The Knights of Iron
Story
The year is 2177, mid-June, and out in the wasteland once known as the state of Texas, now known commonly as The Badlands, there lays an old prewar prison complex known to all those around the wastes, as Iron Forge. Those within Iron Forge call themselves the Knights of Iron, and live a semi-feudal lifestyle, even though their weapons and attire are like something out of the Wild West. They are a feared and at the same time, respected group in the Texas Wasteland, by certain factions. Anyone who dares come near Iron Forge without an invitation or good enough reason, is dealt with quick enough in various types of ways. Some good, some not so good.
But even though Iron Forge is a well defended and protected place, and the Knights of Iron are a well seasoned and determined survivalist group, a new enemy, not like that of any Raider or Slaver clan seen before in their history, is going to give those in the Knights of Iron, a run for their money. In the Badlands of Texas, war is on the horizon, blood will be spilt, and lives will hang in the balance, even though nobody in the wasteland knows about it yet, including the ever watchful Knights of Iron.
Your Involvement
In this RP, you’re apart of the semi-feudal and western styled Knights of Iron. A group of well trained and tested survivalists. You’re all fresh from training, and have been honorarily knighted within the knightly order by the Council of Kings themselves. You’ve also been specially selected into my character’s band of knights, who will be your commander. You’ve all been sworn to protect and uphold the honor and dignity that the KoI is, and the war ahead will test just that.
You’re free to go about what you like, expand on your character’s emotions, mindset, life, etc., but this isn’t a total free roam RP where you can just go off into the wasteland and make up your own storyline whenever you like. It’s still a linear and team based RP, so you’re not completely free to go off out into the wasteland without other people’s characters going with, or because of a story related event that I might give specifically to your character. But that doesn’t mean you’re not free to roam around certain parts of the Badlands without me knowing ahead of time, you just can’t go everywhere. To make it simple, roaming around Iron Forge and the town encircling Iron Forge, are where your character is free to roam at any time, along with whatever town/settlement, our band of knights may currently be at, but you can’t just leave everyone and follow a new path, completely created by yourself.
Also I’m going to be very selective on who I allow to join, as I want people who can be dedicated to this, reliable, and always able to post with reasonable intervals between each one without me asking for people to post something all the time. So if you’re already in two (2) or more RPs, or also have a fan fiction up, I know you’re not likely to be able to be dedicated, reliable, or always be posting at regular intervals. And this is just from past experiences I’ve had, both personally and with others. But don’t let this deter any of you from making a CS, because if you think you can do as I’m asking, then all that’s left is for me to approve your character. Also, I will be limiting this RP to a certain amount of people, and may raise the cap later on if I think it will help, but for now I’m only allowing at the most six (6) people to join. Once again, don’t let this take away from you making a Character, because you never know if I might select you to be apart of this. And of course, keep you eye on this incase I do raise the amount of people to join, or a spot opens up.
Knights of Iron History/Society
Before the Knights of Iron were known as such, the founders of the group were a small group of survivalists, who hadn’t made it to a vault, but instead had come together to make a new life for themselves, out in the wilds of the wasteland. The founders would be later known to the younger generations of the knightly order, as the Lords of Iron, and great tales of adventure and intrigue would follow in their names. It was a hard life at first for the survivors, many who joined the group died because they lacked proper food and water supplies, and medical supplies as well. But all that slowly changed when the group of survivalists fell upon a prison complex, out in the middle of nowhere that rested on top of a small plateaued hill. This would be the starting point, the spark, that would soon help spread the name of the Knights of Iron, all across the wasteland to settlements and towns all around.
The Knights of Iron are named so for two reasons: First reason is because of their feudal based society, centered around the knightly orders and traditions of ancient times, with a strict code of ethics and hierarchy that the Lords of Iron, the original founders of the KoI, created and have made law. Second reason is because of their standard use of calling their side arm, their “Iron.” The leaders of the Knights of Iron, are known as the Council of Kings, the top decision makers and rulers of the KoI. As for their home and stronghold, Iron Forge, it’s an old prewar prison that has been their home and stronghold since the founders of the knightly order found it, and settled within it’s walls. It’s well protected and guarded by the Knights of Iron, and nobody but those within the order are allowed entrance to the old prison. But Iron Forge isn’t alone out in the wasteland, because for the past 50 years or so, Iron Forge has also had a town, one of the largest in the entire Texas Wasteland, encircling it, known as Eden.
