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  1. Fantabulous Friday Breachers! Last week we took a look at subordinate Fatemaster Characters in TTB and different ways to utilize them. Here’s what @WDeseron had to say about subordinate characters: See the rest of the comments here. This week we’re delving into the Guild of Mercantilers, with the help of Above the Law. This faction expansion is a must for any Fatemaster wanting to bring the Guild into their games with more than the base NPCs found in the 2nd Edition Core Book. Make sure your papers are in order and you’re not carrying any contraband, because we’re getting up close to one of the major powers both Earthside and in Malifaux. The Guild of Mercantilers, often shortened to the Guild, has a long and storied history. The beginnings of what would become the Guild started in the cabals who tried to undermine the Council in the years before the Black Powder Wars. With the Council out of the picture once the First Breach closed, independent cabals of mages spread their influence far and wide. Naturally, with their mutual enemy gone, these cabals turned upon one another. The height of the inter-cabal fighting was during the Black Powder Wars, and when the dust and fighting settled, only one remained, calling themselves the Guild of Mercantilers. Backed by the extremely sensitive Minerva Council, the Guild became the main purveyors of the soulstone trade, and secured their influence over many nations on Earth. Now that we’ve covered some of the Guild’s history, let’s take a look at their internal structure. The Guild prides itself on internal efficiency along with utilizing nearly indecipherable bureaucracy to bind other organizations and people in red tape. While the Magistar is the public leader of the Guild, the position is largely a figurehead controlled by the Minerva Council. The current Magistar is Jacinta Guillem i Roser Garcia, put in place after a terrible betrayal amongst their ranks that killed the previous Magistar. Under the Magistar are several offices and commissions, but the most pertinent office for Fatemasters and their players is the one solely in charge of Malifaux- the Office of the Governor-General. The Guild forces within Malifaux are currently under the thumb of the formidable and strict Franco Marlow. After Herbert Kitchener merged with a Tyrant to become the Burning Man, Marlow was brought in to clean up the bed of corruption and infighting that was the various divisions in Malifaux, and Above the Law gives a detailed breakdown of each division. The Ram’s Head Tarot allows for Fated to belong to any of the offices, and an assortment of pursuits that excel at furthering that Guild’s agenda. For the martially minded, Gunner and Marksman Pursuits give Guild aligned Fated who stick to their guns an advantage unseen by many in Malifaux. Socially motivated Fated can spread word of the Guild’s superiority as a Propagandist, or leads troops as a Commander. Bureaucrats leverage their knowledge of the hellish politics to hinder foes and aid allies. The Guild employs Magewrights for not only their Witch Hunters, but for magical enhancements and items. Advanced Pursuits such as Executioner, Guild Lawyer, and Soulstone Aficionado give additional and sometimes frightening options for qualifying Fated. Above the Law is available in print through multiple outlets and digitally through DriveThruRPG. Now that we’ve taken a closer look at the group seeking to keep order in Malifaux, what’s your favorite use of the Guild in a game, either as a Fatemaster Character or Fated?
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