EN World City Project: Guilds and Organizations

GladiusNP

First Post
Okay, version Two. The dotted lines indicate non-direct contact.
Since these middlemen would have some kind of power (they can change codes, alter messages), I've also given ideas for how they are kept in line.

Randall Whipwreck - He's the most likely to have face to face dealings. Is used by Duncan Fletcher because of this. Duncan visits him every week, and sells off his most recent haul piece by piece. If he must communicate with the other fences, will usually go himself, since he doesn't trust Tom.

1. Whistling Tom and Randall have seldom met. Runner is their go between. He knows that he has a life expectancy of about three hours if he betrays either of them. Runner is seldom entrusted with a verbal message either. Tom uses a special code stick, which is the exact same shape as one Randall has. Only when wrapped around the same shaped stick can the code be read, and only then if you know the code itself.

2. Katrina is a former Tom boy. She and Randall only communicate through a series of drop points and special scrawled graffiti markings and codes. Tom doesn't know about the information she feeds Randall through Feshel Creek.

3. Whistling Tom talks to the last burglar, posing as the fence himself. He takes a slight graft from all this burglars' earnings, which Randall is aware of.

With regards to Tom's Boys, all of the gang leaders talk to Tom, using various methods. None of them know about Randall. Duncan doesn't know about Tom. Katrina knows about Tom and about Randall, but not Duncan or the other burglar. Jack Almsman has been contacted by Katrina, and is being blackmailed into spying on Tom. Jack doesn't know about Randall. Tom knows of the burglars, but only suspects their identities - he has no proof. Feshel knows nothing about the guild, only that Katrina is his contact.

Sabrian Melchazier - never has face to face dealings with anyone, unless absolutely imperative. Uses Phillip Dusaine if possible. Even Phillip is kept hidden from most of the contacts. Never deals face to face with any of his subordinates except for Phillip. If he must arrange a meeting, will use Phillip, and sends him in Sabrian's place, listening with Clairaudience. Neither of the others are aware of Phillip's true place as a subordinate.

4. Phillip uses a secret bolthole in the warrens to collect from the burglar. The burglar leaves what he wants cash for, and it's left there the next day. Each has a key to the bolthole. The burglar keeps Phillip honest by the threat of switching to Randall, something Sabrian would definately hate. The burglar prefers Sabrian because of the anonymity. Neither the burglar nor Phillip have ever met. The current arrangement was set up by a thug from the Busters, who was used as a go-between, and then killed by Phillip and Sabrian.

5. Phillip uses the wizard to collect from Elrytch. The wizard's familiar is being held in Sabrian's house, and this keeps the wizard in line. Elrytch has only recently come to Mor's End, and believes the wizard is the fence.

6. Carson Bilgewater is used to communicate with Jago Braws and the Busters. He has been bluffed by Phillip (aided by Sabrian's magical items) into thinking that his soul has been captured in a magical gem. Nonetheless, Phillip keeps a very, very close eye on him.

No one knows about Sabrian. Only the wizard and Carson know about Phillip. The wizard doesn't know about Jago, Carson, or the burglar. The burglar knows nothing. Elrytch only knows about the wizard. Phillip keeps everyone in line with his own muscle - save for Jago, with whom he uses gold - and plenty of it.

Silas Pimm - Tonguez, where is the original post on Silas? I can vaguely recall reading it, but can't find it! I'll fill him out more when I get more detail.

Silas - runs the docks. Barth Olbee is going to be setting up shop in Brandon's basement. No middleman as yet - needs the most work of any.

Questions? Comments? Suggestions? Here is the revised power map.
 

Attachments

  • fences 2.jpg
    fences 2.jpg
    51.9 KB · Views: 200
Last edited:

log in or register to remove this ad


GladiusNP

First Post
Lalato said:
I love it... I didn't understand a single word... but I LOVE IT!!!!
Yeah.. it's kind of late, so the wording ended up being pretty confusing. I try and edit it sometime tomorrow into a slightly more intelligible form. Glad to hear you liked it.
 

jdavis

First Post
Looks like it is going well. This looks much better than a typical guild set up, maybe we need to start using the term triad:)
 
Last edited:

Conaill

First Post
According to Tome & Blood, an arcane research library needs to contain at least 200 "rare volumes". I'm guesstimating that you need about 3 book racks for every 100 books (4 shelves each, about 8 heavy books per shelf), so that's 6 book racks.

