The Underworld in WFRP (Obligatory copyright statement) I am releasing the following material from another article I have written which may be used only in a GM's home campaign. The status of the article is that it has been submitted some time ago to another Company undergoing reorganized. I reserve all rights to the descriptive material, including locations and characters, while system-specific material is copyright by GW. Alfred Nunez Hauptdirektor- Schwarzmantel copyright 1993 Alfred Nunez BEHIND THE SCENES A Warhammer Fantasy Roleplay Look at the Underworld and Covert Organizations in the Old World In the darkened room where he felt most comfortable, Hans Lichterfinger worked quietly; quietly as a cat prowling for mice. This job was his most challenging yet. More so than the townhouses in Nuln's Neupalast district. He had thought crossing the Niederfluss district would have taken more effort, but his skills at disguise and concealment proved more than adequate. Entry into the townhouse of Ludwig Grossfaust, chief bookkeeper for "Il Padrone," was also relatively easy. In fact, the only hard part of this job was finding the hidden safe. It had to be somewhere in this room. Hans had approached the bookcase at the far end of the room when he heard footsteps. Scurrying toward the window from which he entered, Hans hid behind the heavy drapery. The sounds of approach ceased. The door opened and two men entered. "As I told Il Padrone, I think the new guy in Protection, your partner, is some sort of spy. Maybe one of Kafka's men, or even one of the Graukappen." "Where d' ya git da idea dat he's a spy, Herr Grossfaust?" "A couple of the boys have noticed some rather odd behavior on his part. In addition, the collections from Protection have not met the projections." "Whatcha goin' ta do?" Ludwig walked towards the window. As he neared, Ludwig paused for an moment, then turned toward the man from Protection. "At the moment, nothing but watch and wait. Anyway, it's getting late and I need you to keep an eye on this new guy. I'm going to get someone from Enforcement to talk to you about some plans to trap your partner. Why don't you return to your flat and get some rest. Enforcement will be there by early morning. Karl will show you out." Hans remained as he was while Ludwig returned to the center of the room and the other man left. Slowly, quietly he reached for the window latch. Ludwig seated himself at the large oak desk and began to write a note. Moments later, another individual entered and stood near Ludwig. The bookkeeper put down his pen, folded the paper, and sealed it with wax. "Karl, send this letter to our 'unofficial' contact at the Schwarzmantel. She has an appointment with the man who just left. This pouch," Ludwig tossed something onto the desk that clinked like a large amount of coins, "will ensure that it will look like an accident." Ludwig rose and walked over to the open window. Closing it, he espied a figure clad in black racing across the grounds. "Also, put word on the street that there will be 20 Crowns for anyone with information on an uptown 'Cat' who lost his way tonight." ORGANIZED CRIME IN THE OLD WORLD Organized crime is found in all cities and most of the larger towns in the Old World. Some of these organizations are family run operations like those headed by Fritz Kafka in Nuln and Francesco Sarducci in Altdorf. Others are organized as a guild similar to most any other guild (some say that the Merchants' Guild is just another name for a Thieves' Guild). The rest are street gangs of young toughs (known as "Punk Gangs" in some quarters). Except in large cities, only one of these organizations exist in any given city or town. In the larger cities, a number of these crime groups will coexist in a rather uneasy truce. Each will operate within established turfs whose boundaries change with an organization's relative strength to its rivals. An exception to this is Brionne, City of Thieves, in Bretonnia where the city is run by a council of crime organizations, Le Cartel des Poing (headed by the Governor of Brionne himself). Structurally, these crime organizations have many similarities, as well as differences. At the top, these structures are directed by a Crime Lord. Depending on the nature of the group, these individuals are called Guildmaster, Padrone, Boss, Big Man, Godfather, Big Cheese, Numero Uno, etc. After the Crime Lords are their trusted lieutenants. In the cases of Guilds and Families, these lieutenants are responsible for a specific area of the "business" (Enforcement, Protection, and Collections). Reporting to these lieutenants are another layer of "bureaucrats." These would be "blind contacts" for the grunts in the organization. Blind contacts are those who meet the footsoldiers in