The Order of the Unspoken

The Order of the Unspoken once used to be a "guild" of assassins employed by whoever is able to hire them, although after capturing the attention of the Tower of Umbara, known for it's dark deeds and experiments, the Order had been assimilated into the mage heavy organization, made into the tree trunk system upon which the branches of Umbara hang from. Unlike Mages who follow the path of Unigo, those who are members of the Order of the Unspoken make use of something called 'Sorcery', which is fueled by a source hidden deep within the tower of Umbara. Very few are aware what it is truly, and the Headmaster of the dark tower prefers it in such way.

The Order of the Unspoken consists of a group of Organizations united into one, with very little internal structure beyond the advancement of power itself. Those who follow darker path, of murder, power and sorcery, be they mage, thief, warrior or cleric, are welcome to try and join. The command structure of the Order itself consists off three beings: Headmaster and Assistant Headmaster are in control of the whole of the Organization, while Arbiter, just below, is in charge of things like Assassinations, forgeries and information gathering. Both are allowed to hire more hands as necessary, instructing those new members as their purposes upon letting them join the Towers Hierarchy.

The purpose OOC is to provide an avenue of RP for characters that seek a darker road of RP, be it in the assassinating of other characters, whether PC or NPC, or to play out a rise of ones character into dark magic. Either and more is possible and welcome.

Requirements (IC):

Any character may join the order as long as they are not bothered with the concept of cold-blooded murder, torture and generally things considered rough, sometimes violent and more often than not evil.

Rules (IC):

In essence there are very few rules for this Order:

Joining the Order of the Unspoken (IC):

One does not seek to join the Unspoken.. the order seeks out those worthy enough to be a part of it. Usually this entails the Arbiter seeking out people himself. In the event that a character murders another character. There is a chance that the Arbiter will have witnessed the death if it was done without reason. Later on, the person that committed said murder, will be visted by the Arbiter and be offered a chance to join the order. If the character accepts, the Arbiter will visit the person again, providing him or her with a mark that they must complete. Upon completion of this mark, the arbiter will visit a third and final time, and welcome them to the order, giving further details on the order and what it entails. Failure to complete the mark or refusal of the offer denies acceptance into the order and another chance will be given only if the character performs another murder that catches the Arbiter's interest.

Assassinations (OOC):

Assassinations can take place in one of two ways:

1. The Arbiter may hand down a mark to any assassin within the order, naming an NPC to be killed, along with any relevant information on the subject, location, and mannerisms of the mark. This type of assassination is to be handled like a quest, and the assassin may choose to either run it ICly like an actual quest (with an op presiding over it, making the proper arrangements with the quest team), or the assassin may choose to write out a story giving details of reaching the location, and taking out the mark, and returning. Upon receiving the story, the op presiding over the arbiter at that time will award the assassin with their payment for a successful mission if the op deems the story or quest to be successfully completed.

2.The Arbiter can be contacted by players, stating that they wish to hire the order for an assassination; no details have to be provided OOCly at that time. Upon receiving this request, the Arbiter will meet with the person to receive information on who they wish to kill. The Arbiter at that time must decide (either by him/herself, or by speaking with the Headmasters) whether the assassination is warranted. The Arbiter will also require an upfront deposit, no matter who the mark is, which is non-refundable, even if it is decided the assasination is not warranted. This is usually a small percentage of the whole price, ranging from 100 to 200 mehrials. If it is warranted, the Arbiter may then conclude business by setting the remaining price that the character must pay. Trivial reasoning will not be sufficient for an assassination.

Once the mark has been established and IC dealings with the purchaser finished, an Assassin of equal, or close level to the victim will be chosen to handle the Assassination ICly, to make sure that things do stay fair, giving the mark a chance to survive it. The mark of course has the option afterwards to seek out the one who paid for the hit on them ICly, but information specifically pertaining to who hired the hit is usually kept anonymous ICly unless otherwise requested by the one paying for the hit. Remember knowing who did it OOCly is not always the same as knowing ICly.

It should be noted that if a victim chooses to try and hire a hit through the Order for revenge of a hit upon themselves, it will be viewed as potentially trivial, and may very well be denied if no other evidence or reasoning is provided.

Assassination of a noble is an even more serious matter. There is a much greater danger in such a contract and can have further reaching consequences. As such the price for the assassination is to be no less than 2000 mhl, ensuring the Order is properly recompensed should the endeavor fail and that such is not even undertaken without great effort.

Assassinations (IC):

The Arbiter keeps an ear close to the activities of the town and inn, and constantly listens to rumors. In time, he always hears about how one person wishes to kill another, but does not have the means to do so. That is where he steps in. The Arbiter visits the one so flustered by his or her position, and offers them a chance at retribution, with a small, non-refundable deposit required up front first. Upon listening to the person's reasons, the Arbiter then makes a decision. If the reasons are good enough, the Arbiter will set a price then and there and collect as much information as he can to hand down to someone else in the order to take care of the job.

If the reasons are not quite good enough, he will take his leave and return only after he has acquired some extra information. If he then decides that it is worth pursuing, he will return and set a price with the person, usually double the going rate since he had to do some extra work to acquire the information. If he decides that it is not worth pursuing, he usually informs them of such, and takes his leave.

Other Notes: