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THE KNIGHTS ARCANUS


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About The Knights Arcanus

I. Overview:

The Knights Arcanus consists of powerful magical warriors that have banded together several times during Earth's history to help save magical orders, magic-based communities and most importantly, save Earth from potential and active global threats, mystical or non-mystical.

This current iteration of the Knights Arcanus is the 20th formation of the Knights Arcanus since its inception centuries ago. The 20th formation was started in the year 2000 as a result of an alien invasion of Earth and the invader's attempt to rip Earth's magical energies from its core.  This current 20th formation continues its existence today, but no longer as mere protectors of all things arcane, but instead, they have changed their role to protect all good people and places, magical and non-magical, from evil - local or global.

 

II. History of the 19th Formation of the Knights Arcanus (1895-1914):

The 19th formation of the Knights Arcanus was initiated due to defrocked arcane mages and their evil, magical creatures threatening to destroy several magical schools across Europe.  The 19th's leader was a powerful and imposing Irishman known as the "Celtic Knight".

The Celtic Knight and his brave knights vanquished many a magical threat to the Conglomerate, becoming the vaunted heroes in the eyes of all in the sect. The knights always fought for the Conglomerate and its people, however, at the start of World War I in 1914, the Celtic Knight saw that this war was the first true 'global' war of its kind, and that its ramifications would most likely change the world (as was also told by hundreds of magical 'precogs' and scriers in the Conglomerate as well).  In 1914, the Celtic Knight decided, on his own, to add the power of the Knights Arcanus on the side of the Allied (Entente) Powers of Great Britain, France, and Russia in opposition to those of the Central Powers of the German Empire, Ottoman Empire, Bulgaria and Austria-Hungary.  The Celtic Knight informed the Conglomerate's leaders, the council of elders, that his decision was the 'right' thing to do.  The council of elders, however, saw it differently.

The council of elders did not want the Conglomerate or the Knights Arcanus to be involved in man's non-magical wars, and as such, decided to remove themselves from man's conflict and its war of nations. The elders sent out a message to the Conglomerate's schools of magic of their decision and ordered the Knights Arcanus to return to the Conglomerate's capital, known  as the "Citadel", to officially be disbanded. 

As the bugle call went out across a European battlefield to for the Allied Powers troops and the Knights Arcanus, side by side, to attack the overwhelming entrenched Central Power's forces, the Celtic Knight received the elders' message from the Conglomerate: 

Your request for you and the Knights Arcanus to fight in their so called "Great War" has been denied. 

You and the Knights Arcanus will immediately withdraw from your current position and return to the Citadel without delay. 

The Conglomerate will take no part in this war nor shall it take sides.

This is the decision of the council and as such is beyond contestation.

Contact the Emerald* upon your return for further orders.

- The Council

 

(* Note to reader: "Emerald" is a codename for the leader of the Druidic school of magic)

As the British troops ran headlong into a hail of deadly machine-gun fire, grenades and mortars, the mounted knights reluctantly turned and slowly left the battlefield, each knight's head hung low as the Allied Powers' forces were cut down in swathes.

Upon return to the Citadel that same years in 1914, the Celtic Knight fought with the council of elders about the elders' decision.  When the council expressly told the Celtic Knight that if he or his knights dared to go against the council, there would be extreme actions placed against him, his knights and their families; actions that could result in being branded treasonous, carrying with it a death penalty.  Although unwilling to give in, the Celtic Knight knew the ramifications should he continue down his path.  He instead conceded and accepted the council's decision to disband his Knights Arcanus.  As per Conglomerate law, each knight who fought valiantly with the Knights Arcanus was commended as a great warrior hero of the Conglomerate, all of which would be granted befitting honors and accolades. Each knight was allowed an opportunity to 'up' their family's position in the Conglomerate's ranks by a whole rank should the the knight chose to allow the council to perform.  Most knights did so, thus earning the family increased, entitlements and positional authority in the Conglomerate's ranks. 

All but one knight of the 19th reformation chose this option:  The Celtic Knight.

The Celtic Knight altered the Conglomerate's arrangement, allowing him to 'down' a few ranks in the Conglomerate's system and instead eventually become the Conglomerate's Master at Arms of the their arcane and mystical weapons vault (see Samhain Knight for more on the rest of that story)

Today, as per the Conglomerate's detailed historical documents and drawings, the 19th Formation of the Knights Arcanus was the last Knights Arcanus to ever form again...however, there WAS an "illegal" 20th formation...

 

III. The Unofficial History of the  "Illegal" 20th Formation of the Knights Arcanus (2000-present):

Bereft of the Knights Arcanus for the previous 86 years, most magical users on Earth considered the knights to be mythical stories told to their children as bedtime stories.  The truth, however, was far different.  The knights disbanded as a result of several council leaders from the Conglomerate (a secretive magical order that had governed the knights over the centuries) deciding they no longer wanted to interact with the normal, non-magical world and their devastating wars and politics.  As such, the 19th formation of the Knights Arcanus was disbanded by the Conglomerate at the start of what would be considered then as "The Great War", or "The War to End All Wars" and today as "World War I"

The following is an official 'unofficial' account of the 20th formation of the Knights Arcanus that, according to the Conglomerate's secretive sect, "never occured"...

A. PRELUDE - THE INVASION:

In January of 2000 A.D., the Soltan Star Empire invaded Earth.  As part of the initial invasion, the Soltans had magical strike forces strategically attack dozens of magical school locations, magical communities and most grievously, secretive magical hospitals.

