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Guild Laws
Above all else, the Guild as a whole is more precious than any of the lives of its members. The good of the whole will always take presidency over the lives of the few. Those who break this law will be punished by death.
A Guild Master's word is sacred. It is the Guild Master's privilege to speak and have their words held above all else. Those who go against the Guild Master's word will be punished as the Guild Master sees fit, including death.
A Warden's word is is to be upheld at all costs, unless otherwise stated by the Guild Master. A Warden's word is the word of the Guild Master spoken through another voice and must be treated as such. Those who break this law will be punished as the Warden sees fit, but may not include death unless permission is given by the Guild Master.
The name of the Guild and a member's association with it should never be spoken to anyone outside of the Guild other than those who are considered trusted allies. The privacy of the Guild and its business are of the utmost importance. Those who break this law will be punished by permanent imprisonment.
The location of any guild hideout or safe house is never to be spoken outside of their walls, under any circumstances. When traveling to and from these locations, one must always assume that someone may see and proceed with extreme caution. Those who break this law will be punished by death.
All missions must be completed in a timely and professional manner. Sloppy assassinations and heists that cause a commotion or chase are unacceptable. Those who break this law will be punished according to the severity of the offense, including but not limited to docked pay, suspension from taking missions, imprisonment, and death.
Any manner of betrayal of will result in the offending member or members being killed by a Guild Master or Warden at any costs, including being hunted until a kill can be claimed.
Members must refrain from all drugs and excessive alcohol as all members of the guild must be ready to react at all times. Those who break this law will punished by docked pay and suspension from taking missions with possible imprisonment for severe offenses. -
History
Esoteric was founded by a Chimera shape shifter named Avion, who learned the art of assassination during his time in the Chimera Civil War. He was well respected for his skill and leadership, and the guild quickly grew. Within a decade, Esoteric was one of the most skilled and respected groups of assassins in their area and they improved year over year by recruiting only the best of the best. Avion ran the guild for many decades, even well into his later years. He grew the guild from a small group working out of his home to a well organized army of talented criminals who lived and worked out of a large but amazingly well hidden underground base.
Avion eventually passed the Guild Master title to a trusted protege, Areleon, who ran the guild just as Avion did before him. It was eventually decided that there should be two Guild Masters. The position was filled by a few high ranking members who met untimely ends in the line of duty. The position was ultimately given to Zuraye, Avion's daughter who grew up amongst the guild and had learned her father's craft. Areleon and Zuraye ran the guild successfully until Areleon passed away suddenly.
There was only a short period before a trusted Warden by the name of Thaddeus was appointed the newest Guild Master. During this period, the guild was at its most active. Recruitment was high and the work was plentiful. But with that came more room for error. Trouble was stirred in the form of a few bad members. Betrayers. Though they were hunted by Guild Masters and Wardens, they slipped away every time. It didn't seem to have much consequence at first, but things went downhill very quickly not long after.
The guild's location was given to a powerful necromancer who was allied with those who had betrayed the guild and he came in force, invading and killing many who had called it their home, including the Guild Master, Thaddeus. As guild law dictated, the remaining members scattered to the ends of the lands and waited to see if the guild was to be reformed. They waited nearly five years before the called was made. Esoteric was being reborn.
Some chose not to return. Some had met an ill fate during the hiatus. But others answered the called and loyally returned to help build the back to its former glory. Not long after, the small group began to recruit new talent into the guild.
Though now only a fraction of what it was before, Esoteric proudly flies its flag again. -
Rankings Explained
Guild Master - The highest rank in the guild. A Guild Master runs or oversees all activity in the guild. A Guild master's word is the law to all members of the guild. While a Guild Master's main job is paperwork, they also take the most dangerous and important missions that come to the guild. While there is supposed to be two Guild Masters, the second position has been left open indefinitely. Guild Masters are not required to live at the guild.
