Board Thread:Custom Lore Development/@comment-26295802-20160318012603

Despite the layed-back and tounge-and-cheek style of this post, the stuff in here really is canon, and I hope this gives you an intresting look into the everyday life of the average Swan Knight. When I talk about other factions, remember that these are Imrahil's own observations and may or may not reflect the actual facts of that faction.

The Swan Knight Handbook by Imrahil Alqua

Introduction:

If you are reading this, then congradgulations! That means you have either become a knight of Dol Amroth, or slain one and stole his handbook, either of which is quite an accomplishment! In this book you will learn about the rewards you can earn, the enemies you might face, and the people you might meet as a Swan Knight of Dol Amroth.

STARTING OUT:

Squires:

The first thing to do is choose a suitable squire. One will normally be assigned to you, however if you have an eligable friend or family member willing, you can ask your commanding officer to choose your own squire instead. Squires are very important, and in your many journeys throughout the world, you will develop a bond with them. My own squire, Lord Travian, I had known since I was only a lad, and we have been through more adventures together then I could even count.

Squires are not to be treated as "servents", but rather, as friends and comrads. Their duties include making sure your armour is polished, helping you get it on, helping you set up camp, and being an all-round assistant.

Weapons and Armour:

The next thing to do is familierize yourself with the weapons and armour given to you. If your supply warden dolled everything out correctly, you should have the following:

-a Swan Sword

-a lance

-a full set of armour

-a blue tabard with the Silver Swan emblazoned

-a shield with the same design

-three blue cloaks

-a quest book

Please note that specific equipment may depend on your position and rank.

Swan Sword:

This is your best friend, and if you made it to this level, you are probably quite skilled with it. Below are some pictures of what your blade probably looks like.



I will skip orientation, as you no doubt are very familiar with the sword by now.

Lance:

Once you get into battle, you will probably find yourself breaking lance after lance on enemy armour. Each knight is allowed up to thirty lances a year, and if more are needed, you can request more through your commanding officer. But please remember that these lances are not cheap, and try not to make a habbit of breaking more then needed.

Armour:

I personally guerantee that this is the finest armour in all Gondor. The elves may be gone, but some of their smithing skills remain in the veins of our craftsmen. The armour you have recieved is a bit complicated, so make sure you take your time putting it on. It may be time consuming, but it's better then being hit in the stomach with an arrow because you didn't have something strapped in right.

Armour and especially helms, are something different regiments and battallions love to customize, so there are many different variations. Below are just a few:







Blue Tabard:

You will have been issued two blue tabards. One is to wear into battle, and the other is to wear on parade and to dress occasions. The former is made of hardened-leather, the latter of cotton.

Replacments can be issued, but they are very expensive, and will be taken out of your wages

Shield:

Your shield is made of solid steel, and depending on your Aermaeth, is probably a kite shield. These are sturdy and flexable, and sure to stop any enemy arrows in their tracks. Shields, like swords, will be expected to be kept clean and polished at all times.

Blue Cloaks:

The type of cloak will depend on your deployment. For instance, if you are put on a mission in the Southern Deserts, your cloak will probably be made of a light fabric, but if you are sent into the north, it will be made of thick fur or wool.

You are issued several, as these will recieve much wear and tear. You are expected to use them as your blanket at night, wear them on parade, and wear them into battle. Several more will be issued to you each year.

Quest Book:

Also, you should have a small, beautifully crafted leather book with a swan emblazoned on the front. This is your quest book. As you progress through your adventures and battles, you will write down notable things in your book like number of enemies slain, deeds of mercy done, and other such things. When the Feast of Herendil arrives, and it's time to make promotions, you will give your book to your sargeant who will look at all the books and use them to determine promotion. More on questing later.

A QUICK SUMMARY OF MILITARY STRUCTURE:

Here, for quick reference, is a summary of the military structure of Dol Amroth. Do your best to memorize it. Note that the ranks can differ in different branches of the military, but for the most part this is manditory.

