Bentwood Raiders
Bylaws
We live as a close band of rebels who conform to no mans rule save that which we
choose. Our safety, livelihood, and general survival depend a great deal on the
trust that we place in our brothers. Law for us is everything - it is life itself.
As such, our bylaws are one of the most important doctrines that we have. We
follow them to letter in an attempt to force order in a naturally chaotic environment.
Please note that the most important rule, however, is that no rules are permanent
and any can will, in all likelihood, be changed at any time as decided by the need or whim
of the council members.
It is common knowledge that mercenary bands were are rare and those that do exist, do
so in secrecy. For the most part, we are no different. The bylaws that you see
posted here are simply an appeasement to the local monarchy. These bylaws represent
only the essence of how we govern ourselves. The true bylaws or the Bentwood Raiders
are written in sand on a windy day and they shift just as easily and often. The only
two hard fast laws of the Bentwood Raiders are that to join you must be extremely loyal
and very flexible.
So, with all of that said, here are the 'Posted' bylaws of the Bentwood Raiders.
Bentwood Raiders Mercenary Guild
Bylaws and Guidelines
I. Purpose of the Guild:
The Mercenaries Guild, known as the Bentwood Raiders, is being formed to provide
a common arena for the freemen of York to participate. The guild will serve as a training
forum for those interested in survival in a world where only the highborn have rights. The
Bentwood Raiders represent only themselves and their own interests. Our members shall be
skilled in the ways of combat, art, politics, and many other important key aspects of life
in Adria. Those who do not, but somehow manage to pass our initiations anyway (Fat
chance), shall be trained to offer such skills so as to become worthy of hire. We offer
these skills as individuals and as a group to the person, house, or army that can pay or
offer us the most.
Live long, make lots of money, and remember possession is one hundred percent of
the law if we can kick your ass!
II. Who may enter this secret brotherhood?
Almost all including those black of heart and treacherous of purpose may be accepted
into the bosom of chaos known as the Bentwood Raiders. The only exceptions are listed in
section III below.
III. Who may not enter this secret brotherhood?
- The following criteria shall be used to discriminate against those few not permitted to
join the Bentwood Raiders.
- No man bound by any fealty, save that to another member of the guild may join our
brotherhood. This, of course, does not include the sworn fealty that all members of the
populace have to the crowns.
- This includes squires, apprentices, paid soldiers on a permanent payroll, and any other
fealty-like relationships.
- Knights, who have sworn fealty to one another may, on a case by case basis, be
considered for admission.
- All slaves shall be considered for admittance and if accepted, shall fall under the
protection of the guild and shall no longer be considered slaves, unless the slave owner
offers us more money for your dumb ass.
- There shall be no cowards admitted. The challenger initiation trials listed below will
eliminate those.
- No law enforcement officials, without special consideration, shall ever be brought
before council.
- None who have challenged the initiation and failed shall be allowed to re-challenge
within a twelve-month period.
- All those who, for any reason, are not eligible to join our ranks, may, under
consideration of the council, be admitted as Friends of the Guild. As such
they shall enjoy the protection and limited confidences of the guild, where appropriate.
- The following exceptions to the above discriminations shall apply as decided by the
council.
- In exception to rule #1, Squires, apprentices, etc
may be considered friends
of the guild as long as the person to whom they have sworn their fealty is a member
in good standing of the guild.
- In exception to rule #5, squires, apprentices, etc
who failed to pass the
initiation due to their fealty but have now been released from said fealty, may
re-challenge as soon as their fealty tie is officially broken.
IV. Challenger Initiation Trials
There can be no cowards among the ranks of the Bentwood Raiders. As such, there shall
be three tests to be endured in order that ye shall join our honorably low and often times
demented ranks.
- The first shall be a demonstration of devotion. Ye shall be required to bring before the
council some item or person, or ye shall be required to perform some task as set before
you by the council members. Ye shall be told what to do, and to pass this test, ye shall
do whatever it takes to achieve your objective! Dedication, devotion, and commitment are
paramount to our cause. Weakness will not and cannot be tolerated.
