Beruflich Dokumente
Kultur Dokumente
Kingdom of Caledonia
RULEBOOK
0
Contributing Authors: Maire Bourke, Kurt Hanna, Megan Jeche, Cindy Kapp, Kalyn Knoll,
Michelle Kruse, Jeremy LaMantia, Joslyn LaMantia, Rich Piraro, Thomas Tipps, Anne Valliant,
and Jack Young
Cover Artists: Kurt Hanna and Rich Piraro
Interior Artists: Kurt Hanna, Megan Jeche, Cindy Kapp, Kalyn Knoll, Jeremy LaMantia, Joslyn
LaMantia, Michelle Kruse, Rich Piraro, and Anne Valliant
Edited and compiled by Megan Jeche, Rich Piraro, and Jeremy LaMantia
Updated and Revised, 2014, Megan Jeche, Maire Bourke, Adrian Shumacher
Copyright 2014
TABLE OF CONTENTS
Meddle with the Table at your own peril!
PART ONETHE BASICS.................4
CHAPTER 1: INTRODUCTION..........5
WHAT IS A LARP?..................5
WHAT IS AOKP?....................5
In-Matrix vs. Out-of-Matrix 5
HOW THE GAME IS PLAYED........5
Court
5
Melee
5
Short Stories
5
Privy Council
5
CHAPTER 2: BECOMING A MEMBER6
BUT FIRST, WHY?...................6
HOW TO JOIN.........................6
Step One: Prospective
6
Step Two: Becoming a Page6
Come Up With a Name........6
Find a Land of Residence....6
Acquire an Older Sibling.....6
10
14
SAFETY OFFICERS..................17
COMBAT ETIQUETTE................17
ARENAS OF COMBAT...............18
The Melee Field
18
The Challenge Field
18
Short Stories
19
THE RITES OF GALAHAD..........19
THE RITES OF PALOMEDES.......19
WEAPONS OF STATION............19
CONSECRATED WEAPONS.........19
WEAPON TYPES AND THEIR USE 20
Axes and Hammers
20
Blow Guns
20
Crossbows
20
Bows
20
Maces and Clubs
20
Daggers and Dirks
21
Throwing Daggers
21
Swords
21
Pole Arms
21
Staffs
21
Great Weapons
21
Flails
21
Shields
22
Spell Packets
22
WHERE CAN I GET WEAPONS AND SHIELDS?
SPECIFICATIONS FOR PAGES WEAPONS
22
Pages Axe
22
Dagger
22
22
25
23
24
32
34
34
1:
2:
3:
4:
5:
6:
7:
SELECT AN ORDER.....35
KNIGHTHOOD OR DRUINHOOD?
35
CHOOSE A SPONSOR. . .35
DECLARE..................36
WORK ON REQUIREMENTS36
ONCE YOU ARE DONE. .36
BE KNIGHTED AND/OR ORDAINED 36
37
THE LIGHT...........................37
DRUINS..............................37
MAGIC................................37
CHAPTER 11: CLANS....................38
WHAT IS A CLAN?..................38
JOINING A CLAN....................38
LEAVING A CLAN...................38
DUAL CLANNING....................38
FREE CITIZENS......................38
CLAN ORGANIZATION..............38
CREATING A NEW CLAN...........38
A BRIEF DESCRIPTION OF THE CLANS
Clan Caerna
39
Clan Caradoc
39
Clan Dragonsbane
39
Clan Ia Gondol
39
Clan McQuillion
39
Clan Valdyr
39
Clan Zandofar
39
39
35
41
43
49
52
RULES PROTECTION................52
LUCANS FUND.....................52
WEBSITE ACCESS...................52
VOTING RULES FOR NEW MEMBERS
52
ELIGIBILITY TO BE AN OLDER SIBLING
52
REGENCY VOTING..................53
Scheduled Voting
53
Unscheduled Changes of Positions
53
50
57
THE
CONSTRUCTION
59
59
59
59
59
60
60
60
60
60
61
61
61
61
62
62
62
62
63
63
64
64
64
64
64
65
OF
ARMS:
66
TYPES OF REQUIREMENTS........66
THE PATH OF THE SWORD........68
The Order of Gawaine
69
The Order of Gaheris
71
PATH OF THE HAND................73
The Order of Gabriel
74
The Order of Dagonet
75
The Order of Percival
76
The Order of Lucan
77
THE PATH OF THE BOOK..........79
The Order of Uriel
80
The Order of Bedevere
81
The Order of Ceridwen
82
The Order of Raphael
84
The Order of Pellinore
85
59
59
88
90
90
93
93
94
98
99
100
101
103
126
128
133
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In this section, we will cover everything you need to know as a Page of Caledonia
to play our game. When the time comes for you to be tested on the rulebook,
100% of what you will be tested on can be found in this section. You wont be
tested on everything in this section, but you also wont be tested on anything thats
not in this section, either. While the Advanced section of the rulebook is not offlimits to Pageson the contrary, we encourage you to read and ask questionsyou
will not be expected to know anything beyond Part One until after your Page-Turning is
completed.
Chapter 1: Introduction
What is a LARP?
LARP stands for Live Action Role-Playing. It is a game that allows you get up and be a part of the action. It falls
somewhere between interactive storytelling and improvisational acting. As a player, you take the part of a fictional
character that is entirely under your control. You physically act out whatever your character is doing, including
combat. In AOKP, combat is conducted using special weapons made from safe materials, such as foam rubber.
What is AOKP?
AOKP, which stands for the Artorian Order of the Knights of Pendragon, is a medieval fantasy LARP. If you are
familiar with LARPs and LARP terminology, it is a Hybrid Combat/Theater LARP. As the name suggests, AOKP is
strongly influenced by the legends of King Arthur. Players take on the roles of Companions, brave men and women
who follow in the footsteps of Arthurs knights. They are dedicated to the Light, the embodiment of all that is good
and pure in the world. As such, they are commonly known as Companions of the Light.
AOKP is divided up into Courts, each of which is the ruling council of a particular kingdom in the game
world. This rulebook covers the Court of Caledonia.
Court
The Companions gather together on a regular basis to socialize, share news, perform, and take care of official
business. This In-Matrix gathering is known as Court, and is conducted in a specific fashion. At the time of this
writing, Court is held every other Saturday evening, the location of which is moved around from one players house
to another. There are other gatherings such as feasts and masquerades, but Court is the most common of these.
For the most part, players attend Court as their Companion characters, but sometimes they can play
Alternate Characters. Alternate Characters, or Alts, are simply characters other than Companion characters. Alts are
commonly used to introduce or further plotlines, which can be resolved over the course of one or more Courts or
taken outside in the form of Short Stories (see below).
Melee
When Companions meet upon the field of honor to practice their skill at arms, it is known as Melee. Melee can be
In-Matrix, but generally speaking, it is not. Melees generally consist of a number of themed battles as well as oneon-one challenges. Occasionally tournaments are held, as well as special battle games such as Blood Bowl. There
is more information on the different types of melees and games in Chapter 5, Combat.
Short Stories
When one or more Companions go on an adventure, it is known as a Short Story. Short Stories are usually held in a
public park or other outdoor location, depending on the demands of the story. Those going on the Story are known
as Player Characters, or PCs. Those not going on the Story play Non-Player Characters, or NPCs, who are the
various characters and creatures the PCs interact with during the Story. The overall Story is roughly planned out by
one or more people, but the decisions the PCs make will impact the final outcome of the plot. Stories are In-Matrix
events.
Privy Council
Privy is where we as players discuss and amend rules, plan events and work out issues. It is strictly Out-of-Matrix.
Our characters have a world because our real selves sit down and build it. Please see the Chapter 6, Privi, for more
information.
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How to Join
Step One: Prospective
A Prospective is someone who has expressed interest in joining AOKP. All prospective members must be at least
18 years old. Members take some time to get to know Prospectives and see if they would be a good fit with the
group. Since AOKP is as much a tight-knit group of friends as it is a game, we want to make sure that everyone will
get along before inviting a Prospective to join. During this time, Prospectives are welcome to attend Court as
guests. Minors are also allowed to attend our events unless stated otherwise, but they must have an adult (18+) there
to supervise them.
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Older Sibling
Attend 6 events, two of which must be Court and two of which must be Melee. The other two are up to the Page,
including Privy.
Authorize on all Page Level weapons. And they must acquire all three Page-level weapons (Pages Axe, Dagger,
and Shield).
Memorize and recite your Lineage before the Court.
Show a competent understanding of the Basic Rules and how the game is played. There will be a test given by the
Seneschal.
Develop a backstory. This can be bare bones or extremely detailed. Your older sibling will be able to help with
this.
Finally, attend a Grand Quest event as a PC.
Once these three stages have been completed to the satisfaction of the Older Sibling, Seneschal and Court at large,
then a Page may then become a Squire and a full member of AOKP.
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Chapter 3: Court
What is Court?
In AOKP, the word Court has several different meanings/usages.
A chapter of AOKP is typically referred to as a Court (What Court do you belong to?)
The bi-weekly in-character meeting of the Companions is also called Court (are you attending Court
tonight?)
The collected Companions of a particular Court are often referred to as the Court (I leave it up to the
Court to decide.)
In this chapter, we focus on the second (and most common) meaning.
Court Etiquette
The Sovereign is the ringmaster of Court. In the guidelines below, you will see that almost everything in Court
happens at the whim of the Sovereign. However, the Sovereign is not always in attendance in Court, in which case
the next highest-ranking Regent (or possibly someone else the Sovereign has appointed) is in charge. In these
situations, treat the Regent-in-charge as you would the Sovereign. The sole exception being that you do not have to
stand for anyone but the Sovereign.
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without breaking character. To that end, we have developed a number of code-words over the years when talking
about certain modern things. Here is a list of just some of those terms:
Bards- A CD or MP3 player. Recordings are often referred to as sheet music.
Caerna- A light, such as a small reading light.
Caerna vines- The light ropes
Chariot- A car. (some people also use carriage)
Emerald City- Seattle
Fenway, the- Boston
Future faire- Renaissance faires, especially the big Southern one.
Horse- A players mundane self. (Some people use a servant instead, or an acquaintence.)
Mages- Teachers/professors
Mages Tower- A college or university
Monkeys in a box- A camera
Night Flag Land- Las Vegas
Pigeons- Phones and cellphones
Puppet show- TV or a movie
Spider's web (the)- the internet
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Sovereign - Regent
Premier - Regent
Herald - Regent
Seneschal - Regent
Grand Knight Regent
High Druin Regent
Prince
Lord Baron
Baron or Peer
Knight or Druin
Squire
Page
Infidel
Peasant
Regent
Regent is the highest rank a Companion can hold in the Kingdom of Caledonia. There are seven different Regent
positions, each with its own powers and responsibilities, both In and Out of Matrix. The Out of Matrix
responsibilities have a provision; the regent is responsible to see that the duties get done, not that he has to do them
himself, or do them himself all the time.
The various Regent positions are temporary. Regents are voted into office (usually Out-of-Matrix), and
they retain their office until they decide to step down and/or someone else is elected to replace them. Being a
former Regent has no effect on a Companions rank; if the Sovereign was a Sir before becoming King, he goes
back to being a Sir when he steps down. You must be a minimum rank of Knight before running for office.
Each of the Regents has a Second. Second is not a rank unto itself; you must be at least a Squire in order to
qualify to be Second to a Regent. Seconds are chosen arbitrarily by the Regents. Unless stated otherwise, a Second
is simply an assistant and stand-in for the Regent in question. One Regent may have several Seconds, or one
Companion may act as a Second to more than one Regent. It is generally preferred that Seconds are not Regents
themselves, but sometimes this happens, most commonly in the case of the Sovereigns Champion.
Sovereign
Title: King or Queen
Honorific: His/Her/Your Majesty
Symbol of Office: Crown
Token of Office: Crown
The Sovereign
is the absolute authority in Caledonia. His word is law (in-Matrix).
runs all Court and Privy Council meetings (or appoints someone).
may elevate others in rank (Page to Squire, Squire to Knight, etc).
accepts and presides over all Oaths sworn on the Court Sword.
controls all Baronies not currently held by a Companion. (held by the Crown)
In matrix; Can appoint a successor, and appoints the other Regents.
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The Sovereign is the absolute authority in Caledonia. His word is law (in-Matrix). The Sovereign is responsible for
the running of Court. He is the one who makes sure an Opening Tale is told, as well as a Benediction. No one may
enter or leave the Courtroom without his permission while Court is in session. He may set other rules of etiquette
for Court if he chooses to do so (within reason, of course).
It is the Sovereigns responsibility to see to it that those who wish to speak or make a presentation in Court
have the opportunity to do so. To a lesser extent, the Sovereign is also expected to do everything in his power to
make Court an enjoyable experience.
The Sovereign is also the President of Privy Council. He is responsible for running the Privy meetings, and
going through the agenda as prepared by the Herald.
The Sovereign is the only Companion with the authority to elevate someone in rank.
An individual who is elevated to the rank of Knight without the attendant requirements of an Order of
Knighthood is considered a Knight by Sovereigns decree. In the case of a Sovereign receiving a level of knighthood or druinhood, the Premier typically performs the dubbing.
Any Baronies not owned by an individual are considered to be held by the Crown. The Sovereign may
award any such Baronies to whomever he chooses. Conversely, if the Sovereign decides that a Companion has not
fulfilled his duties as a Baron, he may remove said Companion from the position of Baron. This rarely happens,
however, and it is usually discussed Out-of-Matrix before it happens, to avoid hurt feelings or misunderstandings.
In-matrix only; the Sovereign may, at the end of his term, name his own successor, or dictate the method
by which his successor is to be chosen. Should the Sovereign leave office without having named a successor,
whether through disappearance, or death, or being judged unfit to continue as Sovereign (illness, insanity, "going
Darkside"), the Companions of the Court will elect a successor from among their ranks. The new Sovereign has
absolute authority over who holds Regent positions in the Court. Outgoing Regents may make suggestions as to
their replacements, but the Sovereign has the final say over who holds those positions and may appoint or terminate
Regents according to his judgment. In reality the Sovereign confirms the regents who have been voted in.
Sovereigns Second: Kings (or Queens) Champion
The Second to the Sovereign is his Champion. The Kings (or Queens) Champion takes the Sovereigns place in a
challenge to honorable combat, and is generally responsible for defending the Sovereigns honor and good name.
Many Champions take this duty one step further and act as a bodyguard for their Sovereign, although this is not
officially part of the job description. Some Sovereigns assign different or additional duties to their Champion, or go
without one entirely. However, a Champion is never a stand-in for the Sovereign in Court. That responsibility falls
to the Premier.
Premier
Title: Duke or Duchess
Honorific: His/Her/Your Grace
Symbol of Office: Scepter
Token of Office: Gold Chain
The Premier
is in charge of scheduling where and when Court is to be held.
is responsible for storing and transporting the trappings of Court.
may perform Knightings, Squirings, and swear in Pages in the Sovereigns absence.
The Premier is responsible for establishing the location where Court is going to be held and notifying all members of
the Court of the location. The Premier is also responsible for transporting the necessary Court-owned items to the
Court site, and overseeing setup and teardown. If the Premier is not able to attend Court, then it is his responsibility
to get the Court supplies/decorations to someone who will be attending.
The Premier is second in power only to the Sovereign. The extent of the Premiers authority is up to his
Sovereign, and varies from reign to reign. Generally it only extends to the running of Court and the awarding of
knighthoods and druinhoods to those who have completed their requirements (especially if the Sovereign himself is
the one being awarded). In times of emergency, the Premier has the authority to grant the ranks of Page or Squire,
and can accept Oaths of Fealty on the Sovereigns behalf.
Premiers Second: Sheriff
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The Sheriff is the chief law enforcement officer of all Caledonia. Some Sheriffs choose to have one or more
assistants, which are known as Deputies. The Sheriff, like the Sovereigns Champion, does not act as a stand-in for
the Premier in his absence.
Herald
Title: As Normal
Honorific: His/Her/Your Excellency
Symbol of Office: Horn
Token of Office: Horn
The Herald
Is the chief record-keeper for the Court
Approves names for new Companions
Approves names for new weapons
Approves new personal banner designs
Is responsible for meting notes (both privy and court)
The Herald is responsible for the recording and approval of names for Companions and weapons, and personal
banner designs. In the case of the former, the Herald has some leeway regarding what he considers to be an
appropriate name, but generally speaking, so long as a name has not already been claimed by a Companion, or is not
the name of a character from Arthurian legend, it is available. Names which are overly mundane or which sound too
similar to existing names will usually be rejected, as will banner designs, which look too similar to existing ones.
The Herald is also responsible for keeping the important records of the Court. This includes the publication
of periodical Court highlights and Privy notes. In the case of the newsletters, the Herald does not have to write the
newsletters himself, but it is his responsibility to make sure it gets accomplished in a timely fashion. The Herald is
also the one who sets the agenda for Privy Council.
In Court, the Herald answers the door. He learns that persons name and, if a visitor, the reason for their
visit. The Herald then announces the person to the Court at large and, with the Sovereigns permission, allows the
Companion or visitor to enter the Courtroom. In the absence of the Herald, this duty falls first to the Magistrate (see
below), and then to whomever volunteers or is chosen by the Sovereign to perform it for that night.
Heralds Second: Magistrate
While the Magistrate does aid the Herald in his duties, including notes and newsletters, the Magistrate CANNOT
approve names or banners unless given specific instructions to do so by the Herald.
Seneschal
Title: As Normal
Honorific: Most Noble followed by the Seneschals normal title (e.g., Most Noble Sir)
Symbol of Office: Scroll
Token of Office: TBD
The Seneschal
is responsible for advertising, recruiting, and contacting those interested in AOKP
coordinates with Older Siblings to keep track of Pages progress during Page-Turning
teaches or arranges direct instruction for pages as needed
tests Pages on the rules and customs of AOKP
organizes and runs the Grand Quest events.
The Seneschal is the recruitment officer for the Court of Caledonia. He is the default contact for those who are
interested in joining Caledonia. He is also the head of advertising and promotion for AOKP Caledonia.
The Seneschal oversees the Page-Turning process. While the majority of the guidance and supervision
comes from the Pages Older Sibling, the Seneschal is ultimately responsible for all of the Pages. He is expected to
keep track of their progress during Page-Turning and he is the one who organizes and runs the Grand Quest event
(although he need not write the script himself, or even have a hand in the script-writing).
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Grand Knight
Title: As Normal
Honorific: Most Honorable followed by the Grand Knights normal title (e.g. Most Honorable Sir)
Symbol of Office: Knights Helm
Token of Office: White Belt
The Grand Knight
is the ultimate authority during combat events.
officiates tournaments and challenges.
approves all weapons and armor for use in combat.
has final say on all combat safety issues.
is in charge of the Caledonian military
The Grand Knight runs all melee events. He decides which battles happen and when, as well as one-on-one or team
challenges. All battles or challenges begin at his command, or at the command of his appointed second or stand-in.
It is the Grand Knights responsibility to ensure that everyone is fighting safely and fairly. Any issues
regarding conduct on the melee field, whether its a matter of someone hitting too hard, not calling their shots, etc.,
should be brought privately to the Grand Knights attention. If the Grand Knight judges it to be an issue, then it is
his responsibility to take the person in question aside and discuss the matter with him. If the issue cannot be
resolved, the Grand Knight has the authority to ban the player from the field for the remainder of the melee.
Related to the safety issue, the Grand Knight has the final say on any new weapons brought to the field.
The Grand Knight is required to examine any and all weapons before they are used in melee. If a weapon does not
fall within the specifications for its type, is in disrepair, or is otherwise unsafe to use, the Grand Knight has the
authority to ban its use pending correction of the issue.
Grand Knights Second: Bruiser
The Bruiser has all the Out-of-Matrix duties of the Grand Knight in his absence.
High Druin
Title: As Normal
Honorific: His/Her/Your Eminence
Symbol of Office: Mandala
Token of Office: Grey Stole
The High Druin
is the ultimate authority on spiritual and magical matters.
is responsible for the upkeep of the magic system.
is responsible for the upkeep of the ordination requirements.
ordains initiates into new levels of Druinhood.
performs rituals such as consecrations, benedictions, and the erecting of Court wards.
The High Druin is the spiritual and magical advisor of the Court. For the most part, the position of High Druin does
not convey any special magical powers beyond those already possessed by the Druin holding the office. However,
there are a few rituals that the High Druin is responsible for performing.
The High Druin possesses the power to consecrate weapons to their owners, making it so that no one else
can wield that weapon without the permission of its owner. The only time another Druin can consecrate a weapon is
as part of a Druinhood requirement. The High Druin does not typically consecrate his own weapons, but has his
Second, a former High Druin, or any other druin do so.
The High Druin is responsible for the ordaining of new Druins as well as the bestowing of additional levels
of Druinhood upon existing Druins. In the case of a Squire becoming a Druin, the Sovereign bestows the actual
rank of Knight while the High Druin ordains him in the order of Druinhood.
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The High Druin is also responsible for the creation and maintenance of the magical wards, which prevent
violence in the Courtroom. The High Druin is the default person to perform the Benediction at the end of Court,
although anyone can do so.
High Druins Second: Talisen
Aids the High Druin in his duties.
Exchequer
Title: As Normal
Honorific: After the name, as in: Page Bob the Destroyer, Exchequer of Caledonia
Token of Office/Rank: Key
The Exchequer is the treasurer of Caledonia, most of which is Out-of-Matrix. He is responsible for the collection of
dues, counting the Court cash and keeping track of the spending. The Exchequer will reimburse members who have
paid out of pocket for items for Court, with the approval of the Privi Council.
In-Matrix, the Exchequers not a regent and has no official responsibilities. They may receive tasks as appropriate
by the Sovereign.
Lord Baron
Title: Lord Baron or Lady Baroness
Honorific: My Lord Baron or My Lady Baroness
Token of Office/Rank: Land Badge plus Peerage token, if any
A Lord Baron is simply a Peer (see below) who owns one of the nine Baronies of Caledonia. Lord Barons are
responsible for all the goings-on in their Baronies and (OoM) have final say on any stories that involve their
territories.
Baron
Title: Baron or Baroness.
Token of Office: Land Badge
A Baron is a Knight or a Druin who owns one of the nine Baronies of Caledonia. Barons are responsible for all the
goings-on in their Baronies and (OoM) have final say on any stories that involve their territories.
Peer
Title: Lord or Lady
Honorific: My Lord or My Lady (when addressing the Peer directly)
Token of Rank: Varies
A Peer is a Companion who has received Peerage, an award bestowed upon those Companions who have behaved in
an exemplary fashion deserving of recognition. In Caledonia, the title for Peerage is set; in other Courts, they may
allow other titles. When encountering a Companion with an unusual title (Count, Marquessa, etc.), assume they are
a Peer unless told otherwise. See Chapter 19 for more details on what it takes to become a Peer.
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Druin
Path of the Book - Dom or Doa
Path of the Hand - Magus or Magia
Path of the Sword Paladin
Any Path - Druin
Token of Rank: None
Title:
A Druin may
do anything a Knight can do
become High Druin
use magic spells, blessings, and rituals
have a weapon consecrated to him
Authorize with and use spell packets
A Druin is a Knight who has completed all of the Sacred requirements of his Chivalric Order. In addition to all of
the rights and responsibilities of a Knight (see below), Druins also have access to magic spells, blessings, and
rituals, and may have weapons bonded to them through the ritual of consecration. Such weapons are only usable by
their bonded wielder (or by the permission of that wielder), and may be used to deliver spell effects or do extra
damage against supernatural evil creatures. Druins may also run for the office of High Druin.
Despite their expanded list of abilities, Druins are considered equals to Knights in terms of rank.
Knight
Title: Sir, Dame, or Knight
Token of Rank: A short length of white rope or cord, AKA a knighting cord
A Knight may
become a Regent (except High Druin).
become a Landowner.
become an Older Sibling.
Authorize with and use any standard weapon.
undergo the Rites of Galahad with any weapon or style.
Undergo the Rites of Palomedes.
A Knight is a Companion who has either completed all of the requirements of a first-level Chivalric Order, or has
been granted the title by Sovereigns Decree. The latter is exceedingly rare, however.
Rank and Level Titles
All Chivalric Orders have five levels to them. Knights and Druins of a certain level have special titles available to
them in regards to their Order.
Knighthood
1. Knight of the Realm
2. Knight of the Sword
3. Knight of the Cross
4. Knight of the Dragon
5. Knight of the Crown
Druinhood
1. Dedicant
2. Acolyte
3. Sage
4. Adept
5. Heirophant
These titles do not replace a Companion's actual title (as he may have several different ones, if he has done different
levels of different orders), but may be added as a suffix to a Companion's name or simply used in place of numeric
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level designators.
EXAMPLE: Lord Aeric has completed the 5th-level Knighthood of Gawaine, the 3rd-level Druinhood of Gawaine,
and the 1st-level Knighthood of Percival. He could therefore be referred to as a Knight of the Crown in the Order of
Gawaine, a Sage in the Order of Gawaine, and a Knight of the Realm in the Order of Gawaine.