For the Mage's Guild library, I would suggest perhaps 300 arcane books, plus another 100 on general topics.
 

Lalato

Adventurer
Conaill said:
According to Tome & Blood, an arcane research library needs to contain at least 200 "rare volumes". I'm guesstimating that you need about 3 book racks for every 100 books (4 shelves each, about 8 heavy books per shelf), so that's 6 book racks.

For the Mage's Guild library, I would suggest perhaps 300 arcane books, plus another 100 on general topics.

I disagree... that's way too many books. Remember this is the frontier... not the center of an empire. I can agree to 100 books at most. Anything more than that... and you're talking about something that's way beyond the realm of plausibility for this city.

--sam
 

Conaill

First Post
No research library, no research. I don't think we want to say that it is impossible to do arcane research in Mor's End. As a compromise, we could make the arcane library close to the needed size (~200 books). That way, DM's can decide whether research into new spells etc. is possible, requires some additional hard-to get volumes, or is simply impossible.

Keep in mind that the City Annals probably will contain a few hundreds of volumes if we count on one volume per year.
 

Lalato

Adventurer
City annals are one thing... but a research library is something else entirely... City annals contain facts and figures not esoteric, hard to find arcane lore. You can still do research with 100 or fewer books... you may not find all the answers, but you can still do research.

--sam
 

David Argall

First Post
libraries

Bome and Blood, p. 71-2, lists an arcane library of 200 volumes at 10,000 gp. [By the way, just what are the benefits of that?]

DMG, p. 137 gives a gp limit of 15,000 for a small city. The formula given is 1/2 gp limit = 7500 x 1/10 population = 1000 = 7.5 million gp available for projects. Our arcane library fits within our budget.

Stronghold Builders Guidebook, p. 25-6 offers libraries costing 500, 3000, and 15,000, holding 2, 3, & 6 book lots [which cost 1000 gp to give a +2 circumstance bonus on a specific knowledge, or 3000 for a +1 on any knowledge question, or 5000 for a set of 3 lots that give +4 on a particular knowledge or 20,000 for 6 lots that give +6 to a particular knowledge. I thought I found the # of books in a lot, but lost it. It would fill a 5x10'x5? bookcase.

To be recalled here is that D&D3 is a fully literate society. That means the more realistic limits on the number of books no longer apply. We should have an arcane library, not to mention a couple of booksellers and possibly a public library of some type.
 

Lalato

Adventurer
Re: libraries

David Argall said:
Bome and Blood, p. 71-2, lists an arcane library of 200 volumes at 10,000 gp. [By the way, just what are the benefits of that?]

DMG, p. 137 gives a gp limit of 15,000 for a small city. The formula given is 1/2 gp limit = 7500 x 1/10 population = 1000 = 7.5 million gp available for projects. Our arcane library fits within our budget.

Stronghold Builders Guidebook, p. 25-6 offers libraries costing 500, 3000, and 15,000, holding 2, 3, & 6 book lots [which cost 1000 gp to give a +2 circumstance bonus on a specific knowledge, or 3000 for a +1 on any knowledge question, or 5000 for a set of 3 lots that give +4 on a particular knowledge or 20,000 for 6 lots that give +6 to a particular knowledge. I thought I found the # of books in a lot, but lost it. It would fill a 5x10'x5? bookcase.

To be recalled here is that D&D3 is a fully literate society. That means the more realistic limits on the number of books no longer apply. We should have an arcane library, not to mention a couple of booksellers and possibly a public library of some type.

That cost you note assumes all of the books are in one place. I am merely suggesting that the books are scattered in various private and semi-public libraries. I'm not opposed to 300 or more books being in the city...

I just feel that no one collection should be greater than 100 (except as Connail noted the city annals... which I don't consider a library... just a repository of facts and figures).

I've never said there shouldn't be booksellers or an arcane library... I think we should have several booksellers, several arcane libraries and several mundane libraries... but they should all be small.

This city isn't that old... it's out on the edge of civilization. It's gone through raids... and once it was burned to the ground. Let's try to keep that in mind.

As for the D&D assumption that everyone is literate... that can be easily explained away with something as simple as "every family has a language primer for the common tongue." The primer is just enough so that commoners can get by. Commoners aren't exactly reading Shakespeare on a daily basis.

--sam
 

Remove ads

Top