Requirements
Rogue accepts all races, professions (or lack there of), religions, and virtually all backgrounds. We are a motley collection of misfits, people who do not fit into any other category for various reasons. If you choose to avoid the other organizations because you don't fit into their crowd, or because you are something out of the norm, such as a renegade mage or knight errant it doesn't matter to us. What does matter is that you realized that we are not a clan like any other. We support each other as much as possible, but we will not throw ourselves onto the blade to save you. We have been ignored or mistreated all our lives. Our basic natures cannot be ignored completely; this has lead most of us to act a bit selfishly when the pressure is on even when we claim altruism. Even the most stalwart dwarf will regress into his base instincts when faced with painful memories given flesh, trust me on this point. I have done the experiments. Many of us strive to live a life together but we must accept that we are not always prepared for what that means. That said we will accept the most devout of clerics just as quickly as we will take the blackest hearted pirate and every greedy merchant and kindly healer in between. The only thing that matters to us is that you understand that our life, and now yours, depends on being able to keep your mouth shut and your head low. Should you fail in that, well, I always can use a spare set of hands down in my lab. -Necromancer Jhailus Level: 15 Class: Any Race: Any Background: As mentioned above, virtually any background/role play is acceptable. However, you must have a background. If we have no background information about you how do we know we can trust you? Description: A basic description of your characters physical attributes. Things such as hair color, eye color, height, and build are all helpful, and let's be honest, required. This clan is built upon role-play and as such we require people to do so. Player Killing/Stealing: Players can be either PK or NOPK. PK requires well written warnotes, stories, and reasons for the attack. Simply put, role-play. HOW to get into Rogue: Perhaps one of the most oft asked questions, 'How do I get into Rogue?' along with 'Does anyone still play Rogue?' The answer is yes, the clan is active and does exist. To get into Rogue you must first have a detailed character description, then have a background for your character, and write a note to ROGUE IMMORTAL. The note will be story format, and tell about your background, upbringing, and your general role play. (It can have ooc parts of course). Please note that Dual clanning in Rogue IS possible, but any betrayal of the Rogue will be met with extreme punishment.
Former RoguesThe captain of a pirate ship on the Blood Sea often told me loose lips sink ships. If that's not plain enough for ya, let me put it simply. If you open yer yap about who we are or where we can be found, ya risk our whole operation. I ain't speaking lightly, neither. If some of us are found, they'll die and not in a quick pretty way. They will be keel hauled or blooded and dropped in sharky waters as fish bait. They will be made examples of. Cuz o' this, we ain't about to let those who know us to leave us. We are, as someone put so prettily before, a family. You can avoid some o' your kin, but you can never leave your family. It's there for life. We cant afford to trust anyone who has decided they be better served without us beside them. They hold a dagger to our throat with what they know. If someone leaves us, they have called down the Darkling Sea's storm upon their head. All clansmen are required to do what they can to gather information on where the Betrayer's new stop-hole abbey might be. Any who are able to bring 'em back in front o' the clan is to do jus' that. If the turn-coat is a right enough threat a Hunt may be called on him. If that is the case, their stinking carcass is not required jus' the evidence of their punishment. When you are done with the body, bring back their gear; all o' it. -James 'Red Legs' KleggPlayer KillingPk is a very viable way to put forward your role-play. In many ways it is the ultimate expression of your characters role-play. You have found someone your character disagrees with so very much that they are willing to ignore the ingrained resistance most people have against taking their foes life. Pk for its own sake, however, is entirely different. If you attack someone, you need to have a good reason. In addition to that, we expect you to post decent war notes. "Jaymes attacked me so I cut him. 24 to him from Rogue and myself" and "I got bored and jumped Rolf when he wasn't expecting it. 24 hours from rogue" are not good notes. You need to explain what you were doing when you were attacked. Why you chose to beat someone to unconsciousness while they were distracted by something else. If you think you know why you were attacked, then, please, try to