Squire
Title: Sirrah, Damsel, or Squire
Token of Rank: None
A Squire may
join a Clan.
join a Guild.
declare for a Chivalric Order.
vote in Regency elections.
vote in Privy Council, as long as he has paid his dues.
Authorize with and use any Weapon of Station.
Undergo the Rites of Galahad (although use on the field and otherwise in-character is restricted to Weapons
of Station).
Undergo the Rites of Palomedes (although they cannot use bows in character, only as NPCs).
A Squire is a Companion who has successfully completed Page-Turning and proved his worth to join the Court as a
full member.
Weapons of Station: Axe (Pages), Dagger, Dirk, Throwing Dagger, Hand Axe, Squires Axe, Hammer, Mace,
Club.
Page
Title: Master, Mistress, or Page
Token of Rank: A shield-shaped badge consisting of a white X (St. Andrews cross) on a blue field,
AKA a Page badge
A Page may
vote on Privy issues, provided that he has attended at least two previous Privies and paid his dues.
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If you are struck in the arm or hand, you lose the use of that arm until it can be healed. The arm is to be
placed behind your back, removing it from play.
If you are struck in the leg or foot, you lose the use of that leg until it can be healed. This is enacted by
shuffling along with both feet together, dragging the dead leg as you hobble along on the remaining leg, or
by hopping/standing on one foot. If you lose both legs, you must kneel if it is safe and convenient to do so,
or stand still if it isnt.
If you are struck in the groin, you lose both legs. For this reason, the groin is often called the both-legs.
Please note that, while hits to the groin are legal, they are discouraged, and anyone found to be purposefully
targeting the groin area will be subject to sanctions from the Grand Knight or other safety officer
overseeing the event.
If you are struck in the head, you suffer no ill effects (other than the obvious consequences of having just
been hit in the head). However, the person who struck you is instantly slain. Whether he is struck by a
bolt of lightning from the heavens or he dies of shame at having committed such a dishonorable act is up
for debate, but the result is the same: hes dead. This also applies to you if you hit someone else in the
head.
When you die on the melee field, announce that you are dead and remove yourself from the field immediately. A
good way to show those around you that you are dead is by holding your weapon(s) above your head as you quickly
and safely exit the field. If you die during a quest or a short story, play dead until healed. If it is unsafe to lay down
dead where you were slain, move to the nearest safe spot to do so.
Safety Officers
A safety officer is responsible for the safety of the combatants at a given combat event. Typically this is the Grand
Knight or a Bruiser, but in their absence, another may be given the responsibility by the Grand Knight. Safety
officers are the final authority when it comes to combat. If you feel their judgment is in error, do not interrupt the
flow of the combat or story by arguing with them. Talk it over later, or just live with it.
Combat Etiquette
AOKP is a light touch combat LARP, meaning that there is no such thing as too soft a hit. If you feel it, take it.
When you are hit, verbally acknowledge the blow (arm, leg, dead) and adjust yourself accordingly (switch
hands, kneel on the ground, etc.). When your opponent is reacting to a successful hit as described above, give him
the time and space to do so. Do not take advantage and move in for the kill!
Sometimes adrenaline and the heat of battle can cause a blow to not register immediately (or at all), or
items such as pouches, bracers, and cloaks can get in the way. Sometimes, a hit will land on the border between two
kill-areas, such as the beltline or the shoulder joint. It is ultimately up to the person hit to decide whether or not a hit
connected and, if so, where. If it is important enough, politely talk it out with the other person, but the person hit is
the final decision maker. If you disagree, do not argue. If it becomes an issue (consistent ignoring of blows or
otherwise making excuses why the hit didnt count), discuss the matter privately with the Grand Knight or other
safety officer off of the melee field. Do NOT, under ANY circumstances, hit that person harder! Such behavior will
result in sanctions by the Grand Knight or supervising safety officer.
If, at any time, somebody calls out Hold, all combatants are to freeze where they are. A Hold is called
only when there is a safety issue on the field. Anyone can call a Hold if they see a good reason to do so. This could
be someone who has fallen down or is otherwise possibly injured, or it could be a field hazard such as a hole or
other obstacle on the field. Once the issue is resolved, the person who called the Hold will then call an end to the
Hold with a 3, 2, 1, lay on!
On the melee field, there is little consequence for dying, except that maybe your team wont win that
particular battle. Big deal! Youll all come back to fight in the next battle in a couple of minutes anyways. On
quests and in tournaments/challenges, it can have a greater impact on the outcome, but remember that this is just a
game. Be humble in victory, and gracious in defeat. Dont take it too seriously! Smile, have fun, make the game
enjoyable for those around you.
Arenas of Combat
In AOKP, there are three different places where combat occurs:
The Melee Field
The Challenge Field
Short Stories
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Short Stories
Combat often occurs during Short Stories, and it is considerably more organic than it is during melee or a challenge.
Combat can occur anywhere and at any time. There is no one to announce that combat is about to start. Ambushes
can and do happen. There are no behind yous during a Short Story.
Authorization
In order to use a specific weapon or weapon type in battle, a player must first prove that he is safe with that weapon.
This process is called Authorization. Authorization is the sole purview of the Grand Knight (GK), although he may
choose to appoint others to act as surrogate marshals in his absence.
The authorizing fighter must first explain to the GK how the weapon in question is used; how it must be
held, where the killing surfaces are, etc. The GK may also require the authorizing fighter to know the general
statistics of the weapon (such as the space between the core and end of weapon), but it is not absolutely necessary.
Next, the authorizing fighter must prove to the GK that he can fight safely with the weapon in question.
This is accomplished through single combat, once against the GK and once against another authorized fighter of the
GKs choosing. The other fighter should be of sufficient skill and experience to be able to gauge the safety of the
authorizing fighter. During each combat, the fighter not engaged should observe the match.
After both the GK and the authorized fighter have engaged the authorizing fighter, they will confer. As
long as the authorizing fighter demonstrates sufficient control over his weapon, he should be authorized to use it on
the melee field. Were looking for safety, not skill.
Weapons of Station
Regardless of their authorization status, Companions are only allowed to use weapons of their station on the melee
or challenge field. Generally-speaking, this also applies to Quests and Short Stories, but sometimes allowances are
made. When it doubt, ask whoever is running the event.
Pages are allowed only two weapon types: the Pages Axe and the Dagger. Pages are allowed to use
Throwing Daggers, but only in hand-to-hand combat; they cannot be thrown. Pages are also allowed to use Shields.
Consecrated Weapons
Sometimes you will see weapons that are mostly or completely white. These weapons have been magically bound
to their owners (usually druins) by the High Druin through the ritual of consecration. As such, they are referred to
as Consecrated Weapons. Consecrated Weapons are unique in that they may only be wielded by their owners or by
those whom the owners give express permission to do so. If anyone else tries to pick up or wield a consecrated
weapon, it burns their hands, forcing them to drop it immediately. Even if it is left on the field during a Grand
Melee, consecrated weapons are still off-limits unless the user says otherwise.
Consecrated weapons have other properties as well, which are covered in Chapter 20: Magic.
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Blow Guns
Used by Squires
The Blow Gun itself may NOT be used as a striking weapon
The Projectile must be a Nerf (or equivalent brand) Dart without a suction cups (whistling darts are preferred)
The PVC core must be between 12 (min) and 20 (max) inches
The weapon must be entirely covered in foam and tape. It is okay is the core is seen as long
The distance between the tip of the weapon and the core must be at least inch, to inch max on either side.
The minimum length of the entire weapon is 12 inches and the maximum of 21 inches
Crossbows
Used by Squires
Nerf "Crossbow" dart blasters such as the Nerf Rebelle Guardian Crossbow and the Nerf Zombie Strike Crossbow.
- May not be used as a hand to hand weapon for striking or defending.
- The "Oath" of Don't Shot Me with Anything Ever! may absolutely be taken against this weapon.
Bows
Special rules exist for both bow-wielders and those who engage them in combat.
The bow may not be used to attack or defend (parry), nor may arrows be used as melee weapons.
Do not swing at or try to parry arrows that are in flight! If a combatant strikes an arrow in flight, the limb
that was used to swing is struck and lost. If an arrow happens to hit a weapon that isnt actively being swung at the
arrow, this rule does not apply.
If a melee attacker wishes to attack a person wielding a bow, they must approach to 20 feet (or
thereabouts), and call Charge! At this point, the archer has 3 options:
1.
2.
3.
Fire at the melee attacker. This may ONLY be done if an arrow was already nocked at the time of the call.
Run away. The archer may attempt to nock an arrow while running.
Drop the bow and draw a melee weapon.
The archer must choose and execute one of these options in a timely manner, without delay. If the archer delays
excessively, then the melee attacker is free to attack.
Once one of these conditions has been fulfilled, i.e. the archer has chosen and executed one of the 3 options
above, the melee attacker may attack the archer freely. The archer may still never attack or defend with the bow or
arrows unless fired in the proper way.
Under no circumstances may an archer fire at a target from closer than 10 feet! The melee attacker may slowly
approach the archer after calling Charge, and the archer may not fire if the melee attacker has closed the distance to
within 10 feet.
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Throwing Daggers
In melee, a Throwing Dagger works like a normal Dagger. When thrown, the entire body of a throwing dagger
counts as a killing surface. Throwing Daggers should not be thrown overhand, to minimize risk of injury.
Pages may use Throwing Daggers in hand-to-hand combat, but they may not throw them.
Swords
All swords have two things in commonthey have a long killing surface (the blade) and a smaller grip/handle area.
Some, but not all, swords have handguards as well. If constructed using our (AOKPs) specifications, swords may
be used to thrust as well as slash; all other swords are subject to the Grand Knights purview as to whether or not
they are safe to thrust with.
Pole Arms
Pole Arms are the only weapons that allow the use of two hands without the benefit of Galahad training. In fact,
they require it! This is due to the fact that Pole Arms have specific rules concerning their use.
A Pole Arm can be used in three ways---"straddling" the shaft, "quarterstaff" style, or "couching".
Straddling the shaft and quarterstaff style both require the use of two hands, while couching only uses one hand (and
arm). Pole Arms may only be used one-handed without couching if the wielder has completed the Rites of Galahad
with that particular style.
Straddling the shaft means that one must place their hands at least 12 inches apart, while holding the
weapon. The wielder may have her hands as far apart as they wish, so long as they are on either side of the center of
the weapon. This is also sometimes called English style, especially when using a quarterstaff.
Quarterstaff style means that one hand must be in the center of the shaft at all times, while the other hand
may be placed anywhere on the weapon (with the hands at least 12 inches apart). This does not mean that the same
hand must be in the center of the shaft at all times, but a hand must be in the center of the weapon for control.
Couching means that when the weapon is wielded in one hand, the wielder must place part of the shaft
under the arm holding it (in the armpit) and the hand of that arm, to maintain control while the weapon is used in
one hand. This is typically only done when the wielder has lost one of his arms.
Staffs
A Staff is a special kind of pole arm. It is a simple shaft, without any attachments or hand guards, and the entire
weapon is considered a killing surface. Some staffs have a decorated area for the hands (i.e., rope wrapped or just
duct tape over core), if this place is not foam covered is it not considered a killing surface. A Staff is otherwise used
in a manner identical to other Pole Arms.
In certain circumstances, a 1 on 1 challenge might be called in Quarterstaff Style. In quarterstaff style, both
opponents agree to wield their weapons with both hands straddling the center, attacking with either end in from the
side. In this style, hand hits do not count, striking a point between the shoulder and the wrist would still count as a
hit.
Great Weapons
Great Weapons are usually larger versions of normal weapons. Examples include the Great Sword, Great Axe, and
War Club. Great Weapons are large and unwieldy, and should therefore be used with two hands; however, as
Galahad-only weapons, Great Weapons may be wielded in whichever way the wielder desires, provided he proves
his safety with that style by going through the Rites of Galahad.
Flails
A Flail has as its killing surface a single, spherical ball on the end of a chain. Hits from the chain do not count as
killing blows.
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Shields
A shield is a movable piece of armor held or strapped to a combatants arm. A shield may not be used to strike
("shield-bash") an opponent, only to block incoming blows. Blocks which bring the shield excessively away from
the wielders body are strongly discouraged to minimize the chance of accidentally shield-bashing someone. The
hand holding a shield (or the hand on an arm to which a shield is affixed) may not be used to wield weapons in
combat, although the shield hand can be used to hold weapons not in use.
Spell Packets
Only Druins and NPC spellcasters may use Spell Packets. When a player throws a Spell Packet, it is accompanied
by a "call:" the name of the spell or effect the packet represents. If hit by a Spell Packet, you must role-play the
effect. If you are unclear on what the call means, you may ask for clarification by saying, "Clarify." More on this
can be found in Chapter 21: Magic. Like Throwing Daggers, Spell Packets should not be thrown overhand, to
minimize risk of injury.
Pages Axe
The shaft (handle) of the weapon may not be less than 20 in. nor exceed 30 in.
The shaft must be foam and tape covered
There must be TWO BLADES on the Page's Axe
The blades must be made from safe (cardboard, foam, duct tape, or similar) materials
The length of a SINGLE BLADE may not be less than 5 in. nor exceed 20 in.
The width of the two blades and the shaft may not be less than 6 in. nor exceed 20 in.
The "killing edges" of the blades must be foam and tape covered
The core may not exceed 33 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 1 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not exceed 35 in. total length
Dagger
The (single) blade of the weapon must not exceed 9 in.
The blade must be made from foam and tape
A hilt of any kind is acceptable, as long as they have no sharp edges, and they are non-attacking
The distance between the tip of the core and the end of the weapon must be at least 3 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 6 in. nor exceed 15 in. total length
Shield
Shields may be of any shape, provided that they meet the following specifications:
The widest part of the shield must be no greater than the distance between the users shoulders, plus 6 inches.
The longest part of the shield must be no greater than the distance between the users shoulders and knees.
Any material within reason may be used to construct a shield, with the Grand Knights approval.
All shield edges must be properly padded and foamed.
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How is it Run?
In Privy Council, we follow a loose version of Roberts Rules of Order, which is mostly spelled out common sense.
People are expected to raise their hands to talk, to never interrupt a person who is speaking, to stay on the topic at
hand. The expression of opinions should be kept short, to the point and respectful.
Aside from that, Privy Council is run as a democracy, meaning that each person gets one vote and, except
in special cases, majority rules. The meeting consists of the reading of the minutes from the last Privy Council,
discussion of Old Business and voting on issues, and presentation of New Business and Proposals.
The Agenda, as prepared by the Herald, will be sent out by email prior to all meetings, so that each person
knows what will be discussed. The Privy Notes from the previous session will also be sent out before every Privy
Council, and will be posted on the website.
Can I Vote?
To vote you must fulfill 2 requirements. First, you must either be a full member of AOKP (at least a Squire in rank)
or a Page who has attended at least 2 previous Privy Councils. Secondly, you need to have paid your dues for the
month. That gives you full voting rights in the Privy Council.
You get one vote per issue unless otherwise stated, and it is strongly encouraged that you fully read the
Privy Notes from the last session, or listen closely to the minutes, so that you understand what it is that you are
voting on before casting your vote. For your vote, you have three options: yea, nay, or abstain.
If you are unable to be in attendance of a particular Privy, and still wish to vote on an issue, then you may
send a Proxy Vote. This just means that you tell a person who will be there what your vote is, and during the vote
counting, that person will vote in your place. You may only send a Proxy if you have paid your dues for the month
(or sent your dues with your Proxy). No other types of voting are accepted.
When voting, you have 3 options: in favor (yes), opposed (no), and abstain (I dont care / I dont know
enough to make an informed decision). In special cases, there can be an either / or vote, but the choices will be
clearly stated before the vote is taken.
Can I Attend?
Anyone can attend Privy Council at any time. If you are a Page of Caledonia, try your best to follow what is going
on and ask questions if you need to. Also if you are a Page, you may be asked to leave during discussions
concerning your Page Turning.
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have been raised. At that point, you will be added to the list, and you will be given the floor when it is your turn. It
is usually polite to indicate when you are finished talking so that the next person can take over.
A very important thing is to try to keep from being emotionally charged when discussing topics, regardless
of how you feel about them. In order to do this, use language that is emotionally neutral, to avoid giving people the
feeling of being attacked or ridiculed. No one wants to spend hours coming up with a proposal to hear someone say
that they hate it or that its stupid. Please be courteous when expressing opinions.
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For the most part, the climate is mild and rainy in Somerset. Deciduous forests abound, and winters bring
the occasional light snow. The terrain is mostly flat, with the occasional low hills. This has allowed for an extensive
and advanced road network, connecting everything to everything else. To the east rise the Spinebreaker Mountains,
beyond which is terra incognita. Recent scouting sorties ordered by the Baron have found a vast desert beyond the
mountains, but very little is known about this desert or what may be occupying it, if anything.
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Avalon
Avalon is the spiritual realm of Caledonia, but it cannot be reached unless you are deemed worthy of finding it.
Avalon has been described as a cloud, a deep forest, a pond, and nothing but light. Its residents have been described
as angels, animals, fairies, wise men or women, talking animals, disembodied voices, and perfect silence. Suffice to
say that is the embodiment of the Light and should be heeded.
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In rare occasions, you may wish to have a member of another Court be your sponsor. Should that be the
case, it must be brought up and approved in the Privy Councils of both Courts before you can declare. You should
therefore have a very good reason for choosing that person as your sponsor.
If at any time you feel the need to switch sponsors, you may do so. Usually this is only done in the case of
a sponsor no longer being willing or able to fulfill his duties as your sponsor. If you can, discuss the matter with
your sponsor before making the decision to choose a new one. You can only have one active sponsor per order, but
they may sponsor you in as many orders as they are comfortable with.
Step 4: Declare
If you're a bold sort of person (and at least a Squire in rank), stand up at an appropriate moment of Court and say, "I
would like to declare for the knighthood/druinhood of ______." Please know the name of your intended Order. The
presiding regent will ask if you have a sponsor, at which point you may indicate your chosen individual. If you are
not as bold, you may ask someone for a bit of help in getting the Court's attention.
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Druins
All Companions follow the Light, but a select few are so devoted that they can tap into the Light in order to affect
changes in the world. These changes take the form of rituals and spells, and those who perform them are called
Druins.
Druins are Knights who have taken their education in a Chivalric Path along a more spiritual route. They
may be seen as holy warriors, fighting clerics, or will-working mystics. Some are indistinguishable from Knights.
Magic
The magic performed by Druins is called Light Magic. There is also Dark Magic, which is performed in a similar
way, but focuses on negative emotions and as such can cause damage to the universe as a byproduct. Creatures of
supernatural evil such as demons innately perform Dark Magic, and a few of them can even grant the ability to
mortals, at the cost of the latters souls. A third type of magic exists, which is neither Light nor Dark. Its source is
the dream-time realm, also known as Faerie. Such magic is sometimes called Grey Magic, but is more commonly
known as Glamour. Glamour deals primarily with illusions and time manipulation.
For a list of spells available to Companions, see Chapter 16.
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Joining a Clan
To join a clan, you must be a Squire or higher in rank. Some clans actively recruit, while others wait for those who
are interested to approach them. The best way to find out more about a clan is to talk to one of its members.
Leaving a Clan
The process of leaving a clan is called Declanning. Companions declan for any reason, whether In or Out of Matrix.
A clan may remove a member from their ranks against his will, but this is rarely done and usually for grave
infractions against the clan as a whole. Companions have been known to declan and immediately join another clan;
there is no negative connotation attached to one who has declanned of his own volition.
Dual Clanning
Membership in most clans is exclusive, but there are some clans that allow their members to belong to more than
one clan at a time. This is commonly known as dual clanning, although (in theory) a Companion going along this
route could belong to more than two clans at a time. All of the clans in question must allow dual clanning.
Some clans allow for dual clanning. You should check with the clans in question.
Free Citizens
Those Companions who dont belong to any clan are called Free Citizens. There is no shame or stigma attached to
not being a member of a clan. It could mean that you are too individualist to fit into a clan norm, you have not
found a clan that is right for you, or perhaps that you simply want to keep your options open.
Clan Organization
Each clan is organized differently, but there are a few traditional ranks within the clans. They may exist under
different names, and they may have literal power or simply be honorifics, but they are there.
Thanethe head of the clan.
Eldera senior member of the clan, often (but not always) a former thane.
Chieftaina member of the clan who is also a landowner.
Memberthe rank and file of the clan.
At least four founding members, all of whom must have been in AOKP for at least a year.
Of the four founding members, after one year, two must still be a member.
A symbol/blazon for the clan.
A mission statement that describes your clans theme, which must be of the Light and unique. This is
proposed in all active Privis prior to being introduced in matrix. (Privi councils have the authority to deny a
clans founding if they have not met any of these rules.)
No excessive anachronisms.
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Once these criteria are met, you must announce in all active Court privies before introducing the clan in character.
This begins the clans probationary period. If, after a years time, the clan still has at least 5 members, at least two
of whom were founding members, then the clan is made an official part of AOKP.
Clan Caradoc
Lusty and fierce, the members of this clan fixate on the three Fs: Feasting, Fighting, and Fun
(usually the kind that happens between consenting adults). Caradocs are passionate about the
more primal things in life, and feel most at home in the wilderness. They like to keep things
simple, and for that, there are some who consider them simple. A rivalry of sorts exists between
the Caernas and Caradocs, one which is perpetuated mostly by the Caradocs.
Clan Dragonsbane
The motto of Clan Dragonsbane is family comes first. Members are accepted only from the
lineages of existing members, although if they like you, they will simply adopt you into their
family. They love and fight as only relatives do. Despite this, or because of it, they are the most
tightly-knit of all the clans. Or, at least, they were. The clan is largely extinct nowadays, its
members either gone from the Court or killed off in one way or another.
Clan Ia Gondol
Peaceful and fun-loving, the Ia Gondols are known for their upbeat personalities and their carefree attitudes. Ia Gondols are also known as the happy drunks, although not all members of the
clan are drinkers. Jingling bells and laughter accompany Ia Gondols wherever they go.
Clan McQuillion
Honor Above All is the motto of Clan McQuillion. Members of this clan hold themselves to the
highest standard of chivalry, although exactly what that entails differs from person to person.
McQuillions carefully consider the implications of every action beforehand, giving them the
reputation of do-nothings. Many great scholars and warriors have been McQuillions.
Clan Valdyr
A clan of explorers and adventurers, Clan Valdyr seeks to improve the Court by improving
themselves. They have a Norse/Viking theme and organize themselves along naval lines.
Clan Zandofar
The Clan of Chaos, members of Clan Zandofar can always be counted on to do the unexpected.
With their curious traditions and penchant for dropping their pants, theres never a dull moment
when Zandofars are around. They pride themselves on keeping the Companions on their toes.
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How do I join?
Joining a Guild typically involves submitting some example of craft related to that Guilds specialty. Each Guild is
run differently, however, and so the best way to learn about how a Guild operates or how to join it is to speak to the
Guild Master or one of its members. You must be of Squire rank or higher in the Court of Caledonia to join a Guild.
Guild Myrddin
Members of Guild Myrddin make sure that everything important that happens in Caledonia is
recorded for posterity. Accounts of each Sovereigns reign are kept by the Guild, as well as writings,
letters, photos, and other memorabilia.
Older Siblings
If a situation arises where a Page from Caledonia wishes to have a Warwickian as his Older Sibling, the issue must
first be brought to both Privy Councils (ours and Warwicks). The preference is that Caledonian Pages have
Caledonian Older Siblings, of course.
Fighting in Warwick
When participating in melee or other fighting events in Warwick, you must first prove to their Grand Knight that you
know their rules of melee and are safe as a fighter. He may require this proof at six-month intervals if he deems it
necessary. At the time of this writing, the rules for combat are identical in both Courts. Unless instructed otherwise, you are limited to the weapons of your station at all times. As in Caledonia, the Grand Knight has final say on
what is safe in terms of weapon construction, and he is the ranking authority on the melee field, even if your own
GK happens to be in attendance.
Privy Council
As a Page, you may or may not be allowed to attend Warwicks Privy Council, depending on the policy of both
Courts Seneschals at the time. However, it is a standing rule in Warwick that to vote in their Privy Council, you
must be a member of the Court of Warwick, regardless of rank.
Page-Turning
The Page-Turning process is quite different in Warwick than it is in Caledonia. One important difference is that
their Pages are not privy to a lot of the behind-the-scenes knowledge the way Caledonian Pages are. The existence
of Privy Council is not widely advertised to them, and the existence of the Grand Quest (or, as they call it, Hell
Night) is a closely-guarded secret. If you find yourself around Warwickian Pages, mention of these two events is
forbidden.
If you Page-Turned in Caledonia, you must first do at least one level of knighthood under the Caledonian
system before you are allowed to do levels under Warwick's system. This is so you learn how we do things before
you learn how another Court does them.
