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Guild Executioners - lore question


Vlad

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So, according to M2E CR and FMA, the executioners seem to be a specialized branch and a part of Death Marshals department. But the old metal miniatures of them were sold as a Guild Executioner Witch Hunter. So, the question is what is the position of executioners' branch in Guild's ranks? Their chief is Lady or Sonnia or any high-ranking Guild member? Who of them is responsible for thier recruitment and training and, more important, which department is responsibible of their actions like killing an innocent person?

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That old Paizo listing is wrong.  The 1.5 Core Rulebook lists the model as "Executioner" and the description in the 1.5 Core Rulebook says this:

Quote

It takes a special kind of person to find their life’s work as a butcher for the Guild. That perfect blend of ambivalence for human life and acceptance of authority exists in a scarce few individuals. Those who are able to demonstrate that balance find themselves offered a career as a Guild Executioner. At any one me, the Guild employs no more than ten Executioners. Half operate out of the Gaol, ready to travel at a moment’s notice as escort for a judge sent to settle a local dispute. The remainder travel with their judges in a constant circuit of the Badlands’ border towns meeting out the final punishment with a flick of their blade-covered hands, relishing the responsibilities given to them by the Guild.

And, the old model listed as just "Executioner":  http://www.nobleknight.com/ProductDetail.asp_Q_ProductID_E_2147416519_A_InventoryID_E_2147957118_A_ProductLineID_E_2137423529_A_ManufacturerID_E_2145084677_A_CategoryID_E_5_A_GenreID_E_

 

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@solkan

It's not Paizo mistake. It was labeled as witch hunter even at old Wyrd online shop (I can truly remember it 'cause I though about buying it when Wyrd made old metal sale) and a lot of online shops have such a listing due to it.

 

P.S. Even found a post where it was discussed on this forum.

Edited by Vlad
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I stand corrected as far as it being a Pazio mistake, but I believe that the thread you've linked to already has the explanation and theorizing for what happened.  Because regardless of the product catalog entry, this is what the Executioner model's card looked like:

http://movealongnownothingtoseehere.blogspot.com/2012/05/malifaux-executioner-step-by-step.html

and I've already quoted you the 1.5 Edition background.  That "Executioner - Witch Hunter" label isn't a lore thing.  I'm pretty sure it would have been a matter of the figure catalog having an Executioner model and a Steamborg Executioner model.    :mellow:

Especially when it's not implied by the Fate Marshall's Almanac what the organization is:

Quote

Death Marshal personnel is not limited to the Death Marshals themselves.  Also under this auspices of this branch of the Guild are the Executioners, the Bag Men, Execorcists, and both the Mortician's and Undertaker's offices.

and I think the elaborations on page 154 of the FMA are the explanation for why Executioners are organized under the Death Marshals even though they're sent out as an executive agent for a Guild sentences.

If there's more of an explanation, it's probably in Into The Steam, but I've misplaced my copy at the moment.

 

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Yeah, but what about Ten Thunders and Outcasts? I will be disappointed if they do not receive the big book treatment.

I don't know about the TT (While i'll be disappointed if they never get one, I'm apparently committed to writing the thing myself) But I beleive it was mentioned somewhere that the original book was essentially supposed to be the outcast book, with the various jobs being easily linked to mercenary professions. I'd also think if they really wanted to do outcast stuff, the faction is so fragmented due to it's rather literal hodgepodge nature that it would almost have to be entirely Advanced Pursuits to get the fated acting as a member of a specific group contained within the faction.

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Not sure where I read it, but I think someone mentioned that Outcast stuff will be scattered through the books, as there isn't really a core theme to the Outcasts besides "they're not with anyone".

 

Hoping we'll see a TT book though, as I can't see a better option to see stuff about Oni.

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Not sure where I read it, but I think someone mentioned that Outcast stuff will be scattered through the books, as there isn't really a core theme to the Outcasts besides "they're not with anyone".

Yup, the Outcast stuff is just sort of getting added in wherever it's appropriate. The Animator from Into the Steam can do some Leveticus stuff, Under Quarantine has rules for undead Fated, stats for The Guilty, and the Revenant advanced pursuit for players wanting some Jack Daw flavor, and the Freikorps have an Advanced Pursuit in the Fatemaster's Almanac.

