Emerald Hand
Structure
General
The Emerald Hand is a global collection of crime families, thieves guilds, and other unlawful individuals. It is headed by the four original crime families (or the Originals as they are often referred to). While their names are not known by anyone other than a small collection of trusted people we do know their symbols. An Elvish hand grabbing a coin pouch, a white diamond, a blue triangle with an eye in the center, and an emerald green streak (normally placed over the door of the victim's property). The Emerald Hand is run as a confederation. The Originals will set out general rules for all thieves and guilds to follow. The foundational rules are those sounding territory or someone's turf. There are no limits to what forms of legal and illegal business may be practiced so long as the original four get a small tax of them. This tax is in exchange for the resources and connections of the Emerald Hands, and so the Emerald Hands do not come for you.Turf
Any member of the Emerald Hand can petition the Originals or their representative to buy a section of buildings, a city, or even a province of a nation. By doing this that thieves, or in most cases guild, are the only ones allowed to operate there freely. Anyone else wishing to steal, kill, or smuggle in that area needs their permission. Turfs are proposed by those who wish to buy them. In order to do so, the potential owner needs to prepare a 'claim' or document with the following information: the number of people in the general area, approximated wealth, and other statistical information that the Originals will confirm. Once confirmed a price is set for the land. If the potential owner does not want to buy it the turf will then be free for anyone within the Emerald Hand to buy. Upon the death or retirement of the owner, the turf will then be actioned off to the highest bidder. Once someone has bought a turf they become, or a member of their guild becomes, a representative of their Originals. This allows them to function with a great amount of autonomy in their land, though they will be given a contact within the family that they report to for any major dealings.Once a Turf has been assigned any criminal activity in that area must give an offering to the owner of said Turf. The proper way of doing with would be for the leader of the group of criminals to bring 10% of their earnings to the Turf owner at their headquarters. This is more commonly done by sending the 10% through a courier.
Consequences
There are two kinds of consequences. The first is for those who are not members of the Emerald Hand. These are shop keeps who don't pay their safety fees, thieves who refuse to join but still operate in the Hand's jurisdiction, or for members of the rival assassins guild the Furies. These consequences can be breaking up the shop, turning the thief into the law, or cutting the thief's handoff. In the case of the Furies, it is always death or a bounty being placed on their head. The second kind of consequence is for the members of the Emerald Hand. This can be a refusal to repay a debt owed to a member, operation in someone else turf, or failure to pay your taxes to the Originals. Simple infractions will lead to fines or indentured services (generally for a job or two), however, for more extreme cases being sold into slavery or even impressment by the Originals can occur. Regardless of if the person is a member of the Emerald Hand or not a representative of the Originals is the only authority able to deal out punishments. Once the representative makes their decision the only appeal that can be made is to the Originals themselves, though this has only ever happened once.Culture
The general idea is do whatever makes you rich and happy, but also does not interfere with another's business. The whole idea of the Emerald Hand is built on mutual assistance and benefit. I help you now you help me later, or we both do something to make us both money. If you do not help out your fellow members you can expect they wont lift a finger to help you. However, if you are always there for them you can expect they will break you out of jail if needed.
Public Agenda
Publicly the Emerald Hand does not exist. They are ghosts, myth, and rumor. However, to those with power they are an insurmountable organization. The goal of the Emerald Hand is to control the worlds economy regardless of legality. Any trade, deal, or purchase goes through them and only them. They own banks, have blackmail on masters of coin, and are willing to spy for the king (or kidnap them) in exchange for charters.
History
Most heists and even some spying operations in history were conducted by the Emerald Hand. The largest theft in Federal Republic history remains the the theft of the Crown Jewels from the Glimmering Palace. In Glimmering Light 1235 ce the Emerald Hand infatuated the Federal Senate chambers and stole the Glimmer Dynasty Crown Jewels from their case and replaced them with a small hand made of emerald. Due to wards and enchantments it took the better part of a year to get the small figure out of the case. It is still unknown how the organization did this or where the jewels are. The Crown Jewels were not magical simply ceremonial in nature, though worth millions of gold.
Current Date -
The Yet Unnamed Year of 1494 ce
Order and Honor Among Thieves
Founding Date
29th of Kings Fall in the Year 13 ce
Type
Guild, Thieves
Alternative Names
The Hand, the Thieves Guild
Demonym
Handsmen, Thieves
Leader Title
I love how this idea allows for what is essentially a worldwide kingdom of criminals. All crime connected under the four but all crime families work independently. what happens if a crime family does operate on another's turf?
Adazuri: A shonen-inspired magitech fantasy world home-brewed for 5e.
Thank you! I went and wrote up an answer to your question (the Consequence section). Let me know what you think!