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.
