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The Knight Guilds

The Knight Guild System:

1. Role of Knight Guilds

Knight Guilds are the military backbone of the Known Continent.

Serve the realm, not personal profit.

Sworn directly to the Council and bound by ancient oaths.

Responsibilities include:

Protecting council members

Defending cities, towns, villages, and borders

Responding to large-scale threats (beasts, invasions, disasters)

Maintaining internal stability and order

Unlike Adventurer Guilds, Knights do not seek fortune or exploration. They exist to preserve civilization.

2. The Roundtable

The Roundtable is the governing body of all Knight Guilds.

Composed of the leaders of all Knight Guilds

Located in a fortified castle in the central region, near the Council mansion

Functions:

Records all knight registrations, promotions, and guild formations

Oversees discipline, trials, blacklisting, and executions

Approves or denies:

New Knight Guild formations (extremely rare)

Knighting ceremonies

Guild leadership succession

Can declare individuals, guilds, or barons as threats to the realm

Any knight who violates their oath answers not to their guild alone, but to the Roundtable itself.

3. Number of Knight Guilds

Only 9 Knight Guilds exist in the present era.

Each guild is:

Massive in size

Rich in resources

Deeply entrenched in continental defense

The rarity is due to:

Enormous logistical cost

Political trust required from the Council

The risk of concentrated military power

4. Guild Structure (Hierarchy)

🏰 Guild Leadership

Guild Leader

Founder or chosen successor

Represents the guild on the Roundtable

Known for overwhelming combat and magical power

Feared even by veteran outlaws and rogue mages

Vice Leader:

Oversees operations

Coordinates squads

Acts as leader in absence

🛡 Internal Command Structure:

Knight Guilds are divided into squads, each with:

Captains:

Oversee an appointed squad

Commands missions

Mentor squires

Recommends squires for knighting

Lieutenants:

Second-in-command

Oversees squad cohesion and logistics

Help reduce the pressure on the captain

Team Leaders:

Knights who coordinate a small unit of knights that answer to their squad and captain

Knights:

Fully sworn members

Assigned to squads and teams

5. Squires – The Path to Knighthood

Becoming a Squire

Young aspirants apply at the Guild Registry after being selected at the Trails.

Evaluated based on:

Magical talent

Combat skill

Mental discipline

Moral character

Squire Trials:

Observed by recruiting knights

Candidates demonstrate:

Combat aptitude

Mana control

Tactical thinking

Captains select promising candidates

Life as a Squire:

Assigned to a knight or squad

Accompanies knights on limited-risk missions

Learns through:

Observation

Support roles

Controlled combat exposure

Squiring period varies by individual capability

Knighting Process:

Captain submits a Knighting Request

Guild Leader or Vice Leader reviews and approves

Documentation sent to the Roundtable

Knight is officially recorded by Knight Guild Secretaries

Ceremony performed

Once knighted, the individual becomes bound to the realm for life.

6. Authority & Limitations

Jurisdiction

Knights have no authority over Adventurer Guilds

They may only act against adventurers if:

The Council declares them a threat

A governor formally requests intervention

Allowed Targets

Outlaws

Bandits

Rogue mages

Exterminated threats (if authorized)

Adventurers may still take such contracts voluntarily if Knights are not deployed.

7. Discipline & Punishment

Knights who endanger the realm face:

Denouncement

Imprisonment

Execution (for severe crimes)

Knights working with blacklisted barons or individuals are punished

Loyalty is to the realm, not gold

8. Bases & Infrastructure

Each Knight Guild possesses:

One massive central fortress

Numerous regional squad bases and buildings

Strategic placement across borders and high-risk zones

These bases act as:

Defensive bulwarks

Training grounds

Emergency response centers

9. Knight Guild Secretaries

They are careful chosen and trained individuals that document and forward the:

Budget

Expenditures

Civilian Reports and Casualties

Mission Reports

Status of The Guilds and Members in which they serve.

Note: Squires and Knights have powerful defensive and protective spells out on them by experienced sorcerers in their guild, this allows their guild to be notified if one losses their life and a squad is sent to investigate and if more than one are killed guild leaders or vice leaders are expected to appear to properly investigate and terminate the threat.

The Knight Guilds:

1. Dominion Guild. It's symbol is a crystal fist in a shield and it's colours are blue and white. It is known for its incredibly powerful knights and firepower. It is known as the second most powerful guild with it's leader often regarded as the most powerful female knight and human knight.

2. Shīrudo Zhànshi Guild. It's symbol is a large pointed sword which extended beyond the borders of the shield it centered on. It's colors are red and black. Their armour is a combination of Chinese, Japanese and Korean armor elements. They are known for massively combining elements of magic, martial arts and vast and even unconventional weaponry to make way for ingenuity.

3. The Investigative Guild. It's symbol is a blue and white logo of a magnifying glass in a shield. They are responsible for the assessment and deduction of crimes within the continent as well crimes within guilds.

4. The Alchemist Guild. Their symbol is a large circle with a white potion bottle. It's colors are gold and purple. They specialise in the provision of alchemical arts to the rest of the knight guilds, the creation of cures, potions and new techniques. Their leader is barely seen out of roundtable meetings and is rumoured to be a "mad scientist".

5. The Border Guild's colors are green and blue, their symbol is a shield containing the shape of the continent. The border guild contains the aerial, naval and ground units. They are responsible for the patrolling of the continental borders as well as the termination of possible threats at said borders.

6. The Freedom Guild's colors are gold, green and red. Their symbol is a sun in a shield with a red sky, green land and a black horizon. It is known for being the largest guild thanks to the their quick scouting team and is often feared due to the unpredictable nature of it's leader who is often regarded as the strongest human male mage.

7. The Craftsman Guild is known for the manufacturing, repairing, and fine-tuning of the knight guilds weapons, armour and equipment. Their symbol is a hammer within a shield. It's color is silver. They posses the highest number of gnomes within a knights guild.

8. The Flamboyant Guild's colors are pink and white. Their leader is suspected for having a dislike for men leading to the incredibly high population of women within the guild. The leader was the human to master the use of magic wands, immediately passing the knowledge of it's use to her subordinates. They usually dress in princess gowns and spiked hats while the males dressing elegantly as well. Their way of doing things is seen as peculiar to the other guilds but they are regarded as the third most powerful guild. Despite not wearing armour their clothes are woven and reinforced by spells and high magical properties.

9. The Zeroth Guild is commonly said to be the first guild. It's leader is said to be the most powerful knight in the kingdom despite his old age. He is a dark skinned elf that fought during the last days of the 500 year war in his youth and did a great part in ending it eventually founding the first unofficial guild as the border guild was officially registered before them after the guild registry's creation leading to the name of the Zeroth Guild. The vice leader is often the one who attends meetings while the leader often serves as a political figure between elves and other races thanks to his respectability and name. It's color are gold and black and it's symbol is a golden knight's helmet extending from a black shield with gold outlines. Despite the vice leader's regular appearances no one has seen him without his helmet.

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