• Lore • [Rharne Faction] Lightning Knights

Rharne's military force.

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Lightning Knights
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The Lightning Knights are Rharne’s military force. They handle all aspects of protecting the people of Rharne, from the farms in the Stormland to the banks of the river Zynyx. Though some of the poorer citizens tend to view the Knights with disdain and distrust, for the most part the Knights are seen as men and women who do their best to protect all of Rharne’s citizens.

Within the Faction there are three core branches, each specializing in protecting a certain area of Rharne. The City Guard is by far the most well known and is dealt with by the common folk. The Cavalry is Rharne’s standing military force, and the Navy is a collaborative effort between the city and a biqaj clan to protect the lake and river. There is also a fourth branch, called the Liaisons, which pulls Knights from the three core branches in order to pair with and protect members of the Thunder Priestess faction.

The Lightning Knights are most often clad in shining breastplates and leather, but it is not uncommon for a member of the Lightning Knights to don heavier armor from time to time. They wear azure-colored cloaks with their factions symbol stitched in silver thread on the back, with a polished silver clasp at their neck. These colors, azure blue and polished silver, are the traditional colors of the Lightning Knights.
Requirements
For Joining:
  • Your PC must at least 16 arcs old to be a Knight, or at least 12 to be a Squire.
  • Your PC is required to join the faction as a Knight or lower, unless special permission is granted by a Prophet to begin as a Lieutenant. No character may begin as a Captain or a Commander.
  • Your PC must meet the minimum requirements for the Knight or Squire rank, unless special permission is granted by a Prophet.
For Remaining an Active Member:
  • One job thread per season detailing your character’s work as a Lightning Knight.
  • One additional job thread per season if your character has chosen to reside within the Knight's Barracks.
Trial of Ten
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The Trial of Ten is a rite of passage started by the Lightning Knights many arcs ago as a way for those too old to be squires to prove their worth and be able to join the ranks of the Knights. The task is a simple one: collect ten unique “tokens” from the taverns in Rharne and return to the Sky Quarter. This is typically completed by participating in unarmed tournaments at fighting rings, though can sometimes be accomplished by completing a particularly good deed. A more unsavoury character might buy, bribe, steal, or otherwise coerce their way to a token. This behaviour is strongly discouraged and, if discovered, will result in disqualification from the Trial of Ten and a permanent blacklisting from the Lightning Knights faction.

Rules of the Trial: At the start of the Trial, the participant is marked with a thin metal bracelet shackled around their wrist. They are then escorted to the entrance gates of Rharne and exiled from the city. They may not re-enter the Earth Quarter until they have claimed two tokens from within the Dust Quarter. To advance to the Glass Quarter they must present three tokens from establishments in the Earth Quarter at the gates of the Glass Quarter. Again, before the participant can enter the Sky Quarter, they must present four tokens from the Glass Quarter.

Upon entering the Sky Quarter, the participant must win their final token from a Lightning Knight Officer. The final token can only be earned in a fight, though the participant does not necessarily have to win. Given the skill of the Lightning Knights, this token is more often given out on merit and skill rather than victory.

Learn more about tavern tokens here.
Benefits
1. All Knights earn Fame as the work their way through the ranks. Squires earn +2 Fame, Knights earn +5 Fame, Lieutenants earn +8 Fame, Captains earn +10 Fame, and Commanders earns +15 Fame. Fame is stacked (ie.if a character starts as a Squire and gets promoted through the ranks to Commander, they have the potential to earn a total of +40 Fame points).

2. Faction-sponsored travel is free, though personal expenses must be paid for by each character.

3. Each character is awarded the following knowledge upon joining the Lightning Knights: “Faction: Lightning Knights,” “Lightning Knights: Sworn to Serve,” and “Immortal: Ilaren”. For newly-made characters, these are in addition to the 5 pieces of starting knowledge.

4. All knights have access to the Lightning Knight training grounds, where they can not only better their martial abilities but also test their mettle against one another. On top of their martial training, they are also able to take lessons in tactics, strategy, and other areas to assist in the protection and service of the city.

5. Characters may choose to take up residence within the Lightning Knights barracks in the Sky Quarter. Living within the barracks is free, though players must write a second job thread detailing their PC’s work as a Lightning Knight. Squires bunk together in a room with 16 others. Knights bunk four to a room. The room is 1000 square feet and contain four beds, one table with four chairs, and four chests for each knight’s personal effects.