Within hours, thousands of magical users across the planet were dead; men, women children, animals; none were spared.  The Soltans had planned and plotted these attacks to quickly eliminate any chance for the magical community to rise up against the Soltans.  As was quickly discovered, the Soltans indeed had a reason for targeting the magic users; the Soltans intended, as part of their invasion efforts, to set up magical energy siphon towers and key Ley Line locations all across the planet where the Soltans would then siphon the entirety of the planet's rich magical energies and store the magical energy in large energy containers that would later be collected and used to power several of the monstrously powerful arcane weapons; weapons that could level cities in one shot.  As such, the magical communities were devastated from the initial Soltan onslaught.  The few thousand magic users left, for the most part, took refuge in a secretive magical underground location of the Conglomerate known only as "The Citadel". 

In the Citadel, those that did make it there, along with those already living there, were under constant attack for months on end by the Soltans.  Luckily, the Conglomerate and the Citadel's defenses were too great for the Soltans to breach.  Nonetheless, many hundreds died protecting the Citadel's citizens and refugees from the Soltans. 

The only formal offensive unit the Conglomerate potentially had was a unit that had been disbanded since the beginning of World War I; a unit knows as the Knights Arcanus.  As far as the Conglomerate's council of elders were concerned, that organization would never again be reformed, regardless of the plight the Conglomerate was in.  

B. SAMHAIN KNIGHT'S ILLEGAL FORMATION OF THE KNIGHTS ARCANUS:

The 20th formation was, yet wasn't, formed within an hour of the first day of the Soltan invasion of Earth.  We say, "wasn't" because, officially, as far as the Conglomerate is concerned, the 20th formation was never authorized or for that matter, recognized to exist, as per the Conglomerate's council of elders.  The reason for this decision was based on the edict placed upon the last (19th Reformation) Knights Arcanus and also due to the impertinent actions of the Knights Arcanus' self-appointed 20th formation's  leader, the Samhain (pronounced "SAH-win") Knight.

The Conglomerate, rather than form a new iteration of the Knights Arcanus, instead decided to stay hidden and engage defensive measures against the Soltans rather than engage the invaders offensively.  Refugees from the bombed-out and attacked magical schools and magical locations found their way to the Conglomerate's hidden underground Citadel (or were transported by family and/or friends) from all around the world. 

The Master at Arms for the Conglomerate, a man know as Sir Samuel Shane (AKA Samhain Knight),  within minutes of the invasion, broke time-honored protocols and arcane law by personally putting out the word that any in the Citadel willing to join him in taking the fight to the Soltans as part of the newest formation of the Knights Arcanus, were to meet him in the Conglomerate's Main Armory within the hour. As the new knights started to filter in, Samhain Knight walked through the armory and started selecting weapons, armor, devices and artifacts he would require for his new knights.  A handful of magistrates and a couple of council members screamed at Sir Shane, demanding he put back each of the armory's items, only for Sir Shane to return comment that he was now to be called "The Samhain Knight" and that he, as his last act as Master at Arms, would take whatever weapons he deemed necessary in the fulfillment of his duty as a knight of the Knights Arcanus.  The arrogance and confidence Sir Shane towards the magistrates and council members was unheard of.  Decades later, his legendary actions will only be spoken of in whispers, never to be formally taught, recorded or written, as per the decree of the the Conglomerate's council of elders.

In mere minutes of Sir Shane's start of his weapons collection in the Conglomerate's Main Armory, over five dozen mystics and want-to-be warriors joined Sir Shane in raiding the armory of some of its most powerful battlefield weapons.  By the time the rest of the Conglomerate's council arrived at the armory to stop Sir Shane and his new 'knights', they had already left the Conglomerate to engage in battle with the Soltans, taking with him a few hundred powerful, and in some cases, devastatingly dangerous weapons, armor and mystical artifacts.

Over the next several months, the Knights Arcanus added to their ranks, while also sadly losing three times as many in battles.  The Conglomerate did not 'recognize' Samhain Knight's formation of the Knights Arcanus and as such, did not support him or his knights. The Council elders even went as far as to call these news knights "outlaws", preventing them from ever returning to the Conglomerate, or their own homes, under penalty of death. Even the knights who died in battle were not allowed to have their remains returned to their family for proper funeral rights, honors or interment.

Regardless of the Conglomerate council of elder's lack of support, Samhain Knight led his knights with the valor of a knight and the decisiveness of a true leader.  None of the knights ever questioned Samhain Knight's leadership. Most of the knights stated that as far as they were concerned, Sahmain Knight was the greatest knight ever in the history of the Knights Arcanus.

Sadly, several months into the 2000 Soltan invasion, nearly all of the Knights Arcanus would die in battle against the Soltans. 

Over the several months from the Knights Arcanus' 20th reformation by their leader, Samhain Knight, the knights had brought down all but one of the Soltan's magical siphoning towers erected on Earth - the one located in China.  

With only half a dozen tired and wounded knights left, Samhain Knight led their final charge against a massive Soltan stronghold around the siphon tower.  What normally would be considered a bloodbath and a suicide run against the Soltans instead became a hallmark as one of the world's greatest battles.

Prior to the Great Battle of the Final Soltan Siphon Tower, the Knights Arcanus had fought alongside dozens of military units all across the world, even assisting several super-powered heroes (and villains) in their fight against the Soltans.  As such, when the Knights Arcanus performed what they perceived would be their final charge, the world's superheroes, super-villans, and military soldiers, airmen and sailors all came to fight together in an epic battle royal to destroy the tower.  Fighter jets fought in the skies above, the world's navies bombarded enemy positions with rail guns and missiles from the ships at sea and thousands of nations' troops, all working together,  joined Samhain Knight and his beleaguered knights on their final great push to destroy the tower.

