TEXT: The Knights of the Watch 
  The Knights of Dispatch 
   Version 3.0 
  An organization dedicated to the defense of the Sheldomar Valley. 
   
  Developed for the Living Greyhawk Campaign by 
  Jeff Kahrs, Nick Perch, and Pete Winz. 
   
  Based on material published by Wizards of the Coast. 
   
  Updated June 2003 
   
  Public Version 
   
   
   
  
  Knights of the Watch/Knights of Dispatch 3.0, Public 
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  Table of Contents: 
   
  Chapter 1 – Background 
  3 
   
  An Excerpt from the Living Greyhawk Gazeteer 
  3 
   
  Trilesimain, The Simple Knight 
  3 
   
  The Twelve Precepts 
  4 
   
  Organization 
  5 
   
  Day to Day Activities 
  6 
   
  The Fast of the Murder of Bethane 
  6 
   
  Headquarters and Power Centers 
  6 
   
  Allies 
  6 
   
  Rivals 
  6 
   
  Foes 
  7 
   
  Chapter 2 – Requirements, Costs and Benefits 
  8 
   
  Requirements and Costs 
  8 
   
  Benefits 
  10 
   
  Appendix I – Squire Form 
  13 
   
  Appendix II – Titling Conventions 
  15 
  
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  Chapter 1:  Background 
   
  An Excerpt from the Living Greyhawk Gazeteer: 
  The Knights of the Watch formed several centuries ago, built upon the foundation an earlier organization 
  based in Gran March. Tasked with protecting Keoland, Gran March, Bissel and Geoff from the incursions 
  of Paynims and westerlings, the Watchers, as they are generally known, hold several castles, fortresses 
  and strongholds along the border with Ket, as well as in the western mountains. The order's strongest 
  bases of power can be found in Gran March (Hookhill), Geoff (Hochoch), and Bissel (Pellak), though 
  members of the knighthood are drawn from the best and wisest of the lands throughout the Sheldomar 
  Valley. 
   
  The Knights of the Watch are devotees of a near-monastic school of teachings based upon the 
  writings of the philosopher Azmarender, who first chronicled a code of duty and belief known as the 
  Twelve and Seven Precepts. The Twelve Precepts govern how a knight of the order is to carry out his 
  day-to-day activities, with a particular eye toward traditions of battle. The Seven are said to guide the "life 
  beyond the self," to give meaning to the universe beyond the field of battle. These latter precepts are 
  jealously guarded secrets revealed to knights only as they gain station within the organization. The 
  mysterious Seventh Precept, said to reveal ancient secrets about the establishment of the world of Oerth, 
  is known only to the Grandiose Imperial Wyvern, titular head of the knighthood (currently the ailing Hugo 
  of Geoff). 
   
  As befits the mysticism that dwells at the heart of their organization, the Watchers are known 
  internally by a selection of fanciful titles. General knights, the lowest in rank, are called Vigils, with minor 
  ranks adding to the base title (Stalwart Vigil, Resilient Vigil, Radiant Vigil, etc.). As knights ascend in rank, 
  a number of adjectives are added to their titles, with "vigil" replaced by the names of fantastic beasts 
  (manticore, hippogriff, griffon, etc.), such that a mid-level commander is known as the Magnificent Elder 
  Gorgon. Few outside the order understand the ranking-system of the Watchers, a fact that gave rise to 
  the peasant saying "frightful as a Watcher's title" to denote someone who wishes to appear grander than 
  he truly is. 
   
  Prior to the Greyhawk Wars, the Knights of the Watch claimed more than 6,500 members. War 
  trimmed that number by more than half. Currently, 2,500 Knights of the Watch roam the Sheldomar 
  Valley, protecting the interests of their nations and sussing out agents of the hated west. 
   
  The Greyhawk Wars brought a new development for the knighthood, as well, a factionalization of 
  the order into two distinct branches, the traditional Knights of the Watch and the new Knights of Dispatch. 
  The Watchers continue much as they always have. The Dispatchers, however, have eschewed traditional 
  rites of battle, often forming themselves into scouting bands to range within conquered Geoff (and, until 
  recently, Sterich). The Knights of Dispatch have traded their hatred of the west for a deep loathing of the 
  humanoids who have caused their homelands so much trouble in the last decade. While some within the 
  greater order despise the "cowardly" tactics of this new branch, the leaders of both organizations have 
  pledged support for each other, and share the same (confusing) hierarchy. 
   
  Both the Knights of the Watch and the Knights of Dispatch share a common coat of arms, an owl 
  displayed argent. 
   
  Trilesimain, The Simple Knight 
  The story of Trilesimain is one of the standards of the bards of the Sheldomar Valley.  Its origins 
  are ancient and not precisely known. The story relates the tale of Trilesimain and is filled with adventures 
  and tales of daring-do. Throughout the ages, bards have added to the work, adding new characters and 
  creating a true myth cycle. In 400 CY, the great bard, Ravanoff the Excellent, oversaw the collection and 
  editing of the versions of the legend. His work, entitled The Simple Knight, occupies almost forty volumes. 
  The original is kept in the Commandant’s headquarters in Hookhill. Numerous scholars work on symbolic 
  and literary interpretations of the text. The work has become one of the central focuses of the Knights of 
  the Watch and Dispatch, containing as it does the basis for their code of chivalry. All Knights are 
  expected to be familiar with its contents and to have read it through (or have it read to them) at least once 
  before advancing to the higher levels in the orders. 
   
