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Knightly Orders
Fear knotted Sturm's stomach, his
skin grew cold.....
Escape! his brain screamed.
Escape! The dragons would swoop into the
courtyard. The knights could
not be ready yet, they would
die.... The Tower would fall.
No! Sturm got hold of himself.
Everything else was gone: his
ideals, his hopes, his dreams.
The Knighthood was collapsing.
Tlie Measure had been found
wanting. Everything in his life
was meaningless. His death
must not be so....
Raising his sword in the air,
he gave the knight's salute to an
enemy. To his surprise, it was
returned with grave dignity by
the Dragon Highlord.
The most famous and respected (or feared) warriors in Ansalon are the Knights of the three great Orders of chivalry: the Knights of Solamnia, the Knights of Takhisis, and the Legion of Steel. These Knights - figures such as Sturm Brightblade, who laid down his life for his beliefs and his friends - inspire the folk of Ansalon to rise against the new threats they-face in Krynn's Fifth Age. In addition, these knightly characters create some of the most moving and dramatic scenes in any DRAGONLANCE tale. Chapter Three of Dusk or Dawn recounts the history of each of these remarkable Knighthoods. In addition, the material on hero roles in the previous chapter provides a glimpse of each Order. This chapter delves into the nuts and bolts of each Order's operations, organization, and current affairs. The Knights of Solamnia, the oldest of the three Knighthoods, arose in the Age of Might, about two millennia before the War of the Lance. Founded by a wise and visionary general named Vinas Solamnus, this Order of warriors emerged from the ruin of the decadent Ergothian Empire to bring freedom to many nations. Despite the persecution this group faced after the Cataclysm and the criticism it received during the Fourth Age for its blind adherence to a ponderous and outdated Measure, the Solamnic Knighthood remains the most valiant and dependable champion for Good that the world has ever seen. Organization The Solamnic Knighthood comprises three separate orders - the Knights of the Crown, the Sword, and the Rose. These three groups operate across most of Ansalon - even covertly in areas controlled by dragon overlords. Circles At the local level, the Knights are organized into small units known as circles. Everyone belongs to a circle, from the lowliest squire to the highest-ranking officer. A typical circle includes all the Knights in a particular town or rural area. Most circles have forty to eighty members, though circles located in sparsely populated areas have considerably fewer members and those in densely populated areas have considerably more. The number of circles throughout Ansalon has fluctuated greatly over the years. However, new ones are formed each year as the Solamnic Knights solidify their position against the Great Dragons. Appendix Two lists the best-known circles operating during the Fifth Age. Knightly Offices Offices within the Knighthood generally are assigned by popular vote. Office holders are well respected, but have no special rights or precedence except in matters directly related to their office. The leader of a circle, for example, is the master at his own council table, but defers to more experienced Knights on other matters. The High Knights and the Grand Master are exceptions. These officers, who serve for life, outrank all others in the Order. Of course, only the most senior Knights can hope to achieve these high offices. Senior Knights All members of a circle defer to a Senior Knight of at least Adventurer reputation. The more members in a circle, the higher the Senior Knight's reputation. This officer usually has one assistant for every ten Knights under his command. Matters concerning the entire circle are decided by a council consisting of the Senior Knight, representing his own order, and one member from each of the other two orders. If a representative from one of the Knighthood's three divisions is not available, the circle's most experienced Knight may sit in his stead. High Knights For most of its history, the Knights of Solamnia were ruled by a trio of high-ranking officers called High Knights. The High Warrior led the Order of the Crown, the High Clerist was in charge of the Order of the Sword, and the High Justice governed the Order of the Rose. High Knights gained their posts through nomination and election from within their own orders. According to the Measure, an order may elect only one of its own members to the office of High Knight and must conduct the election without interference from the other two orders. However, in the days after the War of the Lance, when the Knighthood was just beginning to regain respect among the populace, there were insufficient experienced Knights to fill all of its offices. At that time only, an order was allowed to nominate a Knight from a different order to a High Knight position. Warrior Lords The Knighthood's normal organization can handle most daily affairs and diplomacy. In times of war, additional officers are appointed or elected as needed. For example, groups of Knights go into battle under the command of a Warrior Lord. This officer, responsible for choosing battle plans and directing the fight, is elected by a knightly council made up of the heads of circles participating in the battle. However, a Warrior Lord also can be appointed by one of the High Knights or their superior, the Grand Master. When planning a large military campaign, the Knights usually name a Warrior Lord to make decisions and give orders to the troops. He becomes the direct authority for that campaign. Sturm Brightblade held this responsibility at the battle for the High Clerist's Tower during the War of the Lance. A Warrior Lord also commands the garrison of each castle under the Knighthood's control. Usually, this commander also serves as the Senior Knight of the local circle, but not always. Grand Master The Grand Master ranks above all other officers and personally commands the Grand Circle of Knights near Whitestone Glade on Sancrist Isle. Only a High Knight can be nominated for this office, and only a body of Knights drawn from all three orders can elect him. Each circle can send two members to the electing body; seventy percent of the circles must send delegates to achieve a quorum. The office of Grand Master remained vacant from the Cataclysm until 353AC. During that dark time, the Knighthood could not achieve a voting quorum - many circles had been destroyed or could not send delegates due to the rampant persecution of the Order. Nevertheless, these nonresponsive or defunct circles were still officially part of the Knighthood and required official representation, according to the letter of the law. This difficulty was not resolved until some Knights decided to put practicality ahead of tradition and rewrite the rules. Revising the Measure Individually, all Knights of Solamnia are bound by the Measure, a set of guidelines governing proper chivalric behavior. Set down by the followers of Vinas Solamnus millennia ago, the Measure serves as the Knight's creed, body of laws, and rules of conduct. It touches every aspect of one's existence and dictates the Knighthood's proper hierarchy. Over the centuries, the original Measure grew as each generation added to it. By the time of the Cataclysm, the document filled thirty-seven ponderous tomes of three hundred pages each. No single person could understand it all. Immediately after the War of the Lance, in 353AC, a group of Knights under the direction of the newly appointed Grand Master Gunthar Uth Wistan began an extensive revision of the Measure. The Knights began to cull or condense long-winded sections covering minor details such as courtly etiquette, formal address, protocols for minor tasks - the rules for proper saddling of a mount ran seventy-five pages long! Lord Gunthar's ultimate goal was to create a work that would inspire Knights to emulate their founder rather than blindly follow an outdated set of rules. The new Grand Master started making changes even before his project's completion. In 382AC he inducted the first Knights not native to Solamnia. Before then, an obscure technicality in the Measure prevented Knights from recruiting outside of their land of origin. Unfortunately, Lord Gunthar did not live to see his reforms completed. Shortly after Gunthar's passing in 9SC (perhaps motivated by it), his protege Liam Ehrling revealed the new Measure and was elected Grand Master - the first elected head of the Order since before the Cataclysm. Rank and Precedence In earlier ages, a Knight's rank depended on which of the three orders he served. Knights of the Rose outranked Knights of the Sword, who outranked Knights of the Crown. There were numerous exceptions, of course. The High Knights outranked anyone who was not a High Knight, and the Grand Master outranked everyone. Senior Knights with reputations of Champion or higher were called Lord Knights and outranked those of lesser stature, even if they belonged to a superior order. For instance, Sir Thomas of Thelgaard, commander of the High Clerist's Tower during the attack in the Summer of Chaos, was a Lord Knight. Under the new Measure, however, a Knight's rank depends solely on his achievements, reflected by his reputation category. Knights still are encouraged to strive for the spiritual strength and purity required to join the Order of the Rose, but members of this division of Knighthood no longer enjoy automatic senior status. Knightly Councils Knights might call a council for a variety of reasons, including considering applicants for knighthood or petitions for advancement within the Order and dealing with questions of honor. Such an assembly ideally includes at least one Knight with a reputation of at least Master from each of the three orders. Minimally, it must contain the Senior Knight of the local circle (or his designated representative) and two other Knights. The High Council Together, the Grand Master and the three High Knights form the High Council that conducts the Knighthood's affairs and makes decisions for the organization. High Command Appointed by the High Council during times of crisis or war, the Solamnic High Command oversees the performance of the Order's Warrior Lords. This cadre of officers answers only to the High Council with regard to military matters. The Oath and the Measure Even after the reforms of the past sixty years, the Knights' Oath remains unchanged: Est Sularus oth Mithas - My honor is my life. For well over a thousand years, every Knight in the Order has sworn to live according to this simple precept: to sacrifice all for the sake of honor, for without it, life means nothing.
