Three knights of Fealty

The Knights of Argost

The Knightly Orders have been around since the founding of the kingdom. There is only one order that does not currently exist in modern day. It was disbanded very early in the kingdom’s history; the Knights of Chaos. Until about a decade ago, the knights handled nearly all aspects of governance within the kingdom. Early in their careers they were knights errant who traveled the land dispensing justice, chasing bandits, fighting monsters that wander in from the wilds and plains, and keeping the peace. As they grew older, they would find themselves as mayors, advisors, and teachers at Hizen’s Keep.

Currently, the role of the Knights of Argost is far more focused than once it was. They are still responsible for the overall peace and welfare, as well as for the dispensation of justice over common folk. They are also elite forces that can be brought to bear by resuming their roles as knights errant to protect against monsters and other supernatural forces.

There are great differences between the orders of knights that create a vast spectrum of ethics, codes, and conduct. The orders vary in how large their membership is at different times. However, the Knights of Camelot, the Knights of Defiance, and the Knights of Temperance make up the vast majority of the Knights of Argost. In fact, these three orders have nearly twice the membership of the Knights of Allegiance, Venom, Tyranny, Law, and Balance combined.

All knights swear the same oath when becoming knights. However, how those oaths are viewed and the ethics, morals, and traditions that influence them differ greatly between orders. Unlike many, there are only two laws that a knight can be brought to trial for: Treason and Harm to the Citizens of Argost. It is extremely, extremely rare for a knight to be charged with a crime. In the cases where that happens, the matter is ruled upon by Knights asked to sit in judgement and their evaluation of the circumstances decides guilt or innocence, as well as punishment, in consultation with the King. As the laws themselves are described in such broad terms, it is far more about the ethics of the knighthoods than the letter of the law. The royal family can partake in the process but hasn’t done so in centuries.

Dueling is one way for knights to resolve differences between themselves and to settle things that can not be resolved. Winning or losing a duel does not grant an idea, let alone a person, any sort of permanent support or condemnation. It is recognized that at the present time of the duel, one or more of the Gods saw a possible future where they gave support to one knight over the other. Dueling is seen as a tool to be used to determine the most likely possible outcome. 

There are people who do not believe dueling is sanctioned or blessed by the Gods at all and instead have a variety of more skeptical views. Those ideas are far less common but respected. Certain knights never duel and there is almost never any aspersions cast upon them.

Dueling, from an out of game point of view, is purely an opt in affair. Some players really enjoy this type of player conflict and some do not. Some would only wish to duel NPCs or only wish to duel PCs. We want people to do what they find fun. From an NPC vs. NPC narrative as well as the rare NPC vs. PC narrative, there will be possibilities of some short or long term negative social repercussions to dueling or refusing to duel. However, this will almost never be the case when the duel is between two PCs.

Squires are those who have been selected to train as knights. Most squires spend most, if not all, of their time at Hizen’s Keep, the school for those aspiring to knighthood. However, in some cases, especially when a person seeks a knighthood as an adult, the squire travels with a patron knight to learn the ways of the knighthoods. They are then tested through a variety of trials, and if they pass they will be knighted by the King. The amount of time an adult spends as a squire varies greatly. Children are usually brought to the school at about 8 to 12 years of age and go to the trials between 16 and 20 years old.

While a squire does have a specific patron, nearly all train with other knights of all different orders for either short periods or even extended campaigns. Squires are expected to serve any knight to the best of their ability but are expected to defer to their patron when orders conflict between the patron and another knight.

All knights were a squire for at least a time before taking the trials to become a knight. Squires and those that become knights are drawn from all people within Argost. One may have been born of the most common stock, the most influential noble family, and anywhere in between and be granted a chance to serve Argost as a knight.

When a squire is brought to the ceremony to become a knight, they are led through the catacombs beneath the Royal Castle in Argost City where knights are laid to rest. The solemn walk reminds squires of what they might sacrifice in service to Argost. However, in some cases, a squire feels a calling or a pull to a blade that has been laid to rest with a deceased knight. For some, the connection is obvious, in that the knight is an ancestor or shares virtues with the squire. In other cases, the connection is a total mystery. If a historical blade does not call to a new knight, a blade is crafted for them by knightly artificers.

Every new knight receives a knight’s blade. The blade does not have any powers that the knight can access inherently. However, a knight can form a connection with the blade that deepens over time allowing the knight to access the powerful magic within. To put it in specific terms, all knights have one of these blades and your connection to it is represented by buying the background header and the skills within it. It is not required that you purchase the background header and some knights could go their entire lives without connecting with their knight’s weapon. 

