Order of Shining Light

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Due to the unique nature of the Order, this article may not be formatted like others.

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## Statistics

**Description**: A martial organization that scouts and tames the Hinterlands, as well as protects civilization from Hinterbeings and other threats.

**Headquarters Location**: Roof of the World

**Other Locations**: Too numerous to count

**Leader(s)**: First Knight

**Noteworthy Members**: Tylar ser Northe, Rica ser Northe, Artorias ser Nasmana, Sarcrone ser Manderville, Lanvali ser Brivoli, Ellioesis ser Invicta, Isowalyn ser Keywraek

**Age**: 40,000 years

## Details

The Order of the Shining Light is a Guild based on the belief system that is focused around Seireionous, the God of the Sun and Civilization, and the ideals he imparts upon his followers. Situated in the nigh-impregnable Citadel of the Rising Sun at the Roof of the World, the Order and its Knights vow to keep the Hinterlands at bay and reclaim this world for civilization. The Order uses the intelligent Leotau as mounts and labor assistance, as the Leotau are native to the Roof of the World, considered borderline Hinterbeasts. The Order operates Temples in civilized lands and Outposts in the Hinterlands. All Order structures are marked with the Insignia of the Order. Knights are required to maintain a Lawful or Neutral alignment, due to their strict code. Knights are strictly forbidden from demanding payment for Order services rendered *except* for protection when near Hinterlands or when Hinterbeasts have been in the area.

### History

Not too long after the Divine War ended, the Order was formed by a survivor, assumed to be a Cleric, who received a vision from Seireionous. From there, the survivor gather others that knew how to survive in wilderness and how to fight, and took them into the fresh Hinterlands. It took decades, and may died, but a method of purifying the Hinterlands was discovered and the volunteers rallied around their leader to form the Order, dedicating it to Seirionous as their patron. The original leader was declared First Among Knights. Since then, the Order has remained politically neutral, doing its best to purify the lands, having cleared half of the known world already, with the process becoming more streamlined as time passes.

### Headquarters

Located deep within the sub-polar mountains of the Roof of the World, the Citadel of Light, an ancient, impregnable fortress, overlooks the wastelands of the Southern Vidian Hinterlands. The Citadel of Light is the only known structure to predate the Divine War, though it was almost 3,000 years after the end of the war when the fortress was discovered. No maker's marks or signs of who built the fortress have ever been found. The Citadel has since been expanded upon, including massive caverns and tunnels in the mountain the fortress sits upon, as well as tunnels that run to Outposts on other mountains. In the event of a siege or particularly cold winter that blocks trade passes, the Citadel has the supplies and manpower to last five years before needing resupply. Because the Citadel was built on a dormant volcano, it remains warm year round.

### Structure

Like all military and paramilitary organizations, the Order is heavily structured with a strict Hierarchy. Not all members of the Order are Knights, as some are civilians that keep the Order running, such as groundkeepers, shepherds, farmers, etc. Only those that have attained Knighthood are given the gender neutral title of 'ser' between their given and surnames.

#### Ranks

Like more organized groups, the Order relies heavily on a rank system, which begins when a child, normally around the age of eight, is accepted into a local Temple for training, or as an adult that has proven their desire to serve something greater than themselves. No race or background will ever be refused entry. Advancement beyond Knight-Lieutenant is not guaranteed and can be declined without penalty if the individual wishes to remain where they are,.

* Initiate: The basic level of training, between eight to ten years of age. Apprentices learn the basics of camaraderie, marching, and indoctrination of the Oath of Light.
* Page: Age ten to 14: Learn how to be Knights while serving in servant roles for Knight units. Cleaning, maintenance, and general servants duties at the command of the Knights they serve.
* Squire: Age 14 to 17, Squires learn how to be Knights, focusing on greater discipline, martial prowess, survival, and basic first aid. Squires spar with one another, under the tutelage of a Knight-Lieutenant. Though rare, Squires may join hinterlands patrols and missions, if it’s deemed minor threat.
* Knight-Trainee: Beginning at 17. Assigned to towns and outposts, as a partner of a Knight of the specialization the Trainee wants, who acts as a mentor.
* Knight: Granted more freedom, to include working in small groups, a pair at minimum, though some may work alone, depending on the nature of the mission. May or may not be assigned to a town, city, or outpost, depending on specialization. These members are the most numerous and make up the bulk of the Order.
* Knight-Lieutenant: Granted the most freedom before command rank, these members work alone or in very small groups, depending on their specialization. Specialization also determines if this member is assigned to a particular location. Mainly commands outposts on the border and temples in small towns and villages. This is the highest rank attainable by those who join the Order in adulthood. On a rotation of training Pages and Squires.
* Knight-Captain: Commands Outposts in the Hinterlands and Temples in towns and cities. Tends to have a decent force of Knights to call upon for combat and protection of the assigned area. Will occasionally venture into the field and lead other Knights on quests.
* Knight-Commander: Commands entire provinces and all the Knights and Order strongholds in the province. Only ventures out for defense of an area. Also commands certain sections of the Order, such as the Intelligence Network or the Menagerie.
* Knight-Marshal: Commands geographical regions, of which the terrain may vary. The most decorated and successful Knight-Marshal always commands the Roof of the World, which is the smallest, but most important.
* First Knight: Commands the Order. The First Knight resides in the Citadel of the Rising Sun and oversees the organization and running of the Order, delegating to those with smaller areas of command. The First Knight also deals with the Guilds and Nations of the World and is the spokesperson for the Order.