explain it. Even if you are wrong it gives people a view on your character's beliefs. Not to mention that misconceptions are a great source of later role-play. There is nothing quite like having to come to terms with the realization that the evil knight who just died in his sleep due to your blade is really a paladin in the service of Solamnia. Each note should be a well thought out epilogue to the violence and having a reason before hand will only strengthen your position. On a related note, you may not like someone in the clan, or their views on how to solve a particular problem, however infighting does nothing but serve to weaken us. Due to that it is heavily frowned upon to attack clan members. It is not disallowed, but if you do so you had better have an extremely good reason. If you haven't been reading this far we see each other as brothers and sisters. Fighting, arguing, shoving, it's all allowed. Attacking is, generally, an unnecessary step. If it begins to get to that point remember the guild leader's job is to deal with clan members, be it through mediation or through throwing problem members to the curb.RanksLeadership RolesCaptain(10) The leader of the clan. His job is to govern and regulate the members of this clan and make sure that everyone keeps our laws. He is the lid to our boiling pot of people. Seneschal(9) The second-in-command of the guild. His job is to handle the day to day activities. Collection of moneys, recruitment, collecting information which needs passed to the captain, all these are his duties. Council(8) These are the people with an ear to the pulse of our clan. Their job is to advise the Seneschal and Captain as to the course they believe best should they disagree with the current course of actions. They are also allowed to assist the seneschal in bringing new members into our ranks.Non Leadership RolesPlease note: Non-leadership ranks are purely role-play, the number has no bearing, simply the name is tied to the players current role-play. Bruiser(7) People born with blades (or clubs) in their hand. They are the brawn of our group and tend to focus the martial side of things Merchant(6) Masters of all things economic. What they sell could be anything from pottery and weapons to information and secrets. They know the worth of a thing. Sailor(5) Sea dogs who spend their days on the open waters. They could be pirates, trade-ships, fisherman or any other number of things. Smuggler(4) People who excel at getting things out of, or into, controlled areas. If you need a special order, this is the group of people to talk to. Scoundrel(3) Unsavory folk who will do whatever is necessary, for a price... Cut-throats, thieves, grifters and con-men, watching your wallet might not be good when they talk you into giving it to them. Sage(2) Intellectuals, magic users and extortionists. These are people who understand that secrets can be very powerful. Vagrant(1) Wanderers, Explorers, Bums. Call them what you will, they tend to move on before the dust has settled. When I was young, perhaps 17, I petitioned the Order of Solamnic Knights to take me into their walls. I thought that the world was a dark and dreary place that needed light. Light that few had and that I was sure I could bring. To my shame I was brought in and, in time, began to believe that as a page, then a squire that the light that the world needed would never be brought into full view if I was stuck delivering documents and learning etiquette. I set my eyes upon the Rose Knighthood. To the position of Grand Master, even. I was sure that if I were given the position I wanted, nay, needed, the world would be made a better place for it. In my arrogance I never understood the one simple truth that those in a better vantage point saw: I am not a leader. My sword arm and my belief in Paladine are strong but that does not mean that I can set the course for the entire knighthood, let alone the world. I will not go into the details but the fact that I now bunk in Rogue flop houses instead of Solamnic barracks should give you a clue as to how things went. Mainly, this is all to say that some are meant for leadership and some are meant to follow and support those they believe in. If you find that you are put into the position of leadership be prepared to ask yourself, daily, if you are able to keep those in your care safe and alive. If you are never given that responsibility, be happy that your days can be filled with your own desires. -Tarin a Free-knight Just a note upon what my friend Tarin has chosen to share with us. Your "rank", if you will permit me to call it that for the moment, is not a means of measuring of your advancement. We are all equal, with those who lead us simply being given the respect deserved by one who dedicates his life to keeping you alive. Keep it in mind. -Gentleman ThomBookmark Ansalon MUD's Rogue Clanbook! Home | Fishing | Palanthas Library | Who's Playing NOW? | War Room |