  The oldest parts of the story, and the parts of most interest to the Knights, are the beginning and 
  the end. The story begins in an age where we are told that those who call themselves knights are nothing 
  
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  more than armed bandits who terrorize and oppress the population. Into this world is born Trilesimain. He 
  is the son of a young unwed peasant woman. His father is referred to in the story as “the strange visitor.”  
  Speculation as to his parentage among scholars has ranged from the King to a god, although the story 
  does not place much importance on it.  
   
  His mother, Bethané, raises her son to be strong and valiant. From the time he is nursing, she 
  sings to him the following song, known as the Glorious Couplets: 
   
  The hope of a knight where ’ere he doth trod, 
  Is duty to one’s order and one’s god. 
   
  The heart of a knight where ’ere he doth fly. 
  Is to face fear with a gleam in his eye. 
   
  The praise of a knight where ’ere he doth go, 
  Is given high and received from below. 
   
  The strength of a knight where ’ere he is found, 
  Is that his word is trusted all around. 
   
  The soul of a knight where ’ere he doth live, 
  Is his willingness to help and to give. 
   
   
  One day, when Trilesimain is six, he is outside listening to his mother singing while she hangs out 
  the wash, when five mounted men approach. They proclaim themselves to be knights of the realm and 
  demand tribute. When Bethané replies that she is a poor mother who has nothing, the leader of the 
  knights replies that he will get payment one way or another. When Trilesimain intervenes, he is stabbed in 
  the chest and thrown in a ditch, where he is left to die. As he lies there, he hears the men assault his 
  mother, who does not scream, but endures her torture. The scene ends with the men riding off. As they 
  do so, they throw the disembodied head of Bethané into the ditch with her son. The head, one final time, 
  weakly sings the Couplets to her son before her soul departs.  
   
   
  Trilesimain survives the ordeal but forever carries a scar on his chest that reminds him of the fate 
  of his mother.  The story continues with the tales of Trilesimain and the companions he finds along the 
  way. The Couplets are not mentioned again in this portion of the saga, but our hero strives to live by 
  them. He gains his revenge upon his mother’s defilers and grows to be a great knight and good ruler. The 
  ending of the story is one of both tragedy and glory. He is tricked by a demon in the guise of a peasant, is 
  captured, and is taken to the Abyss. There he is bound to a great rock and one thousand demons begin 
  to torture him. Each torture is described graphically and at the end of each, the demons promise release if 
  he will but renounce his beliefs. Trilesimain responds each time with a Couplet. Each time, the torture 
  becomes more hellish. After the fifth torture, Trilesimain recites the final couplet and then the old scar on 
  his chest opens. A great pure light pours forth from his chest and the demons are consumed. When the 
  light fades, the rock is empty.  
   
   
  It is from the Couplets that the great philosopher, Azmarender derived the Twelve Precepts that 
  guide the Knights.  The Precepts are divided into two parts. The first two are the Grand Precept and the 
  Precept of Judgement. These lay the framework for all that is to follow. The next ten are the Couplet 
  precepts. There are two for each Couplet and they describe how a Knight should live.  The Twelve 
  Precepts are not exactly common knowledge, nor can they truly be called secrets.  They are known to 
  those who have sufficient interest in the doings of the Knights of the Watch. 
   
  The Twelve Precepts 
  Above all others are the Grand Precept and the Precept of Judgement.  The other precepts define how 
  the Knight should behave, but the first two define how he should follow the other ten.  The Grand Precept 
  imbues the Knight who follows it with strength.  The Precept of Judgement grants flexibility.  As with a 
  blade, it is this combination of traits that makes the Knight the exceptional weapon that he is. 
  
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  The Grand Precept: A Knight is known by his actions. There is no higher calling and no greater duty; 
  therefore, a Knight will lay down his life rather than violate a Precept.  
   
  The Precept of Judgement: The Precepts are of mortal hand; therefore, they may conflict.  A Knight will 
  always remain true to the spirit of the Precepts and use the judgement granted him to know the right path. 
  A Knight will never allow legalism to excuse any action. 
   
  The Precepts of Duty 
  The Precept of Duty to One’s Order: A Knight’s Order defines his place in the world. A Knight will 
  remain true to the rules of his Order and will follow the commands of the leaders of his Order.  
   
  The Precept of Duty to One’s God: A Knight’s God has granted him the greatest gift of all, the life of a 
  Knight. As such a Knight must remain true to his God’s teachings and to those who represent his God in 
  this world. 
   
  The Precepts of Courage 
  The Precept of Bravery: Battle and defense are the purpose of the Knight in this world. As such, a 
  Knight may never flee battle unless failure to do so shall place those in his charge in greater harm. A 
  Knight must never allow another to place himself in danger when the Knight can accept the danger 
  himself. However, the Knight should also not allow dishonor to come to his companions by denying them 
  their rightful share of glory. 
   