Lieutenants share a 600 square foot room, that contains two beds, two desks with chairs, a table with four chairs, and a fireplace. Captains have their own 400 square foot private room with a window, a fireplace, a couch, one bed, one desk with chair, and a chest. Commanders are given a small personal residence of 600 sq feet away from the barrack. The home comes furnished with a large bed, a dining table that can seat six, with enough chairs for everyone, a fireplace, couch, and a fully functional kitchen. Unless noted, all bathing chambers, kitchens, and dining areas are public.
Branches
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The Lightning Knights govern every aspect of Rharne's Military. Though the Knights all fight under the same banner, they are divided into different branches to separate out more specific responsibilities.

The City Guard is by far the most well known and is dealt with by the common folk of Rharne. The Cavalry is Rharne’s standing military force. They are the men and women who take the fight outside the walls of the city if needed. Rharne’s Navy is actually a collaborative effort between the city and a biqaj clan to protect the lake and river. There is also a fourth branch, called the Liaisons, which pulls Knights from the three core branches in order to pair with and protect members of the Thunder Priestess faction.

1. City Guard: The City Guard is the face of the Lightning Knights. They deal with any and all issues within the walls of the city. Patrolling, intervening in conflicts, and manning guard stations and the gates of Rharne are all jobs that fall under the responsibilities of the City Guard. Due to the cultural diversity of the city, the Guard is just as diverse, staffed with people from every nation and walk of life. Many of the Guards learn to speak another language to help better serve the people of the city.

2. Cavalry: The Cavalry branch is tasked with protecting Rharne's lands and borders from outside threats. This branch consists of a wide variety of roles ranging from archers to mounted cavalry to infantry. Not every member of the Cavalry fights on horseback, but they are all still trained for it. Additionally, each member has a trained animal companion (ranging from horses to dogs to hawks, and anything in between) that supports them in the Stormlands.

3. Navy: The city of Rharne has very few vessels of its own. Instead, it relies on an agreement with a biqaj clan known as the Vy'gwar (Weaver of Balance) to help protect the waters of Lake Lovalus and the Zynyx River from any threat of invasion or piracy. Rharne’s Navy staffs the boat with warriors and the Vy'gwar provide the ships and crew, though most who wind up on a ship take the time to learn at least some of the skills needed to pilot it.

4. Liaisons: The Lightning Knights are closely allied with the Thunder Priestess faction. Liaison is the name given to the Knights chosen to be paired with a Thunder Priestess. They are pulled from all branches and ranks, though the higher the rank of the Knight the more unlikely they are to be chosen. Liaisons tend to go above and beyond their role as bodyguard and frequently become a Thunder Priestess’ most trusted partner. Because of this, Knights are often selected for skills that complement their partners rather than their overall skill.
Rankings
Level 0: Squire
Squires are aides to Knights and help them in their day to day duties. In return, the Knight teaches and guides the Squire on his or her path to becoming a Knight.

Skill Requirements: N/A
Mark Requirements: N/A

Level 1: Knight
Knights make up the bulk of the Rharne military. These individuals serve as the swords and shields of the city. Their jobs depend mostly on which branch of the Lightning Knights they choose to serve, but they spend the majority of their time on patrol, training squires, and helping to maintain the peace.

Branch: City Guard
Skill Requirements:
  • Endurance (Novice)
  • Linguistics (Novice)
  • Shield Combat (Novice)
  • Strength (Novice)
  • Unarmed Combat (Competent)
  • Weapon (Competent)
Mark Requirements: N/A

Branch: Cavalry
Skill Requirements:
  • Endurance (Novice)
  • Tactics (Novice)
  • Unarmed Combat (Novice)
  • Mount (Competent)
  • Polearm or Shield Combat (Competent)
  • Weapon (Competent)
Mark Requirements: N/A

Branch: Navy
Skill Requirements:
  • Seafaring (Novice)
  • Swimming (Novice)
  • Tactics (Novice)
  • Navigation (Novice)
  • Unarmed Combat (Competent)
  • Weapon (Competent)
Mark Requirements: N/A

Level 2: Lieutenant
This is the first officer rank a Knight can achieve. Lieutenants are given command of a squad of 10-20 knights and squires. Their job is to ensure that those under their command follow orders, maintain standards, and stay alive. Depending on the branch, a Lieutenant can either run a shift at a Guard Post, a patrol in an specific area of the Stormlands, or a small vessel on Lake Lovalus.

