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By Throne

ATLAS: Present and Future

We have been at it since day one, that ugly and...well, let's just stick with ugly...launch. Even through the lag muck and server instability, you could read the stars and see the potential.  Right off the bat it was only for the tough, and we barreled through the glitchy log-ins, the shaky starter zones and the wretched "lawless" starting areas and found our way to the rafts.  Some were able to get to our island after 3-4 hours of learning how to tack, zig zag and fight through server borders and with a full stack of human hides, and then some were finally rescued after what seemed like days of being eaten alive by scorpions and crocodiles, only to quickly get used to dying to the cold, the wolves, the alpha horses, the water, the sharks and each other's general noob mistakes.
Yes, with the known developer, we did try to ARK it, or Dark and Light it...hell, we've even tried to Life is Feudal this one....and Atlas is just NOT those games.  Some visuals and sounds are there, but the depth and options and functionality is just SO much more.  What really took the game from just another ARK expansion to, the potential mmo of the decade, was getting out on our first schooner, the SS Skjoldr (video below).  The experience was entirely PvE, but when you have 13 people packed on to a single vessel and the guys repairing the ship are as vital as the helmsman steering and the deckhands manning the sails, it became something I haven't seen in a game since our friday night flights on the Decimator back in SWG.
We have had just a blast learning the game and surviving our island and our neighbors over the past couple weeks.  Though it may appear as if we are well off enough, growing from 30 actives day one, to more than double that now, we absolutely could use more folks interested in living the Atlas life.  Whether you are interested in navigating the high seas, captaining a brigand, farming the tundra, mucking through politics, taming elephants or exploring the massive (30-40 hours of sailing from one end to the other) world, it is all here and we have many members willing to help you get started.
Here is a few screencaps and videos to give you an idea of what we have been up to:
 
 




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By Throne

ATLAS

From the sister studio of Wildcard, makers of ARK: Survival Evolved...
ATLAS: The ultimate survival MMO of unprecedented scale with 40,000+ simultaneous players in the same world. Join an endless adventure of piracy & sailing, exploration & combat, roleplaying & progression, settlement & civilization-building, in one of the largest game worlds ever! Explore, Build, Conquer!
https://store.steampowered.com/app/834910/ATLAS/
Early access, Thursday, December 13th  (Update:  delayed release to December 19th) [Update 2: delayed release delayed to December 21st]
Chapter group: 
Discord:  https://discord.gg/v74dSHQ
 
 

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By Throne

Xalt defeats Elric for 2018 Fantasy Football Crown

Xalt's Zappers smirk at expectations, knock off Elric's Arksters in 171.07-127.47 rout

Both teams exceeded their projected point totals, but it was Xalt's Zappers who got the victory, cruising to a 171.07-127.47 win over Elric's Arksters. Elric's Arksters earned a 3.86-point lead on Saturday behind Joey Bosa (2.18 points) and Mike Williams (1.68), but Xalt's Zappers held the lead the rest of the way. They were led by Matt Ryan (25.46 points) and Damien Williams (22.53). Ben Roethlisberger (42.22 points) and T.Y. Hilton (19.4) led the charge for Elric's Arksters in the loss. This marks the second time this season Xalt's Zappers have beaten Elric's Arksters, after winning 118.28-117.7 in their last matchup. Xalt's Zappers end the season at 12-4, while Elric's Arksters finish the campaign at 9-7.
 
Matchup Highlights

Sunday Early    There were players with standout moments on both teams early Sunday, after which Xalt's Zappers owned a 125.41-53.13 lead. Matt Ryan had a 75-yard touchdown pass and a 44-yard touchdown pass for Xalt's Zappers, while David Njoku had a 66-yard catch. T.Y. Hilton made the highlight reel for Elric's Arksters with a 55-yard catch.

