Gallantine Legacy / Code of the Gallantine Order
CHRONICLE > Dunstrand Rising is a
Living World campaign set in
Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy]
Steel Realms Setting (planet of Helca).
Dunstrand Rising – The Hearltands Spark is an epic Living World campaign that allows the characters to transform the duchy into a different position and political power that could shift the fate of the entire heartlands of the realms.
The New Code of the Gallants documented by Jaqueleyne … Building on the Original Code…
Characters must swear a sworn oath to abide by the following guidelines:
Current Standing Orders
- Never volunteer for locals; safety and expectation management are more important than making friends.
- Never leave the safety of the company without providing plans and details to the leader(s).
- Never walk into a situation without a plan or way of getting out.
- Never leave anyone behind – even if you have to return.
- Take no payment or title from any noble or institution outside that of your pledged lord or lady.
Operating Principles
- Duty to brotherhood, faith, nobility, guild, and law… but loyalty to the order first and always.
- Trust and follow the chain of command, inside the company and out.
- Orders given are to be obeyed. Abuse of command will result in a vote that strips it and gives it to another.
- Information is given on a need to know basis; not everything will be shared by the commander – this is to protect it more than anything.
- Respect authority but never without question.
- In battle, back your companions move – later is the time to question and remand.
- Spend on the group, not outside – monetarily and time-wise.
- Always take the opportunity to gather intelligence on places, people, and items – it saves lives and resources.
- A man leaves his old identity behind when he enters the order – it is left behind and no questions are asked; they may keep their name or take a new name for the order to known them as.
Secondary Operating Principles
These were dictated by Mary…
- Every Squad will have a name for the annals.
- Every squad must record their deeds and send them “home” (to the Companions Library in Braddon Bog) monthly.
- Every squad sent out most have a rank of “commander” – a sergeant.
- Every squad sent out must have a rank of “second” – a corporal.
- Every squad agrees to abide by the basic fealty tenants of the bannerman to the Ducal house of Dunstrand (Forthright family) and the Earldom house of Bar-Innis (Aelishan)
- All special service squads report directly to one of two agents acting as a “Companion Marshal”.
- All special service squads are enrolled as bannermen to the house of the Earl of Bar-Innis and must take the bannerman sworn oath; these rolls are kept and their functions overseen only by House Malor through the Companion Marshal agents.
- All special service squad members should never use their own names; They should adopt “companion names”.
Violating the Gallantine Code: Punishable by Court-Martial and/or Punishment in lashes or duties.
- A court-martial is empowered to determine the guilt of members of the forces who have taken the sworn oath of The Gallants, and, if the defendant is found guilty, to decide upon punishment.
- A council made up of all ranked officers shall sit in judgement and recommend punishment. The commander of The Gallants will make the final decision on punishment within the guidelines provided by the council.
CONDITIONS: A court-martial is only suitable for offenses considered “grievous” where death is a potential penalty – otherwise officers may hand out punishments as part of normal chain of command.
- The offender did knowingly act in sound mind to put the safety of the entire company at risk.
- The offender did knowingly act in sound mind to bring about the harm of another member for nothing more than their own gain.
- The offender did knowingly act in sound mind to jeopardize the financial solvency of the company.
- The offender did knowingly act in sound mind to ruin the reputation of the company.