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The Knights Code
The following presentation is a an attempt at a more complete look at what
becomes a Knight. More specifically, what becomes a Knight Of the Round Table.
I. Virtues.
Virtues are simply characteristics that a Knight should exude to all that
perceive the Knight. These comprise the Knight's personal code. The Knight
must stay true to these...
1. Fealty:
Essentially, the relationship between a warrior and his/her Lord. The patron
(Lord) gives the Knight a sense of belonging to something greater than him/herself.
Fealty can be to: religion, government, or a philosophy. These are to be ones
that try to promote the Knightly virtues and actions. Since we are all of
the Round Table, our fealty is to a philosophy, that of unity. It is also
to a government, since when the true King/Queen comes (the one who fills the
empty chair), he/she will be the embodiment of that philosophy.
2. Spirituality:
Fealty expresses much of what spirituality has to offer, in that spirituality
is a sense of belonging to something greater than him/herself. The main difference
is this is a feeling of belonging to something infinite. A government may
fall, a philosophy may be destroyed, but this "infinite" can never be destroyed.
It to is to exemplify the ideals we try to follow.
3. Courtesy:
What separated the Knight, in the ideal, from the rest was following rules
of etiquette. This isn't simply how one should eat, or how one should dress,
but also in how one should treat others. You are to carry yourself with pride,
maintain self-control, accept bad manners with grace. To be polite and deferential
to friends and strangers. You are to consider the feelings of others, and
try not to hurt them. You are to behave with dignity and not have emotional
outbursts, over-eat, or over-drink, nor use foul language. Slander should
be avoided. Getting into an engagement of insults is beneath a Knight's dignity.
We have all, at one time or another, done this. But we should do what we can
to hold our tongues in such a usage (although, calling a hellhound a foul
beast or some such is not horrible...here, we simply mean not to debase oneself
in trading back and forth insults). Remember, this is SLANDER. This means
a false or malicious report--or, essentially, a lie. If someone DOES act like
a coward or DOES act like a beast, to say they are doing so only promotes
the next virtue...
4. Honesty:
Always tell the truth. you can always decline to answer, or not answer at
all. Promises that are made are to be always kept.
5. Valor:
Having unyielding courage in the face of danger. This does not mean to be
foolhardy (i.e. a 4th level Paladin taking on a dragon is insane). Nor does
it mean that every battle is to be fought here.
6. Honor:
Conducting oneself with integrity regardless of circumstance. It is an admirable
act to comfort a dying friend, an act of honor to comfort a dying enemy. Respect
is also a big part of honor. Respect should be shown to all...except to those
who have shown acts of extreme evil. You would rather die than compromise
your principles, betraying your faith, or abandoning a protected charge. A
challenge to a duel given by one of comparable status and power should be
accepted (ignoring a challenge from a loud mouthed show off, newly-made PvP'er
is fine, etc.).
7. Humility:
Realizing that you are just part of a larger world. You will not brag, nor
boast. You will accept rewards with dignity and pride.
II. That's a Knight?
Yes. After all is said and done, a Knight is a Knight because of the strictures
followed, the deeds done, and the induction made...or, the Ennoblement ceremony
(induction). After the pledge is made, and Knight status is gained, you are
one, unless that title is revoked (by acts of disgrace, etc.). A knight, historically,
finds its roots with a Lord of a land wanting it protected. To do so, he granted
some land to a Warrior, who in turn pledged an oath to protect his Lord when
called upon: this is the basic relationship of fealty. The Lords would grant
land to those who they felt would protect them best, thus, it was usually
the finest warriors who were granted land. The Lords of the land were Aristocrats.
They were the "best" (supposedly) their society had to offer, the ruling class.
In having this relationship with these warriors to protect them, they would
also, in time, begin granting more "prestigious" things to the Knights: beyond
land and money, was societal rank. The Warrior's societal rank could be improved
if the Lord decided to give him a title of nobility...mainly a low title,
or a lesser nobility title (Knight). This gave the Warriors something to aim
for, improved status, etc.. However, they were still quite unruly. It's not
until the Church enters the picture do we see "true-Knights" appear. Wanting
to increase it's power, reduce the chaos, the Church decided to call Knighthood
a "sacred calling". It became more than just a title...it now became something
divine and holy. If anything, the crusades show how this thought prevailed.
