Knights Arcana

The Knights Arcana is unit of mounted warriors trained in the use of magic as well as the use of arms. Drawn mostly from the Kingdom of Dakar, the knights owe fealty to Lord Hellstrom Darkmaster who is a Lord of the Realm. They have served the crown in many different fashions; although they tend to be mostly stationed on the western sea road. They were used heavily during the Battle of the Valley to take control of the Valley of the Sun.

The Knights were founded in 450 by Hellstrom Darkmaster to help counter the anti-wizard rhetoric that has been coming from the Temple of Light and spreading among both the populace and nobility of Dakar.

During the recent ascension of the Temple of Light, and historically among the common folk, magicians of all types have found like difficult in many parts of the Realms. To counter this, famed magician and hero of the Dakarian Dakarian realm, Hellstrom Darkmaster, formed the Knights Arcana. The knights were to be knight-wizards and learn both the art of the blade and of spellcraft. When they were sufficiently skilled, they would be sent out on missions to assist the commoners and right the wrongs done against them.

All knights are to offer assistance whenever possible and do no harm to those that have done no harm to others. By living their lives in harmony with the common people, the Knights Arcana show that magic is only a tool (as is a hammer or chisel) that is only more difficult to master.

Charter

The Knights operate under charter granted by the Dakarian Throne. Under the charter they must provide either a company of medium horse trained in the magical arts.

Most communities had a local witch or wizard nearby, but wizards traveling to new communities had to hide their skills or face the town's wrath. This resulted in magicians masking their presence or not traveling out of a small area. Without safe travel finding masters in the art became more difficult for apprentices. Hellstrom modeled the Knights after most other Knightly Orders so as to gain acceptance from the commoners. The knights try to stay in a area for a long time before moving on - this allows the locals to get comfortable with them. While there they help with both the small and large tasks. Depending on the personality of their commander its not unknown for them to help build barns and train local militia. In each case, its impressed upon all knights to use their magic as much as possible. Commoners are shown that magic is like sword - its true purpose depends on the wielder.

  1. No use of violent magic except in defense or yourself, fellow Knights, or a nearby community.
  2. No money or precious gifts can be accepted, instead they should be given back to the community. Small tokens of appreciation of a Knight's assistance are allowed if the community can afford the gift.
  3. Follow and obey the chain-of-command for the Knights Arcana.
  4. Follow direct commands from the Dakarian crown.

There is no doubt that the Knights Arcana is a fighting order, albeit one that is comprised of magicians who seek mastery in the force of arms. The Knights are divided into four companies. One of these companies is stationed near the throne to meet the obligations of the charter. Another of them is kept in the Chapter House to further any research. The last two companies are usually broken up into smaller groups and typically hired out as mercenaries.

Each company typically has twenty knights and is commanded by a Knight-Captain. Each company is made up of two cadres led by a Knight-Commander. Each cadre is divided into three tents comprised of three knights. The highest ranking knight within a tent is called the First Knight. In addition each company has two standard bearers (one for each company) and a Magus, whose job it is to advise the Captain. Finally one the senior First Knight within the company is called the First of the First and is responsible for order within the ranks.

When a knight refers to their place within the organization they will called themselves by their tent-cadre-company. Thus a knight called the second of the first Lion would be in the second tent of the first cadre of the Black Lions. Officers simply refer to their rank and cadre in which they serve.

Ranks

Knight-Commander: Commands all knights within their area. Knight-Captain: Leads a single company. Commander: Commands a cadre of 6-10 Knights and Soldiers. First Knight: Knight who leads each tent of 3-4 Knights. Knight Arcana: Graduated from Mykir War Academy. Knight Adept Apprentice

Special Honors

In addition to a Knights rank within the organization there are special honors that may be earned for their status. These are given out once a year during a full ceremony - many have been given posthumously.

“Golden Hand” Upholding the highest ideals of the Knights Arcana. “Silver Tower” Obtaining master wizard ranking. A gemstone is added to the tower for each wizardly honor after obtaining the tower. “Diamond Shield” Medal of Honor on the battlefield. “Ruby Swords” Combat medal.

Fealty

The large training center, university, and barracks were built on Hellstrom's private lands to the northwest of Phoenix Ward. However, having that many specially trained warriors made several nobles nervous about his true intentions. To calm their fears King Reiner II of Dakar made each of the Knights also swear direct fealty to the Dakarian crown. This had the effect of giving them more freedom and respect in Dakar. As part of the bargain they must maintain a barracks with at least of company of Knights in the capital city of Celinus.