Sunday Late    Both teams had players with big-time moments on Sunday afternoon, but it was Xalt's Zappers who took the lead, 148.54-96.80. For Xalt's Zappers, Robert Woods had a 39-yard touchdown catch. Ben Roethlisberger made the highlight reel for Elric's Arksters with a 20-yard touchdown pass and a 49-yard pass.

Sunday Night    Harrison Butker had a 54-yard field goal for Elric's Arksters, who trailed 171.07-118.27 after Sunday Night Football.
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By Throne

Kenshi 1.0 Released

It is generally a rarity that finds a single player game a feature of CotP articles, however, over recent months this game has entered my personal top five games of all-time and has passed my hourly steam totals for Mount & Blade, Fallout 4 and Skyrim in the process.  What the....yeah, I know.
So many titles over the years have claimed that it allows its players to "win" the game "their way" in an "open sandbox" environment.  Well, we cannot get the time back that we spent realizing that those developers were still significantly limited in the scope of what any individual's personal definition of in-game "freedom" actually means.  For me, M&B and SWG came close.  Unfortunately, both those games (or their EMU reboot) are either approaching or have surpassed the ten year mark of their seemingly eternal impending latest release. Enter Kenshi.
Freedom is a fun word in Kenshi...yes, you have the freedom to stay solo, group up with a squad, make a vegetable farm, join a faction, enslave a faction, slay the champion, be the richest hermit, recruit an army of robots or build the great city....blah blah, boring.  Now, the freedom to fail in the most unique form possible...that is the true gem in this game.  I will give you just the one example:
My squad is epic, I will tame the badlands and establish a civilized trading outpost...plan = awesome.  Headed for the abandoned fishing outpost.  Acid rain, not fun...put up tent, survived.  Reached fishing village, it is not a fishing village.  Really freaky "skin" people pour out of all the village buildings.  We put up a good fight but were overwhelmed.  One by one, my squad members were....stolen.  Knocked out, picked up and taken to some of the village huts.  What is going on here?  Then the screams.  Agonizing screams from my captured squad members.  No idea.  I am the last one to go down.  KO'd, picked up, taken to a nearby hut....
I died from blood loss.....after I was put into a grinder that peeled my skin off.
https://store.steampowered.com/app/233860/Kenshi/
 
WHAT IS KENSHI?
Kenshi is a single player sandbox PC game set in a vast and atmospheric ‘Sword-Punk’ style open world. With a mix of RPG elements, squad-based control and city-building features, gameplay is completely free-roaming and open: enjoy the freedom and potential to do whatever you want.
Set in an unrelenting world of bloodthirsty cannibals, starving bandits, brutal slavers and wild beasts, survival alone is a grueling struggle… You are not the chosen one. You’re not great and powerful. You don’t have more ‘hitpoints’ than everyone else. You are not the center of the universe, and you are not special. Unless you work for it.
Character Customization 
Edit your characters, build up their strengths and watch them endure and grow. Train Your Skills in Robotics, Thievery, Engineering, Medicine, Weapon Smithing and more!
Squad-Based Control
Play with one character or control a whole team; an army, even. Combat is Real-Time Strategy style with a choice of ranged and melee fighting styles
Build Your Base
Create and run your own city, manage an empire or simply wander the lands as a lone drifter. Research upgrades such as industry tech, weaponry crafting and trade goods
Wounds Affect Gameplay
Complex medical system where injured characters limp, crawl, bleed to death or pass out from starvation. Stem blood loss to avoid predators and replace lost limbs with robotic prosthetics
Open-ended Gameplay
An original sandbox world. Lay siege as a warlord or make your riches as a trader… There are endless game style possibilities and the world will never stop moving
Train hard
There is no level-scaling, the world does not level up along with you. At the start of the game almost everyone will be stronger than you and you’ll have to use your cunning to survive
Survive
Escape capture from deadly slavers & cannibal prisons, rescue your squad mates from grisly death and get them all home alive
Start A Faction
Keep to yourself, form an alliance or oppose other factions and territories of the world… good or bad
 
