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Fighter's
Guild Charter
Introduction.
Fighters,
as a whole, are not bound by codes or laws. They do not have a strict
alignment, they follow their hearts, but they must also be able to take
credit and responsibility for their actions, lawful or otherwise.
Coward and Fighter never mix, no matter where in Legends Of Cosrin they
may be. Fighters stand behind their actions and words. They are brave,
and bold!
Fighters,
as a whole, are not bound by a strict ethos. The Fighters Guild has the
bravest and mightiest members in all of Legends Of Cosrin. We were the
first guild to set up on these shores, and will remain standing tall
for all time to come. Stand tall fighters, as you are surrounded by
Guild brothers and Legends who have helped shape our world.
Our guild
combines training in all fighter arts, the three primary being
Berserkers, Fighters and Rangers. Our higher guild is set up in three
main sub-guilds, each holding a particular path which our guild holds
dear. They are Barbarians, Knights and Rangers. To join a sub-guild you
must attain the guild rank of 20. They are outlined as follows.....
Knights.
The Knights
of Light within the guild are the followers of justice, honour, and
truth. Therefore they never slay innocents, or guards. Knights in
general are also bound by a code of virtue, and are expected to act
honourably in all situations. Knights should help those in danger, or
in need of assistance. Knights must also treat not only their fellow
guild members with respect, but everyone in the lands.
Barbarians.
The
barbarians are masters of two-handed combat. They are upfront fighters,
and do not lurk in the shadows stalking their prey, but rather confront
them forwardly. Because of this they never fear death. Barbarians while
very combative never attack unless threatened, so they don't usually
slay innocents -- although some have been known to. Of all the fighters
the barbarians are the most bloodthirsty, they spill blood where ever
it may flow freely as long as they feel threatened. Barbarians are not
bound to a strict ethos, except to follow their heart, and go wherever
combat leads them.
Rangers.
Rangers are
the master of missile combat. Rangers have an independent spirit, and
never like to rely on others for what they can do themselves. Hunters
in heart, and fully in tune with nature, Rangers are a strong addition
to the Guild life. Note on paths (ooc): Paths are role-playing devices
and allow for a stronger bond between members of such a large guild.
Guild
Leader responsibilities, and restrictions.
Guild
Leader includes the position of Guild Master and Guild Assistant . The
GM is the head of the guild, and all decisions made by this person WILL
BE FINAL. What the GM says goes, we elected him/her and we
must trust the decisions made.
Freedoms.
As fighter
you are free to do as you wish as long as you respect your guild and
path's codes of conduct. The Guild leaders promise never to summon you
unless you either ask, or you are breaking the rules. They pledge not
to abuse their Kali-endowed power. If you feel a Guild leader is being
unfair speak with them, or the Guild Master. They will treat you
equally, despite your relationship with them, or any events which
transpired between you in the past. If you do not agree with a Guild
leader it is your right to disagree with them, and voice your opinion,
although you should do so tactfully, and keep in mind that the Guild
Master's decision is final, as is his/her duty.
Also,
regardless of your alignment outside the guild, anything which
threatens the guild verbally or physically is your responsibility to
stand against. Whilst within the walls of our guild, and in Guild
shouts, remember that as a guild we are one, and show NO disrespect to
another. Should a problem arise between you and another member, talk to
them privately, or if need be, take it before a guild official. But do
not put on the message boards for all to see. It is not a matter of
public interest and can be handled in a more just and fair way in
confidence.
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