Atlantic:Brigands of Sosaria

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Guild Purpose

First and foremost, "Brigands" is designed to be a group of individuals who wish to create a controlled conflict within an a designated area. At any point in time, Brigands are to harass, rob, murder or outright intimidate those who support Law and Order, but go no further than to engage in small scale conflicts.

Raids are generally conducted by 5-10 member clans. As such, the goal isn't to defeat your enemy, but steal the goods out from under them.

Brigands are a rough and rowdy bunch of individuals. They are vulgar (though not actually cussing, They say things like "Bloody" or "Feck'in." Such is deemed proper profanity in this group).

Brigands are usually a rag tag bunch who have little to nothing of their own. Generally these warriors are recruited as kids or are a form of the populace who have grown disenchanted with organized society. However they have come to be within the ranks, they all generally have one thing in common. "They kill and loot!"

Brigands generally tend to be rough and scruffy looking. Though not all are dirty and smelly, some Brigands actually take good care of their equipment. Leather armor is usually patched when damaged, Metal links are repaired on ring and chain armors. Plate armor is a rare thing among Brigands. Very seldom will a single Brigand wear a full plate suit. They prefer lighter more manoverable armors. this allows them to quickly strike, grab the loot and run away before the victims of their assualt can muster any form of defence.


Looting rules

1) Always assume that your not allowed to loot your fallen Enemy. Its better to be safe than sorry. Looting when not allowed is grounds to be kicked from the guild. There is no exception. Ignorance is not a valid excuse.

2) The only time Looting is allowed is when the Clan Leaders in question give the "Okay". That is generally after "ALL" participating guilds have given the go ahead on the looting rules. Generally, our victims will have special colored bags (as instructed by the clan who they fight) with an item in it. these are the only items we may take.

3) If Looting is allowed, you may only take one item from within the colored bag. If you do take an item, you must have a witness (within the guild) confirm what you take. This is for your own safety.

4) If you have a looted item, it still belongs to its original owner until the ransom is paid (1000 gp) or the 24 hour period is up. You may not use the looted item during the 24 hour period.

5) Regardless if Looting is allowed or not, If the clan leader says to return the item in question, you will return it as instructed in the condition that you looted it. This is more for preserving guild relations. So don't take it personally. Return the item even when your in the right in this case.


Moots

A moot is a gathering of sorts to discuss plans for a raid or in some other form, preparing for battle. It usually takes place the night before the event. Or if the event happens at night, then the moot takes place just before the event.

Moots can also be called to settle disputes by a vote. Each member is allowed one vote when participating. The Clan leader only votes in the event of a tie. Members who are not present for a Moot are out of luck.

There are two types of Moots. The first is a Clan Moot. This is open to all members of a specific clan. It is always lead by the clan leader who generally uses the moot to inspire his/her men. Only a leader can call a Moot.

The Second is a Grand Moot. This is limited to all clan leaders only. It can only be called by the Chief clan leader. This form of moot is generally called to settle disputes, summon support or to even go as far as banish an entire clan. To be banished as a clan is considered the ultimate discrace among brigands. They form a brotherhood in which is not easily broken. For a clan to be banished, the majority of its members of the clan in question must have wronged another clan in some manner.


Spoils and Scars

Spoils are usually lined up on a table or on the ground somewhere. The entire clan that did the raid will encircle the loot. The first to claim their prize is the Clan leader. Usually taking the best piece for him/herself (regardless if he/she was at the raid or not.) Next comes any captains or subleaders of the clan. They each take one item they want. If in the event two or more brigands want the same item, they fight for it. Usually stoping short of killing the other. The one who kills another Brigand gives up his right to the loot in this manner.

Spoils are generally items won in battle or a raid. In the event of a battle, (only if no looting rules apply) the victims of the battle must turn over the specified colored bags which hold the lootable item. What the item may be is up to the victim.

brigands however may be looted at anytime regardless if looting rules are in place or not. This is to ensure that Brigands wear only the basic equipment. (All we ask is that you do not loot Runes or Reagents as they are our means for getting home)

It is common for Brigands who engage in a fight to eventually get scaring. Some are even self inflicted. Scars generally add to the toughness of the one who bears it and thus they seem all the more intimidating. A leader who is not scared is usually shunned by those who bear scares of their own. So much to the point that Clans have split up to make two seperate Clans over such a thing. But plain and Simple, brigands dig scars and love to show them off. Scars are generally seen as proof of battle. The more scars a brigand has, the odds are good that they have seen many raids.


The Clans

Clans are what make the backbone of the Brigand society. Each clan survives in its own way. Some prefer to take over villiages while others prefer to roam the countryside. Most clans however are a band of outlaws. And generally avoid larger cities. While they may sneak around once in a while in such places, you commonly do not see a band of brigands marching down the street of a large city.

Clans commonly fight one another for dominance. While niether side will kill each other or its members, they will duel until one is near death. The importance of Dominance is that the Dominant clan can call upon the subordinate clans for aid. The Subordinate clans are obligated to answer. The same goes to lesser clans. As long as dominance is established, the dominated clan is like a drafted force for the dominating clan and it must answer to the superior clan.

Clans that are dominated by a larger or more superior clan may try to establish their own independance. By doing so, they must once again fight the superior clan and win. If Independance is established, The Independant clan now becomes the Superior clan over the rival clan that just lost to them.

Clans often adopt names in which represent predators or parts of a predator in general. On top of that, they usually adopt an object, color or thing which is often put before their namesake. Such an example would be the "Black Wolves" or the "Crimson Fangs."