https://lofigames.com/road-map/
 


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By Throne

Anthem Arrives

When Bioware first announced its newest franchise, Anthem, during 2017’s E3 conference the one thing they said to describe the game was that it was unlike anything they had ever done before. And if nothing else, Anthem is certainly living up to that particular description.
Anthem is just not a game that hardcore Bioware fans would ever say is typical of the studio. Known for its stellar storytelling and its single-player franchises like Dragon Age and Mass Effect, players of Bioware games anticipate story-driven adventures along with companion characters who provide friendly banter and light-hearted romances. And hey, Anthem does provide a decent-enough story plot, with interesting and amusing characters and some good conversation opportunities, too. But the story is only a single part of the over-arching adventure that is Anthem (and hey, there’s no romances, either).

Anthem is described by its creators and by its growing fanbase as a co-op action and role-playing game, rather. In fact, its very best features can not be truly enjoyed without gathering a group of friends to embark into the gorgeous backdrop of the world of Anthem. 

There is nothing of Earth, here. This is a strange, new planet to explore, where every creature and bit of life comes from the Anthem of Creation – a powerful and mystical force that literally and even disastrously produces creatures, technology, and natural phenomena throughout the world. Everyone fights to survive and some to control the Anthem, and right there in the middle are the Freelancers, the heroes who embark past the walls of human cities to gather whatever resources they can find and to tame the myriad threats that the Anthem provides.

Freelancers survive outside the walls wearing armored suits, called Javelins. So far, the game’s four classes are encapsulated in whatever Javelin the player opts to suit up in, and each one of the four Javelins offers uniquely independent playstyles for the player’s gaming experience. There is no standard trinity that players of more traditional multiplayer games may try looking for, but this just keeps matched teams from insisting on any kind of perfect build, too. Any Javelin the player chooses will provide chances to cause damage to enemies or to save team-mates who have come under fire, in fact.

Still, exploring the different Javelins will give players an opportunity to decide which style of gameplay is their own personal cup of tea, so to speak. The Colossus, for instance, provides a heavy armored approach to the game, actually soaking up damage even as it unleashes massive firepower on the Freelancer’s enemies. The Storm, on the other hand, maximizes its time in the skies overhead to shield team members and rain down powerful lightning attacks on groups of enemies down below, too. The Interceptor is a more ground-based Javelin, zooming down onto enemies to zip and zap them swiftly with flashing blades and poison grenades. The final Javelin is the Ranger, which is also the first Javelin every beginning player will experience. The Ranger relies upon a steadied mix of abilities from all the classes, providing a well-rounded chance to inflict fast, intense damage to large numbers of enemies and combo attacks that obliterate threats in even wide areas. 

But it is the wide world of Anthem that truly sets the adventure apart from other games involving massive armored suits. Well, that and the whole flying around the world, too. In fact, the flying and swimming controls on the final released version of the game on February 22, 2019 were tuned in advance of the release through several test and demo sessions, where players pointed to issues on the varied platforms the game would be available. While there are still some players complaining the Javelins ability to maintain flight over an extended period of time simply is not great enough, the chance to navigate Anthem through the skies and even deep underwater offers opportunities for some purely amazing scenery and just plain, massive fun all at the same time. 

There were some buggy moments during the final days leading up to the release of the game, as well. Some players experienced issues with the game’s audio, actually losing sound in the middle of combat motions while moving around the world and battling enemies. A larger issue, however, was in the load times that quite a few players endured, where team-mates zoomed ahead and through the mission while they were still agonizingly lagging on the loading page. The game’s developers were quick to respond to the various issues and gameplay bugs that players reported, though. They welcomed comments on Anthem’s Twitter and Reddit pages, providing fast, public responses that the issues were noted and being addressed. The day one launch of the game then included a patch to try squashing the bugs, too.

