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Code of Honor

In Order to Gain Knighthood or Positon of power

CODE OF HONOR AND CONDUCT

~You are to put Caldemon and your position somewhere in your profile~

~Everyone is expected to *open* the castle or one of Caldemons buisnesses up ~ this means going there even if no one else is there, others will come in ~ someone has to be *first*~

~You are expected to greet guests cordially as in welcoming them and offering them food and/or drink~

~If you see anything suspicious, you are to report this to the Queen or King, the person (sn) and what they had said or done~

~If you have any concerns or gripes you are to report these to those over you or the Queen and King directly so that matters can be resolved instead of letting them fester~

~It is recommended that all learn the skills of combat for their own protection and the protection of their home and family~

~Each member is to follow the orders of those above them without hesitation or grief, always showing respect for their station~

~It is encouraged that all recruit those they feel would be an asset to Caldemon by their actions and deeds.~

~All are to abide by the code of Chivalry (below)~

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Grand Commander (GC)

It is your responsibility to keep on top of all matters possible in the castle and the members there. To help make decisions of grave importance in castle matters. To report any concerns or information gathered of importance that would apply to the castle and it's continued well-being. To organize the commands below you along with the Queen and King so that they continue doing their jobs properly. To have them report to you of their activities and the ones they are in charge of, then reporting back .

Second In Command (SIC)

It is your responsibility to assist the GC and keep on top of all matters possible in the castle (extention ie. DFoC, EWoC, ect) and the members there. To help make decisions of grave importance in matters. To report any concerns or information gathered of importance that would apply to Caldemon and it's continued well-being. To organize the commands below you along with the Queen and King so that they continue doing their jobs properly. To have them report to you of their activities and the ones they are in charge of, then reporting back .

Third In Command (TIC)

Your duties are similar to the SIC by working hand in hand with them. In the absence of the SIC it is your place to take over their duties until they return.

Diplomatic Advisor

To promote good will with other castles and to assist in treaties with prospective castles, giving the Queen and King advice on the proceedings and decisions.

Advisors

To gather information that they feel is important to the welfare of Caldemon, reporting to the Queen and King on their findings, giving advice.

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Head Knight

Your are responsible for all the knights under you, seeing that they are trained not only in combat skills but in their responsibilities and actions in the castle. To always be ready to be called upon, coming to her aid if you are in the lands but not in the castle. To have the skills to organize the other knights under you in time of battle so that the situation is kept in hand, this requires one that is not hot-headed and can make good choices in any given situation, to defend the castle but first by means that are peaceful only resorting to violence if necessary. You are to seek the advice of those over you if they are present, following their orders without hesitation and only acting on your own if they are not in making decisions in a matter of grave importance. You may assign other knights to the knights below you in having them train, overseeing that it is properly done. You are to hold *Knights meetings* to ensure all know the rules and proceedures, and to organzie events to further their training such as a tournament with date and time approved by the Queen and King so that events will not collide with each other, and all may attend who are in the lands. Your position does not include treating those under you as "slaves" nor disrespect.

Knights

A knight knows no bias, he or she makes no judgements, knowing that the coin is always two sided. A knight thinks swiftly on their feet, knowing there is a time to speak, a time to fight and a time to die, for the heart will not fail in its courage, though the blade may falter in battle. Titles, honors, past glories and medals don't make the knight. Humility, wisdom and a heart that beats true speaks of far greater things in actions and deeds.

A true knight will grant mercy to even the most despised enemy. Not because the knight is weak, but because the knight is stronger than the enemy he could slay. Wisdom and patience takes the place of the barbaric mentality and brutality. For the days enemy may prove to be a worthy ally in the furture.

Good and evil are but the definitions of those who seek control. As do the knights who follow on ushc bloody crusades and become the unwitting tool, the weapon of those who seek domination. Any knight who follows a code so rigid as to be unyielding to change, damns not only themself , but all those who serve beside them.

In one hand a knight carries humility and honor, in the other courage. Both hands together weild the blade, the weapon being the knight. This is used to promote freedom to chose to exist, no matter what choice is made. The right to be free of tyranny and repression.