The church added the codes of chivalry, etc. to a warrior base already set
in place. Knighthood was now a striving for, not simply something easily obtainable
or easy to uphold. The knight stood for the highest moral values. The above,
extremely brief history doesn't cover everything that caused knights to be,
but should give a basic idea of where it all started "historically".
III. How should I act?
Does this mean you are to be a tight-butt? No. Knights are as various in personality
as there are stars. You should, to your best ability, follow the Virtues that
were listed above. A direct code of chivalry is not wholly necessary for a
computer game. We don't eat together, nor do we really see each other, etc.
Your code of chivalry is to uphold the ideals of what the Round Table stands
for, and to uphold the virtues, to the best of your ability. You are to recognize
that when a fellow Knight asks for aid, you go to him/her. You should also
realize that as being part of this Round Table, your priorities are to it's
members and it's cause.
A Knight can be:
Philosophic (rather pursue pleasures of the mind)
Prudent (believes in taking calculated actions, cautious)
Cynical (Does what he/she can, but ultimately feels it may be in vain)
Vengeful (Destroys all evil with a passion)
The above are 4 "general descriptions" of how a Knight can act, overall. There
are many other ways that a knight can be like, as long as it attempts to stay
within the codes set forth. In other words, if the individual knight acts
with dignity, there is nothing wrong with a total consuming passionate hatred
for evil...as long as you have a reason.
The Knights Charter
The Round Table can seat many Knights; however, there is a golden throne-like
chair that dominates the table, and it is the largest chair of all. It is
the chair of the one who is worthy to run the land, and it stands empty; for
that person has not yet been found. We are without a TRUE leader, and there
is no unity in the realm. The Round Table signifies this quest for unity.
The one found worthy of the title of Ruler of The Realms shall be given this
chair.
History:
The Knights of the Round Table (KoRT) is a guild with a rich and lengthy history
spanning many games and years. Originally the guild was founded in Neverwinter
Nights in 1994 and established there as a guild in January 1995. Since then
KoRT has been a recognized and experienced guild in practically every MMORPG
set in a fantasy setting, and a few non-fantasy. Currently KoRT has active
chapters in EverQuest and EverQuest II, with several knights adventuring in
other games.
Guild wide Council:
The Knights of the Round Table (KoRT) is a guild spanning several game worlds,
in which each chapter is responsible for it's own game membership and leadership.
All leaders of individual chapters form up a council for the entire guild,
and guild wide decisions will be determined by this council. Each individual
chapter can add addendums to the charter to address issues within each game,
but guild wide changes must be submitted and approved by the council. The
guild wide council shall meet on all issues deemed worthy by officers of any
currently established chapter of KoRT, and shall meet once each quarter of
a year at the least (once every 3 months). All meeting notes (or a summary
of thereof) shall be posted in the general folder on the www.shining-armor.com
boards.
Guild Leaders:
Each game world has it's own set of leaders, that may or may not contain all
of those listed here.
To the right of the "throne" sits the Lord/Lady Chancellor: Guild Master (GM).
To the left of the "throne" sits the Lord/Lady Consulate: Assistant Guild
Master (AGM).
To the right of the Lord Chancellor sits the Lord/Lady Initiator: Admissions.
To the left of the Lord Consulate sits the Weapons Master: Guild property
- Vaults.
To the right of the Lord Initiator sits the Lord/Lady Scribe: Archiving -
Boards.
To the left of the Weapons Master sits the Artisan Advisor: Trade skills.
Guild Meetings:
Guild meetings will be held in a setting where all members of a game can meet,
and are open to all members. Guild meetings will be presided over by the highest
ranking officer in attendance, and notes shall be taken by either the guild
scribe or other officer in attendance. Guilds shall have meetings when deemed
appropriate and/or called for by officers, but no less than every other month
(once every 2 months). All meeting notes (or a summary thereof) shall be posted
in that chapters folder on the www.shining-armor.com
boards.
