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THE KNIGHTS OF CONCORD — GUIDE UPDATED 5/27 - Printable Version

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THE KNIGHTS OF CONCORD — GUIDE UPDATED 5/27 - THE KNIGHTS - 04-25-2020

Long ago, in a far-off land, a band of wanderers came together with a single goal: to achieve peace among the clans. Establishing a knighthood, they decided that the eradication of evil and wrongdoing would be the only means to reach their end - and so began a years-long crusade to weed out the cruel. Now, upon journeying to the Beyond, these Knights seek to establish themselves as a steadfast source of justice among the clans, and to settle in a permanent home.

Led by a plethora of leaders past, the Knights have traveled far and wide to accrue a vivid cast of characters over the ages. Though none of these leaders have followed the party to the Beyond, one - the founder, Cavalrychoirs - has taken their group to the mainland to secure a territory at long last.
THE RANK SYSTEM
JUDGE — The highest power among the Knights, the leader. It is the Judge who has the final say during a trial and makes decisions on behalf of the Knights, but this can be checked by the combined power of the Council and clan they govern - that is, a Judge cannot give an unfair sentence without any justification.
Icarus, played by Elliot

COUNCIL — Closest in equivalence to a deputy rank, the Council consists of two to three members who work to maintain the clan and manage legal cases alongside the judge. Alongside a deputy’s responsibilities, the Council selects a Jury and works with them to reach a verdict during a trial.
TBA

JURY — A rotating selection of unbiased representatives, generally no more than five. The Council and leader seek to choose those who are least directly affected by the case, occasionally asking allies to offer their members as support. This is not a permanent title or position, but a seasoned member may ask to serve in the jury more than once. Serving in the jury is similar to a stepping stone for future considerations - it is an opportunity to prove that one may stand before the clan and act with its best interests in mind.

KNIGHTS — The common members of the group. Have sworn an oath to uphold the Knight's Code.

SQUIRES — Those currently in training to become Knights, or new members who have yet to be formally knighted.
THE TITLES
These roles may be self-assigned, requested during a meeting, or bestowed by a member onto promising youth.

CIVIL AFFAIRS — Concerned with the care and keeping of the clan. A member who requests or receives this title may be interested in hosting events, helping new members acclimate, and visiting allied clans.
MEDICAL STAFF — Members who are interested in herbal remedies and medical research.
INFANTRY — Those invested in the art of war will take on this title. The infantry is the first division of members called upon to assist allies in raids, and to plan training sessions.
THE TERRITORY
[color=#121211]THE MANOR A massive estate, the center of commerce and life among the Knights. The manor is an old brick structure, likely built centuries in the past. A garden of greenery and flowers overflows from the landscaping, crawling up the walls and reaching out into the cobblestone paths that lead to the complex. The building can easily house a large number of Knights and then some, but smaller guest houses within the boundaries of the estate are also open for occupation.
The foyer of the manor is where most meetings take place. An empty ballroom on the main floor is also used on occasion, particularly when a trial must take place. There is a large kitchen nearby with woodstoves for cooking, a cellar, and multiple furnished rooms of varying uses. A library to the far north of the building, dusty as it is, holds scores upon scores of old tomes. At the moment, the manor itself has not been explored to its fullest - don’t get lost!
[color=#121211]THE MOORSA sprawling expanse of grassy hills, often enshrouded by fog in the early mornings. Mild storms are common in this landscape, and while there are well-trodden dirt paths that crisscross the fields, mud can easily trap a horse’s leg and throw a rider. Tread carefully where the wind blows.
[color=#121211]WUTHERING HEIGHTSA single dirt path leads to a rocky crag where the hills become steep, and the winds blustering. Wuthering Heights was an affectionate literary name given to this outpost, where patrols can look out upon the sprawling borders and see the ocean, just beyond the cliffs.
[color=#121211]THE CLIFFSIn the far reaches of the territory, just beyond Wuthering Heights, the moors give way to stone and twisted tree roots. Old oaks lean precariously over the eroded edges of the territory, where sand meets rock and steep drops lead to a narrow strip of beach below. This region is extremely dangerous, as the ground is uneven and prone to collapse. The beach itself is near-inaccessible without flight to carry a knight down, and rather than sand, the beach is lined with pebbles and rocks.
THE TRADITIONS
HORSEBACK RIDING — The act of selecting and taming a horse is a process steeped in tradition. The Knights have always travelled on horseback - from road to road, battle to battle. Wild horses wander the territory, and tamed horses live within the stone fences of the manor. Young riders are taken out to the moors and told not to return until they are able to do so on horseback - from a distance, other members keep watch to assure the safety of the knight. Horses are not treated as pets, but as companion animals; they are living creatures that require the utmost care and respect.
THE JUDICIAL SYSTEM — The crowning achievement of the Knights is their long-spanning history of a simple and developing democracy, the first of its kind. While the leader is given the highest power, most decisions are made at group hearings, where votes may take place, or suggestions are taken into account. Beyond political decision-making, though, stands a tradition of jury-based legal proceedings. The system is loosely based on the following events: A member is accused of a crime. A jury is chosen by the Council and approved by the leader. A trial by jury is held during or after a group meeting. The prosecutor and accused defend their own cases, but may call upon witnesses to support their claims. The jury and council discuss and reach a decision: the verdict. The judge declares guilt or innocence based on the decision, and determines further action. This system has proven indispensable in the past and continues to stand as a foundation upon which the Knights were constructed.
KNIGHTING CEREMONY — No member is considered a full Knight until they have sworn an oath to uphold the Knight's Code. Once a month, new joiners and graduating Squires alike will have an opportunity to swear this oath and be knighted in a formal ceremony by the Judge.
THE RULES & POLITICS
ALLIES — N/A
NEUTRAL — All.
ENEMIES — N/A

Often referred to as the Knight's Code, the laws of the land are as follows:
— Attacking or killing a fellow knight or their horse is forbidden. Incidents are assessed on a case-by-case basis.
— If an accused member attempts to exit their own trial, they may be attacked under the assumption that they intend to harm others.
— Neither allies nor enemies should be incited with violence or verbal attacks; an attempt at starting a conflict for no reason, made without permission, is forbidden. Acts of treason are often punishable by exile, depending on severity.
— Any form of sexual violence is strictly prohibited, and punishable by death.
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Re: THE KNIGHTS OF CONCORD — GUIDE UPDATED 4/25 - THE KNIGHTS - 04-25-2020

saving this spot in case we need more space + the group is up and running & ready to accept members! our discord is here!



Re: THE KNIGHTS OF CONCORD — GUIDE UPDATED 4/25 - Edelgard - 04-28-2020

Track


Re: THE KNIGHTS OF CONCORD — GUIDE UPDATED 4/25 - icarus. - 05-10-2020

track!



Re: THE KNIGHTS OF CONCORD — GUIDE UPDATED 4/25 - safflower - 05-10-2020

track!!


Re: THE KNIGHTS OF CONCORD — GUIDE UPDATED 5/27 - Hope Arcanium - 08-05-2020

Track!