The Kingsmen of Olaran

## Overview

The Kingsmen of Olaran are one of the playable factions at Weekend Warrior Experience. They are inspired by Arthurian legend and the chivalric code of the middle ages. Known for their plate armor and large shield, they often operate as the bulwark of their fighting line, though there are some who use lighter equipment for flanking maneuvers. They are led by Justicar Marrius Rayne and Commander Kestrel, a noble warrior as well as a sincere defender of the crown and all who pay homage to it.

## History

#### The Coronation of King Alirion (0 YL - 7 YL)

After the unification of Olaran, the new king needed to establish a group of specialists to complete several tasks of great difficulty across his new lands. As such he brought together the greatest warriors, one from each of his eight regions, and sent them on various quests. Over the next seven years these tasks were completed one by one and, just prior to the war with the Sea Lords, the warriors returned to King Alirion. Their reward for their service was to be knighted and to become the foundation of the Kingsmen, and their code was based around eight noble tenets, each representing a different aspect of what it meant to be a knight (see the section on "Culture").

#### The Second Campaign of Alirion (7 YL - 11 YL)

As the conflict with the Sea Lords began to rage, the King took his armies north west to Thriese. In order to protect his holdings, he chose to leave his new knights in charge of their respective regions, making them his voice and will in the kingdom. They acted as not only protectors of the people, but also judges in order to maintain the laws of the land. While their involvement with the war was minimal, they played a critical role in maintaining peace within the existing kingdom, preventing several plots from enemies of the crown looking to take advantage of Alirion's absence.

In addition, they took on the responsibility of training more knights in the ways of their code, the laws of Olaran and the skills required to fight for justice. These were the first true Kingsmen, being not fully knighted but still in service to King and Crown. When Thriese was finally subdued and the King had returned to the capital he had a sizable force of some of the strongest warriors in Olaran, directly at his command and taking his word as law.

#### The Death of King Alirion (62 YL - 69 YL)

After a long and prosperous reign, the unifier of Olaran passed away of old age to be succeeded by his first born daughter Laeritia. Unlike her father, who favored peaceful resolutions to conflicts, the new Queen almost immediately began a bloody war with the Arkadians, the kingdom's eastern neighbor. Her reign was short as she was killed in battle having been on the throne for merely seven years.

During this time the then Queensmen faced a crisis of ideals as they were commanded by their Queen to leave their posts in the major cities and key locations around Olaran and join her futile invasion of Arkadia. There were many within their who considered this a violation of their code, as they were supposed to be protectors of the realm and not war mongers. Upon the peace brokered between Olaran and Arkadia these dissenters took the opportunity to enact an unspoken rule that would stand for the next thousand years: no Kingsmen would leave their borders en masse until the Quest for the Sword of Hope.

#### The Luminosi (917 YL - 1108 YL)

During a time of relative peace in the kingdom, the then Regent Lord Alirion, a descendant of the first original Alirion, was in power until his niece was old enough to rule. This Alirion was considered nearly a fanatical Luminosi and began to only promote Justicars and other high ranking members of the Kingsmen who were equally as fervent as him. This was the start of a slow shift within the faction from its more knight's code oriented roots to a more faith based belief system. This included a stronger involvement from the Church of Luminos and split the interests of the Kingsmen between the monarch and the high priest of the time.

This shift continued for the next few decades and would stand until the original code of the Kingsmen was rediscovered over 200 years later.

#### The War with Goltha (1108 YL - 1112 YL)

The Vasíleio tis Goltha had long been eager to expand their borders northwards and, in the early spring of 1108 YL, they invaded the region of Lannock. This prompted a fierce defense of the region, spearheaded by Kingsmen from around Olaran. They were to thank for the majority of the strategic decisions made during the next four years of conflict, with the final battle for the Mines of Murnock being a devastating defeat of the Golthan forces. Braxton Petras, then an Executar, was given the moniker "The Wall of Murnock" and promoted to Justicar at this time, with Marrius Rayne taking his place as Executar. They would become integral to the future of the kingdom sooner than they would have expected.

## Culture and Structure

#### Details

Based on 12th-13th century knights, with some fantasy elements. They exemplify chivalry and martial prowess. They are used to defend the crown and its interests and form an elite fighting unit in battle. They prefer to fight in fixed battle and one-on-one chivalrous duals.

#### Ranks

The Kingsmen's ranking structure has changed in the past few years. With the help of Justicar Marrius Rayne, it has been streamlined into a more effecient form than the more archaic organization of the Luminosi era. Kingsmen start thier journey by attending the academy in the kingdom's capital. Taught not only how to fight but also how to adjudicate and lead, they are some of the best educated members of Olaran's military. They can start at various ages, though most commonly they begin around the age of 10. It is a requirement of all noble families in Olaran to send at least one of their children to the academy. This helps to keep these noble's interests aligned with the Crown's as well as provide a consistent stream of recruits. If others wish to join the Kingsmen who are not of noble birth and/or older than the average initiates age they are still required to pass a series of trials to prove their worth to the faction.