Players may start the game as knights or squires. Playing a character that is a squire would be a large challenge in a lot of ways so we encourage people to consider this carefully before deciding to play one. If you want to play a squire, reach out to the staff and we will try to make that work for you within the setting.

For a character to be a Knight of Argost they must have purchased Knight of Argost secondary header or the Squire header.

All knights use the title of Sir along with the order they are a member of. “I am Sir Genevieve Harlow, Knight of Temperance.”

The Oath of a Knight of Argost

I swear to serve Argost and her interests.

I swear to act with loyalty for the people of Argost and to defend them vigilantly.

I swear this by my blade and blood.

The knighthoods

Knights Pinterest board

Knights of Camelot are some of the most loved knights by the common people of Argost. Named after the legendary kingdom led by King Arthur they embrace many of the qualities of those noble knights of legend. They believe strongly in codes, laws, and oaths. Their word is bond. Respect is one of their strongest shared values which extended to all including enemies.

·         Serve the King and Royal Family diligently and with honor and distinction.

·         Laws and concords are the foundation of a good and just society.

·         The word of the knight is the most important thing they have. Do not allow it to be tarnished for anyone or anything. Without their word, a knight is nothing.

·         In matters of justice, fair application of the law is the only true justice.

The colors of the Knights of Camelot are white and blue. Their symbol is a hand rising from a pool of water holding aloft a sword.

To be a Knight of Camelot you must have the Righteous trait.

Knights of Temperance are well loved by the people and if someone ever does run afoul of the law, they would feel tremendous relief if they were fortunate enough to have a Knight of Temperance sit in judgement over them. The Knights of Temperance believe in the existence of good in all and that everyone deserves a chance at redemption. Compassion is the paramount value shared between all Knights of Temperance.

·         Argost is to be protected and that is our paramount goal. Argost is far more than the sum of its parts and Argost is gravely damaged when harm comes to any aspect of it.

·         While there is great value in law, law is only of service when it is tempered by compassion and good judgement.

·         Words are powerful and you should choose them carefully. Promises must be kept in both the spirit in which they were given as well as the specifics of the language.

·         In justice, the exercise of restraint and leniency in punishment is the height of chivalry.

The colors of the Knights of Temperance are white and gold. Their symbol is slender hand holding a short smithing hammer.

To be a Knight of Temperance you must have the Righteous trait.

Knights of Defiance are the buccaneers of the knightly orders. They see their purview as walking the fine line between the laws, oaths, and traditions of Argost and the power of change and unpredictability. Knights of Defiance view goodness as being the ultimate goal and they employ whatever tools they must in an effort to see goodness triumph. Virtue is the foremost value that Knights of Defiance share.

·         There is no duty that supersedes the protection of the people of Argost. Ensure their happiness and well being.

·         A Knight of Defiance answers to a higher calling and that is the calling of goodness and virtue.

·         There is great power in truth telling. To be an oathbreaker invalidates all you have done. To give your word is something to be taken with deadly seriousness and should rarely be done. Some strive to make their oath to join the knighthood as they only oath they give in their lives.

·         In justice, goodness is the only goal. As a knight, your judgement supersedes the law that guides you. To ignore what is a virtuous outcome is a terrible travesty if the only reason for it is words on parchment written by someone ignorant of individual circumstances.

The colors of the Knights of Defiance are white and green. Their symbol is a sword breaking an outstretched chain.

To be a Knight of Defiance you must have the Righteous trait.

Knights of Law are poorly understood by the lay people of Argost and even some people who are knowledgeable and influential. Knights of Law take very seriously the history of Argost and its institutions, especially the knighthoods. However, they are more than merely warrior historians. Knights of Law strive to be experts in all matters of rites, law, treaties, compacts, oaths, and social constructs. There is nothing more important to a Knight of Law than the specific, cold, dispassionate language of law in all its forms. Structure is a virtue to Knights of Law and paramount to all they pursue.

·         Without its institutions, compacts, oaths, and laws Argost would not exist in any meaningful way and its people would be nothing but anarchist rabble.

·         Law is cold and objective. To let one’s personal passions supplant carefully considered law in a moment of whim is an appalling show of personal hubris.

·          It is our greatest duty to lend our aid whenever it is sought and apply our expertise to matters of law, treaty, compact, ritual, and rite.

·         To know our future we must know our past. Striving to rediscover, maintain, and protect the history of Argost in all its facets is a most noble goal.

·         In justice, the law must be applied literally and with great objectivity. The law must be subjected to the most minimal interpretation with a goal of no interpretation whatsoever.

