Rogue's Guild

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(Redirected from Assassin's Guild)

Please Note:

This page occasionally gets updated according to the shift in management and direction from an Assassin's Guild to a more-encompassing Rogue's Guild. For more information, please contact Eleanor.


Rogue's Guild Logo


Disclaimer: The existence of the Rogue's Guild is not common knowledge, and we ask members and players within the community to respect that.

Presence & Influence

Updates

Note:

Anyone can edit the "Updates" list. Limit 5 to the list at a time, and please use the following tag:

{{Guild|Rogue's|RPs}}

Format: '''[[RP Link here]]'''; ''PCs; NPCs present''


  • Luck of the Rabbit; Eleanor, Leoxander, and Azelea; Shifty Albert (NPC)
  • Boats, Booze, and Brawls; Eleanor, Leoxander, Meri, and Quintessa; Elven Twins Akash & Vierdo (NPC)
  • Newest RPs first.
  • Don't have to mark the date they were added, but that would be nice, too.
  • Oldest removed when new ones are added.

Racketeering

Racketeering Glossary (Abridged)
Racket Type Description
Alchemy The production of potions and poisons for private use or restricted sale to others.
Assassination The act of deliberately killing an important person, whether they're aware of their role or not.
Blackmail We've got their secrets, they've got our money.
Burglary Simple theft of houses or businesses.
Confidence Games Convincing others to participate in illegal activities or persuading them to hand over valuables.
Swindle: Short con.
Grift: Long con.
Fencing The purchase and resale of stolen or illegal items.
Fraud Specialized activities to create facsimile documents and items.
Forgery: Documents.
Counterfeiting: Items.
Gambling Fixed locations and street games where the ones running the games get paid to participate, and those cheating make money for themselves.
Intelligence & Security At the root of every mission are the details needed to effectively carry it out. These tasks make up information gathering and threat assessment to keep the Guild running smoothly.
Kidnapping The capture and imprisonment of a person to exchange them for money, information, or both. These are very complex tasks that require prudence and highly logistical planning.
Protection A classic racket, homeowners and shopkeepers pay a weekly or monthly fee to protect themselves from being destroyed, robbed, and/or beaten up, either by the Guild, real or even imagined enemies.
Smuggling Moving illegal goods in or out of specific communities or across borders.
Street Crimes The most common type of roguery is crimes of "opportunity."
Pickpocketing: Involves stealth or subterfuge.
Mugging: Involves some type of assault.

Locations

The Crow's Nest (Rogue's Guild Headquarters) — Public Access
From Cenril Recall: 1S, 2W, 5N, 2E, 1N, 2D, 1N.
From Vailkrin Recall: 3W, 3N, 1W, 1D, 2W, 1N, 2W, 1D, 1W.
Lighting in this large room is due to the black metal and glass lanterns hanging proportionally at either end of thick wooden rafters, which run across the ceiling horizontally from the eastern entrance. Gray, granite floors offer an eerie echo, particularly when the mocking cackle or rustle of wings from a loitering crow perched above should sound, those beady black eyes ready to lock upon a visitor. Dominating the center of the main hall is a table great enough to seat a dozen - thirteen with the extra chair waiting in a corner. The dark walnut surface is etched with a wood-burnt map of the world, and the natural incense smell of its creation still exists in the air. The decor is very limited, but most obvious would be the dais which holds a wooden, mechanical golem. Perhaps mistaken as a training dummy, it stands silent and still unless disturbed. Should someone draw too close, streams of turquoise magic will glide along lines in the flooring up to the construct's body, illuminating eyes in the same blue-green glow. Well concealed in the wall to the south is a door with no handle, marked by an obscure symbol that may be recognized as four birds connected in flight, but aimed in different directions. This door will not open without a key, but curiously, there is no keyhole.
The Office — Public Access
From Cenril Recall: 1S, 2W, 5N, 2E, 1N.
From Vailkrin Recall: 3W, 3N, 1W, 1D, 2W, 1N, 2W, 1D, 1W, 1S, 2U.
The Office is on the classier end of seedy cabaret/exotic dancing establishments. Which is to say that it boasts an actual chef, as in a person who studied to make food, and has enough bouncer presence on the floor to offer at least some low alcohol content beverages. Similar to other establishments of this nature, it's got your well lit stage, poles, a diverse cast of dancing women, and surrounding them a population of tables, velvet wing-back chairs, couches, and people who've got nothing better to do (most of them men). Along one of the walls, by the stage, is an opening into a narrow corridor that leads to the dressing rooms for the girls, a lived-in manager's office, and a door with a stairwell that descends to what must be a basement.
The Basement of The Office — Guild Only
From Cenril Recall: 1S, 2W, 5N, 2E, 1N, 1D.
From Vailkrin Recall: 3W, 3N, 1W, 1D, 2W, 1N, 2W, 1D, 1W, 1S, 1U.
Within this subterranean room, various pungent smells vie for the chance to assault one's senses, albeit the sources of most of these can only be speculated on. Two of the walls are mostly obstructed by stacks of wooden crates, each presumably stuffed with surplus supplies for the exotic cabaret dominating the first floor of the converted theater, while a third wall bears the weight of the stairs. Near the base of the stairs are two large casks of finely aged scotch, typically reserved for VIP guests of the club. In the center of the room is a simple round table, undoubtedly matching one of the booths from the main floor, and it is surrounded by four chairs. A deck of playing cards has been left behind on its pockmarked surface, resting in the swaying yellow light of a singular lantern hanging from the ceiling’s sturdy support beams. Opposite the stairs, a blood-red curtain is suspended from the ceiling, concealing the sleeping pen of an exotic pet. The pen itself is essentially a metal cage with a series of foreign runes etched into the bars - to keep the unsuspecting person out rather than to keep the creature in. In addition to the stairs leading up to the first floor, there appears to be a door carefully hidden behind some of the crates along the western wall. The door is warded with more runes matching those on the pen, along with a symbol burned into the wood - four black birds, wingtips touching as they fly in opposite directions. Perhaps a matching artifact will open this door.
Rogue's Den — Guild Only
From Cenril Recall: 1S, 2W, 5N, 2E, 1N, 2D.
From Vailkrin Recall: 3W, 3N, 1W, 1D, 2W, 1N, 2W, 1D, 1W, 1S.
There are many designated sections to this expansive, oak floored space. If allowed access into the Rogue's Den from the north, the opposite wall to the south is centered by a large, eye catching map - a replica of the topographical depiction carved into the table in the main hall. Surrounded by tacked notes, posters, lists and plans like a giant bulletin board and marked with different colored pins, closer inspection reveals a hidden and secured hatch that some know to be a disguised vault door behind that chart of Lithrydel. The western wall holds an assortment steel racks, bearing a variety of weapons for training and task, also providing target boards and anchored bodies fashioned from wood, heavily scarred from dull blades and bloody fists. Although there are aged, upholstered lounges and small tables surrounded by stools and topped with playing cards, bone dice, or wax and wick in a simple tin, there are also several simple cots available for those in need of rest or recovery to the east. Shelves hold extra linen, healing salves and supplies. Nearby, there is a plain looking door with a crimson and azure banner above.

