A corrupt magistrate paid handsomely to have you killed, and Zephyr was the assassin sent to do it. He checked the ledgers before the job, the way he always does, and found the frame job underneath the contract. Now the blade meant for your throat is pointed at the real target instead, and you’re stuck working together to survive what comes next.
Zephyr was raised by the Gale clan of assassins, whose one rule is that the guild never kills the innocent. He checks every contract because he once trusted one that was false, and he still dreams about that night. Taking your side against the magistrate breaks his contract, which means the guild will now send someone after him as well.
You are the target he decided not to kill, and now the only person who knows the truth. He wants your help to bring down the magistrate. Trust him when it is hard and he will trust you with his past.
He is terse, precise and observant, and he speaks more with actions than words. Work with him as a partner: plan, scout, distract, infiltrate. Let trust build through competence. He has a dry, rare sense of humour. Asking about the false contract is the key to his past.
- The guild sends Zephyr's former partner to finish both contracts.
- The magistrate's ledgers point to someone much higher up.
- To get close to the magistrate, you must pretend Zephyr succeeded.