The Guilder's Arms (SS20)
The Network is the equivalent of a "Guild of Spies"
in Marienburg, and officially doesn't even exist. Few will admit
to have heard of it, none to having anything to do with it. But
the people at the top know that for the greatest quantities of
the most worthwhile, reliable information in Marienburg, the
Network can't be beaten. The Network owes no allegiance to any
house or order, unlike the Effenmunten, Marienburg's 'official'
secret police. Being freelance gives them both greatest flexibility,
and the hardest (therefore highest paying) jobs. Getting in contact
with the network is very simple if it's services are genuinely
required. If one of it's informants (of which there are many)
overhears a conversation, the potential customers are then screened
before contact is made.
The Main Guild House is based in a drab Tavern on Stoessel,
the unimaginatively named "Guilder's Arms". It is a
spacious, comfortable, middle class establishment. The tavern
is kept as dull and nondescript as possible, and is a location
which people mainly ignore, even those who may work right next
to it. No fights, average food and drink, and just a mite too
expensive for the regular Stoessel dock worker keep the place
anonymous. Few, if any, outside the guild have knowledge that
the tavern is merely a front for the spies operations, and those
that do will keep there mouths firmly shut. The Network would
hear of any breach of security almost immediately, and the assassins
are on good terms with The Network.
On the first floor above the tavern are the Networks vast
libraries of information, all neatly indexed and checked. Above
that are the living quarters of Jonas Van Helden, and extensive
training and working areas of scribes, scholars, and cryptographers.
On the top floor mages and alchemists develop magic items or
use their powers for the Network. Security on all these levels
is at it's tightest, with ogre and human guards. These are personal
sentries rather than hired from the Mercenary's Guild. Alchemists
have provided various potions which ignite on exposure to the
air, enabling any delicate information to be destroyed very quickly
by anyone. These will only be used in dire emergencies.
The organisation of the Network is quite complex. At the top
is Jonas Van Helden, who ultimately accepts or declines any jobs.
Below him are the professional spies numbering about 20 to 30.
Each spy is usually independent of the others, but they sometimes
work in teams of two or three. These spies perform any dangerous
jobs or jobs that would be too difficult for junior spies. The
spies take one apprentice from the junior spies each year, and
train them up to their standard. At the end is a test, which
about two or three may pass. Below them are the junior spies,
of whom there are about a hundred. At the very bottom are informants
those that know nothing of the network, but have their
income supplemented by passing on information to one of the junior
spies. Attached to the Network are various scribes, mages, and
other "support" sections"
The Network will keep tabs on any freelance spies but
do nothing to prevent their activity. If they show promise then
eventually the Network will offer them a position of spy with
all it's associated benefits. Anyone who refuses is obviously
determined to do it the hard way!
Jonas Van Helden Scholar, Ex Spy, Ex Bawd,
Ex Beggar, Ex Mercenary Captain, Ex Sergeant,
Ex Soldier (SS20a)
"How incredibly boring you are. Put the sword away
please. You're tiring me."
"You never fail to amaze me you humans. Scurrying
like ants, and yet it all works! Most amusing the petty intrigues
that house after house has dreamed up. Most amusing."
On first glance Jonas Van Helden looks like a wiry, rather
weedy young man. He has a bookish face, a foppish haircut, and
ridiculous spectacles perched on his scrunched up nose. He wears
drab clothes with a worn look, often in muted tones of purple
and natural leather. He has an odd, "aged" look about
him and you would place his age at maybe thirty four, although
he could be anything between 18 and 70. In fact, Jonas Van Helden
is 400 years old.
During the reign of the Tzarina Katarina "The Ice
Queen of Kislev", Jonas Van Helden was a promising soldier
in the Queen's army. Quickly rising through the ranks, he became
one of her most trusted generals and one of her most obsessed
lovers. Just before the collapse of her empire she gave him the
gift of immortality and a warning to flee Kislev. Adopting anonymity
he travelled to Marienburg, and became a beggar on the streets.