All Kingsmen are required to relinquish any claim they might have to land or power. Nobles give up their titles, land owners give up their deeds and all give up their inheritance to both until they retire from the faction's ranks. This prevents any of them from bias towards their own interests, keeping the Crown and it's values above all else.

Knighthood is seen most commonly among those in the faction who have proven themselves worthy. With the rediscovery of the original knightly code, a Kingsmen must exemplify the eight tenets written by their forbearers before they can be knighted.

#### Officers\*

Guardian

Protector

Commander

Justicar

Reeve

**Note:** Players may choose how long they have been in service and begin their service as a Kingsmen. If a player adds **SPECIALIST** training it is recommended but not required they add something to their kit which identifies them as having achieved that training. They can only select one of these trainings. **OFFICERS** are NPC only for the ranks of Justicar and Reeve. The ranks of Lieutenant and Captain can only be given to a player as a by the faction leader.

\*If a player has been knighted, then their knightly title comes before their officer title (Ex. "Knight Commander" except for Reeve and Justicar who go only by those titles).

#### Knighthood

Players can be knighted based off of their adherence to the eight tenets as well as by proving their loyalty to the Crown of Olaran. **ONLY NPC KNIGHTS ARE ALLOWED TO KNIGHT PLAYERS.** Players knights cannot knight other players, but can make recommendations to NPC knights for those they consider as candidates for knighthood. Humility, as a valued Kingsmen trait, requires that knighthood be unsolicited.

#### The Kingsmen Code

We who have been chosen by the Crown of Olaran hereby state this missive is to those who are to come, that they might hear our words echo through the ages. We who have fought and bled for our kingdom and our King charge you with these eight tenets to live and die by:

I. Strength - A knight must be strong, not just in body but also in mind and soul. We become strong through practice, knowledge and failure. For what we practice, we perfect. For what we know, we work to know more. And for when we fail, we get up and fail again.

II. Discipline - A knight must be disciplined, a bastion of stone to those who seek protection. We keep our swords sharp, our armor oiled and those who we command at the ready. The drums of war never cease to beat, as quiet as they may seem at times. It is with discipline that we remain vigilant.

III. Mercy - A knight must be merciful, knowing not just when to strike but also when to withhold from striking. We must aid those in need and protect those weaker than us. And when we pass judgement we must do so with the understanding that all people believe themselves to be doing what is true to their nature. Mercy is the water that cools a fresh forged sword, for when it is glowing hot it is weak.

IV. Courtesy - A knight is courteous, respecting all as equals regardless of rank or position. When a knight enters another's castle they hang their cloak on the right peg, complains not about the quality of their lodging or food, and honors his host with respect and dignity. A knight is the example to those around them and as such must be an example of goodness and respect.

V. Wisdom - A knight must be wise, not just in the ways of war but in the laws and histories of their people. For every scroll they read ten more should be at the ready. For every word they speak they are ready to also listen. Only fools boast about their prowess, a knight holds know such sentiments. Wisdom is to not just know but also to understand.

VI. Courage - A knight must be courageous, operating not without fear but in spite of it. They are the first to step forward to fight for the honor of those who cannot fight for themselves. They are the first to take watch no matter how cold the night air may be. It is through their actions they show this, as a knight knows arrogant words are but a odorous wind.

VII. Justice - A knight is just and seeks justice, not just for himself but for all those under the kingdoms rule. They adjudicate disputes with an even hand, punishing wrong doers and pardoning those who have been falsely accused. Justice is a truth that must never be forgotten, a great oak that is rooted deeply into the earth and giving shade to all those who seek its shelter.

IX. Sacrifice - A knight must sacrifice everything they have if they must. If asked for their cloak they also give their gloves. If asked for a coin they give ten. If asked to give their lives to the cause then they do so without hesitation. A knight knows they are part of something greater than any one person or thing, and as such hold nothing they are not willing to let go of.

These are your tenets, your guide to knighthood. Live by these things and know you have joined the many who have come before in building a world more suited for those who are to take up the cause. Commit to these things and know, when your last breath escapes your body and you begin the eternal sleep, you are and forever shall be a knight.

#### **Equipment**

Their colors are yellow-gold with accents in white, black, silver, and gray. If they wear armor, it is chainmail, steel plate and black leather as well as great, nasal and kettle helms. They can also have black and brown leather items.