The Forked Tongue

Once many years ago, there were four assassin guilds; these guilds were in and of themselves, rivals to the highest degree. They competed for contracts, for style, and reputation. When The Great Reckoning came, they were hired to face the threat and of the four of them only a whisper of one yet remains. Now, in the ashes of the past, The Forked Tongue returns and with it—the ancient art of assassination is revitalized.  

Starter

  A Crowbar, a set of dark Common Clothes including a Hood, and a Belt Pouch containing 15gp   Annulling Salts - These salts can be rubbed on the body removing any smells the character may produce for 1 hour. This defeats Scents.   Improved Starting Equipment: Choose three from the following item sets to start with: x2 Bandoliers, Potions of Healing x 3, Pole of Collapsing, Antitoxin, Empty Vials x 2, Bullseye Lantern, Smokestick, Net, Hourglass.  

General

  Serpent's Coil - This earring coils around and through the ear and is jewelry marking one as an assassin for hire and a member of the Forked Tongue.   Attribute Cap Increase - +2 Dexterity; This increases the maximum not the stat itself.   Tool Proficiencies - Poisoner's Kit, Thieves Tools   Language - Members of this Faction learn Thieves' Cant for as long as they remain a member of the Forked Tongue.  

Tenets

  • If you are caught, we don't save you. Though we may avenge you.
  • You're a professional, act like it, arrive on time, don't be drunk or high and never Welch on a contract once it's signed.
  • We only kill adults. We also do not harm followers of Viderick (Clerics and Paladins).
  • We kill quickly and clean, if we can. We do not torture.
 

VINPC

  Vanateer - The hobgoblin assassin that has regathered The Forked Tongue can be found within Hall of Tears, and can be sought out at any time.  

Ranks

  Chapter Master - Silencer   Quartermaster - Provisioner   Ambassador - Spy   Member - Assassin  

Exit

  On leaving The Forked Tongue you sacrifice all loyalty benefits and your Serpent's Coil.  

Additional Benefits:

 
Faction Tool Empowerment: Brewer's Supplies   +1 Brewer's Supplies are made available to the Faction. Any Faction member can use this kit, but it cannot be removed from the Bank; additionally, it does not count toward the number of total magic items in the Bank for the purpose of the magic item limit.
  ---  
Faction Tool Empowerment: Poisoner's Kit   +1 Poisoner's Kit is made available to the faction. Any Faction member can use this kit, but it cannot be removed from the Bank; additionally, it does not count toward the number of total magic items in the Bank for the purpose of the magic item limit.
  ---  
Faction Tool Empowerment: Herbalism Kit   +1 Herbalism Kit is made available to the Faction. Any Faction member can use this kit, but it cannot be removed from the Bank; additionally, it does not count toward the number of total magic items in the Bank for the purpose of the magic item limit.
 

Faction Loyalty Milestones Achieved

 
Show spoiler
  • 15, Downtime - The faction itself gains downtime days as if it were a player, if 3 were awarded to the player base, the faction gets 3. These can only be used to progress agendas. These days will be submitted after each update stream.
  • 27, Gold Income - The faction earns 1000 gold every update stream. This gold is immediately stored in the Faction Bank.
  • 30, Forward Base 1 - The Faction begins to expand. You gain an outpost within the country that your Faction resides, Dolten for the World Wanderers. This outpost increases the magical item storage capabilities of your faction bank by 1. This outpost is not an RPable location, and can be destroyed through certain events.
  • 41, Armory - The faction opens its own armory, in which adventuring gear, proficiency tools, and non-magical and exotic simple and martial weapons, armors, and mount/pet barding can be purchased using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. When you RP the purchase with the Quartermaster of a faction with this milestone, you do not need to spend a downtime day on shopping. If you do not, you must spend a downtime day to do so.
  • In both cases you will need to submit a trading log in the trading-log chat below is an example.
(at) Trading (at) Yourdiscordname Spending “Total Gold spent” at the (Faction name) Armory   Items bought and at what prices   (at)QM
    Then the QM simply Confirms by also putting in how much gold will be added to their Faction bank.  
  • 49, Forward Base 2 - The Faction continues its expansion. You gain another outpost within the country that your Faction resides. This outpost increases the magical item storage capabilities of your faction bank by an additional 2. This outpost is not an RPable location, and can be destroyed through certain events.
  • 50, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were a player. These days cannot complete research.
  • 57, Downtime - The faction itself gains downtime days as if it were 2 players, if 3 were awarded to the player base, the faction gets 6.These can only be used to progress agendas. (replace the previous downtime buff).
  • 66, Medical Ward - The faction opens a medical ward, in which medical supplies, healing potions and anti-toxins can be bought using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. The medical ward stocks 6 basic healing, 2 greater healing potions and 2 anti-toxins each update stream. The medical ward can only stock each item up to the amount of members in the faction. Non-members and Factionless must RP the purchase of these materials.

Comments

Please Login in order to comment!