The charter need not be set in stone. One of the great things about roleplaying games is that characters develop and change over time, and so to should our charter change to suit great events that befall us or changes in outlook or perception.
One underlying theme, at least in some of the characters currently being developed, is magic or the pursuit of magic. As such, I put forth the following suggestion for our company charter, at least at the beginning.
- Magic and the produce of magic, be it spells or items or creatures, are beyond the comprehension of most common folk. As adventurers possessed of unique abilities, we are responsible for protecting the common folk from magic that would do them harm.
- Magic is ancient, and current civilization is built upon the ruins of great magical cultures. Relics of these cultures sometimes surface, and it is of great interest to us to pursue and secure the safety of these items, lest they fall into the wrong hands.
- Magic is a powerful and sometimes unpredictable force; when magical mysteries manifest, we are responsible for discovering the source of these mysteries, and to control them when necessary lest they bring harm to others.
- Not all magic is benevolent; magic whose sole purpose is to harm should be pursued, controlled, and when possible destroyed.