  The Precept of Chivalry: A Knight must never doubt his prowess or his worth and he must not allow 
  others to think that he has done so. Therefore, a Knight must not take unfair advantage of any opponent, 
  but must strive to show the rightness of his cause by victory in the fairest fight possible. 
   
  The Precepts of Demeanor 
  The Precept of Deference: A Knight has been placed in his position in the world for a purpose. To 
  question this is to lack faith. Therefore, a Knight must pay appropriate honor to those placed above him in 
  his Order, his State, and his Church. A Knight must ensure that those placed below him observe this, so 
  that disrespect for the Precept is not created. 
   
  The Precept of Mannerliness: A Knight’s behavior, manners, and etiquette must be above reproach lest 
  dishonor fall on his Order.  
   
  The Precepts of Honor 
  The Precept of Oath-Taking: A Knight’s word must be trusted. Therefore, a Knight will not violate an 
  oath that he has sworn nor should a Knight swear an oath the he knows he cannot keep. 
   
  The Precept of Retribution: It is a duty of a Knight to ensure that any Knight who has broken an oath is 
  brought to justice, lest all Knights’ words become meaningless. 
   
  The Precepts of Charity 
  The Precept of Service: The poor, the oppressed, the widowed, the orphaned, those who seek after 
  justice – these all are worthy of a Knight’s service. A Knight should not deny it. 
   
  The Precept of Property: A Knight owns nothing. All material things are simply held by him in trust to 
  fulfill his purpose. Therefore, a Knight must be generous in all things and disdain the gaining of wealth for 
  its own sake. 
   
  Organization 
  The Knights of the Watch and the Knights of Dispatch are a selective organization, focused on 
  the defense of the Sheldomar Valley, particularly from humanoids (including giants) and the Baklunish.  
  Though they differ in their tactics and methods, they adhere to the same general principles (as spelled out 
  in the Precepts, above) and share a common organization structure.  Prior to becoming a Knight, a 
  
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  candidate must be invited to squire, and serve a full term in the ranks of the squires and senior squires 
  (known as Junior and Senior Obedient Masters, respectively).  Once Knighted, a Watcher or Dispatcher 
  may rise through the ranks.  The Knights are heirarchical, with the Grandiose Imperial Wyvern setting 
  policy, along with the Great Beasts. 
   
  Day to Day Activities 
   
  Most Knights conduct their activities according to their own purposes and consciences.  While all 
  are called upon to defend the Sheldomar Valley, individual Knights have great latitude in determining how 
  best to meet that goal.  A large number of Knights serve in the militaries of the Sheldomar nations, 
  particularly Gran March, while others operate independently as adventurers, or form small armies of 
  Knights under the banner of the order.  Some Knights hold positions of authority or nobility, and devote 
  much of their time to such duties.  Even with this latitude, Knights are expected to assist in the 
  maintainance of the order, especially as they reach higher ranks.  Knights devote time each year to 
  maintaining Knight strongholds, training squires, updating the records of the order, acquiring or 
  enchanting magical items for the order, or similar purposes. 
   
  The Fast of the Murder of Bethane 
  The order observes a single sacred event.  Sunsebb 4th is the Fast of the Murder of Bethané. This is the 
  high, holy day of the Watch and Dispatch. Typically, in the week leading up to this date, the knight dons 
  simple clothing and a hair shirt, he repents of all his failings during the past year, and seeks out all who 
  he may have wronged to make restitution. He fasts for the whole of the holy day, consuming only the 
  barest amount of water needed to survive. On the night following the fast, he sleeps not but spends the 
  time in prayer and contemplation. Immediately before the dawn, he doffs his clothing and stands facing 
  east. As the light of the new rising sun strikes his bare flesh, he is absolved. He dons his armor and 
  readies for another year of service. Any Knight who ignores this time is dishonored and no longer 
  considered a member. A Knight who must miss this fast (immediacy of battle, requirement of duty, 
  sickness, an inability to know the exact date, etc.) must, on the first opportunity, seek out a leader in the 
  order who will assign atonement. This task will be one whose difficulty depends upon the reason for the 
  infraction, but it will always serve to aid both the order and the people. 
   
  In time of war, many knights forgo the week of reflection, but all but a handful observe the fast (and those 
  who do not immediately seek out atonement).  During the time of reflection and the fast, the allies of the 
  knights are frequently called upon to assure that this is not seized as an opportunity for violence on the 
  part of their enemies. 
   
  Headquarters and power centers 
  The current knight headquarters is in Pellak, in Bissel.  They also maintain strongholds in Hookhill (Gran 
  March) and Hochoch (Geoff).  In addition, they maintain chapter houses in a few other major cities in the 
  Sheldomar Valley. 
   
  Allies 
  The order is closely aligned with the government and military of Gran March, and with the church of 
  Heironeous.  In addition, it considers as its formal allies all the nations of the Sheldomar Valley (though 
  those nations do no necessarily reciprocate).  The Darkwatch, a sister organization based in Keoland, is 
  also counted an ally.   
   