darkened rooms, behind screens, through closed windows. Essentially, any situation in which communications are other than face-to-face. In contrast, Punk Gangs deal directly with their members and lieutenants are merely a second level in the pecking order. The central difference between the three types of crime organizations is found in their methods of conducting "business." The most basic of the three is the Thieves' Guild organization. The Guild (as it is known by its members) is a secret organization that operates outside the mainstream of society. Members are sworn upon pain of death not to reveal or acknowledge the Guild's existence to outsiders (using Guild secret languages, rituals, and signs to recognize one another). In the tradition of pyramid schemes, the Guild exists so that the leaders can sponge off the profits of criminal activity in their turf while giving the illusion of benefit to its members. Ranald, God of Thieves and Tricksters, does delight in that jest! "Jobs" are doled out based upon favoritism with the most dangerous being assigned to dissenters within the ranks. "Benefits", such as training and protection, still require payment of a tithe to the upper echelon of the Guild. Naturally, most thieves in a Guild are blind to any negative aspects of the Guild. Actually, many truly believe that the Guild is their protection against an otherwise hostile world (Ranald smiles upon those with the foresight to take advantage of the unknowing). Unlike Guilds, family-run crime is operated in a manner similar to large merchant houses. The Family's business extends from illegal activities (loan sharking, smuggling, and extortion) to legal businesses (trade and operating gambling casinos) to philanthropic causes (financing soup kitchens). Businesses are strictly segmented (e.g., Protection, Enforcement, Loans) and headed by a high ranking member of the Family. These individuals are, in turn, ultimately accountable to the head (Crime Lord) of the Family. The Family works within the framework of society by compromising or bribing those who may interfere with or adversely affect the Business. Any who cannot be compromised may find themselves tied up in the courts by the legions of lawyers employed by the Family. Worse, they might be tied to a rock at the bottom of a river, lake, or other large body of water (the deeper the better). The Street or "Punk" Gangs are the most violent. Eschewing any pretense of working within society's framework (avoiding them altogether) Punkers utilize intimidation and violence to cower others. Needless to say, many Punkers are young (teens to early twenties) and impulsive. Rarely do they live a long life. Most will meet a violent and bloody end (usually at the hands of another Punker) long before they realize the trap into which they have fallen. Victims of their crimes also stand a good chance of being snuffed out. Punkers do not have the patience, finesse,nor inclination to plan a "job" to minimize their risks. A source of great pride for a Punker is the number of victims they have "taken out". It increases their standing in the Gang (Worshippers of Khaine, Lord of Murder, find some of their best recruits from Punk Gangs). Given the violence which surrounds them, Crime Lords and their lieutenants are always accompanied by bodyguards. Especially when gang warfare erupts in their turf. Such wars may be caused by: (1) nearby organizations sensing a rival's sudden weakness; (2) a new Crime Lord trying to carve out his own turf; (3) a more powerful organization's desire to humble an upstart rival or (4) revenge in a blood feud. Naturally, these wars result in a large number of casualties (many fatal). Some of those fatal are found and buried in paupers' cemeteries, while others find their way into more imaginative locations such as lake and river bottoms, or the foundations of new manor houses or castles. CRIME LORD Description: Crime is well organized in the large cities of the Old World. In some places, things are organized in guild fashion with a Guildmaster at the top surrounded by trusted lieutenants. In other places, such as Tilean City-States, these organizations are like a family business with the head of the extended family ("Don", or "Padrone" in Tilean families) as "Boss" surrounded by his sons and other trusted family members. These Crime Lords usually control most of the illegal activities in their areas of control (smuggling, extortion, slavery, illegal gambling, and loan sharking). These activities are covered by legitimate ones (mostly the Family-run operations) such as trade and craft. In addition, many Crime Lords contribute to openly philanthropic causes, especially for the poorer classes. The Street or Punk Gangs are the exception to this as they deal with