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Holy Slayer


Holy Slayers are the ghosts of the deserts. They mete out justice and threats in a manner that intimidates and frightens most foreigners as well as many Zakharans. Also called assassins, these characters view an opposing army or nation as a great beast to be slaughtered, or at least confused by the severing of its head. Sometimes the mere warning that a Holy Slayer is nearby is enough to turn away those who seek to harm the assassin's people.

The Holy Slayers of Arabian history were also assassins whose stories were wrapped in myth and legend. Originally, they were a radical faction of the faithful. Their leader sequestered himself within a great, secret mountain in the desert. There (as the story goes), young recruits were drugged. When they awoke, they were told they had been carried into heaven, to a garden of earthly delights. The youths dallied in this "paradise" for some time, then were drugged again and returned to the leader's quarters. When they regained consciousness, they were offered the opportunity to serve the holy cause as warriors of the faith. The bait was the promise that they would be admitted to the garden after death, to spend eternity in paradise. Many young recruits agreed. They joined the "Grandfather" of assassins, fearless in their conviction that even if they died, they would be better off in the next world.

Tales of such a secret society have changed through the centuries. "Assassin" has come to mean a mercenary killer who takes contracts out on his or her fellow citizens in the same way a mason would accept a contract to lay bricks. But the legendary characters after which this discipline is modelled had the power of faith, even if misplaced faith, and an organisation behind them.

In the Land of Fate, there are a number of fellowships comprising such assassins, or as they are more commonly called, Holy Slayers. Each fellowship is a religious organisation dedicated to the advancement of its particular faith. (Some might compare these groups to the historical Knights Templar of the Western church.) Such organisations usually have the support of moralist clergymen, but vary in their intolerance of other factions. Each fellowship operates from a secret location, which is unknown to low ranking members.

Role: Holy Slayers operate under as many restrictions as faris, their antithesis. Members of this discipline were literally created to follow the orders of the Grandfather or Grandmother of their respective organisations. They must be willing to die immediately for their cause. If a leader should ask a Holy Slayer to leap from a building to prove his or her faith, the Holy Slayer does so without question. Unfortunately for assassins, leaders often ask exactly that, in order to prove their power.

Holy Slayers are not required to announce their profession to the general public. While a few fellowships encourage such displays, members who do so may be told to perform extremely dangerous missions in order to prove that they are worthy. Most fellowships prefer to operate in secrecy. To disguise their identity, Holy Slayers often attempt to imitate other disciplines such as beggars, matruds, or sa'luks. In such cases, Holy Slayers lose none of their normal abilities. Nor do they gain the special benefits of the "cover" discipline, though smart assassins often pretend they do. At a minimum, it's a good idea to feign the cover discipline's hindrances.

Assassins who are not based at their fellowship's secret hideout are allowed to act as free agents for a time, much like priests who are not currently attached to a particular church or mosque. These free agents are allowed to live their lives in a normal fashion. However as soon as word comes from the Grandfather or Grandmother, they are expected to perform whatever actions are ordered. They are not expected to ask for additional aid or time nor may they appeal the decision. They are expected only to do or die.

NPC Holy Slayers rarely if ever ignore such orders. They are willing to die for their faith. However, those rare player characters who belong to this discipline are not automatons. They may ignore the orders of their leader if they choose, especially if death is the likely outcome of those orders. (Of course, death may be the outcome of refusing an order, too.) Holy Slayers who disobey become outcasts. The same applies to those who "obey" in part, but have managed to twist the meaning of an order through clever interpretation of the wording.

Outcasts become the target of attacks by other members of their fellowship. These attacks are planned by the Gamemaster. Rather than kill a target outright, fellowships usually prefer a string of nasty assaults - for example, the kidnapping of allies, the destruction of home towns, or the summoning of monsters. These attacks take place at the worst possible moments. They continue until one of the following occurs: the PC decides to complete the assigned mission; the PC has survived a number of separate attacks equal to his or her circle (at which point the Grandfather or Grandfather may consider the punishment sufficient, if the Gamemaster so chooses); or the PC slays the current leader of his or her fellowship (which is why the location of a fellowship's base is kept so secret).

Special Hindrances: A Holy Slayer's greatest hindrance is a short life span. (When a Grandfather or Grandmother says jump, these characters jump, unless they like the idea of preparing themselves against a number of ambushes.) In game terms, the Gamemaster should secretly roll for the chance of receiving "the call" each time a PC Holy Slayer makes it to the next circle. There is a cumulative 10 percent chance per circle of receiving "the call." Sometimes the call is an order to kill. It also may involve a risky mission to deliver a message or warning, or perhaps to retrieve a valuable item.

When such an order targets a particular individual (though not necessarily for death), there is an 80 percent chance that the target is in the same city or territory as the Holy Slayer. Further, there's an 80 percent chance that the target is a native of that area - in other words, that he or she is on "home turf² and is probably well-protected. Targets are always persons of importance or responsibility, such as sultans, viziers, or a captain of the king's guard - never common merchants or loud-mouthed innkeepers. The Gamemaster is expected to challenge Holy Slayers in their craft.