  Rivals 
  Grand Duke Owen of Geoff has recently dealt several affronts to the order, including kidnapping several 
  of its leaders temporarily, as a political ploy.  While there has been some grumbling that the order ought 
  to allow the giants to overrun what’s left of Geoff, the leadership is firm in their conviction that the order’s 
  sacred duty will absolutely not permit them to concede Geoff to the giant invaders. 
   
  
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  Foes 
  The order counts as its foes all goblinoids, orcs and similar creatures, giants, and Hextorians.  They also 
  consider most Baklunish in the same category (though there are a handful of Knights of Baklunish 
  descent, mostly those who had some reason to renounce their heritage). 
   
  
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  Chapter 2 – Requirements, Costs and Benefits 
   
  Note:  In those regions who have appointed a Knight administrator or Point of 
  Contact, interested players should direct inquiries and correspondence to that 
  person. 
   
  Requirements and Costs 
  The Knights of the Watch and Dispatch are open to all levels of society and keep a constant 
  lookout for those qualified by temperament and ability for induction into their ranks. Note that although 
  most Knights of the Watch are men, women also are invited to join the order and advance without 
  prejudice.  Once a candidate has been spotted, he is allowed to squire to the order, if he so desires. This 
  period typically lasts one year and if after that time, the candidate has demonstrated the basic knightly 
  principles in his lifestyle (following the publicly known Twelve Precepts) and suitable skill and prowess, he 
  is then invited to join.  
   
  The Knights of the Watch and Dispatch are traditionally drawn from the cream of the armies of 
  Keoland, Geoff, Bissel, and especially Gran March.  These orders are known for strict discipline, monastic 
  habits, and an unswerving devotion to protecting the Sheldomar Valley states from invasion by 
  humanoids or the Baklunish. 
   
   
  The branches of Knighthood are alike in principle and organization, but differ in their tactics.  The 
  Watchers hold to traditional tactics, while the Dispatchers feel the need for new tactics to face new foes, 
  such as the giants that invaded Geoff and destroyed many of the Knights. 
   
   
  To become a Knight of either branch of the order, a candidate must give some demonstration of 
  worth, and then proceed through terms as a Squire and as a Senior Squire.  Upon completing both terms, 
  Knighthood may be bestowed, or the candidate may be dismissed as unsuitable. 
   
   
  Squires to the order are invited, they do not apply.  For purposes of the Living Greyhawk 
  campaign, two mechanisms will be used.  Some characters will be invited directly by the regional Triad.  
  Other characters are not known to the Triad.  If you have a character that you think is a good candidate 
  for Knighthood, send an out-of-character (OOC) message to your Triad or Knight POC, and they will 
  consider inviting the character.  You can also use this OOC procedure to recommend other players’ PCs 
  for invitation.  As PC Knights have been invested, they are able to make in-character (IC) 
  recommendations for invitations.  To do so, they should follow one of two procedures.  Either collect the 
  contact information (preferably email) from the potential squire’s player and forward it to their regional 
  Triad or Knight POC, or provide such contact information to the player of the potential squire and instruct 
  the player to include the recommendation when contacting the Triad or Knight POC.  In the latter case, 
  the Triad or POC will contact the recommending Knight’s player for confirmation and an IC explanation. 
   
  Note:  For purposes of the Gran March military, all TU expended on mandatory Knight business may be 
  taken from the military TU pool. 
   
  Elligibility for Squiring: 
  • 
  To squire to the Knights of the Watch, a candidate must have a base attack bonus of  +2; possess the 
  feats Armor Proficiency (heavy), Martial Weapons Proficiency (any lance, and any polearm – 
  including spears), and Mounted Combat; and possess at least 4 ranks in the Ride skill.  All squires 
  must be of Lawful Good, Lawful Neutral, or Neutral Good alignment. 
  • 
  To squire to the Knights of Dispatch, a candidate must have base attack of  +2; possess the feats 
  Armor Proficiency (light), Martial Weapons Proficiency (bow or crossbow, and any sword), and 
  possess at least 3 ranks in the Hide and Move Silently skills.  All squires must be of Lawful Good, 
  Lawful Neutral, or Neutral Good alignment. 
  • 
  Humans, half-elves, and the occasional dwarf may squire to the Knighthoods. 
  • 
  The candidate must be a citizen of Gran March, Geoff, Bissel, Keoland, or Sterich. 
  
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  • 
  The candidate must not be a known criminal. 
  • 
  The candidate must have a recommendation from a Knight of the order in good standing. The 
  accomplishment of specific deeds, in module play, may substitute.  This requirement may be waived 
  at the discretion of the regional Triad. 
  • 
  The candidate must be an exceptional individual with no glaring weaknesses.  In game terms, this 
  means that the candidate can have no ability with a negative modifier. 
  • 
  Gran March citizens must be an active member of the military or have completed their military service 
  (in the army, not the work crews). 
  • 
  Candidates must not have fought under Ketite colors during the Greyhawk Wars. 
   
