#1:
Do No Harm to Fellow Clan.
This rule is absolute, and those who break it are no longer counted as Clan until proven otherwise. Things which fall under doing harm to or threatening the safety of the Clan are as follows:
Do No Harm to Fellow Clan.
This rule is absolute, and those who break it are no longer counted as Clan until proven otherwise. Things which fall under doing harm to or threatening the safety of the Clan are as follows:
- Openly attacking another Clansman with intent to cause serious injury and/or death.
- Underhandedly intending physical harm or psychological torment upon another Clansmen, either through direct targeting or sabotage, plotting to turn Clan against each other internally, sabotage alliances, or point enemies against the Clan externally.
- Revealing any Clan locations to non-Clan, unless given explicit and clear permission. Only the Head, Beak, and Eyes are allowed to reveal other Clan locations to non-Clan. No exceptions. Any non-Clan who appear in Clan locations without prior leadership knowledge and approval will be treated as trespassers and threats, and handled accordingly.
- Trading or giving away insider information about the Clan and its internal affairs to non-Clan, including Allies, unless given approval from the Head, Beak, or Eyes first. Some exceptions apply to Alliance Liaisons, but the details of what is to be shared, or not shared, should be clearly discussed ahead of time.
#2:
The Word and Will of the Head, Beak, and Eyes is Law within the Clan.
So long as an individual calls themselves Clan, they are bound to follow the will of the Head, Beak, and Eyes when ordered to, regardless of personal feelings. Those who refuse to, and act to the detriment of the Clan’s interest or safety, will no longer be regarded as Clan and handled accordingly if they threaten it in any way as determined by the Head, Beak, or Eyes.
The Word and Will of the Head, Beak, and Eyes is Law within the Clan.
So long as an individual calls themselves Clan, they are bound to follow the will of the Head, Beak, and Eyes when ordered to, regardless of personal feelings. Those who refuse to, and act to the detriment of the Clan’s interest or safety, will no longer be regarded as Clan and handled accordingly if they threaten it in any way as determined by the Head, Beak, or Eyes.
#3:
The Consequences of Personal Matters That Defy Clan Interests are the Individual’s To Bear.
Any member who takes personal action which directly defies the will or orders of the Clan leadership make those decisions alone and without the support of the Clan.
If these actions put the Clan in danger, the Clan will internally deal with the offender accordingly.
The Consequences of Personal Matters That Defy Clan Interests are the Individual’s To Bear.
Any member who takes personal action which directly defies the will or orders of the Clan leadership make those decisions alone and without the support of the Clan.
If these actions put the Clan in danger, the Clan will internally deal with the offender accordingly.
#4:
Always Guard Clan Locations.
The only public Clan location is the Proudspire Clan House in Solitude, which is open to Clan and Allies at any time. Any other locations are Private, and not to be spoken of to non-Clan, no matter who they are, not even Allies. Those who present themselves as allies today may become enemies tomorrow, and caution is always preferred and encouraged.
If a Private location is to be revealed to non-Clan, the Head, Beak, or Eyes will handle revealing the location personally. Anyone else revealing a Clan location, with exception to Proudspire, will be treated as a threat to Clan safety and handled accordingly.
Always Guard Clan Locations.
The only public Clan location is the Proudspire Clan House in Solitude, which is open to Clan and Allies at any time. Any other locations are Private, and not to be spoken of to non-Clan, no matter who they are, not even Allies. Those who present themselves as allies today may become enemies tomorrow, and caution is always preferred and encouraged.
If a Private location is to be revealed to non-Clan, the Head, Beak, or Eyes will handle revealing the location personally. Anyone else revealing a Clan location, with exception to Proudspire, will be treated as a threat to Clan safety and handled accordingly.
#5:
All Walks of Life are Welcome to the Clan.
Whether someone is an honest merchant or gatherer, a cut-throat thief or an assassin, people from all walks of life are welcome so long as they do no harm to their fellow Clansmen. The Clan does not discriminate between Dominion, Pact, or Covenant, nor by race, nor by whether they follow Divines or Daedra. For every type of trade, we have a niche to fill. You do not have to agree with the way other Clansmen live or the customs they follow -- you simply need to respect that they live differently.
All Walks of Life are Welcome to the Clan.
Whether someone is an honest merchant or gatherer, a cut-throat thief or an assassin, people from all walks of life are welcome so long as they do no harm to their fellow Clansmen. The Clan does not discriminate between Dominion, Pact, or Covenant, nor by race, nor by whether they follow Divines or Daedra. For every type of trade, we have a niche to fill. You do not have to agree with the way other Clansmen live or the customs they follow -- you simply need to respect that they live differently.
#6:
You Get What You Give.
The Clan is about give-and-take, and rewards those who give by giving back, in one way or another. No one is required to give anything to the Clan, but those who never give will never be given to in return. The Clan does not tolerate leeches.
You Get What You Give.
The Clan is about give-and-take, and rewards those who give by giving back, in one way or another. No one is required to give anything to the Clan, but those who never give will never be given to in return. The Clan does not tolerate leeches.
#7:
Fledglings are not Clan (yet).
Fledglings are untested, new recruits who have been allowed to join the Clan but have not yet proven they are loyal, trustworthy, or have the Clan’s best interests in mind (IC). However, Fledglings should be treated with the same respect as any other Clan ranks, so long as they do not break Clan rules or endanger the Clan in any way.
Once the leadership has determined that a Fledgling has proven themselves worthy of full membership, they will be taken to complete a Rite of Passage ceremony and welcomed into the Clan as a member of the Body upon completing it.
Fledglings are not Clan (yet).
Fledglings are untested, new recruits who have been allowed to join the Clan but have not yet proven they are loyal, trustworthy, or have the Clan’s best interests in mind (IC). However, Fledglings should be treated with the same respect as any other Clan ranks, so long as they do not break Clan rules or endanger the Clan in any way.
Once the leadership has determined that a Fledgling has proven themselves worthy of full membership, they will be taken to complete a Rite of Passage ceremony and welcomed into the Clan as a member of the Body upon completing it.
#8:
Ranks Are Not Given Based On Request (with exception to Scavenger).
All Clan ranks are given when the Clan’s leadership feel someone is ready for them, not when a member feels they are entitled to them.
Members may express interest in a rank, but they will only be granted that rank after properly proving themselves (with exception to the Scavenger rank, when requested by any rank of Body or higher) through time, proven loyalty, and tests of skill. They will not be given simply upon request, nor to those who devote no time to the Clan’s interests and growth.
Ranks Are Not Given Based On Request (with exception to Scavenger).
All Clan ranks are given when the Clan’s leadership feel someone is ready for them, not when a member feels they are entitled to them.
Members may express interest in a rank, but they will only be granted that rank after properly proving themselves (with exception to the Scavenger rank, when requested by any rank of Body or higher) through time, proven loyalty, and tests of skill. They will not be given simply upon request, nor to those who devote no time to the Clan’s interests and growth.
#9:
Show Your Loyalty in the Manner That Suites You.
There are times for words, and times for blades. Times for an upfront approach, and times for cloak-and-dagger. All manner of skills are valued to adapt to the ever-changing needs of the Clan, and different people are better at different things. The Clan believes in allowing its members to fit whatever niche they feel most comfortable in, so long as their methods do not bring harm to the Clan, and will rarely if ever ask its members to complete a task which they are not suited towards or goes against their beliefs.
Show Your Loyalty in the Manner That Suites You.
There are times for words, and times for blades. Times for an upfront approach, and times for cloak-and-dagger. All manner of skills are valued to adapt to the ever-changing needs of the Clan, and different people are better at different things. The Clan believes in allowing its members to fit whatever niche they feel most comfortable in, so long as their methods do not bring harm to the Clan, and will rarely if ever ask its members to complete a task which they are not suited towards or goes against their beliefs.
#10:
Do Not Speak of Internal Clan Affairs, Troubles, or Locations to Non-Clan.
The troubles that may plague the Clan at times are matters for Clan to handle, and are not to be spoken of to or spread amongst outsiders. If the Clan requires outside aid, its leadership will call upon its already-established allies.
This includes job/mission details of any kind, Clan homes or locations, member names, names of allies or enemies, number of members in the Clan, or matters which arise during sharing of news at Clan Gatherings. If a contact would like to learn more of the Clan and how it works, they may arrange a rendezvous with the Head, Beak, and/or Eyes.
**Note: There is some exception with assigned, agreed-upon liaisons between Kråke and other specified groups, but be sure to make clear with the Head what is to be shared and not shared, and at what times.
Do Not Speak of Internal Clan Affairs, Troubles, or Locations to Non-Clan.
The troubles that may plague the Clan at times are matters for Clan to handle, and are not to be spoken of to or spread amongst outsiders. If the Clan requires outside aid, its leadership will call upon its already-established allies.
This includes job/mission details of any kind, Clan homes or locations, member names, names of allies or enemies, number of members in the Clan, or matters which arise during sharing of news at Clan Gatherings. If a contact would like to learn more of the Clan and how it works, they may arrange a rendezvous with the Head, Beak, and/or Eyes.
**Note: There is some exception with assigned, agreed-upon liaisons between Kråke and other specified groups, but be sure to make clear with the Head what is to be shared and not shared, and at what times.