Basic
Guild By Laws
for
the Knights of the Eternal Flame
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1. Each
member to be considered for candidacy must meet one simple requirement.
The
character's alignment where appliciable,
MUST
be Lawful Good, or agree to be bound by the ideals there of.
All
classes and races are permitted.
Good
roleplay is highly encouraged, and a primary goal of the guild.
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2. A candidate
must swear, in a public cermony, among all present,
that
(s)he will uphold TRUTH and JUSTICE.
No
member shall bepermitted to remain a Knight if (s)he tells an untruth.
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3. A knight
must be dedicated to fighting evil.
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(Not a
difficult requirement given the situstion in most MUD type games)
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4. A knight
must always be prepared to render assistance, if such assistance is requested.
(No
matter what level, hits, status, etc.of the character.
A
Paladin or any other Lawful Good would rather die than refuse assistance!
This
DOES NOT require guild members to "assist" a character thru to maxing thier
own characters, or to "tour" the realms.
This
DOES include answering questions, casting spells, and showing routes to
locations and being other wise helpfull.
This
DOES NOT require a character to commit obvious suicide in the game.
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5. If
the Warlord (or similar ranking guild officer) and the Guild Master in
a specific game; together in concert, declare "war";
(to
be viewed as a "quest" of sorts involving two or more guilds)
and
you are online, you must answer (respond) to the call to battle.
(If
engaged and unable to attend, or non-PVP oriented, ESP suffices.)
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6. If
you come across a PVP battle, and your aid is requested, or you wish to
enter the fight, you MUST announce yourself BEFORE you strike your first
blow (magicial or physicial) in battle.
(not
ask permission, just announce presence),
as
no member of this guild in any game will ever "sneak attack".
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7. All
members shall read and adhere to all in game guidelines and rules for players.
This
guild is NOT a separate society,
that
will support violation of these rules!
We
are a Good guild, and shall not only abide by,
but
assist, where possible in the rules' enforcement!
This
includes "Hacking" of game files and unauthorized in game cheats.
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8. Remember,
regardless of class, you are a knight, and all the realms will look up
to you!
You
should act accordingly.
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9. KEF
(the GM and some knights) may also support the other good guilds in the
realms, with ideas, counsel, and commraderie!
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10. If
possible all knights should attempt to assist
medium
level characters with travel through areas
that
they normally could not visit alone or in groups.
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11. New
player characters come to the guild with the rank of page, unless the ruling
council and or the Guild Master in the game may otherwise see fit.
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Pages
shall be confirmed as a Squire upon completion of half any required quests.
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Once
confirmed as a squire they should be given access to any private facilities
at the guilds disposal in their specific game.
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This element
is some what subjective and subject to interpetation when the guild is
newly in a game, and or the game mechanics require other conditions for
complete membership in a guild.
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ie. #1
the game "Meridian" requires a character to have attained 30 hit points
to be a guild member in full.
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ie #2
the game Empyria requires a players primary character having acheived the
10th level to be a guild member in full.
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Upon
completion of all quests, they shall be know as a Knight Errant.
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Knight
Errants must complete some form of knighting program.
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Typicialy
"Knighting Points" to gain the next level.
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The next
level being a Knight of the Sword / Shield or both, chosen by the player
as a part of the knighting cermony.
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12. The
Guild of "KEF" in any given game is ruled by a Council.
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Typicialy
made up of of Nine members.
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4 of the
9 elected by the membership.
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The ballance
of its members appointed as assistants to the elected officers with the
selection being done by the elected officers and finial aproval being reserved
by the Guild Master/Mistress
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For more
specific elements of the council please refer to the "Ranking and Organization of the Guild"
13.
In the event that the GM is unable to perform his/her duties or has lost
contact with the guild for a period of 1 month.
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Then the
AGM shall assume all duties of GM and be granted powers of such office.
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The position
of AGM will be filled by guild vote as soon as possible.