Crusader Code

All Crusaders must abide by a certain code. Some may follow more
strictures that they place upon themselves, but all share the basic
code in their beliefs.

The Current Code of the Crusaders:

I. At all times, and in all ways, a Crusader must strive to prove their
Valor and Bravery. Glory is the lifeblood of a Crusader, and
acting with cowardice or without an eye to Glory is unbecoming.
Through mastering the arts of combats Crusaders will do battle, but
also maintain the highest code of honor in the land.
Honor lost or gained by one member does so for the whole of the
house, to dishonor yourself as a Crusader is to bring shame on all
your brethern, to maintain honor is to bring glory to the cause.

II. Battle is life, and death.

III. In no case should groupmates invoke the power of magical devices.
If this is violated in spite of the Crusader, the group should
be terminated immediately.

IV. No groupmate should invoke a casting in the presence of
the Crusader. If this is violated the group should be
terminated as in 3, above. There is one exception to this rule.

V. A group should never be formed with a channeler, elementalist,
necromancer, anti-paladin, nightwalker, or ArchMage.

VI. Branded clerics and paladins are the chosen of the gods, and their
prayers may be tolerated on themselves and groupmates, but not on
the Crusader. This may ONLY BE DONE if the priest is of the same
FOLLOWING (see number 7) as the Crusader, otherwise no prayers
should be called upon. This will probably mean that in a group
with two Crusaders, that no prayers may be tolerated. Clerics
and paladins must still not invoke magical devices in the presence
of the Crusader, nor may they use magics during combat.

VII. A cleric or paladin of the same faith is defined as one that wears
the same brand as the Crusader.

VIII. If a cleric or paladin is grouped with, all prayers should be of
a non-offensive nature. (Foes should not be summoned, columns
of fire should not be called, but placing blessings on
non-crusader groupmates is acceptable.)

IX. Equipment that has been tampered with by mortal magic should be
avoided. In addition, weapons that project pure magical energy
should not be wielded. Magical artifacts that grant visible affects
should not be used. A good example of this is any type of item
which unnaturally transforms the Crusaders body, or adds a
visible aura. This includes, but is not limited to, the strange
girdle, winged sandals, weapons with freezing bite, flaming,
vampiric attacks (sharp and crushing weapons are okay, though, and
so are poisoned weapons). Weapons that transform themselves by
command are magical and unfit for a crusader to wield. Hands of
Infernus and ring of chaos, likewise, a crusader must not use.
Anything that casts or contorts, do not use. Anything that gives
you a skill enhancement, such as sneaking, if it is described as
magical, a crusader cannot use, but if it is not described as
magical, a crusader may use it. If an item gives a crusader the
ability to detect what he otherwise cannot detect, he cannot use it.

X. Crusaders should not purchase mercenaries that have had their minds
magically dulled into servitude. Nor should they enlist creatures
with visible auras.

XI. When an opponent falls to a Crusader, no more than 1/2 of his/her
possessions may be taken from his/her corpse. This is for the
total looting, not just what the Crusader takes. A Crusader can
keep 1 piece of equipment as a trophy of victory no matter what.
And can loot up to 1/2 the eq, this meaning not taking more than
1/2 the out of the corpse without returning it. If someone else
loots the corpse the crusader is to try to post a scroll to the
victim stating who if he knows and may only keep 1 piece of eq
return the rest. Magical devices such as potions, staves, wands,
etc., are to be sacrificed to the gods. No Crusader shall loot a
wedding ring/band or a leader weapon or item from anyone, to do so
is to bring shame on oneself and the wrath of the gods.