Champion

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Overview and House Structure

Champion is a neutral-ethos/good aligned organization which favors enlightenment to the goals of the light but also functions by military order. As such it has ranks, but the ranks are not necessarily an indicator of hierarchy; a good analogue for the champions is the knights of the Round Table. In simplest terms, the champion leader is King Arthur, who initiates new knights, but otherwise acts and dresses in much the same manner as other knights. The chancellor is more of the ideological voice of the champions, if one is so required (it may also be used in the case of having no lord general). All champions are expected to share their thoughts and feelings when they are productive if it will assist the champion leader or his fellow knights. If mobs are necessary to assume the roles, Akraelyn is acting Lord General, and Ealiryon is acting Chancellor.

The novice rank is for non-members of Aramril only, ie applicants who are past the initial interview but not yet fully champions (and as such, this title should be used sparingly and only in cases of an extended initial review process). Knight is the rank held by all common members of Aramril who bear the [CHAMPION] flag. Paladin is a special position that is somewhat like King Arthur's "first knight", in that it is mostly an honorific rather than bestowing any command capacity over other champions (since champions are brothers, the most able overall leader is likely the Lord General; the most likely Field Marshal is probably the most able or prolific killer). A paladin may also have a special quest function to fulfill in the name of the order, which may be assigned by the Lord General or by other means (divine intervention), and as such, is known to other champions as the appointed focus of that task. For example, if there were a quest to retrieve a specific artifact, a paladin would likely be the one leading the effort to seek it while not in conflict with the other house duties (which are overseen by the Lord General and/or Chancellor). In these cases, the position of paladin is a temporary one and they return to typical knighthood after the completion of their task. There is only one paladin at any given time; the position of paladin is probably but not always a precursor to becoming Lord General.

The choice of Chancellor or Lord General for acting house leader is mostly based on the focus of the character at hand and their own inclinations. The cases in which there are both should be rare to prevent a conflict of leadership; however if there are conflicts, the Lord General and Chancellor are expected to gracefully resolve it before speaking with the rest of the knights. in the cases where this is not so, a champion mob (Ealiryon/Akraelyn/Aranthas the Bold) should act as arbiter until it is, and positions may be shuffled in the process. It should be noted that all champion positions are honorific before they are military ranks, and only designate additional responsibilities rather than additional power (except in the case of those with induction power, ie the Chancellor or Lord General, and even then, their "power" is measured and monitored by champion immortals).

Application Process

Overview

  1. Applicant sends letter of intent to champion
  2. Champion members state their opinions to the rest of the house re: applicant (in >1 member situations)
  3. If majority of mortal champions agree, champion leader calls interview with applicant (other members present)
  4. Interview consists of questions about the champion tenets, religious leanings, "character evaluation"
  5. If the interview is satisfactory to a majority of champions, a vigil is assigned
  6. Vigil is mostly meditative in nature; come to a greater understanding of some aspect of being a champion
  7. Second interview is held in which applicant explains the nature of the understanding gained on the vigil
  8. If the response is satisfactory to a majority of champions, time is slated for induction ceremony
  9. Ceremony occurs with as many champions present as possible (see “Induction Ceremony”)

So the flow of application is as follows:

letter of intent [champion consensus] -> initial interview [champion consensus] -> vigil -> second interview [champion consensus] -> induction

The reason why consensus is so important is to prevent "induction sprees" by a champion leader who fears he does not have enough soldiers. By spreading out responsibility, there is higher likelihood of better candidates and a uniform vision of how the house should operate.

Interview

An interview is officiated by the acting champion leader; in the absence of a champion leader, Akraelyn fills this role. Questions during the first interview tend to focus on revealing what understanding the applicant has of being a champion and what areas they may need to hone (the vigil likely being for said honing). It is possible that an applicant may know very little about champions and their role in the world, and if this is the case, they will need to be pointed to appropriate resources (murals, texts, other champions) to facilitate their understanding. If it is clear from an application letter or interview that the applicant lacks this understanding, it must be obtained before continuing (to prevent wasting time). This may and usually does involve a period of “ignoring” the candidate on an application-level until such time as this understanding is gained.

