TEXT: KNIGHTS OF THE WATCH 
  (AND KNIGHTS OF DISPATCH) 
  The following is based on material from the LIVING GREYHAWK Gazetteer and the 
  work of the triads of Gran March and Keoland (both past and present). 
   
  History: The Kingdom of Keoland was founded in the year -342 CY, and, by -
  242 CY, had expanded to its present boundaries.  It entered a period of rapid 
  expansion thereafter that was marked primarily by the peaceful annexation of new 
  lands.  One territory that was much desired was a swath of land east and northeast of 
  the Rushmoors.  The Kingdom formed a knighthood, known as the Knights of the 
  March, to secure this land and assure an easy expansion into it.  While completing this task, the Knights of the 
  March evolved; adopting the teachings of the philosopher Azmarender, the group took the new name of the 
  Knights of the Watch. 
   
  The Knights were successful in their task, and, in -161 CY, Keoland absorbed this swath of land, which 
  they named Gran March.  The duke of Dorlin awarded this fief to the Knights and tasked them with guarding 
  Keoland’s northern borders.  A group of knights splintered off from the Knights of the Watch at this time; 
  their concern over the ancient dangers lurking in the Rushmoors driving them to focus their attention their 
  almost exclusively.  These splinter knights formed the Knights of the Malgari (or Darkwatch as they are 
  commonly called).  During his reign in Keoland from 346 to 395 CY, Rhola King Tavish II (the Blackguard) 
  attached the Malgari to the Suel House Neheli in a political maneuver long lost to the sands of time.  The 
  Malgari are still functioning in Keoland today (see the Keoland triad for additional information on the 
  Malgari). 
   
  The Knights of the Watch are tasked with the protection of Keoland, Gran March, Bissel, and Geoff from 
  the incursions of the Baklunish of the West (including the barbaric Paynims and the more civilized 
  “Westerlings”) and other threats as they may arise.  While focused in these nations (and in Sterich during times 
  when it has been held in giant hands), the Knights draw potential members from throughout the Sheldomar 
  Valley.  The Watchers maintain castles, fortresses, strongholds, and towers along the border with Ket (in 
  Bissel) as well as along the mountain ranges (the Barrier Peaks, Crystalmists, and Jotens) that border the 
  Sheldomar Valley to the west (although many of these structures were lost during the giant invasions of 
  Sterich and Geoff in 584 CY).  The headquarters of the Knights can be found in Bissel (Pellak) with large 
  strongholds maintained in Gran March (Hookhill) and Geoff (Hochoch).  The Knights also maintain chapter 
  houses in some of the other major cities of the Sheldomar Valley (like Niole Dra and Gradsul).  Recent rumors 
  indicate the Knights may be considering relocating their headquarters to Hochoch in response to recent 
  events in Bissel and Geoff, but no one in authority has been willing to confirm such rumors. 
   
  The Knights of the Watch follow a near-monastic school of teachings based upon the writings of the 
  philosopher Azmarender.  Azmarender studied the tale of Trilesimain, the Simple Knight, a standard of bards 
  throughout the Sheldomar Valley.  From this tale (especially a section known as the Glorious Couplets), 
  Azmarender derived a philosophy and code of duty and belief commonly known as the Twelve and Seven 
  Precepts.  The Twelve Precepts, detailed below, govern how a knight should behave in his daily life.  While not 
  commonly known to the average denizen of the Sheldomar Valley, the Twelve Precepts are not secrets and can 
  be learned by anyone interested enough in the Knights.  The Seven Precepts are closely guarded secrets, 
  detailing “life beyond the self,” powerful insights into the physical and spiritual world.  Knights learn these 
  Seven Precepts as they advance in the organization, so the higher ranking knights know more of the precepts 
  than the lower ranking ones.  The mysterious Seventh Precept, which is said to contain ancient secrets about 
  the creation of Oerth, is known only to the head of the knighthood, the Grandiose Imperial Wyvern (currently 
  the seriously ailing and aged Hugo of Geoff (LN male human Ftr6/Knight of the Watch10).  The teachings are 
  not connected with any one specific religion, but they fit well with the philosophies espoused by the militant 
  followers of St. Cuthbert, Pholtus, Allitur, Mayaheine, and especially Heironeous; the Knights consider the 
  Church of Heironeous to be one of their strongest allies. 
   
