Tuesday, March 3, 2026

The Fire Knife Assassins for Old-School Essentials

 

Fire Knives – Secret Assassin Society of Lingusia

Group Alignment: Neutral (evil)

Leader: Shadulos Elas Boron (In Octzel); THE THIRTEEN (world-wide)

Octzellan Headquarters: An anonymous guild hall in the Guild District

   The Fire Knives are an international organization of illuminated conspirators who have supporters within Hyrkania, Octzel, and Jhakn. Rumors indicate that there are even members operating within the empires of Persedonia and Galvonar to the south, and maybe even as far east as Cretea and Namintha. The Fire Knives are a vicious order of assassins seeking to manipulate kingdoms from the shadows. The Fire Knives are motivated less by religious or moral principles than they are by political gain, despite their origins as a cult to Haro, the god of murder. The mysterious Council of Thirteen are a secret council of dissident political radicals from across the Middle Kingdoms who work together to maintain long distance ties and support for their network of contract killers.

   Their agendas are many and varied. Some employ magical prowess which is often taught in secret classes by the Cabal of Southern Hyrkania, while others practice bastard magic, culled from the blood-stained books lifted from mages and druids who dared to cross their path. Most members are otherwise of a more conventional talent, common men and kindred folk who rely on stealth and swift assassination to accomplish their nefarious deeds.

   On the surface the guild looks like some sort of thug-enforcer type of thieves’ guild that seems to have little obvious direct connection to their actions as killers. In some cities, such as Octzel, their movements are silent and unobserved by most people, and appear to be a network of hired thugs protecting the interests of certain merchant houses. In Krythia, they wear their symbol, a shield of stars surrounded by trade weapons, proudly, and are believed to be a mercenary's guild by most people. In Jhakn the existence of the Fire Knives is unknown, as their movements are so carefully concealed and hidden that not even close allies know who they are dealing with. Only in Hyrkania are they reviled for their reputation as assassins, forcing them to work underground and out of sight.

   In Octzel, the Fire Knives have few allies and many enemies, often coming to blows with rival organizations and guilds. Of the many thieves and mercenaries guilds in Octzel only the Order of the Blade maintains neutral relations, and is willing to hire out sellswords to the Fire Knives for any unsavory deeds that require some useful fodder.

   The Fire Knives have the primary support of three Barons, and possibly other nobles, in Octzel. House Boron, House Killaman, and House Agrapor are the primary backers. House Boron, of the Merchant Lord Shadulos Elas Boron, and his wicked daughter Teylayurana Sorinos are the most dangerous members. Hallergan Blacknails is an infamous orc assassin of the order, and senior enforcer for House Boron.

   Beside the illegal and secretive activities which likely take place in the shadowed chambers of the manors of each noble house, the Fire Knives own property through indirect channels throughout the city. They own a trade and import shop in the Marketplace which leads to a secret meeting place. They own a Guild Hall that is rented out regularly, except on dark, moonless nights when they convene for a recap of their actions. They own warehouses by the docks, where imports of special naure are often kept, or where bodies can safely be dumped. Members of the Fire Knives learn as much as they can about the back alleys, secret passages, sewers, and catacombs beneath the streets of Octzel.

   Some would say that the Fire Knives go beyond being a society of political assassination and into the realm of a secret society for the sake of secretiveness. Much of this is due to the fact that the three barons behind the house lack the backing or funds of a major political interest, and it is believed that none of them belong to the Thirteen. Yet, since some claim that Fire Knives in Hyrkania, such as Dame Magna Mordent, say that there is a member of the Thirteen in Octzel, then who is this mystery member of the Council, and what are they planning?

Machinations of the Thirteen

   The Thirteen are an entity unto itself, operating in utter secrecy throughout the Middle Kingdoms and the East to further its diabolical ends, using assassination, slavery, and the sale of opiates (especially of the blue and black lotus) to manipulate the political currents of the realms.

   An agent, follower or servant of the Thirteen is likely to be a lower order member of the Fire Knives, but someone could also have a conflicted relationship if they revere the god Haro, or are independent assassins, and an adversarial relationship could stem from any number of cases where one would see cause to oppose the actions of a murderous guild-cult. These members swear fealty to the Thirteen and the God of Murder, in that order, and earn ranks in the society by working their way up “circles” of power and status. No one knows how many circles there are, though rumor has it there are nine, one for each of the Nine Hells.