Divisions

The Rogue's Guild consists of four main divisions, and each is assigned a Division Leader. The purpose of this is not a separation of the people, but more commonly, work together in teams with appropriate members of each group to complete the job or task. If you feel that your character does not fit into one of these groups, please contact the division leader or officers of the Guild with any questions or discuss possibilities on how you can be involved.

Guild Leader: "Fox" (Eleanor)
Deputy Leader: None


The Crow

Crows are known as fearless. Along with their excellent memory and their ability to use tools, they are masters at stealing food and trinkets and move their treasures from place to place, precisely remembering where they hid them. In addition to this, they rarely forget a face.

Sneaks in the dark. Cheats and sharks. If Stork is the brain, Shrike is the hand, and Kingfisher the eyes, then Crows are the heart of the Rogue's Guild. If there is an item to obtain, gold to be earned, or a victim to be collected, a member of this division will likely be assigned to handle the job. They handle bets within and outside of the organization. As a result, they generally accrue a significant source of income.

(Sub-Classes include: Thief, Con Artist, Bandit, Gambler, Lockpick, and similar fields of experience.)

Division Leader: Fox
Members:
"Sparrow" (Niix)
"Tail" (Arlyeon)


The Kingfisher

The elusive Kingfisher. It does not have a song, but only a shrill whistle for a call. Though adults pair briefly, they retain separate territories until the merge is necessary. They fly at one pace: fast and straight. But they can hover while watching their prey.

The Kingfisher represents the spy, the informant. The undercover agent dressed in feathers to blend in with the flock. The courier to deliver a message swiftly and deliberately. They fish skillfully for information, details, location and are most common to lead double lives easily. The expectation of this division is perhaps the most demanding. They are the first sent into a mission and, at times, the last to leave.

(Sub-Classes include: Spy, Stalker, Informant, Mole, Courier, and similar fields of experience.)

Division Leader: "Inks" (Meri)
Members:
"Cat" (Dezerae)
"Malus" (Callum)
"Minx" (Lanara)


The Shrike

Shrike: The Predatory Songbird. They have a habit of destroying more than it can feed upon. The species name of the Northern Shrike, Lanius excubitor, means "Butcher watchman."

This division is devised of the deadly. Killers, Guards, and Interrogators. As the assault and defense, they are expected to have thorough training in combat, be it physical, mental, or magical. Although it is not uncommon for a Shrike to work alone, they will also cover their fellow members when needed.

(Sub-Classes include: Assassin, Bounty Hunter, Bodyguard, Warden, Executioner, and similar fields of experience.)

Division Leader: "Hound" (Leoxander)
Members:
Codename Pending (Quintessa)


The Stork

In myth and story, sweets and trinkets were placed upon windowsills by the hopeful waiting for the delivery of their bundle of joy. Storks create large nests out of reach and keep watch on the area, often keeping that territory clean. Despite this, they are tolerant of human activity.

