since the Wars, Celene has maintained its official policy of noninvolvement, though many elves have volunteered to fight in the Suss Forest or farther afield. Some members of the Knights of Luna seek to gain control of the Celene military. As a reaction, a branch of the order has formed that supports the throne and seeks to control the outbursts of the Knights of Luna. This is the Companion Guard, knights under the command of the royal consort. They see the Knights of Luna are a force of dissension.
Once the least militant major order of knights in the
+
== Knights of the Hart ==  
Flanaess, the Knights of the Hart have lately become
+
Once the least militant major order of knights in the Flanaess, the Knights of the Hart have lately become more "aggressively defensive" in nature. These knights have a tripartite organization formed in ancient days to serve the needs of the lords of Furyondy, Highfolk, and Veluna Because these states are decentralized and thus severely threatened by sudden invasion from any quarter, the Knights of the Hart bulwark standing armies and hunt for potential threats.  
more "aggressively defensive" in nature. These
 
knights have a tripartite organization formed in
 
ancient days to serve the needs of the lords of
 
Furyondy, Highfolk, and Veluna Because these
 
states are decentralized and thus severely threatened
 
by sudden invasion from any quarter, the Knights of
 
the Hart bulwark standing armies and hunt for
 
potential threats. The Knights of the Hart must swear
 
to serve as a vanguard of defense at an instant's
 
notice, maintaining certain strongholds, serving in
 
local governments, and supporting scouting actions
 
into mountains, forests, and countryside (where they
 
often personally mete out justice to the lawless).
 
Membership in the Knights of the Hart is open to
 
commoners and nobles alike, provided each candidate
 
is devoted to the protection of Furyondy, Highfolk,
 
and Veluna. Further, each candidate must possess
 
proven combat skills and have performed an act
 
of exceptional honor, bravery, courage, and service.
 
Since the Greyhawk Wars and Great Northern
 
Crusade, all Knights of the Hart oppose Iuz in every
 
way; they live to destroy him, his armies, and his
 
empire. The order also has a long-held dislike of Perrenland,
 
Dyvers, Nyrond, the Knights of Holy
 
Shielding, and the Knights of the Watch, each for
 
separate reasons.
 
The three orders of the Knights of the Hart are as
 
follows.
 
Knights of Furyondy: This branch now has 170
 
knights and many associated warriors under its command.
 
About 50 Knights of Furyondy died during
 
the Greyhawk Wars and Great Northern Crusade
 
(583-588 CY). The branch's primary concerns are the
 
recruitment of new members, without lowering its
 
standards to do so, and the maintenance of all strongholds
 
along the border with Iuz. The order accepts
 
humans and half-elves. The coat of arms is azure, a
 
pair of antlers or.
 
Knights of Veluna: Only 120 knights are in this
 
politically active branch; each is of great repute and
 
commands many sergeants and warriors. The order
 
once admitted only fighters, but recently it has
 
brought in several fighting clerics of renown. All
 
members of the Knights of Veluna are landowners,
 
and the order values diplomacy and negotiation as
 
much as it values skill with blades. Most members
 
worship Rao, though a growing number swear to the
 
faiths of Mayaheine or St. Cuthbert, and a few to
 
Heironeous. The order accepts humans and halfelves.
 
The coat of arms is sable, a pair of antlers or.
 
Knights of the High Forest: This order's fortyfive
 
members are exclusively olve. These elves are
 
skilled in forest skirmishing, spending their short
 
time outside the forest as merchant lords in the High
 
Vale, where they are justly hailed as heroes while
 
they try to raise money for their cause. The coat of
 
arms is vert, a pair of antlers or.
 
  
=== Knights of the Hart (Verbobonc) ===
+
Membership in the Knights of the Hart is open to commoners and nobles alike, provided each candidate is devoted to the protection of Furyondy, Highfolk, and Veluna. Further, each candidate must possess proven combat skills and have performed an act of exceptional honor, bravery, courage, and service. Since the Greyhawk Wars and Great Northern Crusade, all Knights of the Hart oppose Iuz in every way; they live to destroy him, his armies, and his empire. The order also has a long-held dislike of Perrenland, Dyvers, Nyrond, the Knights of Holy Shielding, and the Knights of the Watch, each for separate reasons.
Orders of knighthood are few and small in Verbobonc,
 
though the new viscount recently proposed
 
sponsoring a local branch of the Knights of the Hart.
 
Though controversial (as no love is lost between the
 
town and the Knights of Furyondy), it appears the
 
proposal is gaining widespread public support so
 
long as the knights were loyal first to their homeland,
 
not to foreigners
 
  
=== Knights of the Hart (Veluna) ===
+
The Knights of the Hart often serve as arbitrators of justice in the lawless areas they patrol or maintain strongholds and serve in their local governments. Over time, the knights have become involved in battles of politics - not of war - much to the dismay of some of the countries' leaders.
The
 
Knights of Veluna, a local branch of the Knights of
 
the Hart, number just more than one hundred.
 
These politically active men and women command
 
smaller independent bands of sergeants and men-atarms,
 
and often can be found at the beck and call of
 
any of the nation's seven secular ruling families.
 
  
=== Knights of Conclave (Furyondy) ===
+
=== Knights of the Hart (Furyondy) ===
Knightly Conclave, a parliamentary
+
* '''Coat or Arms''' Golden antlers of a field of azure.
group that considers any issue it wishes, then
+
* ''' Knightly''' Cavalier, cleric, paladin.
offers its opinions to Belvor.
+
* ''' Enlisted''' Fighter, ranger.
 +
** '''Edicts''' Serve as a vanguard of defense at an instant's notice, patrol against incursions of evil. Maintain strongholds, serve in local governments, and support scouting actions. Personally mete out justice to the lawless.
 +
** '''Challenge'''  When the cavalier issues a challenge,  
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
  
=== Knights of the Hart (Furyondy) ===
+
The Knights of Furyondy is the largest branch of the organization. In years past, they have come to the aid of Highfolk when Old Wicked’s forces attempted to seize that territory, and helped to turn the tide. For the last few years, many of the knights have become entwined in politics, trying to urge King Belvor IV to take the fight to Old Wicked. After years of pleas to the king, it now appears that the knights' wisdom is finally being heeded and none too soon.
The Furyondian branch
+
The Furyondian branch of the Knights of the Hart is becoming increasingly political, to the chagrin of the southern lords. They act to create a strong centralized authority based on the monarchy of Furyondy.
of the Knights of the Hart is becoming increasingly
 
political, to the chagrin of the southern lords.
 
  
Dyvers. The city had
+
===  Knights of the Hart (High Forest) ===
never enjoyed a warm relationship with Furyondy's
+
* '''Coat or Arms''' Golden antlers of a field of green. This is the same as the Knights of the Hart (Highfolk).
branch of the Knights of the Hart, and when some
+
* ''' Knightly''' Cavalier, druid, liberator, oracle, ranger.
knights loudly contemplated annexation of the city
+
* ''' Enlisted''' Fighter, magus, sorcerer, wizard.
for King Belvor, public anxiety grew to an all-time
+
** '''Edicts''' Serve as a vanguard of defense at an instant's notice, patrol against incursions of evil. Maintain safe points and communication channels. Patrol and scout to predict enemy raids and attacks.
high.
+
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
  
=== Farises of Ekbir ===
+
Knights of the High Forest: This order's members are exclusively elves. These elves are skilled in forest skirmishing. Their numbers are few, but they are masters of guerilla warfare, able to fight much larger hordes of evil than would be possible in the open battlefield.
During the reign of Udmey the Seer, the first
+
They are on the front lines of Old Wicked’s lands, are very aware of the dependence Highfolk has on Furyondy and Veluna, and take appropriate measures to ensure the good will of their peoples' lands.
order of knighthood in service to Al'Akbar was
+
The coat of arms is vert, a pair of antlers or.
established, called the Farises. The caliph understood
 
that mounted warriors had always proved
 
most effective in the lands of the Baklunish, and
 
these knights were organized to defend the nation,
 
clergy, pilgrims, and citizens. They also served as a
 
counterbalance to the mounted raiders of the
 
plains.
 