Other non-leader champions may ask supporting questions or areas of inquiry, but theirs is much more limited in scope than that of the champion leader who is leading the interview. Other areas are probably specific to those members, but are probably not related to core tenets unless the applicant shows a significant lack of understanding. Mostly, other members are there to evaluate the answers of the applicant and advise the champion leader as to if it is appropriate to continue with this applicant or not. Champions must agree on this; the leader does not simply say they are going ahead with it over the distress of his brothers. At the same time, champion members should be wary of outright rejecting applicants without good cause. Good cause usually includes the knowledge that someone will not perform as a proper champion due to personality faults (on an IC level), or lack of role development, consistency, and the willingness to fight (usually on an OOC level).

Vigil

It should be noted that this description is more of an overview than a strict definition. After all, a good vigil is tailored to the applicant in question, and as such, most of the “rules” are flexible to accommodate a variety of roles. However, generally, a vigil is conducted as follows:

  • A vigil is usually 24 hours long
  • A vigil is usually conducted alone
  • Applicant must not eat but may drink (water only) during the vigil period
  • Applicant must not speak during the vigil, instead using think for introspection

"Combat vigils" are not appropriate unless the applicant is a non-combatant by role; much of a champion's life is spent fighting, so for a combatant to fight for the 24 hour period (with or without the slogan-shield) is a bit redundant and no personal growth is achieved. A vigil's purpose is to transform a character into a knight of Aramril; a knight must be proficient in combat, but must also understand the reasons for which he fights and have some ability to critically analyze what made past champions great (and others, not so great). So for most characters who apply, the vigil is a time to reflect on either a tenet (courage, justice, mercy), or to reflect on some other facet of a champion's lifestyle (the means and methods of war; the nature of those he will oppose as a champion; sacrifices and expectations of a champion held by others; etc). The nature of this revelation or introspection is dependent on the applicant, and as such, the idea upon which to meditate should be carefully chosen and limited enough in scope to bear fruit with 24 minutes of dedicated thinks.

At the close of the vigil, the applicant can either return to the tower to speak with the assembled champions on their revelation, or if this is not possible to do immediately, to send a note to champion describing the revelation. Of course, the applicant will still need to be interviewed even if they send a note, but that is more an evaluation of what was said rather than trying to get them to produce answers on the spot.

As a final immortal note, the vigil is a time for a player's reflection and the use of thinks and emotes. They should be watched, but this is not an opportunity to echo them for twenty minutes or try to cajole a certain answer (although echoes may be used if interaction is part of the vigil, just not to prompt a certain reaction). The answer needs to come from them for their own role development and it is best if this development is not forced.

Induction Ceremony

Props are typically used for this. They include a sword and a chalice. The sword is used to touch the shoulder of the applicant, one, then the other, then the first again. It's best if this is done using a typically champion-oriented weapon like the ch'lonin sword, but virtually any sword will do. Each line should be given with enough time for the person being inducted to respond, since the ceremony is not strictly a one-way street; it is designed to require some interaction on the part of the applicant.

The lines of the ceremony are as follows:

<applicant>, the vows you make today will align your destiny with that of the heroes of old. Knowing this, do you offer your life freely and without reservation to this Order and its mission?

Kneel before your Brothers and Sisters to be.

In the name of Saint Aramril the Martyr, do you swear to make His sacrifice your own?

In the name of Saint Converu, Champion of the Titans, do you swear to make His courage your own?

In the name of Saint Amiraiya the White, do you swear to make Her piety your own?

In the name of Saint Curalin, Herald of Judgment, do you swear to make His justice your own?

And as the Lord of the Sapphire Spear looked upon His children with compassion, do you also swear to make His mercy your own?

Partake of this chalice, and as you drink from it, know that you seal your oath as did the Saints before you.

May it always be remembered that on <date>, <applicant> was called to serve amongst the Brotherhood of Saint Aramril.

Rise, Champion of Avendar!

induct <applicant> champion

Paladin Ceremony

Paladin is a special title, reserved for special assignments of Champions to lead in a particular, usually immortal-run event. This title should be appointed by Akraelyn or Ealiryon as appropriate.

It is important that for this ritual, as many Champions are present as possible unless previously discussed with the appointed Lord General/Chancellor. This ritual should be very swift in execution; the very fact that a Paladin is needed means that the Champions shouldn’t be tied up in long discussions not pertinent to the task at hand. As such, a gentle reminder that all Champions are members of a circle of equals, but in particularly dire times it is important that someone takes the lead for many reasons.

'As Saint Chalane before you, do you swear to pursue the end of this threat to your last breath?'