Not all consider joy to be another helpless infant to feed. All mortals have their greed, their wants, and The Stork must provide. Whether it is the vending or trade of goods, the overseeing of a contract or delivery, or acquiring a rare item, it is their purpose to succeed and satisfy the customer and consumer. Within the Guild, they are most likely to interact and contact the outside world and have some persuasion skills.

(Sub-Classes include: Merchant, Distributor, Transporter, Underground Marketing, Record Keeping, and similar fields of experience.)

Division Leader: Open
Members:
"Borat" (Hudson)
"Jackal" (Lita)
"Chameleon" (Brennia)


Recruits

These are potential and/or new members not yet finalized.

  • Tiber
  • Azelea


Joining the Guild

Recruitment

Mah name is Fox, an' Ah hae a job fur ye.

  • There are no specific class or race restrictions, as it is customary and even encouraged to play the 'two-sided coin' role. However, feel free to browse the Racketeering Glossary for inspiration on how you might benefit the Guild.
  • If you are interested in the Guild, make yourself known to the Guild through appropriate roleplay. You may send the RP or wiki link by HMail, so that you may receive a more focused notice and speedier offer of membership.
  • The Guild will come to you to offer membership once you've made yourself known in some way. Show us why we would want you as a part of the Guild; we'll take care of the rest.
  • A test is required for entry to the Guild and will vary depending on your character's skills and areas of expertise. This can consist of hours worth the work or smaller tasks until a decision is made. If you are required to duel a Guildmember, you don't have to win to gain entry. We are merely appraising your abilities and getting a feel for your character.
  • There is no entry fee to join the Guild.

Membership

Upon successfully becoming a member of the Rogue's Guild, the character will comply with the following:

  • A meeting with leaders to decide on a division and acquire a full understanding of duty.
  • A code name to conceal their real name. (This can be discussed and agreed upon together OOC or developed in-character)
  • A shadow-laced disguise, hiding within a plain disclike medallion.
  • Gold, Credits, Items, and exclusive Guild Points may be rewarded pending the outcome and story of a task, RP strongly encouraged.
  • Known betrayal will result in punishment, including exile from the Guild and blacklisted from affiliate organizations.
  • Extreme betrayal as decided by a vote of Guild peers may result in the execution of life.

Code of Conduct

In-Character

The Rogue's Code

You are expected to defend other members to the best of your abilities but are not obligated to should it compromise your mission or life. We do not desire to lose more members than is necessary, and we would like to keep all members alive and well if possible.

Client confidentiality is of the utmost importance. Accepting gold from another source for information/counter-contract on a client is equal to Guild betrayal and will be dealt with accordingly. Clients must know that the Guildmembers can be trusted to carry out the contract and not fear retaliation because the target has a larger purse. As it stands, should one member possess a Contract to kill the client of another member, implicated members must come to the Guild Leader, Deputy, and/or Division Leader before carrying out any orders.

Secrecy. We are members of the Guild of Shadows; we should reflect that element's aspects in everything we do. The Guild's existence is kept hidden as well, but rumors of our escapades are encouraged to coax clients to us. Our headquarters must never be disclosed to non-members under any circumstances; this is a form of betrayal and will be dealt with accordingly.


Out-of-Character

NO godmoding/forced roleplay is tolerated. A warning will be issued, but the repeated offense will result in termination from the Guild.

It is typically required to contact any persons, OOC, associated with the story to gain necessary permission or give information if they are a target or involved.

If you agree to become a member, there is an automatic agreement to RP actions' consequences.

Players are limited to one alt in the Guild; you are free to change which alt is in the Guild via roleplay.


Guild Items

Item Name Availability Slot Description
Shadow-Laced Disguise Full Members Leashed Pet Hung from a silver chain—enchanted so as not to affect any of its lycanthropic wearers—this simple disclike medallion is smooth on both sides, and glints with a silvery-gold veneer.

However, once worn by certain people, others also wearing the pendant see four black birds embossed on its surface, each flying outward, wingtips touching. When the pendant is activated, the wearer becomes enveloped in camouflaging shadows, allowing them to sneak through the darkness undetected.
Vials of Untraceable Poison Division Leaders Waist Slot Coming soon.
Token of Execution Mastery Guild Leader; Guild Deputy Hands Slot A mysterious bronze poker chip, an open hand on one side, a kris on the other.

Guild Points

Coming soon.

Rumored Affiliates

(Allegiances to the Rogue's Guild are kept Top Secret.)


Guild Associated NPCs

Past Members of the Assassin's / Rogue's Guild

  • Demelza
  • Rayne
  • Ayras
  • Ginger
  • Mouse
  • Mahri
  • Grae
  • Shade
  • Merchant
  • Truth
  • Silence
  • Kane
  • The Butcher
  • Nightshade
  • Ashen
  • Ghost
  • Kiwi
  • Raven

Past Director & Board Members of the Assassin's Guild

  • Director: Jelko.
  • Blackguards: Ashen, Ayras.


OOC note: The guild overhaul is still very much under construction. Things will be added, deleted, and changed as it develops.