But still, the game’s official launch was not completely void of problem or issue. Some players experienced terrible crashes of their consoles while playing Anthem, even. But overall, gameplay is remarkably smooth, even when the game is set to its highest graphic and audio settings. Each player’s game includes a chance to experience the story and get to know the various characters in Anthem, making dialogue choices that can help form their personal Freelancer. But the story is told through a first-person perspective of the walled city called Fort Tarsis, which creates a sense of disconnection with the individual player-character. Individuality comes from the amazingly complex personalization of the player’s Javelins, rather, and the Anthem fanbase has thrown itself into incredible renditions of paint and vinyls applied onto their suits.

Anthem is definitely a new experience, and those players who’ve adventured in other multiplayers are already asking for features common to such online multiplayer games. For instance, there’s currently no player-versus-player in the world of Anthem, and no real “raids” in the classical sense of multiplayer gameplay. There’s also a serious lack of clan or guild structures for players to rely upon. These are potential additions set aside for later patches to the game, is what the game’s developers are quick to assure.

What Anthem provides, rather, is a four-man team structure to explore the world through missions, expeditions, strongholds, and freeplay. The match-making tool in Anthem will quickly place players into random teams. Or players can create their own teams by inviting potential team-mates off their Origin friends list. 

Covenant of the Phoenix has set aside Chapter space for the community’s Anthem explorers, providing forums where guides and advice can be bantered over and shared. Also share some pictures and funny stories, too. But the Discord channels that COTP has established for the Anthem chapter of the community are even more useful, with potential team-mates gather together to help each other through the adventure. 

What is definitely true, though, is that embarking into the wider world of Anthem is most fun when you have a team to help back you up. The threats can be intensely challenging sometimes. The Freelancer can happily slaughter thousands of scorpions and Grabbits alike, only to turn a corner and run into a Titan. Hulk smash takes on a whole new meaning, then. So Anthem practically demands a team approach in order to succeed. As players and developers alike say, anyone can solo the game, sure. But it is far better to play with friends.  Only, do not hesitate to explore the Anthem with Covenant of the Phoenix! This is only the start! 
 
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Untitled Document


The Covenant of the Phoenix



I. The Beginning



The Rising Sun, touching this land with fearless light for the first time, met with the Soul of the Covenant long before there was a Covenant, in the sands of a distant desert on the night where few stars shown their true light. Those stars that did show their true light were six and not one more. The Sun and the Soul were soon joined by the Ancient Principle as their travels through the desert took them far. These three walked together for many years, until three more walked with them. True Loyalty, Pure Intensity and Ultimate Strength, long before each was forced into revealing their true names, were now amongst the brethren. Again, and still, the six walk this desert, built up, burned down, and reborn as one under the Covenant of the Phoenix. There are a few heroes, a very few knights in shining armor, who light the land like a torch against the darkness. Their creed is honor and service; they face the world not with hot, greedy hands but with the warm hand of friendship. Be one of the few.



II. Le Motif - The goal


The Covenant is best described as a common spirit of camaraderie, enthusiasm, and devotion to a cause among the members of the Covenant. We are gathered here to continue a quest to fulfill our gaming goals in a family friendly environment catering to gamers of all styles, all genres and with every sort of gaming schedule imaginable. It is a guild environment that asks its leadership to inspire our membership, rather than require anything of them. One that chooses to promote through ability and merit, rather than statistics and elitism....and makes clear it's standard that we are not a gaggle of gamers who happen to be under one tag, but a family of friends who enjoy gaming under a banner of chivalry superseded only by the spirit by which emanates from and is forever guarded by it's membership.



III. Het wetsvoorstel van Rechten - Bill of Rights


I. If thine true loyalties are still held hostage, you have the right to nothing.

II. Prepared and ready Knights, being necessary to the security of this honorable Guild, the right of said Knights to defend Guild lands and mangle the enemy, shall not be infringed.

III. No official member of the Covenant shall be held to answer for a crime, unless on a first and private indictment of an official appointed to a position of Leadership by and for the Covenant. Nor shall said member be permanently deprived of membership benefits, without due process of law according to the presiding Guardian and established guidelines.

