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THE
THIEVES' GUILD:
The
Thieves' Guild is just that...the organization of all petty
and not-so-petty crime in Telgard, with the exception of assassination--the
province of the Assassins' Guild. The Thieves and the Assassins
have an agreement; neither invade each other's turf.
Like
the Rangers, the Thieves are led regionally. They meet occasionally
in highly-protected abandoned buildings, the meeting generally
being known as the Thieves' Council and which settles disputes
between regions, trades the occasional member, and brainstorms
for new ways to make money.
No
one knows the names of the regional leaders; they all go by
aliases. Skaven, in Korresh, has the strongest hold over his
people than any other regional leader. He is a force to be
reckoned with. The Raven in Lirynn rules over a positively
pitiful region; the communistic history of the elves has led
to the near non-existance of thieves in Lirynn. Mirg has the
highest population of thieves besides Korresh, and they are
ruled by the Adder. Garr is ruled by a delfae known as the
Bat; it is said the Bat knows more information than anyone
else. Tahnn is ruled by the Scorpion, so called for her sting
is death even if one does not feel it.
The
Guild rules over theft, larceny, prostitution (where it is
illegal), spying, forgery, trade in illicit goods, and fraud.
Most of the other crimes, such as begging in some areas, are
considered minor though the Guild will have ties to those
crimes as well. Not all of these crimes are the responsibility
of the Guild; crime is inherent in every race and as likely
to happen without the Guild's help as with it. However, the
Guild controls all those who make a career of crime; while
they will ignore the one-timer, the person who steals on a
regular basis will be noticed by the Guild and will be taken
to task--harshly. He will then be forced to join, or to desist.
Most see the profit in joining.
Tested
Skills:
The
Thieves test in sleight-of-hand, stealth, pick locks, disguise,
performance, scholar, knives, darts, martial arts, brawling,
tracking, and herbalism. They are not a magical guild and
do not test in magic, but they, too, know the secret of focuses
to protect from Surges.
Entrance
into the Guild:
Entrance
into the Guild requires being noticed by the Guild. Being
noticed usually means being 'asked' to join. It's that simple.
Advancement
within the Guild:
An
apprentice is given jobs and told who to target; he has no
discretion. Most apprentices resent this intrusion when they
previously had the freedom to choose whoever they wanted,
but the Guild makes it most clear that a lack of discretion
endangers the Guild. They make it so clear that the apprentice
usually agrees hurriedly to avoid an explanation of the consequences
of endangering the Guild. The PC recieves a percentage of
gold dependant on how much he makes for the Guild.
An
apprentice who has proven his ability to follow the rules
begins to be told information about possible heists or weaknesses
that might avail the Guild. His Guild Trial consists of giving
his opinion on the risks and values of each possible heist.
He will get three chances; of the three, he must make an average
profit. That is, if two of them bust and threaten to risk
the Guild, the third heist must be enough of a success to
balance the other two and still make profit on top of that.
The Guild is aware that crime involves the potential for failure;
what is important is that there is more profit than failure.
A candidate who succeeds begins to be able to choose his own
marks and targets and gains a leadership position above others.
He may also be given 'special' tasks, requests that have been
made of the Guild and which the Guild want handled specially
by him.
A
character who demonstrates incredible skill for crime and
profit, the Guild will involve him in more worldly and widespread
operations and again test him. This time, the test involves
only one possibility; the widespread operations are too important
to be risked so easily. The test functions just like the last
one, and must involve an increase in profit to the Guild.
Failure, and he returns to his previous role; success, and
he gains access to the operation in question and begins to
help lead it, possibly taking it over completely.
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