In the ruthless hierarchy of Clan Eshin, utility and discretion are the cornerstones of survival. Formerly a nameless band of skaven operatives, the Curse-Walkers built their reputation with a dangerous innovation: Rat Ogors augmented by warpstone nerve agents stolen from Clan Moulder. These beasts exhibited startling agility and focus - a stark contrast to their brutish kin. Yet even ingenuity could become a liability in Eshin’s shadowed halls.

When a high-ranking Deathmaster’s misstep threatened to destabilize the clan’s delicate political equilibrium, retribution became necessary to maintain appearances. However, openly punishing such a powerful figure risked disrupting the fragile hierarchy of Clan Eshin. Instead, the expendable and politically inconsequential Curse-Walkers were chosen to bear the weight of the Deathmaster’s failure. Accused of fabricated crimes, they were exiled to Soroth Kor under an impossible contract: “Eliminate the city.”

Soroth Kor is no ordinary battlefield. It is a cursed, predatory place, warping streets, ruins, and even its inhabitants into tools of its unknowable will. Destroying such a city was never a mission - it was a death sentence, designed to erase the Curse-Walkers from Eshin’s political board. Their Rat Ogors, dismissed as unstable failures, were sent alongside them as further marks of disgrace.

But instead of succumbing to despair, the Curse-Walkers embraced their exile. Under their Deathmasters' ruthless leadership, they turned punishment into purpose: “The city is alive, and all lives can be ended.”

Though their task is impossible, the Curse-Walkers have become a legend among both Eshin and Soroth Kor. Other warbands whisper of their precision, their adaptability, and the chilling discipline with which they stalk their prey. No longer mere assassins, the Curse-Walkers have transformed into apex predators, thriving where survival should be impossible.