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Recall Knowledge

Legal Artifact Scribe: Grand Librarian Malakor

Covenant of the Realm

Last chronicled: Summer Solstice, Year 402 of the Second Age

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shield I. The Adventurer's Oath

By setting foot within the digital borders of Recall Knowledge, you swear an unbreakable pact to abide by these laws. This "Covenant of the Realm" constitutes a binding legal scroll between you (the "Adventurer") and Recall Knowledge (the "Council").

Should you choose to break this oath, you may find your access to the Vault sealed and your presence within our scrolls erased.


diamond II. Riches of the Mind

Be it known to all scribes and scholars:

All lore, enchantments, visual tapestries, and runic code presented herein are the exclusive property of the Council. You are granted a limited, non-transferable license to view these treasures for personal growth and amusement, but never for the purpose of trade or dark alchemy.

User-contributed scrolls (comments, lore-pieces, and strategies) remain the property of the creator, yet by posting them, you grant the Council a perpetual, world-wide right to showcase your wisdom to the masses.


swords III. Code of Chivalry

To maintain peace within our tavern and libraries, every Adventurer must adhere to the following edicts:

  • verified No Dark Arts: You shall not deploy automatons (bots), scrying mirrors (scrapers), or malformed incantations (malware) against the realm.
  • verified Honor Among Thieves: No impersonating other heroes, lords, or Council members.
  • verified Pure Speech: Our halls are for the exchange of knowledge. Foul tongues, harassment, and the spreading of chaos (spam) are strictly forbidden.

skull IV. Perils & Hazards

Recall Knowledge is provided "AS IS," as if found in an ancient ruin. We make no promises that the scrolls are free of errors or that our gates will never fall to a siege.

Limitation of Liability

In no event shall the Council be liable for any lost gold, corrupted save files, or real-world distress resulting from your use of the service. You venture forth at your own peril.


door_front V. Exile from the Kingdom

The Council reserves the right to banish any Adventurer for any reason, without prior raven or herald. Should you wish to leave our lands, you may delete your identity through the Vault settings, though your past scrolls may remain within our archives as historical record.

By continuing your quest within these halls, you signify your binding agreement to these terms. May your memory be long and your knowledge vast.