Talon
12-10-06, 02:37 PM
Assassin’s Guild
Backstory:
A sub-society of Deimis from Haidia, the Assassin’s Guild is a newly created group of assassins and mercenaries that receive the best of the marks from the underground group. Though Deimis is primarily a demon organization, they have begun branching out. This is the reason why the leader of the Assassin’s Guild in Talon, a human assassin. The base of operations for the Assassin’s Guild is located in the high north of Salvar in a massive castle coated in ice. Though termed as the ‘Assassin’s Guild,’ it involves much more than simply assassins. Any mercenaries or warriors for hire can join, for there are numerous cases where manpower and strength are needed more than stealth. There are two main groups within the Assassin’s Guild, the Blade (assassins) and the Shield (mercenaries)
Membership:
Overseer of Deimis: Trakos vlor’ Kinron
The Hand: Talon
Blade Council: None
Shield Council: None
Blade Members: Tera [Blood Red Rose], Komosatuo [Kiomatosa], Madyrn [Quietus], Poison [Poison], Point Soularity, Camella [Camella]
Shield Members: Ravenok Kinnes [Darkness Monk], Koran [Vince], Tristan Blackblade [The-Magic-Sword]
Rules:
In order to keep assassins from killing one another and utterly destroying one another, Talon instituted a few rules for the Guild.
1. There is no killing within the Castle. Regardless of any marks that may be within, there is no killing within the Castle.
2. No fellow member may be assassinated without permission from the Hand. Only he may put marks out on members, only after traitorous events.
3. All assignments are given out by the Hand personally.
4. In order to enter the Castle, members must perform the correct combination of taps on the various stones outside the front gate. If incorrect, the person will be killed on the spot by bow and arrow, regardless of whether he or she is a member or not.
5. Ten percent of all proceeds from the mark are required to return to the funds of the Assassin's Guild. This is to provide better utilities for the Guild as a whole and to include incentives for others to join. You must specify the reward as spoils at the end of your thread as a part of the judging request form. Please also request that ten percent of the gold be sent to my account. A total of guild funds will be kept both in this thread and in my signature.
Membership:
In order to gain membership, one must have a sponsor from within the Assassin’s Guild. This may be an NPC. In the initial stages, one may become a member without a sponsor, depending on the Hand’s discretion. The initiate must perform three Guild assigned tasks, be they assassinations or whatnot, before they may become full members. They will not learn the combination to enter the Castle until after they have become full members, before that time they must come with their mentor/sponsor. NOTE: OOCly initiates and full members are exactly the same. This is for story purposes only. The only difference between the two is that the initiates must roleplay their sponsor whenever they are in the Castle.
Location:
The Castle is located in far northern Salvar. It is within the grasp of the king’s power, but thus far it is believed that he knows nothing of its existence. The massive ice-covered walls are practically unscaleable and the vast plains of ice all around alert the Castle to the presence of anyone coming to it. Within the massive walls is a bustling metropolis, so to speak. The outer walls contain housing for all of its numerous members, a full twelve stories up. Within the walls contain numerous shops and taverns, which of course are just as cutthroat as the real bazaars, so for the moment the prices are the same. In the very center of the castle lies a tall tower. At the top of the tower are the meeting places of the Shield and Blade Councils, as well as the room and office of the Hand. The Castle truly is a place where assassins and the like can truly relax without fear.
IC Thread
The Castle (http://www.althanas.com/world/showthread.php?t=3372)
Additional Information
While ICly I will personally hand out all tasks, OOCly there will be a board from which you can choose from. Some will be relatively easy to accomplish by one's self, while others may require additional manpower.
Also, as you can see, there are currently no filled positions on the Shield and Blade councils. These will slowly be filled with NPCs and if you are eager enough, PCs will also be added.
Finally, I am still trying to determine the personal gains you may make from joining the Guild, and would appreciate any comments from anyone on ideas for those purposes.
