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The Thieves Guild

Housed in Sakaton, the Guild have their fingers in many pies across Entropy. Any grand heist will have been set up by the Guild, with groups of burglars scaling walls and distracting guards in order to steal and fence the invaluable gems. At least that's what people like to think - the reality is much more banal. While everyone knows about thieves guilds they have no idea of the truth of the matter - most crimes are committed by independant groups of criminals. These groups only interaction with the Thieves Guild is the initial information and fencing the stolen goods.   There are other guilds than just the Sakaton guild, small ones pop up here and there every few years in the sewers of major cities or in old ruins obscured by trees and bushes. As soon as word gets around about these however (and word always gets around) the town guard or local military will come down hard, arresting the thieves and destroying the camps. Often in smaller settlements very few thieves make it back to the jail - they are met with accidents on the road back, trampled by horses, falling off cliffs or slipping, tipping and ending up from a rope in a tree.   The guild in the pirate city however are impervious to such laws - it would require a full scale invasion force to take the settlement which is protected by numerous armed guards, with scouts on every road in. Even if the city was razed and the population slaughtered that would only cause an increase in aggressive pirate attacks on the merchants and supply ships of the other territories. Banditry would increase tenfold and even the lives of regional governors would be forfeit - targeted by every wannabe hitman and professional assassin in the realm. So it is that Sakaton is left in peace, a mutual agreement. Any who are caught are killed while attempting crimes get what they deserve in the eyes of both the guild and the governments. If you let yourself get caught then you can't have been faithful enough to Dontis, can't have been careful enough, didn't train enough.

Structure

  • The Guild Master - a shadowy figure who rarely meets with any bar his lieutenants.
  • Lieutenants - a council of five individuals, each of whom specialise in a specific branch of crime, be it kidnapping, larceny or piracy.
  • Thieves - the general rabble.

Semper in umbra

Type
Guild, Thieves
Alternative Names
The Guild
Location

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