The difference between a Knight and Warriro is that the knight can make decisiions based upon the education of his mind, not only his body. A knight shall try to mediate a situation and resolve the problem, to stop any possiblity of wars, injury or loss of life. Mediation is a learned skill, the same as weilding a weapon.

A knight is to become well viced in all forms of weaponry, not just the sword. Situations don't always allow a sword in hand and other forms of defense should be learned. At times distance would depict a sword to be useless and weapons that span a field of battle could be most valuable.

Mages

You are to use your skills in the protection of the members of the castle, staying more aloft but alert and ready to battle if necessary. The head Mage is responsible for the training of the mages below him/her and to report back to the Queen and King on their progress. He can also assign Mages that have progress to train others then so that they learn to take on this responsibility.

Ladies

The responsibility of greeting guests and offering them food and/or drink relies mostly on you. To be cheerful and talkative so that all will feel welcomed and enjoy a pleasent atmosphere for their visit there, reflecting upon Heathfield and its members in a good way. To be alert of any danger at which time, moving to one of the knights or mages for protection. It is also advise that you learn the art of combat so that if necessary you can defend yourself and other members in a time of need.

1st Lady

Is responsible for all the ladies under her, assigning duties, giving all a chance to learn or show their skills, having Ladies Meetings to ensure all are trained properly in these duties, and to organize events/functions for the enjoyment of Caldemons community. To report to the Queen directly in all matters of concern and events to be run so that everything is approved and coordinated with her.

2nd Lady

To assist the 1st lady in these matters, working hand in hand with her, and to take the responsibilities of her postion in her absence.

3rd Lady

To assist the 1st and 2nd ladies, and is in charge of the Ladies-In-Waiting and maidens, in that they are trained properly in their duties so that they may become a Lady.

4th-7th Lady

To help the ladies above them and to hone their skills.

Royal Bodyguards

To protect the person assigned to them with their life, always alert and ready to be called upon in a time of danger or suspected danger to that person, working hand in hand with the knights, Warriors , other guards and mages in this protection. To keep tabs on their assigned, checking on them to make sure they are safe, and letting them know that they are in the lands thru an mindlink (IM) if they are not in the same area as their assigned.

Royal Navy

To ensure that the ships are in proper working condition, organizing events and excursions out onto the high seas. To recruit members to help with this upkeep and to man them, training them in these skills.

Priest/Clergy

Will take care of all duties such as performing weddings, burials and even counseling of those who need help. Will and observe members and if he/she feels they need consultation to approach them, but always respecting their wishes.

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Medieval Code of Chivalry

KNIGHTS

A knight will hold to his heart that faith which we all know as the light and defend and observe the directions of that faith.
A knight shall respect the weaknesses of others and shall constitute themselves the defender of the weak.
A knight shall respect and honor the kingdom they serve and the country in which it resides.
A knight shall not retreat or stand down from an enemy unless they are directed by their king or the most ranking member above them.
When called to arms they shall immediately respond without hesitation. If they cannot be at the scene of a battle they shall inform their superior.
A knight shall, on his own, make war against any who attack the weak and the poor, without cessation and without mercy.
A knight shall forever be truthful, never lie, and shall remain faithful to their pledged word.
A knight shall, at all times and in all situations, be courteous to all members of the Castle and its guests as well as when outside visiting other realms.
A knight shall be generous and give from the purse as well as the heart to the poor.
A knight shall everywhere and always the champion of Right and Good against Injustice and Evil.
A knight shall in everyway be forbidden to harm a woman or child and shall champion the cause of women and children that are being abused by others.

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A knight must perform military service to his lord and/or lady whenever asked and must show courage and enterprise when obeying his lord. This Medieval Code of Chivalry is the very heart of the feudal ideal, and forms the backbone of medieval military organization.