If you decide to declare for an order under the Warwickian system, you must first announce your intention in
Privy. This does not give the Privy Council the right to veto your declaration; this is only so that the regents are
aware of what will be required of them and that the would-be initiate is aware of what he is getting into. If there are
extenuating circumstances that would make it a bad idea (such as, say, Warwick redesigning the order in question or
requirements being unavailable), then it can be discussed and a decision made as a group.
Sponsorship for a level in a Warwickian order follows the same guidelines as a Caledonian order, including the
suggested order of preference. Whenever possible, you will want to choose a Caledonian as your sponsor, just to
keep things simple. That's just a suggestion, though.
It is up to you and your sponsor to acquire any special material (such as handouts) needed to complete
requirements in your declared order. Similarly, it is up to you to keep others informed as to their role in your
requirements (squad battles, meditations, etc.). Do not assume we will know what you are talking about when you
say you need a Haradrun test.
When all requirements are completed, the initiate may choose to be knighted/ordained into either the
Warwickian order or the Caledonian equivalent as dictated by the Transfer Schema.
The knighting/ordaining will be performed by the Sovereign (if a knighthood) or the High Druin (if a
druinhood) of Caledonia.
If a Companion is knighted/ordained into a Warwickian order, he may not use that level to substitute an
equivalent level in the corresponding Caledonian order when declaring for levels in the latter. In other words, if you
do Kay 1 and you want to do Lucan 2, you have to convert your level of Kay into Lucan first. This is to prevent
people from jumping around to avoid requirements and generally muddying things up.
If someone who has done a Warwickian order wants to do its Caledonian equivalent without converting the
existing levels (say, I want to do our Sacred Gawaine 1 while still maintaining my level of Michael 1 as a separate
thing), it should be brought up in Privy and dealt with on a case-by-case basis. As a rule of thumb, however, orders
which have directly corresponding orders in Caledonia (Gawaine, Gaheris, Uriel, et al.) should not be allowed to be
duplicated.
Warwickian knighthoods and druinhoods grant the same number of skill points and spells as do Caledonian
knighthoods and druinhoods. In the case of Warwickian druinhoods, they are always counted as a full level of
druinhood (knighthood + druinhood). If a Companion chooses to convert those levels over to a Caledonian order,
then they will be treated as such.
As with everything in our system, the rules laid down by this proposal are subject to Rule Zero and exceptions
can be made on a case-by-case basis in Privy.
Overview
In the Assassination Game, players take on one of two roles: Companions or assassins. The game is played only
during specific times, known as Assassination Hours. During Assassination Hours, all players who have not opted
out of the game by taking the Oath of Windsor (see below) are vulnerable. There are rules governing when and
where a Companion may be assassinated, and with what. A guild exists in Warwick to support The Assassination
Game, and its guildmaster offers bounties (in-matrix money) for the slaying of Companions based on rank.
Assassination Hours
Normal Assassination Hours start on Friday at 3am and end Saturday at Midnight (12am Sunday). However,
sometimes the hours are expanded to any time except for the 24 hours of Thursday. As this usually happens during
the summer, these are known as Summer Assassination Hours.
Neutral Territories
There are certain places that are considered to be off-limits to Assassins. These include the Courtroom (whichever
room Court is currently being held in at Whittier College) and Glastonbury (the stage of the outdoor ampitheatre at
Whittier College). Other places may be declared off-limits for legal or safety reasons.
If someone is hosting a party and they would like it to be assassin free, they can declare that such a party is
protected by the guards of Windsor. This only applies to the house itself; those lingering outside for whatever
reason are still fair game. If somebody has a fence around their yard, their house is considered to extend to the
fenced-in area.
You may not assassinate someone while they are at work or in class. If you come upon your victim on their
way to their class or place of business, they get one free round trip. That means that they can request that you let
them pass.
Because they happen during normal Assassination Hours, all official Caledonian events (Privy, Melee,
Court, and Quests) are off-limits to Assassins as well.
Weapons
Generally speaking, all players are restricted to dagger-class weapons (daggers, dirks, and throwing daggers) when
playing the Assassination Game. There are two exceptions to this rule, however. If a Companion has at least one
foot inside his home (house, dorm room, apartment), he may use any weapon of station to defend himself.
Furthermore, during Assassination Hours, Companions may choose to form Assassin-hunting parties; members of
such parties must be dressed in garb and may use any weapon of station while on the hunt. Otherwise, even if you
have other weapons on youyoure returning home from fighter practice, for example, or you just happen to have
left a sword in your caryou are only allowed to use daggers (dirks, etc.) to defend yourself against assassins.
Assassinations performed with weapons that are not Daggers do not count.
Dagger Rules do not apply in the assassination game.
Players are not bound by the behind you! 2-second rule of melee when approaching from behind.
However, headshots still result in the death of the player landing the blow.
Death
If you successfully assassinate someone, or if you kill or capture an assassin, contact the Guild Master of the Assassins
Guild.
If you, as an assassin, are killed, your assassin character is dead, PERMANENTLY! You can make a new assassin
character for the next assassination period, but for the remainder of this assassination period, you default back to your
Companion character. Also, monies earned from successful assassinations by the dead assassin do not carry over to the new
assassin character.
If you are killed by an Assassin while in Companion mode, you have been assassinated! Your character is
considered to be incapacitated until the end of that play period. You are also out of the game for the duration; you
may not assassinate anyone (your assassin character is still alive, just out of play), nor may you participate in the
game in any way, including warning others of impending attacks.
If you are assassinated, you are required to report it to the Court at large. This should be done in person at
the next Court meeting, or it can be done via email to the list at any time before then. However, it is considered bad
form to hop online or text everyone you know the minute youve been killed, as that would warn others that
assassins are out and about. Technically, youre supposed to wait until the end of the assassination period, when
your Companion character recovers from the near-mortal blow dealt him by the assassin.
If you assassinate someone who has taken the Oath of Windsor, you will automatically be considered captured by
the guards surrounding your victim. You will then be tried for murder, and lose any credit for kills you may have made in
that assassination period and possibly more stringent penalties.
Trials
If an assassin is captured, he can be brought into Court and tried for treason and attempted murder, and possibly successful
murder.
There are two options for trials: Trial by Sovereign and Trial by Combat.
TRIAL BY SOVEREIGN: the assassin is brought into Court and all necessary witnesses make statements, the
Companion who captured the assassin makes a statement, and then the assassin is allowed to make his case. The Sovereign
decides the appropriate punishment.
TRIAL BY COMBAT: a duel between the assassin and his captor. It may be a one-on-one fight or it may be a twoteam melee. Whomever wins is the truthful/right party. Assassins are still limited to daggers/dirks, however.
Sovereign: 1 marque
Blood Bowl
Blood Bowl is essentially a simplified version of American football wherein the players have weapons and can kill
one another. Points are scored in one of two fashions: when a player makes a touchdown (runs the ball to the
opposite side of the field from where his team started the round), or when all of the members of a team are
slaughtered.
Herald- The Regent in charge of record keeping. In addition to handling the newsletters, the Herald approves
names, titles and banners.
High Druin- The Regent who is in charge of the druins of the Court. He is something of a spiritual and magical
advisor to the Court, and is usually called upon to perform rituals.
Histories (The)- The official telling of the events of the Court. They are usually written by reign, but may be written
by year.
Ia Gondol- The clan of drinking and silliness.
In Matrix- In character, that which the characters do.
Infidels- People who are interested in joining AOKP. This term is typically used when discussing an Infidel's Feast.
Initiate- One who is questing for a Knighthood or Druinhood. An initiate may be a squire or someone who is
working on an additional level or Order.
Knighthood- A specific knightly Order.
Knighting- A ceremony where the rank of knight is conferred upon a Companion
Land owner- A Companion who is responsible for overseeing one of the Nine Lands.
Liddington- The small barony to the West of Caerleon. It include a grand city of canals and a backwater swamp.
Light (The)- The common way Companions refer to the source of good in the world. This was as
nondenominational as we could get and still have a common spiritual basis for our characters.
Lineage- The chain of older and younger siblings throughout the history of AOKP
Lord God Morphael- The founder of AOKP. The title is an inside joke that stuck, and he's the head of the lineages
for over half the Court.
Lucan- The Order of cooking and herbalism.
Magistrate- Second to the Herald. The Magistrate's most common task is covering the newsletter when the Herald
is unavailable. Often referred to as "Door Bitch."
Malfitzroy- The evil despot that the Companions killed to claim Caledonia for the Light.
Marne- The river that runs Northwest, dividing Falkirk and Somerset.
McQuillion- The clan of honor.
Melee- An organized round of fighter practice.
Opening tale- A story told to start Court for the evening.
Ordaining- A ceremony in which the rank of druin is conferred upon a Companion. Please do not call it a Druining.
Order- A specific order of a knighthood. For example, the Order of Gawaine.
Older Sibling- A mentor to a page who serves as a teacher and guide. This bond usually continues between the
Companions. Occasionally referred to as one's "Older."
O.P.- Short for Order of the Pendragon. The In-Matrix calendar for AOKP. O.P. I was the year AOKP was founded
(1981). Dates are given in Roman numerals, and are often followed by a letter indicating the season (beltane or
saveign). For example, O.P. XXXs. is Fall 2010.
Ork- A hulking, monstrous humanoid with nigh-invulnerable hide and very dim wits. Rarely seen in Caledonia.
Out of Matrix- Out of character, that which the real people do
Page- The lowest ranked Companion to the Court, Pages are initiates to the ways of the Companions.
Path- One of the three avenues of knightly study.
Book- Knighthoods that focus on learning
Hand- Knighthoods that focus on doing or making things
Sword- Knighthoods that focus on martial prowess
PC- Short for Player Character. Refers to someone who is going on a Quest or Short Story as an adventurer.
Peasants- Both peasants in the traditional sense and an in Matrix way to refer to non-members.
Peer- A knight or druin of the Court who has earned special recognition for outstanding service to the Court.
Pendragon (The)- One of the titles of King Arthur
Percival- The Order of crafting and fine arts
Premier- The second in command of the Court. The premier leads the Court in the absence of the Sovereign. The
premier is also in charge of making sure Court is properly set up.
Privy Council- The out of Matrix meetings for running the club.
Quest- A LARP adventure that is usually scripted, and typically consists of a small number of PCs and a larger
number of NPCs.
Raphael- The Order of healing.
Regent- A leader of the Court. Caledonia has seven regent positions.
Second- A secondary office appointed by a regent to aid in the tasks of that regency. Some second positions have
more power than others.
Why?
For the mystic explanation, there is a lovely and long document called The Agathon Dialog. I recommend you read
it for the details, but here's the short version. The Light is so strong within companions that others cannot sever the
way it holds our souls to our bodies. However, they do have fleshy bodies that feel things, so the force of a blow
may stun their souls for a short time. The Light will repair their bodies during that time. Limbs regrow or reattach,
organs regenerate, gashes close, and so on.
For the mundane explanation, it was a timing issue. Warwick court is where our game was born. They meet every
Thursday. Assassinations is a game that is loosely connected to the roleplaying aspects of the game, and
companions are expected to show up in court and talk about assassins they encountered as a way of giving credit in
the game. The latest someone could be assassinated was Saturday, 11:55pm. That gave a 5 day window for
recovery.
Further, it is up to you to decide how your Companion character feels about their experience. They may quickly
become jaded to the experience, or they may develop a set of phobias, triggers and phantom pains. You are allowed
to play your character as you see fit.
Death
At some point in their adventuring career, Companions tend to meet Death. Yeah, that Death, the one with the
scythe and the hood. Most companions can tell a tale or two about having a little chat with him or her. Death is a
common pool NPC. No one controls Death, and anyone can play Death if a story calls for it. Some people think
that there is more than one Death. Others think that maybe Death is prone to mood swings.
Companion Death
Companion characters can die permanent deaths, but it's hard. Most character deaths result from great sacrifice in
the face of overwhelming odds. One resulted from choking on a fish bone. The choice is yours, but expect people
to fight you on it or look for ways to bring your character back. You have final say.
That also means, there is always a loophole if your character has been backed into a plot corner. Go read the Court
Histories for examples of what we've used over the years.
If you want to take your character out of play for an extended amount of time, there are ways to do it that do not
include character death. There are some good ones in the Histories if you want ideas.
NPC Death
With very few exceptions, NPC characters are not companions. Therefore, a dead NPC is probably going to stay
dead. The ability to raise the dead is extremely limited. Raphaelites can only do it at level 5, or as an initiate to
level 5. High Druins can decide whether or not they possess the power because High Druins are often powered by
the plot needs of the court.
Part TwoAdvanced
Rules
What follow are things that are good to know, especially if you are a full member of AOKP, but
nothing that you will be actually tested on as a Page. Nothing here is off-limits to anyone.
Lucans Fund
This fund is a portion of the Exchequers treasury that is reserved to reimburse people who have brought food to
court. The current fund is $20.00 each court. Receipts must be submitted to the Exchequer receive reimbursement.
Website Access
Pages receive almost full access to the Proboard list. The only part they cannot access is the Seneshals Corner. The
Yahoo email list, Pageturning and corresponding files are also reserved for full members. Yahoo email list
AOKPCaledonia is open to members and interested parties, as is the Facebook group AOKP The Court of
Caledonia. Older siblings will often forward emails from that list to pages to make sure they know the details about
upcoming events in case the newer member has not signed up yet. Official communication and discussion are to take
place on the Yahoo group AOKPCaledonia and the Proboards forum. (Altered to reflect current
information/practices)
Regency Voting
Scheduled Voting
All regency positions and the position of exchequer will be voted on annually. Declarations will open
September 26th at 12:01 AM* and will close at 11:59 PM the Saturday before the election. Declarations must be
made either in Privy (so it is included in the notes) and/or Yahoo and Proboards, both being official forms of
communication for the Court. The Election Arbiter will send out an official list of candidates, 4 days prior to the
actual election, by all possible means (email, proboards, yahoo, carrier pigeon, smoke signals, etc.) The election
itself will be at the last privy in October. There should be no In Matrix declarations, unless the position is open In
Matrix.
The Election Arbiter will be chosen by nomination and immediate vote (simple majority to win) at the last
privy prior to the anniversary. The person must be a least a squire, and preferably not running for any position. The
Arbiter will compile and publicize the list of candidates, create the ballots, receive the proxy votes and run the
election the day of, (which includes counting the ballots and declaring the winners).
There is no mass campaigning permitted, before or during this process (and afterwards is just silly).
Anyone who uses any time in privy or any forms of official communication to campaign will be disqualified. Any
complaints about someone campaigning will be reviewed at privy.
There are no term limits, however an incumbent must still run and win to keep their position.
To run for a position, you must be at least a knight and have paid dues both months (September and
October). In extreme circumstances, this may be waived by privy council and a squire may be allowed to run.
All companions who are eligible to vote may do so in a regency election. Voting will take place by written
ballot. Proxy votes must be sent to the Arbiter, who will fill out a ballot for the missing person. The Arbiter must
check with the Exchequer to ensure the people who proxied their votes have paid their dues in order for their votes
to count. Every voter may either vote Yes or no for a candidate, or abstain from voting for each position, write
in votes are counted as abstentions.
Each position is won by a simple majority. Should someone who was elected to a position not actually wish
to take the position, a second vote will be taken with all other candidates for that position running. Likewise, any
election that results in a tie will be resolved immediately by a second vote. When a second vote is necessary, for
either reason, all present companions who are normally eligible to vote may do so, regardless of whether or not they
had paid their dues. Abstentions are strongly discouraged at this point. The proxy votes that were provided for the
first vote are not counted in a second vote. Should there be no winner in an election, either because they wouldnt
accept the position, or because all votes for that position were No votes, than follow the procedures for an
unscheduled change of position (below).
The new regents immediately take their jobs in privy council and out of matrix. In matrix, time is allowed
to introduce stories for a smoother (and hopefully more realistic) transition of Power. Each pair of former and newly
elected regents is responsible for their transition stories, please work together and work with the sovereigns in this. It
is strongly encouraged to have all transitions completed by the Yule celebration (the sooner the better). The
coronation ceremony is up to the incoming and outgoing sovereigns, and should be held as soon as possible.
*Date is chosen as the day immediately after our September 25th anniversary date.
divided among the other regents. At a later date, should someone express an interest in an open regent position, they
should declare in privy. A vote will take place the next privy, with a simple majority needed.
Becoming a Champion
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
Announce in Privy that you are declaring for Champion of (weapon type). You must be at least a Squire to
declare for Champion, and the category you declare for must contain weapons of your station or lower (Squires
can only declare for Axes, Maces, and Daggers, for example, while Knights and Druins can declare for
anything). You may declare for more than one weapon type at a time.
After your declaration, others have a week to challenge you on it, either in Privy, Court, or via email.
Challenges may be made anonymously through a regent or other proxy if desired.
If you are unchallenged after a weeks time, then you are automatically considered to be a Champion of that
weapon type. If you declare for more than one weapon type at a time, others may challenge individual
declarations or all of them.
If you are challenged, you must earn the title of Champion by fighting a series of five one-on-one battles
(Challenges). The person(s) who challenged you is not obligated to fight you in any of these battles.
In addition to the combat challenges, you must also describe, to three regents, the weapon type in question.
This includes dimensions (not actual measurements, but parts of the weapon: blade, handle, quillions, etc.),
proper use of the weapon, etc.
When fighting, you may use any weapon of station that falls within the category you have declared for. You do
not have to use the same weapon in every fight, nor do you have to use the same subcategory of weapon in
every fight. In other words, a Knight going for Champion of Axe could use a Pages Axe in one fight, a
Knights Axe in the next, and a Hammer in the one after that. A Squire going for Champion of Axe may not use
a Knights Axe or a Warhammer in any of his fights. If he happens to be knighted before he finishes his
challenges, he may then use weapons of his new station.
Three of your five battles must be fought against Champions of a weapon type, and three must be fought against
Companions using a weapon of the type that you are trying to become a Champion of. The overlap is
intentional; at least one of your Champion fights will be against a Champion of the weapon you are trying to
become a Champion of yourself.
All of your opponents will be chosen by the three observing regents. The regents may decide to allow you to
choose your own opponent, but they have the final say over whom you will fight.
When your opponent is a Champion of (weapon type), and he is fighting you as such, he must use a weapon of
that type in the challenge. However, if you fight the same Champion on more than one occasion, he may use a
different weapon of the same type (a hammer instead of an axe, for example, or a staff instead of a pole arm).
He, like you, is restricted to weapons of station at all times.
During the Champion battles, you and your opponent may each use a single weapon, a weapon and shield, or
two weapons (one in each hand). If you use two weapons, the secondary weapon must either be of the same
type as the primary weapon (two axes, axe and hammer, etc.) or a dagger/dirk. The same rule applies to your
opponent only if he is fighting as a Champion of a weapon type.
Unusual fighting styles granted by the Rites of Galahad (Long Sword two-handed, Staff one-handed, etc.) may
only be used in a battle if a) both opponents are wielding the same type of weapon, b) they both have gone
through the Rites to use the weapon in that style, and c) they both agree to use that style in the battle.
Otherwise, the weapons must be used in their regular default style during a challenge.
If a fight has both combatants using Daggers or Dirks as their primary weapons, Dagger Rules must be
followed. Daggers and Dirks used in conjunction with other weapons follow regular melee rules.
Throwing Daggers may be used as melee weapons in a challenge, but they may not be thrown.
In order to become a Champion, you must win four out of the five challenges, and acquit yourself honorably in
all five. A second loss in the series, or a single dishonorable acquittal on your part, will result in a restart from
the beginning. You can also choose to restart at any time, if you wish.
In the case of a dishonorable acquittal on the part of your opponent, the battle will be re-fought immediately.
The Champion battles are meant to prove that you can win a fight through your own skill, not your opponents
lack of it.
Double-deaths (simultaneous kill shots on both parties) are considered a loss for you.
In a situation where the combat simply cannot continue (both parties are left with no arms) will result in the
battle being re-fought immediately. Simultaneous headshots or other dishonorable acquittals still count against
you, however.
You may fight more than one battle at a single event, but you may not fight the same opponent more than once
in the same category. In other words, if you fight someone as a Champion of Sword (for example), you cannot
fight them again that same night as a Champion of Sword. You can fight them again as a Champion of another
kind of weapon, however, or as a non-Champion wielding the same weapon type you are fighting to become a
Champion of (assuming they are not a Champion of it as well).
19. All Champion battles must be observed by three current regents. If there are less than three current regents
available to observe, former regents may be substituted on a 2:1 ratio (two former regents count as one current
regent). At least one of the observing regents must be an Active regent from your home Court. If your
opponent is a regent (current or former), he may not count as one of the observing regents.
20. If no Champions can be found, then the observing regents and GK may appoint a suitable stand-in. This is
typically done only when there are no Active Champions of the required weapon type.
2. Pole Arm
Staff (Knight)
Pole ArmSingle Head (Knight)
Pole ArmDouble Head (Knight)
3. Axe
Hand Axe (Squire)
Pages Axe (Page)
Squires Axe (Squire)
Knights Axe (Knight)
Hammer (Squire)
Warhammer (Knight)
4. Mace
Mace (Squire)
Knights Mace (Knight)
Club (Squire)
5. Dagger
Dagger (Page)
Dirk (Squire)
6. Thrown
Throwing Dagger (Squire)
7. Galahad
Great Sword (Knight)
Great Axe (Knight)
Maul (Knight)
War Club (Knight)
Flail (Knight)
8. Palomedes
Bow (Knight)
1H means the weapon is normally wielded in one hand; 2H means that the weapon is normally wielded in two hands. A one-handed (1H)
weapon can be wielded in two hands and vice versa, provided the wielder first goes through the Rites of Galahad. Galahad weapons are used
one- or two-handed, depending on which style the user went through the Rites of Galahad with.
([rank]) indicates the minimum rank a wielder must have in order to wield that particular weapon: Page, Squire, or Knight.
Arrow
Traditional Style Arrows with non-wooden shafts are acceptable.
The shaft must have a stopper that is at least a inch in diameter, perpendicular to the line of force from the shaft.
The stopper must have at least 2.5 inches of open-cell foam covering it to absorb the force of the impact.
The head of the arrow must be foam, at least 2.5 inches in diameter.
Blow Gun
Used by Squires
The Blow Gun itself may NOT be used as a striking weapon
The Projectile must be a Nerf (or equivalent brand) Dart without a suction cups (whistling darts are preferred)
The PVC core must be between 12 (min) and 20 (max) inches
The weapon must be entirely covered in foam and tape. It is okay is the core is seen as long
The distance between the tip of the weapon and the core must be at least inch, to inch max on either side.
The minimum length of the entire weapon is 12 inches and the maximum of 21 inches
Bow
The bow must be entirely covered in foam, including the tips, but with the exception of the handle.
The bow may draw no more than 25 pounds of force, and the arrow draw length must be such that it prevents
accidental over-drawing.
The bowstring material must be sufficiently durable, and must be pre-approved by the GM before construction
begins.
Club
Used by Squires
The length of the head may not be less than 18 in. nor exceed 25 in.
The width (diameter) of the head and core may not be less than 6 in. nor exceed 10 in.
The head must be foam and tape covered
The hilt may not exceed 10 in.
The core of the weapon may not exceed 31 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 3 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 25 in. nor exceed 35 in. total length
Crossbow
Used by Squires
These weapons may NOT be used as a hand to hand or thrown weapon for any reason, striking or defensive. They
are only to be used as a ranged shooting weapon.
These weapons may be found in toy sections or toy stores for purchase.
ONLY the Nerf (Brand or similar) dart blasters manufactured to look and feel like Crossbows are playable.
Cosmetic changes such as color are allowed to be made by individual players should they wish.
Dagger
Used by Pages
The (single) blade of the weapon must not exceed 9 in.
The blade must be made from foam and tape
A hilt of any kind is acceptable, as long as they have no sharp edges, and they are non-attacking
The distance between the tip of the core and the end of the weapon must be at least 3 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 6 in. nor exceed 15 in. total length
Dirk
Used by Squires
The blade of the weapon may not be less than 9 in. nor exceed 14 in.
A hilt of any kind is acceptable, as long as they have no sharp edges, and they are non-attacking
The Dirk cannot be used for throwing
The distance between the tip of the core and the end of the weapon must be at least 6 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 15 in. nor exceed 20 in. total length
Flail
Used by Knights with Galahad Training
The shaft (handle) of the weapon may not be less than 10 in. nor exceed 20 in.
The shaft must be foam and tape covered
The head must be made from safe (foam and duct tape, or similar) materials
The diameter of the head may not be less than 3 in. nor exceed 5 in.
The chain may not be less than 3 in. nor exceed 10 in.
The chain is made from rope or possibly even a plastic chain.
If long enough to present a threat, the chain must be covered in foam and duct tape.
A Flail may not have multiple chains or heads.