The Fire Knives of Octzel

Shadulos Elas Boron (purportedly a member of the seventh circle)

   The guild master of Fire Knife operations in Octzel, Boron is a local merchantman with family ties back to Hyrkania. His rise to power on the surface appears to be one of a shrewd businessman, but behind the scenes he is suspected of being ranked as one of the Thirteen, relying on the bloody death that his guild can heap upon those who stand in his way to further his ambitions.

   Boron has locked down the city for the Fire Knives, eliminating most other rival guilds, and now schemes to find ways to dislodge the Black Lotus and the Guild of the Spheres.

   Shadulos is a skilled interrogator, shrewd with a cunning eye for detail and an excellent negotiator in trade deals. He is a master pickpocket and moves with great stealth despite his girth.

Shadulos Elas Boron Human fighter 6 assassin 7

STR 12, DEX 16, CON 18, INT 15, WIS 13, CHA 17, AC 3 [16], HD 9** (46 HP), Att 2 rapier+2 of disarming (1D6+2) or dagger (1D4+save vs. poison or either paralysis 1 hour or death on failed second save after one minute), THACO 17 [+2], MV 120’ (40’), Saves D 10 W 11 P 11 B 13 S 14, AL neutral (evil), XP 2,300, TT C (Lair H)

Skills: Assassination -2, Climb Walls 93, Hear Noise 4 in 6, Hide in Shadows 36, Move Silently 46

Disarming Personality Shadulos has learned a little magic in his time and may cast charm person 3 times per day and charm monster once per day. Shadulos has subjected his very body to complex rituals to allow for unnatural magical guile.

Entourage Shadulos rarely travels alone. Typically he travels with 1D6 assassins in his presence at all times.

Equipment scale mail, Rapier +2 of disarming (target must make a save vs. spells or drop weapon within 10 feet), a bandolier of 2 dozen poisoned daggers, 3 vials of lethal paralytic poison (6 doses per vial; save vs. poison or become paralyzed 1 hour; after one minute make a second save vs. poison or die), 1,230 GP pocket change

Teylayurana Sorinos (agent of the fifth circle)

   The bastard daughter of Shadulos Elas Boron, Teylayurana has worked her way up the ranks in the Fire Knives to become the premiere assassin in Octzel. She is ruthless and efficient, though regarded as unstable by those who have seen her succumb on occasion to a bloodlust driven by her madness. Some believe that when she experiences these “episodes” she is actually channeling the spirit of Haro himself; no one knows for sure, but her skill has nonetheless attracted the attention of Celiobantes Astiriate in the east, and within the guild it is rumored the two have had relations.

   About two years earlier Teylayurana also traveled with the adventurer Cassius Augustus and was lured into a war between the Fire Knives and the Guild of the Spheres. This conflict led to ongoing enmity between the two guilds.

Teylayruana Sorinos human assassin 14

STR 14, DEX 18, CON 13, INT 16, WIS 12, CHA 14, AC 1 [20], HD 9+19* (60 HP), Att 2 twin daggers+1 strike (1D4+1+blue lotus poison) or twin hand crossbows+2 (1D4+2+blue lotus), THACO 12 [+7], MV 120’ (40’), Saves D8 W9 P7 B10 S8, ML 10, AL neutral (evil), XP 1,600, TT C (Lair H)

Skills Assassination -6, Climb Walls 99, Hear Noise 5 in 6, Hide in Shadows 60, Move Silently 70

Blue Lotus Poison target must make a Save vs. Poison or target is confused (as per spell) for 1 minute due to intense and sudden hallucinations.

Blindsense Teylayurana functionally has infravision for 120 feet

Equipment Leather +2 (wyvernscale), 2 daggers +2, 6 vials of blue lotus poison (5 applications per vial), one hand crossbow +2, a case with 30 bolts, pocket change of 500 GP

Hallergan Blacknails (agent of the fourth circle)

   Hallergan Blacknails is Shadulos Boron’s right-hand man. He is an accomplished mage, a tough fighter, and a tricky devil. Hallergan is approaching middle years, but has worked hard to keep a lean figure, and avoid the bloatedness so characteristic older male orcs. His snout is stubbier than usual, perhaps due to some forgotten human blood in his ancestry, and he will often pass without question in the city streets if he wears heavy robes like a priest. He is a master tactician when it comes to weaving his magic, and he can bring down some rather impressive foes with little difficulty.

