Justicars of Balthazaar

Steel Realms Logo

The Justicars of Balthazaar are a sub order of the Silver Talent knightly order. They have an office, called a “Sacrarium of Justice” in almost every major city, and keep and serve the confidence of a local ruler – duke, count and/or Baron. These are older, wiser, and experienced knights that have traveled all over the realms. They are grizzled combat veterans. They are not necessarily ‘leaders of men’ – they typically work by themselves or with a single ‘apprentice’. They are likened as an unstoppable elemental force by their enemies.

It is said that they can force even the dead to tell the truth when speaking to them. Some are even reported to read minds…

The Justicar Ordeal

They are run through an ordeal that leaves them open to the thoughts of all those around them. Some must retire after, for it taxes them too greatly to maintain their sanity. Those that tame the open mind go on to serve as Justicars.

Sacrarium of Justice

Every Sacrarium will have a Knight’s Retinue for a Justicar’s Sacrarium. They have little beyond this, as their traditions are not one of bureaucracy and they do not “double up” any functions with the Sacrarium – which will always include an Altar and holy ground for the god Balthazaar. Almost all who staff these are Umbakian, it is considered a great honor for those outside the culture that spawned them to serve in their ranks. Because Umbak inserts itself through its Justicar’s Offices, and service to the Lightbringers[/su_permalink, many are well traveled and well tempered. These make the Commoners of Umbak much more stable and appreciative Commoner of the Noble East (root experience)Citizens.


Chronicle/Facts of the Order

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rumors About the Order
Rhyl Formative Events

See the Herald's Quarterly for world updates.

Rhyl Formative Events

CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, armaments, and manpower flow into the north to fight the Lich Lords.

CY 6514 The Grand Duchy of Rhyl is created by the High King. In exchange for the resources and organization that can be brought to bear against the now organized undead armies, the lands become part of the High King's domain.

CY 6909 The Fall of the Grand Barony of Altair from a curse by the Lich Lords. The main passage of troops and supplies from the hinterlands and nfar north to the The Grand Duchy of Rhyl is sacked by an undead army led by a ghoul king.

CY 5980 The Kingdoms of old Rhylan united settled as a single Kingdom of Rhyl to fight the Lich Lords drive south. After centuries of warfare between territories and races, the common cause of the threat to the north secures a lasting peace.
> For 3000 years, the Kingdoms of old Rhylan was the primary form of Rulership in the territory of the current Grand Duchy.

CY 5580 Fall of Dundaria in the North - Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

CY 2330's Fall of East / Rise of the Dark Lands (Orrishai Abandoned); Refugees flee - some cross the Tolkisson Mountain Range into the 'Lands of Rhylan' that would become the Kingdoms of old Rhylan and finally.

CY 1000 (Approximately) The Dragon of Rhyl is killed and its influence ends in the area around the Great Forest of Rhyl and the surrounding territories.


Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rare Knowledge / Very Hard Difficulty

Watchers Against the Dark: The Villian’s Ride often begins (rather than ends) in The Grand Duchy of Rhyl at the mysterious Houska Castle and trigger the walk west of the Curtain of Night. This way is easier when coming from a place of great cover – though the mysterious castle, Ilbarsi warriors, and patrols are constantly on the look out. The Justicars of Umbak in the Grand Duchy of Rhyl are one of the few who can sense this attempt as the participants near. This is another reason they are so prevalent there, outside of Umbak. The Congregation of the Sightless (of Malek) is also able to sense this, as is the riders of Har Cunetha (which is why the whims of the riders are indulged more often than not).


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Realm's Aptitude Powers: Divine, Occult, and Psychic