Ranks:

Ranks progress: Lower Sargeant, upper sargeant, assistant captain, captain, commander, lord.

Branches of Military:

Military branches are: Cavalry, archers, guardsmen, infantry, Order of the Silver Swan

Order of the Silver Swan divisions:

Nimrodel Rangers, Royal Swan-guard, Wardens of Tirith Aear, White Knights, Knights of the Silver Swan.

Chain of Command:



QUESTING:

Quests are journeys and tasks, either assigned by The Prince, or chosen by the Swan Knight himself. They prove the knights bravery, courage, and fortidute, all of which help for promotions. Quests could be anything from spying in enemy territory, to freeing captured prisoners, to slaying a troublesome dragon or troll.

There's a whole world out there for the taking, and swan knights quest all over it. Where would you want to go? Here's a brief guide to the nations of Middle Earth, to prepare you for your journeys.

The South:

Gondor: There's nothing wrong with working in Gondor itself. A much more tame assignment then other places, but you never know when you might get called to serve in the army. Swan Knights working in Gondor help with domestic work and serve in the normal army as captains when the need arrises.

Harad: To the sands of the south, things are very hard. You will eventually get used to the searing heat, but there are very few Gondorian sympothisers in the desert wasteland, and there are very few villages that would welcome a knight like yourself. But there are many great deeds to do there, from slaying the mysterious wereworm, to dueling Haradrim chieftens, to assaulting enemy caravans.

Far Harad: Information about this land is scarce, but the Annals of Herendil speak of great jungles there with poisonous snakes and giant green spiders. No men that have gone that far south have lived to tell the tale, but all the more glory if you can do such a feat.

The White Mountains: Here lives the mysterious dwarf-lord Glosur Darloc and his expansive mines. He is wise, and welcoming towards Swan Knights, but it will take long for you to ever earn his trust.

Ka'ax Doriath: In the south, there lies a mysterious collection of islands. Nobody is quite sure what to make of the people there, and strange tales come out of that land. We currently have no knights based there, and don't trade with the island tribes.

Rohan: Over the White Mountains is the beautiful land of Rohan, from whence came most of our fine horses. Their riders are just as skilled as ours, and we feel lots of kinship towards those people. We have more Swan Knights helping the Rohirrim then any other kingdom, even Gondor.

The East:

The Anduin Vale: North of the shimmering city of Osgiliath and the stoic Aragornaths, there lives a tribal people along the river, form whence came the Rohirrim. Among these clans are the Eothed, skilled riders, The Beornlings, shapeshifters, and The Sacketts, the clan of Lord Travian. Overall the people of the vale tend to be peace-loving farmerfolk, but brave warriors in time of need.

Erebor and the Iron Hills: Two Dwarf-realms stand at the edge of the frigid tundra, two of the last in existance. Ruled by The King Under The Mountain, they are a sturdy and indomitable nation, trusty to say the least. They are especially welcome to questing knights, and one can expect malt beer, and fresh meets whenever visiting the mountain realm.

Mirkwood: Despite our elven blood, the wood elves seem to not like our kind. The wood-elves are very suspicious of us, and it takes much to earn their trust and respect. Unless one's quest takes them directly into that acursed forest, it is suggested that a knight never enter under those trees if it can be helped.

The Rhunic Empire: Ruled by the Khan of Mistrand, these people have been doing battle with us for centuries. Their warriors dress in shimmering gold armour, red eyes emblazoned upon their brestplate with the blood of fallen foes. They hate us, for they worship dragons, and our knights slew many, centuries ago. A questing knight going into Rhun can expect much danger, and not much hospitality.

Dorwinion: You, being a man of our city, have no doubt heard much about Dorwinion. They are our ansescters, this land being called Dor-en-Winion-Ernil, and being flooded with their refugees. They remember this kinship deeply and forget not the deeds Herendil did for them many years ago. They will treat swan knights with dignity and respect.

