Difference between revisions of "Category:Thieves' Guilds"
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+ | [[File:Arms-thievesguild.png|right]] | ||
+ | =Details= | ||
+ | *Ruler: The Boss<br> | ||
+ | *Seat: Usually, local hideout | ||
+ | |||
=Tropes= | =Tropes= | ||
− | [http://tvtropes.org/pmwiki/pmwiki.php/Main/ThievesGuild Thieves’ Guild], [http://tvtropes.org/pmwiki/pmwiki.php/Main/GenericEthnicCrimeGang Generic Ethnic Crime Gang] | + | [http://tvtropes.org/pmwiki/pmwiki.php/Main/ThievesGuild Thieves’ Guild], [http://tvtropes.org/pmwiki/pmwiki.php/Main/GenericEthnicCrimeGang Generic Ethnic Crime Gang], [http://tvtropes.org/pmwiki/pmwiki.php/Main/OrganizedCrimeTropes Organized Crime Tropes] |
− | = | + | =General= |
Nobody can just be a criminal in this town. If you want to rob, extort, embezzle, pilfer, plunder or otherwise take what isn't yours, you need to be a member in good standing of the thieves' guild. Common to fantasy stories, the guild provides protection to its members (and eliminates their competition) in exchange for a cut of their ill-gotten gains. Sometimes, the guild will extend to assassins and other criminals; others handle only larceny. Similar to [https://tvtropes.org/pmwiki/pmwiki.php/Main/TheMafia The Mafia], but there is no competing group of outlaws, nor solo operators. If you so much as cut a purse and you're not paying dues to the guild, someone cuts your throat. | Nobody can just be a criminal in this town. If you want to rob, extort, embezzle, pilfer, plunder or otherwise take what isn't yours, you need to be a member in good standing of the thieves' guild. Common to fantasy stories, the guild provides protection to its members (and eliminates their competition) in exchange for a cut of their ill-gotten gains. Sometimes, the guild will extend to assassins and other criminals; others handle only larceny. Similar to [https://tvtropes.org/pmwiki/pmwiki.php/Main/TheMafia The Mafia], but there is no competing group of outlaws, nor solo operators. If you so much as cut a purse and you're not paying dues to the guild, someone cuts your throat. | ||
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Often, the legitimate powers that be will turn a blind eye to the guild's dealings, as long as the members lay off certain targets (e.g. nobles). Sometimes, the thieves' guild is more powerful than the recognized authority. There could easily be a civil war if the balance of power shifts or the authorities want something, however. If more than one guild begins to operate in town, the fantasy equivalent of a [https://tvtropes.org/pmwiki/pmwiki.php/Main/MobWar Mob War] can easily break out. | Often, the legitimate powers that be will turn a blind eye to the guild's dealings, as long as the members lay off certain targets (e.g. nobles). Sometimes, the thieves' guild is more powerful than the recognized authority. There could easily be a civil war if the balance of power shifts or the authorities want something, however. If more than one guild begins to operate in town, the fantasy equivalent of a [https://tvtropes.org/pmwiki/pmwiki.php/Main/MobWar Mob War] can easily break out. | ||
− | The working language of such a guild is typically a [https://tvtropes.org/pmwiki/pmwiki.php/Main/ThievesCant Thieves' Cant] | + | = Perception = |
+ | |||
+ | = Origin and History = | ||
+ | |||
+ | = Ranks = | ||
+ | *Organized Crime Rank 5: Boss | ||
+ | *Organized Crime Rank 4: Underboss | ||
+ | *Organized Crime Rank 3: Councilor | ||
+ | *Organized Crime Rank 2: Enforcer | ||
+ | *Organized Crime Rank 1-2: Street Boss | ||
+ | *Organized Crime Rank 0: Soldier | ||
+ | |||
+ | =Practices= | ||
+ | *Typical Areas of Operation: | ||
+ | **Smuggling (tax/duty-evasion) | ||
+ | **Protection (from thieving) rackets | ||
+ | **Sharpers/con-men | ||
+ | **Cutpurse/urchins | ||
+ | **Loan-sharking | ||
+ | **B&E/Housebreaking—typical "heist" stuff | ||
