[- Assassin's Guild -]

A place for guilds and factions to post recruitment information and notices. Also contains private faction forums.
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Hanzo
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[- Assassin's Guild -]

Post by Hanzo » Wed Dec 04, 2019 10:15 am

ASSASSIN'S GUILD

"Ne iter occultum metuas."


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Overview


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Summary - What is The Guild?
- The Assassin's Guild is a loose congregation composed of fifteen cells, as well as various freelance agents. Though its exact number of members is unknown even to established assassin, those that find themselves within The Guild's uniform will see its grasp and influence spread through every level of society - from beggar unknown, to silk-clad nobility. Veiled as they are, one thing is certain. As long as mankind know of hatred and disdain, of envy and of ambition - those willing to put their fellow to the blade will find ample work. Should they, possess a useful set of skills, of course.


Founding - What is The Guild's history?
- The organisation came to be somewhere in the mid to late first century - finding its roots as a criminal syndicate in Altalsia. Namely, a certain group sought to bring order to organised killing by enforcing the same under a strict set of rules. These tenets, hold strong even to this day. As The Guild racked up its list of infamous deeds, so did it begin growing in a steady, cautious way - becoming incredibly structurally complex in the process. Yet, despite very few being aware of the complete machinery, every cog knows its place; and thus it turns undisturbed even today, smelting blood into gold.


Operations - How does The Guild work?
- The Guild's main purpose is to eliminate one of the hazards that comes with the trade of a killer. Those enjoying The Guild's protection do not invest themselves into seeking work on their lonesome - thus, removing the risk that comes with the mentioned. Rather, contracts are passed down through a complex network of informants, until they reach the contractor that is to fulfil the request. Once said mission is completed, payment is, likewise, delivered through the same layline - with a modest cut of 37% that The Guild deducts for itself.
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Last edited by Hanzo on Tue Dec 10, 2019 9:32 am, edited 2 times in total.

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Hanzo
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Re: [- Assassin's Guild -]

Post by Hanzo » Fri Dec 06, 2019 10:53 am

Mark of Hydrargyrum

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Uniform


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Crest - What is the symbolism behind it?
- Typically, depictions of The Guild all share one common element, that being a dagger - also known as the sica. These are often incorporated into unassuming places, or masked to blend in with other objects, shapes and forms. This way, none but those that knew what to look for would easily spot and recognise it. One of the most common ways to display the Guild's Mark, is through the ouroboros - a serpent eating its own tail, coiling around a knife. In alchemy, it is used as the symbol for mercury, the element that pierces through all others. With such, it is meant to imply that nothing can be used to shield from The Guild's blade.

Recognition - Degree of uniformity within The Guild?
- There is no true mandated dress code within The Guild, as one might come to know. What more, the membership if the guild is as diverse in skill, as it is in background and culture. As an assassin increases in rank, they would be permitted a greater level of insight within the workings of the organisation - thus getting to know their peers. Yet, one way that one is to spot a guildsman, is by their usage of the "sermo". The sermo is a highly sophisticated form of thieve's cant, that utilises everything from words and tone, to expression, posture and hand-signs.

Recruitment - How does one join the Guild?
- Unless one gains access to The Guild by virtue of membership within a coalition, they are typically scouted out by agents that take that role upon themselves. Should someone find themselves with the slightest bit of renown, and a lack of interfering care for lives of their fellow living beings - while being in possession of a certain set of skills - chances are, they will have an excursor on their tail. After much observation, and careful prodding, the potential assassin would be eased into the trade by various prospects. Yet, most often are recruits drawn from people with some experience in the matter, alike freelancers and mercenaries - who are shown the benefits of unionising over an unmarked grave.
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Last edited by Hanzo on Tue Dec 10, 2019 9:33 am, edited 2 times in total.

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Hanzo
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Re: [- Assassin's Guild -]

Post by Hanzo » Sat Dec 07, 2019 11:46 am

Resting Serpent Inn - Dormeho

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Membership


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Body - How is The Guild structured?
- The backbone of The Guild are its coalitions. Each ray of light atop The Guild's insignia represents one of the coalitions, who are always numbered at fifteen. Furthermore, each of these groups elects a representative that takes part in The Synodus, a council that deals with all matters of importance within The Guild, and decides by simple rule of majority. Being part of one of the fifteen coalitions, further decreases the initial 37% cut that The Guild would otherwise take. Apart from these coalitions, The Guild holds a number of freelance agents that enjoy its protection, without taking part in its parties. Though they have equal opportunity for advancement, this method of participation is discouraged.