The Avari: None of our knights have been there, but legends speak of a mysterious forest on the Eastern coast of the Sea of Rhun, where many hospitable elves live.

The North:

Rivendell: Also known as the Last Homely House, it is the perfect base for a knight seeking adventure in the north. Elven patrols and Ranger of the North warriors all go through there, so you'll have no trouble finding adventure. And when you need rest, Rivendell is also the best. Non-stop poetry and singing and feasting.

Mithlond: The beautiful elven port is the home of Cirdan Shipwrite, and the heart of elfdome. They have a high esteem for our knights, and when you find yourself in need of a good rest, Mithlond is a good option.

The Mountains of Mist: The beautiful Misty Mountains are just as deadly as they are tall. Goblins sworm the passes, ambushing any that come through. Be on your watch.

Endenwaith: The fisher-folk are surprisingly friendly, though primitive. They have never been allied with the Dark Lord, and we trade freely with them.

Dunland: The men of Dunland fear us greatly, for they have the same fear for elven-folk. They seem to believe old legends about elves coming down out of the hills and razing villages: clearly lies bred by the Dark One.

RISKS AND REWARDS:

Being a Swan Knight is a risky buisness, and only the most elite will make it to the upper levels of The Order. But to those that are brave and true, glory awaits.

Metals:

The Silver Dagger: is awarded for being the first to charge the enemy in battle.

The Silver Shield: is awarded for saving the life of a comrad.

Nimrodel's Flower: is awarded for being injured in battle.

Herendil's eagle: is awarded honorarily for dying bravely in battle.

The Silver Swan: is awarded for extreme acts of bravery and courage.

There are obviously many more, but those are the main metals.

ENEMIES:

Speaking of danger, here are some of the main enemies you'll encounter in your journeys. This will hopefully prepare you.

Haradrim:

Strengths: excellant spearmen, swift cavalry archers

Weaknesses: lacks heavy infantry and good armour

Notes: Beware of horse archers! As a Swan Knight, you are used to facing slow opponents like orcs and uruks, targets you can easily flank. But Haradrim horse archers are far swifter, and you will find yourself outmenuevered and outran every time you try and pursue. Try to use your shield and armour to protect yourself from enemy arrows, and let them waste ammunitions. Trying to chase them will only tire out you and your mount.

Umbarians:

Strengths: Good spearmen, excellant infantry, good armour

Weaknesses: lacks heavy cavalry and archers

Notes: Umbarians, as a rule, have heavier and slower forces then Haradrim. Try to outflank them and assault their rear. Remember that the Umbarians rely on their commanders and kings, so felling the Umbarian leader can often lead to a turn in the tide. Make sure he's your prime target.

Ka'ax Doriath: (please note this is based on third-hand legends that are probably out of date and warped beyond reconision anyways)

Strengths: excellant spearmen, good infantry

weaknesses: lacks cavalry

Notes: remember that you shouldn't assault any Ka'ax Doriathians unless in self-defence or absalutely neccessary, since as previously mentioned, we are not at war with these island people.

Rhunnics:

Stregnths: VERY heavy soldiers

Weaknesses: lacking in light soldiers

Notes: Basically the Rhunnic army is built around armour and stregnth. They don't care about speed, and you should use that to your advantage. Our cavalry is heavy and slow, but they make us look like Haradrim palfreys. Outflank them and take spearwalls and shieldwalls from behind.

Goblins:

Stregnths: numbers

Weaknesses: pretty much everything

Notes: Goblins come in swarms, and will hit you where you least expect it. They are masterful at ambushes, and every commander has nightmares about riding through a canyon and hearing the sudden but terrifying droning of an orcish horn....

Orcs:

Stregnths: bred to fight, good with melee, very bloodthirsty, lots of numbers

Weaknesses: scavanged armour, lack of intelligence, rather slow and clumsy, bad with bows.

