Knight

Knights are traditionally heavily armoured fighters who are both expert horsemen and inspiring leaders. Of course, in Prealith, that's not the entire story.
Prealith has two official orders of knights - both owing allegiance to the Sea Prince and royally sponsored. There are some scattered knights serving powerful individuals. Also, many religions have clerics that are as well armed and armoured as knights, leading many people to mistake them for knights.
The first Royal Order, the Knights of the Road, closely matches the traditional view of a knight. They have the fighting, horsemanship and leadership skills of the knight class. Their mount, armour, and weapons are supplied to proven candidates by the Sea Prince. Knights of the Road take vows of Defense, Excellence, Faith, Honour, Justice, and - above all - Loyalty. Knights of the Road are the direct representatives of the Sea Prince and his Council. They are expected to not only protect the roads and settlements of Prealith, but to also carry out the Sea Prince's orders and promote his realm. The Knights are often seen rallying and leading local forces. Most of them are stationed in Prealith's north to counter the threat of Pargun and Kostandan and also stationed near Bannerlith and along the Southern Trade road (their original task and what they are named after...). A very limited number are scattered between Bannerlith and Danalith.
The Knights of the Quarterdeck (KQ) have very different talents and a different mission. They share the same loyalties and vows as their land bound counterparts. They also have the same leadership abilities. However, the KQ are essentially the leaders of Prealith's feared marines. A KQ should be of either Sea Father's Chosen or Sea Wolf ancestry. Instead of a 'Birthright Mount' and 'Horsemanship', the KQ has the following abilities. First, the KQ has seamanship and marine skill sets (with the associated skills). Second, the KQ has 'Sea Legs' (Dexterity) and gets to add his Dexterity bonus and level to any check involving keeping his footing or moving about or to and from a ship. In addition, once/day for every 3 levels of experience, a KQ may roll a Sea Legs check twice and take the better result (ability must be used before the roll is made). As a result of this almost supernatural ability, KQs are able to fight in boarding actions in full armour (avoided as it is fatal if you fall overboard). Enemy ships have been known to surrender before they can be boarded by a KQ in full armour leading a Prealith marine boarding party.
Prealith has two official orders of knights - both owing allegiance to the Sea Prince and royally sponsored. There are some scattered knights serving powerful individuals. Also, many religions have clerics that are as well armed and armoured as knights, leading many people to mistake them for knights.
The first Royal Order, the Knights of the Road, closely matches the traditional view of a knight. They have the fighting, horsemanship and leadership skills of the knight class. Their mount, armour, and weapons are supplied to proven candidates by the Sea Prince. Knights of the Road take vows of Defense, Excellence, Faith, Honour, Justice, and - above all - Loyalty. Knights of the Road are the direct representatives of the Sea Prince and his Council. They are expected to not only protect the roads and settlements of Prealith, but to also carry out the Sea Prince's orders and promote his realm. The Knights are often seen rallying and leading local forces. Most of them are stationed in Prealith's north to counter the threat of Pargun and Kostandan and also stationed near Bannerlith and along the Southern Trade road (their original task and what they are named after...). A very limited number are scattered between Bannerlith and Danalith.
The Knights of the Quarterdeck (KQ) have very different talents and a different mission. They share the same loyalties and vows as their land bound counterparts. They also have the same leadership abilities. However, the KQ are essentially the leaders of Prealith's feared marines. A KQ should be of either Sea Father's Chosen or Sea Wolf ancestry. Instead of a 'Birthright Mount' and 'Horsemanship', the KQ has the following abilities. First, the KQ has seamanship and marine skill sets (with the associated skills). Second, the KQ has 'Sea Legs' (Dexterity) and gets to add his Dexterity bonus and level to any check involving keeping his footing or moving about or to and from a ship. In addition, once/day for every 3 levels of experience, a KQ may roll a Sea Legs check twice and take the better result (ability must be used before the roll is made). As a result of this almost supernatural ability, KQs are able to fight in boarding actions in full armour (avoided as it is fatal if you fall overboard). Enemy ships have been known to surrender before they can be boarded by a KQ in full armour leading a Prealith marine boarding party.