Chain of Command

* Knight Arcana Orrie Sanders (in the field)

Rankings

1. “Black Lions” Knight-Commander 2. “Diving Lotus” Commander Tygian 3. “White Rose” Commander Perrick 4. “Fighting Wolverines” Commander Gerald 5. “Rough Riders” Commander Romonas * Knight-Commander Erin Landshear (stationed at the keep) 6. “Red Knights” Commander Juxom 7. “Storm Knights” Commander Natel 8. “Sky Knights” Knight Lourie 9. “White Knights” Knight Livingstone * Knight-Commander Joshua Hattie (stationed at Celinus) 10. “Dragons” Commander Fokken 11. “Griffins” Knight Hurst 12. “Boar” Knight Pylvan

Staff

A complex as big as the Red Tower doesn't just run itself. Instead, there is a vast array of teachers, cooks, house cleaners, blacksmiths, leather workers, and everyone else necessary to keep a barrack army happy.

Hellstrom Darkmaster

Hellstrom only teaches the most advanced magical students. These usually involve long retreats, during which time their skills and training are pushed to the edge. Anyone lucky enough to be invited to one of his exercises is almost assured of obtaining command rank upon successful completion.

Catherine Lightwind

Catherine, formerly Catherine el Heart is the headmaster of the school and second-in-command after Hellstrom. While this does not give her the time necessary to research new spells or perfect existing ones, she enjoys the work. While she thinks Michael is boorish and crude - she cannot deny his effectiveness. She is skilled in all manners of mystical arts with a special talent for astral spells. Still, she has been forced to learn more violent and destructive spells to maintain her position as headmaster.

Michael Reeves

Michael is the swordmaster at the school. Twenty years in the Dakarian army, ten years commanding the White Hawk mercenaries, and five teaching at the Royal Dakarian Military School - he knows quite a bit about war. He shares responsibility with Catherine; although he doesn't fully trust her. He oversees all manner of martial training - and with his own small introduction into spellcasting, has begun changing the martial style to more suit casting in combat. Personally, he is considered a mastersword and has graduated from the Mykir War Academy. If the Knights are every fully called to battle it is almost assured they will be lead by Michael.

Waldorf Vichelli

While not a powerful magician, Waldorf is a maniac about details. Its his first talks about the minute details of magic that often causes many students to reconsider their entrance in the tower. However, taking his advanced classes, and surviving, is a sign of someone serious about learning the art. Waldorf agreed to teach at the university in hopes of soothing his own conscious. He was the one that taught Nagel Darkmaster the skills that were most useful for his “secret” agenda. He also wants to be near his son in case he tries to follow down his father's path.

Marissa Van Braken

She is a skilled psychic and learned in the ways of the astral plane. She is one of the few teachers that can pick and choose who apprentices with her. Not only is her skill amazing, but so few have the talent and mindset to master psychic energy. This area is destined for great and powerful events. It is in this area that the event that triggers the end of the age will happen - she doesn't know when, but it is soon.

Jordan McAllistre

Hellstrom spent a great deal of time and money to even get Jordan to visit the Red Tower - he spent even more to keep him. Jordan is a very skilled artificer, often called an enchanter. His knowledge of Alchemy would fill up two libraries - but he seems unwilling to part with his most prized secrets. From all of the candidates that apply to apprentice with him, Jordan will only select one each year. Only one, Roland Aker, showed enough sign of skill for him to be apprenticed a second year. However, Roland was killed in the Southlands and Jordan does not seem interested in teaching his sons anything. He came for two reasons - the money and to find a suitable apprentice. When he arrived he hoped that somewhere among the students he would find someone with the talent and mentality to carry on his tradition. Roland came the closest; however Jordan became very embittered when he left his apprenticeship to chase some adventure in the south.

Town

(Allhaven) Growing up around the Red Tower is the town of Allhaven. Originally populated by soldiers and students on leave it has grown up into a decent town in its own right. It provides the perfect recreation for students and teachers alike. The tower maintains a perfect relationship with the mayor and woe to the student that blemishes that record.

Martin Mansi

The mayor of Allhaven and a minor magician in his own. He formed the town after failing out of the training. He was good enough, but he just didn't feel like he fit in with a freebooting life. Instead, he turned his knowledge about the tower and his companions into a business. He owns the Mystic Sight tavern, Last Chance gambling house, and the Nightspell Inn. He then hired out people to oversee his businesses and the rest is history. Soon people came to sell to the students - and more people came to support the merchants. Over a short period of time, less that two year, the town of Allhaven was formed. Since he owned quite a bit of the town, and was very friendly with the tower, Martin was elected its mayor.

