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City of Greerson
The Seekers of Legend
A group of secondary characters?
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<blockquote data-quote="BSF" data-source="post: 2200835" data-attributes="member: 13098"><p>Not that any of your PCs have the frame of reference to really know at this time...</p><p></p><p>Stormhaven averages about 13 thieves guilds at any given time. Less or more depending on a variety of circumstances. At one point in the not-so-distant past, there was a large guild that encompassed most of the city. That guild was shattered when the Stormhaven government came crashing down on it. Theft is illegal. Organized crime gets stomped on whenever the authorities can do so. As a result, thieves guilds come and go and rarely get very large. </p><p></p><p>In other cities, it really depends. But in almost all cases it is very difficult to leave a guild once you have joined. There is too much at stake for the rest of the guild to let you walk away. Sometimes it is enough to simply leave the city and never return. Other times you are viewed as a traitor and a price is put on your head. Still, in a city with a licensed guild, you are afforded a certain degree of protection. Unless you are caught in the act, you get away with licensed thievery. You paid your cut to the guild and the guild paid their cut to the city, so a victim has few legal options to pursue. </p><p></p><p>Of course, not all thieves like the idea of paying a portion of their profits to people that didn't do any of the work. These are rogue thieves and when they operate in a city with a licensed guild, the authorities and the guild have incentive to hunt you down. </p><p></p><p>In some regards, leaving a guild in Stormhaven is easier. In all likelihood, you just weren't there when it was broken. But if your identity were known it could be challenging to return to the city. The authorities might come down on you or any other survivors might think you sold them out. It might be esier to be a rogue in Stormhaven, but that holds it's own challenges as well. Namely you have to do all the work yourself. There are no safehouses unless you create them. There are no fences unless you create the relationship yourself. Those types of things.</p></blockquote><p></p>
[QUOTE="BSF, post: 2200835, member: 13098"] Not that any of your PCs have the frame of reference to really know at this time... Stormhaven averages about 13 thieves guilds at any given time. Less or more depending on a variety of circumstances. At one point in the not-so-distant past, there was a large guild that encompassed most of the city. That guild was shattered when the Stormhaven government came crashing down on it. Theft is illegal. Organized crime gets stomped on whenever the authorities can do so. As a result, thieves guilds come and go and rarely get very large. In other cities, it really depends. But in almost all cases it is very difficult to leave a guild once you have joined. There is too much at stake for the rest of the guild to let you walk away. Sometimes it is enough to simply leave the city and never return. Other times you are viewed as a traitor and a price is put on your head. Still, in a city with a licensed guild, you are afforded a certain degree of protection. Unless you are caught in the act, you get away with licensed thievery. You paid your cut to the guild and the guild paid their cut to the city, so a victim has few legal options to pursue. Of course, not all thieves like the idea of paying a portion of their profits to people that didn't do any of the work. These are rogue thieves and when they operate in a city with a licensed guild, the authorities and the guild have incentive to hunt you down. In some regards, leaving a guild in Stormhaven is easier. In all likelihood, you just weren't there when it was broken. But if your identity were known it could be challenging to return to the city. The authorities might come down on you or any other survivors might think you sold them out. It might be esier to be a rogue in Stormhaven, but that holds it's own challenges as well. Namely you have to do all the work yourself. There are no safehouses unless you create them. There are no fences unless you create the relationship yourself. Those types of things. [/QUOTE]
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