A knight regards war as the "flowering of chivalry" and, therefore, a noble enterprise. For the knight, battle is the test of manhood, and combat is glorious. A knight's first goal as a warrior, therefore, is the personal achievement of glory in battle. Without glorious deeds in times of war, a knight is considered to be nothing more than a fancy mercenary, having wasted years of his life training for ultimate failure.

A knight must show respect for all peers and equals, honor all those above his station. A knight does not aid the ill-mannered, the coarse, the crude. This applies to goods and services as well. A knight does not use equipment which is badly made or inferior, as he chooses to fight on foot before riding a nag.

Modern Code of Chivalry

Loyalty

A knight must be true to his country and the Throne. The entire kingdom would collapse should the oaths of fealty be dissolved. Be loyal to your lord and/or lady, and your vassals will learn from your example. Be disloyal, and beware every time you turn your back.

Respect

A knight must be true to those who are less fortunate than himself, and honor those who have achieved greater glory for their god and country. Those who lie, cheat, and steal are beneath contempt as they are honorless cowards.

Honor

A knight must be true to one's self. Only your god and you know if you have been truly honorable, and lying to one's self can only lead to the further corruption of lying to others. All lies, no matter for what cause they are told , are dishonorable. It is better to not provide an answer at all than it is to deceive anyone for any reason. This includes shading the truth or lies based on the omission of facts. Any intent to deceive is considered a lie.

Valor

A knight must be true to his profession. A warrior who is a coward is not a warrior at all, but a worthless retch in armor, preaching lies to all around him. You cannot earn respect in such a manner, and you cannot keep a clear conscious by retreating from glory. It is better to die for your cause than to surrender it. If a cause is not worth fighting for, then war is to no avail. A challenge, especially to single combat, is always the best way to achieve valor and glory for your cause.

Chivalry ~Pronounced As: shivlr ~

system of ethical ideals that arose from feudalism and had its highest development in the 12th and 13th cent.
Chivalric ethics originated chiefly in France and Spain and spread rapidly to the rest of the Continent and to England. They represented a fusion of Christian and military concepts of morality and still form the basis of gentlemanly conduct. Noble youths became pages in the castles of other nobles at the age of 7; at 14 they trained as squires in the service of knights, learning horsemanship and military techniques, and were themselves knighted, usually at 21.

The chief chivalric virtues were piety, honor, valor, courtesy, chastity, and loyalty. The knight's loyalty was due to the spiritual master, God; to the temporal master, the suzerain; and to the mistress of the heart, his sworn love. Love, in the chivalrous sense, was largely platonic; as a rule, only a virgin or another man's wife could be the chosen object of chivalrous love. With the cult of the Virgin Mary, the relegation of noblewomen to a pedestal reached its highest expression.

The ideal of militant knighthood was greatly enhanced by the Crusades. The monastic orders of knighthood, the Knights Templars and the Knights Hospitalers, produced soldiers sworn to uphold the Christian ideal. Besides the battlefield, the tournament was the chief arena in which the virtues of chivalry could be proved. The code of chivalrous conduct was worked out with great subtlety in the courts of love that flourished in France and in Flanders. There the most arduous questions of love and honor were argued before the noble ladies who presided (see courtly love). The French military hero Pierre Terrail, seigneur de Bayard, was said to be the last embodiment of the ideals of chivalry.

In practice, chivalric conduct was never free from corruption, increasingly evident in the later Middle Ages. Courtly love often deteriorated into promiscuity and adultery and pious militance into barbarous warfare. Moreover, the chivalric duties were not owed to those outside the bounds of feudal obligation. The outward trappings of chivalry and knighthood declined in the 15th cent., by which time wars were fought for victory and individual valor was irrelevant. Artificial orders of chivalry, such as the Order of the Golden Fleece (1423), were created by rulers to promote loyalty; tournaments became ritualized, costly, and comparatively bloodless; the traditions of knighthood became obsolete.

