Charter of the Rogues Guild
As of 17, Winter Cloak, 384
SECTION I: Charter Generally, Awards, and Other Basic Knowledge
General Purpose of Charter, Beginning Information, and Basic Rules:
The purpose of this charter is to welcome the newer members to our family and to tell you a little about what it means to be a Rogue. Quite a few things will be explained below, such as:
- The current systems of the guild ranks
- The different positions that you may be able to occupy in the guild
- How to scamper about on the rooftops of Devardec
- A few other juicy tidbits
In the following are some important rules and general guidelines. The Rogues' Guild is full of all sorts, and so pretty much anything goes. However, if you use your common sense and try not to annoy too many people, you shall fit in well.
So, what does it mean to be a Rogue? Well, Rogues are the defenders of the common people. They are a carefree, hearty folk who live to help others while, in some cases, benefiting them as well. Furthermore, for the most part, Rogues are a happy-go-lucky kind of people who love a good adventure story, hunting parties, getting drunk, or a tall tale. They are the Masters and Mistresses of the rooftops, and the dwellers of the alleyways and dark places of Devardec. Rogues are masters of Stealth, Deception, and Silence. They are lovers of the land, their city, and are often seen as the underdogs of the realm.
Although the class of Thieves is what mainly populates the Rogues’ Guild, we have a great variety of other classes and races that walk these halls: Rangers, Battlemages, Fighters, Monks, Sorcerers, and even Berserkers. We cannot, at any time, forget the importance of the other classes like the hard-hitting Warriors, the kind Shamans, and the Mages of old. Just as they cannot forget the effectiveness of our surprise attacks from the shadows, stealthy movements throughout the land, our ability to coat weapons with poison, and pick the locks on doors and chests. We encourage the involvement of different classes in hunting and exploring parties.
Tithing:
Tithing benefits the guild an incredible amount. It allows Guild Officers to buy guild luck. These things, you will find, are quite nice, and in turn benefit you. Additionally, the Guild uses tithe for any changes or updates it ever wishes to have. You will also find a great deal of reward for yourself from guild tithing and gaining guild ranks within the land. You can check your guild level status by typing GS or GUILDSTATS. The people with the fifteen highest guild ranks in the Guild can be viewed by typing GUILDRANK. Also, the list of the different guild level titles can be viewed by typing GUILDTITLES.
Guild Locker:
The guild locker holds awards and other things of value which you are free to inquire about with an Article I authority in the Guild. It is in no way your personal storage bin if your own locker is full. Once an item is lockered only the GM or a GL can remove it. To view the contents of the guild locker use the SHOW GUILDLOCKER command.
Basic Rules of the Guild:
- You are expected to follow all Terris rules.
- You are not to kill Guild Innocents for any reason. It is frowned upon to kill them elsewhere, but if you must do not get caught.
- If you find that a Guild Item might be dropped, you are not to share it with any non-Rogues period.
- Any item obtained through a Guild “reward program” is for you and you alone. If you earn something then it is yours. If you give it to someone else it becomes forfeit.
- Respect is a must: you will respect every Immortal (not just our Patron), Hero, GO, and fellow guild mate. You do not have to agree with them, but blatant disrespect or harassment will not be tolerated.
- The guild message boards are an IC place and an extension of the guild and game. All of the following rules and punishments apply there as well.
- Punishments for items listed in 1-6 Include, but are not limited to: Guild Probation; disfavor from the immortals; removal from the guild with prejudice—meaning forfeit of all guild skills and items.
Assassination:
The Teaching of Assassination outside of the Guild is Prohibited.
- First Offense: Removal of the skill from the person learning, and Guild Probation for the teacher.
- Second Offense: Removal of the skill from the person learning, removal of the skill from the teacher, as well as Guild Probation and heavy disfavor from the heavens for the teacher.
- Third Offense: Removal of the skill from the person learning, removal of the skill from the teacher, heavy disfavor, and removal from the Guild.
Just because someone is born with the Assassination skill does not mean they have the right to learn it. If a Gnome wishes not to join the Rogues, Assassins, or Thieves, then it is their misfortune that they cannot learn to assassinate at the level that can we.