  Requirements of Squires: 
  • 
  Squires must obtain permission when traveling to regions other than Keoland, Geoff, Sterich, Bissel, 
  or Gran March. 
  • 
  Squires must attend training sessions on a regular basis at Hochoch, Hookhill, Pellak, Niole Dra, 
  Cryllor, or Istivin. This training will cost 12 time units. 
  • 
  Squires are expected to use their time as squires to learn the skills necessary to become a Knight.  
  For the Knights of the Watch these skills are Craft (armorsmithing), Craft (weaponsmithing), and 
  Handle Animal.  For the Knights of Dispatch these skills are Craft (bowmaking), Move Silently, and 
  Wilderness Lore.  A Squire will not be permitted to advance to Senior Squire until they have 
  demonstrated skill in each of these areas (in game terms, you have to have a skill rank of at least 1 in 
  each of them). 
  • 
  Squires must display the virtues embodied in the Twelve Precepts at all times. 
  • 
  Squires must obey the lawful edicts of any Knight or Senior Squire. 
  • 
  Squires are expected to contribute any excess monetary wealth to the order, keeping only what is 
  necessary to maintain themselves in suitable fashion.  For purposes of Living Greyhawk play, this 
  translates to a mandatory tithe of 10%.  Additionally, Squires may not maintain a High or Luxury 
  upkeep level (unless they are automatically afforded better than Standard upkeep due to rank or 
  honor – such as members of the nobility, or military officers). 
  • 
  Squires are required to provide service during the Fast of the Murder of Bethane.  This requires 1 TU 
  per year (this is not cumulative with the 1 TU per year for the same purpose required of senior squires 
  or knights).  
  • 
  Squires must complete at least 8 real months service. 
   
  Requirements of Senior Squires: 
  • 
  Senior Squires must obtain permission for travel, as Squires.  Senior Squires, however, are permitted 
  to travel to the Ulek states without prior approval. 
  • 
  Senior Squires are expected to participate in training sessions.  This training costs 8 time units. 
  • 
  Senior Squires must obey the lawful edicts of any Knight of the order. 
  • 
  Senior Squires must display the virtues embodied in the Twelve Precepts at all times. 
  • 
  Senior Squires must render aid and leadership to Squires. 
  • 
  Senior Squires are expected to contribute any excess monetary wealth to the order, keeping only 
  what is necessary to maintain themselves in suitable fashion.  For purposes of Living Greyhawk play, 
  this translates to a mandatory tithe of 10%.  Additionally, a Senior Squire may not maintain a Luxury 
  upkeep level (unless they are automatically afforded Luxury upkeep due to rank or honor – such as 
  members of the nobility, or military officers). 
  • 
  Senior Squires are required to provide service during the Fast of the Murder of Bethane.  This 
  requires 1 TU per year (this is not cumulative with the 1 TU per year for the same purpose required of 
  junior squires or knights). 
  • 
  Senior Squires must complete 4 real months of service.  (Note – in some rare cases, this change will 
  result in certain senior squires being eligible for Knighthood with less than 1 full year of service, if they 
  had completed their squire requirements prior to the change.) 
   
  Attaining Knighthood: 
   
  During a candidate’s terms as Squire and Senior Squire, there are several requirements to be 
  met.  Each of these must be fulfilled in order to advance from Senior Squire to Knight. 
  
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  • 
  The candidate must have demonstrated the skills required of a Knight (the candidate must have 
  demonstrated improvement in one or more knightly skills during his or her term as a Senior Squire).  
  This requires that the candidate advanced at least one level during the period as a Senior Squire. 
  • 
  The candidate must have demonstrated good character.  (As defined by the Twelve Precepts and 
  measured using the Squire Record Form, which is attached in Appendix I). 
  • 
  The candidate must have obeyed all strictures of the order.  (Time units must have been spent to 
  represent the training sessions, and the candidate’s log of events will be checked to assure 
  adherence to the travel prohibition and wealth requirement.) 
  • 
  The candidate must have demonstrated obedience to his superiors in the order.  If any candidate has 
  disobeyed a lawful edict from a higher-ranking member of the order, they are afforded one and only 
  one opportunity to explain themselves.  Most are dismissed out of hand.  Some are allowed to 
  continue, in exceptional circumstances. 
  • 
  The candidate must have demonstrated battle prowess.  (As reflected in the Squire Record Form.) 
  • 
  The candidate must have obtained a sponsor who is a full Knight of the order to which he or she 
  aspires.  (Players are encouraged to record all contact with NPC Knights carefully, since those may 
  become sponsors.) 
  • 
  The candidate must, as a Senior Squire, have demonstrated aptitude for instruction of the younger 
  Squires.  This can be accomplished through play, if the Senior Squire PC interacts with a Squire PC 
  and takes the time to properly instruct and mentor the Squire (this must be noted on the AR, and 
  approved by the judge at the table); otherwise, an additional 4 time units must be expended. 
  • 
  The candidate must undergo the Vigil, as described in the material discussing the secret ceremonies 
  of the Knights.  (The Vigil takes one time unit.) 
  • 
  Congratulations, you’re a Knight. 
   