Eden is home to those that aren’t necessarily within the Knights of Iron order, but are protected and work as the KoI’s money, and trading arm. The KoI sometimes recruits from what’s known as the Eden Militia, the town’s second defending force, made up of willing and armed settlers with little to no combat training ahead of joining the Militia. The KoI only recruits the most promising from the Eden Militia, but mostly keeps to recruiting from within their knightly order, making it hard for anyone not human, like a ghoul, to join the KoI. The town also has a large wall encircling it for protection that is defended by the Eden Militia, and a few machine gun emplacements. It’s a major hub of trade and commerce, making it and the KoI, one of the richest factions in the Texas Wasteland.
Nobility and honor are big within the KoI’s ranks, and the knightly order has a strict code of ethics and honor that all Knights and those within the KoI, are made to promise and swear to uphold. But even with their ethics and honor codes, the Knights of Iron aren’t a charity or mercenary group for the rest of the Texas Wasteland to call on or use anytime they want or need it. The Knights of Iron are always willing to die for one another, no matter who someone is within the order, but the same can’t be said for those outside the knightly order. This puts a bit of a strain on the KoI and other Settlement relations when needing help against Raiders or Slavers, but neither side is willing to fight over the disagreement.
There are only four ranks within the KoI, excluding the over all rank and command of the Council of Kings:
- First is the Squire, these are the young boys and girls of the KoI, who before turning 18, and given the test to becoming a possible Knight, are given the responsibility of taking care of their assigned Head Knight’s belongings. They take orders only from their assigned Head Knight, and no one else, besides maybe one of the Kings, if they’re ever so lucky to be given a request.
- Second is the Knight Initiate, and anyone in the KoI who’s 18, is by law to take this rank as long as they’re in the training process. It’s really just a rank given to those who could possibly go on to take Knight training, but if they fail the training, the rank is stripped and they become just a person in the KoI.
- Third is the Knight, these are people who’ve passed the Knight Initiate training course, and also the actual Knight training course. At this rank, Knights are the regular foot soldier of the KoI, but can also be put in charge of other things, that don’t require necessary combat. They haven’t gained the honor of taking on a Squire, so in the meantime they’re made to take care of their own belongings.
- Fourth is the Head Knight, and a commander of Knights. Whatever Knight reaches this rank, has done a lot of service, and has caught the eye of either his or her Head Knight, or was granted such a title by the Council of Kings themselves. At this rank, honor and respect is given, and thus they’re granted the service of a Squire to look after their belongings.
The Knights of Iron also have a few outposts, scattered around the Texas Wasteland that act either as a stopping off point for some Knights being stationed there, or as a rest stop for others just passing through on various things.
Major Locations
- Iron Forge/Eden - Home to the Knights of Iron (KoI), the fortress like prison complex and town, is located in central Texas.
- Austin Ruins - Nothing more than ruins now, the Austin Ruins still have quite a bit of radiation in certain spots scattered around, just like the rest of the wasteland. All sorts of people live and operate in the ruins though, regardless of the radiation. Raiders, Slavers, Scavengers, Treasure Hunters, etc. all live or operate in some form or another, in the ruins. Feral Ghouls are also a major threat in the ruins, and at night, Giant Bats, the size of an average man, are also a major threat.
- Alamo - Named after a place the settlers got from a book, Alamo is a booming hot spot of trade and commerce. It’s located on top of a plateau in south-western Texas, and is a bit of a climb to get to, but the carved out walk way has made things a lot easier. The town has large walls made all around it, and guards who are nothing but hired security teams and mercenary groups, watching to make sure trouble doesn’t come to the major trading hub.