The combined forces of the remaining Knights Arcanus and their world allies not only destroyed the Soltan siphon tower but directly led to the retreat of the Soltan Invasion forces. 

An unexpected resultant of the destruction of the last tower was the release of all Soltan siphoned and stored magical energy being released back into Earth's Ley Lines.  In addition to this, the rate and volume of the magic being released into the Ley Lines was greater than ever before in Earth's history. Earth not only got its magical energies back, but at 400% of its previous capacity, making the Earth one of the largest and most powerful storehouse of magical energy in the universe overnight.

Within hours of the massive battle, the Soltans retreated from Earth and fell back to a base located on the dark side of the planet Mars.  Thanks to Samhain Knight, the few remaining Knights Arcanus and Earth's protectors, the Soltan invasion of Earth was routed. For the first time in galactic history, the conquering Soltan Star Empire had finally been defeated; a feat that no other planet or cosmic alliance had ever done before.  Now that the war was over, Samhain Knight had to face the music for his actions against the Conglomerate.

C. THE POST-INVASION PARLAY: 

The Conglomerate survived the Soltan's incessant attacks against the Citadel, however, a majority of their magical population, schools and elders were lost in as a result of the invasion.  After the Soltans retreated from Earth, the council retracted the Citadel's magical defense shields, wards and screens.  Samhain Knight sent a message shortly thereafter to the council, asking them to meet him at a prearranged time for a secret parlay at a neutral magical meeting site at Arthur's Seat in northern England, where they would, as gentlemen and ladies, discuss their future and hopefully resolve their differences.  The council agreed and days later, Samhain Knight and the  Conglomerate's remaining council of elders met at Arthur's Seat.

At the parlay, several critical issues were immediately brought up by the council of elders that, as far as they were concerned, required immediate resolution.

One such issue was the knights' lack of retention of the 'stolen' Conglomerate's weapons, most of which were lost and strewn across dozens of battlefields worldwide during the invasion.  The council demanded that all existing weapons in the knights' charge be returned to the Conglomerate's armory within a day's time of the parlay and that the knights would to be blamed for the loss of each of the currently missing or lost items that Samhain Knight initially 'stole' from the Conglomerate's Main Armory.  Sadly, Samhain Knight concurred that upon the successful conclusion of their parlay, he'd return all of the knights' weapons they still retained and give them back to the Conglomerate; all except Deathknight and its weapons (Deathknight was considered an 'abomination' by the council of elders who instead blamed the ostracized Death school of magic for setting it free).  Samhain Knight even offered to return his favorite sword he'd used since the start of the invasion.

Another issue of the council's concern was that the knights were never officially authorized to form, and as such, Samhain Knight and his knights' actions, although heroic, would neither be allowed to be written  nor chronicled EVER. All of the knights' historical battles and each knight's legacy that was part of the 20th formation of the knights would never be recorded nor retained for posterity or historical purposes.  Anything regarding divulging the 20th reformation of the Knights Arcanus was considered a crime by the council of elders, as as such punishable by 10 years of imprisonment in the Citadel's dungeons.  

Since Samhain Knight and his fellow knights' actions were considered the highest form treason in the Conglomerate, such punishment normally came with a death penalty.  Noting the fact that the knights fought and 'saved the world' as it were, the council instead compromised.  Instead, the surviving knights of the 20th reformation were not allowed to return home or enter the jurisdiction of the Conglomerate under penalty of death.

Samhain Knight, from the start of the parlay, slowly morphed unto that of a demoralized and chastised child against the overbearing authoritarian mob that was the council.  Samhain Knight could do little but continue to concede to their wishes, one after the other, with little to no choice.  The next issue, however, was the straw that broke the camel's back:

The fallen knights of the 'illegal' 20th reformation of the Knights Arcanus, according to the council, would NOT be allowed to be buried or processed with honors on family or Conglomerate grounds...at all.  

The Conglomerate council of elders, instead, decreed that if a grave, marker, stone or reference to any of the 20th reformation's knights was ever discovered anywhere on the Conglomerate's territories, said items would be destroyed and the knight's immediate family members, whether they are innocent or not, would be imprisoned for a period not to exceed 10 years in a Conglomerate prison.  The elders also pushed the fact that if any said references were found 'outside' of the Conglomerate's expanse, they also would have it destroyed, regardless of the laws of the location's nation, state or region.

Samhain Knight quietly rose from his previously seated, chided position and stood before the council with an imposing stance of a knightly leader.  He then decreed that the council WILL strike their last 'decree' regarding the interment and disposition of his valorous, heroic knights or the parlay would end and no resolution would occur for any of the council's 'concerns'.

The council cautiously conferred in whispers over Samhain Knight's stand on the issue, returning to him stating they remained unmoved on their previous decree.

Samhain Knight gathered his sword and stated in his comandeering voice that the Knights Acanus would not abide by the council's decision nor would he grant the council's requests to any of their 'concerns' brought forth during the parlay.  Instead, Samhain Knight said he'd continue to lead the knights actively until his death or such circumstance where he would no longer be considered the leader of the knights as per the knights' code.  Until that time, Samhain Knight said he'd continue his honor-bound duty to protect the magical world and its citizens from evil, but that he'd now also be helping the 'non-magical' world and its citizens, superheroes and super-groups as needed from that point on.  He mentioned that if the council did indeed need the knights again, secretly or otherwise, his knights would answer the call regardless of the council's politics. 

After the parlay ended, the council secretly met again back at the Citadel. 