  
=== Gynocracy of Hardby ===
+
=== Knights of the Hart (Highfolk) ===
In
+
* '''Coat or Arms''' Golden antlers of a field of green. This is the same as the Knights of the Hart (High Forest).
Hardby, the female wizards, knights, and nobles
+
* ''' Knightly''' Cavalier, fighter, investigator, magus, wizard.
restored the sovereignty of the gynarchy, though by
+
* ''' Enlisted''' Druid, fighter, rogue, sorcerer.
tradition the title of gynarch belonged to House
+
** '''Edicts''' Support the order financially and by arms. Ensure the prosperity of Highfolk and its allies. Act as the glue that holds the Order of the Hart together.
Yragerne. Therefore, the women of Hardby named
+
** '''Challenge'''  When the cavalier issues a challenge,  
their new ruler the despotrix, ruling over a domain
+
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
extending from the lower Selintan to the Abbor-Alz,
+
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
  
=== Knights of the High Forest ===
+
Highfolk's Knights of the Hart, made up of elite elven and half-elf warriors, represent hope to the people of the valley, and are justly celebrated as heroes.
 +
Offically a part of the Knights of the High Forest, the Highfolk branch of the order grew out of the order's financial interests, and is more mercenary and focused on commerce, some of their leaders are merchant princes in Highfolk.
 +
Highfolk's branch of the Knights of the High Forest has been scandalized by reports of financial corruption, but this is just rumors.
  
=== Knights of the Hart (Highfolk) ===
+
=== Knights of the Hart (Veluna) ===
Highfolk's Knights of the
+
* '''Coat or Arms'''
Hart, made up of elite elven and half-elf warriors,
+
* ''' Knightly''' Cavalier, cleric, paladin.
represent hope to the people of the valley, and are
+
* ''' Enlisted''' Fighter, ranger.
justly celebrated as heroes.
+
** '''Edicts''' Protect Veluna and the rest of the alliance. Work for peace, only go to war when forced to. Ensure the strength and prosperity of the nation.
 +
** '''Challenge'''  When the cavalier issues a challenge,  
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
  
Highfolk's branch of the Knights
+
All ranking members of the Knights of Veluna are landowners, and the order values diplomacy and negotiation as much as it values skill with blades. Most members worship Rao, though a growing number swear to the faiths of Mayaheine or St. Cuthbert, and a few to Heironeous. The order accepts humans and halfelves. The coat of arms is sable, a pair of antlers or.  
of the High Forest was scandalized by reports of
 
financial corruption.
 
  
=== Knights of the Han ===
+
=== Knights of the Hart (Verbobonc) ===
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts''' Protect Verbobonc and the rest of the alliance. Patrol aggressively against incursions of darknes and the resurgence of the Temple of Elemental Evil. Defend the clergy and common people of Verbobonc to the death.
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
  
=== Knights of the Watch ===
+
Orders of knighthood are few and small in Verbobonc, though the viscount recently sponsored a local branch of the Knights of the Hart. Though controversial (as no love is lost between the town and the Knights of Furyondy), it appears the proposal is gaining widespread public support so long as the knights were loyal first to their homeland, not to foreigners
The Knights of the Watch was created several centuries
 
ago on the foundation of an earlier organization
 
based in Gran March. Tasked with protecting
 
Keoland, Gran March, Bissel, and Geoff from the
 
incursions of barbaric Paynims and "westerlings"
 
(civilized Baklunish armies), the Watchers maintain
 
castles, fortresses and strongholds along the bord with Ket, as well as in the western mountains. The
 
order's strongest bases of power can be found in Gran
 
March (Hookhill), Geoff (Hochoch), and Bissel
 
(Pellak). Members of the knighthood are drawn from
 
the best and wisest lands in the Sheldomar Valley.
 
The Knights of the Watch are devotees of a nearmonastic
 
school of teachings based upon the writings
 
of the philosopher Azmarender, who chronicled
 
a code of duty and belief known as the Twelve and
 
Seven Precepts. The Twelve Precepts govern how a
 
knight of the order is to carry out his daily activities,
 
with an eye toward the traditions of battle. The
 
Seven Precepts guide "life beyond the self," giving
 
meaning to the world beyond the field of battle.
 
These latter teachings are jealously guarded secrets,
 
revealed to knights only as they gain station within
 
the organization. The mysterious Seventh Precept,
 
said to reveal ancient secrets about the creation of
 
Oerth, is known only to the Grandiose Imperial
 
Wyvern, titular head of the knighthood (currently
 
the ailing Hugo of Geoff (LN male human Ftr16)).
 
The teachings are not connected with any one religion,
 
yet they fit well into the lives of militant followers
 
of St. Cuthbert, Heironeous, Pholtus, Allitur,
 
and Mayaheine.
 
As befits the mysticism that dwells at the heart of
 
their organization, the Watchers are known internally
 
by a selection of fanciful titles. General knights, the
 
lowest in rank, are called Vigils, with minor ranks
 
adding to the base title (Stalwart Vigil, Resilient Vigil,
 
Radiant Vigil, etc.). As knights ascend in rank, a
 
number of adjectives are added to their titles, with
 
"vigil" replaced by the names of fantastic beasts (manticore,
 
hippogriff, griffon, etc.), such that a mid-level
 
commander is known as the Magnificent Elder
 
Gorgon. Few outside the order understand the ranking
 
system of the Watchers, which gave rise to the
 
peasant saying "frightful as a Watcher's title" to denote
 
someone who wishes to appear more powerful than he
 
truly is.
 
Prior to the Greyhawk Wars, the Knights of the
 
Watch claimed more than 6,500 members. War
 
trimmed that number by more than half. Currently,
 
2,500 Knights of the Watch roam the Sheldomar
 
Valley, protecting the interests of their nations and
 
digging out "agents" of the hated west (a charge carrying
 
a liberal interpretation tainted with racism
 
against the Baklunish). The recruitment of new
 
members (fighters, clerics, and paladins) is a constant
 
and major concern.
 
The Watchers currently regard the giants and orcs
 
occupying Geoff as scarcely worse than the Baklunish.
 
Iuz is greatly hated; some Watchers believe the
 
Baklunish worship the demigod in secret. The Scarlet
 
Brotherhood is also an avowed enemy (possibly in
 
league with the Baklunish, claim some). An old rivalry with the Knights of the Hart is also fueled.
 
Curiously, the knights do not see the Valley of the
 
Mage as a major problem area, despite periodic raids
 
by valley elves on nearby lands.
 
The Greyhawk Wars brought a new development,
 
the division of the order into two distinct branches;
 
traditional Knights of the Watch and the new
 
Knights of Dispatch. The Dispatchers eschew traditional
 
rites of battle, often forming scouting and
 
guerilla bands to range within conquered Geoff (and,
 
until recently, Sterich). The Knights of Dispatch
 
have traded their hatred of the west for a deep hatred
 
of the nonhumans who caused their homelands so
 
much grief in the last decade. Fighters, rangers, clerics,
 
and rogues fill their ranks.
 
While some Watchers despise the "cowardly" tactics
 
of this new branch, the leaders of both organizations
 
pledge support for each other and share the same (confusing)
 
hierarchy and titles. Both the Knights of the
 
Watch and the Knights of Dispatch share a common
 
coat of arms: an owl displayed argent.
 
  
The early 300s CY In order to protect his
+
== Knights of the Watch ==
holdings against this Paynim threat, King Tavish I of
+
* '''Coat or Arms'''
Keoland ordered the foundation of the Knights of
+
* ''' Knightly''' Cavalier, paladin.
the Watch, built upon the basis of the Knights of the
+
* ''' Enlisted'''
March and commanded by its leaders. This new,
+
** '''Edicts'''
international knighthood quickly spread to Geoff,
+
** '''Challenge'''  When the cavalier issues a challenge,
Bissel, and the heart of the empire, all the while
+
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
retaining strong roots and key leadership in Gran
+
** Order Ability level 2'''
March.
+
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
The early 300s CY In order to protect his holdings against Paynim threat, King Tavish I of Keoland ordered the foundation of the Knights of the Watch, built upon the basis of the Knights of the March and commanded by its leaders. This new, international knighthood quickly spread to Geoff, Bissel, and the heart of the empire, all the while retaining strong roots and key leadership in Gran March.
 +
The watchers maintain castles, fortresses and strongholds along the bord with Ket, as well as in the western mountains. The order's strongest bases of power can be found in Gran March (Hookhill), Geoff (Hochoch), and Bissel (Pellak).
  