![]() The Measure, on the other hand, has been extensively revised over the centuries, as described earlier. Based on the historic judgments and councils of Vinas Solamnus, the Measure ultimately swelled into an unwieldy attempt to define "honor." The Measure today is contained in three volumes that include writings known, or considered to be, authored by Solamnus himself and certain other works that help Knights carry his ideals in their hearts. The Knights still keep the bulk of the old Measure for study, but they no longer strain to follow every word to the letter. Although all Knights of Solamnia hold the entire Measure sacred as the definition of honor, each of the three orders dedicates itself to one particular aspect of the document. The Order of the Crown According to the new Measure, honor begins with loyalty and obedience. The Knights of the Crown exemplify these two traits in all that they are and do. Loyalty is a Knight's commitment to a higher power and authority. Justly given, loyalty becomes a treasure beyond price. Obedience is the practical manifestation of loyalty. A Knight obeys those to whom he is loyal, regardless of his own opinion or personal welfare. The Knights remain loyal to Habbakuk, Kiri-Jolith, Paladine, and all the gods of Good, even now that they have withdrawn from the world. The new Measure recognizes the three deities as patrons of the Knighthood who, along with their brethren, are entitled to a Knight's loyalty, just as a Knight remains loyal to his superiors even in their absence. The Knights' loyalty to departed gods leaves them open to ridicule, but they remind their detractors that the gods have withdrawn from Krynn once before, only to return. And, even if the gods never return, say the Knights, honor demands that mortals continue to offer thanks for their gifts and pay homage to their memories. The Knights of the Crown also pledge loyalty to all that is Good, to those oppressed by Evil, and to those rulers who govern with justice and compassion. In days past, the High Council kept a list of approved rulers. This List of Loyalty compelled all Knights, especially Crown Knights, to obey those listed without question. Today, the Measure includes instructions on how to recognize deserving rulers, and the High Council provides a List of Honor. Knights owe loyalty to rulers on this list, but not unquestioning obedience. The Order of the Sword The next components of honor are heroism, courage, and spirituality - qualities stressed by the Order of the Sword. A strong spirit is the wellspring from which all courage and heroism flows. Courage is the will to strike a blow for the cause of Good, no matter what sacrifice the effort demands. Heroism involves this same spirit of self-sacrifice, dedicated to defending against the myriad forces of Evil that stalk the world. The heroic and courageous Knight champions the weak, the poor, the oppressed, the enslaved, and the falsely accused. He always renders aid to fellow Knights in need and to the defenseless. Under the old Measure, no truly courageous and honorable Knight could decline combat with or flee from an Evil enemy, no matter how outmatched the fight. The new Measure, however, recognizes the value of prudence and the virtue of living to fight another day. The Order of the Rose The final components of honor are wisdom and justice, ideals embraced by the Order of the Rose. However, the Knights' definition of wisdom has changed much throughout the centuries. Under the old Measure, knightly wisdom dictated that a Solamnic willingly risk all for the sake of any point of honor and never surrender to an Evil foe. The new Measure recognizes a new wisdom: Surrender might create an opportunity for escape or negotiation, either of which could achieve a greater Good. Wisdom always demands that a Knight work for justice - whether it be to sacrifice his life for another or to ascertain that no life is ever given in vain. The Knighthood Today The Knights' current mission is to protect what is left of human civilization from the Great Dragons. The task has been neither easy nor entirely successful, as a look at the current map of Ansalon will show. Ever since the Chaos War, the Knighthood has also kept busy trying to rebuild its numbers. In the past thirty years, the Order has recovered remarkably well, in spite of the Dragon Purge and competition for recruits. Of course, no other Order can boast the proud Solamnic tradition - nothing makes a mother quite as proud as seeing her son or daughter accepted into the Knighthood. The Knights' land holdings are extensive; they control the realms of Gunthar, Ergoth, and Solamnia. In these areas, the Solamnics maintain the government and provide the civil authority. They have established their headquarters in Gunthar: Castle Uth Wistan lies not far from Whitestone Glade, where Vinas Solamnus so long ago received the vision that inspired him to found the Knighthood. The Knights also remain openly active in Abanasinia, Schallsea, and those portions of Southern Ergoth not firmly under the control of Gellidus - or Frost, as men call the White Dragon. They operate covertly in the realm of Khellendros, the Blue Dragon, especially in Palanthas. Allies and Enemies The world of the Fifth Age holds many challenges for the Knights of Solamnia - they face opposition from not only their traditional foes, the Evil dragons, but also from the Dark Knights. They are not without allies in their struggles, however, and their recent reforms have increased their membership and better enabled them to fight for the cause of Good. The Dark Knights The Knights of Solamnia have never forgotten that the Knights of Takhisis were formed specifically to defeat them and conquer the world in the name of the Queen of Darkness. Nor have they forgotten the defeats they suffered at the hands of these Knights during the Summer of Chaos. The fact that the Knights of Takhisis were founded on Solamnic principles twisted to Evil ends has inspired a deep antipathy among the Knights of Solamnia for their dark brethren. In the aftermath of the Chaos War, however, the remnants of the two Knighthoods buried their differences, literally and figuratively, at the Tomb of the Last Heroes in Solace. The rival Orders interred the ill-fated Knights who died in the final battle with Chaos, laying them side by side in the beautiful marble tomb, along with Hero of the Lance Tanis Half-Elven. At the time, no Knight of good conscience could deny that it had taken the efforts of both Orders to defeat Chaos and save the world from utter destruction. Senior Knights from both Orders agreed to mutually keep the peace and respect each other's territories during that period of rebuilding. At the Council of the Last Heroes, the Knights signed a treaty granting the Solamnics their traditional Solamnia, as well as Northern and Southern Ergoth and Sancrist. The Knights of Takhisis were ceded the Vale of Neraka and lands northeast to the Miremier and southwest to the New Sea. This arrangement deeply divided the Solamnic Knights. One faction was pleased that the Dark Knights would not dispute the Solamnics' title to their original lands, much of which had fallen to the forces of Takhisis prior to the Chaos War. However, another faction found the accord appalling, arguing that the residents of lands granted to the Knights of Takhisis should not be abandoned to suffer under their yoke. In the end, the dissenters reluctantly agreed that the Solamnic Knights should take care of their own first and worry about saving the rest of the world later. Officially, no hostilities exist between the two Knighthoods. Unofficially, though, both sides know they have an uneasy truce. It has become clear to the High Council that the Knights of Takhisis have not abandoned their desire for world conquest. Nor have they forsaken their Dark Queen - any more than the Knights of Solamnia have abandoned their founding gods. For now, the Solamnics bide their time and watch the Knights of Takhisis carefully. They have vowed not to be the ones to break the truce, but nonetheless, they expect to meet their old enemies in battle again very soon. Other Foes The Solamnic Knights' greatest enemies are the Great Dragons, who seized territory during the Dragon Purge. They particularly loathe the White Dragon, whose territory includes the Tomb of Huma, one of the greatest Knights ever to live. They also hate and fear the Blue Dragon, Khellendros (whom men also call Skie), ruler of both the former Solamnic capital of Palanthas and the ruined High Clerist's Tower, once a mighty Solamnic fortress. In its quest to root out Evil, the Knighthood also seeks to defeat lesser chromatic dragons, aggressive draconians, foul sorcerers, and dark mystics. Allied Groups The Solamnic Knights maintain good relations with cavaliers who serve rulers on the List of Honor. They do not automatically consider enemies those working for other rulers, but generally regard them with cool suspicion. The Solamnic Knights consider Good dragons, of all the creatures and races of Krynn, their most valued and trusted allies - particularly silver dragons. Though most metallics went into hiding at the start of the Dragon Purge, the Knighthood has kept in contact with several silver, gold, and bronze dragons. Some of them currently masquerade as human members of knightly circles on Sancrist and Northern Ergoth. The Solamnic Knights regard the Legion of Steel with a great deal of skepticism and no small amount of resentment. Although they recognize the Legion as a force for Good, they also see it as a rival for new recruits and as yet another organization that borrowed their ideals and now purports to get along in the world better than they do. Relations between the two Orders are officially cordial but privately strained. Both groups have agreed to aid each other in the event of an attack by the Knights of Takhisis or the dragon overlords. Goals and Activities Though growing stronger with each passing year, the Knighthood today follows a purely defensive strategy, making sure that, above all else, it loses no more territory to the dragon overlords. Knights actively patrol Solamnia's current borders, watching for spies and any sign of an impending invasion. As their secondary task, the Knights prepare to carry the fight to the enemy. However, the Knighthood currently has too few experienced troops to launch a war against the dragon overlords. The High Council knows it will not be easy to defeat these Great Dragons, each of whom is powerful enough to ensure victory on a battlefield he visits personally. Teams of Knights scour the countryside, seeking magical items from past ages, particularly enchanted weapons and especially dragonlances. The Order hopes to stockpile these weapons for use in the battles that inevitably must come. Operating covertly in the city of Palanthas, the Solamnics keep a wary eye on Skie and his minions. Knights there watch for signs of an attack on Solamnia and help the city resist the dragon's control wherever they can. Of all the Knighthood's ongoing activities, the High Council has deemed defending Solamnia and containing Khellendros its two main objectives. High Command directs all military operations in Solamnia and adjacent territories. Joining the Knighthood The Knights of Solamnia eagerly accept members of knightly families as new recruits, but seek out other honorable warriors as well. While the Knighthood remains a warrior Order, it also embraces mystics and sorcerers as auxiliary members (see next page). To join the Knighthood, a hero needs Strength and Endurance codes of "A" so he can handle the greatest swords and lances and the heaviest shields. The Knighthood accepts men and women, humans and half-elves as full members. Warrior heroes of other races, or those who admire the ideals of the Knighthood but do not wish to become full members, can join the auxiliary. Becoming a Squire The first step toward Knighthood is to be accepted as a squire. To become a candidate, a hero must locate a Knight of Champion reputation willing to sponsor him. The sponsor must be in good standing with the Solamnic Knights. As a rule, Knights only sponsor applicants of whose deeds they have firsthand knowledge. The sponsor must present the candidate before a knightly council, as described on page 28. After vowing allegiance to the honor and ideals of the Knighthood, the candidate must submit to an examination by the council. Players and Narrators should act out this interview, called a Knight's Trial. The assembly considers the applicant's deeds and pedigree (the former taking precedence over the latter under the new Measure) to determine his worthiness to enter the Order.
