Guild Rules, punishments and information
Will be building on this page as the campaign progresses. Your entry fee into the guild will be due after your one month initiation period and after you have completed a specific task on behalf of the guild.
The Guild, as defined in common terms for you, is a collection of assassins, thieves, and other criminals who must pay an operating fee to the organization in order to gain permission to ply your craft. Failure to pay the guild (and getting caught) results in punishment “up to and including death.”
Guild benefits will be discussed below.
- You must pay to become a member of a guild and to remain a member of the guild.
- The guild has a hierarchy of bosses that must be obeyed.
- You may never steal from a guild member.
- You may never steal from merchants or nobles who have paid a guild exemption fee.
- Do not involve the guild in problems you create on your own time.
- Do not withhold vital information or items from the guild.
- Guild Dues is to be paid promptly to your local guild official before the 5th of each month. – The amount owed will be doubled after the fifth and will double again by the end of the month.
- Do not commit murder or break any of the city’s major laws while doing a job for the guild (rape, arson, treason, raising or commanding undead).
- Should you be caught breaking any law all fines and jail sentences are to be taken care of personally. – If caught, keep your mouth shut and serve your time, betraying the guild is punishable by death.
- Payment comes in the form of the guild claiming a percentage of your clutch’s monthly intake. This percentage will decrease as you gain in rank and take on greater responsibilities. The payment is as follows (ranks are detailed below):
- Rank 1: 40%
- Rank 2: 30%
- Rank 3: 20%
- Rank 4: 10%
- Freedom to operate within Shelzar without facing guild reprisals.
- Specialized Training.
- Access to Guild fences.
- Access to specialized merchandise.
- Partial monthly dues from members you recruit.
- Access to Guild safe houses and undercity travel routes.
- Boss – Rules and directs the guild.
- Captains – a group of advisers who meet regularly with the boss and help direct the guild. Captains generally have little to do with the typical street-level guildsman.
- Lieutenants (Rank 4) – Report guild activities to captains and oversee the running of the guild on a more hands-on basis. In this guild each lieutenant oversees a specific district and a specific “clutch” of specialized rogues. It is likely that you will come to know both your district and clutch lieutenants, they might be the same person.
- Journeyman (Rank 3) – Veteran thieves who have served the guild for an extended period of time; while they have not yet been promoted to a position of true authority, they are generally given more responsibilities and have more options for plying their trade. Journeymen are generally trusted to recruit new members for the guild and receive a percentage of the recruit’s monthly dues.
- Enforcer (Rank 2) – Thugs and gangsters who serve as muscle for the guild. Enforcers are used to guard guild safe houses or guild officers, or for carrying out guild-sanctioned violence.
- Apprentice (Rank 1) – Recruits, generally take care of grunt work, petty larceny and learn as they go. Apprentices generally work in gangs or teams with other apprentices. They answer to lieutenants, though fresh recruits will probably have a journeyman watching over them and possibly throwing assignments their way.