Fighting the Good Fight

Murgulmuir is a wretched hive of scum and villainy but the there is more to life than trying the balance the struggle for survival with the pursuit of wealth and power. There are limitless opportunities for criminal behavior but that very culture means that injustice is everywhere. Even the most jaded scoundrel can’t help but be moved from time to time by the plight of those less able to fend off the city’s predators.

It is up to each group and the characters within them to decide what sorts of actions they wish to take. Some groups will be die hard criminals. Others may simply be “ethically flexible” (I suspect many will fall into this category). It is also possible to play heroes. In a setting as shadowy as Black Rose there is no shortage of wrongs that need to be made right.
My advice to would-be heroes in the city state: focus on winning battles because the war has already been won. It is not within the scope of the setting to permanently change the nature of Murgulmuir. It is too large and too well established. That doesn’t make any victory won there any less valid. I’d argue quite the opposite.

For those interested in the “good fight” there are some organizations whose like/minded people may be able to help.
Joining up is tricky. Generally you can’t find members of these groups so you can’t petition for membership. Aspirants should do the sorts of things the organization they want to join does and for eventually they will be approached. You want to be Watchman? Act like one.
Given the nature of these groups, unlike the groups in the Adventures Guilds section for which the decision to join an be made on an individual basis, joining one of these groups is an all or nothing decision the entire party needs to make together.

The Watch


These are those who have been moved to action by the abuses of the City Guard and particularly those perpetrated by the Sheriffs. They act as alternative law enforcement, brining justice where there is none. Members of the Watch wear brass masks with a crossed key symbol on the forehead. They don’t have access to jails of prisons so must resort to intimidation to compel wrongdoers to leave the city or at least to leave a particular area or target alone. The Watch are honorable and live by a code which among other things compels them to be loyal to one another and to kill only when there is no other choice.

The Pack


There is a lot of brutality going on every day in the city, especially in areas like the Sprawl and the Warrens. In these areas the Guard often turn a blind eye. That is where the Pack comes in. Their three credos are “defend the defenseless”, “no mercy for the merciless” and “an eye for an eye. Their methods are as brutal as the crimes themselves. Pack members identify themselves with white headbands with three red vertical bands that resemble a claw mark. It is rumored that the fiercest Pack members are werewolves which has motivated some criminals to invest in silvered weapons.

The Vandalar


Their code is simple - “The people lack hope. We must give it back to them by performing deeds of incontrovertible nobility in as public and memorable way as possible”. Unlike the other groups in this section that hide their identities when fighting the good fight the Vandalar wear no disguises and are as flagrant as possible. Their colors are white and gold. Members often wear a dashing hat with a big feather. They always take credit for their deeds. The disguises come in when they need to operate discretely. Vandalar groups always have a secret lair somewhere where they can hide out and admire the trophies they have collected that commemorate their deeds.
Not everyone in a Vandalar "cell" needs to be a "face". Usually one or two will do the showy stuff and the rest of the group helps them plan and when they are taking action they will support by doing things like providing distractions or intercepting anyone who tries to interfere. They will also act as "plants" cheering on the hero and vocally supporting them with the kind of talk that promotes their mission.

The Shipwrights


The smallest but most powerful and high minded of these groups, the Shipwrights believe that it is possible to “mend the wheel” and make life better for everyone. They operate on a higher level than the others. Most crime is a symptom to them. They work to influence the power structure of the city in ways that affect as many as possible. Their symbol is a ships wheel.