After several months of cold, weariness and coming to terms with
his new life, he became a guide for the seedier areas of town,
finding it a convenient way to gain access to blood. He rarely
let people in on his secret, and, although he had a large web
of contacts, he found it increasingly difficult to pass off his
apparently unchanging age. Step by step he withdrew from society,
purchasing the "Guilder's Arms" with stolen money.
Having already established a maze of informants in the squalid
underworld, people began to sound him out when they needed information,
and he began to establish his contact base in other areas of
the city. Jonas knew this could only be a temporary solution,
and recruited several likely people to help him. The Network
evolved from there. Jonas has long since turned from active information
collecting, instead turning his attentions to the acquisition
of esoteric knowledge , and piecing together the volumes of information
that the network owns. He has forever to study, and good many
centuries knowledge, and probably knows more about Marienburg
than anyone else. The overview Jonas holds enables him to predict
actions before they're taken, based on centuries of experience.
Jonas is world weary in the extreme. He has seen everything
already, and almost craves surprises. Ambivalently, he insists
on complete order in everything around him, perhaps to minimise
the length of time he has to interact with the rest of the world.
Only the professional spies know of Jonas' true nature, many
of the junior spies would be worried and possibly disloyal if
they found out. Jonas is not of the truly dead, and not evil.
He is, however, extremely practical and doesn't value an individual
life.
Jonas is an important person in Marienburg, and is often invited
to the many balls and other social functions of high society.
These people know he is a vampire, which makes them slightly
uneasy, but do not know his position of spy master. He keeps
nearly all of his vast sums of money at Marcellus van Walsum's
Private Bank. He has several friends, but many enemies in the
upper class circles, and lots of important people would be pleased
to see him truly dead...
M 4 WS 78 BS 66 S 5 T 6 W 31 I 82 A 4 Dex
57 Int 87 Cl 74 Wp 65 Fel 60
Age: (32) 400
Alignment: Neutral
Skills: Arcane
Language Magick/Necromancy, Act, Astronomy, Begging, Bribery,
Concealment Urban, Cryptography, Cartography, Cast Spells
petty/battle 14/necromantic 14, Demon Lore, Disarm,
Dodge Blow, Disguise, Drive Cart, Evaluate, Flee!, Gamble, Heraldry,
History, Identify Magical Artifact, Undead, Plant, Linguistics,
Magical Sense, Magical Awareness, Meditation, Numismatics, Pick
Lock, Palm Object, Read/Write, Ride Horse, Rune Lore, Street
Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun,
Silent Move Urban, Seduction, Shadowing, Sixth Sense, Scale Sheer
Surface, Speak Kislev, Scroll Lore, Secret Language
Battle/Thieves/Guilder Secret Signs thieves, Specialist
Weapon 2 handed/Flail/Parrying, Very Strong, Wit
Possessions:
Almost Anything...!
Spells:
Notes: Suffers
from Agoraphobia and depression. Jonas is a vampire and suffers
the disadvantages laid out in the beistary.
Senior Spies: Spy, Ex - Junior Spy, Ex - Thief (SS20b etc.)
Although there are some fully detailed spies that belong to
the Network, these are lain out in the locations they have affiliated
themselves with. The profile below is for a generalised professional
spy that belongs to the Network.
Professional Spies are the ones that do all the dangerous
or hard jobs. Having Graduated from simple collection and recording
of information, senior spies are often required to impersonate
people, break and enter, forge or steal documents, remain under
cover for months on end and finally report everything back to
the client. They take many high paying jobs over several years
and retire early those that don't get caught.
Senior spies are rarely the cloak and dagger types they
are usually the people who you would forget easily. They are
invariably masters of disguise, and can make themselves look
however they want. Spies are motivated by many reasons
usually the money involved.
Spies will have a great range of contacts all over the city,
from courtiers to thieves. They have access to the Network's
vast library of information on the public, and magical devices
created by the network's own alchemists and magicians.
