So, the Order of the Green Hand needs an assassin's guild to go with it, no? Taking a cue from Zak, I'm presenting this guild as all rules, with any "fluff" I think has to be included in brackets. This assassin's guild doesn't have any official name, but goes by a few unofficial names, including "the Group," "the Gang," "the Workmen," and, most commonly, "the Monopoly."
Guild Law:
- Guilded assassins may not kill other guilded assassins, on pain of death.
- Guilded assassins may take apprentices, who are not considered guilded, but who may kill under their master's supervision. [Apprentices are the way enemy Guild members get rid of each other.]
- Apprentice assassins may only gain guild membership by replacing a retiring guilded assassin, killing a guilded assassin and taking his place or by co-founding a Guild franchise in a new location.
- So long as it is expedient to do so, guilded assassins have the responsibility to kill any non-guild murderer they become aware of in an area claimed by the Guild. The cornerstone of the Guild is its violent insistence that it have a monopoly on killing. [This leads to clashes with the Thieves Guild, who like to keep everything, including hits, in-house instead of sub-contracting with a specialist guild.]
- Guild assassins may take any job they choose, but must complete any job they accept. If they fail, they must try again until they succeed.
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