Questions? Comments? Requests to Join?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Assassin's Guild Mission Board
KEY:
[] = Amount of bounty paid back to guild.
Class = Which class (Blade and/or Shield) can perform
Bounty = Amount to be paid for completion
Location = Where the mark is located
Poster = Who posted the mark
Description = Description of the task
Policies = Special attributes of the task (see below)
Policies:
Don't Ask Don't Tell = Reason for assassination is not to be inquired about.
Alive = Mark is wanted alive. Drop point will be indicated.
Accidental = Death is to be made look accidental.
1. Duke Walter von Kintmire
Class: Blade
Bounty: 500 [50]
Location: Kintmire Estates, Southern Salvar
Poster: Trakos vlor' Kinron
Description: A simple assassination. Kintmire has no known special abilities, but is well funded, so expect numerous guards around the area. Bring the duke's head in order to receive your bounty.
Policies: Don't Ask Don't Tell.
2. Michael Calagros
Class: Any
Bounty: 500 [50]
Location: Radasanth, Corone
Poster: Neart Salgoth
Description: Neart needs Michael Calagros, a young boy of thirteen, to be kidnapped and held for ransom. His father Gregory Calagros is loud voiced opponent to the merchant exportation allowance bill that is soon to be voted upon. Salgoth needs him to change his opinion on the matter. You are to hold the boy until after the vote and if his father does not sway to our side, kill the child.
Policies: Alive (unless circumstances dictate otherwise. See above).
3. Jonathon Gabranthor
Class: Shield
Bounty: 500 [50]
Location: Radasanth, Corone to Vla'toros, Haide
Poster: Trakos vlor' Kinron
Description: "I need to meet with this man, and he needs escorts. You are to meet with him in Radasanth and escort him to me in Vla'toros in the Tular Plains. If the Demon Army gives you any trouble, take action and deal with it. Gabranthor is my primary foothold into Corone and if he dies it will be your head!" -Kinron. Note from Talon: The Guild will look after its own.
Policies: Alive.
Backstory:
A sub-society of Deimis from Haidia, the Assassin’s Guild is a newly created group of assassins and mercenaries that receive the best of the marks from the underground group. Though Deimis is primarily a demon organization, they have begun branching out. This is the reason why the leader of the Assassin’s Guild in Talon, a human assassin. The base of operations for the Assassin’s Guild is located in the high north of Salvar in a massive castle coated in ice. Though termed as the ‘Assassin’s Guild,’ it involves much more than simply assassins. Any mercenaries or warriors for hire can join, for there are numerous cases where manpower and strength are needed more than stealth. There are two main groups within the Assassin’s Guild, the Blade (assassins) and the Shield (mercenaries)
Membership:
Overseer of Deimis: Trakos vlor’ Kinron
The Hand: Talon
Blade Council: None
Shield Council: None
Blade Members: Tera [Blood Red Rose], Komosatuo [Kiomatosa], Madyrn [Quietus], Poison [Poison], Point Soularity, Camella [Camella]
Shield Members: Ravenok Kinnes [Darkness Monk], Koran [Vince], Tristan Blackblade [The-Magic-Sword]
Rules:
In order to keep assassins from killing one another and utterly destroying one another, Talon instituted a few rules for the Guild.
1. There is no killing within the Castle. Regardless of any marks that may be within, there is no killing within the Castle.
2. No fellow member may be assassinated without permission from the Hand. Only he may put marks out on members, only after traitorous events.
3. All assignments are given out by the Hand personally.
4. In order to enter the Castle, members must perform the correct combination of taps on the various stones outside the front gate. If incorrect, the person will be killed on the spot by bow and arrow, regardless of whether he or she is a member or not.
5. Ten percent of all proceeds from the mark are required to return to the funds of the Assassin's Guild. This is to provide better utilities for the Guild as a whole and to include incentives for others to join. You must specify the reward as spoils at the end of your thread as a part of the judging request form. Please also request that ten percent of the gold be sent to my account. A total of guild funds will be kept both in this thread and in my signature.