D. THE COMPROMISE: 

At the Citadel, the council agreed to send their agents to consistently dog Samhain Knight to follow through with the council's demands.  They also wanted to hound Samhain Knight to divulge each of the knights' past and current exploits to ensure that the knights' "unsupervised illegal operations" didn't create any new major magic-related incidents or apocalypses without the council's knowledge (so as to be prepared to stop or correct said incidents and/or apocalypses). After great discussion, the council realized that actively engaging to oust Samhain Knight from the Knights Arcanus' leadership would only lead to another of his knights taking his spot and becoming more toxic and unwilling to work with the council, thus the council agreed to secretly 'allow' Samhain Knight's continued 'illegal' operation of the Knights Arcanus so long as he and the knights helped them out with the council's needs.  The council's edicts were still in effect against the Knights Arcanus, however, so long as the knights didn't perform any additional transgressions against the council or the Conglomerate, or return to any of the Conglomerate's lands or holdings, the council would not actively 'pursue' the Knights Arcanus capture. 

Through whispered conversations, the citizens of the Conglomerate told the story of the 20th reformation of the Knights Arcanus and their heroic acts and bravery.  To this day, no one has been allowed to officially speak, write, or even draw pictures and/or images of those knights for fear of persecution or magic interrogation.  Nonetheless, some of the the citizens of the Conglomerate secretively look to the Knights Arcanus as unsung heroes and at times, are caught supporting, discussing or writing about their recent or past exploits.  Those 'sympathizers' were jailed and forced to await trial for their crimes. What the council won't tell its own citizenry is that each jailed sympathizer was sprung from each of their cells within 24 hours after their initial arrest. No clues have ever been revealed about how they got free and interestingly enough, the council never seems to follow up with a standard manhunt for those sympathizers that have escaped.  It almost seems like the council has turned a blind eye to the current knights AND the disposition of the liberated sympathizers...    

E. TODAY'S KNIGHTS ARCANUS:

In the Major Deej Universe, the rest of the world outside of the Conglomerate knows of the Knights Arcanus existence as well as the team's leader, Samhain Knight.  What 99.999% of them don't know is about the Conglomerate's existence  or their citizenry of the multiple magical schools that make up the whole of the Conglomerate.  As far as  John Q. Citizen knows, the Knights Arcanus is just another group, albeit 'strange' group, of superheroes. The Knights Arcanus is officially registered under the Super-powered Registration Act (SRA) and is sanctioned as an official super-heroic team as long as Samhain Knight remains the leader of the group.

Today, the Knights Arcanus consist of between a half dozen to a dozen knights.  Several 'knight errants' live and train amongst the knights, working hard for months if not years at a time, striving for the day they are finally tasked to perform their trial to be tested in earning the title of a true knight of the Knights Arcanus.  The Knights Arcanus group not only continues its long, noted and honorable duty of protecting the magical citizenry of Earth, but has also added a new duty towards helping the normal people and superheroes of the world to battle, as allies, against world-class dangers and threats. The Conglomerate still considers each of the knights and their knight errants of the Knights Arcanus as 'outlaws' that, to this day, will never be allowed to return to any of the properties or territories under the auspice of the Conglomerate, under penalty of death or incarceration for the rest of that person's life. 

 


 Samhain Knight

Samuel Shane

HISTORY

Samuel Shane is the seventh generation that was born to that of a secretive magical sect called the Conglomerate. There, in the Conglomerate's underground Citadel, Samuel's father worked as a blacksmith and his mother as a stable maid.  Sam had no brothers or sisters and was to be raised to one day replace his aging father as a blacksmith, however, on one special day in 1992, a young Sam Shane caught the interest of a man that would later affect Sam's life thereafter

In 1992, Sam was a ball of unfocused energy.  He was doing poor in his schoolwork and was often seen pretending he was a knight, flailing a wooden sword about the air claiming to save the common citizens of the Conglomerate.  His parents tried desperately to help him focus, but his mind was always somewhere being a virtual knight in his head. His parents, low in the ranks of the Conglomerate's pecking order, realized that their one and only son was most likely not going to help the family's position, much the same as generations past had done.  It wasn't a bad lot in life for them, but after several generations, Sam's parents became sad at any potential future prospects for them or Sam.

One day during that same year at the Conglomerate's pseudo-outdoor market (spells were used to make it seem that the roof on the market ceiling was actually an open sky), Sam and his mother were gathering groceries when one of the vendors started screaming about something evil just hatching from one his pallet of eggs.  Sam, always looking for a boy's adventure ran over to investigate as bodies began to fall to the ground and screams began permeating the air.  Sam's mother chased after him, but was caught in the wave of exiting marketers.  Sam, however, arrived on the scene of the commotion to see five dead people on the ground before him; the looks on their faces locked in a death mask of fear and/or surprise.  He saw a pallet of eggs with one cracked open, however, there was no yolk or egg juices; it was a yolk-less egg.  To Sam, that meant a Basilisk or a winged Cockatrice.  One gaze from either one causes instant death, regardless of the size of the creature, which more than likely couldn't be more than the size of a snake at this point. 

Before anyone could arrive and take on this dangerous creature, young Sam started chasing the creature around, attempting to corner it.  Each time the creature attempted to attack or look at Sam, Sam instead vaulted away to the next best location to continue corralling the creature.  Grabbing-up an old sword from a rival blacksmith's table, Sam thrust the blade at the creature, deftly aware of the creature's deadly gaze.  As Sam was about to kill the creature, amidst the now empty market, an old man happened onto the scene. Sam saw the creature break off to attack the old man, but Sam intercepted it through an amazing display of bravery and athleticism.  Sam while vaulting over vendor tables, grabbed up a mirror hanging on a post and thrust the mirror between the old man and the beast, causing the creature to gaze at its own reflection, thus killing the creature instantly.