Gran March is one of Keoland's oldest
+
The Knights of the Watch are devotees of a near-monastic school of teachings based upon the writings of the philosopher Azmarender, who chronicled a code of duty and belief known as the Twelve and Seven Precepts. The Twelve Precepts govern how a knight of the order is to carry out his daily activities, with an eye toward the traditions of battle. The Seven Precepts guide "life beyond the self," giving meaning to the world beyond the field of battle. These latter teachings are jealously guarded secrets, revealed to knights only as they gain station within the organization. The mysterious Seventh Precept, said to reveal ancient secrets about the creation of Oerth, is known only to the Grandiose Imperial Wyvern, titular head of the knighthood (currently the ailing Hugo of Geoff (LN male human Ftr16)). The teachings are not connected with any one religion, yet they fit well into the lives of militant followers of St. Cuthbert, Heironeous, Pholtus, Allitur, and Mayaheine.  
holdings, tracing its history back more than nine
 
hundred years. Legend holds that, after the defeat of
 
Vecna and the dissolution of his empire (placed in
 
the northern part of the Sheldomar Valley in some
 
accounts), the nascent Keolandish crown created an
 
order of knights in the frontier region. The Knights
 
of the March were ordered to bring law to the land
 
and to quell the warring of the native Flan factions.
 
Eventually, the leader of the knighthood was named
 
commandant of Gran March, a title that carried with
 
it control of the land between the Rushmoors and
 
Lortmils.
 
  
The massive Castle Oversight, at Pellak, has become the headquarters
+
As befits the mysticism that dwells at the heart of their organization, the Watchers are known internally by a selection of fanciful titles. General knights, the lowest in rank, are called Vigils, with minor ranks adding to the base title (Stalwart Vigil, Resilient Vigil, Radiant Vigil, etc.). As knights ascend in rank, a number of adjectives are added to their titles, with "vigil" replaced by the names of fantastic beasts (manticore, hippogriff, griffon, etc.), such that a mid-level commander is known as the Magnificent Elder Gorgon. Few outside the order understand the ranking system of the Watchers, which gave rise to the peasant saying "frightful as a Watcher's title" to denote someone who wishes to appear more powerful than he truly is.  
for Bissel's branch of the Knights of the Watch.
 
  
Grand March noble houses and
+
Knights of the Watch roam the Sheldomar Valley, protecting the interests of their nations and digging out "agents" of the hated west (a charge carrying a liberal interpretation tainted with racism against the Baklunish). The recruitment of new members is a constant and major concern. An old rivalry with the Knights of the Hart is also fueled. Curiously, the knights do not see the Valley of the Mage as a major problem area, despite periodic raids by valley elves on nearby lands.
government are closely entwined with a militant
+
The Watchers recognize the need to deal with the giants and orcs currently occupying Geoff and Sterich.
quasi-religious knighthood, the Knights of the
+
However, they view these threats as scarcely more important than the ever-present danger of the nations of the Baklunish West. This has led to a division within the order recently. The Knights now have two branches: the traditional Knights of the Watch and the new Knights of Dispatch.  
Watch; commandant chosen every five years by vote
 
of nobles and knights.
 
  
Hugo of Geoff, the order's
+
The Dispatchers eschew the traditional methods of battle favored by the Watchers, frequently forming scouting parties and engaging in guerilla attacks on their enemies. The Dispatchers view the evil humanoids and giants as the more important threat to be dealt with, converting the Watcher hatred of the West to a deeper hatred of the nonhumans who have killed so many Sheldomar Valley residents and destroyed so much property and land. While some Watchers despise the tactics of the Dispatchers (calling them “cowardly” and “disgraceful”), the effective leaders of both branches pledge support for each other and both recognize the same hierarchy, naming structure, and supreme leader (the Grandiose Imperial Wyvern). Both branches share the same coat of arms: a sable field with an owl displayed argent.  
Grandiose Imperial Wyvern.
 
  
In 289 CY, Keoish forces verged on the Fals
+
'''The Twelve Precepts of the Knights of the Watch and Dispatch.
Gap, where the city of Thornward was founded by
+
The two highest precepts are the Grand Precept and the Precept of Judgment. The other ten precepts define the behavior of a Knight, but all ten are shaped by how the two highest precepts define such behavior. Only the Knights themselves know the true wording of the Twelve, but most scholars of knightly orders agree that they are:
the Knights of the Watch as a northern outpost to
+
''The Grand Precept:
ward and tax the trade roads between the Baklunish
+
A Knight is known by his actions and will lay down his life rather than violate a Precept.
and Furyondy
+
''The Precept of Judgment:
 +
The Precepts are of mortal hand; a Knight remains true to the spirit of the Precepts and never contrives to find excuses for his actions.
 +
''The Precept of Duty to One’s Order:
 +
A Knight remains true to the rules of his Order and the commands of his Order’s leaders.
 +
''The Precept of Duty to One’s God:
 +
A Knight must remain true to the teachings of his God and those who represent his God on Oerth.
 +
''The Precept of Bravery:
 +
A Knight may never flee battle unless failure to do so would place his charges in mortal harm. A Knight shall not allow another to take his place before danger nor dishonor his companions by failing to allow them their rightful share of glory.
 +
''The Precept of Chivalry:
 +
A Knight must never doubt his prowess or his worth nor give the appearance of such. A Knight mustn’t take unfair advantage of an opponent, striving to show the righteousness of his cause by the fairness by which he fights.
 +
''The Precept of Deference:
 +
A Knight must pay appropriate honor to those above him and see to it that those below him witness such actions.
 +
''The Precept of Mannerliness:
 +
A Knight’s manner, behavior, and etiquette must be beyond reproach.
 +
''The Precept of Oath-Taking:
 +
A Knight must never violate an oath he has sworn nor swear an oath he cannot keep.
 +
''The Precept of Retribution:
 +
Knights who have broken an oath must be brought to justice.
 +
''The Precepts of Charity
 +
''The Precept of Service:
 +
The poor, oppressed, widowed, orphaned, and those seeking justice are all worthy of a Knight’s service.
 +
''The Precept of Property:
 +
A Knight owns nothing; he merely holds items in trust to fulfill the purpose he serves for the Order. A Knight must be generous and never seek the accumulation of wealth for its own sake.
  
 
=== Knights of Dispatch ===
 
=== Knights of Dispatch ===
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
The Greyhawk Wars brought a new development, the division of the order into two distinct branches; traditional Knights of the Watch and the new Knights of Dispatch. The Dispatchers eschew traditional rites of battle, often forming scouting and guerilla bands to range within conquered Geoff (and, until recently, Sterich). The Knights of Dispatch have traded their hatred of the west for a deep hatred of the nonhumans who caused their homelands so much grief in the last decade. While some Watchers despise the "cowardly" tactics of this new branch, the leaders of both organizations pledge support for each other and share the same (confusing) hierarchy and titles. Both the Knights of the Watch and the Knights of Dispatch share a common coat of arms: an owl displayed argent.
  
A vicious, violent push into Geoff came in 588 CY.
+
=== Knights of the March  ===
Orchestrated by leaders of the Knights of Dispatch in
+
* '''Coat or Arms'''
Hochoch, the action saw a great deal of fighting in
+
* ''' Knightly''' Cavalier, paladin.
the Oytwood, where a small army of lesser giantkin
+
* ''' Enlisted'''
was defeated with great bloodshed. The push was
+
** '''Edicts'''
taxing, however, and the soldiers of Hochoch now
+
** '''Challenge'''  When the cavalier issues a challenge,
mount only small raids in the west, awaiting money
+
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
and manpower to support a reinvasion of the
+
** Order Ability level 2'''
destroyed duchy.
+
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
The order the knights of the watch was initally founded upon, this has now become a mere branch of that order, mainly concearned with the government of the Grand March. Grand March noble houses and government are closely entwined with a militant quasi-religious knighthood; commandant chosen every five years by vote of nobles and knights. Gran March is one of Keoland's oldest holdings, tracing its history back more than nine hundred years. Legend holds that, after the defeat of Vecna and the dissolution of his empire (placed in the northern part of the Sheldomar Valley in some accounts), the nascent Keolandish crown created an order of knights in the frontier region. The Knights of the March were ordered to bring law to the land and to quell the warring of the native Flan factions. Eventually, the leader of the knighthood was named commandant of Gran March, a title that carried with it control of the land between the Rushmoors and Lortmils.
  