Medieval secular literature was primarily concerned with knighthood and chivalry. Two masterpieces of this literature are the Chanson de Roland (c.1098; see Roland) and Sir Gawain and the Green Knight (see Pearl, The). Arthurian legend and the chansons de geste furnished bases for many later romances and epics. The work of Chrétien de Troyes and the Roman de la Rose also had tremendous influence on European literature. The endless chivalrous and pastoral romances, still widely read in the 16th cent., were satirized by Cervantes in Don Quixote. In the 19th cent., however, the romantic movement brought about a revival of chivalrous ideals and literature.

The chivalric ideals--the code by which a knight was supposed to live--was hardly a fixed template of ideas; rather, it was a shifting kaliedescope of competing ideas put forward primarily by three main groups--the chuch, the court (and the ladies), and the knights themselves.

The church sought to harness the knight's energy and martial skills--his prowess--primarily by forumulating a role for him in the church's structure of society--the protector. Clerks provided the rules under which "just bellum--just war--could be fought, enlisted the knights to fight for them in the Crusades, organized some of them into orders reminiscent of monastic ideals (the Templars, Hospitallars and Teutonic knights are just three of the better known) and tried to add components of piety, faith, humility and chastity.

The court--both the upper nobility (themselves knights) and the ladies--sought to civilize the rough warrior and to imbue him with virtues they held in high esteem; fidelity, largesse, and duty to their liege lord as well as respect for ladies. The ideals put forward in the romances largely reflected these views so they are valuable sources of information on how knights were supposed to behave.

The knights themselves had their own ideas. They conducted themselves in the realm of the real, rather than in the relative isolation of literature or the pulpit. Out of their customs came the modern rules of war, the basis of international law, and knightly orders such as the Order of the Garter and the Golden Fleece. The knights of the Middle Ages were rough soldiers, often crude, with a perpensity for justifying actions they deemed expedient. But some wrote of reform--knights such as Ramon Lull, Geoffrey de Charny and Thomas Malory put forward more civilized visions.

Prowess:
To seek excellence in all endeavors expected of a knight, martial and otherwise, seeking strength to be used in the service of justice, rather than in personal aggrandizement.

Justice:
Seek always the path of 'right', unencumbered by bias or personal interest. Recognize that the sword of justice can be a terrible thing, so it must be tempered by humanity and mercy. If the 'right' you see rings agrees with others, and you seek it out without bending to the temptation for expediency, then you will earn renown beyond measure.

Loyalty:
Be known for unwavering commitment to the people and ideals you choose to live by. There are many places where compromise is expected; loyalty is not amongst them.

Defense:
The ideal knight was sworn by oath to defend his liege lord and those who depended upon him. Seek always to defend your nation, your family, and those to whom you believe worthy of loyalty.

Courage:
Being a knight often means choosing the more difficult path, the personally expensive one. Be prepared to make personal sacrifices in service of the precepts and people you value. At the same time, a knight should seek wisdom to see that stupidity and courage are cousins. Courage also means taking the side of truth in all matters, rather than seeking the expedient lie. Seek the truth whenever possible, but remember to temper justice with mercy, or the pure truth can bring grief.

Faith:
A knight must have faith in his beliefs, for faith roots him and gives hope against the despair that human failings create.

Humility:
Value first the contributions of others; do not boast of your own accomplishments, let others do this for you. Tell the deeds of others before your own, according them the renown rightfully earned through virtuous deeds. In this way the office of knighthood is well done and glorified, helping not only the gentle spoken of but also all who call themselves knights.

Largesse:
Be generous in so far as your resources allow; largesse used in this way counters gluttony. It also makes the path of mercy easier to discern when a difficult decision of justice is required.

Nobility:
Seek great stature of character by holding to the virtues and duties of a knight, realizing that though the ideals cannot be reached, the quality of striving towards them ennobles the spirit, growing the character from dust towards the heavens. Nobility also has the tendency to influence others, offering a compelling example of what can be done in the service of rightness.

Franchise:
Seek to emulate everything I have spoken of as sincerely as possible, not for the reason of personal gain but because it is right. Do not restrict your exploration to a small world, but seek to infuse every aspect of your life with these qualities. Should you succeed in even a tiny measure then you will be well remembered for your quality and virtue.

