Tungrisch Knights Organization in Markwald | World Anvil
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Tungrisch Knights

The Order of Tungrisch Knights is among the youngest crusading orders, but in the lands neighboring Markwald, one of the largest and most popular. The order initially split off from the Knights of the Mitre in the Sweet Lands to accommodate Tungrish-speaking pilgrims and knights, and received sponsorship from the Order of the Leather Belt friars, who were largely responsible for getting the new order to adopt Kivi as its saintly patron. Unlike the Knights of the Mitre, the Tungrisch Knights also have a dual loyalty - not only to the Hierophant, but to the Kaiser as well (when conflict between the two arises, the Knights avoid taking sides). After the expulsion from the Sweet Lands, the knights moved the center of their operations to the northeast of the Empire, where they began to subjugate the heathen tribes that still lived in the area. In certain instances, they also turned their attention to Gaalite rulers who did not follow the Ecumenical Faith, or did not recognize the Kaiser as their overlord. In time, the Knights established their own territorial state that became known as Ritterheim, with the Grand Master as its ruler. There, they took control of the amber trade and to offer protection to a Tungrisch trading league called the Guild Fellowship, with which they soon established a lucrative partnership.   The structure of the order is similar to that of the Knights of the Mitre, though with a finer distinctions between various levels of their hierarchy, and a more severe discipline. New recruits, called Pfleger (wardens) undertake vows of chastity, celibacy, poverty, and charity. They must also take meals together with all other lower-level members at their commandery, which they call Komtur. Once having risen to the status of Hauskomtur - Komtur commander - their livelihood changes. At this point, they are allowed to marry, but must pledge to leave half of their wealth to the Order. Commanders rule their Komtur almost as a private fief, and the rules regulating their behavior become significantly more relaxed. The two main subdivisions of the order consist of the Ritterheim branch and the Imperial branch, each headed by its own Magister. Most recruits are expected to serve in Ritterheim and to be involved in its military campaigns at some point in their lives. Knights based in Ritterheim sometimes travel west on diplomatic missions, or to protect shipments of amber by the Guild Fellowship. There are rumors that they also bring heathen relics captured from their enemies to be stored for safekeeping. The subject population of the eastern Komturs often consists of recently converted heathens, who must be closely watched to ensure their compliance with the rules of the new Faith, though the ruling knights often make it a point to learn the secrets the their wise men and women still possess. The Imperial Komturs provide benefices for exemplary service, and also serve as recruitment centers for new members (including knights). Knights attached to Imperial Komturs also help conduct new settlers to what are regarded as sparsely populated lands to the east, and provide new settlers with protection. The most accomplished knights can rise to leadership positions within the order as a whole. The top position belongs to the Hochmeister, and below them, a group of various deputies, Marshals and Kanzlers hold key administrative posts within the structure.   As the knights of the order serve in regions with bitter climates, many of them take care to learn proper survival techniques. As effective rulers of a vast and powerful state, Tungrischritter, more than other paladins, also learn statecraft, and relatedly, strategy games such as chess. One knight named Antonius is even rumored to have played chess against the Sensenmann himself (though unsuccessfully). A black chess knight on a white field is the order's symbol, though it is sometimes embellished by accomplished knights who adopt different color schemes, or transform the knight into a unicorn, hippogryph, or similar creature on their devices.

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Type
Military, Knightly Order

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