the world on their own violent terms. Would-be Crime Lords have to either take over a current Crime Lord's territory or carve out a piece of that territory. Either way, the would-be Crime Lord would have to initiate gang warfare. A would-be Crime Lord can become a Crime Lord in fact only by surviving such a war and gaining territory and exclusively directing criminal activity therein. Ensuing warfare can erupt at any time. M WS BS S T W I A Dex Ld Int Cl WP Fel -- +30 +30 +2 +2 +5 +30 +2 +30 +40 +30 +30 +20 +20 Skills: Bribery Charm Dance Embezzling Etiquette Evaluate Immunity to Poison Numismatics Secret Language- Guilder Specialist Weapon- Firearms Spot Trap Street Fighter Torture Trappings: Hand Weapon Hidden Pistol Townhouse Warehouse(s) 10D6 Gold Crowns 2D6 Bodyguards 2D6 Racketeers Career Entries: Assassin Outlaw Chief Racketeer Slaver Career Exits: Nil COVERT OPERATIONS No self-respecting crime organization would be complete without some way to handle those delicate situations in a rather final and tidy manner. This is where the assassin steps in. Assassins' guilds are rumored to exist in only the largest of Old World cities. These guilds are headed by a Grandmaster whose identity, and those of their lieutenants, are the closest of secrets. Few of the lowest rung of assassins know who the identity of their most immediate contact, much less that of those above. The cost of an assassin's services is predicated upon four things: (1) the experience of the assassin; (2) the social standing of the target; (3) the abilities of the target itself (i.e. another assassin? A Judicial Champion? Perhaps a skilled fighter?) and (4) whether the assassin controls the manner and timing of the hit. Assassins who are not members of a formal organization are known as "free agents." They are commonly found in the seedier (and deadlier) parts of the largest cities and towns in the Old World. Contacting these people for a job is a risky and uncertain proposition. Many are the times where the client ends up as the victim instead. Generally, contact is made through the barkeeps whose run down taverns and dives are frequent in these vermin-infested parts of town. Like assassins, spies are also feature prominently in the world of organized crime. Unlike assassins, spies are generally attached to one organization or another. It is not, however, altogether uncommon to find a free agent spy. Like the free agent assassins, these spies are contacted through sources in the worst part of town. USE OF SPIES AND ASSASSINS In normal, everyday operations, crime organizations may employ spies against rival organizations. The more tense the relations between organizations the more spies are used to probe the rival's defenses for weaknesses. Most of their efforts are directed towards identifying a disgruntled member of the upper echelon likely to "turn" or betray the Crime Lord). Spies are also utilized to keep tabs on Merchant houses (another natural rival to the organizations), the City Watch, City Garrisons, various Guilds, and selected Houses of the Nobility. In times of gang warfare, assassins are hired to eliminate rivals, other assassins hired by their rivals, and any other perceived threats. These assassins are not members of the crime organization, but are free agents whose methods of operation are known to a number of Crime Lords and their lieutenants. Sometimes after an assassin hits a particular organization he may find himself in the employ of that "victim" organization to return the "favor" by hitting the organization that initially employed him. Like crime organizations or guilds, most Old World nations and city-states employ spies. While serving a similar purpose, these organizations vary by nation as to the manner in which they operate. Some groups are highly structured, centralized, and efficient like the Marienburg Effenmunten and the Imperial intelligence-gathering agency, the Graukappen. Based in Altdorf, the Graukappen are attached to the Imperial River Patrol headed by Count Siegfried von Walfen of Reikland. A cousin of the late Emperor Karl Franz I. The Count was Internal Minister of the Imperial River Patrol during his cousin's reign and continued into that of Heinrich X. Other covert operations, like the Bretonnian Les Sans Face, are distrustful and decentralized. Their members spend more time spying on other chapters than they do on other targets. Still others are a combination, highly centralized but untrusting. The Estalian Los Piadosos exemplify this variety of operation. An arm of the Inquisition, their time is spent rooting out heretics from the people as well as their own ranks. As with crime organizations, assassins are a tool of Old World governments. In a few cases, they are a branch within the Intelligence agency, as