Cordat

From Discworld MUD Wiki
Jump to: navigation, search

The Assassin's Cordat is an important book that documents rules and information all members of the Guild of Assassins should know.

It is publicly accessible in the The Assassins' Guild Library.

-THE CORDAT-                        
                The book of Assassins.                   
                                                         
   This is a volume of great importance to all those     
   who are attempting to learn the art of the Assassin.  
   It holds information concerning specialised weapons,  
   poisons and other information that may not only       
   help you pass "the run", but save your life as well   
   (although this could amount to the same thing).   

 -The Guild of Assassins-                
                                                         
   The Guild is one of the hardest to succeed in and     
   is hard to get into, and even harder to leave from    
   while still upright. Upon graduation an Assassin      
   should be at home in any company and able to behave   
   like a gentleman or lady of breeding.                 
                                                         
   The Guild has a strict sense of honour and its most    
   important rule is: Nil Mortifi Sine Lucre (no death   
   without payment). Other rules, made by the Guild      
   Master or Mistress, have been written up into a       
   charter, which all Assassins must obey. Those who do  
   not might feel the Guild's terminal displeasure.      

 -The run: Advice for students-             
                                                         
   The run is something that all Assassins must do in    
   order to graduate from the guild. It may be attempted  
   at any time, but only those who have learnt all that  
   the guild has to teach are likely to succeed.  Some   
   extra-curricula training in balancing and vaulting    
   may be needed to safely traverse rooftop routes.      
                                                         
   In order to begin, you must find your examiner on the  
   roof and ask them if you may do the run.  Remember,   
   politeness is the calling card of the Assassin.       
                                                         
   According to the rules, your examiner is required to  
   ask you three questions. All of the answers can be    
   found in this book, so it is vital that you study it  
   well. Once you have answered the questions correctly  
   you may proceed on the run, it is best to carry as    
   little as possible while taking those things that may  
   be needed to disarm the traps and of course you will  
   need to take a weapon to inhume with.  

   While nothing your examiner does can be considered    
   unfair, they will not kill you directly. Instead they  
   will try to get you to kill yourself. So beware       
   an Assassin's constant enemies: carelessness, poor    
   maintenance of tools, ill-preparedness and over-      
   confidence.   

   There are six different routes that the run takes.    
   The traps vary on each route and are carefully        
   hidden. If you trigger one, the consequences may be   
   dire so you should look everywhere for them. Once a   
   trap has been found it should be examined carefully,  
   in order to discover how to disarm it. If you fall    
   victim to a trap, you should attempt the run again    
   only after you have recovered.  

 -Poisons-                         
                                                         
   Poison is an almost irreplaceable tool, essential to  
   every Assassin. There are quite a number of different  
   poisons available, crushed diamonds used to be quite  
   popular, though their efficacy has yet to be proven.  
   Giant spiders, mustick by ear and mercury have all    
   been used, while arsenic remains a favourite. At the  
   present time, Assassins generally favour three        
   poisons that can be administered by dart: achorion    
   purple, hemlock and bloat.                            
                                                         
   Achorion purple is derived from a mould, Achorion     
   quinckanum, and has the effect of greatly reducing    
   a victim's health, often to the point of death. It is  
   characterised by its rich purple colour and runny,    
   syrup-like consistency.                                
                                                         
   Hemlock is derived from the hemlock plant, Conium     
   maculatum and in certain preparations, attacks the    
   victim's overall constitution. It is a colourless,    
   oily liquid.                                          
                                                         
   Bloat is extracted from the deep sea blowfish,        
   Singularis minutia gigantica, which protects itself   
   from enemies by inflating itself to many times its    
   normal size.  If taken by humans in sufficient        
   quantities it has the effect of making every cell in  
   the body instantaneously try to swell some two        
   thousand times.  This is invariably fatal, and very   
   loud.  It is an expensive but effective poison that   
   is highly sought after. It is an oily brown liquid.

   As well as many poisons being derived from plants and  
   animals, so too are antidotes.                        
                                                         
   For example, spime is an extremely rare antidote to   
   certain snake venoms, and is obtained from the liver  
   of the inflatable mongoose.                           

 -Inhuming-                        
                                                         
   Upon successful completion of the run students        
   graduate to become full Assassins. They gain the      
   ability to inhume and to close the precalculated      
   contracts that the guild deems suitable for their     
   ability level.                                        
                                                         
   After gaining adequate experience in matters of the   
   guild and a demonstrated aptitude for inhumation,     
   Assassins are entitled to attempt the more difficult  
   contracts restricted to senior Assassins.             
                                                         
   Three methods of inhumation are approved by the       
   Guild: stabbing, fired and thrown.                    
                                                         
   Stilettoes, elegant stilettoes and poniards can be    
   used for the stabbing method. This method is more     
   powerful but requires more skill, and so is only recommended for the more senior Assassin.   

   Both the crossbow and the blowpipe rely on the        
   Assassin's ability at firing weapons. Fired weapons   
   must be loaded, and light-weight ammunition, such     
   as darts, must contain a deadly poison for a chance   
   of a successful inhumation.                           
                                                         
   In situations where it is not prudent to carry an     
   obvious weapon, one that is disguised as something    
   else might be a wise choice. Kompt de Yoyo sells a    
   variety of musical instruments crafted just for       
   such an occassion.                                     
                                                         
   Throwing knives allow an assassin to strike a point   
   on a target with great accuracy from varying ranges   
   and, not surprisingly, rely on the Assassin's ability  
   with thrown weapons.            

   The knives are of differing lengths and range from    
   the small, yet weighty number 5 to the almost         
   cumbersome number 12. Lengths and weights are shown   
   on the next page

 -Throwing knives (Lengths and Weights)-         
                                                         
             Length      Weight   Throwing Distance      
            (fingers)    (clams)       (feet)            
      Five     4.0         5.0           75              
      Six      4.5         5.5           60              
      Seven    5.0         6.0           50              
      Eight    6.0         8.0           45              
      Nine     7.0        10.0           40              
      Ten      7.5        14.0           35              
      Eleven   9.0        20.0           30              
      Twelve  10.0        25.0           27