Roving Guild

The Guild also commonly known as the Roving Guild is a secret organisation affiliated with no nation but instead claim to be creating their nation. Although they are an organisation they formally own no land and instead function inside of other nations. Attempting to strike deals, or otherwise supplant secret safehouses for their members within other's territories. They try to maintain the status-quo between all the major powerhouses to ensure they come out ontop.

The Guild's is shrouded in deceit and guile. No one seems to know who the actual lead er of the Guild is and when the Guild was founded. The only traces of a leader seem to be a mystical figure quoted as the Mr Observer or Mr Bunny whose name is used synonymously by Guild Agents.

Origins
The Guild seem to be a humanistic group of people. They have no formal place to call home yet they continue to exist. The first calling signs of the Guild was a yellow flower which is sometimes used to this day. The leader and founder of this group is Mr Observer in which no ones seems to know their identity to ensure secrecy of the group. The Guild seems to have barely changed when it first was formed, even if we don't know much about it.

The Rise of Espionage
During the being the Guild would make it's presence known to all, although subtly. It's safe to say many nations have had Guild Agents involved. From tiny emerging nations to full blown powerhouses. The Guild doesn't seem to care how important the nation, faction or location is as long as they can install an agent to gain information for them.

The Infiltration of Bardonia
The Guild can be found supplanting agents and converting government officials to aid them at the first rise of the Bardonian Empire. What the Guild actually did during this time is unknown, but it can be safely presumed that they pulled strings to profit from the Bardonian Empire and future iterations of the Empire would experience.

The true length of this guile and deceit is unknown, though the Guild claims to have a considerable amount of influence over the Bardonian Government.

The Imperium Conspiracy
The Guild had attempted to weaken the Authority of The Imperium internally, attempting to cause civil unrest, manipulate officials to try and secede and so on. The Guild would be unsuccessful in this endeavour though as an unnamed traitor would reveal threaten to reveal the plot to the higher-ups of the regime, in turn the traitor demands large sums of money in which he would gain before the vast scattering would begin.

The Scattering
The Scattering was a period were agents of the Guild and other Guildsmen would fear for their wellbeing and leave the Imperium because of the traitor. The Guildsmen would scatter across Rathnir in fear of persecution and having their identities revealed to the Imperium. For a while the Guild would remain low and remain quiet, ensuring that the Guild was safe and that identities of agents and other important people were not revealed to the public.

The Ardent Assassins
The Guild once had created a sect within their organisation known as the 'Ardent Assassins' as the name implies these people were supposed to the be deadly right hand of the guild. They were trained in creating elaborate trap making, fast eliminations with usage of stealth and the ability to use aggressive diplomacy.

The Guild would find success with their sect of their own assassins until the Great Betrayal happened.

The Great Betrayal
The Guild would start noticing their agents being attacked by their own assassins. This was declared as an emergency and to get rid of the threat the guild would purge multiple cells within their organisation and hire multiple mercenary groups to deal with them. On top of that they had wiped data from multiple important data-banks and changed safe house locations, soon enough the Ardent Assassins would be alienated from the Guild and silenced.

Culture
The Guild are secretive to every aspect of their organisation. The representatives act strange, have odd mannerisms and perform strange rituals for reasons unknown to others except themselves. The agents are taught how to blend in perfectly and may know others for years but yet all their loyalties will be tied to the guild. The Guild believes in infiltrating every echelon of society as sapient beings are irrational and driven by emotion, to grow their coffers they believe that by using the innate greed mortals have they can better every mortal's life, including themselves first.

The reason why the Guild doesn't simply create their own nation is unknown to nearly everyone, regardless they always seem to continue the status-quo and always attempt to come out on top regardless of the cost.

Organization
The Guild seems to be structured with the unknown person as Mr Observer at the top of the hierarchy, below that are his or hers are their higherups, below the higherups are perhaps a senior or junior team and then the low-level agents. Although we do not know the exact structure of the Guild we believe this is a nearest thing to a confirmed structure.

Services
The Guild often offer many services, from infiltrating other nations for others, selling and trading information, performing diplomatic manoeuvres and just offering espionage and diplomatic based services. Sometimes a nation or city or town may be lucky enough to be offered to purchase an Guild Advisor who often provides many service and acts as a personal advisor to whoever they were assigned to.

Known Members
Idaho-Finnegan (Guild Public Representative, although his role is often debated)