
What this guild is about
Strike from the shadows.
Shadowdancers strike when an enemy is least ready. They train in concealment, backstabbing, piercing weapons and poisons, protected by shadow magic. The guild is also a secret religious society with its own rituals, rivalries and ways of measuring a member’s worth.
Shadowdancers choose the terms of a fight. Darkness, preparation and knowledge of anatomy can make the first opening worth more than a fair exchange of blows. The guild has more than the ambush, though: Shadow Strike is an active fighting technique, Shadow Barrier keeps you alive, and poison work pays off for those who research it before the target ever sees the blade. The society also expects devotion. Its rituals and challenges make your power something you earn inside a secretive community, where violence is a trade, a test of standing and a form of loyalty.
You might feel at home here if…
- You enjoy setting up the opening before you commit to a fight.
- You want active blade techniques as well as stealth.
- You like researching poisons and building standing in a secret society.

Lore & origins
A society hidden inside the shadows
The entrance is a dark mansion, stone below and wood above, its windows shut or unlit. Inside, the initiates’ hall is spare, and a few torches throw shadows that seem to move on their own. The society trains assassins to approach unseen and open with a lethal blow, and the building teaches the first lesson before any instructor does: a patch of darkness may hold more than an onlooker thinks.
Initiates move on to the Children of Shadows, where murky training rooms test who is worthy to continue. The advanced hall holds statues and dark paintings of powerful Shadowdancers, and there the society splits its knowledge. Nightbringers favour aggression, Nighthawks defence, and Death from Darkness the assassin’s concealment and surprise. Members who share the same secrets still disagree about how a dangerous life should be lived.
Devotion makes the society religious as well. Its prayer room centres on an altar among marble pillars, and its rituals call on the Dark Gods. Slain foes, quests and sacrifices add to a member’s devotion, which strengthens the guild’s techniques, and other Shadowdancers can join the ritual over a qualifying corpse. The mansion also has arenas for formal challenges. The masters warn newcomers that attacking guild staff in the halls to settle a grudge has consequences.

A place in the world
The shadowed mansion
A stone-and-wood mansion holds the bare initiate hall, darker training rooms, a prayer room around an altar and the spaces used for the society’s challenges. With its moving shadows and portraits of past masters, it is a secret institution, not a thieves’ tavern.
Read about the worldTheir role in a fight
Arrive when the enemy is least ready.
A Shadowdancer opens with a dangerous first strike and keeps fighting once the target knows they are there. Backstab rewards concealment and preparation, and Shadow Strike works through piercing weapons and related martial skills. Poison adds another prepared layer. You choose when and how to reveal yourself, then rely on the guild’s fighting techniques and protection to finish the job.

With a party
A party can give a Shadowdancer room for a prepared opening and back them up once the fight turns into an exchange. Shadow Barrier can protect anyone and works especially well on a Shadowdancer, and the devotion rituals give guild members a reason to hunt together. Agree on the target and the opening before anyone acts, so a mistimed attack doesn’t waste the preparation.
On your own
Alone, you scout, stay hidden and learn about the target before you approach. A good opening helps, but plan for the fight to go on: train Shadow Strike, defensive skills and protection as well as backstabbing. Poison is slower work. You identify and compare herbs, then mix something useful for the next trip.
Trade-offs
An assassin’s advantages have conditions. Backstab depends on darkness, movement, anatomy and the size of both bodies. Shadow Strike needs a suitable piercing-type sword, and its poison option uses ordinary weapon poison, not special salves. Devotion and supporting skills matter throughout. A strong opening doesn’t guarantee a kill, and you still have to survive what comes after.
Abilities
Signature abilities
Backstab
Prepare the opening
Approach an unsuspecting target and attack a vulnerable spot. Darkness, silent movement, shadowdancing and knowledge of anatomy all affect the attempt, and shadowdancing first makes it faster and likelier to succeed. Size affects both the sneaking and the attack itself.
Shadow Strike
Piercing-weapon combat
The guild’s own fighting manoeuvre, made with a suitable piercing-type sword. Martial arts and weapon knowledge support it, and trained fighters can follow it with kicks, headbutts or a thrown weapon. Its poison option needs ordinary poison on the weapon; special salves don’t count.
Shadow Barrier
Protection drawn from darkness
Form a black aura in front of a target that reduces some incoming damage. It can sometimes absorb part of a severe critical blow and is stronger on a Shadowdancer. It helps you survive once concealment gives way to open combat, but it won’t make you invulnerable.
Mix Poison
Study the ingredients
Identify and compare herbs, then mix ingredients in a bowl or urn to make poison. Herbalism, mixing skill, dexterity, wisdom and poison knowledge affect the result. Ingredients differ in potency, speed and yield, so it pays to know what you are using.
Progression
Earn a place in the shadows.
Initiate training leads through the Children of Shadows to the deeper Shadowdancer techniques. The advanced branches are the offensive Nightbringers, the defensive Nighthawks and the ambush-focused Death from Darkness, and the choice has consequences: you can’t fully pursue both the offensive and the defensive route. Devotion and mastery grow alongside formal training, so time spent in the society counts as much as the skills learned in its rooms, and the later Shadowlords demand a great deal of devotion. Train the whole sequence you mean to play: preparation, opening, continued fighting and survival.
Play Icesus
Make a character
and try a guild.
Pick a race and a first profession, then meet your guild’s teachers in the game.





