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"As always, the Empire is one dagger thrust from anarchy."

—Unidentified assassin.[1b]
AssassinProfile

A Human assassin

An assassin is an individual who carries out the willful killing, by a sudden, secret, or planned attack, of a person, especially if the victim is prominent or important. Assassination may be prompted by personal grievances, the quest for notoriety, financial, military, political or other motives. Many times governments and criminal groups order assassinations to be committed by their accomplices.

Killing for money is not unusual in the Old World. Soldiers and mercenaries do it every day. Few sell swords achieve the professional assassin's level of lethality, however.

Role[]

Assassins are hired killers expertly trained and deadly with a variety of weapons. Many also master the poisoner's art. The best assassins can dispatch their targets in a matter of seconds, leaving behind no evidence of their presence.[1a]

Their services are much sought after by political and even religious bodies. Few assassins care where the commissions come from. They only want a challenging mission and a fat purse for their fee. While most assassins are loners, a rare few have organised into guilds.[1a]

A Day in the Life[]

"You have but to whisper the name and pay the gold. He will be dead by week's end."

—Anonymous assassin.[2a]

The first thing an assassin does once they accept a job is study the target. The assassin wakes early and sets themself in a vantage point near the target's home, finding a place where they can watch without drawing attention to themself.[2a]

Many assassins have enough skills in a craft that they can pretend to be cobblers, tinkers, or street-sweepers and work at such tasks as a cover. The assassin watches everything as they work, taking note of the people passing by, the entrances and exits from the target's residence, and possible weak points in the target's potential defences.[2a]

Once the target emerges, the assassin shadows them, staying close enough to watch but far enough away that they won't be noticed. They watche the target throughout the day, noting everywhere the target goes and everyone they meet. Every activity is evaluated with an eye toward the job. Does the target lunch at a particular pub where his food could be poisoned? Does he take a shortcut through a dark alley where he could be stabbed unnoticed? Is he fond of touring the docks or the warehouses, where a carefully engineered "accident" might cause his demise?[2a]

Whenever the target settles into a location, the assassin takes the opportunity to widen their scrutiny, examining every detail of the locale. They work out strategies to approach and exit each place unseen and unobstructed. A good assassin will study a subject for days, possibly weeks, before finally making their move.[2a]

Affiliations[]

"Can you help me find a certain councillor named van Grolsch? He appears to have given up the tax-collection business, and taken to hiding from his electorate instead. Us commoners are a pesky bunch, aren't we? I'll give you three crowns for your trouble...your roof looks to be in need of repair."

—Assassin Ludmilla Freiborg[7a]
Tilean assassin's on fire

A Tilean assassin killed by a wizard.

Most assassins prefer to work alone -- it is easier to kill alone than coordinate with others, and a solo assassin does not have to split their fee. That does not mean assassins work completely independently, however. In fact, most successful assassins have a wide support network.[2a]

First, and most important, are their contacts. A good assassin is one whose true name and face are never known by the client, or by people in general. Assassins often create colourful working names to disguise their true identity, but someone still has to know who they really are (or at least how to reach them).[2a]

A good, reliable contact can make an assassin's life far easier, making first contact with potential clients and possibly handling the meetings altogether. Contacts get a share of each commission, so it is in their own best interest to get the assassin frequent work and substantial payments.[2a]

Assassins rely heavily on their equipment, and for many that means they need someone to create or care for such tools. Since different assassins prefer different methods, this can mean an apothecary for poisons, a blacksmith for bladed weapons, a gunsmith for blackpowder weapons, or several other skilled craftsmen. The ideal equipper is not only talented but discreet.[2a]

Some assassins work in a guild, though this is usually only in the largest cities. The guild's three principle functions are as a contact point, an equipping station, and a staging area. The third is crucial -- assassins report each job they accept and a guild officer makes sure there are no overlaps or complications. This allows the assassin to work more freely, knowing they will not have direct competition once a job has been assigned. They also know they have a place they can go to if they need additional resources, more information, or a safe place to hide.[2a]