That's not all.

As Sam was vaulting towards the old man, Sam was also crowing like a rooster, utilizing another old myth that a 'rooster's crow' could kill the creature

On top of that, Sam had grabbed up a vial labelled as "Mongoose Pee" from another vendor's table and splashed the contents of the vial at the leaping creature.

Using all the means of killing it, Sam successfully killed the creature dead...three times over.

Sam landed across from the old man and asked the old man if all was well with him. The old man responded with a solid nod.  Sam then patted the old man on the back and told him that he and the rest of of the market goers were all safe now.

Rather than bask in the creature's kill, Sam went back to find his mom like as if nothing had just happened. Along the way, Sam even put the items he'd used against the creature back where he got them, even so far as to leave money on the table of the vendor that was selling the vial of mongoose pee.

The old man stood there stunned, taking in the actions that young Sam had just performed.  The old man them adjusted his cloak; a cloak that now showed him putting away a hand mirror, a dagger, and a vial labeled as "Weasel Piss". 

The old man, intrigued with Sam, began following Sam on and off for the next three days, watching him. Studying him.  

The old man finally introduced himself to Sam.  The old man introduced himself as Sir Cedric Cairne, a man well known in the Conglomerate community as a legendary hero called the Celtic Knight - the last living knight of the long-disbanded group of magical warriors once called the Knights Arcanus (see more of the Celtic Knight's story in the segment labeled  "II. History of the 19th Formation of the Knights Arcanus"  in the "About the Knights Arcanus" section).

Sam didn't believe the old man until Sam was shown the the old man's branding - a brand on the old man's forearm signifying the mark of retirement of a brave knight of the Conglomerate.  When Sam saw the mark he fell to his knees showing fealty to the old man unto that of a god.  The old man demanded Sam arise and talk with him.  Over the next few hours, Sam and Sir Cairne talked.  By conversation's end, the old man stated that 'it was time'.  He then went to Sam's home and spoke with his parents, telling them to meet at the Conglomerate's council chambers at noon the next day with Sam packed and ready to go far away with him for 'training'.

The next day, Sam said his goodbyes to his few friends (and a couple of girls he'd hoped to have had as girlfriends one day) and family and went to the Conglomerate council chamber - a place none of Sam's family had even been allowed to be in or see.  Once there, the guards recognized Sam and his family and escorted them to the chamber where several of the Conglomerate's elderly council members stood talking with the Sir Cairne.  Each council member looked uneasy...even a little chided.  Once introductions were done, Sir Cairne stated that he had invoked an old ruling meant for honored knights - a rise in station and Conglomerate rank, should one choose to do so upon retirement as a knight in good standing.  Sir Cairne told the council (seemingly again), Sam and his parents that, as a knight 'forced' to retire, he'd decided to chose a 'lower' station than he was serving in rather than one higher in the Conglomerate's rankings.  The station was Master at Arms of the Conglomerate's Magical Weaponry Storage and Armory, a ranking two levels above Sam and his parents current position, but two levels below that which Sir Cairne had once performed as the leader of the Knights Arcanus decades before.  Sir Cairne informed those gathered before him that Sam would be trained to 'replace' Sir Cairne as the new "Master at Arms" for the Conglomerate's Armory, and that in doing, so, Sam's parents would also be increased in position, making Sam's father a weapon's inspector for the Conglomerate Armory and his mother as a Barn Manager for a new Conglomerate barn that Sir Cairne would talk to her later of.  The council, although nervous in their acceptance, acquiesced to what Sir Cairne stated, drawing up the papers on the spot.

Hours later, Sam's parents were moved from their old home to a far nicer home not far from their new work locations.  Sam was told to say goodbye to his parents, where upon Sam and Sir Cairne left.

Over the next several years, Sam was taken around the world and trained to be the best Master at Arms ever in the Conglomerate's history.  He learned all things historical, metallurgic and magical about every single piece of armor, weapon, and device known by the Conglomerate and Sir Cairne.  Not only was he taught about being the best Master at Arms ever, Sam was also secretly trained how to be an arcane warrior, more specifically - a KNIGHT ARCANUS.  No one in the Conglomerate had been trained to be a knight since before the last formation of the Knights Arcanus.  Sadly, the practice of carrying on a knight's training and and its related practices had fallen out of fashion with the Conglomerate, or more correctly, unsupported by the council of elders.  Even though Sir Cairne fought the council on this over the last several decades, it wasn't in Sir Cairne's authorization to formally train another as a knight unless he had express permission of the whole of the council elders.  For the last several decades, the council voted a majority "no" to reforming the knights or training a new knight.  As such, Sir Cairne continued his secretive training of Sam as a Knight Arcanus...and what an incredible knight Sam would eventually became.

Although Sam got off to a rough start in his training, thanks to Sir Cairne's school of 'tough love' and 'hard knocks', Sam soon mastered his new Master at Arms trade and his secret skills as a knight before the turn of the 20th century.

In 1999, Sam performed what Sir Cairne called 'The Knghts Arcanus Trial'; a test of courage, valor, bravery, arcane weapons handling and knightly altruism.  Sam passed with flying colors, the first in 85 years to ever undergo the trial.  In a somber two-person ceremony of Sam and Sir Cairne, Sam was secretly knighted as "Sir Shane" by Sir Cairne.  Days later, Sam was taken back to the Conglomerate.  Sadly, Sam learned of the passing of his parents during this time, due to what was recorded as 'natural' causes.

