Guildmembers and The Rest
The base percentage of thieves who will be members of the thieves' guild is
75%. The following modifiers are applied to this number:
+10% if social alignment is lawful
-20% is social alignment is chaotic
+10% if the attitude of law is persecutory
+10% if merchants are submissive or infiltrated
+10% (+5%) if guild rulership is strong (fairly strong)
-10% (-5%) if guild rulership is weak
(fairly weak)
What of the other thieves (assuming there are any)? What is the attitude of
the guild to the residual freelancers? Table 16 gives a die roll for determining
this attitude, which may also be taken to reflect the guild's attitude to
outsiders who stray onto its patch. Thus, a guild which is punitive to indigenous
non-guildmembers ("join up or we'll cut your hands off") will likely be hostile
to outsiders as well.
Table 16: GUILD ATTITUDES
TOWARDS GUILDLESS THIEVES
d20
Roll
Dominant attitude
1-5
Hostility and persecution
6-10
Hostility
11-15
Neutrality
16-18
Co-operation
19-20
Special relationship
Hostility means that the guildmembers will make it very clear to a
non-guildmember working in the guild's territory that he isn't welcome. They may rough up
the offender, send him threatening messages, play an unpleasant and only
half-joking practical joke on him, and the like. The message is, join up (or get out
of town), or else. If Persecution is added to this, the offender will be given
an even starker choice: Join up or die. Neutrality means that the guildmembers
may try to persuade non-guildmembers to join up, but they will tend to stress
the benefits to all concerned rather than using threats. A determined freelancer
will probably be left to go his own way by such thieves, but they will
certainly not assist him or have any fellow-feeling for him. The guild will not sell
equipment or offer training to the freelancer, except perhaps at exorbitant
prices. If a guild is neutral to foreign thieves, it may allow them to work on the
guild's patch providing that only small-scale operations are involved and a fee
is paid to the guild.
Cooperation suggests that freelancers may work with the guildmembers, maybe on
a special-case basis. The guild may take the attitude that if these people
won't join, it's better to keep them friendly. Equipment and training is charged
at a premium, though. Special Relationship suggests some unusually close link
between guildmembers and outsiders. The example of the Thieves' Guild of Mallain
gives an example of how this can be scripted by the DM.
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