The Thorn of Camorr was said to be an unbeatable swordsman, a master thief, a friend to the poor, a ghost that walks through walls... But the Thorn of Camorr has been long absent from our island... Who will you be? Gangs of Camorr: The Thieves' Peace *** On nights such as this, you can see clean across the canals and locks of Camorr, assuming, of course, that you were at a high enough altitude to see over the myriad buildings and towers. From the West Needle up to the Cenza Gate - see that great canal? Everyone uses it, sailors, soldiers, merchants, working folk like you and I, and the thieves. It's the thieves you have to watch out for. They're all over this bloody town; they seem to live off the the narrow alleys, the canals, and most of all the success of others. Thank the Twelve we've got the yellowjackets - pardon me, the City Watch - to look out for us. No one would dare steal from the likes of them! Well, not entirely true... There are many who'd dare, I'm sure. But we've got the Secret Peace to thank for our security. By the Twelve! You're not from around here, are you? Vadran, maybe? Oh, no matter, you'll be a right proper Camorri gent in no time! It's like this, friend - the thieves get to steal from you and me and the merchants and the common folk. Provided we're not military - the yellowjackets - or nobility, anyone is fair game. At least, about as fair as it'll get. You're welcome to take as many precautions as you can afford...but be careful. The gangs answer to the Capa, or at least they did. You really aren't from around here, are you? Look, the Capa - no one's listening? Good - the Capa takes a cut from each garissta out there - garisstas are gangs. If Duke Nicovante is the Duke of all of us regular folk, then the Capa is the Duke of the Right People; that's what they call themselves. Funny, isn't it? Anyways, friend. The garisstas answer to the Capa. Up until about two years ago, that would've been Capa Barsavi, but then some brilliant madman came along and slit his throat. We've got two Capas now, fighting for the city - Santoro and Cosimi - and our wallets are stuck in the middle. The Thiefmaker'll be reaping a fortune with those orphans of his at Shades' Hill. It's not pretty, but he sells 'em to the gangs. Pick your orphans right and you'll get a formidable gang indeed. Ah! And here are the yellowjackets right now. That's my cue to leave. My thanks to you, "friend" - you were carrying far too much coin for me to leave empty-handed! *** Welcome to Gangs of Camorr: The Thieves' Peace This game is based on the novel The Lies of Locke Lamora by Scott Lynch (the first of seven books), set two years after the events of the novel. This game will NOT be canon in any way, shape or form. This game is here for you create your own legend! Without giving too much away...here's how it will work: - Each player shall create a gang of no more than five thieves and no less than three! - This shall be their gang (or, in the parlance of Camorr, garrista) with which to plan and pull of heists, robberies and cons! - These various nefarious deeds shall be a sort of race against time and rival gangs! - The victorious (and hopefully still-living) gangs shall be rewarded! Losers must answer to their Capa! With this in mind, pertinent information follows... *** A Few Things to Know about Camorr: Capas are essentially the heads of mafia families. Each gang (garissta) answers to a Capa, who takes a cut of their profit and provides them with resources and help. As such, the garisstas are pezon, or subjects, to the Capa. Camorr is based on a somewhat-anachronistic Renaissance Venice. Flintlock sidearms and rifles are still imperfect and hard to come by. Blades and crossbows rule here. Mages exist, but will not be available for player gangs. A [link=http://www.scottlynch.us/images/camorr-color.jpg]map of Camorr.[/link] Questions can always be shot to me via PM for details and extra info. *** Rules - Please PM all Character Sheets to myself!