After a few days of  grieving, an increasingly frail Sir Cairne took Sam through the inventory that was the Conglomerate's Armory, ensuring that Sam knew everything about each of the thousands of items, weapons and armor vaulted in the space.  Thanks to Sir Cairne's teachings and metholdology, Sam mastered the armory inventory in days vice months.

On the 31st of October in 1999, Sir Cairne died.

Sir Cairne's last words with Sam were to make Sam promise to do what he knew to be right and true, regardless of the council's decision (although Sir Cairne did add "It's nice to have the council's permission, but if they can't see the righteous or true path, then take it anyway").

Sir Carine also asked Sam to bear a knight's title that had never been used before in the history of the Knights Arcanus  - the title of "The Samhain Knight". The Samhain Knight title was a title that Sir Cairne had dreamed to call himself, but was told by the council of elders that the title was too 'pagan' to be allowed to be used, and was thus forbidden to use the title ever.  Sam agreed to Sir Cairne's last requests and with Sir Cairne's last weak utterance of "It is Time", Sir Cairne, the last true official knight of the Conglomerate's Knights Arcanus, died.

After the grand funeral for Sir Cairne, Sam continued to perform his duties as the new Master at Arms for the Conglomerate Armory in an exceptional manner.  When he wasn't performing the duties of his station, he was secretly practicing his fighting techniques taugh him by Sir Cairne.  Sam even found some time to reconnect with acquaintances of his youth, one in particular was a beautiful, yet fiery red-haired mystical Scryer aknown as   Cheryl Carpenter.  

In January of 2000 A.D., the world was invaded and Sam's training and leadership would come to test him unlike any knight in the history of the world.

The Soltan Star Empire invaded Earth in January 2000 A.D..  Their goal: subjugation of human life for the galactic slave labor market, the plundering of the planet's vast resources and predominantly for the siphoning and storage of Earth's magical energies; a process that in mere months could leave the planet a dying, lifeless husk.  The Soltans had been monitoring Earth for decades and attacked Earth with strategic precision, taking out nearly all of Earth's defense, primarily, a majority of the Conglomerate's magical schools and facilities.  National leaders, superheroes, tens of thousands of military troops, airmen and sailors, all died within the first hour of the invasion.  The Conglomerate had not prepared for an assault of this magnitude or unexpected ferocity and knowledge of magical weapons and powers.  As such, the Conglomerate's magical schools were decimated in minutes, causing massive surges of refugees attempting to pour into the only safe haven they knew - the Conglomerate's Citadel, located miles underground of the British town of Greenwich, England.

As the Conglomerate's council of elders attempted to take action, Sam took charge, but not as Sam Shane, but as Sir Shane, The Samhain Knight.

Donning a special armor he'd already created for himself (with the help of Sir Cairne before he passed on), Samhain Knight strode into the Conglomerate's Armory and began stockpiling the weapons he would need to fight against the Soltans.  As a handful of magistrates and council members looked on in surprise and shock, Samhain Knight put out a mass message for all magical citizens willing to fight the Soltan invaders to join him within the hour in the Conglomerate's Main Armory for weapons issue and recruitment for the 20th Formation of the Knights Arcanus.

As Samhain Knight strode through the armory at a brisk pace, collecting up weapons and armor as he went along, a couple of the council elder told the Master At Arms that he didn't have the authority to form the Knights Arcanus since it required a unanimous vote of all active members of the Conglomerate's  council to approve such a thing.  Samhain Knight turned to the elders and said, 'so why are you standing here talking to me?  Go, vote, and let's get to fighting'.  The same elders cautioned Samhain Knight that he also didn't have the authority to remove ANY of the armory's weapons without consent, for which Samhain Knight simply asked them, "You're still here? Go! Get that vote!".

As magical users and want-to-be recruits for the Knights Arcanus started showing up, Samhain Knight began quizzing his hew recruits with a bastion of rapid fire questions, asking him the same type of knightly questions that Celtic Knight once asked him as a boy.  Should any of the recruits answer with something other than what Samhain Knight desired, they were immediately dismissed from the armory.  Eventually, Samhain Knight was able to recruit about three dozen new recruits. Next, Samhain Knight eyeballed each new recruit and at times grabbed their torso, arms or legs to size them up and would then hand them a set of armor to wear and an applicable weapon to wield. 

As Samhain Knight was preparing for combat, the elders discovered they were not ready for the speed at which all of this was happening.  Three elders were missing and feared dead; magical shields and defensive devices were found depowered or missing; thousands of students and staff from the schools were scattered across the planet, most with no means of getting to the Conglomerate Citadel.  As such, the council could not properly vote on the formation of the Knights Arcanus nor the use of the armory's weapons.  As Samhain Knight and his new knights, loaded for war, menacingly strode toward one of the Citadel's main entry and exit ports, the few council elders in the Citadel intercepted the knights.  They forbade them from leaving the Citadel until there was a proper vote and that until that time, the knights needed to stay in reserve at the armory should anything else go wrong.  Samhain Knight told the elders they were wrong about this course of action and that he and the new Knights Arcanus were going topside to take the fight to the Soltans with or without the council's permission.

That's when the elders shutdown every single magical portal and exit to the Citadel.

There was no way out now.  Samhain Knight and his knights were now trapped behind an unearthly level series of magical shields in the Citadel along with the few thousands on magic users left in the order that survived the onslaught thusfar.   Furious, Samhain Knight ordered the council to open one of the doors only to be chastised like an impudent child for all to see.  Knowing that his actions were right and the council's was wrong, Samhain Knight struggled with ideas to leave the Citadel.

That's when a young, lower ranked stable maid walked up to Samhain Knight, gave him a letter and a set of keys, and walked away back around the corner.  Perplexed, Samhain Knight read the letter.