Branch: City Guard
Skill Requirements:
  • Persuasion (Novice)
  • Leadership (Competent)
  • Endurance (Competent)
  • Linguistics (Competent) or know 4 Different Languages
  • Shield Combat (Competent)
  • Strength (Expert)
  • Unarmed Combat (Expert)
  • Weapon (Expert)
Mark Requirements: N/A

Branch: Cavalry
Skill Requirements:
  • Animal Training (Novice)
  • Leadership (Competent)
  • Endurance (Competent)
  • Tactics (Competent)
  • Unarmed Combat (Competent)
  • Mount (Expert)
  • Polearm or Shield Combat (Expert)
  • Weapon (Expert)
Mark Requirements: N/A

Branch: Navy
Skill Requirements:
  • Endurance (Novice)
  • Leadership (Competent)
  • Seafaring (Competent)
  • Swimming (Competent)
  • Tactics (Competent)
  • Navigation (Expert)
  • Unarmed Combat (Expert)
  • Weapon (Expert)
Mark Requirements: N/A

Level 3: Captain
Captains are the second officer rank of the Lightning Knights. They are often in charge of a handful of Lieutenants and spend much of their time carrying out orders from their Commander. Their day to day tasks often include ensuring proper supply distribution to their Lieutenants, following up on reports, and mentoring Lieutenants to become Captains. Though Captains spend a large amount of time behind a desk, they are still required to maintain their martial prowess.

Branch: City Guard
Skill Requirements:
  • Endurance (Competent)
  • Persuasion (Competent)
  • Leadership (Expert)
  • Linguistics (Expert) or know 6 Different Languages
  • Shield Combat (Expert)
  • Weapon (Expert)
  • Strength (Master)
  • Unarmed Combat (Master)
Mark Requirements: Mark of Palenon (Favored or higher)

Branch: Cavalry
Skill Requirements:
  • Endurance (Competent)
  • Animal Training (Competent)
  • Leadership (Expert)
  • Tactics (Expert)
  • Unarmed Combat (Expert)
  • Mount (Master)
  • Polearm or Shield Combat (Master)
  • Weapon (Master)
Mark Requirements: Mark of Palenon (Favored or higher)

Branch: Navy
Skill Requirements:
  • Swimming (Competent)
  • Endurance (Competent)
  • Leadership (Expert)
  • Seafaring (Expert)
  • Tactics (Expert)
  • Navigation (Master)
  • Unarmed Combat (Master)
  • Weapon (Master)
Mark Requirements: Mark of Palenon (Favored or higher)

Level 4: Commander
The highest rank one can obtain in the Lightning Knights, Commanders are the quintessential Lightning Knights. Between spending most of their time passing troop movement orders down to Captains, serving time on the Council or fulfilling a duty for the High General herself, Commanders are never at rest.

Branch: City Guard
Skill Requirements:
  • Endurance (Expert)
  • Persuasion (Expert)
  • Leadership (Master)
  • Linguistics (Master) or know 8 Different Languages
  • Shield Combat (Master)
  • Weapon (Master)
  • Strength (Master)
  • Unarmed Combat (Legendary)
Mark Requirements: Mark of Palenon (Adored or higher)

Branch: Cavalry
Skill Requirements:
  • Endurance (Expert)
  • Animal Training (Expert)
  • Leadership (Master)
  • Tactics (Master)
  • Unarmed Combat (Master)
  • Mount (Master)
  • Polearm or Shield Combat (Master)
  • Weapon (Legendary)
Mark Requirements: Mark of Palenon (Adored or higher)

Branch: Navy
Skill Requirements:
  • Swimming (Competent)
  • Endurance (Expert)
  • Leadership (Master)
  • Seafaring (Master)
  • Tactics (Master)
  • Navigation (Master)
  • Weapon (Master)
  • Unarmed Combat (Legendary)
Mark Requirements: Mark of Palenon (Adored or higher)

Level 5: High General (Ilaren)
Though she is considered the highest ranking member of the Lightning Knights, the Immortal Ilaren tends to leave the running of the faction to her Commanders and their officers. That’s not to say she never steps into the role as General, though she only ever takes to the field of battle if another Immortal has already joined the fight.
Key Locations
Barracks: The Lightning Knights Barracks is a massive complex of half a dozen buildings that each have five floors and an open roof area. Each of the buildings has rooms for all of the ranks of the Lightning Knights, as well as a few meeting rooms for squads to plan out patrols and other logistics regarding their duties as Knights.

Training Grounds: The training grounds are a short walk from the barracks. Each major weapon type has its own area, as well as an area for those newly blessed by Ilaren to test out the abilities of the Palenon.

Command Building: This building is where Commanders can often be found if they are not out in the field or in the Council Hall. The Command Building is where all city defense plans take place in times of invasion. Both Commanders and Captains have offices within the Command Building, with Commanders having a private office and Captains sharing a single office between two or three other Captains.
Credit: Zenith
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