Hierarchy - What are the ranks within The Guild?
- Within The Guild, there exist two types of ranks, regular ranks, and honorary ranks. The former is a ranking ladder that determines one's general position within The Guild, while the latter are optional jobs that one can chose to take part in for various benefits - while tending to The Guild's general needs at the same time. Both, are divided into three tiers, that one advances through obtaining a form of currency known as "death coins". These are used both for purchasing new ranks, as well as obtaining other favours from The Guild itself.

[+] Low Ranks - The Quaesitor
---[-] Acolitus - 0 Death Coins
---[-] Spatiator - 10 Death Coins
---[-] Aequo - 20 Death Coins
[+] Tier 1 honorary ranks:
---[-] Frontsman - For a modest decrease in the pay cut, and wages from the object in question, an assassin can chose to become employed in one of The Guild's fronts - businesses that serve to hide the illegal activities going beneath, or mission hubs, resting areas and the like. They pepper the world, and are a vital part of The Guild.
---[-] Courier - For the benefit of receiving slightly more coin with missions completed, an initiate can set themselves into the network of general Guild logistics. These include, but are not limited to things such as contracts, letters, field orders, and all around grunt work. Couriers are, nonetheless, treasured by the organisation due to the vital nature of their task.

[+] Mid Ranks- The Sicarius
---[-] Umbra - 40 Death Coins
---[-] Miseria - 60 Death Coins
---[-] Credo - 100 Death Coins
[+] Tier 2 honorary ranks:
---[-] Scout - A role available to more senior members of The Guild. They receive a commission should they obtain valuable information, or spy out potential members. Should they do the latter, the request is sent further up the ladder for review. As their 'charge' fulfils tasks, and advances in rank - so are they rewarded in a similar manner.
---[-] Accountant - Once they prove themselves both thrustworthy, and capable of such responsibility, assassins can serve to keep The Guild's paperwork tidy. This, involves everything from overseeing contract transactions, Guild funding, as well as due taxes of the various fronts. Accountants receive a modest cut decrease, proportional to the load of work they accept upon themselves.
---[-] Specialist - At this level, an assassin is expected to have a certain skill that they excel at. Should the same be outside a killer's regular set of skills - such as healing, or enchanting - they are welcomed to put it to The Guilds, and their own profit. Rewards for this duty depends on the trade in question, as well as mastery level.

[+] High Ranks - The Oblivio
---[-] Tenebris - Handpicked
---[-] Profundum - Handpicked
---[-] Orcus - Handpicked
[+] Tier 3 honorary ranks:
---[-] Beholder - An officer position for assassin, with the role of observing and ensuring proper functionality of those beneath them. This involved frequent checks upon accountants, managing fronts, Death Coin distribution, as well as processing reviews posted by scouts. They enjoy a hefty decrease in The Guild's cut.
---[-] Instructor - A role available to experienced assassin with a knack for teaching, and instilling knowledge. They are tasked with providing training to The Guild's agents, as well as testing and initiating recruits suggested by scoutsmen, and approved by beholders. Exclusive rights to training ensure a steady stream of revenue.
---[-] Hunter - Elite combatants of The Guild, taking upon themselves the responsibility of enforcing The Guild's tenets, as well as dishing out punishment for violating the same. Though few in number, they are a deadly force, who's fold is only accessible to the most distinguished assassin. Though often sponsored, they receive a steady funding from The Guild - seeing as they often abandon contracts in favour of guarding the tenets.

Recruitment - How does one join the Guild?
- Unless one gains access to The Guild by virtue of membership within a coalition, they are typically scouted out by agents that take that role upon themselves. Should someone find themselves with the slightest bit of renown, and a lack of interfering care for lives of their fellow living beings - while being in possession of a certain set of skills - chances are, they will have an excursor on their tail. After much observation, and careful prodding, the potential assassin would be eased into the trade by various prospects. Yet, most often are recruits drawn from people with some experience in the matter, alike freelancers and mercenaries - who are shown the benefits of unionising over an unmarked grave.
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Last edited by Hanzo on Tue Dec 10, 2019 9:32 am, edited 1 time in total.

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Hanzo
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Re: [- Assassin's Guild -]

Post by Hanzo » Sat Dec 07, 2019 11:52 am

wip

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