The colors of the Knights of Law are red and gold. Their symbol is a thick, open tome.

To be a Knight of Law you must have the Transcendent trait.

Knights of Balance get very little thought or consideration from the masses but are even less understood by the knowledgeable and influential people. It’s not that their mission is misunderstood but instead that very few people agree with what they seek to do. Most people are all in on their faction and personal beliefs. It is the rare person who sees the need for all those different views and additionally to seek to ensure all those disparate voices become a harmonious chorus. Those who answer that unique calling find themselves as Knights of Balance. Unity is the paramount value of the Knights of Balance. True unity is the goal but unity of purpose is a more realistic goal.

·         Argost’s greatest strength are the varied views of its institutions and leaders. It is your duty to remind people of this and ensure between all factions and people especially when views and codes are greatly disparate.

·         Law is the guardian of balance. It protects those described as necessary in the Great Prophecy. Though many think little of the Prophecy, what is described within did not end with the Cardirian War. 

·         In justice, the scales are paramount. Do not allow them to tip too far in one direction.

·         Your greatest charge is to ensure peace and mutual cooperation towards Argost’s goals, security, and prosperity.

The colors of the Knights of Balance are red and silver. Their symbol is a scale.

To be a Knight of Balance you must have the Transcendent trait.

Knights of Allegiance are infamous throughout Argost. They are known for their cold brutality but also their strict adherence to their codes and the laws of Argost. Knights of Allegiance are some of Argost’s most staunch defenders. These knights seek out lore, information, legendary powers and artifacts, and anything else that does not endanger the kingdom, its people, or the royal family in pursuit of strength to defeat Argost’s enemies. Knights of Allegiance are infamous for questing out for such things. Strength is the watchword for this order.

·         Argot’s survival and prosperity is of such importance as to sacrifice even your own life for it, but only when your power is totally exhausted. Your quest is to empower yourself to assure that you are making your enemies die for their cause and not you for yours.

·         Laws keep the necessary order. Laws are needed to keep power in check as does the strict adherence to them. Remember always your oaths and their deep meaning. Without the law to check your power, citizens of Argost might fear your power and that is anathema to all we stand for.

·         In justice, law is the best tool to assure what is best for Argost and its people.

The colors of the Knights of Allegiance are black and green. Their symbol is sword encircled by a chain.

To be a Knight of Allegiance you must have the Sybaritic trait.

Knights of Tyranny are the most feared and even hated by the common people of Argost. To see a knight of this order selected as the one to dispense justice for you or a loved one will make a person’s blood run cold. The reputation of these knights is that they are harsh and can even be cruel. They are seen as aloof and out of touch with the common folk. The Knights of Tyranny do nothing to dispel this perception. Those with more knowledge of them have a great, though in some cases grudging, respect for knights of this order. Knights of Tyranny are often personally powerful and are willing and able to accomplish feats of martial might that few can duplicate. Their devotion to Argost and its institutions are unwavering but their order is by far the one that is least compassionate and in touch with the common people.

·         Argost gives you what you most desire and for that you love Argost with all your heart. You shall never be ashamed of the power, wealth, or other accolades you receive for your unwavering duty to your kingdom.

·         Law is for the common person. You have your oath and that is all that matters.

·         In justice, your whim supplants law.

The colors of the Knights of Tyranny are black and red. Their symbol is an upright, sinister facing, gauntlet clenched in a fist.

To be a Knight of Tyranny you must have the Sybaritic trait. 

Knights of Venom are almost never seen by the common people to the point that many believe that they do not exist at all and are a matter of legend. Knights of this order spend their time out of the public eye but they can be found in nearly any setting where the influential and powerful congregate from the most formal of courts to the seediest of taverns. They handle their business as privately as possible. Leaders and influential people know what they do but the lay person really has no idea. The Knights of Venom do what must be done. They do not revel in this but they have the stomach for it if need be. Though Knights Tribunals for crimes are extremely rare, Knights of Venom have been tried the vast majority of times often admitting guilt but giving no details before receiving their sentences.

·         Argost is a shining beacon that must persist led by a blessed bloodline. You will dwell at the edges where you can do what must be done to preserve the virtue of Argost’s royal family. When Argost is free from enemies, hope that you are still worthy of Argost, but if you are not, know that your service is honored as you leave Argost forever.

·         Law is one tool amongst many.

·         In justice, you serve it best when you act outside of view of the common folk and completely unrestrained.

The colors of the Knights of Venom are black and blue. Their symbol is a dagger with a drop of poison on the tip.

To be a Knight of Venom you must have the Sybaritic trait.

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