Kessid Thieves

= Independent Thieves’ Guild of Kessid =
General:
This is a guild of thieves that operate within the limits of the city of Kessid. Despite the fact that many years ago the Isles Families took control of the Irroquin
 network of thieves’ guilds, the Guild of Kessid has maintained its 
independence. The purpose of the Kessid guild is to guarantee that the 
city does not get over-saturated with thieves. Too many thieves, thieves
 that steal too much, or too many high-profile jobs would force the city
 government to come down on this Guild. Therefore, they moderate their 
activities, and manage an extensive web of bribes and pay-offs, assuring
 that the Guild and its members are profitable (actually, extremely 
profitable.)
Devices and Uniforms:
This Guild has all its members get a tattoo on the bottom of their right
 foot; a ‘skeleton’ key with three teeth up, and two teeth down. The 
tattoo is black, and about two inches in length.
Goal:
This Guild seeks to maintain a profitable niche within the city 
structure. It also protects its members from non-aligned thieves and the
 perceived threat from the Isles Families expanding organization.
Territory:
This Guild operates only within the city if Kessid. In fact, its members
 are in quite a bit of danger if they try their hand anywhere else in 
Irroquin, as the Isles Families Guilds that run the rest of the country 
are not pleased that Kessid, the jewel of Irroquin, is still not within 
their sphere of influence.
Genesis:
Sometime in the distant past, a group of thieves got together and drove 
another group of thieves out of the city. The Guild has evolved from 
there.
Past:
For the past three or four generations, a series of fathers and sons 
have run this Guild, and, the biggest goal has been to remain 
independent from the Isles Families. This has been often a series of 
negotiations, and, at times an all-out turf war.
Present:
In 502, Kessid has been part of a boom as the trading vessels servicing 
Karandia have been rerouted through Jannen’s Bay. Add to that the 
additional traffic of goods heading north to the war in Dakkor, and, you
 see a city that is virtually bursting its coffers at the seams. 
Obviously, this Guild has also seen quite a bit of this increase in 
coin.
(Details since 502 are unscripted.)
Alliances:
The Kessid Thieves Guild is aligned very closely with the Beggars Guild and the Lamplighters Guild, and, maintains a close working relationship with the City Watch (read: pay-offs.)
Enemies:
The Isles Families are frequently looking for a way to take over the 
Kessid Guild. Though not currently in a conflict with the Isles, most 
Thieves in this Guild will show disdain for the Isles Families 
organization.
Leadership:
The thieves are led by the Guild “Boss”. This is a position that is 
passed down from one man to his choice of successor. At times in the 
past this transition has seen some conflict, and bloodshed.
Divisions:
Within the membership there are, of course, specialists. Burglars, pick pockets, fences, etc. There are no true divisions.
Code & Prohibitions:
No big jobs can be pulled without first clearing it with the Boss. No 
one is allowed to pull jobs outside the city. Anyone who holds back on 
their take or fails to pay their points, and gets caught, gets tossed in
 the Bay with stones in his pockets.
Recruitment:
Current members must apply to the Boss for permission to take an 
apprentice. An apprenticeship usually lasts two or three years. 
Apprentices will not be given full status until a slot opens within the 
Guild; the number of members is kept constant.
Typical Member:
The typical member is a thief. They are the smart thieves though: 
patient, skilled, and precise. They are all fairly well-off, and usually
 live an apparent life of normalcy somewhere within the city.
Generally Known:
The populace is aware that the thieves have some sort of organization, and usually shrug it off as a necessary evil.
Adventuring thieves know that if you find the right person, and make 
yourself known to the Guild while you are in the city, they will set you
 up with a place to stay, and, even, sometimes authorize you to pull a 
job, as long as you are willing to pay a percentage.
In-Character Quote:
“Tonight I’m heading back onto that Galluran Galley; they want me to 
grab the manifest and the Captain’s ivory-bound journal. I have no idea 
why…”
Out-of-Game Contact:
Mike A
Red File:
Yes. Yes, three times Yes. Let me know if you need to hear more for a character or plotline.