Duchy of Ulek or Gran March. In the latter, many
+
== Hell Knights ==
joined the nascent Knights of Dispatch and planned
+
The Order of the Chain, The Order of the Gate, The Order of the Godclaw, The Order of the Nail, The Order of the Pyre, The Order of the Rack, The Order of the Scourge.
the recapture of their lands.
 
  
Knights of Dispatch in
+
== Regional Knightly Orders ==
Hochoch (Bissel),
+
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
These knightly orders are of only regional influence, tough members can be found adventuring in other areas.
  
  the Sheldomar
+
=== Blackmoor Guard ===
Valley's Knights of the Watch and Knights of
+
* '''Coat or Arms'''
Dispatch,  
+
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge''' When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
The archbaron's personal guard includes perhaps three score "knights" (heavy cavalry of offensive mien). All are located in the town of Dantredun, now the capital of Blackmoor. Some of these are barbarian mercenaries from the Thillonrian Peninsula, renegade Flan, or nonhuman warriors.
  
=== Companion Guard of Celene ===
+
=== Iron Nation Cavalry (Rel Astra) ===
Companion Guard, knights under the command of the royal consort.
+
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
Rel Astra has its own knights, the Iron Nation cavalry. Clad in regalia of black skulls, these professional warriors serves as the lich lord's elite guard.
  
=== Blackmoor Guard ===
+
=== Knights of Medegia ===
The archbaron's personal guard includes perhaps
+
* '''Coat or Arms'''  
three score "knights" (heavy cavalry of offensive
+
* ''' Knightly''' Cavalier, paladin.
mien), and heavy and medium infantry made up of
+
* ''' Enlisted'''
several hundred human and half-orc soldiers. All are
+
** '''Edicts'''
located in the town of Dantredun, now the capital of
+
** '''Challenge'''  When the cavalier issues a challenge,  
Blackmoor. Many more nonhuman soldiers can be
+
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
called up from the surrounding area.
+
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
An order of knights tied to  the old archclergy of Medegia and the church of Pholtus, the land of Mediga is today occupied by undead and most of the mebers of this order are undead. Membership in this order could be bought, ensuring the higher ranks were rich nobles more interested in the wealth and power of the order than valiant deeds of arms.
  
=== Knights of Luna ===
+
=== Nyrond Guard ===
The Knights of Luna is an elven order of knighthood
+
* '''Coat or Arms'''
dedicated to preserving the monarchy of Celene and
+
* ''' Knightly''' Cavalier, paladin.
the noble traditions of the elves throughout the central
+
* ''' Enlisted'''
Flanaess. They espouse values that call for elven
+
** '''Edicts'''
leadership in the cause of Good, and noblesse oblige
+
** '''Challenge'''  When the cavalier issues a challenge,  
toward their allied kindred and the lesser races. Most
+
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
of the leading members of this order are gray elves
+
** Order Ability level 2'''
from the Grand Court of Celene, although they are
+
** Order Ability level 8'''
currently at odds with the policies of their fey queen
+
** Order Ability level 15'''  
and her councilors. Numbering just over two hundred
 
knights, this order includes many high elves
 
and half-elves, many of them wizards as well as fighters.
 
The majority live and operate in Celene, but
 
increasingly they are found in the Duchy of Ulek,
 
with a small presence among the elves of Highfolk
 
and the Fairdells.
 
No strict hierarchy exists among the Knights of
 
Luna, though Melf, Prince Brightflame of Celene (NG
 
male elf Wiz14/Ftr4), is their acknowledged leader.
 
Generally, the most senior and experienced knights
 
have the most authority, and they are permitted to
 
take squires of any elven or part-elven lineage.
 
Knightly quests are typically the province of young,
 
inexperienced members of the order. Successful completion
 
of a score or more quests allow a knight to gain
 
rank and a squire. Several highly successful adventurers
 
in Sterich are Knights of Luna who helped reclaim
 
that realm. All questing knights must tithe part of the
 
treasure they acquire; since the end of the Greyhawk
 
Wars, this payment has supported the Knights of the
 
High Forest.
 
Though no formal alliance exists between the
 
Knights of Luna and the Knights of the Hart, the two
 
groups at times assist each other. They both consider
 
Iuz to be the greatest menace to the cause of Good in
 
the Flanaess, though the Knights of Luna are also
 
foremost in the fight against the Pomarj nonhumans.
 
The isolationism of Celene is a cause of great contention
 
between the Knights of Luna and the rest of
 
the Grand Court. The knights attempt to influence
 
the policies of Celene by reasoned debate and by
 
hosting foreign dignitaries and sponsoring them at
 
court. They also support limited military actions, particularly
 
on Celene's southern border and in the Principality
 
of Ulek.
 
  
Since the Wars, Celene has maintained its official
+
=== Sable Marines ===
policy of noninvolvement, though many elves have
+
* '''Coat or Arms'''
volunteered to fight in the Suss Forest or farther
+
* ''' Knightly''' Cavalier, paladin.
afield. The Knights of Luna are a force of dissension,
+
* ''' Enlisted'''
though many of their most aggressive members are
+
** '''Edicts'''
found in the Duchy of Ulek rather than Celene itself. Some members of the Knights of
+
** '''Challenge'''  When the cavalier issues a challenge,
Luna seek to gain control of the Celene military.
+
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
  
 +
=== The Gynocracy===
 +
* '''Coat or Arms'''
 +
* ''' Knightly''' Cavalier, paladin.
 +
* ''' Enlisted'''
 +
** '''Edicts'''
 +
** '''Challenge'''  When the cavalier issues a challenge,
 +
** '''Skills''' Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
 +
** Order Ability level 2'''
 +
** Order Ability level 8'''
 +
** Order Ability level 15'''
 +
In Hardby, the female wizards, knights, and nobles restored the sovereignty of the gynarchy, though by tradition the title of gynarch belonged to House Yragerne. Therefore, the women of Hardby named their new ruler the despotrix, ruling over a domain extending from the lower Selintan to the Abbor-Alz,
 
{{OGL}}
 
{{OGL}}

Revision as of 19:56, 6 September 2016

Greyhawk (Action)Greyhawk Arms
Notepad.png This is a work in progress.

Several chivalric orders exist in the Flaness, mainly in the west. Chivalric orders was once a major feature of the Great Kingdom, but with the decline of this area, chivalry has taken a back seat to secular mercenaries.

The description of each order of chivalry includes a code of honor for paladins, edicts and order benefits for cavaliers, and strictures for other classes.

Knights of the Han There is no such thing as an order of the knights of the han in Greyhawk. This seems to be a misappellation of the Knights of the Hart. It occurs in the Living Greyhawk gazeteer. Theya re only mentioned hear to clear this misunderstanding.

Rank Structure of Knightly Orders

A full knight is a champion of the cause of the order and a potent Force on his own. But not all members are so high and mighty. Still, paladins, and cavaliers are members of an order from level one. Thus, there needs to be several ranks below that of knight in each other.

Most orders tent to give precedence to certain classes or social groups, called knightly ranks. These correspond roughly to commissioned ranks in modern armed services, they serve in command and staff positions. Enlisted ranks refer to classes that are accepted but seen as less suited to command. In social and staff situations, knightly ranks have precedence over enlisted ranks. In a crisis, these distinctions are usually ignored. Non-members with responsibilities, often experts such as rogues or wizards, can never command members on order business, but are held in rather high esteem in most orders, equivalent to knight in rank.

Table: Knightly Ranks
Knightly Rank Rank Enlisted Rank | | valign=" bottom " | Rank
1-3 Novice 1-4 | | valign="top" | Soldier
4-6 Squire 5-8 | | valign="top" | Sergeant
7-9 Knight 9-12 | | valign="top" | Captain
10-12 Lord 13-16 | | valign="top" | General
13+ Champion 17-20 | | valign="top" | Champion

Anarchist Orders

Some orders do not recognize authority and let each member define their own role. Looked down on by other orders, these champions can still be doughty warriors and mighty heroes.