How to become a leader:
To become a leader, one must be a knight in good standing of KoRT for 2 months,
have shown the greatest interest in guild goals, and have followed the virtues
of knighthood. Only knights may enter the true "hierarchy". All guild members
are to vote on any changes in leadership. Terms of office of officers are
for six (6) months, upon which elections will be held to determine if new
officers or incumbents are elected. The office of Chancellor is the only officer
position with a term limit of two (2) consecutive terms. Elections to an office
position to be taken must be "vacant"; this can only happen when the current
office holders term runs out from that station, or is removed from station
by the member knights. Removal will only take place when the holder has failed
to meet guild goals and is making no effort to meet them, or is absent for
an extended period of time exceeding 30 days without explanation or response
from an email. The person wishing to enter the "officer" position must state
so, give reasons why, and be voted in. There is always the possibility of
a humble knight not stepping forward, and yet being voted in to office. A
knight may not hold more than one position in the leadership hierarchy at
any given time. The GM and AGM positions, when vacated, may only be filled
by knights currently or formerly in the leadership hierarchy. These elecetions
will typically take place in July.
Purpose:
"Thou hast lost thy ways." It was a call that came to all of us, seemingly
from the very woods themselves. Looking about, we found that the lands had
fallen into decay. Factionalism was everywhere; Unity was not to be found.
This, then, is our goal: To Promote Unity. By example, action, and ideals,
we plan to promote the cause of knighthood and the striving for Unity - hence,
a round table, symbol of unity.
Membership:
I. KoRT limits membership by the following: All members must be a good race
and class as determined by KoRT in each game.
II. Members from another chapter (game-world): Members of KoRT from applying
to a new chapter from another chapter will be accepted on a 30-day probation.
The Lord/Lady Initiator of the old chapter will notify the new chapter of
the applicant’s status and intent, and the Lord/Lady Initiator of the new
chapter will verify the applicant's status within KoRT with the previous chapter.
Upon the end of the probation the Lord/Lady Initiator will decide if the applicant's
status will be accepted, declined, or altered to suit the current game. Applicant
status will be determined by current game knowledge, adherence to the code
and charter, and previous guild membership status.
III. Squiring to a knight is an option to citizens to start on the path to
becoming a knight, and is addressed under "Squire Program" below.
Player vs. Player (PvP):
PvP is not currently in some games, but PvP shall be used when it is deemed
necessary. Knights may resort to PvP when they have been dishonored, when
they witness an Evil act, or in defense of a just cause. Childish insults
do not constitute "Dishonoring"; there must truly be a stain upon one's honor.
An example of a just cause would be assisting someone if they were ambushed;
helping them hunt down an evil player "just for fun" or to set up their OWN
ambush would not qualify. Entering a joust or contest to prove one's martial
prowess is the only case where a knight would PvP without being dishonored.
Guild Bylaws:
I. Knights must follow the Codes of Chivalry. They must show Fealty, Spirituality,
Courtesy, Honesty, Valor, Honor, and Humility. In combat, there is to be no
fear. One must honor thy opponent as thou art honored. One must help those
in need, but not debase thyself. Thy fellow knights are thy brothers and sisters,
and are to be treated as such. Citizens are to be kind and honest. Citizens
are not bound by the Codes of Chivalry, but their conduct must remain noble
and good.
II. Upon creation of a guild chapter in a new game, the new chapter has six
(6) months to establish a player base of at least 10 active members (not alts).
If at the end of six (6) months the chapters player base is not 10 active
members, the chapter will be disbanded in that game. If at any time the number
of officers is more than half of the active members, the guild shall be disbanded.
Discipline Rules:
Any charge of evil-doing against a knight that is found to be true will earn
the offending member a warning. Two such warnings will cause the offender
to be sent into an area of the game for penance; the duration to be determined
by the Guild Leaders. During that time, the offender is not to be seen in
any other area of the game, and they are not permitted to partake in any game
activities. Failure to comply with those restrictions will constitute an additional
warning. A third warning will cause expulsion from the Round Table; the offender
will have the opportunity to earn re-admittance. A fourth warning will cause
the offender to be expelled from the Round Table for all time; they will never
again be recognized as a Knight (of ANY order) and will never be permitted
to sit at the Table again. Knights may also receive "warnings" for failing
to uphold the virtues of Chivalry and Knighthood. Although not as dire as
acts of Evil, there are still consequences. Four such "warnings" will cause
the Guild Leaders to present the "offender" with the option of leaving the
Round Table OR becoming a citizen. Citizens are prohibited from committing
evil acts or acting against the interests of the Round Table. Citizens will
receive one warning before they are removed from the guild.