Assassin's Guild[]

Member of the Assassin's Guild of Tilea

A member of the Assassin's Guild of Luccini

In the war-torn land of Tilea, engaging the services of an assassin is said to be as easy as hiring any sort of mercenary.[15a]

The Assassin's Guild is considered an organisation more valuable than the very throne of Tilea itself.[14a]

Hidden within the twisted alleys of the city of Luccini, the guild is where one can hire those considered the best assassins in all Tilea. The most skilled assassin of the guild is the infamous The Black Crowe, a man shrouded under the false identity of Count Banquo Degusta, a noble of the city killed by the Crowe in the past.[14a]

The members of the guild strictly follow the Assassin's Code, a set of strictures by which all assassins of the guild live by.[14a]

Clan Eshin Assassins[]

"They doubtless sell their services to anyone willing to pay their horrible price. Their cursed skills were perfected in the Far East, which is why they seem alien to our own civilized sensibilities. Yet, these methods are quite effective. Even the bare hands of these bestial assassins are as effective as swords, and they strike like snakes from the darkness. To be marked by them is to be consigned to Morr’s kingdom, for naught can save you once such a thing has come to pass."

—Steffan Paulus Adelhof, Scholar of Wolfenburg.[3a]
Eshin Assassin

A Skaven Eshin Assassin

The Skaven of Clan Eshin are masters of stealth, duplicity, and assassination. They are rightly feared by other Skaven clans. Night Runners are the most common members of Clan Eshin, essentially assassins-in-training. Few of their number survive to advance in the clan's hierarchy.[4a]

Only those Gutter Runners who excel in their trade can ever hope to be indoctrinated into the highest secrets of the Cathayan fighting arts. While still burdened by the typical Skaven outlook, Master Assassins are more patient, centered, and ruthless than their brethren. They can kill with a touch, are masters of countless weapons, and can slip in and out of some of the most heavily guarded strongholds unseen.[3c]

The assassins of Clan Eshin represent the culmination of years of training and countless examples of murder most vile. Some of the most feared Skaven to creep through the Under-Empire belong to this elite group. Masters of poison, exceptionally skilled in the arts of hand-to-hand combat, and versed in the ways of stealth and conspiracy, these killers sell their services to any Skaven Warlord who can meet their exorbitant fees. They even offer their services to Humans who ask the right people and who offer the proper compensation.[3a]

The Council of Thirteen often employs Clan Eshin's assassins in their day-to-day affairs. Maintaining the status quo requires precision that only an assassin can provide. In effect, the assassins have been relegated to the status of a secret police force at the beck and call of the Lords of Decay. Clan Eshin is aware of this, and is perhaps a bit too smug within its position of power. So long as they remain useful to the council, however, the assassins of Clan Eshin are beyond reproach.[3a]

Clan Eshin assassins use blowguns -- simple lacquered tubes -- to fire poisoned darts. Usually about a foot to three feet in length, one end is fitted with a flexible cup crafted from leather that fits over the mouth of the firer. While the damage inflicted by blowgun darts is negligible, the tips are often coated with virulent poisons. When not using them as weapons, the assassins have been known to use their blowguns as snorkels as they hide beneath the placid surface of a pond, lake, or stream.[3b]

Khainite Assassins[]

"As swift as the wind, dark as the shadows, deadly as a thousand blades."