Knight's Trial
Comments: To be found worthy, an applicant must succeed at the Knight's Trial action, the opposition score provided by the Knight on the council with the highest reputation. The hero also must have a demeanor drawn from a card whose value did not exceed 4. If the candidate has not assumed the Knight of Solamnia role, he must subtract this value from his action score in order to pass the Trial. If the hero fails at this action, he may attempt it again after completing a quest assigned by his sponsor or the Senior Knight on the council. Should the applicant ever have engaged in any unknightly behavior during his life, any Knight present can raise a question of honor (see page 35) The council must resolve this matter before considering the application. Mishap: The hero has suffered a devastating setback: He committed some gaffe, a witness revealed an embarrassing fact, or a council member asked an unanticipated question he could not answer. The Knight immediately loses a point of Presence. If the council finds the applicant worthy of the Knighthood after this lengthy process, he may join the Order of the Crown as a squire to a Knight. Squires can adventure with their Knights or can undertake missions on their behalf. Playing the Role A hero need not assume the Knight of Solamnia role to join the Knighthood, but it does offer several advantages (see Chapter One), including making it easier for a hero to pass the Knight's Trial for advancement in the Order. Heroes who select the Knight of Solamnia role at the start of play automatically begin as members of the Order of the Crown without going through a Knight's Trial. They serve as squires until they either become Adventurers or increase one reputation category. Other heroes must locate sponsors and petition for membership in the Knighthood, as described above. Auxiliary Membership The Knighthood has always been an Order for warriors. However, the contribution of wizards such as Palin Majere and other nonwarriors to the defeat of Chaos three decades ago showed the Knights the value of divergent backgrounds. Therefore, the revised Measure allows for an auxiliary made up of mystics, sages, sorcerers, and rogues who are sympathetic to the Knighthood's ideals. Warriors unwilling to make a Knight's commitment to the Order and members of races not considered for Knighthood also may become auxiliary members. Auxiliary members enjoy the same status as squires in the Order of the Crown without officially joining that order. The Knighthood recognizes them as members but does not allow them to draw on the treasury, command Knights, or sit in knightly councils. The main benefit of auxiliary membership is being recognized as a kindred spirit by the Knights. Honorary Knighthood An auxiliary member can become an honorary Crown Knight by completing the requirements for entry into that order (see below). Thereafter, he can expect deference from Knights of junior rank and may find himself invited to sit on knightly councils, especially those concerning his area of expertise. Honorary Knights have no special obligations to the Knighthood and cannot seek advancement. Tanis Half-Elven became an honorary Knight prior to the Summer of Chaos. In rare cases, the Knighthood grants immediate honorary Sword Knight status to very worthy individuals, even if they have not made any special effort to join the Solamnic Knights. To receive this honor, a hero must have repeatedly accomplished quests consistent with the Knighthood's ideals (such as defeating Solamnic enemies). To be granted this high honorary status, a Knight of at least Champion reputation must bring the hero's accomplishments to the attention of a High Knight or the Grand Master. The prospective honorary Sword Knight must then succeed in a challenging Presence (Presence) action, resisted by the High Knight or Grand Master. If he has performed particularly noteworthy deeds, the Narrator can reduce the difficulty to average. Advancing in the Order The Knighthood rewards its members who have accomplished worthy deeds with training in the mystic arts. Becoming a Crown Knight A squire may become a Knight of the Crown after his reputation reaches the Adventurer category (or advances one category, if he already had a reputation of Adventurer or better). When he feels ready to petition for knighthood, the squire must give an account of himself to a knightly council and perform another Knight's Trial action as described earlier. To be deemed worthy of knighthood, the squire must have either assumed the Knight of Solamnia role or have achieved a score of 5 in Strength and Endurance. In addition, he cannot have a Reason code higher than "C" and may not voluntarily lower it to become a Knight, as he has already displayed his higher aptitude in sorcery to the Order. Squires who cannot meet these requirements can join the auxiliary. If the hero meets the above conditions and passes the Trial, the council declares him worthy and knights him in the Order of the Crown. Becoming a Sword Knight A Knight of the Crown can enter the Order of the Sword after his reputation increases one category. To be considered, the Crown Knight must have accomplished the following since his knighting:
- A journey of at least thirty days that covered at least five hundred miles.
When the Knight has met these requirements, he may present himself before a knightly council and petition for advancement. He must undertake a Knight's Trial action. The hero gains a +1 bonus to his action score if he can produce a reliable witness to his deeds and accomplishments (another Knight or anyone with a demeanor drawn from a card with a value lower than 5). If the hero has assumed the Knight of Solamnia role, he can appear before the council to attempt to increase his Presence score (according to the rules at the end of Chapter One in the Book of the Fifth Age) instead of petitioning for entry into the Order of the Sword. A hero can attempt only one Knight's Trial for advancement or one attempt to improve his Presence each time he attains a new reputation category. If the hero failed his action this time, he can try again after he reaches a new category. Upon becoming a Sword Knight, a hero enjoys an automatic improvement of one grade in his Spirit code (from "D" to "C," for instance), to a maximum of "B," representing the spiritual growth he gained through his tests of wisdom, generosity, and compassion. As Sword Knights, heroes who have not assumed the Knight of Solamnia role can draw on the Knighthood's treasury as described for the role (see page 14), with a -2 action penalty (applied after cutting the Presence score in half for the withdrawal). Becoming a Rose Knight A Knight of the Sword can attempt to enter the Order of the Rose after he advances to a new reputation category. While a Knight of the Sword, the hero must have accomplished the following quests, which differ slightly from the requirements for Sword Knighthood:
- A journey of at least thirty days that covered at least five hundred miles.
When the Knight has met these requirements, he may present himself before a knightly council and petition for entry into the Order of the Rose. He must have a reliable witness to his deeds, as described earlier. A witness with a reputation of Champion or higher gives him a +1 action bonus to his Knight's Trial. If the hero meeting the above requirements plays the Knight of Solamnia role and does not wish to attempt a Knight's Trial to enter the Order of the Rose, he can take a free attempt to increase his Presence score instead. The Knight can attempt only one of these options each time he gains a new category of reputation. Heroes in the Order of the Rose grow in Spirit as a result of their tests of wisdom, generosity, and compassion, just as they did upon becoming Sword Knights. Rose Knights have a maximum Spirit code of "A." Those who have not assumed the Knight of Solamnia role can draw on the Knighthood's treasury as described on page 14, with a -2 action penalty. Questions of Honor Whenever a Knight engages in behavior considered inappropriate or unbecoming, his honor can be called into question. Unknightly behavior includes spending the Knighthood's funds for personal gain, fleeing the enemy, refusing assistance to the downtrodden, disloyalty, and any other situation in which the Knight compromises the principles of the Measure for his own personal safety or benefit. A knightly council resolves all questions of honor brought to its attention by a full member of the Order, either a Knight or honorary Knight. If someone outside the Knighthood wishes to have a question of honor considered, he must ask a Knight to plead his case. Any Knight may question any other one about a matter of honor - some Knights even choose to have themselves questioned before a council. Questions of honor based on hearsay or speculation are themselves considered dishonorable. Therefore, the Knight bringing the matter before the council must have witnessed the questionable incident himself or produce a witness. The Knight whose honor has been questioned must be present also. Questions of honor fall into one of the following categories:
- Trivial point: The Knight allegedly
violated a rule of common courtesy,
gave offense to a fellow Knight, or
failed to carry out a minor order from
a superior through no fault of his own.
Once the council has heard the accusation, the Knight must attempt an action to defend his honor, as described below.
Defending One's Honor
Comments: The difficulty of defending one's honor depends on the severity of the alleged offense, as does the punishment:
- Trivial point: Average (8). If the action
fails, the council issues the offender a
reprimand or word of advice.