Arnold Biecker

The only blacksmith at the Red Tower, he actually works and lives in the nearby village of Allhaven. A good blacksmith his family has worked the trade for ten generations - and he will pass his secrets to his three sons. He moved to Allhaven when Lord Hellstrom asked permission for his daughter to study at his tower. The Biecker family had never had a wizard in the family and Arnold insisted on moving out to oversee his only daughter's well-being. While he was nervous at first he now is a fervent believer in the code of the knights. His daughter is nearing completion of her advanced training and soon she will be on the road with her companions.

Herman Lindhurst

Herman first learned the trade of armorer from his father who was a soldier. Herman would polish and repair his father's armor - so it was only natural that he would be apprenticed to an army armorer. In a few years he had earned his position in the Steel hide guild and prepared to start his own shop. After two years Lady Lightwind stopped by and offered him a position at the Red Tower. Herman didn't care for magicians, considering them a troublesome lot, however the money was good and the competition nonexistent. Once there he had to learn the whole trade over again. The tower wanted its knights armored in strange metals - metals he had never worked before. After a few failures he unlocked the ore's secrets and has been making quality armor ever since. A little over a year ago the tower asked him to take two apprentices. Since, his age climbing the tower didn't want to be deprived of the excellent service he had performed. Ashbjorn and David are the sons of one of the knights that was killed in service to the tower. They both had shown talents for making things and the tower wanted them to apprentice with both Herman and Arnold. When they reached their proper age they would be an assistants for the two men.

Anna Walker

A strikingly beautiful woman who runs the local brothel, The House of Magic, in Allhaven. Upon hearing of a knightly tower, with some less than knightly ideas, she left her job in Celinus and traveled to Allhaven. Once there she found that although they had a strict code - it wasn't foolish enough to include chastity. She sent money back and brought several of her friends and started a local guild of the golden bed. The brothel had to be expanded twice, and include the services of several men, as the knight expanded to include women within its ranks. The now also offer hostel services, which include maid and bed services. Needless to say, Anna has become a very rich woman. Although they are business competitors she is often seen with Martin and most of the town knows she entertains only for him.

Father John Salsinger

A priest of the temple_of_light - Father Salsinger started the local temple in Allhaven when it grew big enough to include several families.

Red Tower

The various buildings all stop atop a low rise in a lightly forested track of wilderness. The only road leads to Phoenix Keep and is lightly traveled during its busiest season. Tower These are the private rooms and study areas for the highest ranking members of the knighthood. Currently Hellstrom, Catherine, Michael, and Orrie have rooms up here. However, usually only Catherine uses her rooms as the others have other commitments. Each room is lavishly decorated and suits the tastes of the occupant. The lower floors have studies, the second library, and two meeting rooms. There is also a small kitchen that is kept amply stocked with some of the best food and wine in the area. Barracks Unlike most barracks this resembles more of a large hotel. Each student, has their own room in one of the separate wings. Shaped like a large x there is the novice, student, knight, and visitors wing. Each wing has several study areas for students to gather. Each student has their own room due to the concentration required to master both the art of swordplay and magic. While some of the students will pool their rooms together for company - most teachers look the other way. Each level of each wing has a “watchman.” This watchman is usually the most skilled from their peers. At the end of the season there is a large contest held to determine next year's watchmen. The students prepare feverently for this honor. University The largest of the buildings, the University contains many specialized areas. Magic dampening rooms are next to war rooms, plus there is a hot spring next to the practice yard. Its often said that nobody uses the springs until the swordsmaster thinks you have enough bruises to warrant its use - if not then he will give you some. Most of the teaching staff, masters, and central libraries are located in the University. Each part of the wing is specifically dedicated to a teacher and their personality often determines its decorations. The largest room is a tiered conference hall. Its big enough to hold the entire cadre of knights. The center table has a chair for each teacher, Knight Arcana, and the mayor of Allhaven. In addition, there are spaces for guests or honored knights. Specifically designed it is said that even a whisper can be heard from the speaking stand. Keep Those knights on duty are stationed at the keep. Located on the largest hill and overlooking the rest of the town, the keep is a terrifying sight. Its sturdy stone walls, horrific gargoyle statues, and powerful aura let anyone know it won't fall easily. Many of the weapons are part magical in nature and require constant upkeep. While more powerful than their mundane counterparts no other location in the known world would count so many magicians among its defenders.