A knight who forsakes land, title, and kin to seek the Grail becomes a wanderer on an errand most do not survive; the few judged worthy at the end of the road are permitted to drink, and what rises from that draught is no longer quite a man. Grail Knights do not age, their blades turn aside evil as though offended by it, and daemons that would shatter armies flinch from the light behind their eyes.
They owe no duke and answer no summons, appearing where the Lady wills — at a doomed bridge, a plague-struck chapel, a battle the kingdom cannot afford to lose. Peasants leave offerings wherever one has passed and treasure the very hoofprints. In a realm built on the gap between legend and reality, Grail Knights are the unsettling proof that the legends are true.