Silver_Smoulder

House Dimir Write-Up

Nov 26th, 2018
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  1. House Dimir:
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  3. Food & Cuisine:
  4. Very variable. It depends on what your cover identity is. If you're a guildless beggar, enjoy your Golgari Nutrient Paste. If you're an Orzhov preacher, enjoy your candied meats, and so on. Because of this, however, the inside circle of the guild actually has access to the largest variety of food out of all the guilds, although not necessarily in great quantities. This is why sometimes access to exotic foodstuffs is a currency in of itself among some of the inner circle. That being said, House Dimir is one of the few guilds that provides food for the "vitally challenged" members of society ((as well as being one of the methods of controlling unsanctioned vampires)).
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  6. Generally speaking, House Dimir loves drugs, alcohol, mood-enhancers, and so on. Not for their own people of course, that would be stupid, and might compromise them. In fact, at most social gatherings, members of House Dimir (whether open or in disguise) would be using magic that neutralizes toxins and such, both from healthy paranoia, and the desire to maintain clarity of thought. But they definitely encourage people around them to indulge. Have another one, and the next one's on me - since those people are likely to have loose lips.
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  8. Leisure & Recreation:
  9. House Dimir is a very de-centralized entity, so it doesn't really have any sort of recreational facilities or methods. There are several things that the lower members that gained access to the aqueduct systems like to do is tunnel racing and long-distance swimming/holding their breath underwater, but that quickly fades. Most members of House Dimir are slightly pathological about their obsession with knowledge, so the act of ferreting out new secrets and being on top of the informational pulse of the city is enough of a rush for them that they don't need much. It would be prudent to note that it's not that members of Dimir are joyless. Far from it - it's that Dimir doesn't provide anything specific for them, but each agent can make their own fun, as long as it doesn't compromise House Dimir.
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  11. Friendship & Conflict:
  12. You... don't really have friends in House Dimir. It's a cooperative of people who ply the trade of information and secrets. Trust is a luxury you can ill-afford, because that's a vulnerability you open up that others can exploit. And yet, sometimes, two agents open themselves up towards one another, and at that point, it's them against the world. With each other, they can throw the masks off and just be themselves, literally. Of course, this is also concealed from other members of the guild, because this is also a vulnerability that can exploited by others.
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  14. On the other hand, conflict resolution is both very hard and very easy in House Dimir. The hard part is figuring out who wronged you, due to the multiple levels of secrecy that everyone is operating on. If this step is resolved, then the next step becomes easier - you can be direct, and just murder the other person - nobody is going to bat an eyelash. Or, if you feel like being clever, you can subvert their network, steal their secrets, and frame them for an operation going sour, eliminating a rival, and growing stronger in the process.
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  16. Relationships and Sexuality:
  17. House Dimir is probably the Guild least concerned about this sort of thing. Because of their nature, all members have an appreciation for fluidity of some kind. Not to say that every member is fluid, but certainly nobody will question whatever identity whoever chooses ((or rather, they will question it, but not from an intolerant perspective, but because House Dimir doesn't trust anyone)). Also, due to this, House Dimir is most open to various sorts of non-traditional relationships, probably surpassing that of the Cult of Rakdos (though it's a toss-up). Despite this, House Dimir is more than happy to use sexuality and identity as a weapon against others.
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  19. Childhood & Old Age:
  20. House Dimir doesn't have a high number of "legacy members," so the question of child-rearing will generally be dependent on the cover of each individual agent. If the child has an aptitude for Dimir-like work, then what will generally happen is that the parent will arrange for the child to get apprenticed under a different agent, usually determined by a cell leader. There they will learn spycraft, as well as their cover story craft. Usually such children are used as long-term infiltrators, since it's likely that they grew up in a different guild. It's important to note that these children are often targets of long-term surveillance by their handlers, since they might eventually decide that they have more in common with their cover guild than House Dimir. These generally suffer accidents.
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  22. House Dimir sees old age as a liability. Your mind is not as sharp, you're more likely to babble, your reflexes are worse, and so on. Most members of Dimir know this. This is why they take precautions - things like dead man switches, hidden document caches, and so on. For particularly valuable agents, a different type of retirement is possible - some for of undeath, depending on their value. Some become phantom stalkers, shade guardians, and the most valuable get offered vampirism or lichdom.
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  24. General Notes: House Dimir is probably the least centralized guild, and as such has few formal rules. Nonetheless, the rules it does have are enforced without pity. Secrets and paranoia is what's on the menu, but for the average member of House Dimir, it's their life and blood.
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