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The following is an OOC explanation of the customs and ways of many RPers on AOL. They are not rules or laws in the classic sense, but rather a compilation of expectations and modes of conduct used.

I. Courtesy

Treat others as you yourself would expect to be treated.

Entrance into another person's home, lands, or sovereign state is done only after permission for such is given.

Privileged information of any kind (including aliases, true parentage, hidden powers, or anything that is not in the public domain) should be considered confidential unless prior permission is given for divulgence.

Mail received by one party may be forwarded on to another if permission is first sought from the author. Any notices from the realms outside of Rhydin or the powers outside this universe must be treated as confidential and held only by the recipient unless express permission is given to quote from said document or share it with others.

If one party knows that another travels in these lands under an assumed name or another identity, such knowledge must be held in confidence.

II. Combat

- Protection -

One may declare themselves protectors of another if the other agrees to this arrangement. This protector is responsible for the protected's safety from attack from others.

One that is under protection should not initiate combat. This act will void protection. They may defend if attacked.

If one initiates combat with one under protection, said combat will be held with the protector first and resolved before the protected may be targeted.

- Champions -

If challenged or provoked, one may have another conduct combat for the challenged or provoked party. This person will be designated the champion of the party involved.

A champion is not a protector, they are a surrogate combatant only. They have no other responsibility than to fight for their party.

Before combat, all parties must agree the use of a champion to involved. At the end of the combat, if the champion loses, the party that designated the champion is responsible for fulfilling the terms of the duel except death.

- Seconds -

A challenged or challenging party has the right to have one other person stand with them during the duel. This person shall be designated the second.

Seconds shall be designated and announced prior to combat.

The second shall act as witness to the combat to ensure fairness for their combatant. They will not interfere with the battle unless treachery is detected.

Treachery shall be trickery in combat or multiple combatants attacking against the primary combatant.

The second may not initiate combat if his/her party falls unless challenge given and accepted for a new combat.

- Duels for Cause -

This is a duel designated for a specific gain for one party or the other.

Duels for cause should have at least one witness present throughout the entire duration of the combat.

Duels for cause should have a Proctor present. The Proctor shall be agreed upon by both combatants prior to the duel. If acceptance is not verbalized, actual engagement in combat shall be considered implied consent.

The Proctor shall record the combat and keep score by whatever rules both combatants agree upon. The Proctor will announce the score as each round ends and designate the victor at the conclusion of combat. The Proctor's decision is absolute and binding on all participants.

A combatant has the right to challenge the outcome of their combat and request a review for outside influences and technical errors. In the event that such aberrations are discovered, the Proctor's decision may be invalidated or reversed.

The combatants will agree to the terms and conditions of the duel before combat begins. The Proctor should announce these stipulations (once agreed upon) to everyone present. The Proctor shall ask for verbal agreement from both combatants. If formal agreement is not given at that time, engagement in the initiative phase (or beginning the combat, if no initiative is taken) shall be considered to be implied consent.

- Death Match -

A duel resulting in the death of one of the combatants shall be designated a Death Match. They shall adhere to the guidelines mentioned for duels of cause, with the following stipulations:

A Death Match requires that at least one witness be present for the entire duration of the combat.

A Death Match requires the presence of a third party as a Proctor.

- Death -

Death ends the life of a person in Rhydin, unless it is found possible to perform a resurrection upon the departed soul.

Ghosts of the departed may choose to walk within the realm after death, but may not carry the same name as was held by the living person.

- Assassination -

There are no accepted guidelines for assassination in Rhydin. Independent organizations may develop protocol for this scenario; however, they shall be recognized only within those mediums.

- Combat Conventions -

Combatants may use any set of conventions they agree on to resolve combat. If no prior special conventions are agreed on, the following general conventions may be observed.

The combatants may deliver a blow, toss a coin, or roll a die to determine the order of strikes. Generally, the person who delivers a heavier blow, calls the coin or rolls highest on the die will take the first strike in each combat round. The second strike in each round is called the honor strike. This selection process is known as the "initiative", and the completion of this procedure indicates consent to the duel and the authority of the proctor.

