Thieves' Guilds in Freehaven
Shadows and secrecy
There are no less than five distinct thieves' guilds
operating in Freehaven. There are also several other
"secret" organizations with Rogue members, several of
whom are, in fact, members of one of the primary
organizations, as well.
Although there is no central organization, most of these
groups recognize the value of the others, and strive to
keep things peaceful by not stepping on each others' toes.
Indeed, there is a high level of cooperation between some
of the guilds. In other cases, however, certain guilds are
on the brink of all-out war. Those who are "in the know" fear
the coming confrontations.
Furthermore, about 50 thieves, of all levels, function
entirely as independent operators, and as long as they
don't "poach" on an established group's turf, they are
left alone.
These organiztions are detailed below:
Macavey's Band The League of Shadows
The Benevolent Order The Adventurer's Guild
The Underground Stared's House
The Coterie The Assembly
The Word The Popular Defense Front
Macavey's Band
Led by Drex Macavey, a Human LE Enchanter/Thief of the
Charlatan kit. Macavey acts much like a Fagan-type
character, taking in orphans and showing them how to
survive on Freehold's rough-and-tumble streets. In
exchange, he gets 90% of the take. Fully 100 kids, from 6
to 14 years old, call him "the Boss". 80 are 1st-level,
one of the teenagers is 2nd level and the rest are 0-level
(give them 1/2 the usual number of skill and hit points,
rounding up).
This army of urchins, which lives in the crowded and dank
cellar below Macavey's knife-sharpening shop in the Bazaar,
is the dominant source of cutpurses in the Market, Bazaar
and Red-Light Districts. Macavey keeps them in line with a
few low-level Enchantment/Charm spells.
Although he exploits them mercilessly, those children
well-suited to the life of a rogue often come out well in
the end, for he has contacts with most of the other guilds,
who respect his judgment of a budding thief.
Macavey supplements his income by swapping fake gems onto
the decorated hilts of weapons that travelers and other
outsiders bring in for sharpening.
The Benevolent Order
This ruthless mob is anything but "Benevolent". Mainly
supported by a powerful protection racket operating in the
Red-light and Harbor Districts, the Order also provides
safe havens for individuals on the run from the law (for a
fee, of course). If a gaming hall isn't owned outright by
one of the members, then it usually winds up paying
exorbitant "insurance fees".
While the "Order" does not raid businesses that pay the
fees, other guilds, and independents, are under no such
onus.
Although the majority of this guild serve as muscle, a
number of specialists are employed, including charlatans,
box-men and smugglers. Of the roughly 150 thief members,
over 50 could be accurately described as thugs. A number
of fighters are also employed, along with a single
3rd-level Invoker, who is brought in for jobs requiring a
lot of flash.
Independent activities by members are frowned upon, but
small-scale ventures are tolerated. Larger operations
require both approval of the order's kingpin and a cut of
the action.
The Underground
This is a loose confederation of about 30 mid- to
high-level smugglers and fences. In addition to making the
task of transporting and disposing loot, contraband and
fugitives simpler, the Underground also serves as a
reference service, helping to ensure that nobody gets
pinched by undercover investigators.
News and assignments are traded at numerous bars in the
Harbor, Red-Light and Merchant Districts.
The Coterie
This group is a kind of "gentleman's club", operating
out of the High Quarter. About 25 "gentleman thieves"
gather at monthly meetings, seeking to one-up each other by
presenting their latest trophies.
Each must present at least one trophy each year, and new
members are accepted only by nomination. Most are
extremely high-level, and have adequate resources to ensure
that they never have to resort to ``sustenance'' thievery.
The group values rare or unique items over mere monetary
scores, and many of the members have cultivated a
"signature", by which they mark their scores. Typically,
the thief becomes known to the authorities by this name.
For instance, Allisander Moonsong is known by the single
black rose he leaves at every site. Word that the Black
Rose has been in the house is enough to send wealthy
homeowners into a panic.
The Word
The Word is a highly secretive, tightly-knit spy network
and information brokerage. Dealing only in names and
facts, agents have been known to break into a house, map
out all the traps and locks, study the precise location of
the booty, and then leave it there, only to sell the
information for a fraction of the price the loot itself
would have obtained.
However, since they do only deal in information, the law
does not bother very much with tracking them down. Indeed,
many of the militias have contacts with the Word, which
will occasionally turn over particularly dangerous
criminals. The City Council is even considering a
resolution to pay the Word for information on the Cult of
the Predatory Wolf.