The letter was from his mother.

The letter stated that she and his father were alive and well.  They had to fake their deaths to avoid suspicion of the council.  The letter told Samhain Knight to use the keys to unlock their domicile's entry door and closet door where a one-shot Technomage portal exists.  Take anyone or anything needed for the escape that can fit through the closet door.  Once everyone/thing is through the closet door's portal, Samhain Knight was told to go through the portal and close it by closing the closet door.  The portal would disintegrate once all people and things using the portal reach the other side.

In the note, Samhain Knight's mother said they and others like them will meet him at the Hacienda once  this was done.

With great expediency, Samhain Knight led a charge of his knights down the narrow passageways of the Citadel to his parents' old domicile.  There, he entered the house using the provided keys and unlocked the closet door to see a quaint, steampunk-style portal designed into the closet's door frame.  Samhain Knight then directed each new knight to enter the portal and wait for him on the other side.  When he was the last one left, Samhain Knight entered the closet and closed the door.  Seconds later, he found himself on the floor on a dark, dusty old basement.  The portal they'd come through disintegrated as mentioned in the letter.  Before him were his new knights, all unharmed, and two large doors.

Upon opening the doors, Samhain Knight and his crew saw a long length of stables with nearly four dozen beautiful and healthy horses in them, most of which were of a unique breed and/or magically-empowered at that.  The knights, as if mesmerized by the horses, each walked towards a horse of their liking and almost instantly started to bond with them...almost as if the horses had been made for each knight present.  Samhain Knight was not immune from the same situation, finding an enormous black Clydesdale warhorse at the front of the stables.  Even the stable nameplate identified the horse to be Samhain Knight's.

Seconds later, a swath of people came through another set of doors adjacent to the stalls.  It was the site's staff...and Samhain Knight's parents. 

In tearful embraces, Samhain Knight and his parents quickly exchanged hugs and kisses, all the while explaining what had happened to each of them.  After Sam told his story, his parents described they reasoning for faking their deaths and the deaths of several others in the staff as as to set up for what they knew to be a 'coming storm' of alien invaders; a storm that the Council decided to ignore and instead state that all the Conglomerate's precogs and scryers had stated that over 96% of their shared visions showed and predicted that the Citadel would survive the invaders.  One particularly powerful, yet young scryer told her school's order that the 96% survival chance of the Citadel completely rested on a future line obscured by the council's manner of teaching, and that the future line had to have the Knights Arcanus fighting the 'coming storm' or the world would surely die.  In that same future line, the young scryer also pointed out that the council's inaction in 2000 would eventually cause the sect's downfall decades later.  As such the young scryer told Samhain Knight's parents and thanks to their incredible actions, were able to rebuild an old non-Conglomerate ranch house and stables to raise preconceived horses and arm the location with powerful Technomage wards, shields and the one-use portal.  Samhain Knight and his knights were in awe in what was transpiring before them.  As such, Samhain Knight gathered his knights and, thanks to his mom and her stable maids, were able to teach them to ride their respective magically-empowered horses in mere hours. During that same time, Samhain Knight's father further fitted the knights properly with their gear, making only slight adjustments compared to his son's keen eye on armor and weaponry for his knights.  Never so were Samhain Knight's parents prouder of him that at that short time together at the Hacienda.

Hours later, Samhain Knight and his fellow knights rode off to their first battle in nearby Madrid, Spain where only several hundred Soltans had invaded the capital of Spain.  Within hours of the battle, the new Knights Arcanus had won their first victorious battle, but lost three new knights in the process.  Although bittersweet for most, their deaths helped catalyzed the knights commitment to battle and their need for teamwork and brutal combat with the enemy alien forces.

The adventures of Samhain Knights glorious leadership of the illegal 20th formation of the Knights Arcanus during the Soltan Invasion are stories of legend, all of which will have their chance to be told.  Sadly though, within the third month of the invasion, the Hacienda was viciously attacked and nearly destroyed.  Most of the staff died in the attack...including both of Samhain Knight's parents.

Several months into the invasion and the existence of Samhain Knights' Knights Arcanus, Samhain Knight led his few remaining battle weary knights into an epic final battle that not only saved Earth and caused the Soltans to retreat to the dark side of the planet Mars, but also reversed the Soltan's siphoning of Earth's magical energies, causing the planet to be overcharged by 400% of its previous magical energies, making Earth the most powerful magical energy source in the universe.

After the invasion, only several of the Knights Arcanus had survived.  Some lost limbs, were in comas, or even brain dead.  Only a couple knights survived physically intact, and one of those was a death knight.

The Conglomerate and the Citadel did in fact, did survive the Soltan invasion, however,  hundreds of thousands of magic user died as a result of the invasion, leaving magical schools bereft of leadership and most schools having to rebuild from scratch.  The council of elders was chest deep in the post-invasion recovery, however, the issue of Samhain Knight's illegal formation of the Knights Arcanus and the 'theft' of several hundred items and weapons from the Citadel's armory still have to be resolved.  As such, Samhain Knight's actions were considered treasonous; an act that in the Conglomerate was considered a death penalty.

Weeks after the invasion was over, Samhain Knight and the Conglomerate's council of elders met at a neutral location and attempted to resolve their issues (see "About the Knights Arcanus" > "III. The Unofficial History of the  "Illegal" 20th Formation of the Knights Arcanus (2000-present):" > "C. The Post-Invasion Parlay" for all the details!)

