The Order of the Daggers
An assassination cult that convenes in the Forbidden Forest and does not advertise. It is led by Ashika, the Living Goddess — a deity who keeps no business hours, accepts no excuses, and settles accounts in blood. The Order recruits the sufficiently wicked, hands them contracts, and pays for results. It has a lawful mirror, the Auror Office, which runs on identical machinery and opposite paperwork: same contracts, same rewards, same ladder, only the verbs are nicer. Your alignment decides which door opens. It does not decide whether you get to have fun — both sides get the same fun.
Two Orders, One Engine
The cult and the office are the same system wearing different coats. Everything that matters — the recruitment summons, the contract loop, the rank ladder, the alignment-locked gear, the leaderboard, the paid player contracts — exists in both, identically. The only differences are cosmetic and directional:
| Aspect | Order of the Daggers | Auror Office |
|---|---|---|
| Patron | Ashika, the Living Goddess | the Head Auror |
| Who may join | the sufficiently evil | the sufficiently good |
| Working your contracts pushes you | toward evil | toward good |
| The mark | assassinate; deliver the heart | apprehend; bring in the prisoner |
Alignment picks the flavor, not access to the fun. A saint cannot be tempted by the cult and a fiend will not answer the Auror summons, but everything one side can do, the other side can do too — in beige.
Recruitment (A Forest Summons)
You do not apply to the Order. The Order finds you, in the forest, when you are already most of the way to deserving it. For the cult the forest narrows to a corridor of black trees and then to a door you do not remember opening; beyond it Ashika waits, and a court has convened in your honor — which is not the compliment it sounds like. For the Office it is a figure with the dull, unhurried authority of someone holding a clipboard, and a summons that does not RSVP.
The encounter is a Forbidden Forest special (admin-tunable appearance chance, 30% by default). You get three doors:
- Accept, and you qualify — you are inducted on the spot (an Initiate, or a Trainee), your alignment is nudged a solid step in your patron's direction, and the court opens to you. It will be open to you whether or not you want it to be.
- Accept, but you are not yet wicked (or virtuous) enough — the court opens only to the sufficiently committed. You are nudged a little further toward the appropriate pole, noted as promising, and asked to come back when the totals favor you.
- Refuse — you wake with leaves in your hair and the distinct sense of having dodged a career, drift a touch toward the opposite pole, and walk on. The forest is just a forest again. For now.
The already-inducted and the hard-opposite-aligned get no encounter at all, and the forest turn is not spent on a dead end. Once you are in, a link back to your patron's court rides with you everywhere in the village.
The Contract Loop
This is the whole job, repeated:
- Take a contract. Your patron names a mark — a turncoat informant, a debt-heavy merchant, a witness who saw too much (or, for the Office, a fugitive hexer, a smuggler of cursed objects, a forger of Ministry seals). The contract is clean, unconditional, and not subject to second thoughts.
- Hunt the mark. A standard fight against an NPC scaled to your own stats. Win and you walk away with proof — the still-warm heart, or a prisoner in binding-cuffs. Lose and you die the ordinary way: 10% of your experience gone, your gold gone, and your patron sends no flowers.
- Hand in the proof. Bring the heart (or the prisoner) back to court for payment.
A fulfilled contract pays out, all at once:
- Gold — scaled to your level (admin-tunable rate)
- Gems
- Experience — a cut of your current total, floored at what the mark was worth for its level, so a killer freshly returned from defeating the Dark Lord (and thus back to nothing) is still paid for the work
- Alignment — another step toward your pole
- House points — posted to your House, if you are in one
Yes: House points, for assassination. Your House quietly posts the points while officially condoning nothing, because the points system does not ask questions — it only asks for a number, and a closed contract is a number. (The Office gets the same points for apprehensions, which at least scans.)
There is a daily contract cap (admin-tunable). When you have filled the day's work, the desk informs you that the work is finite even if your eagerness regrettably is not, and asks you to return when the day turns over. The counter resets at newday.
Ranks (By Body Count)
Your standing is your kill count — the number of contracts you have actually closed — measured against a fixed ladder. The two orders climb the same rungs under different titles:
| Contracts closed | Order of the Daggers | Auror Office |
|---|---|---|
| 0 | Initiate | Trainee |
| 5 | Acolyte | Junior Auror |
| 20 | Blooded | Auror |
| 50 | Flying Dagger | Senior Auror |
| 100 | Master Assassin | Head Auror |
Your current title shows on your character sheet, and the court tells you how many more you owe before the next rung. At the top of the ladder there is nowhere further to climb, only further to fall.
The Patron's Favor (Alignment-Locked Gear)
Reach 50 contracts — Flying Dagger, or Senior Auror — and your patron extends a one-time favor: a single piece of equipment, chosen once, that grants a standing +15% to either attack or defense — standing, that is, for exactly as long as your alignment keeps earning it (the catch is below). Pick one:
| Slot | Order of the Daggers | Auror Office |
|---|---|---|
| Defense (+15%) | Pantherskin Cloak | Auror's Field Cloak |
| Attack (+15%) | Jewel-Encrusted Dagger | Sanctioned Wand |
The catch is the whole point. You keep the gear only as long as your alignment keeps you eligible. The favor is re-granted each newday while you still qualify; the moment your alignment drifts back out of evil (for the cult) or good (for the Office), it lapses at the next newday — the cloak is simply, undramatically, no longer there, or the Office recalls the item overnight and leaves a polite note where it used to be regretting the inconvenience.
It is the dark mirror of the Phoenix's stay-good bargain. The Order of the Phoenix lends you power on condition you keep your soul bright; the Order of the Daggers lends you power on condition you keep it dark. The arrangement, the leash, and the overnight repossession are identical. Only the direction of virtue is flipped.
The Deadliest (Leaderboard)
Each order keeps a ledger of who has been most useful — "the deadliest" for the cult, the Office's record of its most productive officers for the Aurors. It is a top-ten table of names, levels, and kill counts (or contracts brought in), and it is not a friendly document. The board is tallied once per newday from a single cached query, so it loads instantly and never quite reflects the last hour's bloodshed.
Player Contracts (PvP)
Where the server has PvP enabled, the contract economy extends to real players. You can place a paid contract on another player — funded up front, plus a small placement fee — naming them as a mark. The bounty is collected by whoever kills that player, and pays the premium multiplier on gold, gems, and House points.
The guardrails are strict and deliberate. A valid target must be a consenting (attackable) player — alive, unlocked, not PvP-immune, at or above the placement floor, and within range of the attacker. You cannot contract yourself, and you cannot collect your own contract. The system is, in essence, the cult's version of a bounty board: the same blood-money instinct as the rest of the Order, with paperwork to make sure the blood is someone else's.
The Order of the Daggers: proof that the only thing standing between an evil assassination cult and a respectable government agency is which column the gold gets filed under, and that the House points system, asked to distinguish between the two, would simply ask for the number.