  Reflecting the mysticism that forms the foundation of their order, the Watchers adopt fanciful titles as 
  they advance in rank in the knighthood.  The lowest ranking knights are known as Vigils; as Knights advance 
  beyond this lowest rank, they add to this base title (such as Resolute Vigil, Indomitable Vigil, etc.).  As Knights 
  continue to advance, they add further adjectives and later replace the Vigil title with that of a beast (advancing 
  through ranks of land-based and then aerial mundane beasts, followed by more fantastical ones).  From this 
  
  confusing (to non-Knights) system of titles comes the phrase “frightful as a Watcher’s title,” denoting someone 
  who wishes to appear more powerful than they truly are. 
   
  Prior to the Greyhawk Wars, the Knights numbered more than 6,500 members.  War with Iuz and the 
  Giant forces has trimmed that number drastically; there are currently close to 2,500 Knights still roaming the 
  Sheldomar Valley.  The recruitment of new members is a constant and major concern for the leadership of the 
  order. 
   
  The Watchers recognize the need to deal with the giants and orcs currently occupying Geoff (as well as 
  the giants who have recently retaken control of Sterich).  However, they view these threats as scarcely more 
  important than the ever-present danger of the nations of the Baklunish West.  This has lead to a recent 
  development of a division in the order.  The Knights now have two branches: the traditional Knights of the 
  Watch and the new Knights of Dispatch.  The Dispatchers eschew the traditional methods of battle favored by 
  the Watchers, frequently forming scouting parties and engaging in guerilla attacks on their enemies.  The 
  Dispatchers view the evil humanoids and giants as the more important threat to be dealt with, converting the 
  Watcher hatred of the West with a deeper hatred of the nonhumans who have killed so many Sheldomar 
  Valley residents and destroyed so much property and land.  While some Watchers despise the tactics of the 
  Dispatchers (calling them “cowardly” and “disgraceful”), the effective leaders of both branches pledge support 
  for each other and both recognize the same hierarchy, naming structure, and supreme leader (the Grandiose 
  Imperial Wyvern).  Both Knights share the same coat of arms: an owl displayed argent.  And recent decisions 
  by the Watchers to focus the orders efforts on reclaiming Geoff have strengthened the bond between the two 
  branches. 
   
  Recently, the Knights have been the targets of scorn and hatred from the citizens of certain regions of the 
  Sheldomar Valley.  Some of this is their own making, their distrust of the Baklunish and righteousness 
  bordering on pompousness has lost them many friends.  However, their loyal guardianship of the Sheldomar 
  Valley against threats such as Ket, the giants, and the Scarlet Brotherhood should have earned them more 
  support.  Sadly, a number of unfortunate incidents of late have taken their toll on the reputation of the 
  Knights.: an entire garrison of Knights twisted and corrupted by fell magic in the Earldom of Linth in Keoland, 
  Knights framed or positioned to take the fall for incidents in Geoff and Bissel, and the actions of some rogue 
  Knights corrupted to the teachings of Hextor.  The Knights are striving to clear the name of their order in 
  these incidents, and their recent cleansing of the stronghold in Linth has done much to improve their standing 
  in the eyes of the commoners of the Sheldomar once again. 
   
  The Knights are closely allied with the government and military of Gran March as well as the Church of 
  Heironeous.  They consider themselves formal allies of all of the nations of the Sheldomar Valley.  Their 
  greatest foes are the Baklunish West and the evil giants and humanoids of the western mountain ranges 
  (which is greater is the subject of debate betwixt the two branches).  They also see all Hextorians and members 
  of the Scarlet Brotherhood as enemies and serious threats to the security of the Sheldomar Valley. 
   
  Joining the Organization: Prior to becoming a Knight, a candidate must be invited to squire by a current 
  member of the Order.  They must serve a full term in the ranks of the squires and senior squires (known 
  respectively as Junior and Senior Obedient Masters).  Once knighted as a Watcher or Dispatcher, they may 
  progress through the hierarchical ranks.  LIVING GREYHAWK PCs from the regions of Gran March, Geoff, 
  Bissel, and Keoland are eligible for membership in the Knights; contact the triad for whichever one of those 
  regions your PC is a resident for further information. 
   
  Character Benefits: The in-game benefits for membership in the Knights of the Watch and Dispatch are 
  detailed in the Knights of the Watch and Dispatch campaign documentation, available from the triads 
  mentioned above. 
   