IV. In all criminal prosecutions, the accused shall enjoy the right to a private trial, by Guardians partial only to this very document and the spirit by which this Guild exists.

V. The powers not delegated to the Covenant by this document, nor prohibited by said document, are reserved to its official guild chapters respectively, or to the Sacred Circle.

VI. Guardians shall make no law to amend this document without unanimous support from fellow Guardians and Sentinels, three-fourths of the Assembled Elders, three-fourths of the appointed Knights of the Court and a majority of the Sacred Circle.

VII. You have the right to enjoy the benefits of this genuine brotherhood in exchange for genuine loyalty.

VIII. We have received this Covenant as a fair inheritance from our worthy founders: they purchased this for us with toil and danger and expense of treasure and blood, and preserved them for us with care and diligence. It will bring an everlasting mark of infamy on the present generation, honorable and intelligent as it is, if we should suffer them to be taken from us by violence without a struggle, or to be cheated out of them by the artifices of false and designing men. It is the right, in any and all circumstance in which the security of our membership and the spirit of this guild are at risk, that those of the Guardianship wield the sword of absolution. They shall do less whenever they shall believe what they are doing hurts the cause, and they shall do more whenever they shall believe doing more will help the cause. In the end, it is, in fact, their task to secure the triumph of the Covenant.




IV. Wahrheiten - Truths


I. Courage and honour endure, even after mountains have crumbled to dust. Original members know this well, it is our true place of beginning.

II. Give a man a sword and you defend him from rodents, teach him to use the sword and you've defended the Covenant

III. The anger of a moment leads to foolishness and may wreak havoc on the truth.

IV. No act of kindness or generosity, no matter how small, is ever wasted.

V. To expand your horizons, you must lose your fear of being wrong. No Guild expansion has been or will be without mistakes, learn from them.

VI. No leader is wise enough by himself…. the number of original Covenant founders alone proves this to be true.

VII. The greatest of faults, is to be conscious of none.

VIII. When cities burn and armies turn and flee in disarray, cowards will cry: 'Tis best to fly and fight another day. But those of the Covenant know in their marrow: When they die and fall, 'tis best to have fought and lost than not have fought at all.




V. Mandamentos - Commandments


I. Whatever ye do, make sure that it is done with Honour

II. Treat thine brethren with dignity and respect at all times

III. Speaketh in both live and written chat with pristine tongue

IV. Lest thine tongue publicly malign needlessly, all initial chastisement must be made with the utmost in privacy

V. Beggeth not in the public; this brings dishonor upon your name and your fathers

VI. Help thine brothers and sisters of the Covenant of the Phoenix above all others

VII. If ye pledge to the Covenant, follow the orders of the Leaders of the Covenant

VIII. Bring not defilers and miscreants into our fellowship, be it temporary, or not

IX. Maketh every effort to engage in fellowship of the Covenant forums and voicechat servers whenever possible

X. Treat enemies of this Covenant as such: With the highest respect and with no mercy or quarter

XI. When thou hast given little to nothing, ask for little to nothing

XII. A knight shall not be arrogant or boastful in their ways; they shall practice modesty in all aspects of their being; while maintaining pride in one's accomplishments

XIII. Thou art charged to remember that any action creates a reaction. Therefore, what you must do, certainly expect to receive

XIV. A Knight's word must be the word of truth and counted more trustworthy than a legal contract. Therefore, when you must give your word in bond, keep it

XV. Do not speak ill of others, for ye may yet know the whole truth. Similarly, do not gossip, for unverified words are hearsay and in large part a thing of falsehoods. Be honest with others, and have them know that honesty is likewise expected of them

XVI. Consider the consequences of your actions for others. Strive to do no harm.

XVII. Give genuine loyalty and expect a genuine brotherhood

XVIII. Pledge thine friendship to those who warrant it and support thine brethren in their time of need that they might support you when thou art in need

