Talk:Chivalric Orders (Greyhawk)

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I gathered information on knightly orders from gryehawk sources and put it here. I expect to cut down the text in the main page considerably, so this is a sort of backup.

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.

Knights of Holy Shielding

Established in the mid-300s CY to support the lords of the petty domains north of the Nyr Dyv, 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 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.

Geographical Influence

Coat or Arms

Knights of Medegia

could be bought, like many other knighthoods in the kingdom that were known to come cheaply (for example, the knights of Medegia).

Knight Protectors of the Great Kingdom

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. 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 travelling 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 so-called 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, some expect the Knight Protectors to emerge from their dormancy and take a more active role in the recovery of the Great Kingdom's former realms. How they will reorganize and what their new goals will be are as yet unknown to the outside world. Overking Xavener has expressed no interest in them, but no animosity toward them, either. Grenell of North 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)

Rel Astra has its own knights, the Iron Nation cavalry.

Knights of the Hart

http://www.wizards.com/default.asp?x=lg/lgpg/20060926a

The Knights of the Hart were founded a very long time ago, an exact date known to few. The Knights of the Hart were created to serve the needs of the lords of Furyondy, Highfolk, and Veluna. Every single Knight of the Hart commands respect and it is rightly justified. They serve the three lands' best interests in their hearts and seek to end the Old One’s reign of terror. The tripartite organization is made up of the Knights of the High Forest, the Knights of Furyondy, and the Knights of Veluna. No matter the knightly order, all must swear their undying loyalty to protect the lands of the three nations. The Knights of the Hart often serve as arbitrators of justice in the lawless areas they patrol. The knights 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. Still, through all these years, membership is open to commoners and nobles alike provided that each has shown their loyalty to not one, but all three countries. They also must have proven that they can not only hold their own in battle, but also show true courage and bravery in service to the people of Furyondy, Highfolk, and Veluna. There are three sects of the knights. The first is the Knights of the High Forest. 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. Exclusively elven, they are skilled in forest skirmishing, particularly in the Vesve Forest. 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. The Knights of Veluna are one of the most important military forces in the surrounding Vale and quite possibly the Flanaess. While there may seem to be a small portion of actual Knights of Veluna, each of them commands many sergeants and warriors. These troops number in the thousands; most are in Thornward, holding true to the treaty and protecting their country. These knights are the most diplomatic of the three organizations, and often are held in the highest regard. Almost all of the Knights of Veluna are defending land outside Veluna, maintaining peace and order as dictated by the Canon. 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. Their ultimate goal, however, is to expel Iuz from the Flanaess. Collectively, the Knights of the Hart are constantly seeking to destroy agents of Old Wicked; especially those who try to loosen the ties amongst the allegiance. The knights realize the severe importance of their allies in keeping not only the peace amongst the three countries' peoples, but the fragile border that precariously hangs in the battle against Iuz.


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. 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.

Knights of the Hart (Furyondy)

The Furyondian branch of the Knights of the Hart is becoming increasingly political, to the chagrin of the southern lords.

Dyvers. The city had never enjoyed a warm relationship with Furyondy's branch of the Knights of the Hart, and when some knights loudly contemplated annexation of the city for King Belvor, public anxiety grew to an all-time high.

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 the Hart (Veluna)

http://www.wizards.com/default.asp?x=lg/lgpg/20061226a

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 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 Hart (Highfolk)

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.

Highfolk's branch of the Knights of the High Forest was scandalized by reports of financial corruption.

Knights of the High Forest

http://www.wizards.com/default.asp?x=lg/lgpg/20061128a

Knights of the High Forest: This order's forty five members are exclusively elves. 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)

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 Conclave (Furyondy)

Knightly Conclave, a parliamentary group that considers any issue it wishes, then offers its opinions to Belvor.

Chivalric Orders of the Baklunish =

Farises of Ekbir

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.

The Saphis of Zeif

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, though most are within the lower class. A number of noted generals and spies of Zeif were obviously half-orcs.

Gynocracy of Hardby

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,

Knights of the Han

Knights of the Watch

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.


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 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.

