The Coterie
The Coterie
The Coterie is a powerful and pervasive criminal organization within Kirkwall, involved in various illicit activities such as smuggling, extortion, and assassination. They control much of the underworld economy and have significant influence over the city's politics.

Name • The Coterie of Kirkwall
Scope • Lowtown, Darktown, The Docks in Kirkwall
Headquarters • Lowtown, Kirkwall. There are a series of homes with underground access to tunnels that the Coterie utilizes to slip throughout the city without notice.
Leader • @Nairn, "Boss" or "Guildmaster"

Values
Secrecy: The Coterie values secrecy and discretion in their operations. Members are expected to keep their activities hidden from authorities and rival factions to avoid detection and interference.

Loyalty: Loyalty to the Coterie and its leadership is crucial. Members are expected to prioritize the organization's interests above personal gain and to support their fellow members in times of conflict or need.

Profit: The Coterie is driven by profit and financial gain. Members engage in various criminal activities such as smuggling, extortion, and theft to accumulate wealth and power within Kirkwall.

Power: Members of the Coterie seek to wield influence and control within Kirkwall's underworld. They aim to expand their territory and assert dominance over other criminal factions in the city.

Resourcefulness: Adaptability and resourcefulness are valued traits among Coterie members. They must navigate the complexities of Kirkwall's political landscape and respond effectively to challenges and threats.

Unity: Despite their individualistic and often ruthless nature, Coterie members understand the importance of unity in achieving their collective goals. They may form alliances and cooperate with other criminal elements when advantageous.

Pragmatism: The Coterie operates pragmatically, making decisions based on practicality and the potential for profit or survival. They are willing to make compromises and alliances if it serves their interests.

Violence: While not their only tool, the Coterie is not afraid to use violence and intimidation to achieve their objectives or maintain their dominance over rivals. They value strength and assertiveness in dealing with adversaries.

Independence: The Coterie prides itself on its independence from the formal authorities and institutions of Kirkwall. They operate outside the law and resist interference from Templars, the Chantry, or the city's nobility.

Adaptability: The ability to adapt to changing circumstances and exploit opportunities quickly is highly valued. Coterie members must be flexible in their methods and strategies to survive and thrive in the competitive environment of Kirkwall's underworld.

Goals • The Coterie's primary goal is ensuring the leadership of Kirkwall is in their favor, and that those same leadership roles do not intervene or affect their trades.

Allies • House of the Salamander (tentative alliance), Kirkwall Nobility (forced alliance)
Enemies • Kirkwall Authorities (police)
Rivals • Not applicable at this time.

Requirements
The Coterie typically "helps people", indebting those people to the C so that they cannot leave easily. While indebted, they're trained in the ways of the Coterie, and can work their way up the ranks as they earn trust and prove their loyalty. Eventually, the intended outcome of their servitude, is that they'll not want to leave their new found family.

Joining the Coterie is as simple as writing your character's history into it, and connecting with existing Coterie characters. You can also have a character inducted into the Coterie ICly by talking with existing characters in the guild.

Members
Fully fledged Coterie members can freelance outside of the Coterie, but will always put the Coterie first. Any NPC roles can be requested, except for John-Marc. John-Marc's role will be open after his plot plays out.

Leadership:


These are the topmost roles within the organization.
  • Boss: Nairn
  • Grand Magician: John-Marc (NPC)
  • Lieutenant: Open position; second-in-command to the Boss, responsible for executing orders, managing day-to-day operations, and acting as middle-man for dealing with other organizations.

General Members:


People on this list fill a variety of roles, and may focus on something specific over holding a role in leadership.If you don't see a role listed, but you'd like to pick up an NPC role or create a role, just send a DM to Ivy.
  • Head Enforcer: Danny
  • Spymaster: Cardell (NPC)
  • Treasurer: Lisbeth (NPC)
  • Head Fixer: Open position; this person problem-solves, negotiates, and manages relations with outside groups.
  • Head Recruiter: Felicia (NPC)
  • Executioner: Open position; this person carries out punishments and eliminates threats to the Coterie from the inside.
  • Teachers (multiple): Open position; because the Coterie often takes in street urchins, members with skills enough to teach these children are needed.
  • Safecracker & Thief: Colton Young
  • Fighter & Entertainer:Yoonjie
  • Pickpocket & Teacher: Haulean

Partial Members:


These people have bought out their debt, proven themselves loyal, or otherwise been released from the Coterie but choose to stick around, even so. Assets
  • A large underground mess hall underneath Lowtown.
  • Hidden tunnels throughout the entirety of Kirkwall.
  • The guild is extremely wealthy, with an undetermined amount of gold and jewels at their disposal.

    Legacy Clause • If Ivy, Nairn's RPer disappears, the Coterie would fall to Bach's character Danny or Tink's character Haulean. Should neither of them want the Coterie, it would go up for grabs of an existing or newly written Coterie character to take over.