Chapters 2, 3, and 4 of DSLF, rules for crime. Meaty rules and information all-around, but normal crime isn't much to talk about here. Still, there's a few bits I'd like to share.
Page 26 starts off chapter 2 strong.
Philanthropic Verenans and reformist Shallyans explain that criminal behaviour in the cities of the Old World is the natural reaction to the intolerable living conditions of the poor. They argue that its root cause is the vast disparity in wealth between landed aristocrats, successful merchants, and those who live a hand-to-mouth existence in the slums. Such enlightened views are entirely drowned out by pretty much every other voice of authority, unified in condemnation of illegal activity and calling for the harsh punishment of criminals. Especially the poor ones.
Warhammer Fantasy is a fascinating hodgepodge of things from various different eras. I don't think this theory of crime existed until Victorian times. Warhammer is a good mashup of period-era thoughts, satire of modern-day things, and plain imagination, and it's vibrant as all hell.
Page 33, in the section talking about thief tools
Steel Mummit
Named for one of the legendary companions of Ranald, this is a small thin steel tool that can be slipped between a door and the jamb in the hope of levering a bolt aside. Whilst a crowbar is used to lever a door open despite a lock, and a lockpick is used to spring a lock open, a Steel Mummit acts on the bolt in the hope of jiggling it loose without the need to operate any mechanism. If a door is locked with a lock and key (not a padlock), or if it is bolted shut, a Steel Mummit may be used to open it if a Character passes a Hard (-20) Sleight of Hand Test.
What tool is this called in real life?
Page 44, Forger career's intro line
You possess the artistic gift of copying other people's artistic gifts with a convincing degree of precision.
This is funny. I'm reminded of this one character in DotR who's incredibly good at making the fake stuff he sells, whether it's paintings or booze or magic potions. His fake Bugman's Best tricked a bunch of dwarves and got at least one of them to go slayer over it.
Forger career quote
'You've been had, mate. I'd say no less than half of this clank is faked. Don't worry, the Imperial Mint of Nuln sent me to sort you out. You can exchange them for these new coins and I'll take the forgeries back with me.'
— Mariana d'Aubigny, Charlatan
We'd be able to simply do this without worrying about that pesky vow of poverty if we were to become a black magister.
Page 60 has random downtime events that can happen to your criminal gang. Here's one of them:
41-44: A Fortunate Friend – A Priest of Ranald has befriended the gang. This has caused members to forswear the use of violence and attempt daring heists.
The image is a good one, a guy rolls in and suddenly the local legbreakers get really pumped up and try to be discount Oceans 11.
Page 63 has a big box that I'd like to share in full, given its relevance.
THE BLACK ROSE LODGES
In the far eastern expanse of Stirland, beyond the Haunted Hills and Hunger Wood, lies the cursed lands of Sylvania. Legally under the auspices of the Elector Count of Stirland, for long stretches of its history darker powers have ruled over these lands. Many attempts to exert lawful rule have faltered, both in fear of, and under direct conflict with the unliving, as well as through common corruption and incompetence. One particular attempt to exert Imperial Law has in part succeeded, if not as intended. Twenty years ago, the elector of Stirland, determined that securing the roads to allow trade and transport to flow would perhaps be a suitable first step to taming the lost land. The task was given to Captain Otto Friedle of the 14th Stirland Expeditionary Force. Given the grimness of the task, he sought the toughest and meanest he could find, those willing to do things others weren't, including obtaining pardons for incarcerated soldiers, promising them their freedom for service. The force was formed into 'Lodges' deployed in mounted units at roadside taverns along the Sylvanian border, where they could ride out to support and protect travellers or react to threats.
While in principle it worked, the Expeditionary Force, dubbed the 'Black Rose Men' for its adoption of Morrite symbolism, were quick to realise a much more lucrative approach would be to sever their official ties, and provide protection directly to those travelling the cursed lands. The Black Rose Men still perform much of what the Elector Count had hoped, though they now supplement their income through criminal enterprises. Their main business is smuggling, in particular goods found only in the depths of Sylvania, including the grimoires and ritual artefacts of forbidden necromancy, but also freely engage in horse theft, kidnapping, and extortion.
The organisation is split into five localised chapters, each with their own symbology tattooed on their horses and worn as patches on their jackets. Like their name, these symbols often reflect the chilling regalia of Morr's cult, grinning skulls, perching ravens, the hourglass, and the balck rose. Despite still being head of the Seigfriedhof chapter, Friedle does not claim overall dominion of the organisation. In theory, the head of each chapter treats the others as equals, though in recent years, the head of the Essen chapter, Emerson Barghest, has come closest to being a spokesperson for the entire organisation.
The Seigfriedhof Lodge - Organisation Level 2
The Essen Lodge - Organisation Level 3
20 years ago would put this about 2 years from now in Divided Loyalties.
Page 68 gives us another relevant big block of text, this time detailing the Cult of Ranald's views on criminal organisations in general.
The Cult of Ranald
If one god's worship was welcome in a criminal organisation, surely it would be Ranald's? Nearly all thieves offer prayers to Ranald to bless their caper, the relationship between its priesthood and the heads of organised gangs is a complicated matter. Despite his patronage of the thief and rogue, Ranald's Cult believes strongly in freedom from tyranny and liberation of the individual from the oppression of despotic rulers. Unfortunately, rulers rarely get more despotic than those found at the heart of a criminal organisation.
To a devotee of the Cult of Ranald, the violence required by criminal organisations is sickening. The cult embraces theft as an art form, yet criminal organisations pursue it as a bloody business. No sincere Ranaldan would happily work for those who resort to bloodshed, no matter how much they offered in terms of a cut of the loot.
For devotees of Ranald, membership of a criminal gang is intolerable, and they find ways to escape the organisation. Such is the case of the charlatan Kurt von Shent, a member of the League of Gentlemen Entrepreneurs during Hugo Delftgruber's rule. Conscious of the brutal regime Henschmann would create, he adopted a new guise as Hans von Kleptor. Over time he became the most important Ranaldan priest at Marienburg's Gilt House Temple. As a follower of Ranald's strictures, he intends to unite the various facets of Ranald's cult in Marienburg as a counter to Henschmann's criminal regime.
I think this is a good illustration of the "pissing out the tent" reason Boney supplied for why the Cult of Ranald isn't a banned cult across the Old World. They aren't just better than the Chaos cults working in the shadows, they're better than virtually every other criminal organisation on the continent.
Page 68 also gives tells us about the religiosity of organised criminals.
Many organised criminals make a show of respecting the gods, wearing symbols of Sigmar or Ulric like other citizens of the Empire. Crime lords may bequeath generous donations to shrines in the poorer parts of town. The ringleaders of criminal gangs can be sincere believers, even miracle-working priests.
I honestly didn't expect miracle-casting priests doubling as mafia dons.
After this is the Cult of Taal, which I'm expecting will have more stuff for me to post excerpts from.