* A hero with the Knight of Solamnia role who lost a point of Presence when the question of honor arose (see role description) does not lose an additional point if he fails in this action. If the Narrator considers the charge against the Knight particularly weak (based on a misunderstanding or mitigating circumstance), he may reduce the difficulty one degree. However, if he finds the charge particularly warranted, he may make the action one degree harder. In the rare case where a the charge seems entirely unwarranted, the Narrator should make this action easy or not require it at all. Anyone making a baseless charge against a fellow Knight is guilty of unknightly conduct himself (a major transgression). The Presence score of the Senior Knight on the council serves as the opposition value for this action. Mishap: The hero has suffered a devastating setback: He committed some gaffe, a witness revealed an embarrassing fact, or a council member asked an unanticipated question he could not answer. Not only has the Knight failed to defend his honor, he suffers the penalty from the next worse category of offense. An Order of Dark Knights formed some twenty years after the downfall of Neraka, the stronghold of the dragonarmies during the War of the Lance and the center of influence for Takhisis, the Dark Queen. In the years after the War of the Lance, the Knights of Takhisis quickly emerged as a cohesive force of order - and Evil - in a world still reeling from years of war. Organization From the day he founded his Order of Dark Knights, Lord Ariakan - son of Highlord Ariakas and, bards say, the goddess of tempests, Zeboim - stood strong as its single guiding force. He ruled the Knighthood through his own personal magnetism and the Dark Queen's favor. Today, Mirielle Abrena - Governor-General of Neraka and the Knights of Takhisis - maintains the highly military structure Ariakan favored. She makes changes only as necessary to allow for the growth of the Order and its holdings. Divisions and Offices Like the Solamnics, from whom Ariakan gained his inspiration, the Dark Knighthood is divided into separate groups. However, unlike the Knights of the Crown, Sword, and Rose, these orders all enjoyed equal status within the Knights of Takhisis from the beginning. In addition, each division has a specialty: the Order of the Lily comprises warriors, the Order of the Skull includes dark mystics, and the Order of the Thorn contains exclusively sorcerers. Lord Kinghts Lord Ariakan administered the Knights of Takhisis with the help of twenty-four Lord Knights, and Governor Abrena continues this tradition. Lord Knights win their position by merit, usually through force of arms; dueling to obtain an office is not only allowed, it is encouraged. Three Lord Knights hold responsibility for the three orders. However, these figures may issue only those commands pertinent to their individual orders; issuing military and other commands remains the duty of the commanders of military units within the Knighthood. For example, the Nightlord - the Lord Knight in charge of the Order of the Thorn - can instruct the Gray Robes on the proper way to deal with captured sorcerers and their magical items. However, individual Thorn Knights must answer to their military commanders when in the barracks or on the battlefield. The other twenty-one Lord Knights, who led the Knighthood's armies during the Summer of Chaos, handle special assignments, such as administering the city of Palanthas for the Blue Dragon, handling the daily business of governing the Dark Knights' capital, or overseeing recruitment efforts. Military Structure All Dark Knights, regardless of their order, assume positions in a talon: a unit of nine Knights of the same order. Historically, talons were grouped together to form larger units, as shown on the chart below:
* Compgroups also contain between thirty and forty support staff members. Of course, the decimation the Knights of Takhisis endured during the Chaos War all but destroyed this precise military organization. While the Knighthood survived (though its ranks were substantially diminished) the larger units effectively disintegrated due to the deaths of Lord Ariakan and most of the ranking officers. In the first years of the Fifth Age, the compgroup Commanders remaining after the Chaos War continued to handle their troops as they always had, while the surviving members of the upper echelon gathered the remnants of the Order and reestablished it in Neraka. Today, as head of the Knighthood, Governor-General Abrena has abandoned the Knights' traditional military structure above the compgroup level. She fills most major administrative posts with Lord Knights and with the officers of her own personal compgroup. At this point, the Knighthood remains small enough for individual compgroups to handle most daily affairs and for the Governor-General to oversee all their Commanders directly. These compgroups contain four wings of Lily Knights, two wings of Skull Knights, and one wing of Thorn Knights. The Knights of each talon remain under the direct supervision of two junior officers - usually a Knight-Officer and a Knight-Warrior, both of at least Adventurer reputation. A Subcommander handles each wing, while three additional Subcommanders serve as aides to the Commander of each compgroup. Naturally, officers of these higher ranks have achieved correspondingly better reputations than their subordinates. The compgroup Commander is responsible for the close to three hundred fifty people under his command: three hundred fifteen Knights plus support staff. The twenty-eight wing officers assist him in running the compgroup. Decision-making power rests with the officers at each level; only the Governor-General can make decisions for the entire Knighthood, as Lord Ariakan once did. Of course, should the Dark Knights take the field again in force, they would revert back to their traditional structure with various armies, each once again under the command of a Lord Knight. Rank and Precedence Though personal reputation remains important, the Dark Knights base one's standing within the Knighthood solely on military rank. A talon Knight-Officer outranks common Knights, even those of a superior reputation category. A wing Sub-commander outranks all of his subordinates, as well as common Knights and junior officers from other wings, and so on. The only exception are Adjudicators of the Code (see page 44), who enjoy special privileges of this unique rank when sitting in judgment on a case. Dark Guideposts Though bound to a strict chain of command, individual Knights also follow the Vision, the Blood Oath, and the Code, as handed down from Lord Ariakan. Even when separated from his superiors, a Knight knows what is expected of him. The Vision In simple terms, the Vision is a statement of the ultimate goal of the knighthood as it pertains to each individual member. The Vision shows each Knight a subjective view of his part in achieving this goal: the total and unquestioned domination of the entire world of Krynn.
![]() Before the Chaos War, all Dark Knights received a personal version of the Vision, which they could consult for guidance when faced with difficult problems. No one knows whether this personal Vision came directly from Takhisis or from her clerics, always in attendance at the induction of new Knights. It is certain, however, that all Knights of Takhisis lost their personal Visions during the Chaos War - legend has it the Vision faded the instant Lord Ariakan died. However, mystics on Ansalon today believe it was the withdrawal of Takhisis from the world, not Ariakan's death, that robbed her paladins of the Vision. Before the Vision faded. Knights of Takhisis faced with difficult problems could consult their personal Visions for guidance. Today, the Dark Knights still receive a Vision. However, they see it only upon their induction into the Order and on other rare occasions. The image it provides is vivid but short-lived, and its meaning often proves hard to fathom. Experiencing the Vision When he takes what is called a Test of Takhisis to become a Knight of the Lily (see page 43), a hero receives a personal version of the Vision - a brief but intense mental image said to convey the will of Takhisis, so the new Knight might clearly understand the goals of the Order and his own place in it. This message, while never literal or direct, often provides clues that help dark paladins make important decisions. While it might be true that, before the Chaos War, the Vision came directly from Takhisis, its continuation in the Fifth Age is not what it appears. The Knight of the Skull presiding over a prospective Knight's Test of Takhisis generates a personal Vision for the hero using dark mysticism. Thereafter, the Skull Knights can transmit simple orders and information to the Knight in the field via the "Vision." Mirielle Abrena took advantage of Goldmoon's discovery of mysticism to revitalize the spiritual aspect of her Order. She sent a trio of disguised Skull Knights to the Citadel of Light to learn the secrets ofmentalism and the other mystic arts. Upon their return to Neraka in 15SC, they developed a magical method to resurrect the Vision - with no assistance from Her Dark Majesty - and used it to convince the Knighthood of their goddess's plan to return. This Vision inspired the ranks with new hope and determination, just as Abrena had intended. Of course, due to the nature of the Vision in the Fifth Age, Knights cannot consult it at will, as they used to. Instead, they merely receive periodic messages through it, at the Order's will. The true source of the Vision is known only to the senior commanders and the upper echelons of the Order of the Skull. The Vision in Play The Narrator represents the personal Vision each hero receives upon his knighting by shuffling the Fate Deck and drawing one card. This Vision card functions as a hreo's secondary nature card: The Knight should consider its inscription (as well its character portrait) whenever difficult circumstances arise. The player can note his Vision card's inscription on his hero sheet for reference. In addition to the inscription and portrait, the card's suit gives a portent of the Knight's career:
- Swords: The Knight is fated to perform great deeds of arms: He receives a
+1 action bonus to his current Test of
Takhisis (when attempting to enter the
Order of the Lily) and to any adjudication actions while he remains a Knight
of the Lily. (See page 44 for details on
adjudications of the Code.)
