Parent Pages: Factions : Green Knights

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Green Knights

The Green Knights, by all outward appearance, are a rather dull, ordinary group of Knights. They wear green armor, but this is slowly becoming unfashionable. More and more of them are beginning to wear regular armor.

Their order is named after their island, the Green Isle. They protect their island and work hard to help those in need. Their army is quite sizable, likely able to defeat any other army in the region in a fair fight. Most don't fight fair.

The Knights are honorable to a fault, always refusing to use any kind of underhanded tactics.

They keep at least 60% of their order on the island, but the rest are often traveling, doing good where they can, just because they can.

In the past forty years, the Knights have increasingly become involved in banking and the Green Isle has become a center of trade and commerce for the Archipelago. Coins minted on the island are the most common currency for the entire region. For this reason, the Cult of Profit has a very strong presence among the Knights.

The Council of Nine

The Green Knights are ruled by a high council of nine knights.

The leader of the council bears the title of the Knight of One. Their decisions are usually final, but may be overruled by majority vote of the council. The Knight of One is chosen by unanimous vote of the council. If no one can be agreed upon by all, then the council will instead appoint a War Leader to make quick decisions during war time, until such time as they can agree. War Leaders are chosen for excellent tactical skill and only require a majority vote. It is not uncommon for a War Leader to eventually become the Knight of One. The council often uses this as a method of trying out a new leader before giving them the full job.

If the Knight of One does not feel confident in their ability to handle wartime situations alone, they may request the council to appoint a War Leader. In these cases, the Knight of One has full veto power over the War Leader's decisions.

When a member of the council dies, they're replaced by a new knight chosen from among the rank and file by the council. They always choose a new knight based on their skills and past deeds, so they might fill the vacant position best. They value mages as members of the council, but this in not a requirement. However, there will always be at minimum one mage on the council.

The current Knight of One is Claris Bozard. The current War Leader is Damon Vitkus.

The Truth

The majority of the Green Knights are sentient, independent illusions, as per the Illusory Disadvantage. They also have Dependency (Mana, Constantly, Very Common), worth -25 points.

They've been joined by a few outsiders who are actually real, but this is rare.

Their people and their island are also illusory. No one has thought to disbelieve them and so, almost no one has noticed. This is a case of belief strongly affecting reality. When one of the illusions attacks someone, they're hurt because they believe they're hurt. When someone eats food from the island that they've traded for, it fills their stomach, because they believe it will.

To maintain the illusion so they can interact with others, they live and die as anyone does. They have children who grow and learn, just like everyone else.

They were an experiment by a wizard some four to five hundred years ago. This experiment involved the Tatters, where illusions can gain independence. He quickly lost control of them, but fortunately, they didn't want anything but to have a normal life. They spread among the islands, doing good while carefully spreading the rumor that they had an island of their own.

One of their kind was a famous cartographer and explorer responsible for creating the first accurate map of the Archipelago. It was his vision to use the belief of non-illusions to create the island. He cemented their beliefs and greatly facilitated the creation of the island by making an addition to his map in a fairly untraveled region.

Shortly after the release of his map and it's mass production, sure enough, the illusions witnessed it appear out of thin air. They quickly colonized and “built” many structures overnight.

Within a few weeks, they had a thriving community, including families for each of the Knights, as though they'd always been there.

The vast majority of the people don't even know what they are. Only a few of the current Knights realize what's going on, a secret they guard closely.

Some of the people have left the island, working as adventurers or working and living as anyone does.

Enemies

There have been occasional individuals that figured out the secret of the Green Knights. They're usually written off as total nut-job conspiracy theorists.

However, the one thing the more logical ones bring up does ring true. The Knights can inter-breed with non-illusions. The result is always another illusion. This could eventually lead to the entire Archipelago being filled with nothing but illusions and over many generations, they spread in disease-like patterns.

By reasoning this way, the conspiracy theorists have gained some small measure of attention through fear-mongering.

Some actually visit the Green Isle and attempt to cause trouble. Those that do are arrested and quietly informed that the island they're standing on is an illusion. Shortly after, they fall into the ocean and are never seen again.

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