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THE
ASSASSINS' GUILD:
The
Head of the Assassins' Guild is currently a misharr male named
Heshyn. He rules with an iron fist, one of the few of his
race to attain any great physical strength in addition to
his other, more subtle abilities. Below him are his officers,
whose ranking there depends solely on Heshyn's whim. If Heshyn
were to die, his officers would likely ally or fight amongst
themselves until one came on top and became the new head of
the Guild.
The
Assassins' Guild is spread among each of the five Kingdoms,
more common in MIrg and Korresh but with a presence everywhere.
The Main Chapterhouse, where Heshyn is said to reside, is
said to be within one of the many ruins that dot the plains
of Korresh. No one 'accidentally' finds their way to this
chapterhouse; those who come near are led away by subterfuge
or killed if subterfuge is impossible. The Assassins encourage
the spread of the rumour that the ruins are haunted; since
most ruins in Korresh are thought to be haunted, however,
this can be no clue to its location.
Assassins
hold to a strict heirarchy and code of conduct. First punishment
for breaking the rules is a flogging; second punishment is
death. Surprisingly, assassins who have broken the rules welcome
the punishment; they are incredibly loyal to their Guild,
which rewards its members handsomely.
Assassins
may never reveal the name of the person they are working for,
their place within the Guild, who their superior is, or who
their target is. They are taught stealth and martial training,
and those few with magical skills have been known to use them
to aid in completing their contracts. Assassins are a brotherhood,
but always work alone. The reasons they are given a contract
may be moral or immoral, but it is up to their superior to
accept it on their behalf. The Guild will do everything its
power to free an assassin within three days of being imprisoned,
unless the Assassin has misconducted himself or has revealed
what he should not reveal. While any man can be broken through
torture, Assassins can usually last those three days. If for
some reason the Guild cannot reach them, the Assassin will
likely kill himself.
If
the Guild is betrayed by one of their members, every Assassin
takes it very personally. There are no excuses for betrayal,
and any assassin will gladly hunt down his ex-brother free
of charge--though returning the traitor to the Guild often
results in great rewards.
Tested
Skills:
The
Assassins' Guild tests in the following skills: knives, martial
arts, garrotte, crossbow, bow, light sword, darts, club/mace/hammer,
herbalism, medicine, tracking [urban], stealth [urban], disguise,
sleight-of-hand, and pick locks. An NPC with one of these
skills will always be available to test the PC.
Entrance
into the Guild:
Entrance
into the guild is almost always as a purchased slave-child.
In this way can the assassins perpetuate their brotherhood.
The child is raised among the Assassins and when he or she
comes of age, they take the Guild Trial to enter the actual
Guild. Failure means death. Note: PCs normally must enter
the Guild through IC means. A character who has submitted
a well-detailed and interesting history may claim in their
history to have been raised by the Assassins, but they will
still have to take their Guild Trial in character, and failure
will mean death.
Occasionally,
the Assassins will recruit outside of their own. A PC who
wishes to join the Assassins but was not raised by them must
discover an assassin, make friendly contact with them, and
then make their wish to join clear. The Guild will survey
the PC's actions for an unspecified amount of time, and if
they are satisfied, the PC will be permitted to prove his
or her loyalty to the Guild. If they are successful, then
the PC will be permitted to take the Guild Trial, which consists
of doing something distasteful, painful, or sacrificial, in
order to prove that no pain or moral will get in the way of
following a Guild's Orders.
Advancement:
When
first accepted, the Guild member is an acolyte. They may not
take their own contracts, and they are supervised and ordered
about by a mentor. The mentor, or the mentor's superior, provide
any and all contracts to the PC, and the PC is never permitted
to slay someone alone. The PC is taught the use of weapons
and the tolerance of pain.
Advancement
to Independant requires that the PC successfully fill out
a contract on their own, without blundering or being caught
in any way, and no suspicion that there even was an
assassin--unless the contract specifically requested that
it be known the target was assassinated. The PC must be Advanced
in at least two skills tested by the Guild before they will
be permitted to try the contract on their own. At this point,
if successful, the PC is allowed to take on their own contracts,
but most of their contracts will still be passed to them through
the Guild. The PC begins to learn the use of poisons, medicines,
torture instruments, and is pushed through many physical trials.
Advancement
to Officer is never on the PC's own initiative; the Guild
must believe that the PC is worthy enough to test him and
strong enough to survive it. The PC must be advanced in at
least three skills tested by the Guild or Expert in one and
Advanced in another. If the Guild believes the PC is ready,
they will set a PC up in a position where he is able to betray
the Guild, then capture him and put him to Inquisition, exactly
as they do to members who betray them. The PC does not know
until he passes that it was not an inquisition; if he fails,
the character will die. An Inquisition puts the assassin to
torture, compulsion, and magic if magic is available, testing
the assassin's loyalty to the guild through the release of
pain. An assassin that fails this test is often broken, and
in this case is put to death. The purpose of this final test
is to prove, beyond a doubt, the Assassin's loyalty, because
the Officer is the arm of the Guild and is privy to many secrets,
names, and information.
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