There must be at least 1 inch of padding between the end of the core and the 'chain'
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 16 in. nor exceed 35 in. total length
Great Axe
Used by Knights with Galahad Training
The shaft (handle) of the weapon may not be less than 32 in. nor exceed 52 in.
The shaft must be foam and tape covered
There can be either one or two blades on the Great Axe
The blade must be made from safe (cardboard, foam, duct tape or similar) materials
The length of a SINGLE BLADE must be at least 5 in. and not exceed 20 in.
The width of a SINGLE BLADE and shaft must be at least 4 in. and not exceed 10 in.
The "killing edge" of the blade(s) must be foam and tape covered.
The core may not exceed 51 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 8 in.
The Great Axe may be fitted with a killing spike, but it cannot exceed 5 inches from the top of the weapon
The killing spike must be foam and tape covered
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 40 in. nor exceed 60 in. total length.
Great Sword
Used by Knights with Galahad Training
The length of the blade may not be less than 35 in. nor exceed 54 in.
The hilt may not be less than 10 in. nor exceed 18 in.
The PVC core of the weapon may not exceed 61 1/2 in.
The distance between the tip of the PVC core and the end of the weapon must be at least 5 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
Just as a reminder, the width of the quillons may not exceed 15 in.
All protruding points must be foam and tape covered
The entire weapon may not be less than 40 in. nor exceed 72 in. total length
Hammer
Used by Squires
The shaft (handle) of the weapon may not be less than 20 in. nor exceed 30 in.
The shaft must be foam and tape covered
The head must be made from safe (foam and duct tape, or similar) materials
The length of the head may not be less than 5 in. nor exceed 20 in.
The width of the head (diameter) and the shaft may not be less than 6 in. nor exceed 20 in.
The thickness of the head (diameter) may not be less than 3 in. nor exceed 8 in.
The entire head must be foam and tape covered
The killing edges must be clearly specified either by coloring of the head or by shape
The core may not exceed 31 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 3 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not exceed 35 in. total length
Hand Axe
Used by Squires
The shaft of the weapon must be foam and tape covered
The length of a single blade may not be less than 5 in. nor exceed 8 in.
The width of a single blade and the shaft may not be less than 3 in. nor exceed 6 in.
A hilt of any kind is acceptable, as long as they have no sharp edges, and they are non-attacking
The Hand Axe cannot be used for throwing
The distance between the tip of the core and the end of the weapon must be at least 1 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 15 in. nor exceed 20 in. total length.
Knights Axe
Used by Knights
The shaft (handle) of the weapon may not be less than 20 in. nor exceed 30 in.
The shaft must be foam and tape covered
There can be either one or two blades on the Knight's Axe
The blade must be made from safe (cardboard, foam, duct tape or similar) materials
The length of a SINGLE BLADE must be at least 5 in. and not exceed 20 in.
The width of a SINGLE BLADE and shaft must be at least 3 in. and not exceed 10 in.
The "killing edge" of the blade(s) must be foam and tape covered.
The core may not exceed 34 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 5 in.
The Knight's Axe may be fitted with a killing spike, but it cannot exceed 5 inches from the top of the weapon
The killing spike must be foam and tape covered
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not exceed 40 in. total length.
Knights Mace
Used by Knights
There must be a minimum of three flanges on a mace head (no maximum); or, a sphere may be substituted for
flanges
The length of the mace head may not be less than 6 in. nor exceed 10 in.
The width of the flanges and shaft may not be less than 4 in. nor exceed 8 in.
The shaft and the flanges (or the sphere) must be foam and tape covered
The Knight's Mace may be fitted with a killing spike, but it cannot exceed 5 inches from the top of the weapon
The killing spike must be foam and tape covered
The core of the weapon may not exceed 29 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 5 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 20 in. (without killing spike) nor exceed 35 in. total length
Mace
Used by Squires
There must be a minimum of three flanges on a mace head (no maximum); or, a sphere may be substituted for
flanges
The length of the mace head may not be less than 6 in. nor exceed 10 in.
The width of the flanges and shaft may not be less than 4 in. nor exceed 8 in.
The shaft and the flanges (or the sphere) must be foam and tape covered
The core of the weapon may not exceed 26 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 1 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 20 in. nor exceed 30 in. total length.
Maul
Used by Knights with Galahad Training
The shaft (handle) of the weapon may not be less than 32 in. nor exceed 52 in.
The shaft must be foam and tape covered
The head must be made from safe (foam and duct tape, or similar) materials
The length of the head may not be less than 5 in. nor exceed 20 in.
The width of the head (diameter) and the shaft may not be less than 6 in. nor exceed 20 in.
The thickness of the head (diameter) may not be less than 3 in. nor exceed 8 in.
The entire head must be foam and tape covered
The killing edges must be clearly specified either by coloring of the head or by shape
The core may not exceed 51 1/2 in.
The difference between the tip of the core and the end of the weapon must be at least 8 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 40 in. nor exceed 60 in. total length.
Pages Axe
Used by Pages
The shaft (handle) of the weapon may not be less than 20 in. nor exceed 30 in.
The shaft must be foam and tape covered
There must be TWO BLADES on the Page's Axe
The blades must be made from safe (cardboard, foam, duct tape, or similar) materials
The length of a SINGLE BLADE may not be less than 5 in. nor exceed 20 in.
The width of the two blades and the shaft may not be less than 6 in. nor exceed 20 in.
The "killing edges" of the blades must be foam and tape covered
The core may not exceed 29 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 1 inch.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not exceed 35 in. total length
Pole Arm
Used by Knights
The weapon itself may have hand guards
The entire shaft must be foam and tape covered
The core of the weapon may not exceed 68 in.
The distance between the tip of the core and the tip of the shaft must be 8 in.
The distance between the core and the end of the weapon must also be at least 8 in.
The Pole Arm may have one weapon head per end of the weapon (see below)
If Single-Headed, there must be at least 1/2 inch of padding on the pommel of the weapon
The ENTIRE WEAPON may not be less than 50 in. nor exceed 84 in. total length
There are a multitude of weapon attachments allowed on the Pole Arm:
1) The Axe--The length of the blade may not be less than 5 in. nor exceed 20 in.
The width of a single blade and the shaft may not be less than 3 in. nor exceed 10 in.
The head may be fitted with a killing spike, but the spike may not exceed 5 in. from the top of the head
All killing edges of the head and all protruding points must be foam and tape covered
2) The Fork--The length of a single spike may not be less than 5 in. nor exceed 20 in.
The width of the TWO spikes may not be less than 6 in. nor exceed 12 in.
All killing edges of the head and all protruding points must be foam and tape covered
3) The Hammer--The length of the head may not be less than 5 in. nor exceed 20 in.
The width of the head (diameter) and the shaft may not be less than 6 in. nor exceed 20 in.
The thickness of the head (diameter) may not be less than 3 in. nor exceed 8 in.
The killing edges must be clearly specified either by coloring of the head or by shape
The head may be fitted with a killing spike, but the spike may not exceed 5 in. from the top of the head
All of the head and all protruding points must be foam and tape covered
4) The Mace--The length of the mace head may not be less than 6 in. nor exceed 10 in.
There must be a minimum of three flanges on a mace head (no max.), or a sphere
The width of the flanges and shaft may not be less than 4 in. nor exceed 8 in.
The weapon head may be fitted with a killing spike, but the spike may not exceed 5 in. from the top of the
weapon head
All killing edges of the head and all protruding points must be foam and tape covered
5) The Spike/Blade--The spike may not be less than 5 in. nor exceed 20 in.
All killing edges of the head and all protruding points must be foam and tape covered
6) The Trident--The length of a single spike may not be less than 5 in. nor exceed 20 in.
The width of the THREE spikes may not be less than 10 in. nor exceed 16 in.
All killing edges of the head and all protruding points must be foam and tape covered
Shield
Used by Pages
Shields may be of any shape, provided that they meet the following specifications:
The widest part of the shield must be no greater than the distance between the users shoulders, plus 6 inches.
The longest part of the shield must be no greater than the distance between the users shoulders and knees.
Any material within reason may be used to construct a shield, with the Grand Knights approval.
All shield edges must be properly padded and foamed.
Squires Axe
Used by Squires
The shaft (handle) of the weapon may not be less than 20 in. nor exceed 30 in.
The shaft must be foam and tape covered
There can be either one or two blades on the Squire's Axe
The blade must be made from safe (cardboard, foam, duct tape or similar) materials
The length of a SINGLE BLADE must be at least 5 in. and not exceed 20 in.
The width of a SINGLE BLADE and shaft must be at least 3 in. and not exceed 10 in.
The "killing edge" of the blade(s) must be foam and tape covered
The core may not exceed 29 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 1 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not exceed 35 in. total length
Staff
Used by Knights
The staff itself may not have any hand guards or any other sort of attachments (weapon heads, etc.)
The entire staff must be foam and tape covered
The width (diameter) of a staff may not be less than 1 in. nor exceed 4 in.
The core of the weapon may not exceed 74 in.
The distance between the tip of the core and the ends of the weapon must be at least 5 inches, plus or minus 1/2
inch.
The entire weapon may not be less than 50 in. nor exceed 84 in. total length
Sword
Used by Knights
The length of the blade may not be less than 14 in. nor exceed 32 in.
The hilt may not exceed 10 in.
The core of the weapon may not exceed 37 in.
The distance between the tip of the core and the end of the weapon must be at least 5 inches, plus or minus inch.
There must be at least 1/2 inch of padding on the pommel of the weapon.
Just as a reminder, the width of the crossguard may not exceed 15 in.
All protruding points must be foam and tape covered
The entire weapon may not be less than 30 in. nor exceed 42 in. total length
Throwing Dagger
Used by Squires (or Pages in Melee, cannot throw)
The blade of the weapon must not exceed 9 in.
The weapon must be made from foam, tape, and softened cardboard
The hilt of a Throwing Dagger may not have any hard protrusions
Just as a reminder, the width of the quillons may not exceed 15 in. (7-and-a-half in. each)
No (or any other unsafe material) core is allowed on a Throwing Dagger
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 6 in. nor exceed 15 in. total length
War Club
Used by Knights with Galahad Training
The length of the head may not be less than 30 in. nor exceed 62 in.
The width (diameter) of the head and core may not be less than 4 in. nor exceed 10 in.
The head must be foam and tape covered
The hilt may not be less than 10 in. nor exceed 18 in.
The core of the weapon may not exceed 63 1/2 in.
The distance between the tip of the core and the end of the weapon must be at least 8 in.
There must be at least 1/2 inch of padding on the pommel of the weapon
The entire weapon may not be less than 40 in. nor exceed 72 in. total length
Warhammer
Used by Knights
The shaft (handle) of the weapon may not be less than 20 in. nor exceed 30 in.
The shaft must be foam and tape covered
The head must be made from safe (foam and duct tape, or similar) materials
The length of the head may not be less than 5 in. nor exceed 20 in.
The width of the head (diameter) and the shaft may not be less than 6 in. nor exceed 20 in.
The thickness of the head (diameter) may not be less than 3 in. nor exceed 8 in.
Other Weapons
The above list is by no means exhaustive. If you wish to create a weapon other than the ones listed above, ask the
Weapons Guild if specs for such a weapon exist. If they do not, you must create them. This includes all dimensions, killing surfaces, standard use (one-handed, two-handed, etc.), who can use it (Pages, Squires, etc.), and
whether or not it is a Galahad or Palomedes weapon. The specifications must then be approved by Privy Council.
In most cases, an example of the weapon will be required before any decision is made.
Path
If you have achieved a level in an Order and later pursue that same level in a different Order along the same Path
(Gawaine and Gaheris, for example), you do have to repeat the Path Requirements.
If a companion has done a path requirement 4 + times, they MAY choose to do an extra order requirement instead.
Order
The Order Requirements are unique to each Chivalric Order and do not overlap with any other Order.
Sacred
Those pursuing a Druinhood in a Chivalric Order must complete their levels Sacred requirements in addition to the
regular (knighthood) requirements. The Sacred requirements are divided into the same three categories (General,
Path, and Order) and follow the same rules as the regular requirements when it comes to repetition. Please see
Chapter 16 for the Druinhood (Sacred) Requirements.
Create a melee-legal sword and have it approved by the Grand Knight. This is in addition to your knighting
weapon. Authorize in its use if you havent already done so.
Create a melee-legal shield bearing your personal arms and have it approved by the Grand Knight.
Complete 2 of your chosen Orders requirements.
Level 2
Read and be tested on "The Death of Arthur."
Fight 5 challenges against a Companion of Squire rank or higher and, acquitting yourself honorably in all
challenges, win at least 3 of them.
Complete 4 of your chosen Orders requirements.
Level 3
Read and be tested on "The Entire Legend of Arthur.
Authorize in a ranged weapon. If already authorized in all ranged weapons, then choose another new
weapon to authorize with. If you have authorized with all existing weapon types, complete the Rites of
Galahad with a weapon or style you have not yet completed. If necessary, invent a new weapon to
complete the Rites with.
Complete 6 of your chosen Orders requirements.
Level 4
Read a Minor Corollary to the Legend of Arthur (main emphasis is someone other than Arthur, approx 150400 pages in length).
Fight 5 challenges at 2:1 odds against two Companions of Squire rank or higher and, acquitting yourself
honorably in all challenges, win at least 3 of them.
Complete 8 of your chosen Orders requirements.
Level 5
Order Requirements
The Order of Gawaine
Level 1, Knight of the Realm
Authorize in the use of three weapons in addition to the ones you Authorized in as a Page and as part of
your General requirements. For the purposes of this requirement, you may Authorize in weapons above
your station, but you may not use them upon the melee field until you are knighted.
Defeat a Champion of Sword in single combat using equal arms (single sword, sword and shield, etc.).
Officiate all challenges (minimum 4) at a melee using correct terminology and demonstrating proper
knowledge of tournament rules.
Acquit yourself honorably against a knight and a squire in an open-field challenge with weapons of choice.
Craft five weapons of different types and have them approved by the Grand Knight. These weapons are in
addition to the ones you create as part of your General and Order Requirements.
Fight 3 battles vs. anyone and win at least 2.
Craft a new weapon from a group that you have not created yet. If you have created one from all 4, then
create an exotic weapon. Authorize in the use of the weapon in that category.
Authorize with a new weapon. If this is not possible, complete the Rites of Galahad with a new weapon or
style.
Level 2, Knight of the Sword
Compete in five rounds of single combat. Four of the five rounds must be fought with sword and shield
against a Champion of Sword, who must use a sword and shield as well. One of the five rounds must be
fought with a single dagger against a Champion of Dagger also using a single dagger (and dagger rules).
Win four of the five rounds and acquit yourself honorably in all five.
Stage a full melee with at least four team events, six or more challenge events and a final grand melee.
Arrange for marshals if necessary and submit a specific sequence of the events.
You and a Squire face off against a squad of three. The members of the opposing squad must be of Squire
rank or higher, and at least one of them must be a Knight. Acquitting yourself honorably, your side must
kill at least two of your opponents before both of you are slain.
Issue an all-comers challenge with advance notice of at least one week. This challenge is to be fought in
single (one-on-one) combat, and you must acquit yourself honorably in each challenge. The requirement is
completed when each challenger has faced you once (no rematches).
Make one pages axe and two shields for inclusion in the Court armory. The faces of the shields should be
blank, to be painted or otherwise decorated later as the need arises.
Authorize on a new weapon. If you have authorized on all weapon types, complete the Rites of Galahad
with a new (to you) weapon or fighting style.
Research a specific style of armor (maille, lamellar, etc.) that was used historically (pre-1800s) and report
on its development, construction, and use in Court. Try to keep the report between 2-5 minutes.
Level 3, Knight of the Cross
Win in single combat against each of the four weapon groups both competitors must use the specified
weapon.
Make one Pages Axe, two Daggers, and one Sword for inclusion in the Court armory.
Learn all codes and rules in tournament honor and chivalry.
Modify an existing weapon. Examples include adding or removing a handguard, killing spike,
blades/flanges, etc. The end result must remain melee-legal and be approved as such by the Grand Knight.
In an open-field challenge, acquit yourself honorably at 3:1 odds (not in your favor), and win against two of
your opponents. At least two of your three opponents must be a Champion in any weapons group, and must
use a weapon of the type they are Champion of in the challenge.
Using a single one-handed weapon, challenge and defeat a Champion of that weapon type. The Champion
uses a shield in addition to the weapon in question during the challenge; you do not.
Make one Knights Axe, 2 Swords, and 2 Shields for inclusion in the Court armory.
Successfully authorize with a weapon that you have not yet authorized with.
Complete the Rites of Galahad with a weapon or fighting style (no repeats).
Become a Champion of a weapon group (no repeats).
Lead and command a squad in melee against an equivalent number of opponents. Your opponents need not
necessarily be a single team. A squad consists of 3-5 Companions of Squire rank or higher.
Stage a team event tournament (minimum six events).
Issue an all-comers challenge (with advance notice of at least one week). You must acquit yourself
honorably, using only Daggers or Dirks against your opponents, who may use whatever they choose.
Learn or invent a Weapons Kata (precise movements with a weapon, such as a dance) with an AOKP
weapon and perform it on the melee field for the Court.
Fight in a challenge at 3:1 odds and as you acquit yourself honorably, defeat all of them.
Describe a historical battle from before A.D. 1000 for the Court.
Learn about another famous military leader and mimic their methods, winning against a force superior by
25%.
Learn an entirely new strategy game and win against Companions 2 out of 3 times.
Learn and explain (in-matrix) a current military doctrine of a country in the world.
Acquit yourself honorably in leading a team against another team at 3:1 odds (not in your favor; min. 3 vs.
9) and defeat at least half of your opponents. You must use at least one of the 7CM.
Analyze the strategies and tactics of a current or recent (less than 50 years ago) war, and report them (inmatrix) to the Court.
Learn the rules of Samurai Swords (formerly called Shogun), Shadows over Camelot, and Talisman, and
demonstrate that you know them by playing all games with a group of at least 3 other Companions.
Create one masterpiece, relating to your Order, and present it to the Court. It should be approved by your
sponsor as deserving of the title.
Write a 5 page account of your progress to being a Master and reflect on how you have grown as a person
and a Companion because of it.
Complete 10 requirements from Level 5 of your chosen Order.
Order Requirements
The Order of Gabriel
Level 1, Knight of the Realm
Attend a concert of pre-1800 C.E. music report on the performance style and genre.
Compile a recording of period music for Court.
Perform in solo a musical piece, or a solo as part of an ensemble for the Court.
Write a musical composition (minimum of 16 measures) and use that piece to demonstrate to your sponsor
basic knowledge of musical notation (sheet music).
Level 2, Knight of the Sword
Write a song about a portion of the Courts current history (an event within the last year).
Perform a concert at a Feast or other special event. (10 mins)
Learn the proper care of your first instrument/voice, and report for your sponsor.
Perform a musical piece written before 1800.
Report to the Court on an instrument which was in use before 1800.
Write an original musical piece to be performed in Court. (Minimum 32 measures)
Level 3, Knight of the Cross
Instruct a Companion in the basics of musical notation.
Demonstrate basic proficiency, to sponsor, of a new instrument or vocal style.
Learn and be tested on different styles of music
Perform a musical piece with two or more separate harmonic components (e.g. a melody and an
accompaniment) with another Companion.
Report on a musician or composer who lived prior to 1800.
Attend a concert of pre-1800 C.E. music. Report on it to your sponsor.
Study and report on roots of your main/preferred instrument (or vocal style).
Write an original musical piece to be performed in Court. (Minimum 48 measures)
Level 4, Knight of the Dragon
Find and record a musical theme to represent a Companion. Pending approval from said Companion and
sponsor.
Read on terminology of music in a specific style, and report for your sponsor.
Study the uses of music in Court during the medieval period, and report your findings to your sponsor.
Create a song about an adventure had by any Companion or group of Companions.
Perform a musical piece with two or more separate harmonic components (e.g. a melody and an
accompaniment). Performing both parts yourself if physically possible.
Perform a concert at a feast or special event. (Minimum 20 minutes of performance time, not including
breaks)
Instruct a Companion in the basics of your first instrument/vocal style.
Learn the basics of a new instrument.
Write an original musical piece to be performed in solo for the Court. (Minimum 64 measures)
Write an original musical piece to be performed in ensemble for the Court. (Minimum 32 measures)
Level 5, Knight of the Crown
Study the relationship between music and the general populace, and write up your findings for your
sponsor. (5 pages)
Perform a concert featuring only original material. (Minimum 15 Minutes)
Perform a concert at a feast or other special event. (Minimum 15 Minutes)
Perform an official Court anthem (or segment of one) for the Court.
Organize a concert involving members of the Court displaying their musical talents.
Work with a member of another Order and create a piece together, using your related talents. (e.g. a musical
theater production, choreographed battle to appropriate music, magical act choreographed to music, etc.)
Give a speech for the Court on the personal meaning of music to you. (5 mins)
Discuss music as a cultural device, remarking on times when it was used for this end. (5 mins)
Write an original piece in the style of a genre existing before 1800. (2 mins)
Write an original piece in the style of your favorite musician(s). (2 mins)
Write an original piece in collaboration with a fellow Companion. (2-3 mins)
Give a seminar for two or more musicians on the sound relationships and their effects on emotional states.
Memorize and present a monologue (minimum of two minutes) from a play by Shakespeare for the Court.
Write and direct an AOKP related scene. Perform for the Courts enjoyment.
Teach a Companion basic theater lighting.
Provide entertainment for the Companions at Court or a Court function on five separate occasions. Must be
at least ten minutes each.
Write a report on the history of the genre that you prefer to perform in and present it to the Court. (5 mins)
Start a recipe book. Keep copies of all recipes you use in this level in your book.
Identify and add three herbs into your herbal
Make 2 batches of the same recipe, using different herbs/seasoning in each. Present to the Court for tasting.
Prepare and appropriately present a snack or tea consisting of at least five different items
Plant and grow an edible plant. It must survive until harvest.
Compete in a cooking competition; at least one other competitor must be a knight of Lucan or Kai. It is not
necessary to win.
*NOTE if cost is becoming an issue, please speak with the Exchequer about partial reimbursement for the food provided.
Order Requirements
The Order of Uriel
Level 1, Knight of the Realm
Learn basics of Tarot or Nordic Runes, or other established means of prognostication, (casting bones,
reading tea leaves, etc.) and do a reading for your sponsor.
Describe or perform a religious or magical ceremony of any type for the Court. (5 mins)
Read a Creation Myth and present it in Court (5 mins)
Write a blessing and perform it for the Court.*
Write a report on a religion that existed before 1000 AD and present it to the Court (5 mins)
Level 2, Knight of the Sword
Make a set of Rune stones and learn the rules of divination and prognostication using them.
Read a book on a type of magic or mysticism and present to your sponsor.
Perform two readings for two different Court members
Write a short essay on your philosophy of magic. (2 pages)
Tell of an Apocalypse Myth (opposite of Creation myth)
Read a book on Shamanism and present your findings to the Court (5 mins)
Compare similar religious ceremonies from 2 different religions (3 pages)
Teach a Companion the rules/techniques of a form of divination.
Level 3, Knight of the Cross
Learn about a spiritual leader and present to Court
Read a book on any other type of magic or mysticism and present to the Court
Become a Druin of the Light
Read a book on scrying and present your findings to the Court.
Perform 3 different types of prayers / religious rites*
Discuss the tenets of astrology, and what bearing it has on our lives. (5 pages)
Research a deity from any pantheon, and report your findings in detail (3 pages)
Use any form of prognostication and do 3 readings for the Court or Court member (must be on different
occasions).
Compare 2 different creation myths and present your analysis to the Court. (5 mins)
Research 3 different prayers or religious rites and present your findings to the Court (5 mins)
Level 4, Knight of the Dragon
Teach a Companion the rules of a form of divination
Perform 3 different types of prayers*
Learn about a hero from any religious legend, and describe who he was in context. Include details of
his/her life, personality, people associated with him/her, etc. Present for the Court (5 mins)
Write a blessing/benediction in your language and perform it for the Court.
Perform 3 religious rites/ceremonies with at least 1 other person.*
Learn about a villain/anti-hero from any religious legend, and describe who he was in context. Include
details of his/her life, personality, people associated with him/her, etc. if applicable. Present for the Court
(5 mins)
Report on a single religious symbol for the Court. Describe its meaning, purpose, history, and context (5
mins).
Pick a pantheon and describe its hierarchy (250 words written).
Read on color magic and present your findings for the Court. (5 mins)
Read about a famous prophet and describe their prophecies (5 mins)
Teach a seminar on the religion(s) associated with your language. Must be 1 hour long and 3 Companions
must attend.
Retell in detail an event that occurred in the world of AOKP before you joined. (5 mins)
Research the life and deeds of a Court member not still active; either tell or write about him or her.
Write and tell an allegory for the Court that focuses on a major controversial topic that concerns you. Make
your stance on the topic clear by the events and outcome of the allegory.