Communicating through the Vision Periodically, Knights receive information from their superiors through the Vision. This communication is never under a player's control: A hero cannot consult the Vision to get information or request aid. However, the Knight's commanders might send simple missives consisting of a single image of a person, place, or thing and a verbal message of twenty-five words or less. The Blood Oath A Dark Knight's second guidepost, the Blood Oath, is simple and straightforward: "Submit or die." When joining the Order, each Knight dedicates body and spirit utterly to the cause. He must submerge any personal desires in favor of furthering the Knighthood's mission. Even today, when the Dark Queen seems more distant than ever, he knows she will reward him after his death. Yet, despite this sublimation of will, Dark Knights are expected to think for themselves at times. The Code guides them in their thinking. The Code The Code is complex, yet elegant in its detail. According to Ariakan, the strict, unyielding exactitude of the Solamnic Knights' Measure caused their long fall from the glory they enjoyed during the Age of Might. Despite their victory in the War of the Lance, Ariakan noted, the Knights of Solamnia had a long way to go to bring peace and order to Ansalon. Knowing the kinds of weaknesses inherent in mortal creatures, Ariakan Grafted a detailed set of laws that relate principally to military situations, but which also can extend to govern the lives of each member of the Knighthood. He required strict adherence to the Code, but always considered each case on its own merits and was known to make exceptions based on circumstances. After the War of the Lance - during Ariakan's time as a prisoner, and later a student, in the High Clerist's Tower - the Knights of Solamnia under Lord Gunthar held knightly councils to consider revisions to their Measure. After observing many of these council meetings, Ariakan decided they were a waste of time. Indeed, before Lord Gunthar's reforms, the Solamnic Knights were prone to endless bickering over trivial points of law and honor. Ariakan established his Code to require no argument over fine points. The Law was as written. Violations were obvious and dealt with summarily. However, Ariakan considered such rigidity to the letter of the law a flaw in the Measure of the Solamnic Knighthood at that time. To allow flexibility as occasion demanded, he established a means to consider an exception to the Code and either accept or reject it on its own merits. This system of adjudication remains at the heart of Dark Knight operations today (see page 44). Military Code Guidelines The bulk of the Code deals with establishing and maintaining lines of communication and authority. It explains how a Knight gives an order and dispatches it quickly. The Code also describes how Knights act on such orders rapidly and efficiently. However, Ariakan knew that from time to time his followers would find themselves cut off from the chain of command. Therefore, he devoted major sections of the Code to teaching them how to act on the Vision to carry out the will of the Knighthood while on their own. Even within the bounds of the Code, a Knight enjoys a broad discretion in carrying out orders. As long as his actions do not violate the Vision, the Knighthood's standing orders, or his own specific orders, he is free to act as he thinks best. Other Code Guidelines The rest of the Code covers the basic precepts that guide the three divisions within this Knighthood. Order of the Lily. Independence breeds chaos. Submit and be strong. Knights of the Lily provide this organization with its military power. For the common folk of Neraka (as well as the realms of Khellendros the Blue and Beryllinthranox the Green), Knights of the Lily serve as both police and judiciary. This order, by virtue of its sheer physical might, became the center of ' political power in the Knighthood, though all three divisions were theoretically equal. The Knights of the Lily kept the Order together in the wake of the Chaos War, as they remained the only effective branch left after the loss of magic. Order of the Skull. Death is patient, flowing from without and within. Be vigilant in all and skeptical of all. As members of the dark mystic branch of the Order, Knights of the Skull serve as healers, diviners, advisers, and Adjudicators of the Code. Order of the Thorn. One who follows the heart finds it will bleed. Feel nothing but victory. Knights of the Thorn remain wholly committed to mastering new forms of sorcery and wielding their magic in support of the Knighthood. The Dark Knights Today At the dawn of the Fifth Age, the Knights of Takhisis set for themselves a threefold mission: Rebuild their Order, conquer the world in the name of Takhisis, and help her return to Krynn. Of these tasks, they have been most successful with the first. From their stronghold in Neraka, the Dark Knights control almost all the the northern Khalkist Mountains except for the city of Sanction. They also have seized the southeast portion of the Plains of Throt and the coastal plain to the northeast. Overall, the Knights control the entire area ceded to them in the Council of the Last Heroes - except Sanction. The Knights operate openly in almost all the dragon-controlled lands, providing troops and security in return for ample payments of slaves and steel. Teams of Dark Knight adventurers move freely through Ansalon, though they find themselves welcome almost nowhere outside their own borders. Currently, the Dark Knights are nowhere near conquering all of Krynn, or even Ansalon. The dragon overlords are far too powerful to unseat, and the free realms that survived the Dragon Purge are not likely to collapse as easily as they did during Ariakan's invasion thirty years ago. As for the third task, returning Takhisis to Krynn, no mortal knows if it is possible. If the Dark Knights do find a way to open a door for their Queen, there's no telling whether she would walk through it. Her Knights believe she would. Allies and Enemies Some brilliant alliances have helped the Dark Knights come back from the brink of destruction, which they faced at the end of the Chaos War. Perhaps Mirielle Abrena's smartest move was her association with several of the Great Dragons. The Dragons The Knights of Takhisis are perhaps the only group of humans the dragon overlords respect. Not only have the dark paladins concluded formal treaties with the Blue Dragon, Khellendros, and the Green Dragon, Beryllinthranox, they maintain a constant dialogue with the Red Dragon, Malystryx. They enjoy cordial relations with the other dragon overlords as well. Payment from Skie and Beryl for their mercenary services generates considerable income for the Order. Although they work very hard to forge and maintain alliances with the dragon overlords, the Dark Knights understand that the Great Dragons ultimately will prove their rivals for control of the world. And, while the Knights are prepared for war with the dragons, they know they will lose if it comes too soon. So they carefully avoid getting involved in disputes between dragon overlords or showing too much favor to any single one. The Knights of Takhisis eagerly seek alliances with other chromatic dragons, too - especially blues, their most valued allies before and during the Chaos War. An undisclosed number of young blue dragons (several dozen, at least) live in and around Neraka, serving as guards, mounts, and advisers. The blue dragons like working and fighting alongside humans, and often "adopt" their riders, treating them as they would their mates or offspring. Numerous small Evil dragons of other types also dwell with the Dark Knights, seeking the protection of numbers against the larger dragons. These small wyrms still fear their larger cousins, even though the Dragon Purge ended years ago. They also enjoy the food and treasure the Dark Knights provide. Other Knightly Orders The Dark Knights know that some day they will do battle with the Knights of Solamnia again. Proudly recalling their sweeping victory over the Solamnics in 383AC, they seem confident they can best their rivals once more, if they choose the place and time correctly. Most Dark Knights bear a grudging respect for their Solamnic counterparts, however. They believe they faced a weak and soft enemy a generation ago, and that the Solamnics will prove a more worthy foe next time. The only thing that would please the Dark Knights more than beating the Knights of Solamnia a second time is utterly destroying the Legion of Steel. They know the Legion would oppose any attempt from them to subjugate Ansalon again - that alone would mark the Legion for destruction. However, the real reason they detest this group is that the Legion's founder, Sara Dunstan, was a former Dark Knight herself. The Knights of Takhisis consider Sara a traitor and deserter and the Legion nothing more than a body of treacherous cowards who ran out on them after the Chaos War. Actually, this belief has some basis in fact; many of the Legion's first members were deserters from the Knights of Takhisis, and more rogue knights continue to join the Legion every year. The Dark Knights also resent the Legion for adopting the name of one of its most famous Knights, Steel Brightblade, who led the final assault on Chaos during what has become known as the Battle of the Rift. They believe Legionnaires to be dishonorable opponents, not worthy of his name. Any Legionnaires unlucky enough to be captured alive by Knights of Takhisis can expect a short imprisonment - before execution. Allied Groups New allies of the Knights include the dwarves of Thoradin, with whom Abrena maintains a trade and military agreement. The dwarves receive the Knights' protection from the ogres of Blode, in addition to mining rights in portions of Neraka. For their part, the Dark Knights receive weapons, gems, and manufactured goods. They also use Thoradin as a base for their imminent campaign against Blode. Goals and Activities Today, from the point of view of most in Ansalon, the Dark Knights have assumed a largely mercenary role. Talons and wings operate throughout the dragon realms, serving garrison duty and keeping the populace under control. The Dark Knights are ruthlessly efficient in both roles. Some minor human rulers also employ wings as shock troops in battle and to guard against insurrections. The Knights actively round up troublemakers in Skie's territory, marching them away, never to be seen again. Dark paladins also act as administrators and liaisons between Beryl and the folk of her realm. The Dark Knights claim they work only for "honorable" employers, though it isn't clear exactly what that means. The Governor-General handles all negotiations with prospective employers, receiv- ing most payments directly at her base in Neraka. To date, only rulers have successfully hired Dark Knight troops; Abrena seems unwilling to supply troops to adventurers or revolutionaries. Though many might wonder whether Ariakan would have approved of such mercenary activity, it certainly helps fill the Knighthood's coffers, seriously depleted ever since the Chaos War. And, some would argue that Ansalon func- tioned as well or better under the Dark Knights' control than it did before Ariakan's invasion during the Summer of Chaos. The Knights' current work merely puts to good use the excellent military and administrative skills they displayed at the end of the Fourth Age, the Governor-General would explain. It also gives them a believable cover for their current espionage activities. The Dark Knights' mercenary work is actually an elaborate ruse designed to allow them to rebuild their Order's strength without alerting anyone to the danger they pose. Everywhere they serve, the Knights carefully note local defenses and military organization, storing away the information for future use. Their mercenary duties allow the Dark Knights to unobtrusively gather the intelligence they need to conquer Ansalon again. Invasion Plans The Dark Knights, aware that dragons always desire more territory, keep vigilant watch on their red dragon neighbors, Malystryx and Fenalysten. In fact, emissaries from Neraka frequent the lair of Fenalysten, known to men as Cinder. They have told Cinder of their plan to invade the Estwilde and have offered an exchange of territory that would give them an overland route for their armies and give the dragon a slice of the Khalkists. Ultimately, the Knights hope to seize not only the Estwilde but also Nordmaar. In preparation for this campaign, they have forced the draconians of Teyr to become a vassal state of Neraka. In return for a reasonable amount of independence for their adopted country, the draconians have promised to send units to march alongside the Knights. Though the port of Sanction on the New Sea has resisted initial invasion attempts, the Knighthood has no intention of allowing the city or its ruler, the sorcerer Hogan Bight, to live in peace. The Knights have dispatched an army to block the passes leading northeast from Sanction Vale, and the troops split their time between raiding the valley and building a fortress, which they intend to use as a forward base to launch direct assaults on the city. Meanwhile, the Knights are on the verge of an invasion of Blode, taking advantage of their dwarf allies' knowledge of the mountains. Until the attack begins in force, the Dark Knights continue to launch raids into Blode from both Neraka and Thoradin. The Knights also hope to obtain the secret of the dwarves' fireweapon technology, but the Daewar Severus Stonehand and his subjects have refused to part with it so far. Dark Knights assigned to tasks in Thoradin have instructions to quietly seize any information about fireweapons that they can lay their hands on. The Knights would gladly break their alliance if they could get the dwarves' secrets - perhaps from the exiled Zhakar? Joining the Dark Knights Like the Solamnics, the Knights of Takhisis require candidates for membership to have a sponsor of at least Champion reputation. However, the sponsor's word is not enough to get an applicant considered for membership. Becoming a Squire All candidates for membership in the Order must undergo a program of rigorous physical training and indoctrination. Most start this training at the age of twelve, and no candidates are accepted after age fourteen. From the moment a candidate applies for entry into the Order, he devotes his life to training and preparing for the Test of Takhisis, which will determine his worthiness to become a Knight of the Lily. In effect, he assumes the Knight of the Lily role at this time, so a hero who begins play with any other role cannot become a Dark Knight. This training lasts about three years, after which the candidate automatically becomes a squire in the Order of the Lily. (Anyone who would not qualify to become a squire, sadly, does not survive the training.) Thereafter, his commander assigns him various tasks to prepare him for full membership in the Knighthood. Advancing in the Order Although the three divisions of the Knighthood are theoretically equal, all members begin their careers as squires in the Order of the Lily and prove themselves as warriors. When the squire's reputation reaches the Adventurer category, he must return to Neraka to undergo a Test of Takhisis, much like the Solamnic Knight's Trial.
