Saturday, August 23, 2025

No Thieves Guild - a Thief Taker's Guild

It is widely agreed that a 'Thieves Guild' is a ridiculous idea. After all, a guild is a group of tradesmen who have a legally recognized monopoly on a particular segment of the economy. What ruler is going to give a monopoly on stealing things to a bunch of robbers and thieves? They don't want to build a thriving and well-regulated tradition of larceny, they want people to stop stealing from one another. Or at least, stop doing it in ways that the ruler has to do something about, instead of outsourcing it to local organizations.

Thus, my proposed solution: there is no such thing as a 'Thieves Guild'. But there is a 'Guild of Thief-Takers, Watchmen and Guards' which has a monopoly on offering crime-prevention services. You might go to them in order to:

-Hire a bouncer, night watchman or caravan guard to toss out unruly patrons, patrol a warehouse or guard against bandits on the road respectively. The guild provides these burly guildsmen with the necessary equipment, training and moral education necessary to perform their appointed duties without risk of slacking, bribe-taking, cowardice, wenching, gambling or inattentiveness. Not that you have any alternatives, of course: the Guild has its monopoly.

-Pay an annual fee to register your home or business as a secured property, which results in regular patrols each night and a plaque informing would-be thieves that anyone who burgles this address will be beaten within an inch of their lives by the local Thief-Takers, men and women of fearsome repute. The fee is larger, of course, if you sign up only after being stolen from.

-Look through the pile of recovered stolen goods and then pay a small ransom to have whatever property belongs to you returned to your possession. Fees are cheaper if you have proof that it belongs to you, but if you are a good client of the guild and are up to date on all secured property fees, you can report your goods as 'stolen' after discovering their presence at the Guild. If your stolen goods aren't in there, you can leave a description and your deposit on the 'ransom'. Someone will get you once your goods are 'found'.

-Conversely, if you happen to come across some suspected stolen goods, there is a small reward for surrendering them to the Guild. No questions asked on where exactly you got the goods from, as long as there's no reason to think you might be the sort of burglar who goes after up-to-date secured clients. Incidentally, a list of wealthy persons who are and are not secured clients can be obtained for a small fee at any Guild desk. For investor awareness, of course. You wouldn't want to go into business with someone unsecured.

-Place a bounty against a particularly notorious bandit or outlaw. This one isn't even dubiously legal. They'll legitimately go after notorious outlaws to keep their reputation with the Crown from going too horribly crooked.

Tuesday, August 12, 2025

[Cloak-and-Sword] The Muse

For the ongoing Cloak-and-Sword bandwagon.

You are a Muse, an invisible and uncouth messenger between the Seen and Unseen worlds. As a class, you have a great deal of exploration potential, but are forced to work indirectly, through disreputable and vicious sorts.

What for us are all distractions of men's fellowship and wiles;
What for us the Goddess Pleasure with her meretricious smiles.


Artist: You start with 2HD Artist who feels Espirit for you and one other. Roll three times on the Lower Class Occupation Table to determine what your Artist does to keep itself occupied when it is not serving you. Choose between one and three vices for your Artist. They can never achieve financial or social success while you still live; these vices consume any funds they accrue and sour any reputation they acquire within the year. 

Muse: You are a Spirit, with all that entails. Angels can see you, as can your Artist. Other humans cannot see you, but can still recognize and listen to your invisible presence in depictions of you. This state of affairs is inverted in the Region de Fableau, which you may access through any window, mirror or lens. You cannot see, hear or pass through such apertures naturally - you only see the Region de Fableau. You cannot touch or be touched by humans or anything last touched by a human.

Immortal
: Those who hear you will never forget your words, not anything seen or felt in that moment. While you still live, all who would hold Espirit for your Artist instead have Espirit for you. After you both die, all who would have Espirit for you instead have it for your Artist. Your Artist cannot die of heartbreak, consumption or disgrace while you still live, but still suffers terribly.

Composition
: You get to look at the overall map of galleries, studios, dens of iniquity. You can also see the indoor map of any room containing artwork depicting you and whatever room your Artist happens to currently be in. You cast light as a torch in darkness, as the Moon at night and the Sun at day.

Artosopoeia: With an hour of conversation with your Artist, you may inspire a work of art. The medium through which they represent you is fixed when this is first used and may only be changed thereafter by the sacrifice of a sensory appendage. The Artist will continue to work along the themes of your conversation for the next week or until the piece is complete. All artwork created this way depicts you, even when it appears to depict something else.

Collaborate: Should you murder another Muse, you may steal their Artist(s). Should you seduce another Muse, you may trade one Artist of yours for one Artist of theirs, your choice which. Should you arrange for another Muse to be imprisoned, exiled or incapacitated, you may 'borrow' an Artist of theirs until their condition improves. These Artists may be more or less useful than the 2HD one that you begin the game in possession of.