Titles (Past and Present)

Unless required to be otherwise, Champion titles are typically extitles. In the case of Lord General or Chancellor, a Lord or Lady pretitle may be appended as well, in addition to their formal title (although this is not required).

A list of typical titles is as follows (add more as is necessary):

  • Champion of Avendar (standard)
  • Champion of Aramril
  • Field Marshal of Aramril
  • Paladin of Aramril
  • Chancellor of Aramril
  • Lord General of the Champions [typically a title rather than extitle]
  • Champion Emeritus

Duties and Responsibilities

A champion's major duty is to promote the causes of good throughout Avendar. This is a bit ambiguous, however, and open to interpretation; as such, it can be difficult for some champions to know exactly how to behave. There are a few general ideas that may help clarify:

  • A champion's life is one of service, and thus should be humble and show respect to others (when possible, this should be extended to enemies; that said, a champion has a bit of leeway in this regard, especially when following religions that notoriously persecute evil, such as Rystaia/Calaera).
  • A champion should be mindful of the reputation of Aramril and its soldiers, and avoid speaking unflatteringly of other champions in public. This may also extend into not painting the order itself in a bad light, be it to other players or the world at large.
  • A champion should fight evil whenever possible, either by promoting the causes of the light through non-violent means, or through punishing the wicked physically. Some champions choose one or the other, but the best mix includes a little of both.
  • A champion should defend the Tower whenever possible, although this need not be suicidal. If it is not possible to defend against a raid alone, the names of the invaders should be noted so justice can be exacted at a later time.
  • While a champion may attempt to assist dark-hearted folk in turning away from the path of evil, this can be exceptionally difficult and easily can lead a knight to fall himself. Therefore, such actions should not be taken on lightly or universally, even by the most charismatic.
  • A champion should assist other champions whenever possible, be it a show of moral support or by defending them in battle. Ultimately, the champions are a family and should protect one another. However, that does not mean that a champion should excuse or overlook poor behavior in his brothers, although such matters should be handled discreetly and without malice.
  • The determination of the house stance should be reached through a meeting of all champions in the council hall. This includes relationships with other organizations of the light (such as unhoused religion followers), as well as neutral organizations (such as the Knights, Guardians). Priorities (such as particularly dangerous evils or particularly difficult objectives) should also be named so all members know on whom or what to focus their efforts.

Punishment and Resignation

A champion who no longer feels he is able or willing to perform his duties as a knight may resign his commission without fear of reprisal from his brothers. By doing so is typically an admission of guilt for errors committed while being a member of the order. Although resignation is not required of a champion who errs, it is probably the most appropriate course for the dignity of the knight in question and the Tower in general. Members who are too old to fight need not resign, but their combat duties will likely be suspended due to their frailty; while they remain able to enter the Tower and act on its behalf in what ways they can, they are known as retired and are likely respected for many years of dedicated service (typically as Champion Emeritus).

Champions who fail spectacularly can be removed, if all mortal members of the order are in agreement that such a drastic step is necessary. This is typically handled by stripping them of their rank and the removal of their title, in addition to being publicly known as a fallen champion. Such champions usually err so greatly that it is necessary for their former brothers to hunt and kill them, although that is reserved for extreme circumstances. Mostly, champions simply avoid the person in question. Redemption for a knight so fallen as to be removed is unlikely at best.

For champions who have disciplinary concerns, that is usually a matter of tasks assigned in good faith by the Lord General/Chancellor, and agreed upon by other members of the order. For example, distributing evil artifacts to evil characters, even if for "good" reasons, should require investigation and firm (but not overbearing) instruction. It need not be made public to everyone that such actions are taken and are handled within the order to maintain the dignity of all involved. Many disciplinary concerns, however, will likely merit removal, although with less humiliation than one spectacular transgression might. As always, the nature of this should be discussed and agreed upon by champion mortals to the highest possible degree. In such cases, redemption is more possible than with dismissal due to flagrant abuse. However, it is, like the vigil, focused on seeing change in the former champion, rather than simply akin to a waiting period; after all, without change, the same things which caused them to fail before will cause them to fail again. This often requires willpower on the part of the Lord General/Chancellor, as it is the nature of fellow champions to wish to quickly forgive, and too much haste makes the organization seem both ill-organized and schizophrenic. All in all, if the Lord General/Chancellor must be willing to take responsibility for the action at hand or not undertake it, instead using less drastic measures with which they are personally comfortable.

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