Knight Errant

A knight out to prove himself through heroic deeds. The knight errant is not a member of an order, fighting only for recognition. Knight errant often strive to join other orders.

  • Alignment Any.
  • Knightly Cavalier.
  • Edict Knight errants strive to stand forth as a champion and accept all challenges. The code recognizes that there is no honor in accepting or offering suicidal challenges, but knights are always encouraged to stretch their own limits. The order honors challenges to personal combat and duels on the battlefield, but recognizes that interference is often unavoidable.
    • Challenge . An order of the stag cavalier cannot have several challenges running at once; he must defeat one opponent before challenging another. When a challenge is active and as long as no ally has attacked the target since the cavalier issued the challenge, the cavalier gains a +2 morale bonus on Armor class and all saving throws. As long as the target of the challenge has not inflicted lethal damage on the cavalier, he can strike the target to inflict nonlethal damage without the usual -4 attack penalty.
    • Skills Add Knowledge (local) (Int) and Knowledge (Nobility) (Int) to the list of class skills. Whenever knight errant cavalier uses a Knowledge skill to know information about an opponent, he receives a bonus on the check equal to ½ his cavalier level (minimum +1). The first piece of knowledge learned is the target's base attack bonus, though the GM might prefer to present this in relative terms, such as "slightly better than me", "equal to me", or "much less than mine" rather than as a number.
    • Order Ability level 2 Whenever a knight errant is challenged, either by a class ability such as challenge or smite, or just a verbal challenge, he can issue a counter-challenge as an immediate action. This has all the benefits of a challenge, but does not count against the cavalier's daily limit. Note that the cavalier cannot use this if he already has an ongoing challenge.
    • Order Ability level 8 The cavalier and his mount ignores difficult ground and gains a +10 morale bonus on Acrobatics and Escape Artist checks when charging or pursuing the target of a challenge.
    • Order Ability level 15 When a knight errant cavalier defeats a challenge target, either by accepting surrender, killing the target, or knocking him unconscious, he can issue another challenge as an immediate action, and this challenge does not count against the cavalier's daily limit on challenges.

The Fallen

The order of the fallen is not really an order at all, it is more of a name given to the mavericks, oddballs, and oath-breakers among cavaliers

  • Cavalier Order . A cavalier who fails in another order can always change to the order of the fallen without going through the usual trial period.
    • Edicts A fallen cavalier must be self-reliant and cannot bind himself to service. His own agenda always comes first. An order of the fallen cavalier is proud of his accomplishments, taking responsibility for his own actions and needing to either carry a personal coat of arms or to have an easily identified public alias to which all his actions can be easily attributed - such as 'the black knight' or 'the sword of the people'.
    • Challenge In a turn when an order of the fallen cavalier issues a challenge, he (or his mount) can take an additional move action. If he started his turn hidden, he can take two additional move actions. These can come either before or after other actions on the cavalier's turn.
    • Skills Add Disguise (Cha) and Stealth (Dex) as class skills. Whenever an order of the fallen cavalier uses Disguise to meld with a crowd, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Voice of Freedom

An outgrowth of the cult of Tritereon, the voice of freedom is more a cause than an order. Anarchists, activists, and free thinkers make up this informal sorority.

  • Alignment Chaotic.
  • Knightly Cavalier, liberator.
  • Edict The voice of freedom must never be silenced. Avowed champions of freedom, they voice of freedom must always speak out against oppression, but need not always do so plainly or in public. The liberator must take responsibility for her own actions in all situations. She must have a personal code (tough it is subject to change) and she must show her indignation at the injustice and oppression openly and honestly.
    • Challenge When the cavalier issues a challenge, she can make a new saving throw against any mind-affecting effect and against any effect that causes her to be entangled or otherwise hinders her movement. If an Escape Artist check can be used to escape the situation, she can make such a check as a free action.
    • Skills Add Acrobatics (Dex) and Escape Artist (Dex) as class skills. Reduce the armor check penalty on these skills by half the cavalier's level (minimum +1, to a minimum penalty of 0).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Chivalric Orders of the Baklunish

The Baklunish do not see chivalry exactly like the Oerdians do, but there are enough similarities that talk of knightly orders is relevant. Unlike their eastern cousins, Baklunish knights tend to be medium or light cavalry, focusing on the scimitar, lance, and bow.

Farises of Ekbir

  • Coat or Arms Caligraphic sigil.
  • Alignment Lawful good.
  • Knightly Cavalier, cleric, paladin, warpriest.
  • Enlisted All others.
  • Edicts The farise must obey the orders of the caliph, a mufti, or a superior in the order (in that order). He must deal fairly in all things, punishing the sinful and unrepentant while protecting the righteous. He must always strive for harmony in his own mind and body as well as in the state and among beleivers.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

During the reign of Udmey the Seer, the first order of knighthood in service to Al'Akbar was established, called the Farises. The caliph understood that mounted warriors had always proved most effective in the lands of the Baklunish, and these knights were organized to defend the nation, clergy, pilgrims, and citizens. They also served as a counterbalance to the mounted raiders of the plains.

Saphis of Zeif

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The military of Zeif is very strong, yet because its supreme leader is the sultan himself, their interests suffer when his attention is distracted. High in the ranks of the military are the Spahis, the knights of the sultanate; they are landed gentry of wealth and position, but without the discipline of the Farises of Ekbir.

Zeif has a significant minority of orcs and halforcs, the distant descendants of nonhuman mercenaries used by the old Baklunish Empire before the Invoked Devastation. These tribeless nonhumans have become fully integrated into the state, and see military service as a way to rank and honors they are otherwise denied. A number of noted generals and spies of Zeif were obviously half-orcs.

Knight Protectors of the Great Kingdom

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Of all the orders of knighthood in the history of the Flanaess, none was greater than the fabled Knight Protectors of the Great Kingdom. Once many hundreds in number, their membership has since dwindled to perhaps no more than two dozen today. Throughout their history, these knights were formidable warriors with a matchless reputation for courage and honor. They have become the model for numerous orders of knighthood that have sprung up in the Flanaess in their wake, including the Knights of the Hart and the Knights of Holy Shielding.

Few events shook the order as greatly as the betrayal of the paladin Sir Kargoth, who made a pact with the forces of evil and unleashed a demonic terror upon the Great Kingdom. In 443 CY, Ivid I set about hunting down and destroying the remaining Knight Protectors, for they opposed his ascension to the throne after he assassinated the last Rax overking. He did not succeed in destroying them, but they were widely dispersed, and some disappeared from the courts of the provinces to go into hiding. Old and grey, these knights are only able to act as mentors for young hopefuls. Some have been used by the rulers of successor states to institute their own knightly orders.

The order's old heraldry shows the great crowned sun of Aerdy guarded by a white axe and red arrow.

Eagle Knights

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Harriers

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Order of Almor

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Knightly Orders of Furyondy

As the home of chivalry in the flaness, the nation of Furyondy has a host of noble orders.

Ancestral Knight

  • Alignment Any.
  • Knightly Cavalier.
  • Enlisted Fighter, cleric, rogue. The enlisted in this order are hereditary retainers of an ancestral knight who follows him into battle out of stubborn loyalty or just to get away from their dreary lives.
    • Edicts An ancestral knight must always strive to shine as an individual, to be at the forefront of every advance and to fulfill his personal goals. This includes working to personally pursue and defeat the target of their challenge. This does not prevent the cavalier of the unicorn from retreating, but it can make them ignore tactically sound targets in pursuit of their target. They must also preserve face and not be afraid to show off.
    • Challenge An ancestral knight and his mount do not provoke attacks of opportunity for movement when making a Charge against the target of his challenge.
    • Skills Add Appraise (Int) and Survival (Wis) as class skills. Whenever an ancestral knight cavalier uses one of these skills on campaign, either to loot or forage, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2 When the ancestral knight charges the target of his challenge, he (or his mount) may overrun creatures standing in the way as a free action. This ability also allows a charge even when creatures occupy the space from which the cavalier could finish his charge in. If a creature stands in a position where it prevents the cavalier from moving into position to attack the target of his challenge (if there is no empty space to attack from) and that creature is successfully overrun or chooses to let the cavalier move past, the cavalier may move that creature 10 ft. to make room. This movement does not provoke attacks of opportunity. More than one creature can be moved in this way to make room for a cavalier (and mount) that takes up more than one square. If sufficient space is cleared for the cavalier to position himself for the charge attack, the charge is played out normally. If not, the cavalier stops in the last position legal along the path of the charge and the charge fails.
    • Order Ability level 8 When a target of the ancestral knight's challenge attacks a creature other than him, it takes a -2 penalty on attack rolls and provokes an attack of opportunity from the ancestral knight.
    • Order Ability level 15 When the cavalier or an ally withing 30 ft. of the cavalier fails a saving throw against a mind-affecting, poison, or disease effect, the cavalier can grant an additional saving throw against this effect. A character can only benefit from this once per minute. This is not an action.

