As I await some feedback about the amount of gods/worship in Bluestone I realized that though I had completed the fluff pieces for the various classes, I never posted any. So, as a bit of a preview/teaser, here's the first one!
Assassin
Assassins are nothing less then professional killers and while one could argue that title could belong to any adventurer on Bluestone, only the assassin does it with such skill, subtlety, and ruthlessness. The very idea to be hired out to kill others, often without any prior knowledge of the target is difficult for many people to understand. Many of the people of Bluestone could not detach themselves morally enough to contemplate such a profession. Of the intelligent species only three, humans, dwarves, and kobolds, find that they have those amongst them that can handle such a lifestyle.
Among Ashford Bay and many of the larger towns, assassins work for various guilds who keep a close watch on the murder-for-hire business, making sure they keep prices competitive and that no rogue killers work without representation. While these guilds are not officially recognized by the Lords of the land, they are the worst kept secret of Bluestone (and still quite thoroughly taxed, even if it doesn't show up on official records). For most citizens, assassins are of little concern, the peasant and merchant classes simply could not afford the prices they charge and that same high cost keeps nobles from wasting gold on the lower class. It is much easier to bribe a guard to take a peasant into a dark alley or blackmail a judge to lay a false sentence on a merchant then to hire an assassin. Assassins main targets are nobles, but fear of retribution from a rival's family means a noble decides to use assassination as only a last resort or if he knows the hit cannot be traced back to him.
A kobold's lack of morality, small frame, and desire to prove himself, means a well trained kobold can make a fearsome assassin. They never will question the morals behind their choice of targets and will not give up on a job until the end result is either the target's death or the kobold's. Kobolds make excellent assassins for more "morally ambiguous" targets; women, children, or clergymen for example. Kobolds have to be well trained however, so not to allow their fleeting minds find another occupation they like better and wind up acting as a squire to the very nobleman they were sent to kill. Humans, and their diverse ethics, make excellent assassins as well, however the ever present (in even the most morally detached person) human condition means they are more likely to have clear cut limits to who they will target. However, humans are better at reacting to changing conditions, and can better handle an assassination attempt gone wrong then an average kobold can.
Dwarven assassins are another matter entirely, as their work is purely military minded. Dwarven assassins are trained to eliminate high profile targets among their enemies, mostly the goblins. A dwarven assassin is ruthless in his pursuit of a goal, and will take out any targets of opportunity that stand between him and his quarry. To dwarves, the goblins are not people, simply the enemy, and a dwarven assassin can be even more heartless then a kobold in pursuit of his target or choice of target itself. However, dwarf assassins are only used against an enemy of a different species, never their own kind. Even though various dwarven clans may have rivalries with one another, the idea of taking another dwarven life, even of a different clan is an alien concept to them. Dwarven assassins, even those that have left their clan, would never join an assassin's guild, for killing another person who you don't have a personal or racial vendetta against is seen as nothing more then murder in their eyes.
While guild assassins are well paid, their targets are few and far between, due to the cost and retributions from their use. Because of this, many assassins also take up adventuring, as a way to supplement their income and continue to practice their skills. A guild assassin is still ever ready to be sent to a job at a moment's notice, however, and adventuring parties with them in the group are not surprised to wake up one morning and find their companion gone. A dwarven assassin that is adventuring is, to other dwarves, a shameful sight. If he is not working for the clan, then he must no longer be part of it. A dwarf assassin joining an adventuring party more then likely failed to eliminate a target and left the clan in shame for his digression. These dwarves will often be very faithful to a party, a combination of the dwarven sense of community and the desire to prove to themselves that they are still skilled warriors.
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