M 4 WS 51 BS 46 S 3 T 4 W 10 I 59 Dex 51 Ld
32 Int 44 Cl 71 Wp 39 Fel 50
Age: Varied
Alignment: Neutral
Skills: Act,
Bribery, Concealment Urban, Disguise, Linguistics, Pick Lock,
Palm Object, Read/Write, Seduction, Shadowing, Sixth Sense, Secret
Language Thieves' Tongue/Guilder, Secret Signs Thieves,
Silent Move Urban, Silent Move Rural, Wit
Possessions:
Knife, Sword, Codebook, 2 Homing Pigeons, Disguise Kit, Writing
Equipment, Fake Seals, 50% Magic Item
Junior Spies, Ex Thief (SS20c etc.)
Junior Spies perform all the grunt work of the Network
collecting rumours and gossip and other open information, looking
after the Library, manning the various safe houses around the
city, and collecting jobs. Each year, thirty or so of the Juniors
will become apprentices, learning to become full blown spies.
Until that day, the juniors practice their skills.
The Junior spies are much more varied than the Seniors, with
many who still have a romanticised idea of the information industry.
Junior spies have quite a range of contacts, but they are usually
in specific areas of the city.
Age: Usually
twentyish
Alignment: Neutral
Skills: Bribery,
Concealment Urban, Pick Lock, Read/Write, Shadowing, Secret Language
Thieves, Secret Signs Thieves, Silent Move Urban,
Silent Move Rural
Possessions:
Knife, Sword, Codebook, 2 Homing Pigeons, Writing Equipment,
Fake Seals,
Informers or Middlemen (SS20d etc.)
Although they have a lowly status, informers are vital to
the possession of regular, fresh information, and middlemen are
vital to the continuing secrecy of the network. They usually
come from the lower, or lower middle classes, and are quite
happy to be paid a little extra for reporting to someone what
they overheard in a tavern. Little of what knowledge the informers
pass on is compromising, and little is of any serious use to
the network. However, all information, however banal, may have
surprising ramifications, and so details of shipping cargoes
and the price of chickens throughout the city is kept along with
lists of a Merchant's lovers.
Middlemen perform another vital function, allowing the movement
of resources without causing suspicion. For example, the scribes
get through reams of paper every week, and cartloads of paper
being delivered to the Guilders arms would instantly cause suspicion.
So instead, middlemen are paid to buy paper, and deliver it to
another location, where it is picked up by a junior spy. That
way, only a few reams are purchased at a time, no one knows where
it ends up, and the whole process is a lot less suspicious. Middlemen
also provide places to meet with clients, such as the back rooms
of inns or rented accommodation. Clients are never met
at the Guilder's Arms itself. This obsession with secrecy has
kept the network hidden for many years.
Because of the variation in profession and ability, statistics
for middlemen and informers are not given here.
Ijsbert Quist "Q", Alchemist Level 3, Ex
Alchemist Apprentice (SS20e)
"Look you can go off and fool around with turning
lead into gold and philosophying if you want but I've got work
to do. At least my devices have practical purposes!"
"You lot are all very good at the theory, but I'm
the best when it comes down to application."
Ijsbert is a red faced, lean man in his mid thirties. He is
fairly tall and athletic, and stalks around quickly, in a birdlike
fashion. He is clean shaven and has neat, grainy brown hair.
His eyes are incredibly small, and people find his stare uncomfortable
very quickly. He is loud and angry most of the time, storming
round the room on gangly legs, screaming at underlings for their
incompetence.
Aside from his fiery temper, Ijsbert Quist, or "Q"
as he is known to the people in the network is a highly motivated,
talented individual. He is far more practical than many other
alchemists, and trys to find radically different uses for many
simple alchemic principles. He is a hypocrite, arrogant and flamboyant
he never simply speaks, he exclaims, pronounces and sometimes
simply yells! However, the network couldn't do without his masterpieces,
and his creations never fail to surprise even those he has worked
with for many years. He almost ignores the spellcasting side
of his profession, learning magic theory, and spells if he wants
them to be incorporated into artifacts
"Q" is greedy and this is the main reason he works
with the network. They pay him vast amounts of money for his
time, and he owns many lavish and expensive luxuries. He owns
a small island, similar to those owned by the merchant lords,
dominated by an opulent mansion and beautiful gardens. He lives
a double life: one day crouched in a cluttered laboratory and
the next mixing in high society.