XIX. Uphold the right, even at the cost of thine life

XX. Mete out even handed justice, tempered with mercy

XXI. Stop judging by mere appearances, and make a right judgment.

XXIII. Assist and defend others; and to strive to act with honour at all times

XXIV. Any Knight following this High Path of Chivalry must be above reproach in the eyes of the world. Only then will the darkness be lifted

XXV. Always stand for the Spirit of the Covenant, even if you stand alone. Count that your brethren will stand beside you, no matter the odds

XXVI. Be steadfast in your adherence to the code and the ideals it sets forth.

XXVII. 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.

XXVIII. The Knight of the Covenant is sworn by oath to defend the spirit of the Phoenix and those who depended upon him. Seek always to defend your guild, your family, and those to whom you believe worthy of loyalty

XXIX. 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.

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

XXXI. 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.

XXXII. 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.

XXXIII. Above all, enjoy your life in the Covenant and help others enjoy theirs.

XXXIV. Seek to emulate the words and ideals written above 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.




VI. Guild Leadership Structure


Guardian of the Covenant

Traditional charge:

Guards the spirit of the Phoenix and ensures the Covenant is reformed in every new guild expansion in a manner befitting of the Covenant and it's defined expectations therein.

Duties:

- Administrates all new guild expansions.
- Administrates guild webspace, forums and voicechat servers
- Manages guild financing
- Appoints all new Hand of the Covenant members.
- Can recruit and approve all new official guild members.
- Judiciary of serious disputes via interpretation of the guild charter and/or forum rules
- Executrix of all guild removals regarding disputed charter violations
- Dismissed only via repeated Charter violation or treason

Minimum Requirements:

- 4 Years a Member of the guild
- 1 as a Sentinel of the Covenant.
- 3 Years combined leadership
- Completed stage 4 Leadership training.


Sentinel of the Covenant


Traditional charge:

Steward of the Guardian also defending the Phoenix against all who wish to contradict the Covenant and the spirit by which it exists.

Duties:

- Can administrate new guild expansions.
- Administrates guild webspace, forums and voicechat servers
- Can found, lead and manage all functions of a new or existing guild branch
- Can recruit and approve all new official guild members.
- Appoints all new Templars
- Dismissed only via repeated Charter violation or treason

Minimum Requirements:

- 3 Years member
- 2 Year combined Leadership experience
- Completed stage 4 Leadership training


Templar of the Covenant


Traditional charge:

Leaders who enable the growth of the community through knowledgeable and supportive roles.

Duties:

- Can administrate new guild expansions.
- Administrates guild webspace, forums and voicechat servers
- Can found, lead and manage all functions of a new or existing guild branch
- Can recruit and approve all new official guild members.
- Appoints all new Paladins
- Dismissed only via repeated Charter violation or treason

Minimum Requirements:

- 2 Years member
- 1 Year combined Leadership experience
- Completed stage 3 Leadership training




Paladin of the Covenant


Traditional charge:

Leaders who are the eyes of the Phoenix as it is looked to by those seeking direction.

Duties:

- Can administrate new guild expansions.
- Administrates and/or Moderates guild forums and voicechat servers
- Can found, lead and manage all functions of a new or existing guild branch
- Appoints all new Knights
- Can recruit and approve new official guild members for their particular branch.
- Dismissed only via serious Charter violation or treason.

Minimum Requirements:

- 1 Year Member
- 6 Months combined Leadership
- Completed stage 2 Leadership training


Knight of the Covenant

Traditional charge:

Officers assigned to assume the driving force behind the Phoenix through adventures in lands known and unknown as it ever expands the spirit of the Covenant.

Duties:

- Can recruit and approve new official guild members for their particular branch.
- Moderates guild forums and voicechat servers
- Can manage all functions of an existing guild branch
- Dismissed only via serious Charter violation or treason.

