Knights of the Eternal Quest
Knights of the Eternal Quest: Organization
The Gods of Light
Lord-Captain of the Quest: Oversees the order, fights when needed, acts as leader of the order until the prophesied King-in-the-Light arrives, makes decisions whenever it would take too long for the council to decide (most short-term decisions for the order). Has executive powers similar to the US president but larger impact decisions go to the council (like the US congress). Is responsible for appointing and removing the guardians of the different chapters.
High Council of the Quest: The Councilmen of the order are the 17 leaders of the churches which support the eternal quest, they act as the order’s main legislative body, and are located in the order’s base in the Free City of Martslock. The Council elects the next Lord-Captain when the previous one dies, retires, or is removed by at least 12 council votes, choosing from among the order’s guardians to replace them (12 votes required here as well). The council must also maintain a High Rector (chairman of the council) who is the last to vote in order to decide stalemates, and also acts as a temporary leader during periods in which a lord-captain has yet to be elected, this position belongs to the eldest council member (in terms of years on the council). The council can admit new religions into the order by a ⅔ (~12 votes) vote to do so, the leader of that religion must also express a desire to join as well, if it is a disorganized/non-centralized religion then the order’s by-laws only apply to those members of the faith who are a part of the order. Removing a religion from the order requires a unanimous vote from all other members.
Guardians of the Quest : Oversee “chapters” which are sections of the order in different geographic regions. Guardians are the most elite of the order’s warriors/priests. These are the candidates for future Lord-Captains. When a guardian dies, retires, or is removed from office by the Lord-Captain, the current Lord-Captain chooses their replacement from among that Chapter’s members (only Knights and Proctors are eligible)
Proctors of the Quest:
Educate the order’s neophytes to prepare them for questing, additionally they continue to support and educate Initiates and Knights so that they can be prepared to face their enemies, chosen from the older and more experienced Knights by their Chapter’s Guardian and can be removed by the Guardian in a manner similar to how Guardians are chosen and can be removed by by the Lord-Captain.
Proctors of the Quest: Mind
Train neophytes’ minds to resist dark influence and not feel fear in the line of battle (as well as order history), lots of indoctrination to ensure loyalty and fervor, also offer emotional and mental support to Knights and Initiates to keep their mental health in a good state.
Proctors of the Quest: Battle
Trains neophyte’s body to be ready for fighting, teaches fighting techniques and works out recruits to ensure they are a cut above normal warriors physically, doubly serve as doctors and healers to heal physical wounds.
Proctors of the Quest: Faith
Teach neophytes about different gods of the order and trains them in the use of divine spells and miracles, also teaches how to identify the use of sorcery, consecrated and desecrated ground, types of fiends and undead, etc., chronicle any discovered magical items and relics as well as maintain security on these items.
Knights/Warriors of the Quest:
The “mainstay” of the order, serve under chapter Guardians, going on quests to smite evildoers such as fiends, undead, and monstrosities to protect people in their chapter’s region, often going in squads of around 5-10 with at least one knight per squad . Their ranks are primarily composed of Initiated, with a fair number of knights (1 for every 4-5 Initiated) who work together in squads to go on quests. Neophytes do not go on quests, instead they must train until they are deemed worthy by their Proctors to become Initiated. Once an Initiated has served long enough or done suitably noble deeds they are anointed as a knight by their chapter’s Guardian to lead a squad of their own.
3 ranks in descending order of authority: Knight, Initiated, Neophyte (recruits)
*All ranks in the order above Initiated are anointed Knights*
Gods of the Order:
Priest / Clerics (Helping Others / Charity)
Adventurers / Merchants / Mercenary (Money Management / Exploration / Adventuring)
Scholars / Teachers / Archeologist (Containing Knowledge / Artifacts / Knowledge)
Rouges / Illusionist / Spys (Espionage / Trickery)
Messengers / Diplomats / Foreseers (Scrying / Sending / Diplomacy)
Stonemasons / Smiths (Armor Making / Weapon Making / Building)
Terms
Crusade: A large-scale military campaign called by the Lord-Captain, targets a specific region that the Lord-Captain + Council agree is highly dangerous (e.g. undead infested mega-tomb, demon-infested undercity). Typically will involve knights, proctors, guardians, etc., temporarily moving from their respective bases of operation to attack dangerous forces in the area.
Reclamation: A smaller-scale military operation launched to capture a powerful, dangerous, or holy artifact that has fallen into the hands of some evil power (i.e. a lich, demon lord, powerful aberration, highly tyrannical government, etc.).
Quest: Self-explanatory, a small undertaking that the EQ’s knights have agreed to, may have been hired for or may have been determined by the order’s higher-ups.
The Eternal Quest: The Founding principle of the order, it is the idea that the forces of good are perpetually engaged in a holy quest to defeat evil, that will only be complete at the end of time.
- Argoth - god of civilization
- Yontu - god of charity
- Leana - goddess of adventure
- Sarolen - god of knowledge
- Mistress Gastra - goddess of trickery
- Woadran - god of war
- Solteir - god of sunlight
- Lunia - goddess of the moon
- Dunshear - god of the grave
- Heinsgraft - god of life
- Bahamut - god of justice
- Alsaran - god of light
- Valcaria - goddess of valor
- All 4 of them wood elf gods
- Kair - god of the forge

The Eternal Quest against the Dark.
Type
Religious, Holy Order