Knight-errant
Overview
Technically, anyone in Dawn who has not passed a Test of Mettle is a yeoman, whether they are a farmer, a merchant or the daughter of an Earl. Those who are actively seeking to pass a Test of Mettle are called knights-errant. Formerly they are not noble, but some, especially those who are noble-born often assume some of the rank and privilege of nobility. With their quest for glory and status, knights-errant are commonly regarded as romantic figures in Dawn.
Knights-errant often travel the land together, helping each other to triumph in their tests. Such bands travel the land to wherever they are most needed, seeking out opportunities for heroism. Groups of knights-errant are often accompanied by loyal yeomen; faithful house retainers or childhood friends. The yeomen handle everyday responsibilities allowing the knights to concentrate on less worldly matters. It is not unusual for yeomen to declare themselves knights-errant but they often prefer to adventure by themselves or with others from similar humble upbringings.
The easiest way to pass a Test of Mettle is to petition the noble house you were raised in and pass the challenges they set you. It is a much more challenging to petition another noble house, particularly one with which you have little existing connections. But the most ambitious knight-errants seek the ultimate prize – achievements so glorious that they are recognized by all the noble houses – and for a prestigious noble house to approach them and offer a Test of Mettle. Such achivements are rare, but a knight-errant who is invited into a house rather than petitioning one is seen as being worthy indeed.
The travails of a knight-errant are not just difficult, they can also be expensive. Most Dawn nobles have a fairly cursory disdain for money, it tends to get in the way of a glorious ambition, but no-one can completely ignore the realities of mundane life. To facilitate their quests, many knights-errant or groups of knights, take a patron, a wealthy noble who can financially support their heroic lifestyle. Patrons can be useful, but often come with strings attached, even if just a requirement to serve the patron when called.
Some knights-errant enjoy the life of questing for glory so much that they continue to adventure even after passing their Test of Mettle. Such individuals become Questing Knights and sometimes form knightly orders of their own.
Creating a Knight-Errant
If you create a knight-errant character then you are playing a character that is not formally a noble but is striving to become one. Your character may be noble-born or yeoman-born depending on what suits your character. Individual Knights-Errant are seeking glory for the sake of passing their Test of Mettle, or in some cases, for the sake of attracting the attention of the best Noble Houses to join, so you may define as little or as much family history as you wish in creating your character.
The imagery of warriors in a harness of plate can be an intimidating costume prospect for anyone wanting to play in Dawn if you don't already own expensive armour. Knights-errant, even noble-born ones, are often short of money so it can be a great choice for players who want to play a Dawnish character but don't feel confident that their costume conveys the image of a rich and powerful noble. It is also a great way to introduce a lone character who is looking to join a noble house in-character. It is also worth considering playing a knight-errant if you are interested in playing in Dawn but want to avoid some of the more political aspects of playing a noble.
Some knights-errant have a patron - usually an Earl or other powerful Dawnish political figure - who provides them with financial backing. Having a patron can create an interesting additional dimension to your character - you shouldn't expect them to give you actual money you can use in the game (although some might) - but you can roleplay that your character's armour, weapons and wealth are from your patron. A useful patron might be able to help you politically at events, or they might place demands on your character forcing you to do tasks for them. A patron may be able to give you some real in-character advantages but ultimately the relationship exists to create interesting roleplaying around.
The Test of Mettle
The Test of Mettle is an important part of your character, so think carefully about your options here. You can create a minor noble house that has set you a Test - doing this means that you can create your own Test and ensure it is suitably challenging and heroic. Avoid having a Test that is too easy to complete, people won't be impressed by a noble who visibly completes an easy Test. If you don't want the challenge of trying to achieve glory in play then it is much easier to create a character who is already noble. The alternatives are to seek out an existing Dawnish noble house and demand a Test of Mettle from them, or to try and be so glorious that the noble houses come to you and try to offer you a Test.
In theory you have the right to demand a Test of Mettle from any existing noble house - in practice it is better to seek out a noble house that is receptive to offering you a Test of Mettle. Otherwise you are likely to be set a Test of Mettle that is inordinately difficult. Beware of any noble house that sets too easy a Test of Mettle however - the point of playing a knight-errant is to roleplay through trying to become a noble by passing your Test. You can only pass one Test, most players will will get far more out of a difficult and exciting Test.