Give a speech on poetry as the Transcendent Language
Hold a seminar interpreting a work of your sponsors choice.
Translate a poem in a different language, retaining as much of the meaning as possible (not necessarily a
word for word).
Write a treatise on how fiction is the true window into the soul of a people or person. (10 pages)
Write 8 poems of any style and recite for the Court
Lead a party in 7 events as member in one or more adventures and relate one of these events to the
assembled regents and your sponsor at an AOKP function.
Create pre-generated characters for at least three players for use in one of the adventures you will be
running in this level.
Using a town you create, Game Master one or more games. This may be the town from requirement 2 or a
different town. In the sum of the adventures, there must be at least 10 events.
Script a short story with at least 10 scenes and present it to your sponsor. After your sponser has approves
it, run the short story. Be prepared to revise the story.
Write a detailed background for a character you have created. The background should include information
on where the character was born, his early life, friends and family, and the events which lead to his current
profession or state of existence.
Identify your strengths and weaknesses as a player. Discuss them with your sponsor and come up with a
plan to minimize your weaknesses.
Create a world-setting for use in the table top setting of your choice. It may include the country and town
previously created for other requirements. You must create maps, at least 20 countries or regionswith
different cultures, climate zones, economies, a general history and other details that your sponsor feels are
necessary depending on the world created. The world-setting may include other planes or planets if you so
choose. It is acceptable to have parts of the map marked as unexplored as long as the minimum details are
included.
Create a new villain character for use in matrix. You do not have to play the character yourself, but you
must be the primary creative force behind the character. Script and run a minimum of 24 scenes that center
around the villain. Scenes may be presented in court and/or in one or more short stories.
Research at least three different sources of roleplaying or storytelling advice. Sources may include books,
podcasts, blogs or any other published media. Identify the strengths and weaknesses of each source and
report on them to your sponsor.
Arrange to have at least 5 different members of AOKP NPC for you in one court. Each NPC should have a
plot purpose, but NPCs need not be linked to the others or part of longer storylines.
Create a character that is diametrically opposed to your own personality and experience. Consider things as
age, gender, social status, religious beliefs, etc. Roleplay the character convincingly over the course of an
adventure. Your Game Master and fellow players will be the final judges of your roleplaying performance.
Game Master a story with at least four separate events devised to evoke a different specific emotion in your
players (for example: fear, anger, sadness, anxiety, joy etc.). Use background music, props, and lighting as
you see fit. Afterwards, the players must agree that you were successful in evoking the desired emotions.
Write an essay on how roleplaying has evolved from its roots in historical wargaming all the way up to
modern LARPing, experimental RPGs, and computer games such as MMORPGs. (5 pages min.)
Write a short paper on your personal view of spirituality and the Light and present it in Court (2-5 mins).
Level 3
Lead your sponsor and the High Druin in a meditation.
Level 4
Create a new spell related to your Order and have it approved in Privy Council.
Level 5
Lead the entire Court in a meditation, using music, incense, and other props.
Level 5
Create a new combat spell and have it approved in Privy Council.
Report to the Court on a historical instance of clergy involvement in battle or war (keep it in matrix).
Level 2, Acolyte
Create a short ritual of purification and perform it on your weapons, shield, and armor (if any).
Learn the AOKP Creed and recite it in Court.
Consecrate a weapon for someone else.
Create a talisman incorporating the mandala.
Level 3, Sage
Create and perform a minor battle prayer (blessing, etc.) over your squad before a melee.
Report to the Court on the history of a clergy's involvement in the military (pre-1800's, keep it in matrix).
Lead at least one other person in a battle meditation before melee.
Devote yourself to the protection of another for the duration of a melee, and defend him/her with your life.
If your ward dies before you do in more than 25% of the total battles fought that night, the requirement is a
failure and must be redone another day.
Level 4, Adept
Level 5, Heirophant
Write a 100-word battle prayer (blessing, etc.) and perform it before a battle.
Working with your sponsor, conceive of a quest appropriate to your Order and successfully embark upon it.
This can take the form of a short story, a scavenger hunt, or even a mission of assassination (against an
evil NPC or monster). Present the story of your quest in Court and present any trophies acquired during the
quest.
Create three rituals of protection and perform them in Court.
Read a work written by a member of the clergy and report it to the Court.
Learn the rules of a strategy game that incorporates magic (such as Warhammer Fantasy Battles or Magic:
The Gathering) and win a single session of play against a single Companion.
Level 2, Acolyte
Command a squad of druins against another squad of druins (equal numbers) and, with both sides using
magic, win two out of three challenges.
Take an account of a historical battle (pre-1400s) and determine how the battle would have gone differently
with the use of Caledonian magic. Report your findings in Court.
Win two out of three rounds of a strategy game that incorporates magic against a Companion.
Play a strategy game that incorporates magic against two Companions and win.
Level 3, Sage
Command a squad of druins against twice as many non-spellcasting opponents and, using magic in addition
to weapons, win.
Command a squad of druins against another squad of druins (equal numbers) and, with both sides using
only magic (no weapons), win.
Teach a Companion how to play a strategy game that incorporates magic and play two games against them
to make sure they have learned it. This Companion cannot be a member or initiate of Gaheris.
Play a strategy game that incorporates magic against three Companions and win.
Level 4, Adept
Command a squad of druins against twice as many non-spellcasting opponents and, using only magic (no
weapons), win.
Learn an entirely new strategy game that incorporates magic and win against Companions two out of three
times.
Create a set of strategies incorporating magic and present your creation to the Court.
Play a strategy game that incorporates magic against four Companions and win.
Level 5, Heirophant
Command a squad of druins against twice as many druins and, using only magic, win.
Create a new spell or ritual for your Order and use it in combat.
Create a new strategy game that incorporates magic and teach it to at least two other Companions.
Play a strategy game that incorporates magic against five Companions and win.
Level 2
Create a talisman or other focus item as appropriate to your Order.
Complete 2 sacred requirements from Level 2 of your chosen Order.
Level 3
Create a work that expresses your connection to the Light. This may be an actual piece in your art or craft
that shows your connection or an essay on how you achieve that connection while doing your art.
Complete 2 sacred requirements from Level 3 of your chosen Order.
Level 4
Create a ritual-spell that uses an art or craft related to your Order as a focal point for the ritual.
Complete 2 sacred requirements from Level 4 of your chosen Order.
Level 5
Create a major work that embodies your magic as you cast it through the Holy Light.
Complete 2 sacred requirements from Level 5 of your chosen Order.
Research 3 spiritual beings associated with theater arts and report to your sponsor.
Attend a spiritual/religious event and report on how it is staged to your sponsor. (3 pages)
Create and perform a ritual-spell for the Court that uses laughter as a key element.
Memorize a story that has Light Magic in it and tell the tale to the Court (5 minutes)
Level 3, Sage
Research 3 types of ritual movement. Incorporate 1+ of these into a ritual for the Court.
Research a festival or holy day traditionally celebrated with theater arts. Report on it to your sponsor.
Design a "stage" for an ordination. Be sure to consider all elements of stagecraft in your design, such as
lighting, props, costuming, etc. The stage may be used for yourself or for another initiate, if it is possible to
arrange everything.
Write a script for performance in Court about a time that Light triumphed over Darkness.
Level 4, Adept
Write a one-act script that explores a facet of the Light that you find particularly interesting. This can be
about virtue, a feeling or a spiritual being. Stage the script for the Court.
Memorize and perform three monologues that you feel relate to the Light or Light Magic in some way. At
least one monologue should be from a pre-1650 playwright. The monologues should be performed on
separate occasions.
Write three blessing-spells that involve the use of props. Each spell should involve a different prop.
Perform at least one of these spells at a time when the effects will be useful.
Write a ritual-spell that involves principles from at least two aspects of stagecraft. Perform the spell from
memory at a time when the effects will be useful.
Level 5, Heirophant
Work with another Druin to improve the staging of one of their ritual-spells.
Write two ritual-spells that involve the use of props. Perform at least one of these spells from memory at a
time when the effects will be useful.
Write four monologues about magic or the Light and perform them for the Court on separate occasions. (5
min each)
Create a book of all of your reports, monologues, scripts and other documentation from your studies as a
Druin of Dagonet. Include an introduction to the book that discusses your growth as both a performer and
a spiritual person.
Level 3, Sage
Select a spiritual reading or poem that has a special meaning to you. Illuminate the passage with your
preferred medium.
Create a piece that can be used or worn during an ordination (yours or anothers).
Find or create a symbol that represents your connection to the Holy Light. Write a 3-page essay on why
you have chosen that symbol. Incorporate that symbol into your personal banner, making certain that the
new design is approved by the Herald.
Create a piece that bestows a minor but useful benefit to its owner or wearer.
Level 4, Adept
Create a piece that serves as a focus or tool for meditation.
Create a work that represents battle between Light and Darkness. This may be about the general idea or
focus on a particular event.
Research magical symbols and create two works that use this knowledge. Each work should bestow a
minor effect on the holder/viewer/owner. Arrange for at least on item to be used by a Companion on an
adventure or quest.
Research a myth or story in which a magical artifact or artwork is key to the tale. Present your findings in
Court (5 min.)
Level 5, Heirophant
Create a work that bestows a major magical effect on the holder/viewer/owner. Write a short essay on the
ways that the piece creates the effect. (3 pages)
Create a work that bestows an effect requested by a Companion.
Create a work that expresses your connection to the Holy Light.
Create a portfolio of all your works for the Druinhood of Percival. Create an introduction to the portfolio
reflecting on your growth as an artist and a spiritual being as you have progressed through the different
levels.
Create a blessing to be performed at the start of a meal and perform it for the Court, preferably as part of
the presentation food.
Level 2, Acolyte
Write and perform a blessing-spell for the Court that incorporates food.
Write and perform a blessing-spell for the Court that incorporates herbs.
Research 3 foods that are taboo for spiritual reasons. Write a report on why each food is forbidden. The
foods may all be from the same culture or different ones.
Research the sacred uses of 3+ poisonous plants and report your findings to your sponsor.
Level 3, Sage
Create a layout for your ideal sacred or magical garden. In addition to a map or blueprint, include an
explanation for each element included as well as the layout.
Create three different potions for Companions to use while they adventure in the lands. Report to your
sponsor including the ingredients and the reason for their selection.
Using herbs, create an incense or oil for use at an ordination (yours or anothers).
Research feasts as sacred events. Report your findings to your sponsor. (5 pages)
Level 4, Adept
Use an herb to create 3 different blessing-spells based on its magical properties.
Research a myth/legend where food plays an important part. Report it to the Court.
Create a dish that has a specific magical effect. Write a brief report on how the ingredients and cooking
process create the effect. Serve the dish in Court, if possible.
Using herbs, create magical talismans for all the Companions of the Court.
Level 5, Heirophant
Cook and serve a meal for 4+ people (including yourself) as a meditation or ritual.
Create 5 different potions for Companions to use while they adventure in the lands. Report to your
sponsor on the ingredients and the reasons that you selected them.
Locate (invent) a mystical herb unique to the Lands and discover three magical uses for the herb. Your
report should include an image of the plant as well as how you discovered both the plant and its properties.
Create a book of recipes that have a spiritual meaning to you. This should also include any food- and herbbased spells you have written.
Level 2
Create a meditation to prepare your mind for learning and have it approved by your sponsor.
Level 3
Write an essay on sacred spaces and how you would choose to create one.
Level 4
Translate all of your casting phrases for your melee spells into your language.
Level 5
Create a ritual-spell in your language of at least 5 minutes in duration that makes use of various props and
concentration aids. Perform it for the Court if possible.
Complete 2 sacred requirements from Level 5 of your chosen Order.
Research the use of candles and flame in sacred rituals. Report to your sponsor.
List at least 5 different types of ritual. Include a short description of each type.
Create a meditation based on an element from your chosen form or prognostication (such as one card
from the tarot, or a particular rune).
Level 2, Acolyte
Research the use of water/other liquid in sacred rituals and report to your sponsor
Find 3 objects that represent your connection to the Light and build a ritual around them.
Research the use of symbols in Light magic. Report your findings to your sponsor.
Write two blessing-spells. Each one should have a single target and grant a small but useful benefit to
the target. Perform these spells at times appropriate to the benefit.
Level 3, Sage
Take the deity you researched for the knighthood requirement of this level, research at least 3 other
deities or spiritual beings who hold domain over the same matters. Report your findings to your sponsor.
Research the use of gems, rocks, minerals and other aspects of earth in sacred rituals and report your
findings to your sponsor.
Find or create a symbol that represents your connection to the Holy Light. Write a 3 page essay on
why you have chosen that symbol. Incorporate that symbol into your personal banner, making certain that
the new design is approved by the Herald.
Level 4, Adept
Research sacred rituals concerned with air and report to your sponsor.
Pick a religion and write 5 pages on which beliefs you agree with and which you do not.
Write 2 ritual-spells. Each one should provide a small but useful benefit to a group. Perform these
rituals at times appropriate to the benefit.
Level 5, Heirophant
Research the use of trees, plants and wood in sacred rituals and report your findings to your sponsor.
Create a spell or magical ritual that has no spoken words. Perform it for your sponsor and the High
Druin.
Write an essay on what the Light means to you and how your views have evolved as you have worked
on the levels of Uriel.
Write three ritual-spells. Over half of the spoken words between the three rituals should be in your
language. Each one should provide a small but useful benefit to a group. Perform these rituals at times
appropriate to the benefits.
Level 2, Acolyte
Write an essay on the importance of symbols in spiritual life. This can be in a general sense or as they
pertain to a particular culture.
Research a holiday that changed due to two cultures meeting and report to your sponsor.
Research an occasion in the history of AOKP that a Druin's power was vital for defeating evil. Tell this tale
in Court.
Research the titles and power structure of a religious or spiritual group. Report on your findings to your
sponsor.
Level 3, Sage
Research a ritual or religious celebration that has evolved within a culture over at least 200 years. Write an
essay on the changes and present your findings to your sponsor. (3 pages)
Find or create a symbol that represents your connection to the Holy Light. Write a 3 page essay on why
you have chosen that symbol. Incorporate that symbol into your personal banner, making certain that the
new design is approved by the Herald.
Write an ordination ritual for yourself or for another initiate and use it when appropriate.
Research a ritual performed before 1400. Present or perform it for the Court.
Level 4, Adept
Research persecution that occurred against a religious or spiritual group before 1800. Report to your
sponsor, considering what lessons can be learned from the event.
Consider the statement, "Those who do not learn from history are doomed to repeat it." Write an essay on
how this concept influences your use of magic.
Research a symbol used by a religious or spiritual order and how the symbol has evolved in design and
meaning over the existence of the religion.
Research the magic traditions of a different culture and report to your sponsor. (5 pages)
Level 5, Heirophant
Research persecution that was led by a religious or spiritual group (pre-1800). Report on it to your sponsor.
In your report, consider what lessons can be learned from the event.
Research the formation of a new religion or the formation of a splinter group from an established religion.
Report your findings to your sponsor. (5 pages)
Create a ritual-spell that will allow time travel. If the spell allows travel to the past, it should only allow the
traveler(s) to witness events in a ghost-like manner to prevent any damage to the time flow. If possible,
perform the spell.
Attend 4 spiritual or religious events. Each event should be from a different culture or sect. After attending
the events, write up a paper comparing and contrasting the events.
Write a poem that expresses something you understand about your connection to the Holy Light and
present it in Court.
Research poetic forms used by a spiritual group that existed before 1800.
Level 3, Sage
Research a holy artifact and various searches to find or claim that artifact. Select one search and present
the tale in Court. (5 min).
Select a series of myths or religious stories. Retell or explore that cycle in poetry of your own writing.
Together with your sponsor select passages from your retelling and read them in Court. (5 min)
Write an essay on how stories shape humanity's view of the divine. (3 pages)
Research an author of spiritual materials (pre-1600) and report to your sponsor. (3 pages)
Level 4, Adept
Create a pantheon of spiritual or magical beings. Pick two of these beings and use them as the main
characters for two different stories.
Write an essay on the personification of the Light in stories. Consider if you are more comfortable with the
Holy Light as an abstraction or a person.
Translate a spiritual piece of a written work from your language and present it in Court.
Pick three areas of your life where you do not normally think about the influence of the Holy Light. After
considering each of those areas, write poems for each one. With the help of your sponsor, select no more
than 5 minutes from this material to present in Court.
Level 5, Heirophant
Using the pantheon you created in Level 4, write 5 more stories. Alternately, create a pantheon now, and
use it for the basis of 5 stories.
Select a set of at least 5 virtues that you believe a spiritual person should possess or strive for. Write a
poem for each virtue.
Create an essay, story, or poem about how writing helps you connect to the Holy Light.
Collect all your creative works for the Druinhood of Ceridwen into one book and write an introduction to
your works.
Write an essay on how the Light has helped you face an ethical or moral dilemma you have faced as a
healer.
Read a book on spiritual health or wellbeing and report on it to your sponsor. (3 pages)
Create talismans to protect the health of the Companions of the Court. These talismans can be for general
health or against a specific threat.
Level 4, Adept
Use your magic to help your team win in 3-on-3 combat. You may only use healing spells. You may not
use any weapons or spells that will harm your opponents. The use of armor will be at discretion of the
regents, but it must be used equally on both sides..
Write an essay on the sanctity of life. (5 pages)
Create three ritual-spells for health or healing. They should either bestow a major effect on a single person
or a minor effect on a group. Perform these rituals when the effects will be useful.
Write a ritual-spell for the protection of a soul. If there is an opportunity, perform it.
Level 5, Heirophant
Write an essay exploring reasons for and against bringing someone back from the dead. If you are planning
to create a ritual for this purpose as a knighthood requirement, this essay must be done first.
Using all of the knowledge you have gained, create a new healing talisman for yourself. Write a short
report on the elements you have selected and why.
Write an essay on how your understanding of the Light has grown with your skill and knowledge as a
healer.
Create a grimoire that includes all of the spells and blessings you have created in your studies of Raphael or
used along with three more that you have not yet performed.
Write a creation story to use in the game system and setting of your choice. Incorporate it into a game you
are running.
Create a magic-using NPC. You do not need to play the NPC, but you must be the main creative force
behind the character. Script and run a chronicle that centers around that NPC. The chronicle should
contain a minimum of 7 scenes.
Work with a Urielite to create a series of prophecies or divination results. Use them to start a plot that
consists of at least 4 scenes.
Invent a powerful religious artifact for the system of your choice, including any powers attributed to it
(factual and otherwise) and at least three legends involving the artifact.
Game Master an adventure where the PCs are key players in a conflict between the cosmic forces of good
and evil. The adventure itself must have at least 10 encounters.
Level 4, Adept
Create a myth or prophecy at least two pages in length that predicts the end of the world. Incorporate it
into a table top game or a short story as a major part of a plot. The plot may involve witnessing the events
or trying to prevent them.
Run a short story where the goal involves the casting of a major ritual. The ritual must be performed in the
story, though it may be done by the adventurers or by NPCs. Minimum of 10 scenes.
Create a mystic language. Use it in an adventure you run. There should be a minimum of 7 events in the
game.
Create a religion for use in a table top game. The religion should include basic tenants, the organizational
hierarchy or an explanation for why there is none, symbols, sacred locations, taboos, current members of
note, a history of the faith and any other details that your sponsor requests.
Play an agent of a religious organization and establish that organizations presence in an area of the game
world where it is largely unknown or even hostile to your faith. This can include building a temple,
educating the locals, destroying enemies of the faith, etc. Alternately, Game Master an adventure where
the players are the agents.
Level 5, Heirophant
Create a mythology for a world or a particular culture. The mythology may include the pantheon created
in a lower level, as well as any myths written, but must also contain at least six new stories. Run a story or
table top game that incorporates one of the myths as an important element to the story.
Using the system of your choice, and having the players play their companion characters translated into
that system, run a story that contains a major spiritual or religious event for the players. Encourage the
players to tell the tale in court.
Create a ritual-spell designed to bring luck to a target group. Perform the ritual either in court or as part of
a short story.
Write an essay on how you have grown spiritually as a result of the work you have done in your quest for
the 5th level of Pellinore.
Game Master an adventure wherein each of the players plays a deity from a pantheon of your choosing.
There must be at least 15 events.
Create an adventure designed to raise the PCs to godhood. The adventure should have at least 30 events.
Run the adventure for a set of players. You should try to run the entire game, but, with the permission of
your sponsor, may stop after at least 23 events if serious issues arise.
IV.
Peerage should be decided on by a committee consisting of the Sovereign and 4 other regents. This
precludes the possibility of a tie. If a regent is under consideration for peerage, that regent should not
be on the committee.
Anyone can nominate a companion to the council, but an outside nomination isn't required.
A prospective peer must be a knight of the court who regularly displays all knightly virtues. In
addition, they should meet at least three of the criteria listed below. These criteria may have been met
in any Court.
1. Be a third level knight.
2. Be a third level druin.
3. Successfully complete at least one term as a regent/club officer.
4. Own a land for at least one year.
5. Perform outstanding service to Caledonia or AOKP as a whole. (i.e. Organize major events, be our
webmaster, regularly host events, run adventures, etc.)
6. Be a member of AOKP for at least two years
A peer of Caledonia has the right to use "Lord" or "Lady" as part of his or her title. Companions who
were granted peerage in other Courts must petition the Privy Council for the right to retain any nonstandard title (i.e. anything other than Lord or Lady) upon joining the Court of Caledonia.
IV.
The Royal Order of King Arthur will be determined by the regents of the Court in the same manner as
Peerage.
Candidates to the Order can only be nominated by other Peers or Regents.
In addition to having already been a Peer for at least a year and continuing to display all knightly
virtues, a candidate to the Order must meet at least three of the following criteria:
1. Be a fifth level knight.
2. Be a fifth level druin.
3. Successfully complete three regency terms.
4. Own a land for at least three years. These years need not be consecutive or with the same land.
5. Perform outstanding service to Caledonia or AOKP as a whole (Insanely outstanding service might
outweigh the need for other requirements, such as if someone donates a house to the club).
6. Be an active member of AOKP for at least ten years.
Members of the Order of Arthur have the right to any noble title that is not already assigned to another
office or position, pending approval from the Herald. The default title is Count/Countess for those who
are unable to choose a title on the spot. They are also allowed to simply retain the title of Lord or Lady
should they so choose.
sent to the Guildmaster, especially if a player is intending to be a PC on an upcoming story which uses the system.
DO NOT wait until the last second to do this, or your skills may not be approved.
The Adventurers Guild does not have the right to award points, nor to take them away. This is a process
which occurs automatically when a Companion completes the necessary requirements to gain points.
No matter what you decide to do with your characters advancement (if anything), it is always good to have
an accounting with the Adventurers Guild just in case you forget. It also allows storytellers to check on your
abilities while planning stories for you.
Note that if you buy an ability that can be granted automatically by a Knighthood, and then complete that
Knighthood which would have granted it for free, then your points will be refunded.
This is intended to be reflective of the amount of work necessary to complete each level, and is based on a
combination of the number of requirements and their increasing relative difficulty.
From Doing Quests
Every time a person participates in a story as a PC, writes or runs one, they gain additional points, depending on the
magnitude of the story. This is not retroactive, and begins accounting on the date the system passed by vote in Privy
Council (10-30-2010).
PCs
NPCs
Writers
Short Stories
5
3
7
Grand Quest Events
0
3
10
Weekend Events
10
5
15
Note that Pages do not receive points for their own Grand Quest. This is because the reward for a GQE is
promotion. Furthermore, this accounting is only applied to stories that are put on by the Court of Caledonia. Stories
that are run in Warwick do not grant points. Stories that do not use the skills system award half the amount of points
(rounding up). This is because the amount of work necessary to create the story is likely to go down. Plus this
system is meant to be self-reinforcing. Stories that do not use it do not reinforce it.
Epic Point Levels
Any Companions may earn points indefinitely. However, once reaching the threshold of 150 points, the Companion
is considered to be Epic, and is treated differently in terms of how they are allowed to spend points, and on what.
See the section below on Epic Level Abilities for more details.
Skills
Some Side Notes on Skills
For skills that are gained by completion of a specific Order, it is understood that although a character may buy the
ability, they cannot perform it as well as someone who has completed the corresponding Order. E.g. buying First Aid
does not make you as good at it as a Knight of Raphael. This is akin to being self-taught versus completing a course
of study. You may be able to perform the task if you are self-taught, but doing a course of study will give you a more
complete knowledge, gleaned from the experience of many people. While this is difficulty to quantify in real terms,
it is something that will need to be understood from a roleplaying perspective. Moving forward from the same
example, if there is a player that needs to be healed, and a Knight of Raphael is available, then that will be the
person who is sought out to do the healing, rather than a person who bought the skill.
Another thing of note is that a player can buy skills at the listed costs only if they have achieved at least one
level in the Path which governs the skill (does not apply to General Skills). This is because there is a certain level of
training that goes into forming a skill base for the particular Path, and without this skill base, a character would have
a harder time learning to use the skill. For this reason, a player must pay 2 more points for every skill bought
outside of the Paths which they are members. Should the player gain that Path at a later date, the 2 point penalty is
not refunded.