Once a clan is created and a name is adopted, that Clan may not change its name. It only dies out when the last member is slain and their spirit never returns.


What makes a Brigand

A brigand is more commonly known as an armed thug who with others like him, prefer to rob and steal from those unsuspecting.

Brigands are not expert soldiers by any means, though some may prove me wrong, Most brigands live modest lives. Some don't see any profit at all from their profession. Others rack up so much fame that they are wanted by every city known to man.

When joining the Brigands, The new member has to prove they have what it takes to survive in the wild. Generally a hunt is called and the recruit has to slay a beast of the clans choosing. If the beast kills the recruit, its better off they never had the recruit in their ranks. However, if the recruit kills the beast, regardless of how, They the clan accepts them in without any further question.

Most members join with their own basic gear. The most common and most needed item to survive is a weapon. Armor is the recruits own problem to worry about.

As far as apearance goes, most brigands opt for lighter armors. usually leatehr or studded leather. Chain is sometimes worn, but that is about the extent or the most extream armor worn. Ringmail is commonly worn as a lesser grade armor by the newer members.

Some brigands are as wild as the animals they share the wilderness with. While all brigands vary, some opt not to bathe and look as dirty as if they just came out of a coal mine. Others, do bathe and take fine care of their belongings. generally, these are the ones to really worry about. As they often act as spies or are much more brave to venture into the cities undetected by mixing in with the populace.

Over all, Brigands are only really bold to attack when in numbers. A brigand who stands alone is more inclined to run and hide than to stand and fight. This is even more true in the situation where a Brigand has to fight a trained and better equiped soldier.


Brigand Guidlines

Brigands of Sosaria do not originate in any one area. The guild is a compilation of clans who roam different areas of Sosaria.

As such, these are the following guidelines in which Brig is founded.

1. Characters wishing to join must do so with the crappiest of equipment.

1a. There is no set uniform and it is encuraged to make your armor look rather ragtag. In otherwords, mix match your armor. Specially hued armor is not allowed.

2. Characters wishing to join must not be lawful in any manner. You can be good alligned (steals from the rich, give to the poor) but Brigands are more about self glorification. Brigands range from plain stupid to intelligent. Most are warriors, however a select few do practice the arcane. All skills are allowed. Characters who join Brigands may not be secretive. They are after all proud of what they do and will stop at nothing to make their name a feared one.

3. Equipment: All armors and weapons are allowed provided they are basic, non GM, non artifact, non magical and not specially hued. To gain better items is to loot them off your foes. Looted items, regardless of what they are, may be used as long as there are witnesses who saw you loot. The looted item may not be worn until the 24 hours period expires.

4. Ransom: Ransom happens in a number of ways. The first being an old fashioned Kidnaping. Though rare in todays day and age, should one take place, Ransom is usually set by the clan leader who holds the prisoner. Any funds gained in such a manner is divided up evenly by the leader's clan.

4a. The second form of Ransom is much more common. A looted item from a foe is often one of value. In such a case, should the fallen (after resurection and remaining in death robe) wish the item back, a fee of no greater than 1000 gold pieces must be paid in a period of 24 hours, starting from the time of the looting. If the fee is paid, the Brigand must return the item or face being removed from the guild. Again, the looted item may not be worn until the 24 hour period has expired.

4b. If the 24 hour period expires and no fee is paid, then the item in question becomes the property of the Brigand who looted it and they may do what ever they wish with it.

5. Brigands do not normally ride mounts. The only exception to this is if the Brigand has the taming skill or has "stolen the horse from the dead." Special mounts such as Ethreal horses and Chargers are not considered stealable and are thus not allowed by brigands to be riden at any time. Brigands with the taming skill may not tame a mount for other brigands.

6. Clans: There can be at any time a number of clans within the guild. These clans all vary in size and have specialized membership requirements. Each clan may operate from their own selective hideout. Each clan is lead by a clan leader (chosen from within the clan). The GM role falls to the clan leader who is deemed the most famous of the clans (generally by bounty, see section 10).

7. Brigands are notorious for their raids. As such, when a raid takes place, its generally on a specific target for specific goods. Usually a raid is preplanned OOC So both sides may prepare. However, the specific time of the Raid is up to the Brigands to determine. (example: Guild "A" is defending a town from the Brigands on Dec 29th 2005. What they don't know is when during that day that the Brigands will strike. Even more so if the Brigands swill strike more than once.)

Rules of the raid: In selected a building of the target town, A red colored chest must be made available to anyone (brigands are not aware of the Red chest's exact location, But it must be in plain sight and openable to any brigand.) Inside it can be anything the town wishes to be rid of. (armor, weapons, food, anything) The Brigands will attempt to run in, and take the items while fending off what ever guards may be present. Once they got their fill, they will run for the safety outside of town. These items are for the Brigands to keep and use in future raids or events. These same rules apply to Caravans.

8. Brigands, if captured are considered a lost cause. They will not seek leagal council, their friends will not seek to rescue them unless the prisoner happens to be a clan leader. Most of all, A brigand will try to escape on their own if the chance presents itself. (note to all those brigands out there, You may not attempt to escape a guarded room) Guarded rooms are noted as a guard posted at all doorways. Windows are deemed too small to escape from.

9. Brigands do not openly engage in large scale battles. They are a band of unorganized thugs. If presented on the battlefield, the mostlikely senario they would use is to use gorilla tactics. They will not openly engage a large organized force.

10. Brigands are all about making themselves famous on wanted posters and such. Leadership is based upon who has the highest bounty on their head. The highier the bounty, the highier their rank. Naturally, the leadership in Brigands changes often due to bounty collections and such.