Code of Conduct
Officer Positions and Expectations
Uniform
Rules of Engagement
Artifact Policy
Code of Conduct:
The following rules are intended to enhance the roleplay environment of the
RKR. They are not intended to restrict or control behavior in any way but rather
to help shape our members into the players of character that our guild has long
been known for.
There are a few general guidelines that everyone who wears the tag of the RKR
should follow.
1) Be respectful of those in positions of authority as well as those who may be
your subordinate.
2) Vulgar or sexually discriminatory acts or words will be dealt with harshly.
3) Real life racial or prejudiced acts or words will not be tolerated (although
hating orcs or other evil races in-character is not only appropriate but
encouraged).
4) We're here to enjoy ourselves. If you can't enjoy yourself here or can't
allow others to enjoy themselves, please find somewhere else to be.
5) We roleplay and encourage all of our members to be in-character all the time.
We realize, however, that many people are new to roleplaying or don't fully
understand the process. Our duty is not to condemn them but to uplift and
encourage them to roleplay and learn. This should be accomplished by
constructive criticism and teaching, not punishment.
6) Leaving the guildstone is a problem. Obviously times arise while in a warring
guild where you need to drop your status to be resurrected. However, I don't
have that liberty, and must plan ahead before going to places like Doom and
insure I have insurance money before enjoying those areas of danger, I expect
you to do the same.
7) All members of the RKR shall be courteous to all players at all times. This
includes members of allied guilds. If a situation arrives that you feel warrants
a comment or action, especially when concerning allied guilds, you will notify
your superior officer who will deal with the manner. Treat others with respect,
and we will be respected in return.
8 ) Subordinate members will refer to their superiors as "Sir"
"Miss" "Ma'am" or by the individuals rank. (examples:
"Good evening, sir" or "Good evening, Turcople") When
speaking about a superior member, the individuals rank must proceed their name.
For example, "I saw Templar Ren today.".
Officer Positions and Expectations:
1)
Templar:
Leader of the Royal Knights of Redemption. The Templar strives to advance the
cause and discipline of the RKR and provide direction for his or her fellow
Knights. A master of combat who understands when to fight and when to allow
diplomacy a chance to function in order to better serve the crown or council.
All major decisions regarding recruitment, battlefield strategies, diplomacy,
and combat training are the responsibility of the Templar. The Templar also
currently serves as a Field Marshal of the Britannian armed forces, responsible
for the command and actions of every active member of the BAF in absence of the
Grand Marshal.
2)
Undermarshal:
a) Master of Melee
b) Master of Sorcery
The Undermarshals are considered to be the best of the best in tactical
leadership, willingness to participate, and overall ability to train and guide
their fellow knights. The Undermarshals will advise and guide new members as
well as help select who shall be recruited, and will serve to assist and direct
the day to day affairs of the DLS Squad as well as be called upon to lead raids
and training sessions, and are beacons of knowledge and leadership in the
absence of the Templar. Undermarshals are expected to be involved in the
community and know what is happening by attending High Council meetings etc.
Undermarshals are expected to be masters of all forms of combat in order to
train Knights whose skills may not directly mirror their own. However, the
master of Melee holds a specific specialty in Melee combat, as the Master of
Sorcery is considered the elite of all things arcane.
Each Undermarshal is also directly responsible for the further development of
two Turcoples in training as an officer. They are expected to work closely with
their assigned Turcoples and be aware of their activities in order to provide
guidance.
3)
Turcople:
Turcoples are selected from Dragoons who exceed and prove themselves the
absolute best in their abilities, both intellectual and tactical. They are
considered THE elite fighting units and are looked upon with great respect and
admiration, for the road to the rank of Turcople is not given to just anyone. A
Turcople is someone who is always willing to step up and help everyone around
him or her become better at what they are, and are the best of the best.
The rank of Turcople is further divided into areas of expertise and
responsibility. Turcople positions 1 and 2 report to the Master of Melee,
Turcople positions 3 and 4 report directly to the Master of Sorcery.
Turcople 1) This Turcople is responsible for the discipline of every member of
the Royal Knights of Redemption. He or She is to make certain that orders by
officers are carried out in a swift responsible manner. One might think of this
position as the classic Drill Sgt. The enforcement of rules and guidelines
including uniforms are this turcoples areas of responsibility.
Turcople 2) Diplomacy. Responsible for the training of all Royal Knights in
diplomacy and knowledge of enemy and friendly units. New and veteran members
alike receive instruction and updates on the status of enemies of state, wanted
fugitives, potential allies, current allies etc. Is capable of obtaining
information to keep the RKR up to date with current happenings through multiple
sources. Establishes contact and passes on contact information for new potential
allies and enemies to the Templar. Some duties may overlap with Turcople
position 3 and they are expected to work together.