- Rosalyn - In Roslyn, the most numerous race of settlers are Ghouls. Which makes sense since what the new town sits on, was an old town hit hard during the Great War, and was turned into a radioactive nightmare for any smooth-skinned human, and still is. But outside Roslyn, there’s a cult of humans who worship the Ghouls like gods, known as Rectifiers.
- Barony of Lobo - A major water hub, the Barony of Lobo, or just Lobo, is home to the Water Baron, Madam Whitmore, leader and great granddaughter of Jeremiah Whitmore, founder of Whitmore Water Merchants, which has it’s main business located in the town as well. It’s a nice place to stop off at, but expensive to buy a glass of water than else where, even though there’s water wells there in the town. And the Whitmore Water Merchant security force in Lobo is big and dangerous, and not to be messed with by wandering wastelanders or mercenaries trying to be tough. The settlement is located out in eastern Texas.
- Boulder Town - Centered around part of the old Highway 83, Boulder Town, also known as the Barony of Boulder, is another hot spot of trade and commerce. It’s mostly made up of shacks and dingy looking buildings, but regardless of it’s aesthetics, Boulder Town is a major place for gambling and high risk games. Another Water Baron, George Hartford, controls what’s known as 83rd Water Company, a major competitor to Madame Whitmore.
- Fort Worth/Dallas Ruins - In the ruins of Fort Worth and Dallas, Texas, all types of people take shelter. Raiders, Slavers, Treasure Hunters, etc. all come and go from the ruins for a whole number of reasons.
- San Antonio Ruins - Avoided by anyone sane, the San Antonio Ruins are a place filled with high levels of radiation and deadly creatures. Only those crazy enough to enter, go in, but are never seen again.
- Barony of Opaque - In the southern part of Texas, lays the town of Opaque, which by it’s full name, gives the impression that it’s run by none other than another Badlands Water Baron; which is true. A man by the name of Jorge Ramirez, from even farther south, in what was once Mexico, now runs his own Water Baron operation along the very tip of the wasteland. Those under Jorge, are known as The Banditos, and act as both his negotiators and muscle. Opaque gets it’s name from the people who live and work there, and say it has an, “Opaque quality and feel.”
Minor Locations
- Tular - A small town in southern Texas, Tular, is nothing more than a small time brahmin town. But it also makes some money by being a small hub to stop off at and rest up.
- Oakley - Located in the eastern half of Texas, Oakley is a small town that is always at odds with the bigger settlement of Lobo, and more directly, Madam Whitmore and her company. Every so often, Madam Whitmore sends some muscle down to Oakley, either to try and pay off the settlers, and the water wells that they hold, or toss the place around a bit. But still through years of that, Oakley is still holding on, mainly because the Sheriff of the town, Sheriff Maxwell Harper, is an old Knight of Iron who left the order, but still has close ties to it.
- Koll Radio Station - Nothing more than a radio station, it’s pretty much lost to the rest of the wasteland. Nobody knows where it is, but somehow the radio DJ, Sunshine Joe, is always up to date on the latest news.
- Bright Hills - Home to an assortment of brahmin herders and just a mediocre sized water well, Bright Hills is a competitor of Tular, but both are fairly friendly to one another. It’s also ignored by Madam Whitmore because the rumors say the water well is tainted, but none of the brahmin herders in Bright Hills will say if it’s true or not. It’s located between the Austin and Houston Ruins to the south.
- Purgatory - Located near what used to be Corpus Christi, Purgatory gets it’s name from all the vile and vermin that inhabit the town. It was overran by Raiders and the like, back in the mid-2120s, and has since been a hive of all sorts of problems. Killers, Crooked Mercenaries, Raiders, Slavers, and the like, all take shelter in Purgatory from time to time.
- Waco Ruins - Nothing but a small bit of rubble now, the Waco Ruins are a small stoping off place for people to rest and get some minor supplies for the rest of their trip to where ever it is they might be going.
- Forgotten Caves - Home to a major collection of Giant Bats, the Forgotten Caves are named such, because those who dare enter, never return or are seen again. Many people still go past, but avoid taking shelter inside.