Test of Takhisis
Comments: The hero must give an accounting of himself before three ranking Knights (one from each order) assigned to his Test by the Governor- General. The Knight with the highest rank (or the Adjudicator, if present) provides the opposition score. To be found worthy, an applicant must have assumed the Knight of the Lily role. Those who fail this action face immediate execution. There is no appeal. Should the applicant stand accused of unknightly behavior, the Adjudicator must resolve the question of a violation of the Vision or Code (see next page) before the Test can proceed. Mishap: The applicant has unwittingly blasphemed the name of the Dark Queen or her Order of Knights, which denies him the honorable funeral due other applicants who fail the Test. Entering the Order of the Lily A squire seeking knighthood prepares himself by spending the day before his Test of Takhisis in solitary prayer to the Dark Queen. Before three Knights as described above (one of whom must be his sponsor), he takes his dark vows, offering his Queen his body, heart, and spirit. Upon passing the ritual Test, he receives the skull-shaped helm of a Dark Knight and a breastplate emblazoned with the death lily. Entering the Order of the Skull A Knight can enter the Order of the Skull once he has completed at least one quest as a Dark Knight and demonstrated his interest in the workings of dark mysticism. His adventure must have promoted the Knighthood's interests in some fashion, and he must provide a reliable witness or submit tangible proof of his deeds. Reliable witnesses include other Dark Knights or any individual with a demeanor derived from a card whose value is less than 5. Tangible proof might include a prisoner, a treasure won (presented to the Knighthood, of course), or a trophy from a defeated foe. In any case, the Knight then undertakes a Test of Takhisis, described above. On entering the Order of the Skull, the Knight begins a period of study with dark mystics, after which he may improve his Spirit code by one grade but lower one of his Physical codes one grade. Entering the Order of the Thorn A Knight seeking to wield the powers of dark sorcery in the name of Takhisis may attempt to enter the Order of the Thorn after completing one quest as a Knight and satisfying the conditions required to enter the Order of the Skull. A successful Knight begins a regimen of study with the Gray Robes, after which he may improve his Reason code instead of his Spirit code. Violations of the Code Should one Knight accuse another of violating the Vision or the Code, the Order handles the matter in much the same fashion as Knights of Solamnia handle questions of honor (see page 35). Abjudicating the Code According to the Knighthood's tradition, the Governor-General selects a Knight from a chosen few in command positions (usually of Master reputation) to adjudicate exceptions to the Code when a Knight stands accused of a violation. The outward, visible sign of this Adjudicator is a scepter, presented to the Knight by Mirielle Abrena. If the Adjudicator decides the Code has been broken and permits no exception, he metes out punishment to the offender immediately. Since a Knight who casts aside the Code is seen to have also violated the Vision and broken the Blood Oath, the punishment is generally death. Unlike the Solamnic Measure, the Code permits Knights of Takhisis to lie, steal, and murder - if such behavior advances the Vision. No Knight may commit such acts for personal gain or through loss of self-control. Knights of Takhisis are not prone to looting, wanton destruction, or other capricious acts, deemed adverse to the advancement of their Vision of an ordered world. Execution is carried out by the Adjudicator, or by the Knight's commander, in the Adjudicator's absence. Normally, the Knights do not view death as the ultimate end, but rather as advancement to a higher rank. Takhisis, the final judge of a mortal's life, is believed to reward her Knights upon their deaths for their faithful service. However, a Knight found guilty of breaking the Code could have reason to fear Her Dark Majesty's wrath in the aftermath, for she punishes eternally. A Knight who wishes to appeal the ruling of the Adjudicator may do so: Once his spirit is dispatched to Takhisis, she will hear the plea. Before the Chaos War, the Dark Queen was believed to send Knights wrongfully judged back to Krynn to correct the error. As the Knights believe that Takhisis will one day return, Adjudicators take care to make their decisions based on the facts. Types of Violations As Dark Knights enjoy considerable leeway in interpreting the Code, particularly when it comes to personal conduct, their categories of severity differ quite a bit from those used by Solamnic Knights.
- Trivial violation: The Knight allegedly
violated a rule of common courtesy
when dealing with a superior (or an
employer, when serving as a mercenary), gave offense to a fellow Knight, or
failed to carry out a minor order from a
superior though no fault of his own.
Once the Knight and his accuser have stated their cases, the hero attempts the following action:
Adjudication of the Code
Comments: The difficulty of defending oneself before the Adjudicator depends on the severity of the alleged violation.
- Trivial: Average (8). As with Solamnic questions of honor, the Narrator may adjust the difficulty of the action based on the strength of the case against the Knight. Should the charge seem entirely unwarranted, the Narrator may make this action easy or not require it at all. In fact, anyone making a baseless charge against a fellow Knight has himself committed a major violation of the Code. The Adjudicator's Presence score serves as the opposition for this action. A Knight other than the accuser or the accused may speak on the case and affect the verdict. Such an advocate must rank at least as high in the Knighthood as the person he is speaking against. Should he offer a statement against an accused hero, the player must subtract the advocate's Presence from his action score. However, if the advocate supports the accused hero, the player adds his Presence score to the action score. The Adjudicator will hear only an advocate who has witnessed the incident in question or possesses relevant knowledge. An advocate who intervenes successfully on either side receives a free attempt to improve his Presence score. Should he fail in his advocacy attempt, however, he must make an immediate challenging Presence action. Failing means the advocate Knight loses a point of Presence. In all cases, failing to defend oneself before the Adjudicator means execution for the accused Knight, with no appeal. Mishap: The accused has unwittingly blasphemed the name of the Dark Queen or her Order of Knights, which earns him torture before his execution. This new knightly organization arose during the Dragon Purge as a force for order, tempered by freedom, in a world increasingly ruled by the ambitious and the strong without regard for the weak. Organization Though the rogue knight Sara Dunstan originally conceived the Legion of Steel as a covert Order, it has operated openly all across Ansalon for almost twenty years. The group continues its clandestine activity in some of Ansalon's more hazardous realms, however, making the Legion an organization of two parallel groups working toward the same ends. Cells Originally, the Legion comprised a web of covert cells across the continent, which continue to operate in Dragon Realms and in other areas hostile to the Legion. Each cell consists of anywhere from a pair of Legionnaires to two dozen of them living and working in the same area. In larger cells, only the leader knows all the cell's members. Only cell leaders have any knowledge about other cells and their activities - and even that is limited: They may know one or two other leaders, but they have no information about their members. In this way, an enemy's discovery of one cell could threaten only a few others. The Legion passes on messages and orders through cell leaders using a system that protects their anonymity. A Legionnaire with a message to pass along to a cell leader leaves a prearranged signal for him to notice: a ribbon tied to a tree, a curtain drawn over a shop window, a jar of wine left on a doorstep, or the like. Upon seeing the signal, the cell leader goes to a prearranged place and picks up the message, without ever seeing the messenger. The leader then disseminates the message or orders to his cell and may even pass it on, should circumstances require. Plenty of Legionnaires prefer remaining in clandestine cells, even in areas that welcome the Legion. Some of these members feel they can be more useful if they remain anonymous, while some of them have something to hide. For example, the Legion still includes a fair number of former Knights of Takhisis - these Legionnaires would prefer not to be found or identified. In any case, the Legion considers its clandestine arm as legitimate as its public one. Anonymous Legionnaires have the same rights and responsibilities as other members of the Order and must answer to the senior officers. Circles Since the completion of the Legion's Solace headquarters in 11SC, the Order has adopted a more open organization modeled after the structure of Solamnic circles (see page 26). Every Legionnaire belongs to a circle, except for anonymous members of covert cells. The head of the local circle often maintains contact with the leaders of cells in his area, seeking to protect them even though they do not fall under his authority. Senior Officers A High Elder based in Solace rules the entire Legion, cells and circles alike. A Plainsman named Silver Claw was elected to this post only recently. Three officers called Keepers assist the High Elder. These four senior officers are appointed by election, just like the Solamnic Grand Master and High Knights (see page 27). Any Legionnaire can vote for a Keeper or High Elder. The four senior officers officially serve for life, but they often step down in favor of younger and more energetic successors, or simply to taste the freedom of being rank-and-file Legionnaires for a while. In times of war or other danger, the four senior officers often appoint Centurions to take charge of specific matters. A Centurion's rights and responsibilities resemble those of a Solamnic Warrior Lord (see page 27). Rank and Precedence While the Dark Knights stress the importance of one's military rank, the Legion values personal achievement (reputation). In fact, this knightly group does not divide its members into individual orders or ranks. Of course, heads of circles and cell leaders have the last word on all matters that directly concern their groups, while the four senior officers hold authority over all other Legionnaires. Generally speaking, however, the Legionnaire with the highest reputation outranks his less experienced comrades. The Legacy The Legacy - a code of conduct derived from instructions Sara Dunstan gave her followers just before her death - provides the moral anchor for the Legion of Steel. This ideology resembles the Measure of the Knights of Solamnia and the Code of the Knights of Takhisis in that it contains instructions from the Order's founder on how members should act. Unlike the other two works, however, the Legacy has never been written down, at Sara's request. Many Legionnaires have written about it over the years, however.