Turcople 3) Reconnaissance. Epitomizing one of the chief responsibilities of the
RKR. This Turcople, working with Dragoons and Zealots seeks to gather
information on enemy units and possible threats to the High Council or the
interests of the Royal Knights. Skilled in the use of communication crystals and able to train other members of the use of communication crystals to gather information and remain in contact with the Templar. While keeping the Templar and Undermarshals informed of their actions, this turcople position seeks to establish spies and purchase information in order to further the interests of the RKR.
Turcople 4) This Turcople position is responsible for the training of members in
the proud history of the RKR and the virtues that govern our actions. Training
sessions are expected to be held regularly during which members will review the
virtues, their meaning, and how they should reflect in our actions. These virtue
lectures reflect a tradition established long ago by one of our closest allies
the Order of the Silver Serpent.
4)
Dextera and Sinister:
The rank of Dextera, which means "Right Hand" is a special rank in the
Royal Knights. Within the ranking structure it exists above the Dragoon and
below the Turcople but not everyone who will advance to the rank of Turcople or
higher will become a Dextera. The Dextera is almost always a capable melee
warrior who is expected to perform at the highest standards of combat. The
Dextera is chosen by the Templar from the existing ranks of Zealots and
Dragoons. Specifically, the functions of the Dextera are to serve as a personal
guard for the Templar during missions and to undertake missions of importance
for the Templar. Some other functions are delegated directly to the Dextera by
the Templar and may not be known to the general public or those within the rank
structure.
The rank of Sinister, which means "Left Hand" is a special rank in
the Royal Knights. Within the ranking structure it exists above the Dragoon and
below the Turcople but not everyone who will advance to the rank of Turcople or
higher will become a Sinister. The Sinister is almost always a capable sorcerer
who is expected to perform at the highest standards of combat. The Sinister is
choosen by the Templar from the existing ranks of Zealots and Dragoons.
Specifically the functions of the Sinister are to serve as a personal guard for
the Templar during missions and to undertake missions of importance for the
Templar. Some other functions are delegated directly to the Sinister by the
Templar and may not be known to the general public or those within the rank
structure.
5)
Dragoon:
The rank of Dragoon is bestowed upon Zealots who have not only mastered the art
of combat, but also have proven their ability in combat far superior than any
set expectations. The Dragoons are some of the elite fighters and mages within
the RKR, and are looked upon with respect and constantly evaluated for their
improving performance and willingness to both fight and serve as an example for
their fellow man.
6)
Zealot:
As the name of this rank implies Zealots are expected to be fanatical followers
of the ways of the virtues and in their goal to better themselves. Zealots are
expected to attend every possible training sessions and keep their eyes on the
boards of the RKR and community. This is the first rank of the Royal Knights of
Redemption and in order to advance from this rank Zealots most demonstrate
loyalty, an effort to improve combat skills, and knowledge of the virtues and
what the RKR represents.
7) Squire:
Those interested in joining the Royal Knights of Redemption must first enter service as a Squire. Before being accepted onto the Squire stone, the individual must have a sponsor who is willing to vouch for their actions.
Squires will undergo intensive combat training before they conitnue onto the RKR stone as a Zealot. They must also attend lectures on the virtues by the Master of Virtue Turcople position. Once their instructors feel their training is complete they will undergo testing by the Templar and recieve a final quest before their ceremony inducting them into the Royal Knights of Redemption.
In addition to reporting to Instructors on the squire stone, each squire will be paired with a Royal Knight who's skills best compliment their own. The selected knight will aid the squire in the most effective means of increasing their skills and may also appoint quests to the squire to aid them in their physical and spiritual growth.
Squires are also required to complete a personal biographical post in the Biography section of this forum. This involves registering a name on the forum. Squires should check the forums regularly for information.
The Uniform for a Squire is a Surcoat of the RKR blue color. Armor may be of any type or combination but must be solid. As an example, if one piece is Iron, they must all be Iron in color. Thigh Boots of a normal hue (the color it is when purchased from an NPC) must also be worn. All squires must also retain in their possesion at all times a normal Pike that will be supplied to them. Pikes are to be used when stationed at guard for various events as directed by officers.
8) Instructor:
Instructors often come from different walks of life. They are the Chief agents responsible for the training of Squires to prepare them for a life as a Royal Knight. Instructors are often specialized in one field or another and work together to train Squires in the art of combat, the Virtues, history of the RKR, and proper roleplay mannerisms. Most Instructors are on the Squires of Redemption stone and wear uniforms matching those of the Royal Knights while on duty. Others are invited by the Templar to serve as guest instructors on their various areas of expertise.
Instructors should be treated with respect by all ranks of the Royal Knights. They exist outside of the chain of command and as such report their findings and the progress of the Squires to the Templar. Officers of the Royal Knights often work directly with the Instructors to help pinpoint problem areas or subjects of importance that various Squires should concentrate on.