#### Specializations

The Order contains three specializations, to diversify the mission of the Order, as well as the various skills it can bring to the forefront.

* Knight-Errant: Travels the world to do good deeds and improve the lives of others, which is referred to as Questing, and is usually done with a group, though companions are not required to be Knights. A Questing Knight-Errant is generally accepted with open arms in smaller towns, though larger cities might be wary.  Always a Knight.
* Knight-Crusader: An upgrade from the Knight-Errant, the Knight-Crusader tends to work alone or in very small groups, and tends to have made a name for themselves. Knight-Crusaders surround themselves with other like-minded individuals and may or may not lead a small group of Knight-Errants. Usually a Knight-Lieutenant.
* Knight-Hunter: Travels the world, seeking out those that deal in Hinterbeasts as well as scouting the Hinterlands. Knight-Hunters are valued for their will to get the truth, no matter the cost. Always a Knight. The most numerous specialization in the Order.
* Knight-Seeker: An upgrade from the Knight-Hunter, the Knight-Seeker is granted significantly more autonomy and leeway with their missions. Usually a Knight-Lieutenant.
* Knight-Defender: A Knight-Defender, as the name suggests, is obligated to defend the innocent. Normally assigned to a Temple, Knight-Defenders tend to work with the town guards to ward off attacks from from the stupid, but powerful, Hinterbeats. Knight-Defenders, because of their role, are more likely to interact and mesh with the citizens of a town more than any other specialization. Always a Knight.
* Knight-Warden: An upgrade to the Knight-Defender, the Knight-Warden tends to command the defenses of wherever they happen to be, even if they travel with an army. Knight-Wardens have been known to defend entire towns by themselves without hesitation. Where heroes flee, the Knight-Warden remains, a wall against which the darkness breaks. Usually a Knight-Lieutenant.

### Right of Initiation

Due to the mission of the Order, life expectancy is not great. Death is common among Knights. As such, they never turn anyone away, regardless of who they are. Once you request initiation, you’re considered an Initiate. This means anyone. If a slave comes to a Knight and asks to be initiated, they are considered part of the Order and to be protected from all laws and justice seekers. This has caused many nations to despise the Order, as they don’t listen to extradition requests. More than one nation has found itself facing conflict with the Order over their refusal to turn over an enemy of the state or a runaway slave, though no one ever pushes it. The rare time someone has, it never ended well for them.

The other half of the Right is on the Order. They can conscript anyone into the Order to bolster their ranks, though they have only ever done this twice, specifically for defense purposes. The Right is only invoked in emergency, per the First Knight. those conscripted by the Order are offered release after the crisis. Those that stay are granted Knight rank.

### Player Benefits

* Players that choose to be a member of the Order are granted 1 Hinteriron weapon in addition to their primary weapon. This weapon should be a melee weapon, as Hinteriron in ranged weapons is found in the ammunition.
* You gain proficiency in Survival.
* At a level deemed appropriate (normally 5th Level), the Knight gains a Leotau Mount.
* The Knight is granted an additional two free languages: Arolan and Hinterspeak. The player must choose a continent for their Hinterspeak's dialect.
* Hintersense: A free feature granted to all Knights. The range of both aspects is 60 feet.
	+ Passive: The Knight can sense if a Hinterbeing is in the area, does not determine where it is. If a party member or friendly NPC is a Hinterbeing, the Knight can become accustomed to their presence and stop sensing them passively.
	+ Active: The Knight can look at something to determine if it is a Hinterbeing. In combat, this is a Free Action.

## Trivia

* The Order has a deal with House Kusari that results in House Kusari providing the Order with forged Hinteriron for weapons, in exchange for protection for their dojos, mines, and convoys.
* While labeled as a Guild, the Order is not a For-Profit institution. The Order is self-sufficient and technically qualifies as a nation in its own right. the Order can be hired for protection near Hinterlands, but it's a minor service and the only one they charge for.

## References

1. ↑ In major urban areas, compact Shrines may be used instead of full Temples.
2. ↑ There are no surviving records of the First Among Knights, so any information about who they were is speculative. There's rumors that the records were intentionally destroyed.
3. ↑ When the First Among Knights was no longer in that spot, the next one took the title of First Knight instead, so that only one person can be First Among Knights.
4. ↑ Age is relative to lifespan and age periods of individual races. For the sake of simplicity, human ages are listed.
5. ↑ Certain sections, such as Intelligence, the Menagerie, Logistics, are almost always individuals that are not Knights. However, they are given the 'ser' title. they are granted the authority of the title and rank.
6. ↑ Specializations are entirely for roleplay purposes and do not grant any bonuses, unless the DM wishes to associate a magic item with an improved specialization.