Whenever an agent is caught, he is usually supplied with
information that he can use to barter or blackmail his way
out of captivity.
The Word has both deep agents and mission specialists,
totalling about 100 in number, scattered about the city.
It is rumoured that, in addition to the Rouges, there are
a handful of Diviners in the organization.
In addition to providing information about potential
targets to the other guilds, the Word also serves as a
spy-for-hire service for the many diplomatic posts in the
North Quarter. No group is willing to antagonize this
organization too much, as far too many need its unique
services.
The League of Shadows
This assassins' guild is one of many multi-class
organizations which contains a large number of thieves.
The Guildhouse is located somewhere in the North Quarter,
but all of the League's "clients" are dealt with at
various locations in the Market District. The League is
the only group of organized assassins-for-hire. Prices are
steep, but almost never more than the client can afford.
The League is one of the few organizations in Freehaven
with a monopolistic bent--freelance assassins are dealt
with extremely harshly, and other groups which take on such
chores are asking for war. The Benevolent Order has a
simmering feud with the League over this. Currently, while
the Order is permitted to handle killings of recalcitrant
customers, they have agreed to direct all inquiries for
assassination to the League.
The League is run by a 10th-Level Priest of Seli, and
counts some 75 thieves among its numbers. At least
two-thirds of these are assassins, with the rest
specialists and spies.
The Adventurer's Guild
This organization is open to all classes, and about 95
thieves maintain a membership. While all are required to
sign an oath not to violate the laws of Freehold, this is
enforced primarily by the honor system, and the attitude,
"You're only guilty if you're caught," is common.
Thieves derive many benefits from guild membership,
including contacts, references, special equipment and
inexpensive room and board, subject to availability.
Stared's House
This is a group of individuals who believe that the
revolution of Stared is not yet complete. About 15 thieves
are among the members of this odd, conspiracy-crazed group.
They believe that there are many questions as yet unanswered
about the "true" history of Freehaven. They see plots in
every coincidence, and desperately try to prove their
latest theories about who is "behind it all".
The group is considered eccentric, but not dangerous, by
the few outsiders who know of its existence. However,
several of the members are beginning to argue that only by
inducing conspiracies of their own can they force the
"secret powers" to show their hands.
The Assembly
The Assembly is a relatively new group of thieves, formed
to challenge the Benevolent Order's stranglehold on most of
the "traditional" thief activities. Rather than the more
common single ruler, this group of 40 thieves is ruled by
an elected "council" of three, who make decisions by
majority vote.
As of yet the Order has failed in its attempts to
infiltrate or destroy this group. Likewise, they have been
unable to stop the defection of younger members. Outright
violence is likely, soon.
The Popular Defense Front
The PDF is another secret organization, this one composed
entirely of vigilantes. Realizing that the city's divided
law-enforcement has rendered it impossible for the
authorities to protect the common folk from the predations
of criminals, the PDF has dedicated itself to wiping out
the scourge using their own methods against them. About 40
Rogues, mostly investigators and bounty hunters, are
members of this group.
Several attempts to infiltrate their ranks have been
made, always resulting in the deaths of the infiltrators.
The PDF is rumored to have links with the Temple of
Genveer, the Dwarven God of Justice and Vengeance.
Relationships between the guilds are defined below:
How: PDF Assem LoS StHs Under Word Cot. B.O. M.B. Adven
Sees:
Advent. T T D U U U U T T X
MacBand W D U N U U D U X D
BenOrd W C D D U U D X U T
Coterie D T D T T T X D N T
Word T U U C U X D T U U
Under W T U T X U T U U U
StarHous N N C X D C N N N U
League W T X C U U D D T D
Assem W X T D U U D C T T
PDF X C W D C D D W D T
KEY: U--Group is useful, either as a client or a resource
T--Group is tolerated, and may be worked with, but
there is no basis for long-term partnerships
D--Group is distrusted or held in disdain. While there
are no overt hostilities, members could be targeted
for harassment if the opportunity arises, and
members will not voluntarily work together.
N--There is no real contact with the group, and the
group's existence may not even be known.
C--Active conflict with the group. While this may
include physical violence, it is more like to
center on intimidation, infiltration and
embarrassment.
W--All-out war. Members of the group are actively
hunted down, with the intent of capturing or
killing them.