Knights of the Round Table
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"The Graal is a weight so heavy
that creatures in the bondage of sin
are unable to move it from its place"
-Wolfram Von Eschenbach, Parzival

Nature: Legacy
Parent Path: Acanthus
Parent Order: Adamantine Arrow
Arcana: Fate (primary), Spirit (secondary)
Nicknames: Questing Knights, the Free-Lances, (Grail-)Seekers
Soundtrack: Culhwch and Olwen, The Prydwen Sails Again & The Trial of Lancelot - Heather Dale
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Concept: Wandering Arthurian knights empowered by their holy vows, the first of which is always to spend the rest of their lives seeking the Grail, as a way to atone for past sins (whether personal, societal or historical). Meanwhile, they always find other noble undertakings to carry out while they're looking. Basically, attempting to better the world through chivalry, good deeds, and personal integrity.

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Attainments


1.Semper Fidelis: Can swear up to 1 Vow per Fate dot, get fate-based Mage Armor = Vows sworn. Stacks w. all other armors
2.Fortes Fortuna Adiuvat: Can get 8-again on rolls done directly for Vow, on max 1 roll per scene for each Vow.
Spirit 3: Perform ''Exorcism'', no matter type of being, and ''Restore Lost Soul''; Res+[Religion/Occult]+Spirit
3.Ut Ego Prosim: May do ''Coincidental Travel'' & ''Gift of Fortune'', if helps fulfill Vow, or leads to that.
Spirit 4: As ''living land'', gives bonus or penalty = Vows, on rolls=Spirit for each person, until Scene ends. Usable once per day. 1WP

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Knightly Vows

● Function mechanically like Fate-Oaths, except as noted here
● As an Attainment-effect these Vows can't be dispelled or severed or otherwise altered by using magic (except possibly with other Attainments, or suchlike).
● When circumstances prevent a Knight from upholding a Vow (f.ex. if fails roll to resist mind-control), they can reflexively roll Resolve + Composure in order to ignore the hindrance and act anyway. This roll does NOT have to get more successes than whatever tries to stop the Knight, nor is it penalized. A single success is enough.
● When a Knight performs an action that directly upholds one of their Vows, at ST's discretion, the character regains 1WP. Similar to fulfilling Vice, can only get this benefit once per scene for each Vow.
● The first Attainment-Vow is ALWAYS "I swear to never stop seeking the Grail until it is found" (or variant thereof)
● This Vow is taken as part of the ritual for being initiated into the Legacy, developing the Attainment at the exact moment they swear the mandatory Vow.
● If a Knight ever knowingly & willingly breaks one of their Vows (not if they're compelled into doing it), they become ''Forsworn'', suffering a penalty equal to their Fate dots on the dice pools for all actions they take (not resistance rolls, or other passive rolls).
● If a Vow is broken it requires the express & informed forgiveness of a senior Knight, someone with a higher Attainment-level than the foresworn Knight himself, in order to absolve them of their failure and thereby removing the effects of the broken Vow. The senior Knight must know the details of the oathbreach in question in order to forgive it, as lying or omitting vital details or otherwise trying to lessen your sin will invalidate the absolution.
● Those with the 3rd attainment, however, do not have anyone of higher initiation they can ask forgiveness of, so they can only receive such a blessing from the actual Holy Grail itself.

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Description

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A fairly small yet long-lasting Legacy whose members usually belong to the Adamantine Arrow, who dedicate their entire lives to finding the Holy Grail. There are many conflicting points of view and much argument about their origins, history, age, what they think the grail actually is, and so on. For example, some claim that they were founded by the actual Knights from Camelot, while others state the Legacy was created by people inspired by the legends and who wished to live like the heroes depicted in popular culture at the time. Meanwhile a third group might hold that it's a merely result of norsemen and their ideas about sacred oaths meeting Celtic quest-beliefs in Britain and later christian sentiments about holiness in Byzantium, and that they adopted the Arthurian-motif when it came along in order to have a unifying mythos.

This impenetrable bog of contradictions and competing histories can in part be explained by the tradition among the Grail-Knights to record their deeds and goings-on in grand epics and poetic verse rather than sober recounting of events. Their official belief is that there is no meaningful distinction between fact and fiction, and that every Knight, bard, troubadour or minstrel is entitled to tell and record their stories freely, for artistic license will not obscure Truth. Unsurprisingly, the Mysterium has historically had problems relating to them.

To this day they travel from place to place, incapable of ever giving up their search for the Grail, with the rank-and-file membership forbidden from settling down or having permanent sancta until they succeed. Chapter-houses maintained by the Legacy as a whole are permitted, but Knights can't remain there for too long unless they have valid reasons to do so, such as the long-term commitment of a Vow that ties them to that region. The Knights claim that any time a member of the Legacy witnesses the actual Grail, or possibly if they ever attain it, all other Knights in the world will be immediately aware of it. Definite proof of this has, understandably, been hard to come by, yet this does not deter bright-eyed young adventurers who are seeking the holy cup from thoroughly scrutinizing every detail of every document that mentions any incident where a Knight supposedly saw the grail.

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To List of Legacies
To Summary of Attainments

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