Ancestral knights are hereditary knights of old families with names from the history books. They are assured of a place among the country's knights of honor, but many of them are poor or lead lackluster lives as local landlords of rural communities. When they enter the fray, they are often recklessly heroic, striving to preserve the honor of their family and make a name for themselves. This group of nobles is large but poor and badly organized.

Consort Knight

  • Coat or Arms Royal consorts coat of arms quartered with a personal coat of arms.
  • Knightly Any.
    • Edicts Must uphold the honor of the royal consort and insure the safety of the royal family, especially minors. Must be an able court knight who can entertain as well as provide security. Must be absolutely reliable and discreet to avoid rumors about the royal persons.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Knowledge (nobility) and Perform as class skills. Whenever a knight XXX uses one of these skills to know about or provide entertainment for royalty, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The queen or (prince consort if the regent is a queen) has the right to create knights, and generally does so for her personal favorites and closest guards. Diplomats, emissaries, and handsome young hopefuls are other likely recipients of the queen's favor.

Dolphin Knight

  • Coat or Arms River dolphin superimposed on the insignia of the knight's personal coat or arms. Those lacking their own coat of arms, and those who wants to curry the dauphin's personal favor use a dolphin on a field of azure.
  • Alignment Any.
  • Knightly Cavalier, bard.
  • Enlisted Fighter, rogue.
    • Edicts Obey the dauphin in all things. Accompany the dauphin or act as his personal agents. Act as the dauphin's champion and shield him from danger, up to an including protecting him from himself. Avoid stumbling over the self-contradictions in the edicts.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Sleight of Hand (Dex) and Use Magic Device (Cha) as class skills. Whenever dolphin knight cavalier uses one of these skills to entertain, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The crown prince, called the dauphin, has the dolphin an informal badge. He has the right to create knights, and these often become his closest intimates and advisors when he grows up. Dolphin knights traditionally have the right to enter the crown prince's chambers at any time. They sovereign usually creates some dolphin knights as bodyguards when the crown prince is little, later playmates and favored servants join the ranks. Noble houses strive to have their best and brightest in this order, because of the intimacy it can bring with the future regent.

Ducal Knights

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The four dukes of Furyondy - Littleberg, Reach, Gold Country and Kalinstren - are the only others who may create knights. The knights so created will be knights of the duchy where they were created. They are considered full peers of any knight created by the king, dauphin or queen.

Knight of the Mark

  • Coat or Arms
  • Alignment Any, but usually non-evil and non-chaotic.
  • Knightly Cavalier, cleric, fighter, paladin, ranger.
  • Enlisted Any.
    • Edicts Duty before glory. Obey the chain of command. Conduct the war as honorably and effectively as possible. Never show cowardice in the face of the enemy, but neither shall you risk troops (including yourself) for personal glory.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Knowledge (engineering) and Survival as class skills. Whenever a knight of the march cavalier uses one of these skills in a province next to the border of Furyondy (either inside the nation or not), he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Mark is an old word meaning borderlands, and the duty of this order is to defend and fortify the borders of the kingdom. Commanders in the field can pass out titles of knighthood in this order, and do so to heroic soldiers and those who show potentials as officers or shock troops. These knighthoods must be verified by the sovereign, but it would be a scandal if the title of a knight of the march was not verified. Many knights of the mark die on duty before their knighthood is ever brought up for review, and this loyalty in the face of death brings honor on the entire order. A knight of the mark is often able to face down members of more prestigious orders by the simple virtue of camaraderie with his companions.

Knights of the Conclave

  • Coat or Arms Each knight of the conclave has their own coat of arms, which they guard jealously.
  • Knightly Any.
    • Edicts A knight of the conclave is the representative of a regional aristocracy and must defend the rights and privileges of this group. Almost always, he also has blood ties to this group and any loss would affect him intimately. He should always strive to handle local problems inside the group and oppose change. It is possible but rare for a knight of conclave to develop the interests of his group in new directions.
    • Challenge When the cavalier issues a challenge against another noble, he can make it a judicial challenge. The winner of such a challenge gains prestige and influence that gives a +5 bonus on all Diplomacy checks to further the cause of the challenge for the next month.
    • Skills Add Knowledge (local) (Int) and Knowledge (nobility) (Int) as class skills. Whenever a knight of the conclave uses one of these skills in political maneuvers or to know about laws, customs, and rights, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

A knight of the conclave is a landholder or officeholder, which brings an income and a position on parliament. Kin to the ancestral knight, but richer and of much more influence, the knights of conclave is generally a conservative group jealous of their rights and privileges. The group is merely advisory, but has great influence, especially over tax collection.

Royal Guard

  • Coat or Arms A personal coat of arms or simple green field with a red and blue bend with the three crowns of Furyondy.
  • Knightly Cavalier, fighter, paladin.
  • Enlisted Any.
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The royal guard is the personal honor-guard of the king. This is both a military unit and an honorary order for royal servants of all kinds. Most members are commoners or from the lower ranks of the nobility, entirely beholden to the king for rank and wealth.

Knights of Holy Shielding

  • Coat or Arms A black tower on a field of red.
  • Knightly Cavalier, cleric, fighter, paladin, ranger.
  • Enlisted Any.
    • Edicts Act a s a shield for the civilized lands. Never shirk responsibility. Know when to push forward and when to preserve your force to win another day.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Knowledge (engineering) (Int) and Survival as class skills. Whenever a knight of holy shielding uses one of these skills to assault, pursue, evade or prepare defense against the forces of darkness (basically whenever he uses them as a part of the war effort), he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Knights of Holy Shielding once made up the core of an impressive army. Unfortunately, the years preceding the Greyhawk Wars saw the Shield Lands fall in humiliating defeat to the Horned Society, Bandit Kingdoms and later Iuz. Many Shield Knights fled to goodly nations, establishing relations with local rulers in an attempt to regain their lost homeland through military force.

The liberation of the Shield Lands and the destruction of Iuz and his armies are this order's foremost goals. Most Knights of Holy Shielding are now engaged in this "War of Reclamation." However, several agents remain in Greyhawk, Dyvers, the Duchy of Urnst, and Furyondy, working as mercenaries and sending their revenue to support the army at home. Within the reclaimed lands, the Shield Knights represent the best sort of heroism. Commoners regard a Shield Knight with respect and awe. Outside the Shield Lands, the knights are looked upon with less favor.

Grey Knights

  • Coat or Arms Gery knight often present a false coat of arms as a part of a cover identity. When acting openly, their coat is a black tower on a field of white.
  • Knightly Cavalier, cleric, investigator, inquisitor, ranger, sacerdote.
  • Enlisted Fighter, rogue, wizard.
    • Edicts I am the shield of my comrades' souls. I shall be relentless in pursuit of wickedness, and I shall separate the black sheep from the white.
    • Challenge When the cavalier issues a challenge,
    • Skills Add Disguise (Cha) and Knowledge (religion) (Int) as class skills. Whenever a grey knight uses one of these skills to conduct an investiogation, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Knights of Holy Shielding have come to realize that the forces of darkness assault them in many ways, and that some of the most nefarious attack from inside the crusader's ranks, spreading despair, defeatism, and corruption. The grey knights exist to combat this danger, with mixed results; overzealous inquisitors can cause as much damage as they prevent.