  Roleplaying Suggestions: Most Knights conduct their activities based on their own consciences and 
  goals, as tempered by the Twelve and Seven Precepts.  All are expected to be staunch defenders of the 
  Sheldomar Valley and available to be called upon by their Order when needed.  Individual Knights have great 
  latitude in determining the best course of action in achieving their goals.  But all Knights are still expected to 
  assist in the maintenance of the Order, especially as they achieve the higher ranks of the Knighthood.  Knights 
  must devote time each year to maintaining the strongholds, training squires, updating the Order’s records and 
  archives, undertaking missions for the Order, and similar tasks. 
   
  Typical Member: Most Knights serve in the militaries of the nations of the Sheldomar Valley, 
  particularly in Gran March.  Others operate independently as adventurers or in small armies that assist where 
  needed throughout the Sheldomar Valley.  Some Knights also hold other positions of authority or are titled 
  nobles; these Knights frequently find their time subsumed by the duties of these positions.  Typical members 
  
  of the Knights of the Watch are fighters, paladins, or clerics of militant gods.  Typical members of the Knights 
  of Dispatch are fighters, rangers, rogues, scouts (Complete Adventurer), and clerics of militant gods.  Knights of 
  both branches are of Lawful Good, Lawful Neutral, or Neutral Good alignment and of human, half-elven, or 
  dwarven stock. 
   
  Prestige Classes: Knights often pursue militant prestige classes; this includes (although some of the 
  following are favored more by one branch than the other): Duelist (Dungeon Master’s Guide), Dwarven Defender 
  (Dungeon Master’s Guide), Cavalier (Complete Warrior), Justiciar (Complete Warrior), Knight Protector (Complete 
  Warrior), Order of the Bow Initiate (Complete Warrior), Church Inquisitor (Complete Divine), Divine Crusader 
  (Complete Divine), Hospitaler (Complete Divine), Pious Templar (Complete Divine), Shining Blade of Heironeous 
  (Complete Divine), Warpriest (Complete Divine), Highland Stalker (Complete Adventurer), Tempest (Complete 
  Adventurer), Wild Plains Outrider (Complete Adventurer), Battlesmith (Races of Stone), Cragtop Archer (Races of 
  Stone).  However, most who pursue a prestige class chose to pursue levels in the Knight of the Watch and 
  Dispatch prestige class.  Details on this prestige class are only available to players of Knight PCs and DMs who 
  run sessions with PCs with levels in this prestige class.  Rumor has it that those PCs who pursue this special 
  prestige class are promoted faster within the Order 
   
  Lore of the Guild: The Order observes a single sacred event each year.  Called the Fast of the Murder of 
  Bethané, it occurs each Sunsebb 4th.  In the week preceding this fast, Knights don simple clothes, repent their 
  failings of the last year, and seek out any they may have wronged to make restitution.  Knights who miss this 
  fast for good reason (duties, war, battles, illness, etc.) must, on the first opportunity, seek out a member of the 
  Order’s leadership who can assign the Knight a task to achieve atonement.  Knights who ignore this sacred 
  event and the duties it entails are dishonored and thrown out of the Order. 
   
  Detailed below are the Twelve Precepts of the Knights of the Watch and Dispatch.  The two highest 
  precepts are the Grand Precept and the Precept of Judgment.  The other ten precepts define the behavior of a 
  Knight, but all ten are shaped by how the two highest precepts define such behavior.  Only the Knights know 
  the true wording of the Twelve, but most scholars of knightly orders agree that they are: 
  The Highest Precepts 
  The Grand Precept: A Knight is known by his actions and will lay down his life rather than 
  violate a Precept. 
  The Precept of Judgment: The Precepts are of mortal hand; a Knight remains true to the spirit 
  of the Precepts and never contrives to find excuses for his actions. 
  The Precepts of Duty 
  The Precept of Duty to One’s Order: A Knight remains true to the rules of his Order and the 
  commands of his Order’s leaders. 
  The Precept of Duty to One’s God:  A Knight must remain true to the teachings of his God and 
  those who represent his God on Oerth. 
  The Precepts of Courage 
  The Precept of Bravery: A Knight may never flee battle unless failure to do so would place his 
  charges in mortal harm.  A Knight shall not allow another to take his place before danger nor 
  dishonor his companions by failing to allow them their rightful share of glory. 
  The Precept of Chivalry: A Knight must never doubt his prowess or his worth nor give the 
  appearance of such.  A Knight mustn’t take unfair advantage of an opponent, striving to show the 
  righteousness of his cause by the fairness by which he fights. 
  The Precepts of Demeanor 
  The Precept of Deference: A Knight must pay appropriate honor to those above him and see to 
  it that those below him witness such actions. 
  The Precept of Mannerliness: A Knight’s manner, behavior, and etiquette must be beyond 
  reproach. 
  The Precepts of Honor 
  The Precept of Oath-Taking: A Knight must never violate an oath he has sworn nor swear an 
  oath he cannot keep. 
  