Equipment: There are no special gadgets or such associated with the Holy Slayers. Members are not normally allowed to wear the holy weapon of their brotherhood, as this would mark them as members. Instead, the weapon is given to a member just before it is to be used. Indeed, receiving the holy weapon of your brotherhood is a summons and command to accomplish a mission.

Important Attributes: Dexterity and Willpower

Restrictions: Members of any non-genie race may be Holy Slayers, though few t'skrang, ogres, or elves choose this role. Among moralist dwarves, Holy Slayers are common. They form a small but potent group, working against rival moralist factions. They may be male or female, and many fellowships include both genders. Some are exclusively male or female, however.

Karma Ritual: The karma ritual of the Holy Slayer is the same as that of their current cover. So, if a Holy Slayer is masquerading as a merchant, he must mimic selling his most valuable possession, if a beggar he must earn some money from passers-by. Only when preparing for a mission does the Holy Slayer use his own Karma ritual, a mournful dirge detailing all the perceived sins of the upcoming victim.

Artisan Skills: Body-painting, weaving, rune-carving, tattooing, dancing.

FIRST CIRCLE
Talents
  • Disguise (D)
  • Karma Ritual
  • Melee Weapons (D)
  • Rumour Mill (AQ)
  • Silent Walk (D)
  • Surprise Strike
SECOND CIRCLE
Talents
  • Conceal Weapon (D)
  • Durability (6/6)
  • Survival (AQ)
THIRD CIRCLE
Talents
  • Climbing
  • Critical Hit (EDC)
FOURTH CIRCLE

Social Defence: Increase the Holy Slayer's social defence by one.

Talents
  • Cobra Strike (D)
  • Thread Weaving (D)
FIFTH CIRCLE

Karma: The Holy Slayer may spend Karma on the damage inflicted with the holy weapon of his brotherhood.

Talents
  • Second Weapon (D)
  • Trap Initiative (D)
SIXTH CIRCLE

Spell Defence: Increase the Holy Slayer's spell defence by one.

Talents
  • Lock Pick (D)
  • Poison Use (AQ) (D)
SEVENTH CIRCLE

Karma: The Holy Slayer may spend a Karma point on any roll involving Perception only.

Talents
  • Resist Taunt (D)
  • Second Attack
EIGHTH CIRCLE

Physical Defence: Increase the Holy Slayer's physical defence by one.

Talents
  • Air Dance
  • Lion Heart (D)
NINTH CIRCLE

Social Defence: Increase the Holy Slayer's Social Defence by 2.

Talents
  • Dead Fall
  • Lizard Leap
  • Rushing Attack (EDC) (D)
TENTH CIRCLE

Karma: The Holy Slayer may spend Karma on any roll involving Willpower or Toughness only.

Talents
  • Detect Trap (D)
  • Virgin Weapon (AQ)
ELEVENTH CIRCLE

Physical Defence: Increase the Holy Slayer's physical defence by two.

Talents
  • Gain Surprise (D)
  • Power Mask (AQ)
TWELFTH CIRCLE

Cloak of the Faithful: The Holy Slayer can use Thread Weaving and two points of blood magic to create a favourable fate for himself for a day. During this time the difficulty of any perception roll to spot him or perceive his true nature is increased by two.

Talents
  • Chameleon
  • Vital Strike (D)
THIRTEENTH CIRCLE

Sentence: The Holy Slayer can pronounce a sentence on someone. To do this, the Holy Slayer must hold a pattern item to the person, overcoming the target's Spell Defence with his Thread Weaving talent, and expend two points of blood magic. Any Holy Slayer in the same brotherhood will now sense the location of the victim with a Thread Weaving roll with a difficulty equal to the number of miles away the victim is. One roll is made each day. The sentence lasts for a year and a day, during which time the two damage points cannot be healed.

Note that the brotherhoods often keep pattern items to all initiates of their own organisation, created as a part of the initiation rites.

Talents
  • Ethereal Weapon (EDC)
  • Whirlwind
FOURTEENTH CIRCLE

Recovery Tests: The Holy Slayer gains one additional Recovery Test per day.

Spell Defence: The Holy Slayer gains a +1 bonus to his Spell Defence

Talents
  • Escape Divination (AQ)
  • Incite Mob
FIFTEENTH CIRCLE

Physical Defence: Increase the Holy Slayer's Physical Defence by two.

Social Defence: Increase the Holy Slayer's Social Defence by two.

Spell Defence: Increase the Holy Slayer's Spell Defence by two.

Talents
  • Lion Spirit (EDC)
  • Second Chance

Fellowships

It is extremely important for a Holy Slayer PC to work for a brotherhood he can at least nominally believe in. Thus, several major Holy Slayer groups active in the Land of Fate are listed below. These are especially notorious or successful fellowships, which have over the years established legendary reputations for themselves and their leaders.

