The Age Of Apprenticeship

Teach them early

In the shadowy depths of Ertha, where whispers carry the weight of secrets and every movement is calculated, lies the legacy of House Dwallow-Ghyrnathop. Known as the Assassins Guild, this elusive house has survived since the First Age, its existence woven into the hidden fabric of the world. To speak of them is to invite danger; to know of them is to tread perilously close to forbidden knowledge.

 

Legacy Hidden in Shadows

The origins of House Dwallow-Ghyrnathop are shrouded in mystery, their lineage stretching back to the chaotic birth of the Shadowgate. Unlike other guilds that thrive on recognition, this house has thrived in anonymity. The Assassins Guild was not built on grandeur or open alliances but on silence, precision, and the certainty of retribution for those who dare to betray their secrets. For centuries, they have been the unseen arbiters of balance, ensuring that no one—not even kings—is beyond their reach.

 

Path to Becoming an Assassin

Apprenticeship within House Dwallow-Ghyrnathop is not a matter of choice but of selection. Potential candidates are identified early, plucked from their ordinary lives by the guild’s silent observers. These chosen few are subjected to a grueling induction process, where their will is tested as much as their skill.

Every apprentice begins their journey in isolation, learning the importance of silence and the art of observation. Their training encompasses every facet of survival: gymnastics for agility, open-hand combat for precision, and even theater to master the art of deception. Lessons in poisoncraft and Apothecary further refine their ability to eliminate targets without detection. Yet, it is their mental fortitude that is tested most. To be an assassin is to embrace solitude and shadow, to sacrifice everything for the guild’s mission.

 

Dual Nature of the Assassin

To survive in this world, an assassin must master duality. Apprentices of House Dwallow-Ghyrnathop are taught to create and maintain alternate identities, blending seamlessly into the societies they are sworn to infiltrate. A merchant in a bustling market by day, a silent predator by night—their dual existence is the foundation of their effectiveness.

This mastery of duality also serves a greater purpose. The Assassins Guild ensures that its members are indistinguishable from the people they live among, a shadow hidden within the light. It is a doctrine that has kept the house safe from eradication for thousands of cycles.

 

Master-Apprentice Bond

Once an apprentice has proven their mettle, they are assigned a mentor—a seasoned assassin whose skill and loyalty have earned them the right to train the next generation. This relationship is the cornerstone of the guild’s structure, a bond built on trust and mutual respect. The mentor imparts not only the technical skills required for assassination but also the philosophy that guides the guild: precision, patience, and an unwavering commitment to the mission.

The master-apprentice relationship is not without its risks. Should an apprentice falter, it is the mentor’s responsibility to correct them—even if that correction requires lethal action. This brutal necessity ensures the guild’s secrecy and the quality of its operatives.

 

Tools of Death

House Dwallow-Ghyrnathop is unparalleled in its mastery of tools and techniques. Their assassins wield weapons forged in silence and shadows, each blade and vial crafted to exact specifications. From retractable daggers laced with rare poisons to enchanted smoke bombs that obscure even the sharpest eyes, the guild’s arsenal is a testament to their ingenuity.

But tools alone do not define an assassin. The true weapon of House Dwallow-Ghyrnathop is their discipline. Each member is trained to exploit their surroundings, using the environment itself as a weapon. A falling chandelier, a tipped goblet of wine—anything can become an instrument of death in the hands of a skilled assassin.

 

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GM Tips

Reveal Through Mystery Introduce House Dwallow-Ghyrnathop as a lingering presence in your campaign. Use cryptic messages, unexplained deaths, and whispered rumors to build intrigue.

Dynamic NPCs Create assassins with layered identities who interact with players in their false personas. Let the reveal of their true nature be a turning point in the story.

Trial Missions Allow player characters to join the guild through trial-based missions. These tests can range from solving moral dilemmas to surviving in hostile environments.

Tools and Techniques Offer unique rewards tied to the guild, such as access to their arsenal or training in their deadly techniques. These can add depth and utility to characters.

Guild Politics Explore the internal politics of the Assassins Guild. Use rivalries, betrayals, and power struggles to create complex story arcs.

Moral Quandaries Challenge players with morally ambiguous contracts. Let them grapple with the ethics of assassination, adding layers of complexity to their decisions.

 

By incorporating House Dwallow-Ghyrnathop into your campaign, you invite players into a world of shadows and secrets, where every choice carries weight and every shadow hides a story waiting to unfold.

 

 

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