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Aside from the Torakage stuff, what extra things could be added with a Ten Thunders book? Aside from the (really really cool) little kingdom stuff, they're largely a hodgepodge of the other factions too, and can be covered with Infitrator pursuits.

I'm all for more content though, and would throw my money at it like I do with LITERALLY EVERYTHING ELSE for this game. I'm mostly using TTB for one-shots with my group while I'm finishing a long term Call of Cthulhu campaign (Horror on the Orient Express, nearly in Turkey) but every game I've ran has gone really really well. 

Is the guild book the next one, or is From Nightmares on it's way?

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I'd say we could at least have a Monk pursuit, which branches off into High/Low/Wandering/Fermented at least.

 

Also, perhaps one Advanced/Basic Pursuit per Infiltration could be interesting, though Torakage is already Lost Blossom, and not sure about Sin-Eater from UQ. Something about Oni summoning could be there at least, and perhaps a samurai pursuit?

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Aside from the Torakage stuff, what extra things could be added with a Ten Thunders book? Aside from the (really really cool) little kingdom stuff, they're largely a hodgepodge of the other factions too, and can be covered with Infitrator pursuits.

And for that reason I see it extremely clever if Wyrd splices TT into other books. That would fit perfectly the faction and currently there already is at least 3 basic pursuits that could fit TT: Infiltrator(Into the steam), Ghost eater(Under quarantine) and Boozer(Into the bayou).

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Aside from the Torakage stuff, what extra things could be added with a Ten Thunders book? Aside from the (really really cool) little kingdom stuff, they're largely a hodgepodge of the other factions too, and can be covered with Infitrator pursuits.

I'm all for more content though, and would throw my money at it like I do with LITERALLY EVERYTHING ELSE for this game. I'm mostly using TTB for one-shots with my group while I'm finishing a long term Call of Cthulhu campaign (Horror on the Orient Express, nearly in Turkey) but every game I've ran has gone really really well. 

Is the guild book the next one, or is From Nightmares on it's way?

I think you're coming at it from the wrong direction. while the outcasts have the main theme of "everyone else" which makes it hard for them to make a centralized book for (hence mason's confirmation that they're sort of stratafied wherever it fits) Even though the Thunders are infiltrators, they all answer to one central authority; Misaki's dad The Oyabun. even though they're everywhere, their identity as a faction is solidly rooted in the three kingdoms (I have a long running theory that every TT master represents an asian country, with Lynch and McCabe being Hong Kong and Shanghai)

Ergo, it wouldn't be hard to make a TT book, it would just need to focus on Three Kingdoms Pursuits. My guess would probably be
 

Adventurer (if malifaux's got pulp subthemes, wild adventure in asia minor is as pulp as pulp gets)
Ancestralist (Ghost eater was a good start, but Yan Lo has always had major Ancestral sub themes that would take a whole pursuit to cover)
Bozoku (Gang member, for the TT brothers)
Courtesan (it'd probably be a social pursuit with an assassination subtheme)
Dealer (Double Entendre, thy name is lynch)
Majo (Oni/Blood Magic user)
Monk (With seperate paths for each of the river devotions)
Railworker/Foundryman (It feels like there's more to the foundry than we're seeing)
Samurai (duh)

And the last class could easily be some sort of elementalist or eastern mage
and the widely awaited 11th class, Shounen Protagonist

As far as advanced Pursuits, TT archer, Katanaka Sniper, Student of Many Styles (for monk), A samurai enhancement AP (think lone swordsman), and a street boss AP are all obvious choices, but quite honestly, if you closed your eyes, opened any malifaux book to the Ten Thunders section and put your finger down on the page, it would probably be justified as an advanced pursuit.

 

The book could also integrate diferent styles of Martial Arts, either in similar function to magical theories, or in further depth through Skill-enhancing talents. it could also serve to give us a window into just what the Three Kingdoms are like Earthside. I could say a million different things that could be added, but the idea has quite a bit of potential to expound on a very mysterious faction.

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