The Thieves' Guild
A nation without borders. A people with no allegiance. The Thieves' Guild has a presence in every major settlement throughout the world.
To be a member of The Thieves' Guild is to find refuge anywhere you go, but never stay for long.
The Thieves' Guild is often used by those in power. However, they deny any contact with the guild and will make showings to "punish" those with associations to it just to save face.
There is a 10% cut on all jobs given by the guild called a "finders fee".
To be a member of The Thieves' Guild is to find refuge anywhere you go, but never stay for long.
The Thieves' Guild is often used by those in power. However, they deny any contact with the guild and will make showings to "punish" those with associations to it just to save face.
There is a 10% cut on all jobs given by the guild called a "finders fee".
Structure
There is the leader, who travels between all of the branches.
Then the inner circle, who runs each corresponding branch.
Then the outer circle, the ones who work directly for the branch leaders.
Then the members of various roles.
Then those who are associated with the guild, but are not members themselves.
There are 5 branches located in: The Kingdom of Borough, The Thator Empire, The Kingdom of Xatis, The Kingdom of Courvalia, and Arokar. However, even in nations that do not have a branch, there are often safehouses.
Then the inner circle, who runs each corresponding branch.
Then the outer circle, the ones who work directly for the branch leaders.
Then the members of various roles.
Then those who are associated with the guild, but are not members themselves.
There are 5 branches located in: The Kingdom of Borough, The Thator Empire, The Kingdom of Xatis, The Kingdom of Courvalia, and Arokar. However, even in nations that do not have a branch, there are often safehouses.
Culture
Your status is based on what you can do and how much money you bring in.