The Slayers' Brotherhood
The Slayers’ Brotherhood includes mercenaries for hire as well as the Assassins’ Guild. Feuding between rival merchants, nobles, and temples is commonplace enough within the streets of Lankhmar that mercenaries are a mainstay as a resource. Thus, like with any regular business, hiring them requires going through the guild.
Although mercenaries often find themselves on opposite sides of such conflicts in the city, they have no particular compunction against this. The man you fight side by side with today might be your foe tomorrow; such is the life of a mercenary. However, operating under the auspices of a guild structure minimizes the possibilities that the mercenaries themselves are going to be double-crossed. They don’t mind fighting, but they aren’t fond of being tricked.
Structure
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.
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: Love, Hate relationship with the thieves’ guild, currently 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 could change at any time, remember the motto.
“Trust only the hand of a Brother"
Tattoo: Each of the first 5 ranks give a single 5 pointed star shape on your forearms - two on each arm, the last on you neck, next rank creates with the Motto in old Lankhmart on your back, across your shoulders, the sixth is your weapon of choice on you hand, and the last depends on your path: Guild-master: Two black hands on your upper chest. The Grey: The tattoos are magically removed, to help with your status of grey man. Except the Grey: Each kill you make for the guild rewards a small Star Tattoo on your around your wrist. This serves as a badge of honor and warning to others.
Ranks: Recruit: (level 0) You have been spotted and sought after by an assassin recruiter. Initiate: (level 1)You complete your first contract for the guild; receive the first of your Guild tattoo. Apprentice: (level 3) you have completed 3 additional contracts, and the second part of your tattoo. Footpad: (level 4) You have completed 3 additional Contracts, and the third part of your tattoo. Disciple: (level 5) 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: (level 6) you complete 5 additional Contracts, 5th part of your Tattoo. Assassin: (level 7-8) Complete a task for the Guild-master, and one contract. You gain a Black-market contact. And memorize locations of supply stations for assassins. Master Assassin: (level 9-10) Succeed and survive in a test set by the Guild Leader. Master assassins are freed from the guild for a period of 1-6 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 district 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 The Grey and you are charged with making sure there are plentiful supply stations, as well as keeping the guild safe from inside and outside forces.
Type
Guild, Assassins
Alternative Names
Slayers
Training Level
Elite
Veterancy Level
Veteran
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