—Description of the Khainite Assassin in Total War: Warhammer II.[13]
Warhammer Khainite Assassin

A Dark Elf Khainite Assassin

While young Dark Elf girls taken by the Cult of Khaine become Witch Elves, male children raised in the temples of Khaine, the god of war and murder, are destined to be Khainite Assassins. These are the most deadly and evil Dark Elves of all, masters of subtle and murderous magic.[10a]

The neophytes are raised in the blood fields of the temples, learning the arts of war and death. The merciless and deadly few that survive the first ten years of this training, killing their fellow adepts in face-to-face fighting or by more devious means, go to the great temples of Naggarond and Har Ganeth, where they learn the deepest mysteries of Khaine. None outside the cult know all of the secrets of the temples, save perhaps Hellebron and Shadowblade, and each assassin will learn the particular skills and techniques of his master.[10a]

The Cult of Khaine hires out the services of its assassins to the Witch King Malekith and the other rulers of Naggarond, in exchange for sacrifices, wealth and political favor. Though the price is high, such is the skill of these killers that there is a constant demand for their services.[10a]

Many Khainite Assassins ply their deadly trade in the cities of the Dark Elves, eliminating their employer's competitors and aiding in coups against the ruling families. Some Khainite Assassins are hired by Black Ark Fleetmasters, to train their corsairs in war and to sow terror amongst the populace of their raid's target.[10a]

Khainite Assassins are also employed to keep discipline and loyalty amongst the Dark Elf Warriors of an army captain. The skill and guile of these deadly warriors is such that the troops they accompany usually do not know that there is a Khainite Assassin within their ranks. The fear and uncertainty this causes helps to keep seditious talk and rebellion to a minimum, for no Dark Elf can be absolutely certain with whom he is conspiring.[10a]

Khainite Assassins are masters of using poison and coat their weapons with a variety of venoms -- some of which are deadly, others which paralyze or stupefy their victim so that they can be captured and tortured for information or pleasure. One scratch from some of these poisons is enough to send an individual into agonising paroxysms as their nerves burn, their heart explodes or their bones crack and shatter.[10a]

The Khainite Assassins take great pleasure in the awful demises of their victims, and are adept at keeping prisoners alive for many days. Often they can extract confessions and information from captives much more quickly than the crude tortures used by other Naggarothi interrogators.[10a]

Notable Human Assassins[]

  • Farouk - Farouk is a senior member of the Nagash blood cult Corpus Aeternum. Four years ago, the Wurtbad chapter of the cult was destroyed by a band of witch hunters, and Farouk and his two disciples were the only survivors. Since that day, Farouk and his followers have been on the run. Farouk believes that the cult was undone by a traitor (possibly an Agent of the Shroud) who infiltrated their ranks. Now he spends every moment looking over his shoulder, not even sure how loyal his own disciples are.[6a]
  • Johann the Knife – Of the many cutthroats and assassins for hire that infest the settlements around the ruined city of Mordheim, Johann the Knife is the most famous. He exhibits his vocation as a hired knife-fighter and assassin extraordinaire by the various lethal-looking daggers hanging from his belt, and the mean glint of his eyes. Johann wears dark leather gear, slightly out of fashion, which has never been washed (or so the barmaids say). His long face bears the scars of many a fight, and his unkempt hair is lank and greasy.[11a]
  • Jonas Becker – Though family-owned, the Pig's Ear Tavern at Earthwerks has not always been the property of the same family or clan. Most recently, the Pig's Ear was purchased at an exorbitant sum by a mysterious out-of-towner named Viggo Schultz, who is none other than Jonas Becker, the infamous Murderer of the Midden Moors. A successful assassin and murderer, Jonas has finally decided to put his life of blood behind him, at least for the time being.[5a]
  • Rufus Grunenwald – Years ago, Rufus' brother was discovered to be a mutant, and though he did his best to discretely hide this fact, ultimately the witch hunters located the afflicted man and burned him at the stake, as all mutants deserve according to the Cult of Sigmar. Broken and devastated, Rufus tried to bury his brother's remains on holy ground, but the Sigmarite high priest refused to say the rites over those touched by Chaos. From then on, Rufus swore revenge, honing his skills to become a competent killer.[8a]
  • Vespero - A young and reckless Tilean noblemen from Luccini, Vespero is much more given to self-indulgence and dubious escapades than anything else.