These skills may be used in combat, in stories, or Court situations as required. In many situations, a story
may only progress if someone in the adventuring party has one of these skills, or perhaps it is the only easily done
way to progress a story, and without these skills, the story will be much more difficult. In any case, purchase of
Non-Combat skills will round out a character, and make their life easier in a number of situations, while Combat
skills will make them more powerful on the melee field.
General Skills
The skills on this list are not restricted in any way by the Paths obtained by the player.
Trip (12 points)
A player gains the ability to remove the player from their feet. This must be role-played for safety reasons. The
player with this ability says trip and then attempts to strike their opponent in the legs. If a leg blow connects, then
the other player must cast themselves to the ground in a timely manner.
A player may only use this skill if wielding a polearm (including staff), or a Great Weapon.
Detect Evil (6 points)
The character gains the ability to sense when a creature is supernaturally evil, or if a person, place, or thing has been
enchanted with evil magic. Supernatural creatures include most free-willed undead, demons, Unseelie fae, and some
dragons. Evil magic is magic drawn from dark sources like demons or evil gods, or particularly malicious spells
such as death curses. In all cases, it is up to the Storyteller who created the creature or the spell effect to define it as
evil. In all such cases, the Storyteller will inform the player with Detect Evil if a creature or subject of a spell effect
registers as evil. This can be done verbally by either the Storyteller or the person playing the creature (either evil or
under an evil spell), or, particularly in the case of evilly-enchanted objects or places, an item tag will say so.
Detect Evil is an active skill, meaning the player must actively be trying to sense evil emanations. NPCs
and Storytellers are under no obligation to reveal the presence of evil unless asked (out-of-matrix, of course).
However, some creatures and magics are so overwhelmingly evil that such a character may detect them
automatically.
The ability to detect evil is a supernatural one. If not a Druin or arcane magic-user, the player taking this
skill should come up with a good reason as to why he can detect evil.
STORYTELLERS PLEASE NOTE: it may be tempting to provide your evil characters, cursed items, etc.,
with some kind of story excuse as to why they don't detect as evil to such characters. If done too often, the player
may feel as if he has spent six points for nothing. On the other hand, Detect Evil is not meant as a shortcut around
good role playing and problem solving, nor is it meant as a license to smite. Please use discretion when dealing with
this skill.
Concealing (6 points)
A player may use this ability to conceal something on their person which would normally be noticeable and
detectable by players and NPCs. This is limited to what can be reasonably concealed, but should not be limited to
the point of making it not useful. For example, a person of small stature will not be able to conceal a troll axe, but
someone large and wearing a cloak will easily be able to conceal a longsword.
It should be announced to the story writer before the story what is to be concealed. It is then the writers
responsibility to tell all NPCs that they are unable to see the player carrying the item.
Hide (10 points)
A player may use the natural cover of their surroundings to avoid detection until such a time as they choose to reveal
themselves by acting. Any sort of action other than maintaining their cover will reveal the player. In order to
indicate use of this skill, the player should wear a green headband. This way, the NPCs or other players will know
not to interact with the player until they break their cover.
A player may not use this skill if wearing Heavy Armor.
Move Silently (15 points)
A player may move aurally undetected by others. Although this has only minor applications on the melee field, it
may allow for interesting situations in stories, and possibly allow the player to find a solution to a scene. This skill
is broken only by 2 things: line of sight, or the skill of Heightened Awareness, which allows the person to act on
hearing the player who is moving silently.
Line of sight the person who is attempting stealth moves into the place where the person who would
detect them is currently looking. Peripheral vision does not qualify, but the area that is considered to be where they
are currently looking should be approximately 90 degrees in width. While this area may change, the NPC should
take great care NOT to purposefully look towards the sound of a person approaching, unless they were going to do
so for some other reason.
A player may not use this skill if wearing Heavy Armor.
Notice Detail (7 points)
This is a skill that will serve as a trump for other skills. A player with this skill is able to detect the use of one of
these skills: Move Silently, Hide, Conceal, OR Disguise. This skill may be purchased multiple times to cover each
of the skills to break, but keep in mind that the skill Heightened Awareness covers them all at once. If a player buys
this skill any number of times, they will be eligible for a refund if they should buy Heightened Awareness.
Knights of Percival gain this ability automatically at first level.
Traps (8 points)
A character gains the ability to set, detect, and remove traps which have been set by player or NPC. This will need
to be worked out ahead of time with the story writer, but can save the player trouble if used. Druins with this skill
can remove traps which are magical in nature. Players also gain the ability to set traps with this skill, but this is a
relatively dishonorable way to beat an opponent, unbecoming of Knights.
Pickpocket (10 points)
Using this ability, a character can search the pockets of any unaware player or NPC for items. This should be roleplayed, and the storywriters will need to plan for this if a character that is going on a story has this ability.
Tracking (6 points)
A character studies the movements and tracks of animals and people, gaining the ability to follow their path through
any terrain. This is also story information that will need to be worked out in advance with story writers.
Lockpicking (Basic 6 points, Advanced 10 points)
A player with this ability may attempt to open a lock sans key in a story. The conditions of success are determined
by the storywriter, but having this skill can make things monumentally easier for a player if the circumstances are
right.
The tag on a locked item will indicate the level needed to open the lock. If the lock is Advanced and the
player only has Basic, then the lock is not openable. If a player buys Basic, then Advanced will only cost 4 more
points.
Another way that a storywriter can use this skill is to make it so that all players can open a lock, but will
need to first complete a challenging "mini-game" involving steady hands. This skill can either make it so that
players may attempt the mini-game, or make it so that they can skip it entirely.
Heavy Blow (25 Points)
The player gains the ability to put extra strength into a swing, dealing extra damage. A player must be wielding a
Great Weapon to use this skill. The player wishing to use this ability simply says Heavy Blow before attempting
to land a blow. For safety reasons, a player will be required to gain approval from the Grand Knight before using
this skill.
Against unarmored opponents, Heavy Blow severs or crushes (depending on the weapon)the limb instead
of simply disabling them. The target of this effect is Stunned for 3 seconds out of the shock of the injury. Loss of 2
or more limbs by this method renders the target unconscious from shock. This victim will die shortly unless tended
by a powerful healer. Some creatures may be immune to this shock, and will continue regardless of injury (e.g.
zombies, golems, etc.)
Severed or crushed limbs will require magic to heal, and will count as two limbs for the purposes of the
spell level necessary. Also, casting 2 first level Heal spells will not have the same effect as a second level heal spell
in this case. The only exception to this is that casting Heal 5 will heal all limbs, no matter how badly damaged.
Against armored opponents, Heavy Blow deals 2 damage to the armor. If the target only has one point of
armor left, then the blow continues through and hits the target.
If the target manages to deflect the blow with a shield, it should have a similar effect on them as being hit
with a Shield Bash, i.e. Knockback 3. A Heavy Blow cannot be parried with anything less than a Great Weapon, and
if a target attempts to parry with a weapon that is too small, then the player may carry the blow through.
Disguise (6 points)
A player may make himself look like someone else, or simply not like himself. This is not a glamour, and should be
understood to have been done by mundane means. However, when used, the player is not recognized for who they
are.
Poisoncraft (10 points)
A character can craft a poison through mundane means by infusing dangerous herbs into food or drink. These can
be anywhere from harmful to deadly. Furthermore, the player who gains this skill will have the knowledge of proper
antidotes for the poisons learned. There may be story situations where there is no known antidote, but this must be
arranged beforehand and be very rare.
In order to find out what poison the victim was given without any evidence other than their physical state,
the player must also have First Aid. In order to buy this skill, the player must already have the Plant Lore skill.
Sense Magic (6 points)
A character who pursues a Druinic Path gains this ability automatically, but it can also be bought through study. A
player may determine if an object or a person is magical in nature, given a moments concentration and focus. This
ability will not give specific information, nor will it pierce through any attempt at magical concealment.
Heightened Awareness (15 points)
The player gains the ability to sense people who are attempting to move silently. This skill is relatively difficult to
govern, but put succinctly, you may react to hearing a person who is attempting stealth. Anyone may react if the
person attempting stealth is in line of sight, but may not react to any other way of knowing. The definition of line
of sight with this skill expands to include peripheral vision, out to an area of 180 degrees.
Wear Armor (0 points see below)
Grants the ability to wear armor to gain extra hits in combat, either light (cloth, leather, hide), or heavy (chain, scale,
plate). The player must announce when a hit is taken by saying armor.
Pages may not wear armor. Upon achieving the rank of Squire, a player may wear Light Armor. Upon
achieving the rank of Knight, a player may wear Heavy Armor. Wearing of armor is optional, but must be
determined ahead of time. A player may also choose to simply bring it with, but will be required to put it on to
use it.
A player must choose what type of armor they are wearing, and with that come specific advantages and
disadvantages:
Cloth Armor - this padded armor offers only the most basic protection. Absorbs 2 hits.
Leather Armor - while being worn, a player is not susceptible to "Notice Detail" while Moving Silently.
The player is still susceptible to Heightened Awareness, and cannot Move Silently. Absorbs 2 hits.
Hide Armor - while being worn, a player is not susceptible to "Notice Detail" while Hiding. The player is
still susceptible to
Heightened Awareness, and cannot Attract Attention. Absorbs 2 hits.
Chain Armor - Standard metal based armor, absorbs 4 hits.
Scale Armor - The modular nature of this armor makes it so that Heavy Blows do NOT inflict double
damage against the armor, but the rattling of the plates makes use of Heightened Awareness impossible. Absorbs 4
hits
Plate Armor - Intricate and heavy, it takes twice as long to repair and put on/take off, but is not susceptible
to Find Opening.
Although it is not required that the person actually wear the armor as role-played, it is a requirement to
fashion something out of the ordinary to indicate that armor is being worn.
Blows to limbs count as a normal hit against your armor, unless the player has pre-determined that the
armor does not cover limbs, in which case they count as a normal hit to that limb. This is for the armor wearer to
decide and manage with honor, honesty, and consistency.
Damage to armor persists throughout the story. This means that if a player that is wearing Light Armor
takes 2 hits in Scene 5, then the first blow to them in Scene 7 is counted as a normal hit. The armor does not
magically repair itself in between scenes. There is, however, a way to repair armor in between scenes: using the
Repair Armor skill (see that skill description for more details).
A player may not cast spells while wearing armor, unless a specific exception is given. Neither may a
player Move Silently or Hide while wearing Heavy Armor. A player who wishes to put on or take off their armor
during a story must use downtime to do so. Light armor takes 3 minutes, and heavy armor takes 5. Players who
expect to need to put on or take off armor during a story should carry a timer of some kind to allow for accurate
measurement.
The player gains the ability, by clever application of force, to knock a weapon out of an opponents hand. The
player says disarm, and then strikes the targets weapon. If the blow connects with a weapon, then the target must
immediately drop the weapon in that hand to the ground. The target may immediately pick the weapon back up at
this point.
Find Opening (20 points)
The player gains the ability to find the breaks in mundane armor, and bypass it (ignore it). Any blows landed while
using this skill will go straight to a regular hit against the target's body.
Only bows, dirks, or daggers, will work for this skill, and the player must say find opening before the
blow (which must be a thrust and not a slash) for it to count.
Knockout (15 points)
This skill allows a player to render a target unconscious with is single blow. The attack must come from behind, and
the target must be unaware of the attacker, either by a Move Silently skill, or by being engaged with another attacker
at the time. The player places their weapon in contact with the target's back and says "Knockout, 5 minutes", at
which point the target falls to the ground, unconscious. The target should begin an approximate count of 5 minutes
and then wake up. For safety reasons, a player will be required to gain approval from the Grand Knight before using
this skill.
Recover (4 points)
With this skill, the player applies knowledge of how to disarm an opponent into how to avoid being disarmed by an
opponent. This renders the player entirely immune to the Disarm effect. When an attacker uses the Disarm skill
(not the spell) against the player, they simply say "recover" and keep their weapon.
Shield Break (12 points)
A player may buy the ability to break an opponents shield. This requires the player to say shield break before the
blow, and the weapon must then connect with the shield. To break a buckler (a shield which is 18 or smaller on any
given measurement), only one hit must connect for it to be broken. Anything larger will require 2 hits to break,
unless the player is wielding a Great Axe.
Once a shield is broken, it cannot be used until the end of the melee (if out of story) or until the end of the
story, or until the shield is repaired using the Repair Armor skill (see that skill for more details).
A player must use an axe on the shield to achieve this effect. The weapon may be cast aside afterwards if
desired.
Knights of Gaheris gain the ability to Shield Break automatically at first level.
Shield Bash (10 points)
Although actual shield bashing is forbidden in AOKP, it is possible to simulate the effects of a shield bash using this
skill. For safety reasons, a player will be required to gain approval from the Grand Knight before using this skill.
A player must be wielding a shield, and be in range to be able to conceivably perform the attack. At this
point the player says shield bash and thrusts their shield forward, without actually connecting with anything.
The player on the receiving end of the effect may role play this effect as desired, but it should involve
stumbling backward a few steps. If a player is missing a leg or is off-balance at the time of the blow, then they
should stumble backwards significantly or even fall down. In essence the effect is the same as a Knockback 3 spell.
Weapon Break (12 points)
This skill allows the player to target an opponent's weapon for damage. The player learns to apply force at just the
right spot to actually break the weapon, rendering it useless until it can be repaired.
To repair an item during a story, the player must use downtime in between scenes to represent the time
taken to repair. For armor, a player must take 2 minutes for every point of armor repaired. For shields, a player
must take 3 minutes for a buckler, and 5 minutes for a full sized shield.
A player must bring a repair kit in order to use this skill. Players who expect to use this skill during a story
should carry a timer of some kind to allow for accurate measurement. Either this skill or Repair Weapon will allow
the player to repair miscellaneous items during a quest in the same way. If the item is magical in nature, it will
require levels of Druinhood to repair.
Repair Weapon (7 points)
A player may repair a weapon damaged by combat. This applies weapons which have been broken by magic.
To repair an item during a story, the player must use downtime in between scenes to represent the time
taken to repair. For a weapon, the player must take 2 minutes for anything smaller than a longsword, and 4 minutes
for a longsword and any other weapon that isnt a Great Weapon. Repairing a Great Weapon requires 7 minutes.
A player must bring a repair kit in order to use this skill. Players who expect to use this skill during a story
should carry a timer of some kind to allow for accurate measurement. Either this skill or Repair Armor will allow the
player to repair miscellaneous items during a quest in the same way. If the item is magical in nature, it will require
levels of Druinhood to repair.
Feign Death (7 points)
At any time, a player may begin to act as though dead. This is convincing for everyone around, players and NPCs
alike. Should it be in the middle of a combat, then the enemies will leave the player alone. To use this ability, the
player simply shouts out the words feign death! and everyone around should act accordingly. Note, this does not
mean you will be ignored indefinitely. If it is in the nature of the opponents to mess with dead players, then this
will not save you. However, this may possibly be a clever way to end a combat scene if fighting seems to be an
option that will not work for you.
Knights of Dagonet gain this ability automatically at first level.
Plant Lore (4 points)
The player gains knowledge of flora. The knowledge is usable in Court, or in story situations. If the person
possesses this knowledge, they will be given what they need to know beforehand. Otherwise, passing of notes
during Court or other such things can give the player what they need to know.
Knights of Lucan gain this ability automatically at first level.
Attract Attention (6 points)
A player may instantly direct the attention of the target(s) to themselves. The player must call attract attention!
and then the intended target. Everyone around must then direct their attention to the knight. This will remain until
the player ceases to be interesting, so it is necessary to continue acting in a way that attracts attention, whatever this
may drive the player to do.
Knights of Gabriel gain this ability automatically at first level.
Epic Skills
Additional Mundane Skill (25 points)
Given more time and energy devoted to learning a new thing, you can learn any mundane skill, regardless of
prerequisite, cost, or other limitation.
Amplified Connection (25 points)
Requires 1st level Druinhood. A player who wishes to increase the number of spells available to them may take this
skill to amplify their connection to the Light. This is done through meditation, rituals, etc. The number of spell
packets available to the player increases to 3 x their Druinhood level (normally 2 x their Druinhood level).
Charming Smile (15 points)
You have mastered the art of social graces that allow you to charm people with just a smile. Any NPC will instantly
like you once you smile at them. This can have any number of effects in a story, depending on the nature of the
NPC. The player wishing to use this skill essentially gains the use of a Charm 5 spell every time they smile,
assuming it works.
Efficient Channeling (15 points)
You gain the ability to be more careful with your usage of divine energy, and thus gain the ability to divide what you
have amongst a greater number of casts. For each purchase of this skill, you gain 1 more spell packet to use.
Firing From Hiding (15 points)
Requires completion of the Rites of Palamedes. The player may fire from Hiding without breaking the effect of the
Hide skill. This may continue indefinitely, until the player runs out of arrows and must break cover to collect them.
Mortal Blow (18 Points)
For those who have spent time developing both skill and strength, a single, well-placed blow can strike through
armor and limbs to inflict a lethal wound. The blow can be deflected by a weapon or a shield. If the blow is traveling
in the direction of the torso and the target blocks with an arm, the blow carries through the arm and still kills the
target.
In order to learn to deal such a mortal blow, one must first train in Heavy Blow, Concussive Blow, and
Armor Pierce. The cost of Mortal Blow is in addition to the cost of Heavy Blow. Such a strike takes a great deal of
effort, and can only be used at most once per combat scene.
The player who wishes to buy this skill must already have Heavy Blow, and must be at least a 2nd-level
knight in the Path of the Sword. The player must be using a Great Weapon in order to use this skill. For safety
reasons, a player must authorize this skill with the Grand Knight before using it in active combat.
Sneak Attack (25 points)
Requires Move Silently, Hide.
While the player will still have to avoid line of sight of others, this skill is a stronger version of Move Silently,
which is not affected by the counter skill of Awareness. At this point, the player is so good at moving silently, that
even those with Heightened Awareness will not hear them approach. Any action other than moving or standing still
will break stealth, so the player should be very careful to prepare before moving in.
Purpose
The intent of this portion of the system is similar to the purpose of the Skills System; it exists to regulate the
expected level of power acquired by a Companion as they proceed on their journey through life. Whereas a Squire
is unlikely to have a private army or Retainers upon joining, a Companion with many years of training and funding
will. A first year Knight is unlikely to have a massively successful business, but a Companion who has spent a few
years investing and living a Spartan lifestyle will be able to claim that right. The purpose is to keep things from
getting out of hand, and devaluing a Companion's claim to certain perks of the job, when a new joiner can simply
say that they have an extensive spy network, despite being new.
Income
Income is the basis of the Resource system. Levels in Income cannot be bought directly; they must be earned, either
through increase in rank, or through the establishment of Businesses. Every Companion has a default level of
Income based on their rank within the Court.
There are five levels of Income, not including the default (0). Income is the only Resource that you cannot
have multiples of; your Income level represents the sum of your incoming monetary resources. It can be increased
through the establishment of Businesses, which can take various different forms. After the establishment of a new
source of Income (other than rank increase), it takes 6 months for that Income to take effect.
It is assumed that all reasonable costs of living are taken care of by the appropriate Wealth level. Pages,
Squires, Knights, and Regents are paid a monthly stipend in return for their service to the Crown; Barons receive
money from their subjects in the form of taxes, which they use both to maintain their lands and to tithe to the
Sovereign, who allows them a generous cut to maintain their lifestyles; and finally, the Sovereign himself, whose
Wealth is provided entirely by his Barons tithings.
NOTE: Peerage and Order of Arthur are honorary titles, granting no additional monies above and beyond
your station.
The basic levels of Income are as follows:
0 points (Page) - You live better than the average personyou are nobility, after allbut it is subsistence
living. You have no disposable income.
1 point (Squire) - You have a small house or perhaps an apartment in the city, a horse, and a fair selection of
clothes to wear. It is even possible that you have a servant. You have a small amount of disposable income.
2 points (Knight) - You own a moderately-sized house, a few horses, a decent wardrobe, and employ
multiple servants to maintain it all. You have a fair amount of disposable income.
3 points (Baron OR Regent) - You live in a fine house with many servants. You live quite well and are
rarely hurting for money.
4 points (Baron AND Regent) - You live in a mansion, employ a dozen or more servants, and never have to
worry about money.
5 points (Sovereign) - You live on a palatial estate, employ a small army of servants, and have more money
than you know what to do with.
This basic level of Income can be converted directly into Resource Points, one to one, for use to purchase
new Resources. However, many Resources require a certain level of maintenance Income to keep (e.g. Retainers,
Properties). So it is important not to stretch oneself too thinly, or leave beyond available means. Remember that the
descriptions in the basic level of Income are the standard of living for someone who has no outgoing regular
expenses. Each point of Income that is diverted to maintain a Resource lowers the standard of living for that
Companion, to the point where it is possible for a King to live like a Page.
A Companion may also choose to lessen their own standard of living, and route the extra Income into
stockpiled Resource Points. This will bolster his personal treasury, and in effect "save up" for purchases further
down the road.
Resources
As mentioned in the introduction to this section, you can trade in levels of Income temporarily or permanently to
gain other Resources, in lieu of buying them with Resource points. The way this works is slightly different for each
Resource, and the exchange is covered under those Resource descriptions.
Property
Property you own can be raw, undeveloped land, or it can contain structures: farms, houses, or even castles. It is
possible to own undeveloped land and build structures on it later. What you do with your property is up to you;
however, if you want to make it into a business of some sort, you will have to take the Business Resource. If you so
choose, you can rent out property to others and gain additional wealth from rent.
Property purchased via this Resource is in addition to the living quarters provided by your Wealth level. If
you choose to make one of your Properties your new home (being a poor Squire who spent years saving up for a
castle, for example), you may do so without affecting your Wealth level.
You can take the Property Resource multiple times; each time represents a different property. You can also
improve Property over time by buying up the land around it and improving the quality of the infrastructure. No
single property can be worth more than five points.
Level 1 - several acres of land, or a small/medium-sized house or equivalent
Bought for: 1 RP
Rented for: 1 Income
Level 2 - a dozen acres of land, or a large house or manor
Bought for: 2 RP
Rented for: 1 Income
Level 3 - a few dozen acres of land, a palatial house/mansion, or a small keep or fortress
Bought for: 3 RP
Rented for: 2 Income
Level 4 - several dozen acres of land, enough to build a small town upon; or a moderately-sized castle
Bought for: 4 RP
Rented for: 3 Income
Level 5 - land enough to build a city upon; or a fortress-town (town plus keep/fortress)
Bought for: 5 RP
Rented for: 4 Income
Renting out a Property means that you no longer can live on it or use it, but you may still determine what is
built there. In most cases, renting a property will turn a small profit. This is a good way to increase one's Income.
Business
You have established or otherwise acquired a business venture of some kind, whether it be an actual retail shop, a
tavern or inn, an organization that supplies services for a fee (a cargo ship, whorehouse, or band of mercenaries, for
example), a merchant caravan or trade ship, or some other organized way of making money in return for goods or
services rendered. It can also be a source of natural wealth, such as a mine.
All Businesses cost Resource Points to establish. You have to spend money to make money, as the old
saying goes. When a Business Resource is first purchased, the Companion purchasing it must sacrifice a level of
Income equal to the level of the Business being established, as well as an equal number of RP. This level of Income
will be returned over the course of the following six-month period, as the Business grows and generates a profit for
the Companion.
Improving Businesses by investing additional RP in them does not require further investment of Income. It
is therefore exceedingly cost-effective to start small and build up a Business over time, as opposed to buying a big
Business and living like a pauper for the next period.
After the first half-year, a Business generates enough revenue to provide additional point of Income per
Level. So a Squire that has devoted resources and has grown a Level 3 Business now lives large on the income of a
Baron Regent (Income 4).
For another example, a Knight (Income 2) invests 1 RP and 1 Wealth into a Level 1 Business. For the next
six months, he lives as modestly as a Squire would (Income 1), while his business gets off the ground. At the end of
the six months, he gets his investment back plus an additional level of Income (Income 3).
A Companion may have multiple Businesses, and as long as they are beyond their first six month period,
they will continue to generate Income for a player.
While a Companion grows a Business, it is similar to when it first was started. Growth of a Business
requires 1 RP and 1 Income per level grown, and will generate no profit for the first 6 months. This is why it is
important to grow a Business slowly over time.
Retainers
You have a number of individuals who are loyal to you. Beyond mere household servants, these are competent,
skilled men and women can serve as spies, bodyguards, sailorsanything you can imagine, really. You could even
have magical animal familiars or bonded mounts as Retainers, although for the most part, such things serve merely
as color and shouldnt cost any points.
Retainers work for you out of a combination of loyalty and pay. At minimum, a Companion is expected to
provide food, shelter, and basic equipment needed for the work his Retainers do.
