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Rogue

Silent Silencers

Most at home in towns and cities but also a terror on the road, Rouges haunt the nightmares of great kings and lowly gamblers alike. It is far easier to want someone intimidated, robbed, or killed than it is to pull off yourself. Fortunately for the ill-tempered and rich, and perhaps less so for mild souls light on coin, Rogues willing to complete such depraved tasks as these are not hard to find. However, one shouldn't let the predominant narrative hide the differences within this group of thieves and assassins; the consequences of such carelessness can be deadly.  

Employment

Though there are many roguish archetypes, their listless nature of means that these archetypes are likely evenly spread across Vrashyn, though even the rogues couldn't tell you for sure. What are more well known are the various business relationships that rogues form in their line of work.  

Royal Spy

The most prestigious (if one could call it that) position a rogue can aspire to is working as a ruler's eyes and ears. Don't let the name fool you: rogues in this line of work are no strangers to assassinations and heists either, but their primary purpose is gathering information and communicating with other undercover agents. Rogues can rise to this profession by level 8, trading some freedom for the influence that being part of a noble court brings, as well as all the gold needed to keep them quiet  

Assassin for Hire

When a Rogue reaches level 4 or so, they reach the level of skill needed to find work through a guildhall in their local city. Operating with another well-known guild as a front, this "other office" puts Rogues in contact with clients and ensures that those clients pay, either in gold or in blood. The guild tends to shuffle assassins around to disguise its activities and even allows members in good standing some say in where they travel, so the guild is ideal for rogues who operate as adventurers on the side.  

Gang Thug

Rogues who have not yet caught the eye of a guild or noble court may choose to work for a criminal organization. This might include working with other criminals to pull off heists or kill those who challenge a gang's power. Other Rogues may take to the seas on pirate vessels. Rogues who choose this path must be vigilant against the retribution of their victims and, just as often, their supposed comrades when they choose to cut ties. See the list below for examples of the larger gangs on Vrashyn.  

Common Thief

The lowliest Rogues are relegated to a solitary life on the streets. They may specialize in con-artistry, rig dice games, or cut the purses of the occasional wealthy passerby, but rogues in this position usually view this vocation as temporary. Whether they are likely to find more lucrative work varies from Rogue to Rogue. Latching on to an adventuring party can provide experience, protection on the road, and connections to potential clients, making this a common path for the novice and downtrodden. However, not all thieves aspire to greatness; some honestly enjoy the dishonest life.  

Thieves' Cant

In Vrashyn, Thieves' Cant is not a language, but a shared set of understandings that allows those in the know to communicate their intentions through clothing, gestures, and games of chance. This version of the code comes from Dael Kingsmill's Guide to Thieves' Cant.  

Criminal Organizations

Due to their clandestine nature, little is known for certain about these organizations. What is commonly known is relayed below, though members of these organizations know more.  

The Rucksack Rascals

A gang of smugglers that operate in the Dohirin Coast. The high tariffs imposed by the cities have given the gang consistent business in recent years. Some accuse the Dwarvish Communes of aiding the smugglers, but no proof has yet been found.  

The Catspaws

The other major crime syndicate in the Dohirin Coast, this all-woman gang focuses on stealing jewelry and other luxuries, though they have been tentatively linked to several high-profile assassinations. The leaders of the coastal cities all suspect each other of secretly controlling the gang.  

The Taskan Trackers

Operating out of Taskan, the Trackers are a mostly human gang involved in crime of all sorts across the Ice Counties. Their most lucrative activity is poaching Ereki hunting grounds, a scheme which threatens to stir up conflict with the various tribes.  

The Locksmiths

These mostly Dwarvish lock makers have been known to do high-profile break-ins in Rhovra, utilizing their knowledge of locks to break through even magically-protected chests and vaults. They don't work for pay, instead choosing who they help based on the justness of the cause, though they seem to favor jobs that target the nearby Satyrs and Elves most.  

The Gang

Only united by their shared methods, the residents of The Outlands have given this name to various unaffiliated bandits who extort protection money from free peasant farmers. Though not particularly cruel as far as criminals go, they are known to swiftly punish those who resist their scheme.  

Mercenary Companies

Various mercenary companies in the Satyr Kingdoms, Dwarvish Communes, and The Outlands include Rogues for covert operations. Having Rogues around to help line their pockets and eliminate disobedient soldiers is an added benefit.

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