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.

WotC info

http://www.wizards.com/default.asp?x=lg/lgpg/20050517a

http://www.wizards.com/default.asp?x=lg/lgpg/20050712a

The following is based on material from the Living Greyhawk Gazetteer and the work of the triads of Gran March and Keoland (both past and present). History: The Kingdom of Keoland was founded in the year 342 CY, and, by 242 CY, had expanded to its present boundaries. It entered a period of rapid expansion thereafter that was marked primarily by the peaceful annexation of new lands. One territory that was much desired was the swathe of land to the east and northeast of the Rushmoors. The Kingdom formed an order of knights, known as the Knights of the March, to secure this territory and assure easy expansion into it. In the course of this conquest, the Knights of the March adopted the teachings of the philosopher and prophet Azmarender and took a new name for their order: the Knights of the Watch. The Knights successfully pacified the lands east and northeast of the Rushmoors, and, in 161 CY, Keoland absorbed this swathe of land, naming it the Gran March. The duke of Dorlin awarded this fief to the Knights and tasked them with guarding Keoland’s northern borders. About this time, a group of knights formed a secret society within the Knights of the Watch; their concern over the ancient dangers lurking in the Rushmoors drove them to focus their attention there almost exclusively. These knights formally separated to form the Knights of the Malgari (or Darkwatch as they are commonly called) in 288 CY, during the reign of Rhola King Tavish I (the Great) of Keoland. During the reign of Rhola King Tavish II (the Blackguard) of Keoland (from 346 to 395 CY), Tavish II attached the Malgari to the Suel House Neheli in a political maneuver whose method and purpose are long lost to the sands of time. The Malgari still function in Keoland to this day (contact the Keoland triad for additional information on the Malgari), and many Knights of the Malgari maintain close ties with the Knights of the Watch (and vice versa). For example, the Margrave of Mandismoor, a renowned Knight of the Watch, is also a highly placed servant of the Malgari. The Knights of the Watch are tasked with protecting the Sheldomar Valley from the incursions of the Baklunish of the West (including the barbaric Paynims and the more civilized “Westerlings”) and other threats as they may arise. While focused in Keoland, Gran March, Bissel, and Geoff (and in Sterich, during times it has been under giant rule), the Knights draw potential members from throughout the Sheldomar Valley. The Watchers maintain castles, fortresses, strongholds, and towers along the border with Ket (in Bissel) as well as along the mountain ranges (the Barrier Peaks, Crystalmists, and Jotens) that border the Sheldomar Valley to the west (although many of these structures were lost during the giant invasions of Sterich and Geoff in 584 CY). Until recently, the headquarters of the Knights lay in Bissel (Pellak), while large strongholds were also maintained in Gran March (Hookhill) and Geoff (Hochoch). Of late, rumors indicated that the Knights were considering relocating their headquarters to Hochoch in response to events in Bissel and Geoff. Official pronouncements have since verified these rumors. The Knights also maintain chapter houses in some of the other major cities of the Sheldomar Valley (like Niole Dra and Gradsul). The Knights of the Watch follow a near-monastic school of teachings based upon the writings of the philosopher Azmarender. Azmarender studied the tale of Trilesimain, the Simple Knight, a standard tale told by bards throughout the Sheldomar Valley. From this tale (especially a section known as the Glorious Couplets), Azmarender derived a philosophy and code of duty commonly known as the Twelve and Seven Precepts. The Twelve Precepts, detailed below, govern how a knight should behave in his daily life. Azmarender's prophetic writings are also said to have foretold the recent assassination of the King of Keoland and the thrusting of that nation into civil turmoil. While not commonly known to the average denizen of the Sheldomar Valley, the Twelve Precepts are not secrets and