+ | **Spying/Info-Brokerage | ||
+ | **Slavery | ||
+ | **Kidnapping for ransom | ||
+ | *Generally opposed to the [[:Category:Heroes' Guild of Imperia|Heroes’ Guild]], who tend to disrupt operations | ||
+ | *The working language of such a guild is typically a [https://tvtropes.org/pmwiki/pmwiki.php/Main/ThievesCant Thieves' Cant] | ||
+ | *Many guilds are known to return stolen goods for a price | ||
+ | |||
+ | = Notable Guilds = | ||
+ | *[[:Category:Thieves'_Guild_of_the_Capital|Thieves' Guild of the Capital]]: One of the oldest and most successful | ||
+ | *[[:Category:Halfling Mafia|Halfling Mafia]] (Gambee crime-family) - one of the few such guilds with chapters in more than one city, extending from the "Old Country" in [[:Category:Halfshire|Halfshire]] | ||
+ | |||
+ | = Rumor Has It… = | ||
+ | |||
+ | = Behind the Scenes = | ||
− | [[Category:Legends_of_Generica]][[Category:Organizations of Clichéa]][[Category: | + | [[Category:Legends_of_Generica]][[Category:Organizations of Clichéa]][[Category:Guilds]] |
Latest revision as of 01:49, 1 May 2021
Contents
Details
- Ruler: The Boss
- Seat: Usually, local hideout
Tropes
Thieves’ Guild, Generic Ethnic Crime Gang, Organized Crime Tropes
General
Nobody can just be a criminal in this town. If you want to rob, extort, embezzle, pilfer, plunder or otherwise take what isn't yours, you need to be a member in good standing of the thieves' guild. Common to fantasy stories, the guild provides protection to its members (and eliminates their competition) in exchange for a cut of their ill-gotten gains. Sometimes, the guild will extend to assassins and other criminals; others handle only larceny. Similar to The Mafia, but there is no competing group of outlaws, nor solo operators. If you so much as cut a purse and you're not paying dues to the guild, someone cuts your throat.
Usually there is a boss of the thieves, a King of Thieves, who gets a cut of the proceeds from any heist. Most guilds have layers of organization; depending on how many, the people doing the actual thieving may get a minority of what they actually steal (there is more than one way to take someone's money). Often, thieving is treated as a craft, and would-be members must go through an apprenticeship before becoming true guild members.
Often, the legitimate powers that be will turn a blind eye to the guild's dealings, as long as the members lay off certain targets (e.g. nobles). Sometimes, the thieves' guild is more powerful than the recognized authority. There could easily be a civil war if the balance of power shifts or the authorities want something, however. If more than one guild begins to operate in town, the fantasy equivalent of a Mob War can easily break out.
Perception
Origin and History
Ranks
- Organized Crime Rank 5: Boss
- Organized Crime Rank 4: Underboss
- Organized Crime Rank 3: Councilor
- Organized Crime Rank 2: Enforcer
- Organized Crime Rank 1-2: Street Boss
- Organized Crime Rank 0: Soldier
Practices
- Typical Areas of Operation:
- Smuggling (tax/duty-evasion)
- Protection (from thieving) rackets
- Sharpers/con-men
- Cutpurse/urchins
- Loan-sharking
- B&E/Housebreaking—typical "heist" stuff
- Spying/Info-Brokerage
- Slavery
- Kidnapping for ransom
- Generally opposed to the Heroes’ Guild, who tend to disrupt operations
- The working language of such a guild is typically a Thieves' Cant
- Many guilds are known to return stolen goods for a price
Notable Guilds
- Thieves' Guild of the Capital: One of the oldest and most successful
- Halfling Mafia (Gambee crime-family) - one of the few such guilds with chapters in more than one city, extending from the "Old Country" in Halfshire
Rumor Has It…
Behind the Scenes
Subcategories
This category has the following 2 subcategories, out of 2 total.
Pages in category "Thieves' Guilds"
The following 14 pages are in this category, out of 14 total.