Titles:
Knights are given "rewards" of sorts for their deeds. This is usually done
in titles, although it may include presentation of an item. Most Knights will
be given a title over a region, which will become theirs to protect. Titles
are, in ascending order: Squire (applicant, not yet knighted), Knight, Knight-Errant,
Knight Commander, Baron, Count, Earl, Marquis, Duke. Note that Knights with
titles will still likely be referred to as "Sir" or "Lady", although referring
to them by their title is also acceptable.
Squire Program
The squire applicant should express interest in becoming a knight of KoRT,
and knowledge of the code and charter before being accepted. This doesn't
mean they should have them memorized, they should just know what is expected
of them on the path to becoming a knight.
The squire applicant must submit an application on our main guild site, and
be sure to add the sponsering knight of their choice (if they have one), and
the game in which they wish to become a squire.
The squire will be assigned a sponsor knight from the active and available
knights by the Initiator, giving preference to their knight of choice if available.
Squire-applicants with a "real life" friend who is a knight, in the game they
are squiring in, will not be assigned to their "real life" friend as a squire.
The squire, once accepted, will have to fulfill certain quests given to them
from the Council and by their sponsor knight. A total of 6 quests altogether
(3 Council quests and 3 sponser given) will be issued to the squire (one at
a time) upon starting squireship and upon completion of the former quest issued.
The Council quests will be determined and approved by the council for each
game.
The squire should also learn and possess a good general knowledge of the game,
and should become more familiar with the code and charter.The squire should
know more than half of the other knight’s in-game. This requirement would
make it up to the squire to strike up conversations with most of the knights.
The whole process should take no less than 1 month and no more than 3 months.
After the three month term they are returned to the status of citizen and
must start the squiring process over. If the knight-sponsor disappears during
the squire process, then after the Initiator tries to contact the knight-sponsor
and gets no response, after 30 days the Initiator will issue a new knight-sponsor
to the squire and extend their squiring period by 30 days.
Before the Squire is knighted they must know the shining-armor board. The
shining-armor board is our way of communicating with other KoRT chapters,
and therefore the squire should post a minimum of 3 squire quest overviews
in the barracks.
When a Knight-sponsor is ready to knight their squire, the Knight-sponsor
or Initiator must post in the Steamroom their intention and tentative date
of knighting, and allow a week before the knighting date for dissenters or
objections. If there are objections it will be up to the Initiator to mediate
between the knight-sponsor and the objector if needed. If they can't come
to an agreement, then the council will decide with a majority vote (barring
the sponsor if he/she is an officer) the fate of the squire.
The initiator will be in charge of the squires, and general help and information
for them and the citizens of KoRT.
The initiator will be responsible for handling any problems between the squires
and knights, and also resolve the situation if either becomes inactive for
extended periods of time. Should a problem require further attention, it
will be brought before the Council.
The initiator will, in general, assist squires any way they can (without giving
away quests) and also assist sponsor knights as possible.
As to Knights from other games, they are considered a wandering knight (or
ronin for those of japanese thinking). Giving them a 30-day period to adjust
and decide if they want to stay, and then the council can decide if they should
return to full knight status or perhaps go through the squiring process. Of
course, anyone from a non-fantasy setting that didn't go through the squiring
program.
Addendum's
I. Anyone wishing to join KORT must create a role-played background post and have it approved by the Initiator. The post should be in keeping with Knights of the Round Table.
II. The applicant must then be interviewed by any two Knights who will report a pass/fail to the Initiator, and the Initiator. Passing these interviews, the applicant will then be considered a page.
III. KoRT limits membership by the following: No evil gods(No neutral gods except by special application), shadow knights, necromancers, rouges, iksar, ogres, trolls, and dark elves.
IV. Everquest 2 limits membership not by race but by Home city. Any character whos home city is either Queynos or Kelethin is welcome.