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Name: Assassin’s Guild

 

Motto: “Trust only the hand you can see.”

 

Entry requirements: you will be recruited if you are spotted by a recruiter doing something that shows promise of the skills worthy of being an assassin.

 

Leader: The current Leader is only known by a codename: Godsend, because rumor has it he has killed a god. 

 

Tattoo:

Each kill you make for the guild rewards a Star Tattoo on your inner forearms. 

 

Each of the first 5 ranks give a 9 pointed star in a pentagram shape on your back, next rank creates the pentagram with the Motto in old common around it, the next is your weapon of choice inside the pentagram, and the last depends on your path:

 

Guild-master: Two black hands on your upper back, above the pentagram.

 

Grey Man: The tattoos are magically removed, along with any other sign of identification.

 

Note: When you get your first tattoo you must choose an activation word, your tattoo will only be visible for 30 seconds after you speak the activation word, otherwise the ink is buried in your muscles, only people with truesight can see them, if they look in the right places.

 

Ranks:

 

Recruit: You have been spotted and sought after by an assassin recruiter.

 

Initiate: You complete your first contract for the guild; receive the first part of your Guild tattoo.

 

Apprentice: you have completed 3 additional contracts, and the second part of your tattoo.

 

Footpad: You have completed 3 additional Contracts, and the third part of your tattoo. Gain a Thieves guild Contact.

 

Disciple: You have completed a major task for the local guild-master, and recruited a new assassin, fourth Part of your tattoo.  Gain access to the armory.

 

Veteran: you complete 5 additional Contracts, 5th part of your Tattoo. Memorize locations of supply stations for assassins.

 

Assassin: Complete a task for the Guild-master, and one contract. You gain a Black-market contact.

 

Master Assassin: Succeed and survive in a test set by the Guild Leader. Master assassins are freed from the guild for a period of 1-5 years while they complete stray contracts and hone their skills, once they return their skills are tested, either they remain a Master Assassin or they go to one of the two paths.

The rank Master Assassin garnered a large amount of respect from other members within the Order and indicated individuals who possessed uncommon skill and talent, most often in the arts of stealth and assassination.

 

Pathways:

Guild-master (Sleight of Hand/Persuasion): You are the Guild master, you are given your own guild to run, or even set up a new one, using your skills and contacts you must recruit and flourish as a fully functioning branch of The Assassin’s Guild, you know the location of a Grey Man and you are charged with making sure there are plentiful supply stations, as well as keeping the guild safe from inside and outside forces.

 

You are given a large amount of gold to start up your guild.

Chose Sleight of Hand or Persuasion. Gain advantage on one roll per day of the chosen skill.

 

Grey Man (Deception/Stealth): The grey man gathers intelligence and carries out assassinations without anyone knowing who he is or that he was there. The secret to not standing out is hidden herein. In order to stay off the radar of others, whether you’re an undercover secret agent or just trying to get through a bad neighborhood, you need to be the person who doesn’t trigger anything in the thought process of others. We call that person the Gray Man. He is invisible. It’s not that he doesn’t exist or interact with people though. He can walk through a crowd, take note of everything he wants, complete his mission or walk through an area and be out without anyone remembering he was there. He doesn’t just wear clothes that match what everyone else is wearing; he wears clothes no one will take note of. He doesn’t just do things to fit his natural surroundings; he does things that don’t cause your mind to take notice. He had no color, no smell, no texture, and no emotion. He wasn’t there.

 

You are trained in 4 additional languages.

Chose Deception or Stealth. Gain advantage on one roll per day of the chosen skill.

 

History:

Began at a small table of people who saw a more radical ideal of the future, at the beginning of the second age, from there it changed into the huge multifaceted secret organization it is today.

 

Relation with other Guilds:

Indispensable relationship with the thieves’ guild, their hideout locations are shared among the two guilds except for secret ones of both guilds. Thieves have their ears to the ground and much information is shared between the two. This relationship is made apparent by the time the recruit has reached “Assassin.”

 

Membership to this ancient order is a privilege and thus has some rules:

Do not fail a contract.

Follow the Contract to the letter.

Do not draw attention to the guild, or its members.

Do not publicly announce your contract.

Failure to Comply will result in contract out for your head.

If you should be killed mid-contract, your killer will be contracted to die.

Jail-time is inevitable, if you are patient, help will find you.

 

 

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