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By Elric

Rend: COTP Victory!

It's official, COTP and it's allies on "NA West - Muspelheim" have won the first round of our Rend server!  Between COTP, our Illegitimus allies, and some randoms on our faction team - we crushed the opposition on our server.  By the last week the other two factions had gone into defensive mode because there was really no way for them to catch up to our momentum!
Last night following the final Reckoning of the server, our characters "ascended" and the server was reset for round 2.  Tonight everyone on the server started from scratch, but as we had won the previous night we received more Ascension points that our opponents.  This gives us a slight edge as we face off against the other two factions again.
This time around we will try some different defensive building tactics, some different character specs, and new priorities for our faction research.  Hopefully we can bring home another win!  Come join us for some PvP / PvE action!
 
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By Elric

Rend: Hybrid PvX Epic Survival Game

Starting tomorrow, July 31st, a new survival-genre game will be hitting Early Access.  We have some people who have already been testing it out in Alpha, and thus far I've heard it has some serious potential.  I'm guessing we could fill out a 20-person team to really give this game a shot.  In fact, Creaky from Illegitimus (an ally of COTP) has challenged us to put together a team to face off against Illegitimus on a private server!
So what is the game exactly?  So far it looks like a mix between survival games like Ark, Conan Exiles, 7 Days to Die, etc. and a similar model to what we hope Crowfall will be like when it comes out next year (in theory).  In Rend, your character progresses through PvE gathering, quests, fighting, etc., while you build a faction base alongside your guildmates.  That base will eventually come under attack from PvE mobs or PvP players depending on the type of gameplay on your server.  There are official PvP servers run by the developers, and they will be allowing private servers as well.  The goal of the game is to get your faction to beat out the other faction(s) on your map.  Each round results in one faction emerging victorious, and then the map resets.  Each faction then starts over for the next round, but everyone's character still advances through a meta-progression that grants you additional skills to use on the next round. 
Discuss it further on our forrums:
 
Otherwise, here is some more info in the form of two decent videos on it:
 
Or for those of you who prefer text over videos, here is some info from the official Rend website:
 