If an Earl does set an easy Test of Mettle, something that simply won't be glorious to attempt or complete - consider rejecting them. Knights-errant want the glory of passing a difficult test - but they also want the glory of joining a powerful house filled with similar glorious individuals. If a noble house sets you an easy Test it demonstrates that they are beneath you - you should seek out a more glorious house better suited to your noble nature!
Playing a knight-errant
If you strive to play your character in as glorious a way as possible, then you can risk assuming some of the status of a noble, but it is wise to be careful. The point of playing a knight-errant is that your character is not yet noble - if you want to play a noble character who is questing for glory then consider playing a questing knight instead.
If you manage to complete your Test of Mettle while playing your character then you have a few choices. If the Test of Mettle has been set by an Earl in play, then technically you are now part of that Earl's noble house. You may wish to join their group, roleplay that you have nothing more than a loose association with the house or else set up a noble house of your own. If you wrote your own Test of Mettle as part of your background, then you can reinvent your character as a noble in charge of the noble house that set your Test.
If you don't want to play a noble in a noble household, the alternative is to become a questing knight.
Knights-errant are intended to allow players to play a group of Dawnish Knights and War-Witches (accompanied by a Troubadour, naturally) whose principal game focus is combat. Players can choose to create a Knight group rather than playing a Noble House if they wish to play characters who don't all come from the same Noble House or the same region of Dawn, and especially if they wish to play Dawnish characters with first-hand knowledge of the Empire outside their homeland. A Knight group should often be willing to accept new members if their deeds are sufficiently glorious, so before you create your own, check to see if other groups of Knights-Errant or Questing Knights in the system will have you first. Of course, you might rather be in competition with them for the most glorious deeds, so you may wish to act apart from them after all. Either way can make just as much game.
Sometimes individual Knights may leave a group. In the case of Knights-Errant, this tends to be when they pass their Test of Mettle, to go join the Noble House in question; in the case of Questing Knights, it tends to be a retirement of sorts, or else because their House or the needs of the nation or Empire call them to serve elsewhere. There is rarely an oath of mutual loyalty or any kind of service to one another, and composition of Questing Groups can be quite fluid.
A Knight Group should probably have at least one War-Witch with them, both to protect them from and inform them about the magical dangers they may face on the way. With Dawn's close ties to the Eternal Realm of Summer, it is not unlikely that someone may be needed to advise on, and deal with, the Eternals of Summer from time to time. This character should be of the same status as the rest of the group, either striving to become a Noble (if part of a group of Knights-Errant) or already a Noble (if part of a group of Questing Knights).
The yeomen Retainers with a Knight group should probably be loyal Squires, and although not armed and armoured as well as their Nobles, should still be able to hold their own in a battle. These are not groups with baggage-trains. They're also going to have to compromise a bit more personal honour than many Dawnish retainers, given the amount of fights their Nobles should end up in - someone's going to perform all that distasteful looting, after all, and someone's going to need to sell it on to pay for dinner. Someone's also going to need to patch up the Nobles' armour, and sometimes the Nobles themselves. Remember that playing a servant-type character in Empire isn't the same as in other games - these kinds of retainers should be pragmatic and unashamed about their role in Dawnish society, and many wouldn't even particularly want the responsibilities that Noble status brings.
There's also playing a Troubadour, who is the group's yeoman historian, inspiration, entertainment, and guardian of Virtue. Boldness and loud pronouncements are encouraged; so are songs, historical and historically-influenced.
Playing Knights-Errant
The role of Knight bands within Dawn is an important one - they can both defend the nation at home and earn significant political capital by dealing with problems elsewhere in the Empire. Such influence as they have should be used loudly and obviously - after all, the whispering rumour-mongering and back-alley dealing of other nations is not for the Dawnish. Your greatest assets are the martial punch you pack and your Virtuous reputation - so remember to maintain both. The respect that other Dawnish groups have for you should be entirely dependent on your achievements (and how well you present them), so you're going to have to keep up a steady stream of glories to (have your Troubadour) brag about.