As with all members and especially officers of the Royal Knights, Instructors should be greeted by their title followed by their name. Squires should show the uptmost respect to their Instructors as they are masters in their various fields. Instructors also report to the Templar if the Squires are ready for their final exam to be administered by the Templar of the Royal Knights of Redemption.
Uniform:
This applies to all non-Squires. At all times, your uniform will consist of a visible blue half apron. The half
apron is best since it can also be seen over the covering of a robe.
The blue must be set to the darkest shade of the top left hand blue. This color
is much like the RKB blue, but it is a bit darker. An alternative shade that is
acceptable is the reward cloth dark blue that can be obtained from tailor BODs.
Your uniform will also include a battle robe. The first of such robes will be
provided to you. This robe will be ice white in color in order to reflect to the
public our noble intentions.
Footwear: although not required, recommended footwear for the Royal Knights is
plain boots. They should be the default gray color that is seen after crafting a
set of them.
Any other mix of clothing seen or unseen is allowed. We only ask that it is kept
with the flow of the uniform color (no bright pink on gold, ect.) and we
recommend that all visible cloth be dyed the same blue as the half apron.
Weapons are allowed to be any color and type you desire. There is no current
restriction on weapons.
Any other items not listed here should be reviewed with the Templar before being
integrated into your uniform. Again, do make sure that it conforms with the rest
of your uniform and is in the best interest of the Royal Knights.
During special formal and informal occasions and with the permission beforehand
by the Templar you may be out of uniform. For instance, if you are attending a
night at the tavern, and are off duty, if you get my permission beforehand, it
is possible to wear something more formal. However, if any individual is out of
uniform without permission, it will be dealt with harshly.
Rules of Engagement with Role-Played Enemies:
1.- NO looting.
2.- NO res-killing.
3.- NO out-of character trash-talking.
4.- 15 minute death time-out.
When you die in a battle against an enemy roleplaying guild, you must wait 15
minutes before re-entering battle. You can go get resurrected, come back and get
your belongings while wearing your death robe but do NOT take the robe off
during those 15 minutes. The robe means you are dead. You are a ghost. You may
NOT talk (but you can go Oo OOo if you want), you may NOT re-enter battle, you
may NOT heal those on your side or interfere in any way such as blocking. You
simply stand back, get out of the way, and watch, or leave. Once 15 minutes have
passed, you may take your robe off, and re-enter battle.
5.- Warn before attacking.
When you encounter any of our enemies in one of Lord British's cities, you need
to know that they are not allowed in the cities. They are considered criminals,
murderers and monsters, among other nasty things . Your first step is to tell
them to leave to avoid any violence. Make sure and tell them that they are in
violation of the law for their prescense in the city, and that they are to leave
immediately peacefully, or be put out forcefully. If they leave, good for you.
If not, then odds are is that they want a fight.
Artifact/Gift Policy
I realize that other guilds do not have the the rules we do. They use
teamspeak and unlimited artifacts in battle. They use pigeons to call in back
up. These rules are what sets us apart. We are Knights, not bank sitters. We are
all here for the RP, and PvP should be on the back burner. The following artifacts are not allowed:
Divine Countenance
Hunter's Headdress
Legacy of the Dread Lord
Ornate Crown of the Harrower
Spirit of the Totem
Arctic Death Dealer *
Orcish Visage
Polar Bear Mask
Shield of Invulnerability *
Daimyo's Helm *
Black Lotus Hood
* Items marked above may be used in accordance with the ranking policy if the
coloration has been removed using the minor pigments of Tokuno or a future color
alteration method if released.
The number of artifacts and gifts allowed per member is based upon rank:
- Squires: Squires: Any gift item. 1 minor artifact
- Zealots: Any gift item, 2 minor artifacts, 1 major artifact.
- Dragoon: Any gift item, 2 minor artifacts, 2 major artifacts.
- Dextera/Sinister: Any gift item, any minor artifact, 2 major artifacts.
- Turcople: Any gift item, any minor artifact, 3 major artifacts.
- Undermarshal: No restrictions.
Squires may use any gift item with the approval of the Templar or another
officer. Please note that if items such as the ember leggings are used that
efforts should be made to remove the coloration using the minor pigments of
Tokuno or a future color alteration method if released. In addition, Squires
are expected to only don colored gift items if entering combat. At all other
times another armor piece should be used, especially during events such as
High Council meetings.
Squires may use one minor artifact in addition to the gifts.
Because of the Squire uniform policy, the following items are restricted:
Ancient Samurai Do
Arms of Tactical Excellence
Legs of Stability
Rune Beetle Carapace
Artifacts and gifts are to be kept hidden under armor or a robe if at all
possible. Any visible artifacts must conform to RKR uniform policy.