What is Rend?
Rend is a team-based survival game set in the fabled universe of Nordic myth. This epic fantasy world is a harsh domain where the strong ascend as gods. You must choose from three rival factions, combine forces to build your team’s stronghold, and battle foes and brutal creatures. Together, you will endure the dangers of Rend’s treacherous landscapes to discover valuable resources and powerful artifacts. With the game’s deep talent trees and skill systems, you’ll have the freedom to choose how you want to fight for your team’s victory. When a cycle ends, one faction will be declared the winner… but the end is only the beginning. Victorious players will receive rewards they can use in subsequent cycles as they ascend to legendary heights as heroes.
Where does Rend take place?
Rend’s setting is a fragment of land that once was Midgard before Ragnarok, the doom of the gods, shattered the world. Valhalla, the great hall of heroes, home of the dead who achieve glory in battle, can be seen decimated in the skies above. The majority of the original Norse deities died in the cataclysm and those who survived have retreated into seclusion. Rumor has it they’re amassing new armies to restore their former might and glory in the next great battle.
What remains of this world is a collection of disparate environments held together by the massive roots of Yggdrasil, the World Tree. Gentle hills give way to dense forests, fungal colonies, noxious swamps, and wintry peaks, each home to predatory beasts and environmental challenges. The flora and fauna of Rend have been affected by Yggdrasil’s presence: once docile creatures are now territorial and violent while plants and minerals have developed unique properties that may be used to help or hinder by those brave enough to discover them. Warriors who find themselves on Rend must be alert and observant to survive this realm.
Who am I in Rend?
You begin your adventure in Rend hungry, unarmed, and defenseless. The good news is you’re not alone: in every cycle of Rend, you’ll be in one of three factions, the Order, the Revenant, or the Conclave, each equal in power and numbers. Starting with an empty faction base surrounded by a magical shield, you’ll work together as a group to discover and harvest nearby raw resources, craft rudimentary tools and weapons, and fight to stay alive. As you research new technologies and explore distant biomes, fresh challenges will present themselves from opposing factions and the brutal environment alike.
Your victories both in combat and in crafting will bring glory to you and your faction. All of your activities in Rend will grant experience and with experience your path will become more clear. You may choose your warrior’s specialization by selecting two skill trees from four archetypes: the stealthy Assassin, powerful Soldier, arcane Mystic, and cunning Survivalist, each with its own abilities and weaknesses. Through your custom selection of active and passive talent, you’ll be able to contribute to your faction’s success precisely the way you want to play.
How do I win in Rend?
Rend serves as the proving ground for those seeking to join the remaining gods’ army in Valhalla. To stand among the gods, each faction seeks to present the gods with warrior spirits harvested from fallen foes. These spirits act as victory points and are key to your faction winning the game.
Spirits are collected much like other raw resources in Rend but must be deposited at the Divinity Stone in the middle of your faction base. These structures are connected to Yggdrasil which stands in the center of the map and reflects the current score of each faction with three vertical runic sigils: the more spirits banked by a team, the higher its glowing sigil climbs the World Tree. When one team’s sigil reaches the top of Yggdrasil, they win the cycle and ascend victorious.
However, achieving victory is no easy task! Rend will pit the three factions in direct competition through resource node distribution, buff-granting control points, and scheduled world events called the Reckoning. Every few days, the magic shields protecting the three faction bases diminishes, briefly rendering them vulnerable to attack. Sensing the spirits within each Divinity Stone, monstrosities called the Lost will appear. In waves, these husks of dishonored warriors will lay siege to anything in their way. During these events, rival factions have the opportunity to raid an opposing faction’s Divinity Stone, stealing their collected spirits. The time and date of the Reckoning is chosen during server selection, allowing players and each faction to prepare for the event by hardening their base’s defenses and deciding on their strategy.
Additionally, the remaining gods will be observing the trials on Rend and may occasionally send down magical items to assist warriors in their trials (or perhaps to instigate battles over their loot). In rare cases, artifacts of legend once wielded by the old gods may fall from the heavens such as the Hammer of Thor, the Horns of Loki, the Steed of Odin, and other mythic items. These will imbue the wielding with godlike powers yet also make them a prime target for enemy factions seeking to claim the artifact as their own. Ultimately, every cycle of Rend, anticipated to last one or two months each, will culminate in a massive war between the three factions, ending with an absolute victor.
What does winning Rend get me?
Aside from the right to ascend to Valhalla and join the army of the gods as an honored hero? Well, once the gods have named a faction victorious and those chosen have ascended, all players shall be rewarded with glory per their actions in the cycle, collecting ascendancy points that allow for meta-progression between matches. The amount of points earned will largely depend on being on the winning faction but merit will be given for your personal contributions to your team.
It should be noted that failing to win is largely unpleasant for your character: those warriors who do not ascend will have their spirits ripped from their bodies and sent back into the trial to prove themselves once more. Their bodies, now soulless husks, will become the Lost and wander the world of Rend driven purely by rage, instinct and a primal hunger to be one with a spirit again. Blissfully, as a player, you will only experience this as a server wipe and reset. Still, you may never look at the Lost the same way afterwards...
And so: survive the untamed wilds as a team, conquer your rival factions, and ascend victorious by earning the gods’ favor through presenting them with their toll of spirits. May your faction earn its rightful place in Valhalla!
Onwards, for Valhalla!
Excited for Rend? So are we! Now is the perfect time to join the community, read up on our latest news, and follow our social media channels linked below. We look forward to seeing you on the field of trials soon!
Read more at https://www.rendgame.com/news/article/rend-introduction#OLUhRzw5i2MuefHh.99
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By Damis

Empyrion - Galactic Survival is a diamond in the rough.