Hallergan Blacknails Orc fighter 9/magic-user 9

STR 18, DEX 12, CON 18, INT 15, WIS 14, CHA 16, AC 0 [19], HD 9+27** (58 HP), Att 2 battle axe of the beheader+2 (1D10+6+decapitation on critical), THACO 11 [18], MV 120’ (40’), Saves D8 W9 P10 B10 S12, ML 10, AL chaos (evil), XP 2,300 TT K (Lair C) Spells: 3-3-3-2-1

Spells Prepared: charm person, magic missileX2, invisibilityX2, phantasmal force, hasteX2, lightning bolt, charm monster, hallucinatory terrain, cloudkill

Equipment Battle Axe +2 of the Beheader, full plate +1, loose change of 225 PP and 1,500 GP

New Magic Items and Gear:

Battle Axe of the Beheader Very rare weapon

   This +2 great axe decapitates the target on a critical hit (natural 20). If the target does not have a head it severs a random limb. If the target is unconscious the axe automatically crits.

Rapier of disarming Very Rare melee weapon

   This +2 rapier (1D6 damage) makes disarming an opponent incredibly easy. Whenever a strike connects, instead of dealing damage the wielder may declare a disarm attack. The target must save vs. spells or is disarmed, dropping the weapon within 10 feet.

Blue Lotus Poison Uncommon (poison); typical retail value 250 GP/vial

   The blue paste that is made from the leaves of the blue lotus poison is well known for it’s strong hallucinogenic properties, which seem to cause distressing feelings of madness and entrampment within the walls of the City of Nith in the Dreamlands of Ethenur; some mages speculate that the person’s astral self is actually displaced by this poison.

   When used the target must make a Save vs. Poison or target is confused (as per spell) for 1 minute due to intense and sudden hallucinations. One vial contains 5 doses.

Black Lotus Poison Rare (poison); typical retail value 4,000 GP/vial

   The incredibly deadly black lotus leaf, when treated correctly with a special alchemical ingredient known only to assassins and poisoners, can be applied in food (for ingestion) or to a blade (for wounding). A typical vial of black lotus poison contains 3 regular (small) doses and comes with measuring tools, pestle, and the “vitae mortae” liquid added to bring out the lethal component of the leaf. One vial can be applied up to three times as small doses, or the full vial can serve as the base for a single large dose.

Small Doses: The poison can be applied quickly (as an action) to weapons in miniscule doses, causing severe hallucinations and catatonia (save vs. poison or become confused as per the spell for one minute; on a natural 20 the effect lasts 1D6 hours).

One Full Dose: At full dose for ingestion or to thoroughly coat a blade (the process takes 3D10 minutes) the user must make a save vs. poison at +2 (+4 if an assassin) to avoid accidentally making contact with the poison, subjecting him or herself to its effects (roll with an additional +4 bonus if wearing thick leather gloves; cloth won’t do). Once applied, a single full dose will last until a target drinks or eats the poisoned product, or a wound is made. The target then makes a save vs. poison at -2 penalty or immediately drops to 1 hit point and falls unconscious. The victim will remain catatonic and unconscious for 1D6 hours, after which they must make a save vs. death or fail to awaken. Legends say a victim of the Black Lotus poison killed in this manner appears as a spectral phantasm in the dreamlands of Ethenur, where they will seek out the dreams of their killer to haunt them. Allegedly some Fire Knives like to boast of how many ghosts visit them in their nocturnal slumber…

Origins: The black lotus leaf can only be found in three known locations: deep beneath the Mountains of Madness in central Hyrkania, in the depths of the jungles of Amech, and in the underworld dominion beneath Mitra’s Forest. It is the only known lotus plant that can grow and thrive without sunlight, and indeed even seems to thrive in wet, dark environments. Efforts to cultivate the plant are almost always unsuccessful, though stories that one of the Thirteen has mastered this art may or may not be true.

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