- Vault 50 - Home to those who’s ancestors made it to a vault, the people of Vault 50 are very careful in who they allow to trade with them. Nobody is allowed into the vault under the orders of the Overseer.
- Vault 59 - Once home to those vault dwellers of the vault, Vault 59 has become a small trading hub and place for rest.
- Vault 66 - After years of being closed down, the vault dwellers of Vault 66, left the comfort and safety of their vault, and spread out into the wasteland. Nobody but them, know the actual location of Vault 66.
- Spur - Located in the North Texas area, Spur is a small trading town, with not much in it. There’s a brothel, saloon with a hotel above it, merchant house, and some homes where the residents of the town live. For the most part it’s barren and you can’t see anything around it for miles.
- Barony of Weston - Named after Samuel Weston, a small time Water Baron and current leader of the place, the town is located west of San Antonio. It’s a lot kinder and neat than other places to a wanderer’s face, but the people in Weston are backstabbing, two-timing, and just the average snake in the grass type people when behind a wanderer’s back. Besides the small water wells that reside in Weston, and the profit Samuel Weston makes off it, along with the town, there isn’t much to do but get a bit of trade. The Weston Militia protects the town, and also acts as their own sort of Raider group, attacking and taking from caravans what they please.
- Baron Abby - Named for those who control the place, Baron Abby is a small and very secretive place in the middle of the Badlands, that’s been carved high out of a mountain side long ago. It’s not inhabited year round, except for some care takers that the Water Barons have hired to clean it from time to time. But the Barons themselves, only ever come to the abby when something big needs to be discussed between them, like a truce or how to go about their business.
- Fanged Mines - Located in the eastern part of Texas, the Fanged Mines are old pre-war coal mines that were gradually left due to their lack of having anymore coal. Somehow through the years, large packs of Deathclaws have taken over the mines, turning them into a huge place for female Deathclaws to nest.
Texas Factions
- Knights of Iron (KoI) - Located in Iron Forge.
- Badger Brigade (Raiders) - Located all over, but mostly Purgatory.
- Coyotes (Raiders) - Located in the souther parts of Texas.
- Whitmore Water Merchants Company (WWMC) - Located in the town of Lobo.
- 83rd Water Company - Located in Boulder Town.
- The Banditos - Located in Opaque.
- The Weston Militia - Located in Weston.
- Solomon’s Rage (Slavers) - Purgatory and around the Corpus Christi Ruins.
- Old Benjamin’s (Mercenary Company) - Located in Alamo & Boulder Town.
- Deathclaw Company (Mercenary Company) - Located in Boulder Town & Alamo.
- Rectifiers (Cult) - Located outside Rosalyn.
- Scorpions (Tribals) - Nomadic but mostly found in the West Texas area.
- Matted Dogs (Tribals) - Nomadic
- Criptiks (Tribals) - Nomadic
Rules
- No Uber Characters/Posts.
- No Foresight.
- No Arguing between each other.
- No Character Controlling others.
- My Word is final on any disagreement.
- If you have a question, either PM me directly or put it in the OOC thread.
- All Posts must be at LEAST two paragraphs long. No Less.
- All Posts must have DETAIL and DEPTH. Nothing flat and boring.
- Don’t just disappear from the RP. If you can’t continue, PM me before doing so.
- If you become trouble, I’ll kick you. You get ONE(1) Warning.
- Use Common Sense.
- HAVE FUN!!!
Character Sheet
Name:
Age:
Race:
Gender:
Height:
Weight:
Hair Style:
Facial Hair:
Hair Color:
Eye Color:
Skin Color:
Body Tone:
Armor/Clothing: (No Power Armor, obviously.)
Weapons: (No more than 4. No Plasma Weapons.)
Gear/Misc: (Random little things.)
Rank: (You’re all Knights.)
Personality: (What your character’s like with others, feels about the world, etc.)
Bio: (Who your character is, where he/she is from, how they got involved with the KoI, etc.)