Game Info:
Empyrion - Galactic Survival is a 3D open world space sandbox survival adventure. Build mighty ships, menacing space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and the allegedly empty space! Fight human, alien and biological hazards and survive in a hostile galaxy full of hidden dangers - on your own or with your friends. The game uniquely combines elements from space simulations, construction games, survival games and ego-shooters. Empyrion is currently under development by Eleon Game Studios.
Review:
I played this game last year and didn't do too much with it.  I thought the game had potential, but at the time, it didn't have enough content to keep me interested in playing it, so I shelved it for a later time.  Well, the time to dust the game off and give it another try happened this last weekend.  I was on Discord chatting with Trusin about space games and the lack of any really good ones when he started talking about Empyrion.  He had read that the game had made good progressed, so we both decided to give it another shot.  I wasn't expecting much, but ended up having a really fun time playing the game with Trusin.
We played on the SBS server which has a Star Wars theme with three factions, the Imperials, Rebels or the Mercenary faction. We ended up joining the Merc faction.  On this particular server, all new characters have one week to leave the starting world and system.  On Sunday, any character in those zones are deleted.  Well, as luck would have it, Trusin and I only had a few hours before the deadline, so we had to work fast to learn enough about the game to build a ship with a warp engine.
We managed to warp to another system less than an hour before the newbie zones were wiped.  Talk about cutting it close.  We had a leaky ship which took a good amount of time to make air tight, and at one point we tried to hitch hike on any outbound ship we could find.  Eventually, we fixed the leak and made it into orbit,  at which point we realized neither one of us knew how to engage the warp drive. After fumbling around the navigation controls and mostly due to dumb luck we activated the warp engine and got the hell of out there.
We warped into a new system and had to pause to admire the game.  There were two planets in the system as well as a space station.  There were also a good assortment of player ships which I was awestruck with.  I  loved Star Wars Galaxies JTL,  but Empyrion was what we wished SWG could have been.  To have the ability to blast off from a planet and fly directly into orbit is amazing.  
We flew about and inspected a bunch of ships.  The scale and detail of those ships was unbelievable.  Our ship looked like it was made of legos and duct tape.  We docked at the space station and just walked around with our mouths open looking like a bunch of yokuls who had left the planet of Tatooine for the first time, which really wasn't far from the truth.  It was like a huge floating mall in outer space.  
Eventually, we left the station and explored a few other systems until we found a decent world to settle on.  We are in the process of building a base and a better ship.  The game isn't perfect and at first glance, it may seem ordinary,  but there are parts of the game which are truly magical.  Empyrion has the potential to be a true beauty.  It just needs some refinement and polish.
Comments:
The ability to build multi player ships in which crew members can access the control panel to manage various systems is fantastic.  Exploration, base and ship building is also good.  With that said, I do think that the game needs more alien creatures so that different planets are more unique.  I have been told that the developers are in the process of creating different biomes from which to spawn creatures.  In the meantime, you will probably see the same alien life forms if you visit different planets with the same biomes.
There are a few multi player servers which have 100+  players on them. It would nice if we could get a bunch of members together and try to carve out a section of space for ourselves.   Anyone interested in being a pirate and wrecking havoc?  
 
 
 
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By Damis

Star Wars Galaxies Emulator Server.

Star Wars Galaxies is a sandbox MMO set in the Star Wars universe shortly after the destruction of the first Deathstar above Yavin IV.  Star Wars Galaxies officially closed on 15th December 2011.  SWGEmu aims to emulate Star Wars Galaxies in it's Pre-CU era, version 14.1. The current game is stable, and all the classes are working, such as the creature handler, droid engineer and Jedi. 
We have members playing on the Basilisk server which has a large and active community base.  We have established a city on Dantooine and have entertainers and doctors available to buff members.
Some of the CotP members have started doing the Jedi Village quests on their way to becoming a Jedi.  Note, this the pre-nge Jedi, which requires players to put in time and effort to actually earn something great.  I was one of a handful of Jedi in our old CotP guild on Bloodfin in the original game and I can personally attest that becoming a Jedi was the proudest moment in my gaming history.  It took Months of hard work, but when I finally crafted and activated my light saber, it sent chills down my back.  No other game has ever given me that sort of satisfaction.  
The emu server does not have Jump to Lightspeed (JTL) working yet, but they do have shipwrights in place.  When JTL finally gets rolled out, I expect there will be a surge of veterans players returning to the game. 
Members interested in trying out the game or would like more information should contact Aveno in discord.
Basilisk 
https://www.swgemu.com/forums/content.php
Rules and policies
https://www.swgemu.com/forums/forumdisplay.php?f=120
 
 
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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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