can be learned by anyone interested enough in the Knights. The Seven Precepts are closely guarded secrets, detailing “life beyond the self” and giving powerful insights into the physical and spiritual world. Knights learn these Seven Precepts as they advance in the organization, so higher ranking knights know more of the precepts than lower ranking ones. The mysterious Seventh Precept, which is said to contain ancient secrets about the creation of Oerth, is known only to the head of the knighthood, the Grandiose Imperial Wyvern (currently the severely ailing and aged Hugo of Geoff (LN male human Ftr6/Knight of the Watch10). The teachings are not connected with any one specific religion, but they fit well with the philosophies espoused by the militant followers of St. Cuthbert, Pholtus, Allitur, Mayaheine, and especially Heironeous. The Knights consider the Church of Heironeous to be one of their strongest allies. Reflecting the mysticism that forms the foundation of their order, the Watchers adopt fanciful titles as they advance in rank in the knighthood. The lowest ranking knights are known as Vigils (such as Resolute Vigil, Indomitable Vigil, etc.); as Knights advance beyond this lowest rank, they add to this base title, adding further adjectives and later replacing the Vigil title with that of a beast (advancing through ranks of land-based and then aerial mundane beasts, followed by more fantastical ones). From this confusing (to non-Knights) system of titles comes the phrase “frightful as a Watcher’s title,” denoting someone who wishes to appear more powerful or grand than they truly are. Prior to the Greyhawk Wars, the Knights numbered more than 6,500. War with Iuz and the forces of the giants had trimmed that number drastically; by 590 CY, the number of Knights still roaming the Sheldomar Valley was close to 2,500. The recruitment of new members is a constant and major concern for the leadership of the order, and such activities have brought the membership back to approximately 3,000 as of 595 CY. The Watchers recognize the need to deal with the giants and orcs currently occupying Geoff (as well as the giants who have recently retaken control of 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. And recent decisions by the Watchers to focus the orders efforts on reclaiming Geoff have strengthened the bond between the two branches. Recently, the Knights have been the targets of scorn and hatred from the citizens of certain regions of the Sheldomar Valley. Although some of this unpopularity is of their own making, the Knights are blameless for much of what they are accused. Sadly, a number of unfortunate incidents of late have taken their toll on the reputation of the Knights: an entire garrison of Knights at Fortress Goarada twisted and corrupted by fell magic in the County of Linth in Keoland, Knights framed or positioned to take the fall for incidents in Geoff and Bissel, and the actions of some rogue Knights corrupted to the teachings of Hextor. Centuries of warfare with the “Westerlings” has fostered a deep distrust of most Baklunish amongst the Knights, which has carried over to their treatment of loyal Baklunish citizens on too many occasions. The righteousness of the Knights borders too closely to zealotry and has lost them many friends. The Knights are striving to clear the name of their order in these incidents. Their recent cleansing of Fortress Goarada in Linth and bringing to justice renegade Watchers in Bissel has done much to restore their standing in the eyes of the commoners of the Sheldomar once again. Their vigilant guardianship of the Sheldomar Valley against threats such as Ket, the giants, and the Scarlet Brotherhood is still the foundation of the Order. The Knights are closely allied with the government and military of Gran March as well as the Church of Heironeous. They consider themselves formal allies of all of the nations of the Sheldomar Valley. Their greatest foes are the Baklunish West and the evil giants and humanoids of the western mountain ranges (which is greater is the subject of debate betwixt the two branches). They also see all Hextorians and members of the Scarlet Brotherhood as enemies and serious threats to the security of the Sheldomar Valley.

