Spindrift

Fisher Knights
“The form of duty is ancient; the means of fulfilling it may change.”

Fisher Knights

Knightly Order

Sacred defenders of crown, road, and frontier

Faction of Léoneth

OrderFisher Knights
HeadquartersCaer'LathonCorawen
Great War-SeatCaer'MorvaineBlackwake
An old knightly order whose fortresses, commanderies, preceptories, watchtowers, tournament grounds, and sacred arches stretch across Léoneth.
TraditionalYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
173
ReformistYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
HierarchicalYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
182
CollegialYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
OpenYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
137
SecretiveYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
IdealisticYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
173
PragmaticYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
InsularYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
911
CosmopolitanYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.

Mark once per pair per Spindrift season. Opposing marks cancel. Resolve at year’s end.

Qualities

Warfare
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
18
Fortification
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
17
Training
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
16
Patrolling
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
16
Logistics
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
14
Courtcraft
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
13

No Bonds have been recorded yet.

Development: ✓ success · × failure · add spaces as needed. Resolve at season's end.

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Not yet rated

No Prestige Sources have been recorded.

No institutional Authority summary has been recorded. Officeholders record their own powers on their Character sheets.

History

History has not yet been added.

Assets

Holdings · Personnel · Possessions

Authority determines who may direct these assets →

Holdings34
Personnel0
Possessions0

Holdings

Fortresses, Commanderies & Houses

Fortress

Caer'Lathon

Location: Corawehn

Headquarters of the Fisher Knights and the spiritual, administrative, and ceremonial heart of the order. Its archives, oath-halls, relics, and senior command are kept here.

Fortress

Caer'Morvaine

Location: Blackwake

The largest and strongest fortress of the order, serving as its great war-seat on the deep frontier. Built for wartime strength, parts stand quiet or lightly held in ordinary years.

Commandery

Brinelor Commandery

Location: Brinelor

A weathered southern commandery serving as staging house, refuge, and symbol of stubborn duty despite uneven oversight and tired administration.

Fortress

Deepwatch Hold

Location: Blackwake

An active supply fortress anchoring the southern abyssal front, supporting patrols, provisions, refuge, and relay duties despite chronic resupply concerns.

Fortress

Greyrest

Location: Tydewallow

An old, worn, and somewhat neglected hold maintained as a minor garrison, emergency refuge, and watch-post.

Preceptory

Kelweth Preceptory

Location: Kelweth

A border-facing relay post, small barracks, and house of prayer and discipline; also a notably desirable posting for its sunnier shallows.

Watchtower

Dreadwatch

Location: Blackwake

A grim frontier tower tasked with watching one of the most dangerous stretches of the abyssal approaches.

Watchtower

Darkcrest

Location: Blackwake

A deep-line watchtower guarding a dangerous approach and serving as a hardpoint for patrol coordination.

Tournament Grounds & Marshalling Yards

Tournament ground

The Queen’s Lists

Location: Avalaine

A small and intimate jousting arena famed for contests fought beneath the eyes of the queen, where favors are bestowed by eligible suitors.

Tournament ground

The Pearl Lists

Location: Carduen

A refined and prestigious tournament ground for courtly display, formal parades, and ceremonial contests of honor.

Holy Sites

Holy site

King's Gate

Location: Avalaine

The most prestigious arch of the order, reserved for coronations, royal processions, and the highest rites of sacred kingship.

Holy site

Oath Gate

Location: Carduen

The gate where the Fisher Knights swear loyalty to the Crown, marking service, duty, and royal trust.

Holy site

The Black Gate

Location: Blackwake

A solemn checkpoint on the road to Caer'Morvaine, carved from black granodiorite and depicting Myrlgana fighting the Fisher King.

Personnel

No Personnel have been recorded yet.

Possessions

No Possessions have been recorded yet.

Faction Chronicle

Lore & History

The Fisher Knights are an old knightly order whose fortresses, commanderies, watchtowers, and sacred places span Leoneth.

Overview

The Fisher Knights are an old knightly order whose fortresses, commanderies, watchtowers, and sacred places span Leoneth.

Their martial and sacred duties tie them closely to the Crown. Caer’Lathon is the order’s headquarters, while Caer’Morvaine is its great war-seat. Further accounts of its traditions and leading knights will be added as they are established.

Further Reading

Explore related institutions or return to the faction directory. This chronicle is a starting entry and will expand as the faction’s lore is established.