Evernight Guild Archive

Guild Name:

SOLITARY KNIGHTS (SOL)

Created: 2005-10-31 11:18:53
Game: unity
Faith: Angelique

Charter

The world was awash in change. No longer were the great gods of the past called upon, although the great leaders of this world were viewed them as such. Many revered them as the old gods, others viewed them as the gods born anew, while others yet saw merely mortals and grew jealous of their power and plotted how to usurp it.

These were indeed chaotic times as many of the great houses of the land shifted alliances to align themselves with the new powers fighting for supremacy of this world. However, as the civil war raged on and hearts began to harden, something was lost. Those who were once friends and neighbors became bitter enemies as new lines were drawn in the sand. Civility and love were replaced with venom and hatred. It was no longer enough to force your enemies to submit before you, but now their spirit must also crushed as well.

Nevertheless, there remained those who thirsted for war not to dominate the land, but to test their skill and prove their mettle. They cared not about the civil wars that erupted throughout the world or the politics behinds them. Their only love was that of battle.

As such, these warriors held no allegiance to any particular god or king alike, instead gathering their forces in whichever land showed the most promise for finding war. Although some viewed them as defenders of the weak, they were accurately antagonists of the strong.

The time of the knights has now come, for like-minded warriors to congregate in a fellowship of war. Those who join Solitary Knights must abide by its code.

Code of the Solitary Knights

1) We will not prey upon those weaker than ourselves, but look for challenging wars.
2) If no appropriate targets are available, we will wait for war to come to us. We enjoy all wars, even if it is a defensive one.
3) We will not complain about any war, no matter how unfairly we may be hit, because war is good. However, simple and short statements are permitted to show displeasure when we have been wronged.
4) When we have been wronged, we will remember, and we will have revenge, be it a week later, and age later or a year later. Such events will be recorded in our history.
5) Guild interests are placed above personal conflicts. If there is a problem with a person outside of the guild, deal with it on your own. Actions taken by the guild are for the betterment of the guild, not to ‘solve’ personal issues. If someone is getting that far under your skin, it is recommended to just walk away from the situation.
6) We will not provide scum support to aid in any war in which we are not involved. We believe that war is sacred and should be left to the parties involved. Although if scouts are older that 3 days we may update them.
7) We employ a round table approach; every voice is equal, although one seat is raised above the rest. Guild direction and new members will be voted upon by the entire guild.
8) Although knights may work together, ultimately each knight is responsible for making decisions for their own realm in waging war, so experience in warfare is necessary.
9) Vigilance must be maintained, if a knight will be away from their kingdom for longer than 2 days the guild must be informed. Continued absence may result in banishment.

Those looking for a fellowship of war and who embrace our code are welcomed, all others we look forward to one day meeting you in glorious battle.

Ranks

GM: Warlord
AGM: Knight
Squad Leader:
Full Member:
Member:
Newbie: Initiate

History

This is the beginning

Rules

RULES Application:
Send an email to RG_keddy@hotmail.com giving a description of your history at evernight, and your playing characters. Also, tell us a little bit about yourself as well. All histories will be circulated to every guild member. Admittance to the guild will be voted upon by all members.

Tempers Ball:
Members will follow all Canon and Tempers Ball Rules.
Do not make an ass of yourself.
Do not post bug reports on the boards, over ICQ, or in IRC unless asked specifically by staff.
Do not spam or post redundant messages.
Do not post kingdom numbers or kingdom names on the boards.
Pornography, Piracy or other illegal material is not allowed.
Do not post links, advertisements to hate, or Anti-Evernight sites. (This includes racial, ethical, or sexually related sites.)

Guild:
-Follow the code of the Solitary Knights at all times.
-Vote on guild issues when they arise
-Guild correspondence will be primarily though email, and secondarily on the banner.
-There is a minimal time commitment for this guild, we generally will not have formal war chats, so you will be responsible for breaking your assigned target yourself and reporting the result to the rest of the guild. If several people want to work together to break more difficult targets it is up to those involved to organize times.
-You are generally expected to at least log in every day.
-Each age we will join the weakest faith, so the guild start after 5-7 days in that faith. If you want to get a jump on building you may do so at your own risk in case the guild ends up in a different faith from which you started. This means we will likely miss out on the first round of wars, but we should be well situated for the second round.
-Ideally membership will be between 6-10 members.

Roleplay:
Members are free to roleplay their characters as long as they follow the code of the solitary knights.

Guild structure:
Warlord (GM): He leads the knights into battle
Knight: All knights are trusted members and have an equal voice in guild votes, including replacing the GM if he is unable or unwilling to continue in that capacity.
Initiate: This position is for those that are new to these lands. If any knight is willing to teach an initiate in the ways of the knights we will accept new players.

Promotion: When the knights feel an initiate is ready, they will be promoted to knight with all of the rights and responsibilities to which that entails. Contact:
Exile, RG_Keddy@hotmail.com, or contact by PM