Guilds of the Underworld

There are other, more notorious guilds throughout Ardadain, all illegal- the most prominent of which is the Thieves Guild. The Thieves Guild is highly secretive, and is usually considered little more than a myth- yet it is as old as the other guilds; the thieves regulate crime, so as to reduce the attention of the city watch. In any area where the Thieves Guild dominate, a good thief is offered membership; should he decline, he'll likely be beaten and run out of town. Thieves who join are given permits by the guildmaster to steal, mug, burgle or whatever- 50% of their earnings are given to the guild. Thieves caught stealing without a permit will find themselves stabbed in a dark alley, or occasionally tipped-off to the local authorities.
The Thieves Guild, by its nature, leads to a lot rich members. Members have free board, as well as access to many illegal products and a vast network of eyes and ears. Fortunately, they are forced to keep their numbers small, to maintain their secrecy- so only a few guildhalls exist. The main hall is within Angost- but they have footholds in many of the largest cities too.
In addition to the Thieves Guild, there are many smaller and illegal guilds. The Assassins Guild operates only from Westhead- slaying for money. Guilds of Necromancers and other evil spell-users are rumoured to exist in the wilds, and the Guild of Smugglers operates along the western coast (though they are so small innumber that they barely constitute a gang)!
Category:Guilds
Category:Groups
Category:Thieves
Category:Assassins
Category:Ardadain