Order of the Chalice

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The order of the Chalice is a holy order of virtuous knights sworn to a noble quest: the extermination of demonkind. Held to the highest standards of law, good, and nobility, the knights of this order are paragons of virtue, pure of heart, perfect in valor, cultured and refined, pious and devoted, and, too often, arrogant and vain.

Knights of Luna

  • Coat or Arms A tree of silver with golden leaves on a field of purple. This is a variant of the heraldry of Celene. Many use their own coat of arms instead, some quite fanciful.
  • Knightly Cavalier, cleric, fighter, liberator, magus, oracle, wizard, sorcerer.
    • Edicts Lead the defense against the forces of darkness. Strike at it quickly before it can grow roots. Avoid conflict with elves, but not at the cost of honor.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Knights of Luna is an elven order of knighthood dedicated to preserving the monarchy of Celene and the noble traditions of the elves throughout the central Flanaess. They espouse values that call for elven leadership in the cause of Good, and noblesse oblige toward their allied kindred and the lesser races. Most of the leading members of this order are high elves from the Grand Court of Celene, although they are currently at odds with the policies of their fey queen and her councilors. The order includes many high elves and half-elves, many of them wizards as well as fighters. The majority live and operate in Celene, but increasingly they are found in the Duchy of Ulek, with a small presence among the elves of Highfolk and the Fairdells. No strict hierarchy exists among the Knights of Luna, though Melf, Prince Brightflame of Celene, is their acknowledged leader. Generally, the most senior and experienced knights have the most authority, and they are permitted to take squires of any elven or part-elven lineage. Knightly quests are typically the province of young, inexperienced members of the order. Successful completion allow a knight to gain rank and a squire.

Though no formal alliance exists between the Knights of Luna and the Knights of the Hart, the two groups at times assist each other. They both consider Iuz to be the greatest menace to the cause of Good in the Flanaess, though the Knights of Luna are also foremost in the fight against the Pomarj nonhumans. The isolationism of Celene is a cause of great contention between the Knights of Luna and the rest of the Grand Court. The knights attempt to influence the policies of Celene by reasoned debate and by hosting foreign dignitaries and sponsoring them at court. They also support limited military actions, particularly on Celene's southern border and in the Principality of Ulek.

Companion Guard of Celene

  • Coat or Arms A tree on a field of purple, the national heraldry of Celene.
  • Knightly Cavalier, cleric, fighter, magus, wizard, sorcerer.
    • Edicts Defend the honor of Celene and the queen. Protect the nation against all who would risk her safety, including its own citizens.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Since the Wars, Celene has maintained its official policy of noninvolvement, though many elves have volunteered to fight in the Suss Forest or farther afield. Some members of the Knights of Luna seek to gain control of the Celene military. As a reaction, a branch of the order has formed that supports the throne and seeks to control the outbursts of the Knights of Luna. This is the Companion Guard, knights under the command of the royal consort. They see the Knights of Luna are a force of dissension.

Knights of the Hart

Once the least militant major order of knights in the Flanaess, the Knights of the Hart have lately become more "aggressively defensive" in nature. These knights have a tripartite organization formed in ancient days to serve the needs of the lords of Furyondy, Highfolk, and Veluna Because these states are decentralized and thus severely threatened by sudden invasion from any quarter, the Knights of the Hart bulwark standing armies and hunt for potential threats.

Membership in the Knights of the Hart is open to commoners and nobles alike, provided each candidate is devoted to the protection of Furyondy, Highfolk, and Veluna. Further, each candidate must possess proven combat skills and have performed an act of exceptional honor, bravery, courage, and service. Since the Greyhawk Wars and Great Northern Crusade, all Knights of the Hart oppose Iuz in every way; they live to destroy him, his armies, and his empire. The order also has a long-held dislike of Perrenland, Dyvers, Nyrond, the Knights of Holy Shielding, and the Knights of the Watch, each for separate reasons.

The Knights of the Hart often serve as arbitrators of justice in the lawless areas they patrol or maintain strongholds and serve in their local governments. Over time, the knights have become involved in battles of politics - not of war - much to the dismay of some of the countries' leaders.

Knights of the Hart (Furyondy)

  • Coat or Arms Golden antlers of a field of azure.
  • Knightly Cavalier, cleric, paladin.
  • Enlisted Fighter, ranger.
    • Edicts Serve as a vanguard of defense at an instant's notice, patrol against incursions of evil. Maintain strongholds, serve in local governments, and support scouting actions. Personally mete out justice to the lawless.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Knights of Furyondy is the largest branch of the organization. In years past, they have come to the aid of Highfolk when Old Wicked’s forces attempted to seize that territory, and helped to turn the tide. For the last few years, many of the knights have become entwined in politics, trying to urge King Belvor IV to take the fight to Old Wicked. After years of pleas to the king, it now appears that the knights' wisdom is finally being heeded and none too soon. The Furyondian branch of the Knights of the Hart is becoming increasingly political, to the chagrin of the southern lords. They act to create a strong centralized authority based on the monarchy of Furyondy.

Knights of the Hart (High Forest)

  • Coat or Arms Golden antlers of a field of green. This is the same as the Knights of the Hart (Highfolk).
  • Knightly Cavalier, druid, liberator, oracle, ranger.
  • Enlisted Fighter, magus, sorcerer, wizard.
    • Edicts Serve as a vanguard of defense at an instant's notice, patrol against incursions of evil. Maintain safe points and communication channels. Patrol and scout to predict enemy raids and attacks.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Knights of the High Forest: This order's members are exclusively elves. These elves are skilled in forest skirmishing. Their numbers are few, but they are masters of guerilla warfare, able to fight much larger hordes of evil than would be possible in the open battlefield. They are on the front lines of Old Wicked’s lands, are very aware of the dependence Highfolk has on Furyondy and Veluna, and take appropriate measures to ensure the good will of their peoples' lands. The coat of arms is vert, a pair of antlers or.

Knights of the Hart (Highfolk)

  • Coat or Arms Golden antlers of a field of green. This is the same as the Knights of the Hart (High Forest).
  • Knightly Cavalier, fighter, investigator, magus, wizard.
  • Enlisted Druid, fighter, rogue, sorcerer.
    • Edicts Support the order financially and by arms. Ensure the prosperity of Highfolk and its allies. Act as the glue that holds the Order of the Hart together.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Highfolk's Knights of the Hart, made up of elite elven and half-elf warriors, represent hope to the people of the valley, and are justly celebrated as heroes. Offically a part of the Knights of the High Forest, the Highfolk branch of the order grew out of the order's financial interests, and is more mercenary and focused on commerce, some of their leaders are merchant princes in Highfolk. Highfolk's branch of the Knights of the High Forest has been scandalized by reports of financial corruption, but this is just rumors.

Knights of the Hart (Veluna)

  • Coat or Arms
  • Knightly Cavalier, cleric, paladin.
  • Enlisted Fighter, ranger.
    • Edicts Protect Veluna and the rest of the alliance. Work for peace, only go to war when forced to. Ensure the strength and prosperity of the nation.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

All ranking members of the Knights of Veluna are landowners, and the order values diplomacy and negotiation as much as it values skill with blades. Most members worship Rao, though a growing number swear to the faiths of Mayaheine or St. Cuthbert, and a few to Heironeous. The order accepts humans and halfelves. The coat of arms is sable, a pair of antlers or.

Knights of the Hart (Verbobonc)

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts Protect Verbobonc and the rest of the alliance. Patrol aggressively against incursions of darknes and the resurgence of the Temple of Elemental Evil. Defend the clergy and common people of Verbobonc to the death.
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Orders of knighthood are few and small in Verbobonc, though the viscount recently sponsored a local branch of the Knights of the Hart. Though controversial (as no love is lost between the town and the Knights of Furyondy), it appears the proposal is gaining widespread public support so long as the knights were loyal first to their homeland, not to foreigners

Knights of the Watch

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The early 300s CY In order to protect his holdings against Paynim threat, King Tavish I of Keoland ordered the foundation of the Knights of the Watch, built upon the basis of the Knights of the March and commanded by its leaders. This new, international knighthood quickly spread to Geoff, Bissel, and the heart of the empire, all the while retaining strong roots and key leadership in Gran March. The watchers maintain castles, fortresses and strongholds along the bord with Ket, as well as in the western mountains. The order's strongest bases of power can be found in Gran March (Hookhill), Geoff (Hochoch), and Bissel (Pellak).

