Hidden · The Underworld enclaves

Assassins

One contract. One certainty. Morbis remembers the rest.

Assassins are not common murderers. They are contracts with hands, trained to turn a political decision into one clean absence.

Class fantasy

A remembered assassin has already failed.

Assassins trade future stability for present certainty. Contract-based and unforgiving, their attribution is suppressed only briefly while Morbis files the deed away forever. Failure ends careers. The reward for mastery is to be erased; the punishment for failure is to be remembered.

They prepare, isolate, strike, and vanish before the room agrees what happened.

Low Traceability is the prize, but Threat Index follows the silhouette. The best become rumors. The worst become examples.

Strengths

  • Decisive single-target pressure
  • Brief attribution suppression
  • Excels at planned kills

Risks

  • Failure is career-ending
  • Morbis keeps the full ledger

Begin

Make the world remember it.

Your path is shaped by what you do in public, what you get away with, and what survives you.

Every character begins as an Explorer. Warrior, Mage, Rogue and Healer take walk-ins at their guild entrance from level 10; the other base guilds need a guildmaster's admittance. Paladin, Ranger, Bard, Thief, Assassin and Necromancer are earned later, at level 100, on top of a completed class.

Begin your journey