Notes: Orcs are a tougher opponent then Goblins, and will occasionally take you head-on. They are very short, and even the smallest of Swan Knights towers over them. Use your height to your advantage, and try to use your longer reach to slay them before they have a chance at slaying you!

Dunlandlings:

Stregnths: good light troops, very brave

Weaknesses: lacking any kind of armour

Notes: the Dunlandlings are nothing more then a mob. Form an Amathcal formation and let them charge you head-on. Discipline should prevail and drive them back to their hills. Also, remember that these tribsmen are not truly evil, only misguided and tricked by the Dark One, so do not show unneccessary cruelty and treat prisoners civily.

CHOOSING A CLASS:

As you grow in your training, you will focus more and more on moving up in The Order. This means you'll have to choose a class. There are five classes: The Wardens of Tirith Aear, The Royal Swan-Guard, The Nimrodel Rangers, The Swan Knights, and the White Knights. Here are some lists of pros and cons to get you started.

The Wardens of Tirith Aear:

Pros: hardly ever on campaign, good pay, lots of prestige, housing in Tirith Aear itself

Cons: long guard duties, no mount when on campaign, little chance of winning glory, responsability of keeping the prince safe at all times

Notes: The Wardens are little more then retired. They spend most of their time in soft luxurious appartments in the Sea-Ward Tower, and rarely go on campaign. But lack of action is a two-edged sword, as it also lessens your chance of promotion or glory. Also, who wants to stand still on guard for hours at a time?

The Royal Swan-Guard:

Pros: Most honored branch of Order, amazing pay, close proximity to prince, lots of chances for winning glory

Cons: always on campaign, very few actually make it into the Swan-Guard

Notes: unlike the other classes, you'll have to be aproved for this one, and very few make it. The Swan-Guard is like the inverse of The Wardens: they are in constant battle, are always with the prince, and are on any campaign the army might be having.

The Nimrodel Rangers:

Pros: lots of travel, best pay of the order

Cons: everything is kept under wraps, so no chances at glory. Constant threat of assasination or being caught.

Notes: The Nimrodel rangers are the spies of The Prince. They act as scouts, as rangers, as assasins, as pretty much everything. Nimrodel rangers can be found as far south as the Dark Lands, as far north as Forodwaith, as far east as The Red Mountains, and as far west as Mithlond. If you like intrigue and espionage, this is the class for you.

White Knights:

Pros: good pay, eventually earn nobility

Cons: constantly on campaign, not as much respect as the other branches

Notes: The White Knights are for non-nobles that want to become nobles. Whether Dalish immigrent, Lebinnin peasant, or Haradrim turncoat, all are welcome so long as they have enough skill. After twenty-five years, the knight is presented with a special sword and a pleaque to say that he and his decendants are considered nobility.

The Swan Knights:

Pros: pretty much what you're doing now

Cons: pretty much what you're doing now

Notes: Finally, instead of choosing a different class, you can simply try and work your way up within the ranks of the Swan Knights. If you like the life you have now with its excitment and travel, perhaps this is a good option for you. Maybe you'll lead your own Aermaeth of Swan Knights someday.

PROTOCAL

Your protocal is gone over in great detail in that manual, however here are some things to remember at all times:

Always keep your armour clean and polished

Gambling is stricly forbiddin

Do not drink while within five miles of enemy territory (There have been far too many incidents of Dol Amroth warriors being half-drunk when the enemy surprise-attacked them)

You must always get permission from your sargeant before leaving your post, if on guard duty

Your dress uniform must be ready and clean at all times

All knights must be present at the Feast of Herendil, unless they have permission from the rank of captain or above to be absent.

You must always salute a commanding officer while on duty (fist to chest and short bow)

Drinking while on duty is not allowed

CLOSING:

In conclusion, I hope this book will be a good value to you on your many quests and journeys.

Best of luck to you,

Imrahil Alqua  