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Knightly Orders of the Steel Realms

Posted on June 16, 2021 in Steel-Realms

Steel Realms
Knightly orders of the steel Realms produce knights sworn to uphold the High King’s law [above all others nominally]. Many have specific charges as part of their charter they focus on as well. There are many martial brotherhoods, but only Knightly Orders are allowed to dispense justice – legally pass judgement, capture, and if necessary kill, enemies of the High King. In addition to the normal orders, there are a few religious based order that have some agreements with the High King’s authorities (such as the Order of the Silver Talents). Many of those not familiar with the laws often mistake martial brotherhoods for a lawful order of knights, which the less scrupulous are wont to use to their advantage.

Becoming: Only those possessing peerage titles can knight someone. It requires the approval of their own lord. Most knightly orders are very specifically human-centric.

High Dundaran is a language that most of the members of Knightly orders of the steel Realms are taught, at to rudimentary fluency. This includes many of the written words that are commonly part of this so they can recognize the mark of quality.

Benefits:

  1. Priority service in establishments
  2. Benefits of increased social standings – borrowing money is easier, word will be taken above others, may marry into higher social status, etc.
  3. Access to information, services, and groups which would be closed otherwise
  4. The ability to demand/call upon locals to act in defense of himself and lord (and legally temporarily train and arm them)
  5. Lackeys see anyone with a title of Knight or higher as inherently good for them – the extra leadership check gains a +2
  6. If ever arms and armor are lost, a knight may demand of those beneath their station arms and armor – as long as they pay them back later

Service: Part of the path to knighthood is service – to a liege, a cause, etc. Those in service must have a patron/sponsor that advises them and guides them, teaching them the ways and means of being a proper knight as a knight themselves. This is a formal mentor. The mentor sets directly the educational goals, schools in martial discipline, and directs the finances of the aspiring knight.

The orders follows the standard ranks for the rank-and-file

Rank-and-File Knightly Order Overview
Rank Requirements Benefits
Page Tithe Severe, Lore: Law 1 (familiarity High King), Lore: Heraldry of the Realms 1, Ride 1, Melee 2, Fend 3, Evade 1, Shoot 1, Code of Conduct

+ typically includes Bannerman requirements personally
Provision Extreme (Min. Bundle starting)
Squire Tithe Moderate, Lore: Law 2 (familiarity High King), Lore: Heraldry of the Realms 3, Ride 2, Melee 3, Fend 3, Evade 2, Armor Use 2, Shoot 2, Code of Conduct

+ typically includes Bannerman requirements personally
Provision Major (Maj. Bundle starting), Familiarity (shields)
Knight Tithe Mild, Lore: Law 4 (familiarity High King), Lore: Heraldry of the Realms 5, Ride 4, Melee 6, Fend 5, Evade 3, Armor Use 4, Shoot 4, Code of Conduct

+ typically includes Bannerman requirements personally
Provision Minor (Maj. Bundle starting), Familiarity (swords)

In addition to the typical path to knight, which requires direct patronage and service, the orders have other offices in which some may serve.

Shield Brothers: The functional arms of the order. Most of the order is comprised of these – not knights per se, but soldiers and warriors who fight along side the knights, provide support and additional combat experience. Many times entry into the order is made from this lowest point and the skills to become a knight are offered and encouraged if the Shield Brother proves worthy.

Sergeant Brother: Competent Shield Brothers – officers over them, are of this rank within the order. Again, the path to knighthood is often done through progressing through the ‘brother’ ranks first to earn acclaim and patron.

Pacification Garrisons (for High King’s Army)

Posted on June 1, 2021 in Steel-Realms

Steel Realms
Pacification Garrisons are mostly empty, simple walled fortress that can station up to 10,000 soldiers serving at their Duty Stations; 15,000 in cramped quarters. These are manned by and used for the army of the High King of the Steel Realms. They have 3 month food stores and almost all have 2 wells. They store a variety of old weapons and bits or armor from campaigns long past. The gates are always shut, and they are manned by rotating guards consisting of 30 soldiers and 30 Garrison Keepers (and families) – masons, teamsters, logistics for upkeep and defense. There are about 18 garrisons from Rhyl to Vale Evander. Outside of each is a small town near the gate, usually just basic services, a tavern, and an inn to handle travelers – suppliers of the garrison and the Garrison Keepers. The the sale of armor and weapons is strictly prohibited in time of war or peace unless availability is augmented (such as a nearby victorious battlefield stripped of gear).

These locations have a World Watcher Edifice as a standard part of their functioning.

Security: The garrisons have more than mundane safeguards that prevent their easy occupations by forces outside of the High King’s regular army. There are always a few World Watchers resting and observing at any given garrison.

The High King’s office has very little trust in most of the territories of the realms. The Duke of Dunstrand is one of the few exceptions that has the trusted ability to quickly man and assist the High King’s regular army.

The massive Pacification Garrisons have come to take the place of the Picket Keeps of the Heartlands – the small and numerous fortified small keeps that once dotted the landscape to watch for and be a bastion against Orrish incursions.

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

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