Black Market and The Guild

Anywhere there is a reasonable population there also exists a part of that population that wants to take advantage of the more unsavory elements around them. Whether it be money, adventure or blood that fuels this desire one may never know, but there are two well-known facets of life that people turn to for specific tasks that may not be easily accomplished on the up and up. If you want something you can’t get, or want nothing more than to get rid of something, you might be able to find others to help you. Perhaps you even have gotten involved yourself. Not that you’d know anything about it when asked…

The Black Market and Black Market Connections
The Ironworks proper has its own rules that prevent certain things from occurring within a ‘civilized’ society. While business typically keeps most doors open, sometimes laws and regulations prevent certain things from showing up where you want them most. Add to the equation that Steel Horse Crossing has additional local laws to prevent productivity from dropping and to keep unsavory aspects limited in size and scope, and you end up with a market that remains relatively dry of goods in specific categories.

Enter the Black Market. Representatives of a larger group, those that service the underground marketplace both buy and sell goods that one might otherwise have difficulty with. They offer services beyond the ordinary, opportunity to get rich, and offers that are hard to resist. All you have to do is disavow any knowledge they exist, hide the existence of such to the public at large, take personal responsibility for illegal things on your own head, and accept the fact that if you talk about the organization openly that you’ll likely end up never having access to it again. It sounds like a tough existence, but the benefits might just outweigh the drawbacks.

Did you know that certain mind-altering substances aren’t allowed in Steel Horse at all? Or that certain consumables are only acceptable on the Hedon High Saturday? Not everyone loves those rules, and you could be the one to help those folks skirt the law if you’re interested.

Local Game Mechanics: Black Market Connections is required to interface with the Black Market. All players with the skill on their sheet as they start the game will be given a contact that they should (discreetly!) get in touch with in-game, which will link them to the in-game system. All those learning Black Market Connections as a skill must be brought into the organization during gameplay via roleplay. This system is based entirely on in-game interaction, and you hold your own destiny where this interaction is concerned. In many respects, the Black Market is self-regulating, but players abusing the skill by talking about it openly, or otherwise being caught via blatant lack of regard may also be dealt with on an in-game basis by the Black Market structure. This skill may be removed from your sheet given egregious misuse. Those attaining Black Market Connections and successfully integrating with the in-game system will have access to further documentation that gives more specific details on what is available to them, and how they can use the skill regularly in game.

The Guild and Guild Membership
The game of blood is difficult to understand, and even more difficult to control. The layers of people upon people to disguise an organization that takes on such a game is very difficult to navigate. You have somehow made a contact within the Guild, and by doing so, have access to those that are involved in the game of blood itself. Perhaps you’re even a player in said game?

Opening the door to the Guild grants you access to setting contracts on someone’s head, working with contracts that are currently in play, and even taking contracts yourself if you’re capable. Your contacts, whether you know them or not, are always watching. Once you signal, they may show up anytime, anywhere, to meet with you. Whatever you do, don’t fail the organization – failure is rarely an option.

Local Game Mechanics: Guild Member is required to interface with the local guild. All players with the skill on their sheet as they start the game will be given a contact that they should (discreetly!) get in touch with in-game, which will link them to the in-game system. Others that learn this skill must be brought into the organization during gameplay via roleplay. This system is based entirely on in-game interaction, and you hold your own destiny where this interaction is concerned. While no player is forced to interact with the guild system – particularly taking on contracts – you may be approached from time to time to retain your membership via certain activities. This is the most secretive organization available to players, and should be treated accordingly. This skill may be removed from your sheet given egregious misuse. Those attaining Guild Membership and successfully integrating with the in-game system will have access to further documentation that gives more specific details on what is available to them, and how they can use the skill regularly in game.