The Guild / DLIUG

  • PMC
  • Regular
  • Bounty Hunting
    Bounty Hunting
  • Freelancing
    Freelancing

Welcome to The Guild, Paladin.



History

Born in the shadow of chaos, The Guild rose from the ashes of broken contracts and abandoned promises. In the early days of frontier expansion, when UEE authority stretched thin and justice often came too late, a group of ex-advocates, rogue bounty hunters, and disillusioned soldiers forged a pact. They would be beholden to no government, no corporation—only to the mission, the contract, and their code.

Operating from hidden outposts and encrypted comms channels, The Guild built a reputation in silence. Word spread in whispers: if you needed a job done right—and done without questions—you called The Guild. Whether it’s tracking a high-value target across uncharted space, protecting a convoy through Vanduul territory, or executing a black contract under corporate deniability, they deliver results. Always.

Their methods are precise. Their presence unconfirmed. Their identities unknown. To many, they are a myth. To their clients—and their targets—they are very real.

They walk between light and shadow. Some call them mercenaries. Others call them guardians. They call themselves Paladins.

Manifesto

We are neither seen nor heard.
We are the stranger in the crowd—the shadow that watches.
We guard the innocent. We avenge the wronged.
We judge without bias. We strike without warning.
We embrace the dark so others can live in the light.
We leave no trace. We need no glory.
We are the quiet blade.
We are the hidden shield.
We are Paladins.
We are The Guild.

Charter

Article I – Name and Identity
This organization shall be known as The Guild. Operating in silence and with discretion, The Guild exists outside conventional systems of law and allegiance. We are bound only by contract, code, and conviction.

Article II – Purpose
The purpose of The Guild is threefold:

To accept and execute bounty, protection, and mercenary contracts, whether sanctioned by law or operating in the grey.

To uphold a strict code of conduct emphasizing loyalty, discretion, and precision.

To act as unseen protectors where justice is lacking, and retribution is warranted.

Article III – Membership

Eligibility: Any individual, regardless of background, may petition for membership. Skills, discipline, and discretion are paramount.

Initiation: Prospects must complete trials to prove their worth. Details are classified.

Ranks:

Paladin (Full Member): Proven operative with full access and voting rights.

Shade (Initiate): Under observation. Limited access.

Warden (Officer): Strategic leaders responsible for contract delegation, member oversight, and maintaining Guild secrecy.

The Obsidian Council: Senior leaders. Rarely seen. Final authority on all matters.

Article IV – Code of Conduct

Discretion is survival. Public boasting, unnecessary communication, and traceable actions are forbidden.

The Contract is sacred. Breaking a contract, unless by Council directive, results in exile.

Fratricide is treason. Members do not target or betray one another.

Judgment is swift. Whether protection or elimination, Guild action must be decisive.

No trace. We leave behind no identity, no signature, no evidence.

Article V – Operations

The Guild accepts contracts from vetted clients only. Legality is considered, but not decisive.

Contracts are assigned based on skillset, availability, and classification level.

Payment is distributed according to contribution and risk. The Guild’s treasury retains a portion for communal needs.

Article VI – Governance

The Obsidian Council holds ultimate authority.

Wardens act as executive agents of the Council, facilitating daily operations.

Major decisions, such as war declarations, base establishment, or public exposure, require Council consensus.

Article VII – Amendments
This Charter may be amended by the Obsidian Council with a two-thirds majority. All active Paladins are to be notified of changes via secured channel.