A round is complete when both combatants strike once.

The standard weapon of choice is a twenty-weight blade. This is the suggested scoring method:

0-14 = 0 Points - / - 15-19 = 1 Point - / - 20 = 2 Points

This scale can be extrapolated to use weapons of heavier weight.

The Proctor shall announce the score at the completion of each round. This is the suggested format:

ProctorX: Round 3, 7-4, (Current Leader's Name)

The standard combat typically ends when a combatant reaches twenty points (or more) at the end of a round. In the event of a tie, the duel continues until one combatant has more points than the other at the end of a round.

There are several optional / nonstandard rules that may be used. When these are introduced, they must be explained prior to the duel.

- Resurrection -

Resurrection is the return from death of a slain individual. Death may be due to combat loss or some other tragic circumstance.

Resurrection after combat death is never automatic unless agreed on by both combatants prior to combat

- Resurrection Process -

To be resurrected from a combat loss, the victor must agree to the terms of resurrection in addition to the resurrected.

Generally, resurrection terms are negotiated by an independent third party. Terms may be anything agreeable to all concerned but generally involve an exchange of services or status.

When successful resurrection negotiations have been concluded, a letter shall be sent to everyone concerned to reflect the resurrection and its terms.

III. Arbitration

When there is a conflict with this Code or working agreements are desired between different parties, arbitration may be used.

An Arbitrator is any third party agreed upon by all parties involved prior to dispute resolution.

Parties will present to the designated Arbitrator their dispute or desired agreement in writing. The Arbitrator shall render a decision in writing back to the parties involved within seventy-two hours.

Since submitting to arbitration is voluntary, the Arbitrator's decision is final and binding on all parties.

IV. Allegiance

Characters may swear allegiance to another or to an institution, realm, etc.

If sworn to a Liege, the Liege may call on that person's services at need for defense of the Liege or the Liege's interests. Such would include but is not necessarily limited to combat, spying, acting as protector for designated parties, second and champion.

A Liege may not order death of a sworn character. That option always belongs to the individual.

A sworn character is under the Liege's protection for him/herself and others under the sworn character's protection as well as designated family members. This should be sent to the Liege in writing before the character is sworn.

A sworn character is under the Liege's protection for him/her self and others under the sworn character's protection as well as designated family members. This should be sent to the Liege in writing before the character is sworn.

If a Liege with sworn people does him/her self swear to another Liege or an institution, those sworn to the original Liege do not automatically transfer allegiance to the new Liege or institution unless they wish to.

Either party may terminate sworn allegiance at any time. It must be so designated in writing to both parties.

V. Civil Ceremony

- Marriage, Divorce, Annulment -

Marriage it may involve any character set of terms, genders, species or numbers desired by the parties involved.

Marriages are generally performed by clerics or a Liege. Marriages shall be witnessed and a wedding log prepared at its conclusion. Terms of the marriage are for whatever the involved characters wish.

The wedding log is the legal record of the wedding and shall be considered the equivalent of a marriage license.

If sworn, the married party must inform their Liege.

Divorce is the termination of a marriage by one or more of the parties involved. If a multiple marriage, the divorced party leaves the marriage and the other parties continue in it.

A letter of divorce should be prepared by the original cleric or Liege that performed the ceremony, stating that the marriage is terminated or that one or more parties is leaving the marriage.

If the cleric or Liege who performed the ceremony cannot be located, or is unreasonably opposed to dissolution of the marriage, divorce might be obtained if irreconcilable differences can be established by the petitioning party. Testimony to the charge of irreconcilable differences must be made to a warden cleric and backed by witness or supportive evidence.

If sworn, the divorced party must inform their Liege.

If the divorce is complicated, then Arbitration or Adjudication may be used to assist in effecting a settlement.

Links

Fallan Darkswift, Queen of Caldemon
Kingdom of Caldemon Rules and Laws

Email: fallanw0lf@aol.com