"In silence, there is power; in shadow, there is profit."
The Assassins Guild is a vast, intergalactic organization of killers-for-hire, information brokers, and cybernetic infiltrators who operate from the shadows of nearly every civilized world. Though officially outlawed by most major factions, their influence runs deep — from the glittering towers of Galidraan to the slums of Torsa Prime. Where there is wealth, corruption, or vengeance, the Guild thrives.
The Guild’s structure is decentralized by design, ensuring survival even under persecution. Each planetary cell, known as a Guild Hall, functions independently under the guidance of a Guild Master, though all report to the mysterious Guild Masters Council, an assembly of the most elite assassins in the galaxy. The Council is said to meet only in encrypted holo-conclaves or aboard hidden stations drifting deep in the void.
Their reputation is legendary. To hire an Assassin is to buy certainty — their contracts never fail unless the client does not pay. Guild members are masters of stealth, combat, and digital warfare, blending ancient killing arts with modern psionic and cybernetic techniques. Many employ Cloakweave armor, Psi-blades, or neural augments that allow them to phase through electronic security grids.
Membership in the Assassins Guild is not granted — it is earned. New applicants must locate a hidden Guild Hall and complete a Trial Contract to prove their skill, discipline, and loyalty. Success means entry. Failure often means death.
Each assassin wears a colored pin denoting their rank, both a symbol of prestige and a warning to others:
Yellow Pin – Initiate: Fresh recruits who have completed their Trial Contract. Allowed only minor local jobs, usually reconnaissance or minor eliminations.
Green Pin – Novice: Trusted field operatives who handle low- to mid-risk contracts such as espionage, sabotage, or infiltration.
Purple Pin – Skilled: Seasoned assassins with a reputation for precision and reliability. Granted access to interstellar contracts and advanced equipment.
Red Pin – Disciple: Elite agents who often lead small teams or operate under direct commission from the Guild Masters Council. They specialize in high-profile hits, deep-cover infiltration, and black-ops assassinations.
Silver Pin – Master: The highest attainable rank below Guild Master. These are legendary killers whose names are whispered in fear. They may run Guild Halls or take personal apprentices.
Guild Masters are chosen from among the Silver-ranked assassins by the Council itself. Each oversees one Guild Hall and controls local operations, enforcing both Guild Law and the Code of Silence — a set of unspoken rules that forbid betrayal, interference with another assassin’s contract, or harm to clients who uphold their end of a deal.
Contracts are posted anonymously through encrypted Contract Terminals located in Guild Halls or via secure psionic links. Payment is always upfront, and the Guild takes a 25% fee for coordination and cleanup.
Contracts are divided by level, accessible only to assassins of equal or higher rank:
Level I – Reconnaissance & Espionage
Level II – Infiltration & Sabotage
Level III – Political & Corporate Assassinations
Level IV – Galactic or Faction Leaders
Level V – Legendary Bounties or Extradimensional Targets
Some rare assignments — known as Black Contracts — are issued directly by the Guild Masters Council. These are considered sacred duties, often involving traitors, rogue assassins, or targets tied to the galaxy’s most powerful factions.
Each Guild Hall is a hidden sanctuary of shadows — disguised as rundown cantinas, derelict warehouses, or even maintenance stations. Within, they serve as both sanctuary and headquarters for assassins on a world.
Typical Guild Hall facilities include:
Public Cantina: The outer layer, open to all, where clients can discreetly post contracts through anonymous terminals.
Training Chambers: Soundproof and psionically shielded arenas where assassins perfect marksmanship, melee, and stealth arts.
Equipment Room: Stores high-tech weapons, cloaking suits, hacking rigs, and restricted psionic enhancers.
Information Hub: The beating heart of the Guild Hall, containing secure archives of galactic targets, bounties, and encrypted data trades.
Private Quarters: Rentable rooms for members to rest, plan, or recover between contracts.
Despite being scattered across the galaxy, the Guild operates as one—its members bound by code, secrecy, and shared respect for the art of death. Betrayal within the Guild is rare, and those who attempt it vanish without trace, erased not only from records but from memory itself.
The politics of the Assassins Guild are a labyrinth of silent power struggles, deadly rivalries, and pragmatic alliances. While open violence within the Guild is forbidden, subtle manipulation, blackmail, and quiet elimination through "approved" channels are commonplace.
The ruling body of the Guild, composed of approximately thirty Guild Masters, each representing one or more sectors of space. The Council is decentralized — no fixed headquarters, no permanent meeting site. Communication occurs through encrypted psionic channels or secure holo-conclaves, often disguised as unrelated transmissions.
The Council collectively decides:
The approval of Black Contracts (Guild-wide assassination decrees).
Appointment or removal of Guild Masters.
Enforcement of the Code of Silence.
Mediation of inter-Hall disputes.
Allocation of Guild resources, such as training assets or rare weapons.
Elevation requires more than skill in killing — it demands influence. A potential Master must:
Hold a Silver Pin for no less than ten standard cycles.
Complete a sanctioned Master Trial, often a high-risk assassination against a political or underworld figure.
Secure nomination from at least three existing Masters.
Survive the Council’s vote.
Failure in the Master Trial often results in “disappearance.”
Though united in name, the Council is fractured into quiet factions:
The Black Mantle: Traditionalists who see assassination as sacred art.
The Red Line: Profit-driven pragmatists who view the Guild as a business empire.
The Glass Veil: Technological idealists who embrace AI, psionics, and cybernetics to redefine the assassin’s craft.
The Umbra Sect: Loyalists to a rumored Grand Master — a figure some claim to be myth, others, immortal.
These factions rarely clash directly, but their influence shapes everything from recruitment and pricing to which contracts are accepted.