Warden - The Guild Master's second in command. There are 4 wardens total, each one an expert in their specialty. Wardens oversee the Members of the guild and act as the voice of the Guild Master to those lower in rank. Wardens also take care of missions that are too big, difficult, or risky for any of the other members. Wardens are encouraged to live at the guild, but not required.
Member - The core of the guild. Members are ones who carry out a majority of missions and tasks that come to the guild. While they have more respect and seniority over Underlings, they still have to adhere to incredibly strict rules and work under the watchful eyes of the Wardens. Members are required to live at the guild.
Underling - A new initiate to the guild. Underlings are typically not treated well by the Wardens or Guildmaster. Underlings are only ever allowed to do simple missions and grunt work. Those who can prove their worth to the guild after a certain amount of time are rewarded by being promoted to an official Member of the guild. Underlings are required to live at the guild.
Prisoner* - An individual who has been captured by a higher up member of the guild and held captive in a special area the hideout. They may be used for certain tasks within the guild or used in outside negotiations. Prisoners have no rights in the guilds and typically are not treated very well.
Ally* - Someone outside the guild who has been deemed trustworthy enough of being involved with guild matters. These can be merchants, info brokers, the select few who sell the guild's services to the general public, or individuals who have safe houses for the guild - typically wealth nobles who have a foot in the going ons of the underworld.
Enemy* - Someone who considered a threat to the guild. These could be rival assassins or thieves who are getting too close to the guild's business or are interfering with missions.
* Denotes someone who isn't technically a member of Esoteric, but is still part of ongoing RP -
Guild House Locations
Allwinds City - Esoteric headquarters. Hidden in an abandoned building in a long abandoned neighborhood is Esoteric's new main hideout. The neighborhood is in an area in the back of the city, towards the mountains, that is considered the 'old' part of the city. Extreme caution must be exercised while entering and exiting because of the hidden nature of the place and sensitive things within (like all the members). It's a large, multi-level underground complex with cool stone walls and floors. The lighting within the hideout is all magic-based and mimics natural sunlight. It has 6-person rooms for Underlings with communal bathrooms, 2-person rooms for Members with private baths for each room, and private rooms for Wardens and Guildmasters with private baths; a prison with both cells and isolation rooms for long term prisoners; a fully stocked and equipped kitchen where all members of the Guild are free to eat 3 meals a day; a well stock infirmary that can deal with most wounds; a large, lavish common room for members to relax and unwind; a meeting room large enough to fit a majority of the Guild's members at once; a smaller, more protected meeting room specifically for high ranking members; a library; a heavily protected treasury with a large vault; a large room with a wooden mock up of a city area for training and practice; and numerous other rooms with darker purposes that remain off limits except to Wardens and Guildmasters.
Gilderhem - Safe area. Due to the reach of the military not making it to Gilderhem, the whole of the island is generally considered 'safe' to the Guild. However, caution is encouraged around anyone who isn't already considered a trusted source. The safe house area specific to the Guild on the island is a room for rent in the slave trade house under the name "Terra Estona". It's a basic hotel room that can comfortable sleep 2 people in one bed and has its own bathroom.
Paradise Haven - Former headquarters. Now lays mostly in ruins on the backside of one of the islands. This hideout is now defunct and is not used for daily activities. Though in a pinch, it could serve as a safe place to hide for a bit. It doesn't have any kept amenities but a dusty bed or two might be able to be found if you brave the dark halls.
Peria - Safe house. In Peria's red light district there is large, upscale brothel called "La Rosa Rossa" run by an older woman who used to be part of the Guild. She has provided all of the rooms on the top floor of the 5-story building to housing and hiding traveling Guild members as a sign of loyalty. She goes simply by "Mama" and is a well respected member of the Peria upper class. She regularly sells info and passes along job requests to Esoteric.
Kald - Safe house. Near the outside of the city, the Guild owns a small, two story house in an unassuming neighborhood. It can be used by all members under the condition that masks are not worn while entering or exiting the house. It has a stocked kitchen at all times. The house has 4 rooms with 2 single beds in each, but only 2 bathrooms. The house has a tall fence lined with bushes for a bit of privacy.