Evernight Guild Archive

Guild Name:

FREEMANS LAW (LAW)

Created: 2004-03-08 23:24:59
Game: covenant
Faith: Barnabas

Charter

Times in Tonan were becoming harder for those who ran outside the rule of the Nobility. Between the oppression of their rule and the ruthlessness of their demands for obedience, the underbelly was being broken down. Thieves and other miscreants were forced into wars that were not their own, but vindictive strikes of offended Lords and Ladies. Some of their most talented men and women fell in the pursuit of greed and lust, not the glory of the prize or the thrill of using strategy and cunning for the win. That which they considered the most treasured reasons for the fight was not within the realization of the pampered blue bloods.

There grew a quiet storm in the hearts of these people. They watched as the so called honorable nobility resorted to tactics that even they, the ones who refuted the law by trade, found gross and base. The attacking of a crippled guild, the hiring of unaligned mages for assistance, the attacks of those so far less powerful the victory had no challenge. Even the thieves, the strong arms, and those who plagued the trade of the seas, were disgusted with the attacks on their people by those who made the laws. There was no justice, there was no authority over the nobility.

To them, things werenít always perfect, but there was always another day to find the opportunity to return a slight to your enemies, or look them in the eye as you destroyed their precious sources of income. From their perspective, the ultimate justice was not to destroy a foe entirely but to cripple the most egregiously vile of tactictioners and leave the opponent with the knowledge that you could have had them dead to rights but they are not worthy to have their blood on your hands. Killing wasnít in their agenda when some mortal offence had been conducted. Living with the realization they had to star over with less than they received with a reclaiming of new lands was the ultimate punishment. Either they loose it all or turn their back on the people they were responsible to and like a coward, start over in new fiefdoms.

Rumblings in the networks of the informed began sounding a call. Those who grew weary of the Nobilityís petty pursuits began to amass and unite. Gemini stepped up and offered her face as the mistress of the union, the one who would speak with the masses as the guildís voice and the one who would enforce the code conceived upon the inception of the group . From those who made their living in the shadows, to the commoner masters of brute force, to the masters of smuggling and those skilled in the raiding of other ships they came together to form the Freemanís Law. Their very title intended as an affront that they had to police the nobility who had grown so oppressive. They worked for no Lord, they answered to no Lady. They lived by the honor of the highest of principles, dignity in competition and respect to those worthy of your effort.

Their goal was clear, but to make war upon the nobility they would have to be in good standing with one of the churches. Foret was out. The child who was spoiled was what they strove against. Those born with a silver spoon in their mouth rarely understood the hardships of the common man, how could they understand what the raffle assemblage would represent? Darden? Not likely that one dedicated in collecting misery would favor those who sought an end to it. Besides, oftentimes the clergy of the Demon was far to melodramatic for their own good. Isonia? She who stood in conflict, her ax ready, her heart searching for balance? She was perfect to support their cause. The approached the church of Isonia, plead their cause and found themselves in perfect company.

Times had certainly grown desperate.

Ranks

GM: Speaker of Law
AGM: Masters
Squad Leader: Assistant to the Masters
Full Member: Inner Circle
Member: Vagabond
Newbie: The miserable Dungeon

History

This will be the first age of Freeman's Law

Rules

RULES First off, the rules of TB

- Do not make an ass of yourself.
- Do not post bug reports on the boards, over ICQ, or in IRC unless asked specifically by staff.
- Do not spam or post redundant messages.
- Do not post kingdom numbers or kingdom names on the boards.
- Pornography, Piracy or other illegal material is not allowed.
- Do not post links or advertisements to hate or Anti-Evernight sites. This includes racial, ethical, or sexually related sites.

GUILD RULES:

1. First and foremost is to show respect at all times when posting. Any out of character attacks will not be tolerated.

First offence: Warning
Second Offence: Demotion to rank 6 for 1 week.
Third offence: Expulsion

2. Members are required to post twice a week, failure to do so consecutively or habitually carries penalties. The member with the most posts every 9 days will be rewarded.

First offence: Warning
Second Offence: Demotion to rank 6 for 1 week.
Third offence: Expulsion

3. All members must be active regularly and attend war chats. War chats will be held in mIRC chat rooms in a location announced on the banner. Failure to maintain a reasonable level of activity or repeated lack of attendance carries penalties.

First offence: Warning
Second Offence: Demotion to rank 6 for 1 week.
Third offence: Expulsion

4. If the Speaker of Law can not maintain the level of attention needed to run the union properly, or can not be present to war chats, they shall appoint a Stand-in Speaker. The Stand-in Speaker shall be given all respect as the Speaker of Law. Punishment for failure to follow the orders set by the Stand in Speaker will vary depending on the nature of the situation.

5. If the Speaker of Law is unable to run the guild as required, the Masters and retiring Speaker shall select a new Speaker of Law.

Ranking

1. Speaker of Law - (GM) The Speaker of Law is the voice and face of the guild in any dealing with the leadership of other nations. They represent the people of Freemanís Law and maintain the communication and direction decided upon by the union. Any offensive actions should be reported to the Speaker of Law for record and study.

2. Master of Stealth - (AGM of Scum) The Master of Stealth is responsible for maintaining the updating of enemy records and issuing orders to all those who make their trade in silence and anonymity.

2. Master of Arms - (AGM of War) The Master of Arms is one of the most demanding roles in Freemanís Law. The Master of Arms shall run all war strikes and oversee all military procedures.

2. Master of Hours - The Master of Hours oversees the member activity level. If the event that a member will not be able to attend the war chats or will not be able to play for more than 48 hours, the Master of Hours should be notified.

3. Assistant to the Masters - Each of the Masters may take an assistant if they so choose. The requirements of this position shall be determined by the Masters themselves.

4. Inner Circle - These are the trusted members of the Freemanís Law. They are active and fulfil all expectations placed upon them.

5. Vagabonds - These are new members to the guild or those working their way back up to the inner circle following punishment.

6. The Dungeon - This rank is reserved for punishment, as mentioned in the rules of the charter. This will be the first age of Freemans Law