Use of the Guild Ring:
The guild ring has many uses. With the Guild Ring, a Rogue can climb the walls of the City of Devardec just as the Thieves can climb on the walls of Tranos. Similarly, Rogues in possession of the Guild Ring can scale the walls in certain areas of Goldcroft. If you do not use the walls and rooftops of the city, you are wasting a valuable resource. You can climb the walls at different spots by using the CLIMB WALL command. The guild ring also has the power of the guild recall spell. When it is activated, the ring will transport you through space and time back to the recall area within the guild. It can be used only one time before it crumbles to dust, and you must purchase a new one. The Guild Ring will also aid you in your interaction with Rogue NPCs you meet in the lands, as well as within the Outposts the Guild possesses. It is always advised you carry one.
Retired Guild Titles:
You should seek out the required reading in a separate missive on the Guild Boards for basic instructions on acquiring a title within this organization.
The following titles have been retired, in honor of Rogues who have left us, or Rogues who have contributed in someway to our guild, either in the form of dedication as a Guild Officer, or long standing service as a Rogue.
- Uncle, in honor of Artful_dodger
- Grandma, in honor of Kheryn
- Sheepkiller, in honor of Arabin
- Mr., in honor of Silk
- Beer Fairy, in honor of Lypquinsi
- Rogue Cartographer, in honor of D'kemp
- Sherlock, in honor of Smagus
- Rogue Jedi, in honor of Greta
- The Showstopper, in honor of Stormknight
- The Undertaker, in honor of Gunna-Kill-Ya
- Inconsequential, in honor of Crun
- Serpent of Eden, in honor of Mordorith
- Prince of Darkness, in honor of Lusipher
- Eyes without a Face, in honor of Ekkasia
- Master of Sails, in honor of Shorn
- Rogue Oracle, in honor of Julienne
- Devil's Advocate, in honor of Spindal
- Guild Lush, in honor of Casee
- Lady of the Rogues, in honor of Feya
Awards and Items of the Guild:
Sly Weasel:
The fabled Sly Weasel of the Rogues’ Guild is no ordinary beast. There exists a certain breed of the most cunning weasel in Norland that only Rogues have been able capture and train as their faithful companions. Some say that this is because only a Rogue is cunning enough to catch it.
One thing is certain, however. A Rogue who is lucky enough to capture one of these Weasels in the wild will find it a faithful companion forever.
Once you have attained Guild Level 74 and Age 45, you are primed to seek out the Weasel’s Den by seeking out an Article I authority and stating your intention to brave the adventure. Additionally, seeing as a Rogue who joins the ranks of the Weasel riders has accomplished a great milestone in the Guild, you will be asked to share with us your tale on the message boards.
Special Black Mithril Items:
1) Black Full Plate Armor: You may ask an Article I authority for a quest to receive this item at Guild Level 49 and Age 30.
2) Tri-Bladed Black Sword: You may ask an Article I authority for a quest to receive this item at Guild Level 49 and Age 20.
Durain’s Dagger:
A special swashbuckling weapon which is grantable by the Article I authorities to a Rogue who has shown great dedication to the Guild.
Oak-Handled Knife:
An exceptionally rare Elder weapon which is grantable only by the Patron of the Guild.
Generic Item Awards:
Refer to the required reading on the Guild message boards regarding award opportunities for many wonderful items.
SECTION II: Delineation of Guild Government and Political Affairs:
Heavenly:
Guild Patron:
Defined: The immortal representative, nexus with the gods, and supreme arbiter in cases of conflict beyond mortal control and above contestation. The Patron shall not be limited in his authority to act and possesses the ability to strike or amend at his whim all provisions or laws in the organization.
Guild Hero:
Defined: Works with both Patron and Article I authorities for the Guild. Limited in his authority to act only based on directive of Patron.
First Article: Executive and Legislative Gentry:
Guild Master:
Defined: The mortal governor and executive authority of the organization.
Duties:
- The Guild Master is entrusted with the responsibility to faithfully—and without bias—execute and uphold the rules, laws, and tenets of the Rogues’ Guild and the ideas expressed in the Charter of the organization.
- The Guild Master shall at all times and occasions—including the public eye, in privy counsel, and occasions blind of heavenly scrutiny—set forth an example by which others in the organization can expect to adhere and follow.
- The Guild Master shall—without bias and within reason—entertain a member of this Guild’s: genuine requests of organizational affairs; petitions for advice; inquiries of Guild policy; inquiries relating to Outpost needs and expenses; and invocations of reward and benefit which are set out or placed into effect at the Guild Master’s hand.
- The Guild Master may create new rules, programs, or policies that are not repugnant to the tenets of the Rogues’ Guild or its Charter subject to the Patron’s approval.
- The Guild Master may, in times when it is deemed suitable or desirable, appoint qualified officers of the Guild to serve as its Lieutenants subject to the Patron’s approval. When it is not a time either suitable or desirable for appointment of qualified officers, the Guild Master is encouraged to hold elections subject to historical guidelines.