- The second test shall be a test of metal. Ye shall run the mercenaries gauntlet.
Ye shall fight three successive matches against existing members of the guild. The rules
of these matches are to be determined at the time of the match. All rules of combat shall
be changeable by the council members or member combatants at any time, including and
especially, in the middle of the tournament.
- After completing the first two tests, a challenger who wishes to join the ranks of the
mercenaries shall be subject to a council. No matter what the outcome of the first two
tests, the councils decision will be final. They will judge each candidate upon his
or her worthiness to join our ranks. All bribes, including women, gold, weapons, and
anything else of value, if there is anything, shall be considered in good taste and shall
be made before council consideration.
Note: Bribes donated by challengers will NOT necessarily be returned.
These three tests shall be the qualifying requirements to enter the mercenaries
guild of York. Exceptions shall be made as necessary to accommodate those whom the
existing members deem worthy of exception. Some exceptions may include, but are not
limited to:
- Artisans of extreme skill.
- Sires, Barons, Counts, etc
of politically influential houses, baronies, counties,
etc
- Ministers with significant pull, sway or affect on the thrones.
V. General Governing Rules of the Guild
- No man may join this guild that does not pass the initiation rights described in section
II above.
- Women will be accepted into the guild under different guidelines than those proposed in
section II. However, any woman who wishes to be treated as an equal to all other members
of the guild, may challenge the initiation to gain membership.
- Any challenger who wishes to join may do so in secret if they so wish.
- The members of the council shall remain secret from all others in and out of the guild.
- Members may join the guild in secret and remain so for as long as they wish.
- Once accepted into the guild, you must do the following to leave our brotherhood:
- Die
- Face the gauntlet once again
- Swear an oath of silence and secrecy so that none may ever learn of the secrets of our
brotherhood and thus place our very lives in jeopardy.
- The council reserves the right to vote on the removal of guild members for any
violations of the rules. A simple majority is all that shall be necessary to cast out a
member from our ranks.
- During times of war and dispute, each member shall be given the right to fight for
whomever he or she so chooses.
- The leader of the mercenaries guild shall be chosen by combat. Challenges to the
position may come at any time and may be for any reason. Failure of the current leader to
accept a challenge will result in an automatic charge of cowardice and trial by combat
shall be invoked.
- The current leader of the Raiders shall decide the type of combat and the rules.
- The council must approve of the challenge. Grounds for disapproval include, but are not
limited to:
- The challenger is not considered worthy to lead the Raiders
- The challenger has judicial-type action pending
- The challenger was granted acceptance into the Raiders under provisions or exceptions
rather than through the trial by combat.
- A leader, who has been defeated by a challenger in combat, may not re-challenge for his
position for at least 3 months.
- All disputes will be settled by combat. Every man is considered innocent until proven
dead by his accuser.
- Any and all information learned or otherwise obtained, as a result of being a member of
the guild may never be revealed to any non-member. Violation of this rule will result in
death and subsequent dismissal from the guild as well as blood oaths of vengeance. In
addition, the members and friends of the guild shall harass ye at every opportunity.
- The guild is a clear majority rules government. There is one leader and he shall make
all of the decisions. Disagreement with such decisions shall be settled by combat as
stated in rule H above. Such disagreements shall never be allowed to interfere
with the guilds ability to make money!!!!
- Any member of the guild found performing duties not appropriately paid for, shall be
considered defective and shall be ejected from the guild pending trial by combat. Win or
loose, members accused of such actions shall be considered under probation and shall be
summarily challenged to combat whenever possible.
- All the rules and by-laws of Adria and York shall be upheld within the confines of the
guild and no guild rules shall ever override those invoked by Adria or York.
- Any and all ranks assigned to members of the guild shall have absolutely no bearing on
the rest of Adria or York. Titles such as Band Leader, Master of Arms, and Butt Stomper,
are solely for the purpose of identification within the guild and shall grant no member
any rights, sumptuaries, or other privileges not earned through the rightful by-laws of
Adria and/or York. In other words, Rule 14 again.
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