Thieves belong to Thieves' Guilds. They have little choice –
the guilds are much better at finding thieves than the watch and insist that
all active criminals take advantage of the benefits of membership.
If a city has more than one guild, both normally insist that
every thief joins them, and not the other. This leads to gang warfare, so in a
few cities, two guilds ignore each others' existence. Thieves in the city must
belong to both but pretend not to know about the other guild. The masters of
one guild are low-ranking members of the other and are generally left alone.
Thieves have to pay two sets of dues and maybe given tasks by both guilds at
once, making it difficult for them to avoid offending someone.
In a few cases, the guild has become rich through respectable
businesses and has a great deal of influence with the legitimate government of
the town. Indeed, a handful of towns are actually run by the thieves' guild, in
which case the watch is only concerned with unlicensed criminality. Normally,
such towns collapse into anarchy, as the guild allows too much crime, but in a
few cases, the leadership imposes stability and a reasonable level of
lawbreaking. This often leads to a splinter guild forming, to protect the
rights of dishonest thieving folk.
Traveling thieves have to come to an arrangement with every
guild they meet. Sometimes this is easy if the guild requires nothing but a
percentage. Others, the majority, imposes significant ordeals on potential
members and taking one of those trials every couple of weeks is bad for the
health. Traveling thieves thus often try to avoid the notice of guilds as well
as the watch.
No comments:
Post a Comment