is the case with the Estalian Los Piadosos. More commonly, they are an organization in a separate Ministry and described as "Special Services." These organizations discreetly handle situations involving traitors, spies, demagogues, agitators, and any others designated as "Enemies of the State." The Middenheim-based Schwarzmantel, serving the Empire, is a well known example of a Special Services organization. Other organizations that may employ large numbers of spies and the occasional assassin include most of the powerful guilds (such as Merchant Guilds) and the large Merchant Houses. These spies are generally used against one another for market and other advantages. It is a rare occasion when the large Merchant Houses or Guilds employ spies against the crime organizations. Lesser guilds (Teamsters and Stevedores) hire muscle and thugs only from within their own ranks. CAT BURGLARS There are times, all the same, when the skills of spies and assassins do not fill the bill. For these highly specialized jobs only the finesse of a Cat Burglar will suffice. When it comes to break-ins and thievery, no one matches the Cat Burglar for sheer ability. Although loners and very independent, it is the rare challenge that will entice a "Cat" to leave his normal haunts in the high and upper middle class districts. Since successful conclusion of their work furthers their reputation, these jobs must be against high-profile targets with an exceptional degree of difficulty. Contacting a Cat is very difficult as their identities are closely kept secrets. When not prowling places a Cat frequents are as individual as the Cat. Some organizations use spies to track Cats back to their lairs. This will enable the organization to compromise a Cat, making them more agreeable to "accepting" commissions. Of course, finding and tracking down a Cat is no easy task. Many are the occasions where a Cat was spotted and lost after a long and merry chase (as if the Cat sensed that it was being followed). Thus, trying to find a Cat or a place to leave word to arrange a meeting with one is a challenge in itself. CAT BURGLAR Description: In most Old World nations, only the eldest son of noble inherits the family fortune. Many younger sons follow a military career so as to experience the thrilling, and bloody, pursuit of war. Others seek a celebrated status more suited to their class. So they undertake the task of becoming skilled in the art of burglary, while developing the flair and style which will give them the notoriety they crave. Many take on colorful monikers ("the Panther," etc.) and leave a calling card (perhaps a white monogrammed glove) at the scene of their crime. Besides the nobility, more talented charlatans may become "Cats." Most develop a facade of noble birth, as well as the style and flair required of Cats. In order to locate and case potential victims, Cats mix in High Society. They attend the lavish parties and social events frequented by the nobility. A number of Cats adopt foreign accents and titles (Count or Viscount of something exotic) so as to intrigue potential victims, especially those of the opposite sex. Cats may, as necessary, develop a "relationship" with their victim before the heist. In most cases, however, the Cat will avoid any deep personal involvement. Besides the thrill of the burglary, Cats need the money. Fencing stolen merchandise funds their extravagant lifestyles. After all, living as nobility requires lots of money. The fencing of stolen items is usually handled by underlings who will never reveal their employers. These underlings will deal "blind" (anonymously) with fences or they will hire other "blinds" to interact with fences. Whenever a Cat senses that they may have "overhunted" their territory (i.e., they have robbed just about everybody) and are at high risk of capture, they move on. In some cases, too many Cats may turn up in a city. This situation will usually end up in an unseen, though not unfelt, war between Cats until the number is reduced to that which the city can support. The losers of these secret wars are either driven off to another locale or are killed. M WS BS S T W I A Dex Ld Int Cl WP Fel -- +20 +30 +1 +2 +4 +30 -- +30 +20 +20 +30 +20 +30 Skills: Skills: Blather Bribery Charm Concealment Urban Dance Etiquette Evaluate Gamble Heraldry Luck Numismatics Palm Object Pick Lock Pick Pocket Read/ Write Ride Scale Sheer Surface Secret Language- Thieves' Tongue Secret Signs- Thieves' Signs Seduction Sense Magic Alarm Silent Move Urban Sixth Sense Specialist Weapon- Fencing Spot Trap Wit Trappings: Trappings: Black-Hooded Tunic Expensive Clothes Hand Weapon Lockpicking Tools Ordinary Clothes Rope- 10 yards Townhouse 6D6 Gold Crowns Career Entries: Charlatan Noble Career Exits: Locksmith Spy