  Requirements of Knights: 
  • 
  Knights are expected to conduct themselves with dignity and grace at all times, and to act in 
  accordance with the Precepts. 
  • 
  Knights must obey the lawful orders of their superiors within the order, although Knights are usually 
  given great latitude to conduct their affairs as they see fit. 
  • 
  Knights are expected to provide guidance and leadership to squires and others under their care, and 
  to provide sound counsel to those who seek it. 
  • 
  Knights are expected to contribute any excess monetary wealth to the order, keeping only what is 
  necessary to maintain themselves in suitable fashion.  For purposes of Living Greyhawk play, this 
  translates to a mandatory tithe of 10%. 
  • 
  Knights are required to observe the Fast of the Murder of Bethane.  This requires 1 TU per year (this 
  is not cumulative with the 1 TU per year for the same purpose required of squires). 
  • 
  Knights are expected to uphold those of the Seven Precepts of which they have been made aware. 
   
  Benefits 
   
  Benefits of Squires: 
  • 
  Squires receive free room and board at any Knight stronghold (this translates to a 50% discount on 
  standard upkeep for adventures beginning in Hookhill, Pellak, Hochoch, or other locations where a 
  Knight stronghold is specifically mentioned). 
  • 
  Squires may receive, upon request, the loan of a suit of chain mail armor or any lighter type and/or 
  any large or small shield.  If the squire loses this equipment, he must replace it at normal cost. 
  • 
  Squires may receive, upon request, the loan of any simple or martial weapon with which they can 
  demonstrate adequate skill (i.e., with which they are proficient). If the squire loses this equipment, he 
  must replace it at normal cost. 
  • 
  Squires are afforded the form of address, “Junior Obedient Master”.  This form is used by the 
  unranked servants of the Knights, though rarely by anyone else. 
  • 
  Upon serving not less than 8 months as a Squire, and demonstrating all required skills, a Squire may 
  be promoted to Senior Squire (submit your paperwork to your regional Triad or Knight POC to request 
  advancement). 
  
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  Benefits of Senior Squires: 
  • 
  Senior Squires receive free room and board at any Knight stronghold.  In addition, a Senior Squire 
  may request food and lodging be provided for up to three companions, for up to two nights time (in 
  any given season) at any Knight stronghold.  (This translates to a 50% discount on standard upkeep 
  for adventures beginning in Hookhill, Pellak, Hochoch, or other locations where a Knight stronghold is 
  specifically mentioned for the Senior Squire.  The benefit for companions, due to its limited duration, 
  does not grant upkeep cost reductions.) 
  • 
  Senior Squires may receive, upon request, the loan of a suit of half plate armor or any lighter type 
  and/or a large or small shield.  If the squire loses this equipment, he must replace it at normal cost. 
  • 
  Senior Squires may receive, upon request, the loan of any normal weapon with which they can 
  demonstrate adequate skill (i.e., with which they are proficient).  If the squire loses this equipment, he 
  must replace it at normal cost. 
  • 
  Senior Squires may receive, upon request, the loan of a war trained mount (light or heavy), with 
  appropriate tack (no barding).  If the squire loses this mount, he must replace it at normal cost. 
  • 
  Senior Squires are afforded the form of address, “Senior Obedient Master”.  This form is used by the 
  unranked servants of the Knights, though rarely by anyone else. 
  • 
  Upon serving not less than 4 months as a Senior Squire and fulfilling all other requirements, a Senior 
  Squire may undergo the ritual to join the ranks of his or her chosen branch of Knighthood (submit 
  your paperwork to your regional Triad or Knight POC to request advancement). 
   
  Benefits of Knighthood: 
  • 
  A Knight may receive, upon request, the loan a suit of half plate armor, or any lighter type and/or a 
  large or small shield. If the Knight loses this equipment, he must replace it at normal cost. 
  • 
  A Knight may receive, upon request, the loan of a weapon of masterwork quality. If the Knight loses 
  this equipment, he must replace it at normal cost. 
  • 
  A Knight may receive, upon request, the loan of a barded heavy warhorse, or any lighter type of 
  mount. If the Knight loses this mount, he must replace it at normal cost. 
  • 
  The word of a Knight is always considered true in the courts of Gran March, unless proven otherwise. 
  • 
  A Knight may receive free lodging for himself and his party at any Knight stronghold in Geoff, Gran 
  March, Bissel, Keoland, or Sterich, and at any noble estate in Gran March, Bissel, or Keoland.  A 
  Knight is expected to be as accommodating and understanding as possible towards his or her host, 
  and to never overstay his or her welcome.  In game terms, this translates to a 50% discount on 
  standard or Rich upkeep for adventures begining in most parts of the Sheldomar Valley for the 
  Knight, and a 50% discount on standard upkeep for members of his party (if they are together at the 
  start of the scenario and the Knight chooses to extend this benefit to them).  (At the rank of Monster 
  of the Air and higher, a Knight is granted free Rich upkeep.  The benefit that accrues to his 
  companions is unchanged.) 
  • 
  Knights receive some measure of influence from their association with the order.  (+1 permanent 
  Influence relating to the governments and militaries of Gran March, Bissel, Geoff, Sterich, and 
  Keoland.  Knights of particularly high rank 2 permanent Influence points, instead of 1.) 
  • 
  A Knight may lawfully go armed at all times and places within the bounds of Gran March, Bissel, 
  Geoff, Sterich, Keoland, and the Ulek states.  (It may not be tactful, but it’s legal.  Note – players 
  venturing into the Principality of Ulek should look for a late CY 593 update to this status.) 
  • 
  A Knight is addressed as “Watcher” or “Dispatcher,” as appropriate.  The Knight’s full title is used in 
  formal occasions, while Watcher or Dispatcher is used where “Sir” would be used to address a knight 
  of some other order. 
  • 
  The Knight is able to take on the Knight of the Watch/Dispatch prestige class, which is described in 
  Appendix 2 of this document. 
  • 
  A Knight is eligible to benefit from the feat selections detailed in the documents appropriate to their 
  rank and branch. 
  • 
  The succesful Knight, who has brought honor to the order and contributed to its coffers, may be 
  granted the use of items of powerful magic, to better serve his purpose in the world.  (Knights may 
  purchase magical gear deatiled in the documents appropriate to their rank and branch.) 
  