The Knights of the Watch are devotees of a near-monastic school of teachings based upon the writings of the philosopher Azmarender, who chronicled a code of duty and belief known as the Twelve and Seven Precepts. The Twelve Precepts govern how a knight of the order is to carry out his daily activities, with an eye toward the traditions of battle. The Seven Precepts guide "life beyond the self," giving meaning to the world beyond the field of battle. These latter teachings are jealously guarded secrets, revealed to knights only as they gain station within the organization. The mysterious Seventh Precept, said to reveal ancient secrets about the creation of Oerth, is known only to the Grandiose Imperial Wyvern, titular head of the knighthood (currently the ailing Hugo of Geoff (LN male human Ftr16)). The teachings are not connected with any one religion, yet they fit well into the lives of militant followers of St. Cuthbert, Heironeous, Pholtus, Allitur, and Mayaheine.

As befits the mysticism that dwells at the heart of their organization, the Watchers are known internally by a selection of fanciful titles. General knights, the lowest in rank, are called Vigils, with minor ranks adding to the base title (Stalwart Vigil, Resilient Vigil, Radiant Vigil, etc.). As knights ascend in rank, a number of adjectives are added to their titles, with "vigil" replaced by the names of fantastic beasts (manticore, hippogriff, griffon, etc.), such that a mid-level commander is known as the Magnificent Elder Gorgon. Few outside the order understand the ranking system of the Watchers, which gave rise to the peasant saying "frightful as a Watcher's title" to denote someone who wishes to appear more powerful than he truly is.

Knights of the Watch roam the Sheldomar Valley, protecting the interests of their nations and digging out "agents" of the hated west (a charge carrying a liberal interpretation tainted with racism against the Baklunish). The recruitment of new members is a constant and major concern. An old rivalry with the Knights of the Hart is also fueled. Curiously, the knights do not see the Valley of the Mage as a major problem area, despite periodic raids by valley elves on nearby lands. The Watchers recognize the need to deal with the giants and orcs currently occupying Geoff and Sterich. However, they view these threats as scarcely more important than the ever-present danger of the nations of the Baklunish West. This has led to a division within the order recently. The Knights now have two branches: the traditional Knights of the Watch and the new Knights of Dispatch.

The Dispatchers eschew the traditional methods of battle favored by the Watchers, frequently forming scouting parties and engaging in guerilla attacks on their enemies. The Dispatchers view the evil humanoids and giants as the more important threat to be dealt with, converting the Watcher hatred of the West to a deeper hatred of the nonhumans who have killed so many Sheldomar Valley residents and destroyed so much property and land. While some Watchers despise the tactics of the Dispatchers (calling them “cowardly” and “disgraceful”), the effective leaders of both branches pledge support for each other and both recognize the same hierarchy, naming structure, and supreme leader (the Grandiose Imperial Wyvern). Both branches share the same coat of arms: a sable field with an owl displayed argent.

The Twelve Precepts of the Knights of the Watch and Dispatch. The two highest precepts are the Grand Precept and the Precept of Judgment. The other ten precepts define the behavior of a Knight, but all ten are shaped by how the two highest precepts define such behavior. Only the Knights themselves know the true wording of the Twelve, but most scholars of knightly orders agree that they are: The Grand Precept: A Knight is known by his actions and will lay down his life rather than violate a Precept. The Precept of Judgment: The Precepts are of mortal hand; a Knight remains true to the spirit of the Precepts and never contrives to find excuses for his actions. The Precept of Duty to One’s Order: A Knight remains true to the rules of his Order and the commands of his Order’s leaders. The Precept of Duty to One’s God: A Knight must remain true to the teachings of his God and those who represent his God on Oerth. The Precept of Bravery: A Knight may never flee battle unless failure to do so would place his charges in mortal harm. A Knight shall not allow another to take his place before danger nor dishonor his companions by failing to allow them their rightful share of glory. The Precept of Chivalry: A Knight must never doubt his prowess or his worth nor give the appearance of such. A Knight mustn’t take unfair advantage of an opponent, striving to show the righteousness of his cause by the fairness by which he fights. The Precept of Deference: A Knight must pay appropriate honor to those above him and see to it that those below him witness such actions. The Precept of Mannerliness: A Knight’s manner, behavior, and etiquette must be beyond reproach. The Precept of Oath-Taking: A Knight must never violate an oath he has sworn nor swear an oath he cannot keep. The Precept of Retribution: Knights who have broken an oath must be brought to justice. The Precepts of Charity The Precept of Service: The poor, oppressed, widowed, orphaned, and those seeking justice are all worthy of a Knight’s service. The Precept of Property: A Knight owns nothing; he merely holds items in trust to fulfill the purpose he serves for the Order. A Knight must be generous and never seek the accumulation of wealth for its own sake.

Knights of Dispatch

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Greyhawk Wars brought a new development, the division of the order into two distinct branches; traditional Knights of the Watch and the new Knights of Dispatch. The Dispatchers eschew traditional rites of battle, often forming scouting and guerilla bands to range within conquered Geoff (and, until recently, Sterich). The Knights of Dispatch have traded their hatred of the west for a deep hatred of the nonhumans who caused their homelands so much grief in the last decade. While some Watchers despise the "cowardly" tactics of this new branch, the leaders of both organizations pledge support for each other and share the same (confusing) hierarchy and titles. Both the Knights of the Watch and the Knights of Dispatch share a common coat of arms: an owl displayed argent.

Knights of the March

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The order the knights of the watch was initally founded upon, this has now become a mere branch of that order, mainly concearned with the government of the Grand March. Grand March noble houses and government are closely entwined with a militant quasi-religious knighthood; commandant chosen every five years by vote of nobles and knights. Gran March is one of Keoland's oldest holdings, tracing its history back more than nine hundred years. Legend holds that, after the defeat of Vecna and the dissolution of his empire (placed in the northern part of the Sheldomar Valley in some accounts), the nascent Keolandish crown created an order of knights in the frontier region. The Knights of the March were ordered to bring law to the land and to quell the warring of the native Flan factions. Eventually, the leader of the knighthood was named commandant of Gran March, a title that carried with it control of the land between the Rushmoors and Lortmils.

Hell Knights

The Order of the Chain, The Order of the Gate, The Order of the Godclaw, The Order of the Nail, The Order of the Pyre, The Order of the Rack, The Order of the Scourge.

Regional Knightly Orders

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

These knightly orders are of only regional influence, tough members can be found adventuring in other areas.

Blackmoor Guard

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The archbaron's personal guard includes perhaps three score "knights" (heavy cavalry of offensive mien). All are located in the town of Dantredun, now the capital of Blackmoor. Some of these are barbarian mercenaries from the Thillonrian Peninsula, renegade Flan, or nonhuman warriors.

Iron Nation Cavalry (Rel Astra)

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Rel Astra has its own knights, the Iron Nation cavalry. Clad in regalia of black skulls, these professional warriors serves as the lich lord's elite guard.

Knights of Medegia

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

An order of knights tied to the old archclergy of Medegia and the church of Pholtus, the land of Mediga is today occupied by undead and most of the mebers of this order are undead. Membership in this order could be bought, ensuring the higher ranks were rich nobles more interested in the wealth and power of the order than valiant deeds of arms.

Nyrond Guard

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

Sable Marines

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

The Gynocracy

  • Coat or Arms
  • Knightly Cavalier, paladin.
  • Enlisted
    • Edicts
    • Challenge When the cavalier issues a challenge,
    • Skills Add XXX and XXX as class skills. Whenever a knight XXX uses one of these skills to XXX, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).
    • Order Ability level 2
    • Order Ability level 8
    • Order Ability level 15

In Hardby, the female wizards, knights, and nobles restored the sovereignty of the gynarchy, though by tradition the title of gynarch belonged to House Yragerne. Therefore, the women of Hardby named their new ruler the despotrix, ruling over a domain extending from the lower Selintan to the Abbor-Alz,

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