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EN World City Project: Guilds and Organizations
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<blockquote data-quote="GladiusNP" data-source="post: 801089" data-attributes="member: 10574"><p>Rogue:</p><p>1x12, 1x9, 2x6, 2x5, 4x3, 12x2, 24x1</p><p></p><p>I think we already have a couple of these guys for the thieves guild statted out. Geeve Sneeble, Duncan Fletcher, Eldrytch Chaminade, Barth Olbee, and Randall Whipwreck are all written out, and probably are integral players in the Thieves' Guild scene, whatever it ends up being. IIRC Raven Moonhome is also part of the guild or has associations with it. </p><p></p><p>As regards an overarching structure, Tonguez mentioned a core of fences a little while ago - I liked this as a model, with this 'Gentleman's club' running the local show. They may not be the best thieves, but they tend to be the bosses - if they decide not to buy from you, you're stuck with stolen goods. These fences probably control most of the smuggling, bribery to the council factors/port agents, and who from the gangs is given 'favoured status.' </p><p></p><p>Without this 'favoured status' you won't be able to sell your loot. </p><p>People with it - Geeve, Duncan, Eldrytch, the 9th level and 12th level guy - who may not be the ring-leaders of the thieves' guild. </p><p></p><p>This is probably somewhat looser than the traditional iron-fisted rule of the guild master. People who pick-pockets, and muggers and protection rackets probably get away with not listening to or doing much with the fences. The big money jobs, like smuggling, burglary, and so on, are all controlled by the fences however, and if you are on their bad side, you don't have a prayer of being successful. I also like how a looser structure means that thieves can have real, genuine hostility towards each other. </p><p></p><p>As a general note, I'd say that the more powerful thieves aren't big on murder. Maybe the fences refuse to deal with serial killers. </p><p></p><p>With the university, I'm easy. I thought we were using the small, backwater group of researchers who occasionally give lectures, but I'm not fussed. Mor's End is pretty small, and if a university doesn't fit, shoe-horning one in may not be useful. That said, the government affairs thread has gone over this (see yragthecarefuls post on page 1 for the model I was going off for the wizard's guild post) I think a small university could be useful.</p><p></p><p>Wizards and politics. I think this is one of those points we can debate forever, to little effect. We should probably arbitrarily decide whether or not there is a guild, and what it's influence is.</p></blockquote><p></p>
[QUOTE="GladiusNP, post: 801089, member: 10574"] Rogue: 1x12, 1x9, 2x6, 2x5, 4x3, 12x2, 24x1 I think we already have a couple of these guys for the thieves guild statted out. Geeve Sneeble, Duncan Fletcher, Eldrytch Chaminade, Barth Olbee, and Randall Whipwreck are all written out, and probably are integral players in the Thieves' Guild scene, whatever it ends up being. IIRC Raven Moonhome is also part of the guild or has associations with it. As regards an overarching structure, Tonguez mentioned a core of fences a little while ago - I liked this as a model, with this 'Gentleman's club' running the local show. They may not be the best thieves, but they tend to be the bosses - if they decide not to buy from you, you're stuck with stolen goods. These fences probably control most of the smuggling, bribery to the council factors/port agents, and who from the gangs is given 'favoured status.' Without this 'favoured status' you won't be able to sell your loot. People with it - Geeve, Duncan, Eldrytch, the 9th level and 12th level guy - who may not be the ring-leaders of the thieves' guild. This is probably somewhat looser than the traditional iron-fisted rule of the guild master. People who pick-pockets, and muggers and protection rackets probably get away with not listening to or doing much with the fences. The big money jobs, like smuggling, burglary, and so on, are all controlled by the fences however, and if you are on their bad side, you don't have a prayer of being successful. I also like how a looser structure means that thieves can have real, genuine hostility towards each other. As a general note, I'd say that the more powerful thieves aren't big on murder. Maybe the fences refuse to deal with serial killers. With the university, I'm easy. I thought we were using the small, backwater group of researchers who occasionally give lectures, but I'm not fussed. Mor's End is pretty small, and if a university doesn't fit, shoe-horning one in may not be useful. That said, the government affairs thread has gone over this (see yragthecarefuls post on page 1 for the model I was going off for the wizard's guild post) I think a small university could be useful. Wizards and politics. I think this is one of those points we can debate forever, to little effect. We should probably arbitrarily decide whether or not there is a guild, and what it's influence is. [/QUOTE]
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