You may have different groups of Retainers that perform different (or the same) tasks for you, but no one
Retainer group may be worth more than 5 points.
Points spent on Retainers are split between quantity and quality. Thus, 5 points can buy you an army of
barely-competent goons, a few decent professionals, or one singular bad-ass.
1 Point - 3-5 Barely Competent OR 1 with Basic skills
2 Points - 6-10 Barely Competent OR 3-5 with Basic Skills OR 1 with Average skills
3 Points - 12-15 Barely Competent OR 6-10 with Basic Skills OR 3-5 with Average skills OR 1 Above
Average
4 Points - 18-20 Barely Competent OR 12-15 with Basic Skills OR 6-10 Average OR 3-5 Above Average
OR 1 Superior
5 Points - 25-30 Barely Competent OR 18-20 Basic OR 12-15 Average OR 6-10 Above Average OR 3-5
Superior OR 1 Elite
Companions may, at any time, devote levels of Income for corresponding levels in Retainers. They do not
require an initial expenditure of RP to hire. A Companion may also spend stockpiled RP on Retainers, at a rate of 1
RP per level per 6 month period. This is the equivalent of paying for them out of treasury instead of through Income
channeled from other source.
Library
Libraries are collections of books, scrolls, and other receptacles of knowledge. In game-terms, a Library allows
Companions to access knowledge in a particular area of study as if they had the Lore skill. RP invested in a Library
reflects both how much knowledge it holds as well as how many subjects it provides Lore for. A 1-point Library
holds only the basic level of Lore on one topic, while a 5-point Library can hold in-depth Lore on a single subject
and/or lesser amounts on various subjects.
1 point in Library gives you Basic Lore in a single subject; for every point invested thereafter, the Library
grows in Lore level or adds an additional subject.
1 Point - 1 Basic
2 Points - 2 Basic or 1 Intermediate
3 Points - 3 Basic or 1 Basic/1 Intermediate or 1 Advanced
4 Points - 4 Basic or 2 Basic/1 Intermediate or 1 Basic/1 Advanced or 2 Intermediate
5 Points - 5 Basic or 3 Basic/1 Intermediate or 2 Basic/1 Advanced or 1 Basic/2 Intermediate or 1
Intermediate/1 Advanced
Artifacts
These are powerful magic items that the Companion has come across in his travels, whether by chance, or as the
result of a quest. This is a slightly different method of acquiring a Resource, since Artifacts can be acquired through
heroic deeds as well as by purchase. Since Artifacts are rare and difficult to find, a player must fund a journey to
seek out a particular Artifact if they so desire. As a result, an investment of either Income or RP is necessary to pay
for an endeavour.
Most artifacts simply replicate spell effects, even for a non-spellcasting user. Their ability to do so is
permanent. Artifacts are bound to their user in the same fashion as a consecrated weapon. Artifacts are rated by the
level of spell they emulate and the number of times per scene/melee that spell effect can be used. The number of
uses per scene/melee caps out at 3, however.
Artifacts range from 1-5 RPs in cost. The cost of an Artifact is divided between spell level(s) and uses per
story. Therefore, a level 3 Artifact could have 3 first-level spells, each usable once per story, a 1st-level spell usable
three times per story, a 3rd-level spell usable once per story, or a 1st-level spell and a 2nd-level spell, each usable
once per story. The two exceptions to this rule are at either end of the spectrum: a 1-point Artifact contains a single
spell that can be used once per story, and a 5-point Artifact may contain a single 5th-level spell that is usable once
per story, or any combination of lesser spell effects and uses equaling 5.
Training
Some Companions have no desire to live beyond their means, and have no interest in gaining followers or amassing
libraries of scholastic lore. Such aesthetic Companions may instead invest their time (and money) in selfimprovement; hiring physical trainers, intellectual mentors, and so forth. The end result is an additional number of
Skill Points that may be spent in the usual fashion.
The Training Resource is a pay-as-you-go Resource. Therefore, there is only one level of Training. For
one Resource Point, you get 10 skill points. These points may be used to buy multiple skills, or added to existing
points to purchase a single expensive skill. The points do not need to be spent immediately; spending a year training
in order to learn a skill such as Mortal Blow or Magic Study is a perfectly reasonable application of this Resource.
When training to get a big skill like these, you do not need to spend your RP on Training back-to-back until youve
saved up enough points.
No amount of money can replace hard work and practice. Therefore, Training cannot be bought with RP,
only Income.
Benefits
So what can you do with all of this? What is the point of making your Companion rich on a Business income,
stockpiling a massive amount of treasure, and hiring a private army?
Easy: storytelling. A Companion that is many years into their service as a member of AOKP is not going to
have spent the entire time sitting on their laurels. Even if they choose not to train skills or advance in magic, there is
no reason for them not to continue to acquire power. This provides another option for a Companion to devote their
time and energy to character development. It gives a reason for someone to have done little questing or training. It
legitimizes many claims made by characters about their lives.
Instant Spells
While Blessings and Rituals are highly subjective, and thus, for the most part, relegated to story use only, a working
system of instant magic must be established in order to avoid breaking the flow of combat with unnecessary
explanations, and the inevitable "cops and robbers" problem. Thus, the system of instant cast magic is boiled down
to 13 basic spell effects, and 5 levels of potency for each effect.
Effects
There are, as stated, 13 spell effects. They are:
Armor
Banish
Charm
Command
Counterspell
Damage
Disarm
Heal
Knockback
Knockdown
Sanctuary
Smite
Stun
Sunder
This is a lot of effects, but each one has specific rules attached to it that are unique and useful in their own situations.
The most important thing for a player is to know the rules of your spells inside and out. The players that you cast
them on are less likely to know the details (although the responsible ones will at least know the parts that apply to
them), so you may need to quickly describe what the player needs to do if they are unsure.
Armor
This adds an extra hit to the target. In essence, it allows the player to ignore a single hit per level of spell anywhere
on their body. The player who is under the effect of an Armor spell who is stuck by a blow of any kind says
"Armor" to acknowledge the landing of the blow.
This effect lasts until all levels have been removed by attacks, or until the end of the scene. The effect call
for this spell is "Armor (x)", where x is the number of levels of armor being added. The spell packet may be thrown
or touched onto the target, but it must come in contact with the target in order to work. If the target is also wearing
mundane armor, then the levels of magic armor wear off before the levels of mundane armor.
Banish
This spell may only be used on creatures that are clearly evil by their nature. This includes, but is not limited to,
demons, zombies, liches, vampires (with few exceptions), orks, and Unseely Fae. If the spell is cast on human
beings (who are by their nature neutral), then the spell has no effect. This cannot be used to Detect Evil with clarity,
because in some cases, beings will go against their nature, but will still be affected or not affected by the spell as
their nature indicates. A human who is acting in an evil way will not be affected. A vampire who has joined the
forces of good will still be affected. In the end, it is up to the story writer to determine whether the spell will affect
the various NPCs.
If a target is affected by this spell, then they essentially vanish from this plane of existence, and go into a
pocket dimension for the duration of the spell. While there, the target may not attack, be attacked, move, heal, draw
weapons, or act in any way whatsoever until the spell duration is finished. During this time, the target must count
off the seconds until the spell duration is up, and while doing this must make the "out of game" sign (closed fist on
the forehead).
From the perspective of everyone except the target, the target has vanished in a swirl of light. This swirl of
light happens again in the exact same spot when the spell is broken, and the target returns to this plane. Once the
target has returned, they are free to act as normal.
The effect call for this spell is "Banish (x)", where x is the number of seconds the banish lasts. The spell
packet may be thrown or touched onto the target, but it must come in contact with the target in order to work.
Charm
This interesting spell will cause the target to instantly believe in the cause of the caster. The result of this during
combat is that the target will switch sides for the duration of the spell and fight for the caster's side. The target will
not act in any different way other than switching sides, and the caster must count out the number of second that the
effect lasts. During this time, if the caster attacks the target in any way, then the spell is instantly broken and the
target is free to act as normal.
The effect call for this spell is "Charm (x)", where x is the number of seconds the charm lasts. The spell
packet may be thrown or touched onto the target, but it must come in contact with the target in order to work.
Command
The target of this spell is influenced, for a short time, by the will of the caster. While affected, the target must, to the
best of their own interpretation of the command, immediately enact the desire of the caster for the entire duration of
the spell. Once the duration is completed, then the target is free to act as normal.
There are some limitations to the types of commands that must be followed. First, targets of a command
spell cannot be forced to harm themselves in any way. So if a player commands a target to "stab yourself", then the
spell will be wasted. Also, targets of a command spell cannot be forced to act in such a way that will cause them to
immediately or inevitable come to harm. So a target that is commanded to "turn around" while engaged with a
melee opponent will not need to follow the command.
The intensity (i.e. level) of the command spell affects 2 things: the duration of the command and the
complexity of the command. This is simulated by increasing the number of seconds that the target must fulfill the
command of the caster, and the number of words that the caster can use in the command. For the purposes of this
system, the number of seconds is added to the number of words, and the maximum this can be is the level of the
spell plus one. For example, a 3rd level command spell that is 1 word long can last 3 seconds, but a 3 word
command at the same level can only last 1 second.
This leads to the necessity for creativity on the part of the caster. For example, a target who already has an
injured limb can be commanded to "sit". This will not cause any immediate harm, but will put them in a less
defensible position for the duration of the spell. Additionally, the fewer words that the caster needs to use, then the
longer the spell can last. However, the more vague the command, then the greater chance that the target will
interpret the command in an unintended way.
The effect call for this spell is "Command (y), (x)", where x is the number of seconds the command lasts,
and y is the command itself. The spell packet may be thrown or touched onto the target, but it must come in contact
with the target in order to work.
Counterspell
This spell will instant block a spell effect cast, as long as it is done instantly. If a caster wishes to break a spell that
is already in effect, then it will require a Blessing, or in some cases, a Ritual.
As soon as the intended spell to be blocked is cast, and the spell packet strikes the target, the caster must
say "Counterspell (x)", where x is the maximum level of spell that can be countered. Then, it is up to the caster of
the first spell to know the level of the spell that they have just slung. If the Counterspell is equal to or greater than
the original spell, then the original caster says "blocked". If it is not, then the original caster says "no effect", and
the original spell takes effect. No matter whether the Counterspell is effective or not, the caster of the Counterspell
must drop a spell packet on the ground.
Disarm
A strategic spell at its core, the target of this effect must immediately drop what they are holding in both hands, and
will be unable to retrieve those items until the spell duration is complete. This also prevents the player from
drawing another weapon during the duration (though this is only important at the higher levels of the spell).
The effect call for this spell is "Disarm (x)", where x is the number of seconds the disarm lasts. The spell
packet may be thrown or touched onto the target, but it must come in contact with the target in order to work.
Damage
This spell is a standard offensive cast, and can take the form that the caster chooses, depending on their flavor
description. It can be a bolt of lightning, a fireball, a frost beam, a blast of raw energy, anything the player imagines.
The spell packet may be thrown or touched onto the target, but it must come in contact with the target in order to
work.
This spell can get a bit complex, so here is the breakdown of calls and effects by level:
First level: the spell is essentially Magic Missile. If it is deflected by a shield or a weapon, then it fails to
do any damage. If it strikes the target, then it does 1 point of damage to wherever it hits, including the target's
armor. There are no special effects. The call is simply "Damage 1"
Second level: The energy of the spell penetrates through shields and weapons, affecting the wielding arm if
it happens to hit either of these. It will deal 2 damage to the armor at this point, if any is being worn, and if not, will
strike the limb that is wielding the item. The call for this is "Damage 2, bypass items".
Third level: The energy from this spell deals extra damage, and will pass directly through any mundane
armor and items. It will deal 3 damage to magic armor, and will ignore all mundane armor. So if it strikes a shield
or weapon, then the player loses the arm that is wielding that item unless they have an Armor spell active at the time,
with 3 or more points left on it. If it strikes a player's torso, and they have no magic armor, then it is a killing blow.
The call for this level is "Damage 3, bypass armor"
Fourth level: This spell will pass right through all forms of armor, including spells, and strike whatever
part of the body is unlucky enough to get in its way. It is not an instant death spell unless it strikes the torso. The
call for this level is "Damage 4, bypass all"
Fifth level: the energy from this spell is so intense, that no matter where it strike the player, it is an instant
death blow. If it strikes a shield, it means instant death. There is nothing that can prevent this except dodging the
spell packet. The call for this level is "Damage 5, death blow".
Heal
This spell heals limbs that have been injured in combat. The number of limbs that the caster is capable of healing
with a single spell packet is determined by the level of the spell. At 5th level, the caster can Resuscitate a victim of
a torso wound, essentially bringing them back to life, but there are limitations. The target must have taken the torso
wound in the current scene, otherwise, the spell has no effect. Also, even after being healed by Resuscitation, the
target is weak and unable to fight for the next 2 scenes.
This is a touch spell, and must be cast while touching the target with a spell packet in hand. The effect call
for this spell is "Heal (x)", where x is the number of limbs the target is healed.
Knockback
This spell does exactly what it sounds like. It pushes the target back the number of steps announced in the spell.
If affected, the target must take the requisite number of steps directly away from the caster. If there is an
obstacle, then the target should role-play accordingly. The steps taken should be approximately shoulder width (1-2
feet), as in a stumble. Once the steps have been taken, then the target is free to act again.
The spell packet target is the ground at the caster's feet. The effect call for this spell is "Knockback (x)",
where x is the number of steps the targets must take directly away from the caster.
Knockdown
Similar to Knockback, Knockdown requires the spell packet being thrown at the ground at the caster's feet.
However, instead of being knocked back the indicated number of steps, the target is knocked down. This is
role-played by simply touching some part of the targets body to the ground other than their feet. It can be a hand, a
knee, a shoulder, anything. Additionally, the target may continue to act normally during the spell effect, so long as
they keep one part of their body touching the ground. During the duration of the spell, the target must count off the
seconds until being released.
The effect call for this spell is "Knockdown (x)", where x is the number of seconds the knockdown lasts.
Sanctuary
This defensive spell puts a bubble of force around the target. This prevents the target from attacking, being attacked,
or communicating with the world outside of the bubble. However, the target may see what is going on outside the
bubble, and may act normally within the bubble (heal self, draw weapons, etc.). The target may also walk around,
and the bubble follows with them. While in the bubble, the target must count out the number of second until the
effect is ended. Everyone around the bubble can see the bubble itself, but cannot see what the target is doing within
the bubble. If the bubble is 4th or 5th level, the target can choose to break the bubble at will.
The effect call for this spell is "Sanctuary (x), (break at will)", where x is the number of seconds the bubble
lasts. If the bubble can be broken at will by the target (4th or 5th level), then the caster also adds "break at will" to
the cast. The spell packet may be thrown or touched onto the target, but it must come in contact with the target in
order to work.
Smite
It works like Damage, only with double damage and only works against evil creatures as defined by the Banish
spell.
Stun
The target of this spell temporarily loses control of their mental faculties. For the indicated number of seconds, they
must stand exactly as they were when the spell hit, and may not move, defend, speak, or act in any way. They need
not fall to the ground. Once affected, the target counts off the number of seconds until the effect is worn off.
The effect call for this spell is "Stun (x)", where x is the number of seconds the stun lasts. The spell packet
may be thrown or touched onto the target, but it must come in contact with the target in order to work.
Sunder
This spell will instantly break (and thus remove from the game) items of arms or armor. The target of the sunder
depends on the level of the spell, and the caster may use this strategically to remove items of particular usefulness to
their target.
If a player is affected by this spell, then the item must be cast aside and can only be brought back into the
game if repaired using the appropriate Repair skill.
The effect call for this spell is "Sunder (x)", where x is the intended item to be sundered (see the spell grid
for targets available per level). The spell packet may be thrown or touched onto the target, but it must come in
contact with the target in order to work.
Power Levels
As a player advances their spell level, higher power levels of the effect are unlocked. In most cases, this just adds
duration to the spell, but some spell effect levels are more complex. Each caster must know exactly what the spell
effects are of the spell that they wish to cast, and all the subsequent levels below the top level, in order to be fully
effective.
This chart details exactly what is available to the caster at each spell effect level:
Level 2
Level 3
Level 4
Level 5
Armor
1 point
2 points
3 points
4 points
5 points
Banish
5 sec
10 sec
15 sec
20 sec
25 sec
Charm
3 sec
5 sec
8 sec
10 sec
15 sec
Command
1 word
1 second
Words and seconds Words and seconds Words and seconds Words and seconds
add up to 3
add up to 4
add up to 5
add up to 6
Counterspell
Blocks spells
Level 3 or lower
Blocks spells
Level 4 or lower
Blocks spells
Level 5 or lower
Disarm
1 sec
3 sec
4 sec
5 sec
Harm
Hit is a hit
Magic Missile
(Even if it hits
(like a dagger)
shield or weapon)
Circumvents
mundane armor,
blocked by mage
armor
Circumvents
all armor
Death blow
Heal
1 limb
2 limbs
3 limbs
4 limbs
Resuscitate
Knockback
2 steps
4 steps
6 steps
8 steps
10 steps
Knockdown
2 sec
4 sec
6 sec
8 sec
10 sec
Sanctuary
3 sec
5 sec
8 sec
10 sec (B.A.W)
15 sec (B.A.W)
Smite
Hit is a hit
Magic Missile
(Even if it hits
(like a dagger)
shield or weapon)
Circumvents
mundane armor,
blocked by mage
armor
Circumvents
all armor
Death blow
Stun
2 sec
3 sec
4 sec
5 sec
6 sec
Sunder
Sunder
Shield
Sunder
Weapon
Sunder
Light Armor
Sunder
Heavy Armor
Sunder
All
2 sec
Casting
In this system, there are a few elements that must take place in order to use magic on the melee field. Casting must
follow this pattern, every time:
The caster says: "Magic, (sound of voice call to indicate area of effect, if necessary), (flavor description of effect, if
desired), (spell effect, from the list of 13), (spell intensity, in whole numbers), (additional descriptors or effects, if
necessary)." (spell packet thrown, touched, or dropped as needed)
Essentially, in order to use a spell, the player says in an audible voice (for example) "Magic, by the power of my
voice, I blast you with a wave of energy, Stun 5.", then throws a spell packet at the Target.
In the case of the spell above, the player says "Magic" first to inform the combatants that they are casting.
Then, they use the optional flavor to describe, cinematically, the effect of the spell "by the power of my voice, I blast
you with a wave of energy". This part is optional, but adds to the enjoyment of the game. Next, the player states the
spell effect and intensity; in this case, "Stun 5" (Deathblow). Finally, the player throws the packet at the Target.
Some spells may require different targets of the spell packet, while others may be self-directed. Others
may require a further description of the spell effect, such as Command. In any case, the caster must speak all of the
words necessary in order for the spell to work. See the section on Effects for a full description of what is necessary
for each spell effect.
A note when counting off the duration of a spell effect: in order to do this, the target must say the name of
the spell effect, and then the elapsed number of seconds. E.g. "Sanctuary one, sanctuary two....etc.". While it is true
that people do not have perfect internal clocks for determining the exact passage of 1 second, they should try not to
overly extend or diminish the amount of time passing by speeding up or slowing down the seconds. This is covered
under (f)Honor on the melee field.
If the players is interrupted partway through the casting, and is unable to immediately complete the vocal
portion of the cast, then the spell fizzles, and the player must drop a spell packet on the ground, to no effect.
Spell packets must be light and safe: usually a small square of cloth, 3x3 inches, filled with birdseed and
cinched at the top with a rubber band is plenty effective. The cloth should be easily visible against grass, blacktop,
concrete, etc., so it is recommended that the cloth be bright and contrasted in color and pattern. Also, to make it
easier to determine whose packets are whos after the battle, the player should put their initials or name on the
packet for easy identification.
One last note: without the practice of casting while wearing armor (i.e. the skill Armored Casting), all
spells with a target other than the caster will fizzle while wearing armor. A player may not cast any outwardly
targeted spells wearing Light or Heavy Armor unless they have purchased the appropriate level of Armored Casting
(see that skill for details).
Earning Spells
In this system, players earn 3 things: spell packets (a.k.a. spell slots), spell effects, and spell levels. A player's
number of spell slots determines exactly how many spell packets they are allowed to carry on the melee field. Spell
Effects determine the player's versatility, i.e. the number of spell effects that they are allowed to use. Spell levels
determines the intensity of spell effect that a player is allowed to use.
Spell Slots / Packets
In most cases, in order to use spells, the player must become a Druin, and go through Ordination. The skill Magic
Study allows a player to use magic without begin a Druin, but that has its own set of drawbacks and limitations, as
seen in the description of that skill. This portion of the book will cover only Druinic Magic, which is gained through
ordination.
Since all instant spells require spell packets, then the number of spell packets a player can carry indicates
their overall level of power. The more spell packets the player can carry, then the longer they can cast in combat
without becoming tired. So essentially, this equates to Mana from other RPGs, or Spell Slots, but a simpler version
of it.
In this game, the player may carry 2 x their highest Druin level spell packets on the melee field. So a 1st
level Druin may carry 2, a 4th level Druin may carry 8, etc. Multiple Ordinations at the same level but of different
Orders have no effect on the number of spell packets that a player can carry. There are Epic Level Skills that allow
you to increase this number even higher, but only the most powerful Druins will have access to those.
Note that this number of spell packets is a limitation per scene. As soon as the combat is over, the Druin
may go around the field and collect all spent spell packets for use in the next scene. During combat, however, the
Druin may not pick up any spell packets on the ground and use them, until the last enemy is dead, has left the
battlefield, or has surrendered.
Spell Effects and Levels
While gaining extra Orders at the same level has no effect on the number of spell packets a player can throw, it does
have an effect on the number of spells that the player knows. This is in line with the nature of the player's pursuits:
if they choose to have a varied experience in terms of the Orders they pursue, then their spells will be varied. If they
choose to pursue one single Order deeply, then they will be more powerful, but less versatile.
Speaking more specifically, as soon as a Druin completes the first level of an Order, then they must pick a
new spell effect to unlock. This allows them to cast the first level of that spell effect. Each subsequent ordination
allows a player to purchase another spell effect level of any spell effect that they know, but the player may never
purchase a spell effect level that is higher than their highest Druinhood level.
E.g. a player who has reached 3rd level Uriel (and bought up to 3rd level Counterspell in doing so), may
not purchase the 4th Level of Counterspell upon completing the 2nd level in Raphael (of which the 1st level granted
them Heal, Level 1).
However, advancement in multiple Druinic Orders is not strictly limited on a one-to-one basis. If a player
advances in Raphael 4, Uriel 3, and Ceridwen 2, buying Heal, Armor, and Sanctuary respectively for each of those,
then the player may advance Heal and Armor all the way to 4 (their maximum), while leaving Sanctuary at Level 1.
In other words, once a spell effect is unlocked, a player is free to use any subsequent ordinations to advance it, so
long as the spell level does not exceed their highest Druinhood level.
Additionally, higher levels of a spell effect may per purchased with skill points (at 3 x the spell effect
level). This also may never exceed the player's maximum Druinhood level.
Finally, a player may wish to forego advancing a spell effect level when being ordained. The player may
simply choose to gain twice the number of skill points from the ordination instead.
Confused Yet?
So, let's clarify this with an example:
Ector is ordained in Uriel, first level. With this, he buys Counterspell 1. During the course of his work, he
continues all the way to Uriel, third level, buying Counterspell 2 and 3 as he goes. He then decides to diversify his
studies, and attains a level in Raphael. With this, he decides to buy Sanctuary 1. He then spends 6 points to buy
Sanctuary 2, and 9 points to buy Sanctuary 3.
Then, he advances in a level a Gawaine, and uses that to buy Armor 1. Upon returning to his original order
to advance to Uriel 4, he decides to buy Armor 2 with that advancement, not thinking it necessary to buy
Counterspell 4 where there are no enemies in the kingdom even remotely powerful enough to cast a 4th level spell at
him. He then spends a total of 21 points (9 + 12) to bring his Armor spell up to level 4. He now has 8 spell packets
on the field, and can cast Sanctuary 3, Counterspell 3, and Armor 4.
Ector is happy with this arrangement, and instead is trying to save up for the Heavy Blow skill. So when he
advances to the Druinhood of Gawaine, level 2, he gathers 6 skill points from his ordination instead of 3, but gains
no spell effect levels.
Blessings
Blessings are spells that require a short casting period. They are usually accompanied by a short chant, but not
always, depending on the caster's Druinhood. For example, a Gabrielite may choose to cast a Blessing by whistling,
or a Urielite may use a series of hand gestures. Blessings take longer to cast than Instants, and should be used for
story purposes.
Because Blessings take more effort to cast than instants, they have more powerful effects. Intended effects
should make sense within the context of the order and casting method, but the list below represents likely
specialties.