Minimum Requirements:

- 4 Months Member
- 3 Months consecutive Sentry
- Completed stage 1 Leadership training

 

Sentry of the Covenant

Traditional charge:

Leaders assigned to assist the membership of the covenant in their individual goals as well as the goals of the chapter as a whole..

Duties:

- Can recruit and approve new official guild members for their particular branch.
- Can manage most functions of an existing guild branch
- Dismissed only via serious Charter violation or treason.
- If moving to a new CotP chapter, must be re-appointed by Chapter Leader of new chapter.

Minimum Requirements:

- 1 Month Member
- Completed stage 1 Leadership training

Sacred Circle

Traditional charge:

Members of the Phoenix who are charged to be the change they wish to see in the Covenant and it's Empire.

Duties:

- Can help vote on future guild and forum changes
- Involved in all guild financial expenditures
- Can help design new guild events
- Can help lead ingame quests, events and adventures
- Real life friends and relatives are OK to recruit into guild
- Dismissed only via Charter violation or treason.

Minimum Requirements:

- Ingame interview
- Forum application
- Agreed to all terms and conditions of the guild charter and forum rules



VII. Authors



Writers of the Charter: Throne, Oonagh, Jassid, Fantomas, Damis Fajer, Killercod, Leah, Lysander, kaobang, Ifisa, Disro.

Guild Structure courtesy of: Throne, Oonagh, Jassid, Fantomas, Damis Fajer, Lysander, Disro, Fozzie, Spclk, Lazerith, Arus, Faradii, Doomsdealer.


Quotes courtesy of the following: Thomas Carlyle, Titus Macchius Plautus, Joseph Chilton Pierce, Aesop, John Dickinson, Abraham Lincoln, Throne, Gouverneur Morris, Leah, Brian R. Price, Edmund Randolph, Roger Sherman, King Arthur, Damis Fajer, James Wilson, Jesus Christ, George Wythe, Thomas Jefferson, Samuel Adams, John Adams, Thomas Paine, Anonymous.





VIII. Amendments



I. A Member of the Sacred Circle or of the Knight's Court, in good standing and of sound mind, deemed necessary to the survival of an official Covenant of the Phoenix Chapter, be it existing or that of expansion, will be, in accordance to the judgement of the Guardianship in unanimous form, allowed succedaneum with regard to terms defined under the Minimum Requirements for promotion of both the Knight and Elder positions set out in article VI of the Covenant of the Phoenix Guild Charter, save and except the stipulation with cognizance to specific leadership training.


II. Addition of the Sentry rank. One rank below that of Knight and the first rank above CotP member. Helps lead groups, events at the chapter level. Read-only access to Parliament. Highest rank attained by new officers in a new CotP chapter expansion. Suggested by Chapter Leadership and/or Guardianship, Appointed by Chapter Leaders. One month membership or Article VIII Section I. Must pass Sentry Exam. Position does not transfer between chapters but title remains on forums. If moving to a new CotP chapter, must be re-appointed by Chapter Leader of new chapter. Must use voip/forums.

III. Addition of the Templar rank. One rank below Sentinel and one rank above Elder. Everything an Elder currently requires in addition to significant (Finished project of lasting use to the community) effort put forth as a member of the CotP workforce or 6+ months as Chapter Leader of Major Chapter (50+ active 30 day members) or 1+ years as Chapter Leader of minor chapter. Must use voip/forums. Must pass Templar Exam.

IV. Changes the "Elder" rank to "Paladin". Brings this particular rank in line with the soldierly emphasis on the rest of the ranks. Rank order will be as follows:

Guardian
Sentinel
Templar
Paladin
Knight
Sentry

V. Guardian minimum requirements changed to 4 years as member, 1 years as a Sentinel with 3 years combined leadership. Sentinel set to 3 years member, 2 years combined leadership. Templar set to 2 years member, 1 years combined leadership. Paladin set to 1 year member, 6 months combined leadership. Knight set to 4 months member, 3 consecutive months active Sentry in a single CotP chapter. Sentry set to 1 month member or Article VIII Section I.



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