|
k o s . o r i g i n
|
|
|
And
so it was that the Knights of Seven, having ridden blessed Albion
of the Evil One, set out upon a Quest. Vowing to return upon the
twelvemonth, one son from each of the seven Noble Houses of Albion
went forth to the wide world to learn what they might. Upon their
return, the valiant knights shared with each other the tales of
their journeys and the wisdom they had gained.
From
the Hanging Gardens of Babylon, the gentle warrior RUADH learned
the mysteries of leaf and plant, and returned with the knowledge
of the herbs and roots of healing.
From
the Great Pyramids at Giza, noble AONGHUS learned the Egyptian arts
of construction, and returned with wondrous war machines. At
Olympia, where honorable EREMON paid homage to the Statue of Zeus,
he debated with the Greeks on the delicate arts of leadership and
statecraft.
Following
his quest to the city of Halicarnassus, dark BALDER gained knowledge
in the unspoken arts of death in the dim recesses of the great Mausoleum.
In
the shadow of the Colossus at Rhodes, giant MORHOLT learned the
true way of the warrior, matching physical strength with intellectual
strategies. To Albion he returned with many warriors of his size
and intelligence.
Taking
his Quest up the farthest reaches of the Nile, valorous TRISTAN
followed the brightness of the Lighthouse to Alexandria, where Queen
Cleopatra, embodiment of Isis, instructed him in the cunning arts
of love and politics.
And
at Epheseus, where in the Temple of Artemis blood sacrifices are
made to the Goddess of the Wyld, thundering TARANUS learned to invoke
the spirits of the wilderness to become a foaming, screaming terror
on the battlefield.
Each
of the Knights of Seven had returned with a host of followers and
companions. There were many celebrations in the months that followed,
but there became some rumblings - rumours of war on the horizons.
Eremon gathered the Knights to his Table and determined how best
to use their newfound wisdom to protect and proclaim the glories
of Albion. It was put forth that the Knights would instruct and
develop in their followers the skills and abilities they themselves
had learned. Separately, each Knight had abilities above the best
of men. Together, nothing on Heaven or Earth could stop the Knights
of Seven from their sworn duty to defend and champion that wondrous
of all places, ALBION.
|
|
|
|
c o d e . of . c o n d u c t
|
|
As
a member of the Knights of Seven, you will be expected to
uphold a certain level of maturity. Here are a few points to help
you out:
1)
Always act in a curteous manner around other gamers. Never disrespect
anyone or their right to their own opinion. If things get out of
hand, contact me. In games, such as in life, some people are just
jerks. Deal with them appropriately and regardless of what they
say about yo mama :) you'll come out on top.
2)
KoS exists to protect the Realm of Albion, any action subversive
to this purpose will result in immediate dismissal.
3)
Help the community. If a fellow gamer needs assistance, and you
can provide it without sacrificing anything too great, help them
out. You're a representative of the KoS when you're playing
and you should always act as such.
4)
Uphold the KoS name. Do all you can to raise people's beliefs
in the greatness of our Guild.
5)
KoS resolves internal issues and considers/approves proposals through
strict adherence to our chain of command. Divisional issues should
be taken up with the Sergeant and then submitted to the appropriate
Captain for resolution if necessary. Interdivisional stuff will
be resolved by the Inner Circle. Disputes among the Circle will
be arbitrated by the Lord General.
6) The judgments of the Inner Circle and its' Lord General are final
and compliance within the guild is mandated. Non-compliance may
result in dismissal.
7) Guild politics (alliances, joint actions, sworn enemies, etc.)
will be determined by majority vote of the Circle.
8) After the open recruitment phase, new potential members of KoS
must be sponsored by a Sergeant or Captain and approved by either
the Lord General, the Guild Captain, or the Captain responsible
for that recruits specific class. Sponsors are accountable for the
actions of their initiates.
9)
Respect your fellow guildmates. Treat them as if they were your
siblings. We want to foster a team environment, and if you talk
down to people, they won't feel as if they are part of the team.
|
|
|
c h a i n . of . c o m m a n d
|
|
Rank 0 - Lord General
guild leader, has all guild powers
Rank 1 - Knight Commander
second in command, has nearly all guild powers
Rank 2 - Captain
officers level 40+
for long time members or special guild positions
have promote authority
alliance chat, emblem, invite
Rank 3 - Knight Templar
officers level 40+
alliance chat, emblem, invite
Rank 4 - Knight
members level 30-39
alliance chat, emblem, invite
Rank 5 - Sworn Sword
long time or very active members below 30
alternates for higher levels
have invite authority
alliance chat, emblem
Rank 6 - Soldier
members level 20-29
can wear emblem
can use alliance chat
Rank 7-8 not used
Rank 9 - Recruit
|
|
|