![]() All prospective Legionnaires receive extensive instruction in the Legacy. Mentors examine them carefully to test their ability to live according to its tenets before accepting them as full Legionnaires (see page 51). When speaking about the Legacy, every Legionnaire offers a slightly different variation. The most widely accepted version contains six key points. Have the Courage to Do Right The right thing to do is seldom the easy thing to do, Sara told her followers, and doing right often entails suffering. A Legionnaire must prepare himself to sacrifice wealth, pride, and personal safety for the greater Good. When trying to determine the right thing to do, a Legionnaire should remember the following:
- Personal preferences carry no weight - no task is beneath a Legionnaire's dignity if it brings a Good end.
Know Yourself A Legionnaire must understand his own weaknesses, limitations, and foibles. To attempt a task for which one is not suited invites failure, Sara said, and failure leads to unnecessary suffering. In addition:
- Self-deception is more dangerous than any sword or serpent's tooth.
Respect Virtue Legionnaires should respect virtue, and only virtue, wherever they might find it. Station and power do not command respect, Sara pointed out, wisdom and good character do - in anyone who possesses them. She also warned that Legionnaires should beware the power of misdirected virtue: An enemy with courage, loyalty, cunning, and persistence is deadly, and often underestimated. Stay Alert Failure through adversity is a shame, Sara said, but failure through inattention is a disgrace. Related advice includes:
- Be skeptical, but consider what truths might hide within every lie.
Everyone Deserves Justice All beings have an equal right to justice, Sara told her followers, challenging them to make justice their primary goal.
- Justice is a two-edged sword. It punishes the thief, the murderer, the
cheater, the liar, and the glutton.
However, it also brings compassion to
those who have been robbed, injured,
cheated, misled, or deprived. Justice
must seek to heal wounds as vigorously as it seeks to bring vengeance.
Never Give Up Only death ends a Legionnaire's struggle, said Sara. The world will always hold battles to be fought for justice.
- A Legionnaire may set aside an unfinished task, but never forget it.
The Legion Today Legionnaires stay busy across Ansalon performing feats both grand and humble: Patching a hole in an old widow's roof is just as important in the eyes of the Legion as bearing arms against a minion of one of the dragon overlords. Every member of this Order dedicates his life to restoring freedom, justice, and prosperity to Ansalon in any way he can. The Legion owns very little in its own right. It controls a few businesses and owns some buildings in towns and cities where it operates actively, but it depends on individual Legionnaires to make their property available as necessary. Nevertheless, circles and cells of Legionnaires operate everywhere there are people to serve, from Sancrist Isle to Nordmaar. The Legion exists openly where it can and covertly where it must - including areas like Sancrist, Solamnia, and the fringes of Silvanesti, where local rulers, while not hostile, look askance at Legionnaires. The Legion's headquarters in Solace is a rambling edifice perched high in a large vallenwood tree. The building, which overlooks the Last Heroes' Tomb, serves as the administrative center for the organization and residence for the High Elder. Allies and Enemies Some groups, such as the Solamnic Knighthood, consider the Legion of Steel both friend and foe. Others, such as the Dark Knights, bitterly oppose its very existence. The Knights of Solamnia The Legion seems a natural ally to the Knights of Solamnia. Both Orders require upright behavior from their members, and both stand against the darker forces still active on Krynn. To date, the Legion has never interfered with any activity the Solamnic Knights have undertaken, and individual Knights and Legionnaires have come to each other's aid numerous times. Still, a great rivalry exists between the two Orders. The Knights respect Legionnaires for their strong character and sense of justice, but resent them for borrowing their best traditions. In the same vein, Legionnaires respect the Knights for their deeds and ideals, but consider them overburdened with meaningless traditions. Usually, friction between Knights and Legionnaires comes to nothing more than harmless gibes. Sometimes, the rivalry proves beneficial, such as when the two groups seek to outdo each other in deeds of chivalry. At times, however, the rivalry causes problems: Brawls break out occasionally between Knights and Legionnaires, even though both groups prohibit such hot-headed behavior and offenders frequently find themselves disgraced or assigned to onerous duties. Of course, this punishment only exacerbates the hard feelings between the combatants. Knights and Legionnaires sometimes let their desire to outdo their common rivals override their better judgment, which has led them to take joint risks that end in tragedy. One of the most infamous such incidents occurred not long ago, when several Legionnaires and Knights met in Sanction and resolved to sally forth against the Knights of Takhisis besieging the city. The entire group was slain, forcing both Orders to abandon their clandestine activities in Sanction and start anew. Allied Groups The Legion stays on good terms with most rulers of free realms. Overall, the organization regards cavaliers with the same general sense of competition that it holds for the Solamnic Knights. The Dark Knights The Legion's greatest enemies are the Knights of Takhisis. Legionnaires suspect (correctly) that the Dark Knights' renewed dedication to Takhisis is based on the clever use of mortal sorcery and mysticism. They also have no doubt that the Dark Knights even now are enacting a plan to conquer Ansalon again-except that this time there is no Lord Ariakan to hold them to their strict code of honorable behavior. This distrust alone would make the two Orders enemies, but the Dark Knights also make it their business to hunt down and execute Legionnaires (see page 42). Members of the Legion would never surrender to a Knight of Takhisis - they would prefer to die fighting rather than suffer the pain and indignity of execution at the Dark Knights' hands. (They also worry they might reveal vital information during the "interrogation" that usually precedes an execution.) Legionnaires avoid negotiating with the Dark Knights whenever possible, but have been known to do so when left with no other choice. However, they assume that any such agreement will be broken as soon as the Dark Knights find it convenient. Overall, the Legion believes Krynn would be better off with the Knights of Takhisis destroyed. They think the Solamnics made a foolish and dishonorable agreement by ceding land to them in the Council of the Last Heroes, and they gladly would join Sir Liam Ehrling, the Solamnic Grand Master, in an invasion of Neraka. Other Enemies The Legion also seeks to contain or eliminate the dragon overlords. They believe that defeating Malystryx, the most powerful of the Great Dragons, would loosen the wyrms' hold on Ansalon. In addition, the Legion generally opposes any attempt to consolidate political power or conquer territory. The Order recognizes that strong government brings security to common folk, but distrusts the concept of empire. The Legion also works to eliminate brigands, pirates, and other forces that prey on the innocent. Goals and Activities Although smaller than the other two knightly Orders, the Legion remains active over a larger area than both of them combined. Every major town in Ansalon holds at least a pair of Legionnaires working at one task or another. Western Ansalon In the realms of Sancrist, Ergoth, Solamnia, and Abanasinia, the Legion keeps tabs on strangers and aids the poor. A few Knights of Solamnia in this area also belong to the Legion. These people, who take care to follow both the Measure and the Legacy, keep the High Elder informed about the Knights' plans and try to steer their fellow Solamnics toward courses of action more in accord with the Legion's emphasis on practical tactics. Beryl's Realm In Qualinesti, the Legion actively assists Gilthas, the Speaker of the Sun, in his underground trade with Thorbardin and his refugee smuggling (see Beryl's entry in Dusk or Dawn, Chapter Two). With Gilthas's blessing, the Legion smuggles goods to elf refugees in Southern Ergoth and the isle of Cristyne. The Legion also assists Porthios in his guerrilla war against Beryllinthranox and the elven Senate. Though there is no love lost between Porthios and Gilthas, the Legion sympathizes with them both. They see Gil doing as any good Legionnaire would: Swallowing his pride and his honor to save lives. At the same time, they consider Porthios and his wife, Alhana Starbreeze, unjustly exiled from the elf community. They ensure that Porthios's raids do not upset Gil's activities and have pledged to help the dark elf place his son, Silvanoshei, on the throne when the time is right. Silvanesti and Surroundings The Legion works covertly to end Silvanesti's isolationist policies. Operatives from brass lyesta's realm reconnoiter Malys's territory, help small groups of slaves escape from Takar in Sable's realm, and smuggle goods into the struggling communities along the Bay of Balifor. The elves resent this activity, which they fear might provoke Malystryx and Onysablet. Despite the magical shield of protection around their forest, the Silvanesti seem none too comfortable with their proximity to three Great Dragons. Legionnaire champions ofelven unification constantly attempt to penetrate the elves' shield, hoping to remind the Silvanesti of the desperate plight of their Qualinesti brethren. The effort has produced no results so far, but the Legion is patient. Members of this Order also keep in contact with lyesta, or Splendor, as they know they can count on her to provide a neverending stream of information about local happenings. The East In spite of the considerable danger, the Legion maintains several covert cells in Neraka and Thoradin. Legionnaires posted to these areas generally confine themselves to espionage and helping rogue knights escape - bolder actions carry too much risk. The Legion knows about the Dark Knights' desire to steal dwarven technology. Members in Thoradin keep all Dark Knights entering the city under close watch. Should any of them learn the secret to fireweapons, the Legion will slay or expose them. The Legion also maintains a presence in most Dragon Realms, where members assist displaced residents in addition to spying on the dragon overlords. Joining the Legion Its devotion to secrecy notwithstanding, the Legion offers aspiring members a clear method of applying to the Order. Heroes with the Legionnaire warrior role are already assumed to have completed the initial interview necessary to join the Order. Those with this role who started play with a reputation of Novice or lower are apprentices working under a mentor, while heroes of Adventurer or higher reputation have been fully inducted into the Legion. Heroes who have not assumed the Legionnaire warrior role but want to join the Order need to take a trip to Solace. Joining Openly A hero can approach the Legion's headquarters in Solace openly for an interview with a member of the High Elder's staff. This interview usually requires the applicant to consider a number of moral dilemmas and answer a series of seemingly innocuous questions. From his answers, the interviewer determines how readily the hero could learn to live by the Legacy. To pass the interview, a hero must have a demeanor and nature drawn from cards with values of 6 or less. In addition, he must succeed at the following action:
Initial Interview
Comments: The hero must succeed at both a Reason action and a Presence action to pass the interview. The examiner provides the opposition value. If a Legionnaire sponsor of at least Champion reputation vouches for the applicant, the hero receives a +5 action bonus to each action. Those who fail the interview may try again after a year. Mishap: The applicant has demonstrated contempt for the ideals of the Legacy so clearly that he may never attempt another interview again. Successful candidates with a reputation of Adventurer or above should be treated as experienced heroes seeking to join the Order (see next page). Those with a Novice reputation or lower who pass the interview are turned over to a mentor for training, as described below. Joining Anonymously Applicants who wish to join the Legion anonymously should come to Solace and stay the night at the Inn of the Last Home. A brief word with the staff alerts the Legion to the candidate's presence. If an applicant comes recommended by a high-ranking Legionnaire sponsor, the sponsor will have given him a star-shaped jewel - reminiscent of the Legion's star-jewel symbol - to pass to the Inn staff. In any case, the anonymous applicant can expect to be interviewed within two days. Those who pass the interview will receive a mentor, as described below, if they have a reputation of Novice or less. Mentors In the Legion's early days, Sara Dunstan often reflected on the inspiring words her adopted son Steel Brightblade reportedly spoke to the Chaos god during the Battle of the Rift: We still have each other. The Legion that bears Steel's name takes these words to heart. Its members teach and support each other, though the rest of the world might stand against them. To accomplish this goal, every hero of Novice reputation or lower who succeeds at the initial interview action becomes apprenticed to a mentor. A mentor refines a hero's understanding of the Legacy and provides any other training he might need. Those who join the Order anonymously are assigned a discreet mentor willing to keep the hero's identity secret. To avoid the risk of favoritism, an apprentice's sponsor (if he had one) cannot act as his mentor. Narrators can either create a mentor character who assigns quests to the apprentice or can assume the hero has completed his work with his mentor and was sent forth to quest on his own, as a test of his independence. An apprentice must obey and serve his assigned mentor to the best of his ability. He learns humility by cooking, cleaning, and performing other chores for the mentor. He hones his heart and mind through long discussions of the Legacy with his mentor, followed by solitary meditation. He faces constant tests his mentor springs on him unexpectedly to challenge his mind. Further, he accompanies the mentor on quests to observe an experienced Legionnaire in action and gain real-world experience before his own formal induction into the Legion. Formal Induction Once the apprentice's reputation reaches the Adventurer category, his mentor arranges for an induction ceremony. An induction can be held anywhere, but at least three Legionnaires of Master reputation or higher must be present, not counting the hero's mentor. The three Legionnaires review the apprentice's performance and decide whether to admit him to the Order. Frequently, these examiners are anonymous: They might be robed, hooded, concealed in shadows, or disguised in another way. To be inducted, the apprentice must first explain to the examiners what he has learned about the Legacy and describe his quests in detail for them. They will certainly ask him many questions, as they try to fathom how he thinks and feels. Narrators creating an induction for a hero should base these questions on the description of the Legacy offered earlier, in addition to references directly related to the hero's recent quests. The hero should find it somewhat discomfiting that the examiners seem to know things about him that they shouldn't be able to know. To satisfy the examiners, the hero must succeed in the action below:
Induction Examination
Comments: The examiner with the highest reputation provides the opposition value. If the apprentice has not assumed the Legionnaire warrior role, he receives a -5 action penalty. However, a reliable witness - a Legionnaire other than the mentor or anyone with a demeanor drawn from a card with a white aura - provides a +1 action bonus per witness. Examiners must resolve matters of the Legacy (see next page) before concluding the induction. Those who fail the examination can either withdraw from the Legion or continue working toward full membership. Heroes who choose the latter are treated as any experienced hero seeking entrance into the Legion (see below). Mishap: The applicant is dismissed from the Legion with no chance of ever becoming a member. If he has information damaging to the Order, he might be detained, at the Narrator's choice. Experienced Applicants If an applicant has a reputation of Adventurer or higher when he seeks entry into the Legion, or if he fails his examination after an apprenticeship, he must wait for an invitation to join. After his initial interview (or failed examination), various Legionnaires observe the applicant covertly. After the hero's reputation has increased one category, they ask him to present himself in Solace for examination, as previously described. The applicant's recent quests must have included the following criteria (which the Legion based on Solamnic advancement requirements):
- Restoring something that was lost.
In rare cases, the Legion immediately invites very worthy individuals to join, even if they have not made any special effort to enter. The procedure is similar to obtaining an honorary membership in the Knights of Solamnia (see page 33), except that a Legionnaire of at least Champion reputation must bring the hero's deeds to the attention of the High Elder or one of the Keepers. The sorcerer Palin Majere, veteran of the Chaos War and friend to Sara Dunstan, reportedly received an honorary membership for his work in saving many Qualinesti elves from the Green Dragon. Apprentices Once formally inducted into the Legion, a hero receives his own apprentice. Training these applicants remains an important part of any Legionnaire's efforts. As the description of the Legionnaire warrior role in Chapter One shows, an apprentice is at once a great responsibility and a great liability: The hero mentor is simultaneously responsible for keeping the apprentice safe and for making sure he learns something - preferably though actual experience. In most cases. Narrators should allow players to treat their hero's apprentices as second heroes. However, if the player gets into the habit of abandoning the apprentice while the hero undertakes exciting and dangerous adventures - always leaving him at home, posting him to guard duty, or sending him off on routine tasks - the apprentice likely will become frustrated and bored. The Narrator can take control of an apprentice in this instance, should the hero fail a challenging Presence (Presence) action opposed by the apprentice's Presence score. The apprentice character might secretly follow his mentor, engage in some form of mischief that gets him into trouble, or attempt some other action that causes complications for the hero. On the other hand, a hero should never foolishly place his apprentice at risk. If such action leads to the apprentice's death, the hero suffers the penalty on page 18, and stands guilty of a major violation of the Legacy (see next page). Should a hero decide to dismiss his apprentice, perhaps to see how the character can get along on his own, the Narrator should shuffle the Fate Deck and draw one card. Drawing a Dragons card means the apprentice has died on the mission, and the hero suffers accordingly. Any other result indicates that the apprentice successfully completes the quest. When an apprentice dies, is dismissed, or becomes a full Legionnaire, the hero receives another one to train. Enforcing the Legacy The Legion keeps order in its own house. All Legionnaires are expected to watch their comrades for signs of personal ambition, cowardice, cruelty, or other forms of behavior considered contrary to the Legacy. The Legion handles violations of the Legacy much like the Solamnic Knights treat questions of honor (see page 35). A trio of Legionnaires of Master reputation or higher examines the accused. Because, like Dark Knights, Legionnaires enjoy considerable freedom to act, they differ from the Solamnic violation categories:
- Trivial violation: The Legionnaire is
accused of failing to carry out a minor
task assigned by a superior, taking a
life that might have been spared,
refusing to render aid to another individual in a dangerous situation, or
committed some other act or omission that led to a bad end.
After hearing the charges against him, the hero has an opportunity to prove to the examiners that he has upheld the Legacy in his actions.
Upholding the Legacy
Comments: The difficulty of proving that one has upheld the Legacy depends on the severity of the alleged offense, as does the punishment:
- Trivial violation: Average (8). As with Solamnic questions of honor and the Dark Knights' violations of the Code, the Narrator may adjust the difficulty of this action based on the strength of the case against the Legionnaire. Should the charge seem entirely unwarranted, the Narrator may make this action easy or not require it at all. Because the Legion is founded on the importance of its members supporting each other, anyone making a baseless charge against a fellow Legionnaire has committed an egregious violation of the Legacy. The examiner with the highest reputation opposes this action. Failing in this action generally calls for expulsion from the Legion. For trivial violations, the examiners might merely issue a reprimand. Legionnaires found guilty of capital crimes or causing irreparable damage to the Legion are executed. In rare cases - when the Legionnaire's judgment is in question, not his character - the examiners may assign him to a hopeless and probably fatal mission. Should he complete the mission and survive, the Legion vindicates and reinstates him. Mishap: The offense shows such disregard for the Legacy that the guilty party faces immediate execution.
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