Joining the Organization: Prior to becoming a Knight, a candidate must be invited to squire by a current member of the Order. They must serve a full term in the ranks of the squires and senior squires (known respectively as Junior and Senior Obedient Masters). Once knighted as a Watcher or Dispatcher, they may progress through the hierarchical ranks. Living Greyhawk PCs from the regions of Gran March, Geoff, Bissel, and Keoland who meet the organization’s other requirements are eligible for membership in the Knights; contact the appropriate region’s triad for further information. Character Benefits: The in-game benefits for membership in the Knights of the Watch and Dispatch are detailed in the Knights of the Watch and Dispatch campaign documentation, available from the triads mentioned above. Roleplaying Suggestions: Most Knights conduct their activities based on their own consciences and goals, as tempered by the Twelve and Seven Precepts. All are expected to be staunch defenders of the Sheldomar Valley and available to be called upon by their Order when needed. Individual Knights have great latitude in determining the best course of action in achieving their goals. But all Knights are still expected to assist in the maintenance of the Order, especially as they achieve the higher ranks of the Knighthood. Knights must devote time each year to maintaining the strongholds, training squires, updating the Order’s records and archives, undertaking missions for the Order, and similar tasks. Typical Member: Most Knights serve in the militaries of the nations of the Sheldomar Valley, particularly in Gran March. Others operate independently as adventurers or in small armies that assist where needed throughout the Sheldomar Valley. Some Knights also hold other positions of authority or are titled nobles; these Knights frequently find their time consumed by the duties of these positions. Typical members of the Knights of the Watch are fighters, paladins, marshals (Miniature’s Handbook), or clerics and favored souls (Complete Divine) of militant gods. Typical members of the Knights of Dispatch are fighters, rangers, rogues, marshals (Miniature’s Handbook), scouts (Complete Adventurer), and clerics and favored souls (Complete Divine) of militant gods. Knights of both branches are of Lawful Good, Lawful Neutral, or Neutral Good alignment and of human, half-elven, or dwarven stock. Prestige Classes: Knights often pursue militant prestige classes; this includes (although some of the following are favored more by one branch than the other): Dwarven Defender (Dungeon Master’s Guide), Cavalier (Complete Warrior), Justiciar (Complete Warrior), Knight Protector (Complete Warrior), Order of the Bow Initiate (Complete Warrior), Church Inquisitor (Complete Divine), Divine Crusader (Complete Divine), Hospitaler (Complete Divine), Pious Templar (Complete Divine), Shining Blade of Heironeous (Complete Divine), Warpriest (Complete Divine), Highland Stalker (Complete Adventurer), Tempest (Complete Adventurer), Wild Plains Outrider (Complete Adventurer), Battlesmith (Races of Stone), Cragtop Archer (Races of Stone). However, most who pursue a prestige class choose to pursue levels in the Knight of the Watch and Dispatch prestige class. Details on this prestige class are only available to players of Knight PCs and DMs who run sessions with PCs with levels in this prestige class. Rumor has it that those Knights who pursue this special prestige class are promoted faster within the Order. Lore of the Guild: The Order observes a single sacred event each year. Called the Fast of the Murder of Bethané, it occurs each Sunsebb 4th. In the week preceding this fast, Knights don simple clothes, repent their failings of the last year, and seek out any they may have wronged to make restitution. Knights who miss this fast for good reason (duties, war, illness, etc.) must, on the first opportunity, seek out a member of the Order’s leadership who can assign the Knight a task to achieve atonement. Knights who ignore this sacred event and the duties it entails are dishonored and thrown out of the Order. During the Fast, the allies of the order are called upon to ensure that no enemy can take advantage of the observance. Detailed below are 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 Highest Precepts 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 Precepts of Duty 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 Precepts of Courage 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 Precepts of Demeanor 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 Precepts of Honor 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 the March

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, the Knights of the Watch; 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.

Knights of Dispatch

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.

Knight of the Watch (Bissel)

The massive Castle Oversight, at Pellak, has become the headquarters for Bissel's branch of the Knights of the Watch. In 289 CY, Keoish forces verged on the Fals Gap, where the city of Thornward was founded by the Knights of the Watch as a northern outpost to ward and tax the trade roads between the Baklunish and Furyondy

Companion Guard of Celene

Companion Guard, knights under the command of the royal consort.

Blackmoor Guard

The archbaron's personal guard includes perhaps three score "knights" (heavy cavalry of offensive mien), and heavy and medium infantry made up of several hundred human and half-orc soldiers. All are located in the town of Dantredun, now the capital of Blackmoor. Many more nonhuman soldiers can be called up from the surrounding area.

Knights of Luna

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 gray elves from the Grand Court of Celene, although they are currently at odds with the policies of their fey queen 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.

Knights of Luna

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. The Knights of Luna are a force of dissension, though many of their most aggressive members are found in the Duchy of Ulek rather than Celene itself. Some members of the Knights of Luna seek to gain control of the Celene military.

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