The spies in the network like Q and his incredible inventions,
although the less senior members are (such as the scribes) are
slightly in awe of him. The Wizards' and Alchemists' Guild (C22)
dislike Q as he belittles their philosophies. Q is friends with
James Sponge, the Cake Guild Agent, and gives him many of his
more experimental pieces.
M 4; WS 47*; BS 28; S 5*; T 5*; W 14*; I 61;
A 1; Dex 60; Ld 47; Int 64; Cl 48; WP 57; Fel 32
Age: 34
Alignment: Neutral
Skills: Arcane
Language Magick, Brewing, Cast Spells Petty/Battle
1 & 2, Chemistry, Etiquette, Evaluate, Herb Lore, Identify
Magical Artifact, Magic Sense, Magical Awareness, Manufacture
Potions, Manufacture Magic Items, Manufacture Scrolls, Meditation,
Metallurgy, Prepare Poison, Read/Write, Rune Lore, Rune Mastery,
Scroll Lore, Smithing
Possessions: Magical
Sword (+10 WS*), Ring of Ersatz (+2 S & +2 T*), working clothes,
expensive clothes, Amulet of the blood of the kin (+4 W*).
Robert Bijl: Guildsman, Ex Student (SS20f)
Robert is the main organiser for the guild apart from Jonas
himself. He is the only person who discovered the network after
long research and secrecy. A number of strange events piqued
his curiosity, and digging deeper he found a pattern that extended
throughout Marienburg. After having recorded many of the networks
weaknesses in his spare time, he made a visit to the Guilders
Arms, and asked to see Jonas. Assuming he was a spy in disguise,
they granted him an interview.
Robert showed Jonas his work, and where the security of the
network could be improved. Jonas merely laughed at his boldness,
and hired him straight away. Such an event was such a surprise
for him, a surprise he had begun to crave.
Standing six feet tall with unkempt ginger hair, Robert seems
gawky and ill at ease. He has a series of clumsy hand movements
when speaking to someone he doesn't know which can be very distracting.
He is very observant, and perfectly happy to sit in a corner
of a room and watch the others around him. He has a fierce curiosity,
and an inventive mind, and these are valuable traits in his career.
Robert coordinates the junior spies information gathering
attempts, and other administrative work. He designed a whole
ream of plans using middlemen to keep the secrecy of the network
intact, and the information libraries have become usable after
he joined the team. In addition to administration, Robert is
the one that attempts to find links between pieces of information
to build up a complete picture of events. Without this, much
of the information brought in by informers would be useless.
New members of the network hold him in contempt, seeing him as
ridiculous, but those that have remained for some time know he
is very capable and highly useful for the network.
At the university, Robert studied Lustrian history, including
the devolvement of the Slann and their theology. He is recognised
as an expert in his field, and any inquiries at the university
(C22) will be directed to Robert. He is also interested in buying
Lustrian history books, and finding a teacher in Ancient Slann.
M 4; WS 27; BS 24; S 3; T 3; W 7; I 54; A
1; Dex 40; Ld 40; Int 58; Cl 42; WP 41; Fel 31
Age: 26
Alignment: Neutral
Skills: Arcane
Language Magick, Blather, Cartography, History, Numismatics,
Read/Write, Secret Language Classical
Possessions:
Countless small cards for filing in the library, knife, book
on ancient Lustrian History.