  The Precept of Retribution: Knights who have broken an oath must be brought to justice. 
  The Precepts of Charity 
  The Precept of Service: The poor, oppressed, widowed, orphaned, and those seeking justice are 
  all worthy of a Knight’s service. 
  The Precept of Property: A Knight owns nothing; he merely holds items in trust to fulfill the 
  purpose he serves for the Order.  A Knight must be generous and never seek the accumulation of 
  wealth for its own sake. 
   
  Sample Knight of the Watch Member 
   
  Watcher Corem Valstier, Most Gallant Hippogriff: male human Pal10; CR 10; medium 
  humanoid; HD 10d10+20; hp 95; Init +0; Spd 20 ft.; AC 18, flat-footed 18, touch 11 (+7 armor, +1 
  deflection); Base Atk +10; Grp +2; Atk +13 melee (1d10+2/19-20/x3, +2 halberd) or +11 melee (1d8/19-20, 
  masterwork longsword); Full Atk +13/+8 melee (1d10+2/19-20/x3, +2 halberd) or +11/+6 melee (1d8/19-20, 
  masterwork longsword); SA smite evil 3/day; SQ aura of courage, aura of good, divine grace, divine health, 
  lay on hands, remove disease 2/week, special mount, turn undead 6/day; AL LG; SV Fort +12, Ref +6, Will 
  +9; Str 10, Dex 10, Con 10 (14), Int 14, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +12, Diplomacy +17, Gather Information +8, Knowledge (history) +8, 
  Knowledge (nobility and royalty) +12, Knowledge (religion) +12, Sense Motive +10; Combat Reflexes, 
  Improved Critical (halberd), Negotiator, Weapon Finesse, Weapon Focus (halberd). 
   
  Possessions: amulet of health +4, +2 chainmail, +2 halberd, masterwork longsword, noble's outfit, ring of 
  protection +1. 
   
  Paladin Spells Prepared: (2/2; Base DC = 13 + Spell Level): 1st - bless weapon, divine favor; 2nd - bull's 
  strength, zeal.  
   
  Description: This Knight of the Watch retired from adventuring some 15 years ago and is over 90 years 
  old. His age has taken its toll; if he were to engage in combat, he would have to depend on enhancement 
  spells just to get him to move quickly in his armor. Corem now uses his well-used halberd more as a 
  walking cane than a weapon. 
   
  Sample Knight of Dispatch Member 
   
  Dispatcher Jonas Fowler, Hardy Vigil: male human (mixed) Rgr9; medium humanoid; HD 
  9d8+18; hp 68; Init +4; Spd 30 ft.; AC 19, flat-footed 15, touch 14 (+4 Dex, +5 armor); Base Atk +9; Grp +9 
  Atk +14 melee (1d6+1, +1 cold iron short sword) or +14 ranged (1d8/x3, masterwork composite longbow) or 
  +10/+10 ranged (1d8/x3, masterwork composite longbow); Full Atk: +14/+9 melee (1d6+1, +1 cold iron short 
  sword) or +14/+9 ranged (1d8/x3, masterwork composite longbow) or +12/+12/+7 ranged (1d8/x3, 
  masterwork composite longbow); SA favored enemy (undead +4, fey +2); SQ evasion, woodland stride, 
  swift tracker; AL LG; SV Fort +8, Ref +10, Will +5; Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Handle Animal +6, Hide +16, Knowledge (geography) +12, Listen +14, Move Silently 
  +16, Ride +10, Spot +14, Survival +14; Alertness, EnduranceB, Leadership, ManyshotB, Point Blank Shot, 
  Precise Shot, Rapid ShotB, TrackB, Weapon Finesse. 
   
  Possessions: +1 cold iron short sword, +1 mithral chain shirt, masterwork composite longbow, 60 arrows. 
   
  Spells Prepared (2/1; save DC 12 + spell level): 1st – entangle, resist energy; 2nd – snare. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Sheldomar Valley/LG Organization - Knights of the Watch and Dispatch.pdf