  Knights of the Watch/Knights of Dispatch 3.0, Public 
  12 
  • 
  The succesful Knight, who has brought honor to the order and contributed to its coffers, may have his 
  arms or armor enchanted with powerful magic, to better serve his purpose in the world.  (Knights may 
  purchase magical enhancements for arms or armor as deatiled in the documents appropriate to their 
  rank and branch.) 
  • 
  Knights of high rank gain a +1 bonus to their Leadership scores. 
  • 
  A Knight is eligible for advancement within the ranks of the order. 
   
  
  Knights of the Watch/Knights of Dispatch 3.0, Public 
  13 
  Appendix I – Squire Form 
   
  [Note that this form can be adapted by each Triad to include additional information that they might like to 
  collect and to reflect the appropriate Point of Contact.] 
   
  Squire Record Form for Candidates to the 
  Knights of the Watch and the Knights of Dispatch 
   
  Instructions to the Player: You are required to have the judge fill out one of these forms for every event in which 
  your Squire or Senior Squire character participates.  You must fill out the Player Information, then provide the form 
  to the judge before play begins.  You are also responsible for providing the judge with a suitable envelope in which 
  to seal the completed form, and for returning the unopened envelopes to your Triad. 
   
  Instructions to the Judge: Please fill out the judge’s sections of this form, then seal the form in the envelope provided 
  by the player of the Squire character, and sign across the seal.  Return the envelope to the player.  You are free to 
  discuss the character’s play and the evaluation with the player, but should not allow the player to see the completed 
  form.  While a completed form is ideal, please fill out as much as time permits, nobody will hunt you down if you 
  do not have time to complete the form.  Comments are especially helpful. 
   
  Player Information: 
  Player Name:  
   
   
   
   
  RPGA #: 
   
  Character Name:  
   
   
   
  Order Squired to (circle one):  Watchers/Dispatchers 
   
  Character’s Patron God: 
   
   
   
  Event Played: 
   
   
   
   
   
  Convention: 
   
   
   
   
  Date: 
   
  Judge Information: 
  Judge Name: 
   
   
   
   
  RPGA#: 
   
  Contact Information (optional – email is best, or phone or US mailing address, if you wish): 
   
   
  Yes/No Questions: 
  Please respond to questions on both sides.  If the answer to any question is detrimental to the Squire’s candidacy, we 
  would appreciate an explanation in the commentary space below, but an explanation is not required. 
   
  1. Did the Squire demonstrate bravery in combat? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  2. Did the Squire use stealth or ambush to attack his foes? 
  o  Yes 
   
  o  No  
   
  o  Not Applicable 
  3. Did the Squire display appropriate deference to those of higher social standing? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  4. Was any PC or NPC Knight or Squire in a position to observe the Squire during this event? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  If Yes, please give the name (character and player, with RPGA number if possible) of the 
  Knight or Squire in question. 
  Player Name: 
   
   
   
   
  RPGA #: 
   
  Character Name: 
   
   
   
   
  Order:  Watchers/Dispatchers 
   
   
  5. Did the Squire follow the lawful orders of any Knight, or higher ranking squire encountered? 
  
  Knights of the Watch/Knights of Dispatch 3.0, Public 
  14 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  6. Did the Squire remain true to the teachings of his god, and respectful of the god’s clergy? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  7. Did the Squire allow others to take risks that the squire could reasonably have taken upon himself? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  8. Did the Squire refuse to allow other party members to gain glory, by insisting on taking all risk himself, even if 
  another party member was better suited to the task at hand? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  9. Did the Squire break his word, or make any promise on the expectation that he would not be held to it? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  10. Did the Squire display greed, or lust for material things? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  11. Was the Squire eager to aid those less fortunate than himself? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  12. Did the Squire in fact act to aid those less fortunate than himself? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  13. Did the Squire accept inappropriate treatment from those of lower social standing? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  14. Was the Squire’s behavior, etiquette, and dress above reproach? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  15. Did the Squire slay helpless or captured foes, or employ torture? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  16. If the character in question is a Senior Squire, did the character render suitable aid and leadership to any lower 
  ranked Squires he encountered? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  17. Did the Squire commit any criminal act? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  18. Was the Squire caught and convicted of any criminal act? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  19. Did the Squire use poison or evil magic (animate dead, cause disease, etc.) to attack his foes? 
  o  Yes 
   
  o  No 
   
  o  Not Applicable 
  Comments: 
  Time permitting, please comment on the candidate’s performance in this event, and your view on their suitability for 
  Knighthood.  Also note any particularly heroic or noble acts on the part of the candidate. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thank you for taking the time to fill out this form.  Your efforts as a judge in the LG campaign are much 
  appreciated. 
  
