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PART 1: RULES OF ENGAGEMENT

A Knight is expected to fight honorably, even when his opponents do not.

For Knights Of the Round Table, this means:

1) NO DIR SIL Do not cast a Silence 15' Radius centered on another character.

2) NO DIR DIS Do not target an opponent with a Dispel Magic unless an ally is also targeted.

3) NO FEEB OR CONFUSION Do not cast Feeblemind or Confusion spells on another character unless that character casts them first (either in the current battle, or in a recent battle with an ally).

4) NO RE-ENTERING If you die in a PvP battle, do not return to that battle. If you want to take revenge on your killer, you'll have to wait for the next battle.

5) NO QTS OR CADDING Do not quit a battle in the middle to save yourself. Fleeing the battle and killing the last monster are also somewhat cowardly, but are much more acceptable.

6) NO JUMPING Announce thyself before entering a PvP. (for example, "ITB BadGuy, you die now!" or "Desist or perish Dark One!!")

If an opponent casts a dir dis, the first two rules may be broken in retaliation.

 If an opponent re-enters, the first three rules may be broken in retaliation.

PART 2: WHEN YOU ARE JUMPED

There are honorable and dishonorable ways to react to being jumped. Court Mages are not held to the same high standards as Knights in this regard.

1) Try to stay in character if possible. Jumping is just one of the things that evil characters do; you need not view the ambush as a personal attack.

2) Don't complain too much about being jumped. Evils, despite their nasty behavior, can be quite sensitive about whining.

3) You should face your opponents even if you are outnumbered or unprepared. Knights are expected to face combats without fear. However, when you are leading or defending low-level characters, the situation is quite different. Do whatever you can to end the fight quickly. Killing the monsters, or fleeing, is usually easiest.

4) When a character who has been jumped asks for your help, you should come to their aid as quickly as possible. Normally, this only applies if you are nearby (in the same region). This does not mean that you should abandon your charges if you are leading a party of low-level characters. You should attempt to help even if you will find yourself greatly outnumbered.

PART 3: EXCERPTS FROM THE KORT CHARTER

KORT sees PvP as a necessary evil. It shall be used when it is deemed necessary. Knights may resort to PvP when they have been Dishonered, when they witness an Evil act, or in defense of a just cause. Childish insults do not constitute "Dishonering"; there must truly be a stain upon one's honor. An example of a Just Cause would be assisting a member of one of the good guilds if they were ambushed; helping them hunt down an evil player "just for fun" or to set up their OWN ambush would not qualify.

PART 4: THE KORT GUILD CHAMPION

All Knights are expected to uphold the seven Knightly virtues and never to forget our Quest for Unity, even when faced with great evil. Our Champion, in particular, should exemplify and uphold the ideals of KORT so that (s)he may represent KORT both in challenges to individual combat and in battles for guild honor. The Champion should be the finest warrior we have, and so other Knights may challenge the Champion when this comes into question. It is also expected that other Knights will be able to look to the Champion for advice, guidance, and example, in matters of combat.

Among the Knightly virtues are Humility, Chivalry, Courtesy, Honor, and a healthy distaste for PvP tempered by the knowledge that it is a necessary evil. So, the Champion should take a Defensive stance rather than an Aggressive one. However, the Guild Champion, especially, is expected to lead by example, not only by words. More than for any other position in the guild, this means PvP is expected.

In general, the Champion should not back down from a challenge when one is offered, unless there is good reason to refuse it. A challenger who is beneath his(her) dignity, or who is not of comparable status and power, can be and probably should be ignored. The Champion has little to gain from victories, except when fighting for guild honor, while the challenger has much to gain ("Look, I beat a champion, blah, blah, blah").

Organizing and/or leading bashes, tournaments, quests, region sweeps, and other offensive moves is not necessarily the duty of the Champion. And most Knights will be expected to defend their own honor if they are able, if and when that becomes necessary. The Champion should help the other Knights to improve their PvP skills, though. This could include advice or instruction in PvP strategies, tactics, and spell choices. The Champion should also be consulted in other combat-related issues, such as the exact location of the boundary between honorable and dishonorable behavior in combat.

When another Knight believes (s)he is better suited for the title of Guild Champion, (s)he may challenge the Champion to individual combat. A majority vote by KORT's Guild Leaders may invalidate the challenge. The current Guild Champion will decide the format and rules of the contest when a formal challenge of this sort is issued, but (s)he may not choose a Deathmatch. The Guild Champion must face the challenger withing two weeks, unless another challenge is pending. Either contestant may request that a referee be present during the contest. The contest should be announced in KORT's public folder so that other Knights or interested parties may attend. A successful challenger will immediately assume all the responsibilities and privileges of the office of Guild Champion.

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