Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Share Your World's/Campaign's Thieves Guilds and Assassins Guilds
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shiroiken" data-source="post: 8274365" data-attributes="member: 6775477"><p>In my Greyhawk there are a lot of Thieves' Guilds. Most large states have a single guild, with each town and city having a chapter, with the capital's chapter serving as the guild's headquarters. Some smaller states might have a single guild (such as the Ulek states) or they might be extensions of those larger guilds (e.g. the Shield Lands guild is an extension of Furyondy's). All thieves who operate pay yearly dues, plus a "tribute" of their ill gotten gain (usually 3%). Anyone caught operating outside of the guild, or not paying dues/tribute, are marked, either for death or just a severe beating (if they can pay a hefty fine, plus 100% of their ill gotten gains). Many bandit gangs choose to join a guild, accessing fences and smugglers to sell goods, as well as the occasional place to hide. Most guilds are friendly to each other, offering services to other guild'\s' members for a fee, but a few (such as Dyver's & Greyhawk) have longstanding blood feuds.</p><p></p><p>There is only one Assassin's Guild in the Flannaess, but not all assassins are part of it. Freelance assassins are cheaper, but the Guild is more thorough. The Guild doesn't have a traditional base of operations, but rather a network of informants across the land. Setting a contract is normally done either through a Thieves' Guild (who is paid a 3% fee) or through an information, if one can be located independently. Most assassins wander a region, checking in with informants for contracts, but a few stay in the largest cities, waiting for the contracts to come to them. Joining the Guild is dangerous, as the entrance test is lethal, but the availability of contracts is often considered worth the risk.</p><p></p><p>Payment is due upon setting the contract, as the Guild will normally continue to send assassins until the target is dead. It's based on the reputation and renown of the target, but an additional fee will be added if the target has undisclosed special defenses (spells, magic items, higher than 5th level, extensive political/criminal connections, etc) that will be assessed afterwards; indentured servitude of all family is required until payment is made in full. If the Guild cannot or chooses not to achieve success, it will return half of the amount charged if there were undisclosed defenses, the full amount if there were no special defenses, and double the amount if there were known special defenses they failed to breech. Obviously the Guild hates returning this fee, and so the informants are careful, often waiting until more information is gathered before accepting the contract. The Guild retains 10%, with the rest going to the successful assassin.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8274365, member: 6775477"] In my Greyhawk there are a lot of Thieves' Guilds. Most large states have a single guild, with each town and city having a chapter, with the capital's chapter serving as the guild's headquarters. Some smaller states might have a single guild (such as the Ulek states) or they might be extensions of those larger guilds (e.g. the Shield Lands guild is an extension of Furyondy's). All thieves who operate pay yearly dues, plus a "tribute" of their ill gotten gain (usually 3%). Anyone caught operating outside of the guild, or not paying dues/tribute, are marked, either for death or just a severe beating (if they can pay a hefty fine, plus 100% of their ill gotten gains). Many bandit gangs choose to join a guild, accessing fences and smugglers to sell goods, as well as the occasional place to hide. Most guilds are friendly to each other, offering services to other guild'\s' members for a fee, but a few (such as Dyver's & Greyhawk) have longstanding blood feuds. There is only one Assassin's Guild in the Flannaess, but not all assassins are part of it. Freelance assassins are cheaper, but the Guild is more thorough. The Guild doesn't have a traditional base of operations, but rather a network of informants across the land. Setting a contract is normally done either through a Thieves' Guild (who is paid a 3% fee) or through an information, if one can be located independently. Most assassins wander a region, checking in with informants for contracts, but a few stay in the largest cities, waiting for the contracts to come to them. Joining the Guild is dangerous, as the entrance test is lethal, but the availability of contracts is often considered worth the risk. Payment is due upon setting the contract, as the Guild will normally continue to send assassins until the target is dead. It's based on the reputation and renown of the target, but an additional fee will be added if the target has undisclosed special defenses (spells, magic items, higher than 5th level, extensive political/criminal connections, etc) that will be assessed afterwards; indentured servitude of all family is required until payment is made in full. If the Guild cannot or chooses not to achieve success, it will return half of the amount charged if there were undisclosed defenses, the full amount if there were no special defenses, and double the amount if there were known special defenses they failed to breech. Obviously the Guild hates returning this fee, and so the informants are careful, often waiting until more information is gathered before accepting the contract. The Guild retains 10%, with the rest going to the successful assassin. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Share Your World's/Campaign's Thieves Guilds and Assassins Guilds
Top