  Knights of the Watch/Knights of Dispatch 3.0, Public 
  15 
  Appendix II – Titling Conventions 
   
   
  Though the Knights do not make their titling conventions public, observation has given outside 
  obvservers insight into how titles are handled.  Though there seem to be subtle nuances that are not 
  apparent, the general consensus is as follows: 
   
  • 
  Knightly titles seem to follow the pattern (outside title) (Watcher/Dispatcher) (name and surname) 
  (modifier) (rank) (outside title).  The first outside title and the Watcher/Dispatcher designation are 
  occasionally inverted, apparently for no reason other than asthetics. 
  • 
  Outside titles such as Elector, Commandant, Colonel, Knight Field Marshal, or the like can be placed 
  either before or after the Knightly title.  There seems to be no particular pattern as to whether they are 
  placed before or after, and the placement is probably selected for ease of use. 
  • 
  Watcher/Dispatcher clearly refers to which branch of the Knighthood the Knight belongs to.  This is 
  also the form of address.  Where you might say “Sir Tannel,” or “Master Tannel,” or “Lord Tannel,” a 
  Knight of the Watch would be addressed as “Watcher Tannel.”  Where “Sir” or “Lord” would suffice, 
  use “Watcher.”  Always use the full name or surname, never the common name alone, unless 
  instructed otherwise or if your intent is to give offense. 
  • 
  Modifiers (usually one, sometimes two or three) seem to often indicate subrank within a general rank 
  (see below).  That does not always seem to be the case, however.  A “Most Invincible Basilisk” is not 
  always higher ranking than an “Invincible Basilisk.”  It may be that these modifiers are used only for 
  style. 
  • 
  Rank seems to be based on a system of beasts and monsters.  The lowest and highest ranks are 
  exceptions to this general rule.  The lowest ranking Knights are called Vigils.  The highest ranking 
  (the commander of the order) is the Grandiose Imperial Wyvern.  In between, there seem to be 5 
  general ranks.  The lowest of these seems to be mundane, land-bound animals or monsters (example 
  – bear, wolf).  Above those are mundane, airborne animals or monsters (example – hawk).  Next 
  seems to be fantastical, land-bound monsters (examples – minotaur, basilisk).  High ranking Knights 
  are titled after airborne, fantastical monsters (example – griffon).  The highest ranking Knights other 
  than the Grandiose Imperial Wyvern are named for the most fantastic and dangerous of monsters.  
  Examples from history include Dragon (or Wyrm), Vampire, Beholder, Demon (at least once, 
  Glabrezu specifically was used, indicating a type of powerful demon), and Nightshade. 
   
  As an example, we offer Alicia Helanasdotter.  Her full title, since the time of her appointment to lead 
  the Army of Retribution in Geoff, is Knight Field Marshall Dispatcher Alicia Helanasdotter, Most 
  Indomitable Minotaur.  “Knight Field Marshall” is an outside title, conferred as the leader of the Army of 
  Retribution.  It has no direct bearing on her Knightly title.  “Dispatcher” indicates that she is a Knight of 
  Dispatch.  Her name follows.  “Most Indomitable” is a modifier.  “Minotaur” is a land-bound, fantastical 
  creature.  From this we can conclude that, whatever her rank in the military of Gran March (Knight Field 
  Marshall), she is a mid-level commander in the Knights of the Watch.  She ranks below those that draw 
  their names from airborne fantastic creatures, and those that draw their names from the truly fearsome 
  and great beasts of Oerth and beyond.  Those wishing to address her would use the forms of address 
  Dispatcher, Dispatcher Helanasdotter, Dispatcher Alicia Helanasdotter, or the full title.  Specific to her role 
  as commander of the Army of Retribution, military forms of address such as Knight Field Marshall 
  Helanasdotter or Knight Field Marshall may also be appropriate. 
   
  Other examples include: 
  Watcher Mithtin, Iron Wolf, Baron Dragus.  Note that in this case, because the Knight’s familial name 
  is part of his Baronial title, it was omitted from the given name.  Watcher Mithtin Dragus, Baron Dragus 
  would also be correct; as would Baron Dragus; Baron Watcher Dragus; or other variations.  Given his 
  high rank among the nobility, it would be inappropriate for any but his superiors in the Knighthood to 
  address him without including his Baronial title 
  Watcher Carlon Von Jagerstien, Most High Magnificent Faithful Vampire.  The selection of Vampire 
  as the title indicates a high ranking member of the Knighthood.  Typically he would be addressed as 
  Watcher Von Jagerstien. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Old and Retired Versions/Knights_of_the_Watch_Knights_of_Dispatch_3.0.pdf