Notable Clan Eshin Assassins[]

  • Deathmaster Snikch – Shrouded in legend, Deathmaster Snikch is a figure of dread speculation, a rumour of sudden death. The mere thought of Clan Eshin's most deadly killer causes Skaven Warlords to squint at shadows. Speculation concerning Snikch's deeds or whereabouts runs up and down the passage of the Under-Empire. This suits Lord Sneek, the Grand Nightlord of Clan Eshin and a member of the Skaven's ruling Lords of Decay. As long as no one knows Snikch's real location, then no clan can feel safe. The ramifications of such mystique are always considered by Clan Eshin and the Council of Thirteen. Once deployed, Deathmaster Snikch does not fail, but the list of targets grows more quickly than even this perfect killer can eliminate.[10a]
  • Veskit, High Executioner of Clan Eshin – Veskit was already a talented Clan Eshin Assassin when he was entrusted with his most difficult mission. He was hired by Clan Skryre to free one of their oldest and most experienced Warlock-Engineers who was being held hostage by a rival clan. Veskit managed to take the prisoner back, fighting his way through the guards, but at a very high cost. He suffered terrible wounds and would have certainly died, but the Nightmaster of Clan Eshin made a pact with the Warlock-Engineers. The Skaven scientist-sorcerers replaced various parts of Veskit's body with their part-technological, part-magical implants and made him into a walking arsenal of deadly weapons. Veskit is now more a machine than a living thing, and his thirst for killing has become almost uncontrollable.[11b]

Notable Khainite Assassins[]

  • Shadowblade – Shadowblade is still young, being a mere 150 years old. His reputation, however, is already legendary. Stories of his grisly adventures are used as stories to scare Dark Elf children. Shadowblade reports directly to Hellebron, and it is rumored that she has used him to eliminate her Druchii political opponents. Such stories are difficult to substantiate, however, because no one has seen Shadowblade's face and lived -- he slew his master when he had learnt all that he could -- and not even Hellebron knows what he looks like. What's more, those that start spreading such stories tend to come to a mysterious and untimely end...[10b]

Sources[]

  • 1: Warhammer Fantasy Roleplay 2nd Edition: Core Rulebook (RPG)
    • 1a: pg. 62
    • 1b: pg. 213
  • 2: Warhammer Fantasy Roleplay 2nd Edition: Career Compendium (RPG)
    • 2a: pg. 20
  • 3: Warhammer Fantasy Roleplay 2nd Edition: Children of the Horned Rat (RPG)
    • 3a: pg. 68
    • 3b: pg. 72
    • 3c: pg. 100
  • 4: Warhammer Fantasy Roleplay 2nd Edition: Old World Bestiary (RPG)
    • 4a: pg. 106
  • 5: Warhammer Fantasy Roleplay 2nd Edition: Terror in Talabheim (RPG)
    • 5a: pg. 27
  • 6: Warhammer Fantasy Roleplay 2nd Edition: The Thousand Thrones (RPG)
    • 6a: pg. 165
  • 7: Warhammer Fantasy Roleplay 2nd Edition: The WFRP Companion (RPG)
    • 7a: pg. 63
  • 8: Warhammer Fantasy Roleplay 2nd Edition: Karak Azgal (RPG)
    • 8a: pg. 31
    • 8b: pg. 59
  • 9: Warhammer Armies: Skaven (7th Edition)
    • 9a: pg. 75
  • 10: Warhammer Armies: Dark Elves (7th Edition)
  • 11: Mordheim Rulebook (Specialist Game)
  • 12: Jahama's Lesson (Short Story)
  • 13: Total War: Warhammer II (PC Game)
  • 14: Inferno! 40
    • 14a: "Perfect Assassin," pp. 55-65
  • 15: Warhammer Fantasy Roleplay 3rd Edition: The Player's Guide (RPG)