As a result of the parlay in late 2000 A.D., Samhain Knight and his few remaining knights and staff retreated to The Hacienda were to this day, he and the new knights of the Knights Arcanus continue to use as a base of operations at their location in the hills outside of Madrid, Spain.  The Hacienda now has a powerful, new Technomage portal that is so state-of-the-art that it still has a few 'glitches' that need to be fixed before it works right.  Samhain Knight is still the leader of the Knights Arcanus.  The real world knows all too well of Samhain Knight and his band of 'strange' superheroes (all of which are registered under the Super-powered Registration Act), however, the citizenry and its children consider the "Samhain Knight" as a bedtime story or ancient mythical fairy-tale. Unable to return to the the Conglomerate, its schools of magic or the Citadel under penalty of death, Samhain Knight and his fellow knights instead work with today's superheroes, organizations and super-groups to stop evil across the planet, as well as still protect the Conglomerate and its citizens, even though they are still considered to have 'never' existed, as per the Conglomerate's decree.

Today, Samhain Knight continues to also train new, young knights as knight errants, all of which receive the same tough love and school of hard knocks method of knightly training he received from Sir Cairne, the last living knight of the 19th Formation of the Knights Arcanus.  Although he is not well loved by his knight errants, he is considered to be the best knight and leader ever in the history of the Knights Arcanus.

 

CAPABILITIES

  • Highly knowledgeable of all forms of arcane and magical weapons such that he is an arcane weapons expert in knowledge and application.
  • Scholar-level knowledge:
    • arcane history
    • horses
    • history of Knights Arcanus
  • Fighting master with any sword and shield
  • Leadership
    • natural talent to take charge of a situation with composure, aptitude and confidence (and even a little arrogance)

 

MAGICAL GEAR

  • Armor
    • Combat Armor
      • Provides remarkable levels of protection against magical attacks and mental attacks
      • Provides excellent levels of protection against physical, temperature-based attack, toxins, acids, radiation, force and all other forms of energy (including sonic and light/flash-based (only when wearing helmet))
    • Non-Combat Tunic
      • Provides excellent levels of protection against magic attacks and mental attacks
      • Provides good protection against all other forms of attacks, physical or energy-based
      • Doesn't provide light/flash protection
  • Sword - "The Sword of Samhain"
    • Unearthly level material
    • Enchanted to become exponentially heavier to any who attempt to wield it other than Samhain Knight
    • Has a good magical ability to increase darkness in a 40 foot radius when a particular spell is said (and only by Samhain Knight)
    • Has a "Samhain Stone" on its hilt that on Halloween (October 31st), the sword enhances its wielder with an additional level of fighting, agility, strength and endurance along with an associated boost in health.  Also increases each of the swords abilities by one additional level as well. 
  • Shield - "Bolgsbane"
    • 500 year old amazingly strong shield provides defense against all forms of attacks and damage
    • If any Fir Bolgs (shapeshifters) come withing 10 feet of the shield, the shield will counter the Fir Bolgs disguise and cause them to change back into their true selves.  Affected Fir Bolgs cannot change again for at least 3 minutes once they are clear of the shield's influence).
    • Magically appears on wielder's arm when summoned.
  • Portable Wards
    • Samhain Knight carries several wards at any given time.
    • Each ward must be recharged once a month.
    • Magical detection - excellent manner of detecting magic being used above a poor level within 200 yard radius of a fully charged ward
    • Demon/Magical creature detection - excellent manner of detection demons or uncontrolled magical creatures within 200 yards
    • Conglomerate boundary marker - excellent manner of identifying, before entering, if the land, area or dwelling is marked as Conglomerate territory
    • Hacienda Security alarm - using several other wards around the Hacienda's property, the one ward acts like a warning device to alert Samhain Knight if one of the other wards go off on the property.  This ward can transmit anywhere on Earth.
  • Translation Rock
    • Provides translation to over 100 languages.  As he speaks, it translates into native language and vice versa to all within 20 feet of rock
  • Cloak of Invisibility
    • Provides incredible magical visual invisibility/stealth field to wearer
    • Cloak does not negate heat signatures
    • Never needs to be recharged
    • Activated with complex series of touches to cloak's edging (only 10 people know how to do this)
  • Arcane Flight Boots 
    • Excellent material strength and protection
    • Allows for levitation and flight up to 40 mph at a maximum altitude of 400 feet above ground level
  • Horse (Arcane Black Clydesdale Warhorse) - "Spirit"
    • Horse Armor
      • covered in excellent body armor,front to back; protects from all forms of attacks
    • Levitation/Flight
      • Can fly at 60mph to a maximum altitude of 300 feet above ground level.
      • Requires a special spell to be told to the horse to get it to fly
    • Carries two days of food, supplies, bedding, etc. 


MDUverse Data

The "Mystical Knights" was the original name of this super group, created on 8 Sep 2007 by Don "Major Deej" Finger.  The group's initial leaders was and continues to be Samhain Knight.  On 22 June 2011, the group's creator changed the super group name to "The Exalted", but changed it back to Mystical Knights by 30 Nov 2012.  On 17 May 2016, the creator changed the super group name once more, this time from "Mystical Knights" to the current The "Knights Arcanus", due to concerns of the original super group's overuse of the "Mystical Knights" name and potential trademark issues that could ensue in the future.

CoHverse:  The "Mystical Knights" was created by Don "Major Deej" Finger on the Infinity server of the MMORPG, City of Heroes (CoH) on 8 September 2007 with the SG leader, Samhain Knight.  The SG changed its name to The 'Exalted' on 22 June 2011 and retained that name until the servers were shutdown on 20 Nov 2012. Any referencing to "Knights Arcanus" during CoH's operational period, regardless of server, were not created by this  group's creator.