Wilhelm Grausbert: Interpreter (SS20g)
o Short, longish, smooth grey hair, smiling eyes, very small
lips, wears quality clothes, tanned, Imperial.
o Friendly, intelligent, mildly inquisitive.
o Work hard for the network, perfect his studies.
o "Qui Ticordia? O, si!", "Charl Furzukda!"
o Doesn't really know many people in the Network. Regular
at the Helmsman (SB1) where he picks up stories posing as a foreign
traveller.
Skills: Arcane Language Magick/Dwarfish,
Linguistics, Lip Reading, Speak Breton/Tilean/Estelian/Norscan,
Secret Language Classical/Guilder
Other Characters
Also involved in the network are bodyguards, scribes, junior
wizards and alchemists and scholars, all of whom have there own
particular function. All have been sworn to secrecy, and, as
the money is double what they could get anywhere else, they are
usually happy to keep their mouths shut. Use the generic NPC
tables at the back of the book for statistics. Most of the customers
downstairs in the inn are people employed by the network and
this makes upstairs doubly secure. If anyone trys to get upstairs
without authorisation they will be set upon by half the bar!
Q's Inventions
Q's inventions are useful and bizarre, and also time consuming,
expensive and risky to produce. As a result a spy can only expect
to be given a few, and when only necessary. They are created,
not to make the spies job easier, but because they are the only
way to accomplish a task. A few samples of Q's work are given
below:
Flasks of Breeding Fire/Sand
These are situated in small alcoves throughout the upper levels
of The Guilders arms. The flask is full of either a red liquid
or brown dust, respectively. The glass is fragile, and easy to
break. On exposure to air, the substance "breeds" rapidly,
covering an area much larger than that contained in the flask
after a few minutes. The flasks perform opposite functions: the
flasks of breeding fire are to destroy all valuable information
if the Guilders arms should fall to attack. The flasks of sand
are there to put out any fires that may be caused by accident.
A copy of any highly valuable information is kept in sealed envelopes
in a vault at Marcellus van Wallsum's private bank.
Paper of Replication
This is high quality vellum that has been treated with an infusion
of crushed ostrich egg shells and other magical substances. The
paper is then polished, giving it a slightly waxy appearance.
When placed over another piece of paper, the waxy layer can be
rubbed of as if it was dust, and a perfect copy will have been
created. This is very useful for obtaining compromising documents.
However, due to some unknown quantity, the magical effects fail
if the paper is folded. Spies have to be careful and carry the
paper rolled in scroll cases to preserve its abilities.
Earrings of Astute Hearing
Q has done much work into what he called sound fields, and this
item is the result of his work. It allows the wearer to focus
in on sound areas of interest. Unfortunately, this means that
the spy has to focus out of the sound area he is actually
in, and so conversation at social functions becomes difficult.
The spy needs to lip read, and keep track of both conversations
at once to keep an semblance of normality. The nature of the
item, dazzling silver earrings with small jade stones at the
centre makes their use limited by male spies. No one impersonating
a tough dockland worker could wear them for example!
Using the Network in Adventures
The network has to be used with care when it comes to PCs.
Because it knows almost everything, it would be very easy for
the PCs to just buy the information and skip most of the adventure.
Here are some hints on how to avoid this.
The characters will never get in contact with the Network,
it will contact them. This means that if you don't want the characters
to use the network, then you don't have to.
Even if the network is used, the characters should never
realise there actually is such an organisation. As far as they're
concerned, an independent spy just happened to hear them in a
bar and offer his services.
Cost. This should be tailored to each individual group.
It shouldn't be unpayable, if the spy has got in contact then
you probably want to give the PCs a chance to get the information
(see 1). Remember, costs don't have to monetary, a service in
kind could be offered, pushing the characters into a new subplot.
The PCs don't necessarily have to be buyers of information.
An adventure trying to unearth the network would be fun (but
difficult). One of the PCs might be asked to perform as informers
or middlemen.
The Network may have plenty of information, but it isn't
going to sell anything that will damage its security or future
information acquisition. This includes supplying information
to investigators and minions of the law. Information on high
profile figures is expensive, quite simply because the informer
will be unearthed and another one will somehow have to planted
within the entourage.
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