Dark Path
While The Family focuses on theft, burglary, smuggling, forgery, and the like, the Dark Path undertakes the more sinister and distasteful tasks of torture, poison, and murder. Because of this, the Dark Path - although a much smaller organization - is more feared throughout the Reaches. The Dark Path maintains their own strongholds and hierarchy from the thieves guild. The temple and monastery of the Dark Path is supposedly a fortress and walled town unto itself, although its whereabouts is unknown.
The Dark Path is organized in small cells of assassins, such as the Invisible Blades and The Ghosts. These cells often operate on highly specialized missions. Killing is not their only task - as many missions are motivated by greed and secrets. Assassins are reportedly hiding as trusted advisers or henchmen in many courts and castles in the Reaches, spying for their master and ready to strike. Within The Family, the leader of the assassins is known as the Foster Uncle with his henchmen known as Nephews and Nieces.
Those wishing to hire or join the Dark Path should do so through Brill, Master of Stealth, for The Family.
The Story of Moloch
The patron of the Dark Path is Moloch, a First Age madman whose string of crimes exiled him from the Old Kingdom to Teufeldorf. Once in the Western Reaches, he established a murderer's stronghold in the city and sought immortality from a coven of witches who specialized in poisons with rare and exotic effects. It is said that Moloch, after imbibing a particularly nasty brew, grew a thick, black leathery skin that was impenetrable to weapons and allowed him to move through the night invisibly. It is also said to removed the last bits of sanity from Moloch - causing his henchmen to seal him alive in a tomb beneath the streets of Teufeldorf. His followers say that he can still be heard, issuing orders and commands from his tomb. When leaving, worshipers leave a poison green dart frog as a sign of reverence to their patron - a trap that the next visitor must defeat.