Bedivere Things related to history, manners, heraldry, seeing the past
Ceredwin Changes to moods, charm spells, enchantments
Dagonet charm spells, transformations, illusions
Gabriel sound based effects, madness, mood adjustments
Gaharis combat with a focus on strategy, utility, and protection
Gawaine fighting and killing things; offensive magicks
Lucan bodily effects, enchanted foods, potions, plants
Percival visual effects, illusions, delusions
Raphael healing and wellness
Uriel seeing the future, metamagic, scrying
All Druins can ward against evil or create light with Blessings.
Players should not plan to use blessings in a short story unless it is pre-determined with the storyteller or
presented as an option in the story.
If you are performing a blessing as a requirement, it must be cleared with your sponsor in advance. If you
are unsure about the power level of a blessing outside of requirements, you may consult with the High Druin and
other people affected by the blessing.
Rituals
Rituals are large and involved spells with extremely powerful effects. They may involve multiple casters, multiple
reagents, and a large time commitment (in character). Raising the Court wards is an example of a Ritual.
There are some ritual effects that are only available to members of certain Paths and at certain levels. For
example, only a 5th level Raphaelite, or an initiate of that level doing a requirement, may perform a true resurrection.
For the most part, rituals will only be used for story purposes, as they require many props and take a long
time to cast. Effects should be in line with the abilities of the primary caster. However, a High Druin may be
assumed to have resources that allow them to cast outside of their specialty if the court has need. The court wards
are a prime example of this.
If you are a player wishing to use a ritual to affect someone else's story, check with the storyteller first. If
you are unsure that it is appropriate to use a particular power in your own story, you can check with the High Druin.
Price List
Anything marked with a + will go up in price as size and quality increase, or availability decreases. If there is a
range, lower quality items cost lower prices.
FOOD
Cost
Unit
shoes)
Loaf of Bread
2p
.5lb
Artisan's Outfit (buttons,
1G+
color, a bit of tailoring,
Cheese
1F
.5lb
some leather, some modest
Chunk of Meat
3F
.5lb
trim or embroidery, shoes)
Ale
4p
mug
Entertainer's Outfit (bright
3G+
2F
gallon
color,
sturdy
material,
Meals, Poor (coarse bread,
1F
perhaps made of cast-off
no meat, low-quality
luxury materials)
veggies)
Explorer's Outfit (what you 10G
Meals, Common (small
3F
should wear when
amount of meat or egg,
adventuring! Sturdy shoes,
fresh in-season veggies,
leather, belt with lots of
good bread)
pouches, cloak, hat, etc.)
Meals, Good (use of good
5F +
Courtier's Outfit (what you
30G+
spices, good-sized serving
should
wear
to
Court!
of meat, pastries, etc.)
Tailed clothes, quality
Banquet
5G
1person
fabric, trim/ embroidery,
Wheat (unprocessed)
1p
1lb
fashionable, etc; doesn't
Flour
5p
1lb
include cost of jewelry)
Tobacco, Oregano, Mint,
5F
1lb
Noble's Outfit (Luxury
75G+
Other common leafy herbs
fabric,
FASHION,
tailoring,
Cinnamon
1G
1lb
gold embroidery, etc.;
Ginger, Pepper, All Spice,
1G
1lb
doesn't include jewelry)
Paprika, Other semiRoyal's Outfit
200G+
common herbs
(Whatever
the
Sovereign
Salt
5p
1lb
wears, yes, even if it's faireSaffron, Cloves, Rare herbs 15G+
1lb
wench look. Don't you
and spices
wish you were as cool as
Chocolate
5F
1lb
her, and your tailor will
CLOTHING
charge for it.)
Peasant's Outfit (rough
1F
Gold Jewelry (pure gold, no G wool, some leather, no real
Weight
plus
10%+
1G
3G+
2G
10G
15G
1p
3p
5G
15G
10G
5G
5G
25G
1G
50G
15G
20G
100G
1G
1sq. yd.
1sq. yd
1sq. yd.
1sq yd.
1sq. yd.
spool
20
5-10G
1p
1p
2F
5-150G
1G
1G
1000G
5G+
50G+
25G
5-100G
1 10G+
2p
1F+
2F
5F
LABOR
Untrained Hireling
Trained hireling
Messenger
5F
1G+
2p
LIVESTOCK
1 sheet
1 sheet
20 uses
1lb.
10ft
50ft
1 day
1 day
1 mile
Chicken (live)
1G
Horse
Cow
Sheep
Guard Dog
Stabling
75-400G
10G
5G
25G
5F
TRANSPORTATION
Carriage
Sailing Ship
Warship
100G
10k G
25k G
1 day
High Druin- The Regent who is in charge of the druins of the Court. He is something of a spiritual and magical
advisor to the Court, and is usually called upon to perform rituals.
Histories (The)- The official telling of the events of the Court. They are usually written by reign, but may be written
by year.
Ia Gondol- The clan of drinking and silliness.
In Matrix- In character, that which the characters do.
Infidels- People who are interested in joining AOKP. This term is typically used when discussing an Infidel's Feast.
Initiate- One who is questing for a Knighthood or Druinhood. An initiate may be a squire or someone who is
working on an additional level or Order.
Knighthood- A specific knightly Order.
Knighting- A ceremony where the rank of knight is conferred upon a Companion
Land owner- A Companion who is responsible for overseeing one of the Nine Lands.
Liddington- The small barony to the West of Caerleon. It include a grand city of canals and a backwater swamp.
Light (The)- The common way Companions refer to the source of good in the world. This was as
nondenominational as we could get and still have a common spiritual basis for our characters.
Lineage- The chain of older and younger siblings throughout the history of AOKP
Lord God Morphael- The founder of AOKP. The title is an inside joke that stuck, and he's the head of the lineages
for over half the Court.
Lucan- The Order of cooking and herbalism.
Magistrate- Second to the Herald. The Magistrate's most common task is covering the newsletter when the Herald
is unavailable. Often referred to as "Door Bitch."
Malfitzroy- The evil despot that the Companions killed to claim Caledonia for the Light.
Marne- The river that runs Northwest, dividing Falkirk and Somerset.
McQuillion- The clan of honor.
Melee- An organized round of fighter practice.
Opening tale- A story told to start Court for the evening.
Ordaining- A ceremony in which the rank of druin is conferred upon a Companion. Please do not call it a Druining.
Order- A specific order of a knighthood. For example, the Order of Gawaine.
Older Sibling- A mentor to a page who serves as a teacher and guide. This bond usually continues between the
Companions. Occasionally referred to as one's "Older."
O.P.- Short for Order of the Pendragon. The In-Matrix calendar for AOKP. O.P. I was the year AOKP was founded
(1981). Dates are given in Roman numerals, and are often followed by a letter indicating the season (beltane or
saveign). For example, O.P. XXXs. is Fall 2010.
Ork- A hulking, monstrous humanoid with nigh-invulnerable hide and very dim wits. Rarely seen in Caledonia.
Out of Matrix- Out of character, that which the real people do
Page- The lowest ranked Companion to the Court, Pages are initiates to the ways of the Companions.
Path- One of the three avenues of knightly study.
Book- Knighthoods that focus on learning
Hand- Knighthoods that focus on doing or making things
Sword- Knighthoods that focus on martial prowess
PC- Short for Player Character. Refers to someone who is going on a Quest or Short Story as an adventurer.
Peasants- Both peasants in the traditional sense and an in Matrix way to refer to non-members.
Peer- A knight or druin of the Court who has earned special recognition for outstanding service to the Court.
Pendragon (The)- One of the titles of King Arthur
Percival- The Order of crafting and fine arts
Premier- The second in command of the Court. The premier leads the Court in the absence of the Sovereign. The
premier is also in charge of making sure Court is properly set up.
Privy Council- The out of Matrix meetings for running the club.
Quest- A LARP adventure that is usually scripted, and typically consists of a small number of PCs and a larger
number of NPCs.
Raphael- The Order of healing.
Regent- A leader of the Court. Caledonia has seven regent positions.
Second- A secondary office appointed by a regent to aid in the tasks of that regency. Some second positions have
more power than others.
Seneschal- The regent in charge of overseeing the education of Pages.
Sheriff- Second to the Premier, tasked with keeping order within the lands. Call the Sheriff if you want someone
arrested.
Short Story- An older term for a Quest, still in common usage. The two terms are interchangeable.
Skara Brae- The most Southern of the three island Baronies. The natives live underground and are best known for
their ship building.
Somerset- The East-most reaching Barony. Somerset is rich in mines, but poor in farmland.
Sovereign- The King or Queen of Caledonia. In matrix, the Sovereign's word is law. Out of matrix, the club
president.
Sovereign's Champion- Second to the Sovereign. Usually referred to as King's or Queen's Champion, he is tasked
with defending the honor of the Sovereign and accepting challenges that the Sovereign cannot.
Sponsor- The person who oversees a knightly or druinic initiate.
Talisen- Second to the High Druin. A Talisen is likely to handle rituals and magic when the High Druin is
unavailable.
Thane- The head of a clan.
Tortuga- The Northern-most island Barony. It is known for its great tent city and pirate hideouts.
Tyne- The river that runs East through Tottenham to the Avonmore. The Western branches are the Upper Tyne and
the Lower Tyne.
Uriel- The Order of magic and religion
Valdyr- The clan of exploration and self-improvement. AKA the boat people.
Warwick- Another land that contains a Court of the Pendragon
"Whoop-bang"- A polite phrase used to indicate that the food you are about to throw is being tossed in the spirit of
sharing rather than to start a food fight.
Younger Sibling- How older siblings refer to the people they mentor. "Younger" for short.
Zandofar- The clan of chaos.
Good Points
If successful, this maneuver can be implemented to isolate and surround parts of the enemy group for easier
elimination.
Because this method of attack is from the real (front) lines, there is less risk of having men in an ineffectual
position. The real lines can be used for both attack and defense.
Bad Points
There is always the possibility of a break-in, but not a break through. In other words, the penetration is enough
to push into the enemy lines but not break through them, leading to part of your force being cut off and destroyed.
In order to have enough force to penetrate the center, troops on the flanks may be sparser.
Good Points
This maneuver may cut off an enemies retreat.
Bad Points
The opposite of Penetrating the Center: the forces needed to push an attack on a flank may leave the center
undermanned and weak.
Good Points
If successful, this maneuver has a good chance of enclosing and decimating ALL of the opponents forces.
Bad Points
As before the forces needed to push an attack on both flanks may leave the center undermanned and weak.
If the ring is not strong enough, one risks the enemy breaking out at a weaker potion of the ring and causing havoc.
Good Points
If successful, can shatter any enemy line.
Bad Points
The enemy could counter by attacking at a far weaker area.
Good Points
If successful, the psychological blow to the enemy (due to surprise and false expectations) can be staggering.
Bad Points
The Feigned Withdrawal can turn into a disorganized rout.
Morale of the Feigning army must be high or else the above may very well happen.
Good Points
Fighting on own terrain so one has the advantage of familiarity.
There is a safe place to retreat back to. Provides a psychological advantage.
Bad Points
Can be hard to retreat out of the defensive position if defenses are depended upon, or one becomes surrounded (like
becoming trapped in a castle which, although is likely to be excellent defense, can be difficult to get out of if
surrounded).
Indirect Attack
Explanation
The vaguest of the maneuvers; it basically consists of attacking your enemy in a means or from a direction which he
or she is not expecting.
Good Points
Surprise is always nice.
Bad Points
Indirect route may be so obscure that ones forces may not reach the battle area in time.
If the route taken is discovered, an ambush along the way could be the end of the whole ill-fated idea.
Applications in AOKP
As Companions of the Court of Light, we strive to settle our differences peacefully whenever possible. When
peaceful accord is impossible, matters are settled quickly and decisively on the field of honor. However, the Court is
divided along several different linesby land, by lineage, by clan, etc. It is in this latter division that the
Companions most often find themselves at odds with one another.
Among mortals, a feud between two clans could continue until one side or the other was wiped out; Among
Companions, who are practically immortal, a feud could go on forever. To limit the amount of internecine violence
permeating the Court, as well as to remove the temptation to resort to means which are not of the Light to emerge
victorious, rules have been established for the resolution of such a conflict in a controlled and honorable manner.
The Rules
The goal of the Blood Feud is to kill the members of the opposing side. The rules are similar to those of the
Assassination Game, with a few important differences:
Kill times are from 12am Friday morning until 12am Thursday morning. Only the 24 hours of Thursday
are safe.
The usual rules against killing someone at work or in class apply here. However, only the Great Hall
(Courtroom) and Glastonbury are considered neutral territories; killings may happen in Windsor or
Warwick Castle by those identified as participants in the Blood Feud, unless the participant happens to be
working or attending a class in these locations at the time.
All Blood Feud participants must be clearly marked as such. The means of identification is agreed upon at
the beginning of the Feud, but will typically take the form of an armband or sash in a primary color. This
marker works like an assassins mask (or yellow dagger), and must be worn in a highly-visible area of the
body during an attack on a member of the other Clan.
If you are killed, you must surrender your marker to your slayer(s), who will then turn it over to the referee.
Your marker will be returned to you Thursday night, at which point you will be resurrected and able to
participate in the game once more.
A Companion participating in a Blood Feud may use any weapon of his or her station at any time.
Feuding Clans may recruit members of other Clans, as well as Free Citizens, to join their cause. Once an
outsider is recruited, it is reported to the referee, who then informs the other side(s) of the new combatants
identity and allegiance. If these combatants are recruited prior to the beginning of the Blood Feud, they
may enter play immediately. Otherwise, they must wait until their allegiance is announced at the very next
Court following their recruitment before entering the game. If a recruit should act against the other side(s)
before this announcement, they will be considered to be acting on their own recognizance and held
accountable for their actions under the law.
Those allying themselves with a Feuding Clan must do so as their Court persona; no alternate characters
allowed.
Companions who are not participating in the Blood Feud are honor-bound to stay uninvolved in the Feud.
They may not aid an attacker or a defender, whether by providing warning or information or physically
interfering with the combat. For the first offense, it will be ruled that the aided party lost the contest (i.e.,
those who were defended are slain, while those who were aided in attack missed their mark). On the
second offense, the offender is now considered to be a member of the team he or she aided. If there is some
question as to whether or not the aid was freely given, or if it was an accident or gained through trickery,
the referee will make the final judgement based on the offenders story.
Victory is achieved by killing every member of the opposing team between resets (Thursdays), scoring 50
kills against the opposing team first, or if the opposing team surrenders. Once a Blood Feud is completed,
the losing side is honor-bound to adhere to the stakes set down by the victors prior to the Feuds beginning.
Failure to do so marks the entire losing team as honorless dogs, to be reviled and derided for all time. More
importantly, it will probably lead to another Blood Feud, and another, until the losers capitulate.
Adoration Prayers
The basic Adoration Prayer pays honor to the Light, and pays homage to the acts or deeds of the Light. In addition
to this catch-all category, there are three specific Adoration Prayers:
Thanksgiving- An expression of gratitude, a celebrating of the Lights goodness, virtue, or mercy. Generally used
in conjunction with a specific Heavenly Act.
Praise- Commonly used in the form of a song, this Prayer usually consists of the highest and most truly intentioned
flattery. It is assumed to be a more intense form of Adoration.
Confession (of Faith)- This is a personal form of commitment to the Light, made in silence as often as not. It
entails a more active form of Adoration, wherein one pledges to give of himself because of the Lights impact upon
him.
Petition Prayers
By Petitioning the Light, the person is asking for something, great or small, to be granted. This is a rather broad
area of Prayers, with three more specific examples below:
Intercession- This is the asking of the Light to act on the behalf of others. It is rarely used to the detriment of any,
but is usually geared towards benefiting someone.
Supplication- A much more humble entreaty, one can implore the Light to commit a given act. For the most part,
this subsumes most small requests.
Confession (of Sins)- With this Prayer, one asks for mercy and forgiveness for a regrettable act (or acts) that one has
committed. At the time of this Confession, the list of acts is made known to someone of authority.
Ceremonial Prayers
Many Prayers are used to further the importance of a Ceremony, oft times by incorporating those Prayers into the
Ceremony. However, some Prayers are Ceremonies in and of themselves. Some types of Ceremonial Prayers are:
Invocation- Normally stated at the beginning of a Ceremony, it can be an entreaty for a blessing, aid, or
intercession. It can also merely be for the purpose of making sure that the Light is aware of the proceedings.
Benediction- A short blessing by which the Ceremony or service is closed. It is sometimes the rite of
solemnly blessing and often formally dedicating oneself to the Light.
Dedication- An act or rite of dedicating something to sacred use, a setting aside of an item for a particular
holy purpose. This is often a complete Ceremony by itself. The dedication of a weapon for use by an
individual is commonly called a Consecration.
Exorcism- As above, this is commonly the entire Ceremony. It is the means by which one may use the will
of the Light, or may ask for the Lights intervention, to drive an invading presence out of a person or object.
Generally, only evil entities possess other things, although Exorcisms may also be attempted on non-evil
sources of self-nature depravation.
A subset of Exorcism is Cleansing, in which unwanted emotions or auras are removed from a person,
object, or situation. Cleansings are common forms of Invocations.
The Challenge
A tournament comes into existence by way of the challenge. A lord or lady of high station challenges another to
tournament, to address some wrong or grudge, or simply to see which of them has the more effective fighting force.
However, anyone of wealth and station may announce the holding of a tournament, inviting all who would wish to
participate in such an undertaking to attend, usually for a prize of some sort, but sometimes simply for the honor of
being called victor.
Once it is determined that a tournament shall take place, and all the details of date and location are decided,
as well as who shall foot the bill for any refreshments or prizes offered (this may be covered by an entrance fee
paid by all participants in the tourney), the rules of the tournament are presented to the combatants. In the case of a
single individual hosting an all-comers tournament, the rules are arbitrarily presented. In the case of a challenger
and defender, the rules are discussed and finally decided upon prior to the beginning of the tournament.
The Rules
The rules of the tournament must be clearly defined and known to all participants well in advance of the day of
combat. The set of common rules that apply to all combats are listed below:
There may be no fewer than three judges overseeing any tournament.
All combat must cease at the command or signal of any of the judges. Any injury stops the combat immediately.
Entering the lists presumes the ability and willingness to fight. The judges may bar any fighter who does not display
the ability or skills necessary to defend themselves at any time before or during the conduct of the tournament.
All weapons and armour must be inspected and approved by the judges before the commencement of the
tournament. The inspection of armour, if any, must be done while worn by the combatant.
In any non-challenge mle, the allowance or forbiddance of thrown weapons is solely the purview of the judges
and must be announced prior to the mle. In the case of challenges, use of throwing weapons is agreed upon by
both sides.
Refusing a challenge or yielding forfeits victory in the tournament.
Upon a successful hit, it is the responsibility of the combatant struck to call out the location in which he was hit.
A blow to the head or neck of an opponent, willfully made or otherwise, shall result in the deliverer of that blow to
himself quit the field.
In any group mle, any combatant who approaches at the rear of another must cry out behind you! and wait for
the space of two seconds before engaging. To do otherwise is judged dishonorable and grounds for removal from
the lists.
Additional rules may be defined in the announcement of the tournament.
Similar to a team mle, except that each team is comprised of a single combatant (also known as a free-for-all).
The Grand Mle differs from most mles in that combatants are not required to announce themselves when
approaching one another from the rear and those who quit the field or are slain must leave their arms upon the field
for others to use. Oftentimes, a weapon or weapons will be distributed about the center of the field for this purpose.
The leaving of a consecrated weapon upon the field in a manner other than the death of its wielder is considered
permission by its owner.
It is at the judges discretion whether or not to allow combatants to use weapons above their stations, however this
must be announced before the mle begins. The use of a weapon or a style of combat relegated to those who have
undergone the Rites of Galahad is never allowed unless the combatant has himself completed the Rites with that
weapon or style.
The Challenge
A combat between two (sometimes more) combatants upon a restricted area known as the challenge field. This field
may be defined by natural boundaries, ropes and stakes, or by non-combatants, one of which stands in each of the
fields four corners. If the combat should carry one or both combatants outside the boundaries of the field, the
judges will call for a halt until both combatants are once again within the boundaries.
Challenges are many and varied. Some are made for order requirements, others for matters of personal honor, and
still others simply for the enjoyment of the combatants (and, of course, the spectators). As with most mles in
Warwick, challenges tend to be carried out to the death, although they may end in first blood or some other result
as agreed upon by the combatants.
The challenge field is one of the few places in which dagger rules see usage.
The Circle
Similar to the challenge field, the circle mle is fought within a confined space as defined by several individuals
forming a circle (hence the name). However, unlike the challenge field, those who define the field are themselves
combatants. The mle begins with a single combatant taking the center of the circle. Each of the combatants is
then given a number by a judge or someone similarly not fighting in the mle. The combatant in the center then
calls out a number within the range provided, excepting his or her own. The combatant whose number was called
then has three seconds to reveal himself in attack upon the combatant in the circles center. If he manages to kill the
combatant, he then takes his place in the center. If he is himself slain, he returns to his spot and the next number is
called.
As such a mle has the potential to last indefinitely, under tournament rules the combatant in the center is replaced
automatically should he retain his spot after a certain number of attacks (usually 5-10). This continues until each
member of the circle has had a turn to fight in the center of the circle, at which point the number of kills each
combatant has collected is tallied and a winner declared. In the case of ties, sudden death matches or one-on-one
challenges may be called for as a tiebreaker.
The Joust
While true horses are rarely seen upon the tournament field, the people of Caledonia often find suitable substitutes.
Bicycles, carts of shopping, and even the shoulders of well-thewed men (for the daintier combatants among us) have
served as noble steeds in tournaments past. Such combat is not for the meek, and depending on the speeds (and
heights) involved, can prove quite deadly to those undertaking it. There are no hard and fast rules for jousting or
mounted combat in general, and it is entirely the purview of the judges to create such rules or even forbid it
altogether as the situation warrants.
Initial Requirements
To join the Fighters Guild, the applicant must complete at least two (2) of the following requirements:
Complete the Rites of Galahad with a Galahad weapon (ex.: Greatsword) or style (ex.: Staff one-handed)
Become Authorized in the use of all non-Galahad weapon groups (even if they are above your station)
Guild Ranks
I. Apprentice
To qualify for the rank of Apprentice, the applicant must fulfill the Initial Requirements of the Guild.
II. Journeyman
To qualify for the rank of Journeyman, an Apprentice must be a part of the Guild for at least one year. In addition,
he must complete two (2) of the following:
Complete the Rites of Galahad with two different Galahad weapons or weapon styles
Submit a short written work describing your progress as a fighter since you joined the Guild
Challenge and defeat two different members of the Guild to one-on-one combat with equal arms (sword &
shield vs. sword & shield, etc.).
Instruct and assist two different Companions in improving their fighting skills towards a set goal
(Authorizing, becoming a Champion, beating a Champion for an Order requirement, etc.). The two
students must testify to the Guild leaders that their success came as a result of the Apprentices instruction,
and may be required to provide specifics.
Acquire and donate to the Guild two or more works on the fighting art (fencing manuals, philosophy books,
etc.)
III. Master
To qualify for the rank of Master, a Journeyman must be a part of the guild for at least four years. In addition, he
must complete three (3) of the following:
Become a Champion of all remaining weapon groups and three Galahad weapons; this may require you to
create new Galahad weapons.
Achieve the Fourth level of Gawaine.
Complete the Rites of Galahad with all Galahad styles (all one-handed weapons two-handed, all twohanded weapons one-handed).
Complete the Rites of Galahad with five different Galahad weapons. This may require you to create new
Galahad weapons.
Defeat all Active members of the Guild in single combat consecutively (meaning that one loss is a reset),
using weapons of choice and station.
Instruct and assist five different Companions in improving their fighting skills towards a set goal
(Authorizing, becoming a Champion, beating a Champion for an Order requirement, etc.). The five
students must testify to the Guild leaders that their success came as a result of the Apprentices instruction,
and may be required to provide specifics.
Submit a 3-5 page written work describing your progress as a fighter since you joined the Guild.
Acquire and donate to the Guild four or more works on the fighting art (fencing manuals, philosophy
books, etc.).
Guild Officers
* Loremaster
The Loremaster is the keeper of the Guild archives. They are responsible for accepting submissions and requests to
the archives as well as maintaining them in good condition. Should the Grandmaster be absent, the Loremaster may
step in and fulfill any duties necessary. To qualify for the office of Loremaster, the member must have received the
rank of Master and have achieved a majority in a simple vote amongst the guild members. The elected Loremaster
retains the position until the position is voluntarily vacated or two years time, at which point a new election will be
had.
* Grandmaster
The Grandmaster is the voice and guiding hand of the Guild. He is the chief contact for petitioning the Guilds
services. The Grandmaster is also in charge settling any disputes or grievances within the guild itself. To qualify for
the office of Grandmaster, the member must have received the rank of Master and have achieved a majority in a
simple vote amongst the guild members. The elected Grandmaster retains the position until the position is
voluntarily vacated or two years time, at which point a new election will be had.