Systems
Societal/ Cultural
General
2.83
3 Votes

5xp


Hits: 6986
Comments: 3
Ideas: 0
Rating: 2.8333
Condition: Normal
ID: 4928

Submitted:

Updated:
September 14, 2008, 3:03 pm

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status

Options


Order of Assassins Ranking

By:

The hierarchy of the Hashashin, also known as the Order of Assassins or Silver Band.

The main body of Hasan’s overt teachings were derived from the Nizari splinter of the Ismaili branch of the Shiite split of Islam. Cells of Assassins form Halka (circles) or lodges, requiring a minimum of nine initiates.  Initiates were taught not only physical disciplines and killing, but mental disciplines designed to focus the mind, similar to yoga and meditation.
The Ismaili cult consisted of a small, specially trained and trusted inner circle, insulated from and supplied by a large, outer circle of general members. Hasan’s cult offered nine levels or degrees of knowledge, starting with the overt and moving toward knowledge of only the word of the grand master himself. Hasan himself became known as the Old Man of the Mountain.

1 Salik (Seeker)

2 Arif (Enlightened)

3 Laziks (Uninitiated, first level of ops sections)

4 Rafig ("Friends", second level of ops sections)

5 Fidais (devoted ones, third level of ops sections) -  By the fifth degree, worshipers had rejected any literal interpretation of the Koran and relied only on the Grand Master’s interpretations.

6 Dais (missionaries, highest level of 4 major ops sections) -  Level six initiates abandon all overt forms of Muslim observance (prayer, fasting, etc) and enter the rankings of dai.

7 Emir (Commander), Murid (Disciple) and Khwaja (Master)

8 Imam (Lodge Master)

9 Malik (Chief of Chiefs) - Ninth degree initiates were inducted into the inner circle, known as the Red Circle or the Red Mosque.



Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!



Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 3 )
Commenters gain extra XP from Author votes.

Voted MoonHunter
September 16, 2008, 1:32
0xp
An intersting set. It would be nice to learn more about our historical assassins. That additional information would make this ranking more useful to us. However, this is what it is.

Now how will you use it in a game? That is the kicker for me. It is mostly for color or some measure of skill/ level.


Thus something really interesting is dragged down by lack of utility in most cases.
Voted valadaar
September 16, 2008, 11:01
0xp
If I were to decend into gamespeak, this is a good source of inspiration at least for prestige classes and the like.

Otherwise, I think it is useful for a few things - a persian campaign of course, and as inspiration for related campaigns.
Voted Scrasamax
September 16, 2008, 13:39
0xp
Plays heavy on the assassin background, but aside from the into, cuts out the fact that the Assassins were a religious faction, and were a state unto themselves for a while.

Link Backs

Freetext



Random Idea Seed View All Idea Seeds

The Maze

       By: sirgarberto

As far as everyone knows, the Maze has always been there; the strange pair of gates set in the side of a mountain a common feature in every painting of the area, no matter how ancient. One white, one red, nobody knows what they're made of but they resist any attempt to damage them; they’re always slightly cool to the touch no matter the weather, they have a very reflective surface, and if you look at them in a bright light, sometimes it looks as if they glow on their own.

The important thing is what’s on the other side of them, of course. The Maze itself is a strange place where the normal rules are suspended, and its own set takes their place. It’s a place filled with puzzles and riddles, monsters and traps; it’s always consistent with itself in any single run but is never the same two times around, and sometimes you could swear it has a sadistic streak, delighting in tricking the unwary adventurer.

It is a dangerous place, as so many people will rush to tell you; most people who go in never come out, and even those who do usually end up scarred for life. They also bring out with them enormous piles of riches, which is why people keep going in anyway.

Ideas  ( Dungeons ) | January 16, 2016 | View | UpVote 5xp


Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
PayPal
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0201