Membership:
In order to gain membership, one must have a sponsor from within the Assassin’s Guild. This may be an NPC. In the initial stages, one may become a member without a sponsor, depending on the Hand’s discretion. The initiate must perform three Guild assigned tasks, be they assassinations or whatnot, before they may become full members. They will not learn the combination to enter the Castle until after they have become full members, before that time they must come with their mentor/sponsor. NOTE: OOCly initiates and full members are exactly the same. This is for story purposes only. The only difference between the two is that the initiates must roleplay their sponsor whenever they are in the Castle.
Location:
The Castle is located in far northern Salvar. It is within the grasp of the king’s power, but thus far it is believed that he knows nothing of its existence. The massive ice-covered walls are practically unscaleable and the vast plains of ice all around alert the Castle to the presence of anyone coming to it. Within the massive walls is a bustling metropolis, so to speak. The outer walls contain housing for all of its numerous members, a full twelve stories up. Within the walls contain numerous shops and taverns, which of course are just as cutthroat as the real bazaars, so for the moment the prices are the same. In the very center of the castle lies a tall tower. At the top of the tower are the meeting places of the Shield and Blade Councils, as well as the room and office of the Hand. The Castle truly is a place where assassins and the like can truly relax without fear.
IC Thread
The Castle (http://www.althanas.com/world/showthread.php?t=3372)
Additional Information
While ICly I will personally hand out all tasks, OOCly there will be a board from which you can choose from. Some will be relatively easy to accomplish by one's self, while others may require additional manpower.
Also, as you can see, there are currently no filled positions on the Shield and Blade councils. These will slowly be filled with NPCs and if you are eager enough, PCs will also be added.
Finally, I am still trying to determine the personal gains you may make from joining the Guild, and would appreciate any comments from anyone on ideas for those purposes.
Questions? Comments? Requests to Join?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Assassin's Guild Mission Board
KEY:
[] = Amount of bounty paid back to guild.
Class = Which class (Blade and/or Shield) can perform
Bounty = Amount to be paid for completion
Location = Where the mark is located
Poster = Who posted the mark
Description = Description of the task
Policies = Special attributes of the task (see below)
Policies:
Don't Ask Don't Tell = Reason for assassination is not to be inquired about.
Alive = Mark is wanted alive. Drop point will be indicated.
Accidental = Death is to be made look accidental.
1. Duke Walter von Kintmire
Class: Blade
Bounty: 500 [50]
Location: Kintmire Estates, Southern Salvar
Poster: Trakos vlor' Kinron
Description: A simple assassination. Kintmire has no known special abilities, but is well funded, so expect numerous guards around the area. Bring the duke's head in order to receive your bounty.
Policies: Don't Ask Don't Tell.
2. Michael Calagros
Class: Any
Bounty: 500 [50]
Location: Radasanth, Corone
Poster: Neart Salgoth
Description: Neart needs Michael Calagros, a young boy of thirteen, to be kidnapped and held for ransom. His father Gregory Calagros is loud voiced opponent to the merchant exportation allowance bill that is soon to be voted upon. Salgoth needs him to change his opinion on the matter. You are to hold the boy until after the vote and if his father does not sway to our side, kill the child.
Policies: Alive (unless circumstances dictate otherwise. See above).
3. Jonathon Gabranthor
Class: Shield
Bounty: 500 [50]
Location: Radasanth, Corone to Vla'toros, Haide
Poster: Trakos vlor' Kinron
Description: "I need to meet with this man, and he needs escorts. You are to meet with him in Radasanth and escort him to me in Vla'toros in the Tular Plains. If the Demon Army gives you any trouble, take action and deal with it. Gabranthor is my primary foothold into Corone and if he dies it will be your head!" -Kinron. Note from Talon: The Guild will look after its own.
Policies: Alive.