NOTE: This information is for an earlier time period than the Age of Mortals _and_ a card-based system.
Knights of Takhisis
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 Knights
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:
Unit Complement Talon 9 Knights Wing 5 talons (45 Knights) Compgroup 7 wings (315 Knights) * Shield 5 compgroups (1,575 Knights) Quadron 4 shields (6,300 Knights)
Army Complement 7 quadrons (44,100 Knights)
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 GovernorGeneral 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 Subcommander 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 of mentalism 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 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
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.)
Moons: The Knight is fated to perform great deeds of Reason: He receives a +1 action bonus to his Test of Takhisis when attempting to enter the Order of the Thorn and to any adjudication actions while a Knight of the Thorn.
Hearts: The Knight is fated to perform great deeds of Spirit: He receives a +1 action bonus to his Test of Takhisis when attempting to enter the Order of the Skull and to any adjudication actions while a Knight of the Skull.
Dragons: The Knight shows the favor of Takhisis: He receives a +1 action bonus to all Test of Takhisis and adjudication actions.
Other suits: The Narrator can invent suggestions related directly to his campaign or to the adventure at hand. 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 crafted 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 undiclosed 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 383 AC, 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 Blade, 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 Blade.
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, receiving 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 functioned as well or better under the Dark Knights' control than it did before Ariakahs 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 Blöde, taking advantage of their dwarf allies' knowledge of the mountains. Until the attack begins in force, the Dark Knights continue to launch raids into Blade 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?
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
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.
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).
Adjudicating 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.
Minor violation: The Knight stands accused of insulting a fellow Knight, disobeying a trivial order, striking a cowardly blow against an honorable opponent, telling an unnecessary lie, cheating or stealing during a quest, or failing to carry out an important order through misjudgment or inattention.
Major violation: The Knight allegedly has slain a fellow Knight, lied to superior officer (the Code tolerates lying to enemies and outsiders, but not to one's superiors), failed to carry out a critical order through misjudgment or inattention, or betrayed the Knighthood in some other way.
Egregious violation: The Knight is accused of willfully disobeying a direct order of any kind, stealing funds from the treasury or from another Knight, divulging the Knighthood's secrets to someone outside the Order, assisting a rogue knight in escaping, or committing another blatant act of selfishness or betrayal.
Once the Knight and his accuser have stated their cases, the hero attempts the following action:
Adjudication of the Code
Difficulty: Action ability: Opposition ability: Varies Presence Presence
Comments: The difficulty of defending oneself before the Adjudicator depends on the severity of the alleged violation. Trivial: Average (8). Minor: Challenging (12). Major: Daunting (16). Egregious: Desperate (20).
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.