The Assassins Guild
The Like King
The Assassins Guild
The Assassins Guild is a mysterious group of individuals that work in the shadows, subtly altering the course of history to suit their traditional and economical needs. Not many actually know about the guild itself, but if ever there are those that pay for assassination, their wealth goes through the Assassins Guild.
Established thousands of years ago, the early archaic Assassins Guild was an order of warriors that believed mortals had grown too arrogant. They believed too deeply in their own abilities and feared nothing, not even death. Confidence was empowering, but one should not deign to place oneself above the natural laws of Yune. And so their mantra instilled thus: Mors Vocet - “Death Beckons”. It was a warning and a sentence. The ideology claims that none can defy the inevitability of death. The practical use often resulted in a person’s death upon hearing it used.
Originally, the guild was simply a group of likeminded warriors. They would go out into Ornare and kill tribe leaders who were too successful or displayed too much hubris. As time went on, the guild refined both its ideals and its skills to give it a much sharper edge. They found that the most effective way to bring death to those much stronger was to attack while they were unaware and defenceless. Here, the early conception of Serpent Breath, the art of assassination, was birthed. Along with this, the Assassins Guild also began developing magicks that could shield them from detection. Not only did this make assassination much more effective against unaware targets, but it also protected the guild members from being targeted by vengeful warriors. A secret order only whispered about in shadows, the Assassins Guild continued to avoid detection and carried out its mandate with zeal for thousands of years to come.
Following the colonisation of James Stryker and the birth of his new Kingdom spanning all of Ornare, the Assassins Guild's ideals were forced to shift slightly. With civilisation advancing under the technologically more advanced colonisers, the guild needed to adapt not only its skills, but its criteria for assassination. Towns and cities grew large and were filled with many powerful individuals, so it was no longer possible to simply kill the strong anymore. But with this surge of progress came a new form of hubris for the guild to target: influence. After the death of James Stryker and the formation of the Four Suits Kingdoms with their feudal society, the conduct of nobles became an interesting focus for the guild. Lords, barons and ambassadors not only wielded powerful magicks, but believed themselves superior to all due to their ability to not only dominate, but also control those weaker than themselves. While the guild had little concern for concepts of justice, this gave them a clear goal for enforcing the natural laws of Yune in a new world where modernisation had made men arrogant anew.
However, simply attaining an ideology was not enough. Assassination was not an all-powerful art and guild members were not as effective as they once were. With failure threatening to expose the existence of the Assassins Guild, it was forced to once more adapt to compromise with this new era. The concept of trading skilled service for wealth became a common practice in the guild. With the introduction of contracts, guild members could receive payment from outside sources while still enforcing the will of the guild. This increase in wealth thus allowed the guild to begin manufacturing better equipment and magical items to further enhance the quality of assassination within the guild. The most prominent tradition born from this was the Guild Insignia. A ring with the assassin's unique title etched into it, possessing the covered ability to render the wearer invisible. This new equipment, followed by the new selection process, more effective magic and the continued practice of Serpent Breath culminated into the absolute expertise of modern-day guild assassins today. Untouchable by the average man, the guild is a highly functional society that still enforces the will of their ancestors with the humble mantra - Mors Vocet.
The guild has a set of ranks that determine an assassin’s skill and level of authority in the guild. One’s rank allows a member to take certain contracts with higher rank equalling higher pay. To ascend one's rank, traditionally known as "Rank Ascendancy", a guild member must successfully assassinate another guild member with the rank they desire. This tradition has been practiced for centuries and is sacred to the guild as a way of weeding out the weak and unworthy.
Forum Dominum / Guildmaster - The most prestigious rank in the guild, the Guildmaster is responsible for the direction and management of the guild as a whole. Their will is enforced through their Seconds and the Master Assassin. While a Guildmaster is likely the second-most effective assassin in the guild, they must also be very adept at guild administration to be allowed this rank.
Domini / Master Assassin - The most effective assassin in the guild. They act on behalf of the Guildmaster to uphold the beliefs and traditions of the guild. Generally heroes in their own rights, Dominis are given the highly revered responsibility of bearing the Wraps of the Reaper Artefact.
Secundus / Second - The right hands and lieutenants of the Guildmaster, Seconds directly enact the will of their master and possess a degree of authority in commanding the other guild members. Seconds spend more time managing areas of the guild or ensuring other guild members are correctly enforcing the will of the guild than actually taking contracts themselves.
Idolona / Wraith - The elite of the guild, Wraiths are highly skilled and powerful assassins often tasked with carrying out guild operations by Seconds or the Guildmaster. Some of the best in the guild, they often take very high-paying contracts for targets such as nobles or even royalty.
Laruam / Specter - Veterans of the guild, these assassins are extremely experienced and know all the tricks in the book when it comes to their art. Specters are not only highly skilled, but also notoriously hard to assassinate in of themselves. It is common for a Specter to be a mentor for an Initiate.
Umbra / Shadow - The mid-tier rank for assassins, these guild members rarely make mistakes and can carry out their contracts with a high percentage of success. While Shadows are not the most skilled, they are still capable of taking out low-rank nobles and soldiers.
Ferrum / Blade - Guild members that have graduated training from their mentors. Not particularly skilled, they usually take low-pay contracts and work the various guild facilities in hideouts. Blades are largely responsible for the production and enchantment of guild equipment such as the Guild Insignia that all assassins must wear.
Initium / Initiate - The first rank upon being initiated into the guild under a mentor. Initiates are usually poorly skilled and are thus not allowed to accept contracts until their training is complete. Initiates will usually undergo their mentor's gruelling training and observe other assassins on missions. Initiates may also aid Blades in the forging and repairing of guild equipment and facilities.
There are several rules in place that ensure guild members abide by the ideals and goals of the guild. Failure to abide by these laws is punishable ultimately and absolutely by death.
- Always uphold the traditions of the guild.
- Do not reveal the existence of the guild to outsiders.
- Outsiders are not to be brought into guild territory.
- Do not allow guild equipment or knowledge to fall into the hands of outsiders.
- Do not accept contracts independent from the guild.
- Contract requests from outsiders are to be brought to the guild for evaluation.
- Rank Ascendancy cannot be conducted on missions or during a contract.
- Infighting on guild territory is otherwise forbidden.
- Guild members must always carry their Guild Insignia on their person.
- The Guildmaster holds the exclusive right to temporarily nullify any of these laws.