Factions
Knights of Truth
The good-aligned paladin order of Freeport. Marr-aligned, opposing the Dismal Rage and the Bloodsabers.
Knights of Truth is the paladin order of Freeport, aligned with Mithaniel Marr — the god of valor, honor, and the sword. They are the good-aligned counterweight to the Dismal Rage of Bertoxxulous and the Bloodsabers of Innoruuk, and they exist as a permanent armed presence in North Freeport precisely because Sir Lucan D'Lere's Militia cannot be relied upon to suppress the city's evil cults.
The order trains Freeport Paladins, runs the Temple of Marr chapter house, and maintains standing kill orders against undead and Dismal Rage cultists across the Commonlands. Their guildmaster, Sir Aleister Locke, holds court in the North Freeport chapter house.
Lore
The Knights of Truth were founded in the early years of Freeport as a Marr-aligned response to the Bertoxxulous cults that had taken root in the city's sewers. Their charter has never changed: defend Freeport's good citizens, hunt undead, oppose the Dismal Rage. Their tense coexistence with Sir Lucan's Militia is the open secret of Freeport politics — the Knights formally recognize Lucan as a Knight of Marr in good standing, but neither side has any illusions about the other.
The order's headquarters is in North Freeport, with a satellite presence at the Temple of Marr on Antonica's eastern road. They run the standard paladin training cycle and gate access to the Freeport paladin armor and spell lines through faction. Sir Aleister Locke is the public face of the order; his deputies handle most adventurer interactions.
Internally the Knights are organized like most paladin orders of the era: Squires train under Knight-Recruits, Knight-Recruits train under full Knights, and the senior Knights answer to the chapter's High Knight. The Temple of Marr satellite is staffed by a rotating chapter detachment and serves as a stopover point for paladins escorting goods or refugees on the Antonica road. Adventurers who complete the Temple of Marr questlines earn standing with both the Knights and the broader Marr-aligned faction stack.
Why grind it
For Freeport-based Paladins the order is mandatory — they train, supply, and quest-gate the entire Freeport paladin career. For non-paladins, Knights of Truth standing unlocks safe passage through the order's section of North Freeport, paladin trainer interactions, the Temple of Marr questlines, and several mid-tier weapon turn-ins (the Knight-issued sword chain is profitable through the late teens).
The Bloodsaber-orb turn-in is the canonical efficient grind, and the Knights gain faction from it alongside the Ashen Order, Coalition of Tradesfolk, and Freeport Militia. Anti-Dismal Rage work in the Freeport sewers and the Temple of Bertoxxulous is the secondary path, with bounty quests issued by the chapter knights themselves once standing reaches Apprehensive.
Notable NPCs
- Sir Aleister Locke — Paladin guildmaster, presides from the North Freeport chapter house
- The High Knight of the chapter — gates the higher-tier paladin questlines
- Knight-Recruit training officers who handle the Freeport Paladin armor and spell turn-ins
- Temple of Marr satellite knights, posted on the Antonica road
Faction path
+faction
- Killing Dismal Rage cultists in the Freeport sewers and the Temple of Bertoxxulous
- Killing Bloodsabers wherever they appear (Freeport sewers, Qeynos Aqueducts)
- Bloodsaber-orb turn-ins to Order NPCs — the canonical four-faction Freeport grind
- Killing undead in the Commonlands and Befallen
- Freeport paladin class quests and Knight-Recruit training turn-ins
- Anti-Indigo Brotherhood bounty turn-ins
- Temple of Marr questlines
-faction
- Killing Temple of Life clerics — allied faction backlash
- Aiding Dismal Rage or Bloodsabers questlines
- Killing other good-aligned factions (Faydark's Champions, Knights of Thunder)
- Attacking the Temple of Marr or Knight-Recruit NPCs
- Killing Felwithe Paladins on the Faydwer side
The Last Camp any-race-class adjustments
Knights of Truth starts hostile to Iksar, Trolls, Ogres, Dark Elves, and Erudite Heretics. The classic painful case is the Iksar Paladin — a paladin needs trainer access, but every paladin trainer in the original good cities (Knights of Truth in Freeport, Knights of Thunder in Qeynos, Felwithe Paladins in Felwithe) starts negative for an Iksar. The standard recovery path is to pick one good city and commit: grind Dismal Rage cultists in the Freeport sewers (for KoT) or Bloodsabers in Qeynos (for KoTh), staying outside the city until faction is at least Indifferent. Expect 50+ levels worth of cult kills before either order will train you. Human, Half-Elf, Erudite, and Wood Elf paladins start positive.