Politics: Darkside
Politics: Darkside

  • 1.0 Assassins' Guild
  • 1.1 Faceless Ones
  • 1.2 Maestros
  • 1.3 Assassins
  • 2.0 Faraon the Friend
  • 3.0 Thieves' Guild

  • 1.0 Assassins' Guild

    Most feared in Darkside but rarely seen would be the members of the Assassins' Guild. There is no known headquarters for the assassins, though it is generally assumed that they would make use of the Warrens (catacombes) underneath Darkside.

    The ability to kill gives one power, especially in Darkside, and thus the Guild holds considerable influence in Darkside affairs, even if it does so through middlemen, rather than blatantly advertising its interests. There is a certain rivalry between the Assassins' Guild and Faraon the Friend, worsened since the slaying of the previous Captain-Astromancer.

    As a result of that assassination, the Temple burned down several illegal establishments known to be ultimately owned by Faraon the Friend. There has long been an unsteady "truce" between the Temple and Darkside, as the Temple is either unwilling or unable to simply crush the Darksiders. But for such a brazen attack against the most prominent official of the Temple, that was something definitely deserving to send a "message" to Darkside.

    Given that the assassin was never delivered up, and this was followed up by another assassination -- this time of one of the replacement Candidates -- it would seem that the Assassins' Guild is confident that the Temple simply hasn't the power to do a thing about it. And, if the Guild pushed its luck further, it would likely be, again, the interests of Faraon the Friend that would suffer, rather than the Assassins themselves.

    Thus, if anyone has the power to bring down the current and long-reigning lord of Darkside, it would be whomever heads the Assassins' Guild.


    1.1 Faceless Ones

    The Faceless Ones are the middlemen for the Assassins' Guild, meeting with those who wish to hire one of their number, rather than employers meeting directly with the assassins themselves. Faceless Ones are distinguished by their cowled robes and their obscured faces -- It is evident that the Guild must have Mages in its membership, for the Faceless Ones get their name by the fact that their faces are indistinct and blurry, and people go away from such encounters having great difficulty trying to remember details about what the mediator looked and sounded like. They are also typically followed by an area effect of silence, guaranteeing the privacy of their conversations, and the stealth of their movements.


    1.2 Maestros

    Supposedly, the Faceless Ones do not perform any assassinations themselves. However, it is believed that they have their origins in an ancient cult of assassination, perhaps having its roots in the worship of the Babelite Goddess Sunala. (Nobody knows who is telling.) A few Faceless Ones seem to prefer a more "hands-on" approach, and have perhaps returned to older traditions by being capable assassins themselves. These are referred to as Maestros, having assumed names and "trademark" means of killing.

    These Maestros are few in number, however, and some suggest that the emergence of the Maestros is just an effect of the Assassins' Guild getting a little too cocky with its power in Darkside -- maybe with the danger of even getting a little sloppy. Assassination is serious business, after all, and best done anonymously. By having "names", assumed or not, attached to high-profile murders, perhaps the Assassins' Guild is rubbing it into the Temple's face that they aren't scared of its supposed authority.


    1.3 Assassins

    All assassins operating in Darkside are expected to register with the Guild. No "freelancers" are tolerated ... and the Assassins' Guild is more than capable of dealing with such loose cannons. Assassins are assigned their jobs by the Guild, and are not permitted to contact those who hire the services of the Guild directly. The bulk of jobs are very small fare, really: perhaps snuffing out some Kavi who had too big of a debt at a gambling hall, as an example to others. Still, those who prove to be trustworthy in the small jobs will eventually be trusted with the bigger ones ... and the pay for such services can be quite considerable. Retiring in comfort from this business, however, is pretty much unheard-of. (Not that any assassin would advertise his retirement plans.)


    2.0 Faraon the Friend

    Faraon the Friend -- typically referred to as just "The Friend" with a capital "F" -- is arguably the lord of Darkside and of Underside as well. The average crook on the street knows little to nothing about him. Mostly the most anyone knows is to knowingly refer to having a "Friend in low places" if they want to sound important. Still, getting caught name-dropping can result in fatal consequences.

    In actuality, Faraon the Friend is a huge golden-scaled reptile -- a dragon -- who has been around in Darkside for a very, very long time. His headquarters are located in a posh resort known as the Jade Palace, alternately nicknamed "Faraon's Dome". His name is not often spoken of openly, and the average vacationer visiting the Jade Palace will never even hear the name of the proprietor of the establishment, nor come into contact with its seedier side. Nonetheless, a great deal of illicit trade goes on there, as well as indulgence in all manner of vices -- and secret "farms" that produce various illegal "spices", as well as fighting pits in which blood-sports are held to entertain the shadier elements.

    Faraon has built up quite a network during his time, and knows quite a bit about Rephidim's secrets, though he tells little. For a long time, he has maintained something of a "truce" with the Temple, and even maintains some semblance of order in Darkside, but this has become more shaky in recent years. The Thieves' Guild and the Assassins' Guild are purportedly under Faraon's authority, but they have made their own little maneuverings for power. Faraon has had to deal with such things countless times before, but maybe the challenge is more serious now. If they are capable of assassinating the Captain-Astromancer -- supposedly the single most powerful man in all Sinai -- then how safe can he be?

    Still, Faraon possesses not only a shrewd nature, but physical might. He is quite capable of biting a man in half, in a single stroke, and his scales have deflected crossbow bolts. He is resistant to magic, and it is rumored that he is immune to poison and disease. Still, a crime empire cannot be ruled by physical might alone, and Faraon's position may be in question in the near future.


    3.0 Thieves' Guild

    While it is often said that there is "no honor among thieves", that is not to say that they are without any authority. Any thieves doing any serious business in Darkside are expected to register with the Guild, and to abide by its rules -- There are certain boundaries that thieves are expected to honor, so as not to start up major turf wars in Darkside, or to push the Temple to the point of actually taking major action to establish order outside of Rephidim City's walls. "Freelancers" are quickly dealt with.

    The bulk of the Guild is made up of Kavis, and there is a decided preference toward Kavis in the membership. (Of course, there's also a high turnover rate, due to the risks of the job, the tendencies of Kavis to take even greater risks, and the fact that Kavis have a natural lifespan about one quarter that of most sapient species.)


    Back to Politics: Section 7.2