- The Guild Master has the sole authority to draw treaties with other Guilds and organizations.
- The Guild Master has the sole authority to appoint qualified representatives of the organization’s Outposts and amend those representatives’ duties.
- The Guild Master shall never be negligent or reckless in the management of the Guild’s treasury or tithe. However, the Guild Master may freely encourage or enact programs to replenish these resources.
Guild Lieutenants:
Defined: The mortal officers and sub-executive authorities of the organization.
Duties:
- A Guild Lieutenant is entrusted with the responsibility to faithfully—and without bias—execute and uphold the rules, laws, and tenets of the Rogues’ Guild and the ideas expressed in the Charter of the organization.
- A Guild Lieutenant will, based on the prerogative of the Guild Master and upon evaluation of the Lieutenant’s individual qualifications and skills, assume one of two basic roles:
- Rogue of the Dagger (“Events”): It shall be this officer's duty to create new events for Rogues to participate in. Examples of such events include, but are not limited to: planning guild-hunts, gauntlets, assassination contests, trivia, scavenger hunts, and other items of this ilk. The Dagger officer will also be required to encourage activity on the message boards. This officer must have a firm knowledge of the lands in order to provide our younger members with some insight to their early development; the same officer shall assume the burden of imparting their belief of what sort of skills should be learned and when.
- Rogue of the Quill (“Historical”): It shall be this officer’s duty to keep the law and progeny of the Rogues. The Quill officer should display a firm understanding of our history, ethos, and Charter. Other duties will include, but are not limited to: frequently updating the guild notices, updating the membership on the message boards with any new events that should arise or be planned by other guild members, checking the boards frequently (not only ours but others that may somehow effect us positively or adversely), maintaining the web scrolls, gathering insight from the guild members to help devise new guild votes, and other items of this ilk. This officer will keep a keen eye on all guild activity and report it for due reward; the same officer shall serve as a herald of any guild questions on our history, ethos, and charter.
- In the instance that the organization or Guild Master decide there is need—for whatever reason—of but a single Guild Lieutenant, this sole Lieutenant understands that both “Dagger” and “Quill” offices are merged and they alone shall fulfill both offices subject to waiver by the Guild Master.
- A Guild Lieutenant may—in times the Guild Master is not present or absent—make judgment calls and decisions laden with such vested force and authority as though the Guild Master were the voice, subject to the following exceptions:
- Treatises and Alliances dealing with City or other Guild organizations, including those which are frivolous, e.g., “Luck Wars”;
- Guild Transfer Requests both to and from the Rogues’ Guild;
- Proclamations of Guild Office—as with new Outpost Ambassadors, new Lieutenants, new Elders, etc.; and
- Creation of any Guild Law—including minor statute that disrespects the duty or office of another
- A Guild Lieutenant may purchase the luck of the land whenever it will be used, subject to the Luck Treaty with which they should be familiar. In the event that a new Luck Treaty is embraced by the organization, the Guild Lieutenant shall follow whichever Luck Treaty is currently agreed upon within the organization.
- A Guild Lieutenant may award or use for their own—within reasonable discretion—items placed in the Guild Locker which are not pre-defined in other passage as having requisite policy. As a general guideline: if it is able to be found, collected, created, purchased, or otherwise obtained outside the Guild it is within the Lieutenant’s discretion to use.
- A Guild Lieutenant shall—without bias and within reason—entertain a member of this Guild’s: genuine requests of organizational affairs; petitions for advice; inquiries of Guild policy; inquiries relating to Outpost needs and expenses; and invocations of reward and benefit which are set out or placed into effect at the Guild Master’s hand.
Second Article: Judicial Matters, Influential Authority, and Second-Tier Legislative Gentry:
Guild Elders and Guild Counselors (collectively, the “Council”):
Defined: Collectively the Elders and Counselors serve as the “Guild Council” which is an advisory body to all authorities listed in Article I when needed.
Elders: Elders are the grizzled veterans of the organization who have exceptional and genuine insight into the decisions and history of the organization itself and its past leaders and members. While Elders are exclusively determined by the Guild Patron, the Guild Master may recommend Rogues for Elder reverence to the Guild Patron within due reason. Once attained, Elder reverence (or “Elder status”) is never lost and an Elder may always take part in every Council dealing at their leisure. However, an Elder may forfeit his status by virtue of poor behavior or conduct that otherwise reflects dishonor on the great status of trust which has been invested in them.
Counselors: Counselors are members of the organization selected either by the Guild Master or the members of the organization to serve on the Guild Council.
- The Guild Master may select—per every six (6) otherworldly months—a single person in the Guild to take part in Council dealings.
- The members of the Rogues’ Guild may also select—at the same time as the Guild Master—by a vote of the majority a single person in the Guild to take part in Council dealings and who is different from the person selected by the Guild Master.
- Once appointed or elected as Counselor, the member’s term under that mantle is unending subject to four of exceptions: (a) the Counselor is impeached for a violation of good behavior or ethical duty to the Rogues’ Guild; (b) the Counselor has resigned from the role by choice; (c) the Counselor has been voted out by the members of the Guild; or (d) the Counselor attains Elder reverence or becomes a Guild Lieutenant.
- There may never be more than four (4) Counselors at any one time.
Guild Council: The Guild Council functions as an idealistic “voice of the guild” and a safeguard against certain repugnant acts by Article I authorities.
Duties:
- The Council shall never be comprised of any guild members who are not Guild Elders and Guild Counselors in accordance with the provisions of Article II.
- The Council shall interpret these laws and the Charter itself in the event of any material dispute.
- The Council must approve any acts by the Guild Master or Guild Lieutenant that seek to alter this Charter. To further protect the Charter, the Council must be informed of any proposed alterations to either and shall be a mandatory participant in a vote to any such alterations actually made.
- In the event that there is unanimous call among the members of the organization in grievance, including for impeachment of an Article I authority, the Council shall serve impartially as judge.
- The Council may conduct meetings at times of its own choosing and govern itself in a manner notwithstanding this Charter. Should the Council decide to meet for material proceedings, the authorities in Article I must either be given full record or have a member sit present during the meeting.
- hould the Council fail to govern itself according to these rules, their powers are forfeit to the Guild Patron until there is order once more.
Outpost Ambassadors:
Defined: A paid office whereby the Guild Master at his or her discretion may employ a Rogue and reward them for their work in the Guild’s outposts.
Duties:
- An Outpost Ambassador shall keep a regularly updated log for the eyes of the organization of all substantial activity in the Outpost location as well as the City wherein it resides.
- An Outpost Ambassador shall at all times follow the organization’s Charter and strive to reflect upon the organization positively in the city wherein the Ambassador’s Outpost resides.
- An Outpost Ambassador may fulfill all other roles in the Guild as well as holding the Ambassador mantle—notwithstanding conflicting matters between these roles.
- An Outpost Ambassador may and should suggest opportunities to Article I authorities regarding charitable donations to the City wherein the Ambassador’s Outpost resides.
- An Outpost Ambassador may and should consider positive ways to interact with City Officials such as Stewards, Barons, or other leaders.
- An Outpost Ambassador’s authority with respect to this role shall never exceed the boundaries of any Rogue-controlled dwelling.
Third Article: General Membership
General Membership:
Defined: All members of the Rogues Guild not assuming other roles enumerated in above.
Duties:
- A Rogue shall always respect the Charter and abide by the rules listed herein.
- A Rogue shall not violate the rules of Terris.
Election Procedures:
Guild Officer Elections:
Requirements to serve and to vote:
- You must be registered to become a Guild Officer
- You must be in the Rogues’ Guild.
- You must be able to complete a full term in office.
- If you are found to even once, in any public room or channel use profanity or talk about drugs you will be removed from the nominations.
- If you can't be mature and you show up drunk you will be removed...being drunk is not an excuse to act like an idiot in this guild's leadership.
- You need to be IC 19 years old to run.
- You must be registered for the entire nomination period.
- You must comply with each specific e-mail requirement listed when the election takes place.
Vote Weight:
Your vote is determined both by your character’s IC Age and Guild Level.
- By your character’s IC-age, your vote counts as many points as followed:
- 19-39: 1 vote
- 40-69: 2 votes
- 70-99: 3 votes
- 100-139: 4 votes
- 140+: 5 votes
- By your character’s Guild Level, your vote counts as many points as followed:
- 1-39: 1 vote
- 40-60: 2 votes
- 61-75: 3 votes
- 76-125: 4 votes
- 126+: 5 votes
Candor of Candidates During Campaign Time:
A Rogue is free to campaign in whatever method they desire so long as they abide by the rules of the Charter and Terris. A warning: exceptionally enthusiastic and ridiculous posts which constitute harassment are pushing the grace you have been given with this campaign freedom and may be subject to discipline.
|