The Everlasting: This group of fanatical followers of Hajama are the "typical" assassin group of the Land of Fate. They have a secret citadel somewhere in the Haunted Lands from which their grandfather reviews the actions of all the rulers and important individuals within the land. Should any of these individuals act against the followers of Hajama, he directs his minions to kill them. The Everlasting has operatives in every major city in the Land of Fate, some placed very closely to powerful figures. Sometimes called "The Caliph of Shadows," the Everlasting's grandfather influences many decisions of others in Zakhara, whether they realise it or not. Their symbol is a golden scimitar.

The Friendly Word: This Holy Slayer organisation has the reputation of never slaying anyone. Instead this group of radical Zannites, based somewhere in the Ghost Mountains, destroys reputation and station as opposed to life and limb. They learn as much about the target as possible, then quickly and quietly rid him of his worldly possessions, friends, and good name. They are masters at the whispering campaign and ugly rumour, with just enough fact and proof to stand up before the qadi. A standard tactic of the Word is to float some accusation against a target, who in turn must reveal some other damning fact to deny it ("I could not have been dallying with the merchant's wife that morning for I was still unconscious from drinking the night before"). The Friendly Word uses no special weapons, but leaves a dagger shaped like a pen on the pillow of its victims to show they are in disfavour.

The Gilded Palm: A faction of fanatics dedicated to Jisan the Bountiful, the Gilded Palm is the closest thing in the Land of Fate to an organisation of assassins-for-hire. They often undertake assignments for merchants and bureaucrats, rationalising that anything that interferes with "bounty" should be rooted out and destroyed. The fact that the leaders of the Gilded Palm are paid for these actions has no effect on their passion. The Gilded Palm is known for using its members as pawns, often sending two or three against the same target in a waste of life. The Palm's special weapon is a dagger with gold coins wedged into the hilt.

The Grey Fire: This group of assassins is dedicated to the spirit of Najm, and in addition to killing the foe they show a keen talent for exploration, research, and discovery. The Grey Fire is found primarily in the Pearl City area, and it was here that their most recent assassination, against the Sultan of Sikak, was attempted. Most often the Grey Fire is expert at recovering lost or misplaced items and returning them to the church (often with fingers still attached). Their symbol is a javelin with a grey shaft and red feathers.

The Moon Spinners: It is hard to imagine followers of Beautiful Selan with an order of Holy Slayers, but on the Isle of the Elephant, the Moon-spinners are such a group, devoted to the supremacy of Selan on the island. In particular, their foe is the heathen following of the elephant-headed god known as the Lost One. The Moon-spinners tend to be imaginative in performing their craft, such that they raise their holy slaying to an art. Their symbol is a long white scarf, which they use both as a whip and a garrotte.

The Soft Whisper: Almost all Holy Slayer fellowships admit both men and women, the two exceptions being the Wind of Fate and the Soft Whisper. The Soft Whisper allows female members only, and they venerate Hakiyah of the Sea Breezes. Members of the Soft Whisper are found throughout the Land of Fate. The Soft Whisper is said to have several members among the Grand Caliph's harim, and on those occasions when a particular death seemed to be in the best interest of the Grand Caliph, the Soft Whisper was involved. Whether this means the Soft Whisper answers to the Grand Caliph, or to one of his court, is unknown. The symbol of the Soft Whisper is a jade jambiya.

The Storm Which Destroys: This is a group of extremely moralistic fanatics operating out of the Al-Sayaj mountains overlooking the Pantheon Lands. It may be said that the Storm is the "shadow army" of the Pantheon, and its members are used both to advance the cause of the Pantheon, and to settle internal disputes. Rumour has it that the Storm is too radical for most of the Pantheon leadership, but rumour also has it that the Storm answers ultimately to Revered Father Rimaq al-Nimar of I'tiraf. The Storm Which Destroys has recently been involved in the dismissal of the former Caliph of Talab. The Storm's symbol is the obsidian blade.

The Wind of Fate: This group of Holy Slayers is dedicated to Haku, and can be found in both the High Desert and the Haunted Lands. Its members are well versed in desert lore, and are exclusively male, making it the only major fellowship to exclude women. It is said to have members among every major desert tribe, and keep its citadel in the mountains overlooking the Genies' Anvil. The symbol of the Wind is the blowgun, a most un-desert-like weapon, but one easily concealed and carried and effective when using poison-tipped darts.

The Wrath of the Old: This is a group of fanatical Korrites found primarily in the Furrowed Mountains south of the Free Cities. They tend to be reclusive, and refuse to accept entreaties from any of the Free Cities, mamluk organisations, or hill tribes for their petty squabbles. However, if they determine that an individual stands in the way of knowledge or learning, they spare no expense of manpower and effort to destroy that individual. It is assumed that the Wrath has agents in all the Free Cities and in the Corsair Domains, and their influence reaches as far south as Huzuz. Their symbol is a dagger with the sunburst of Kor scratched into it.


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