In a sword and sorcery setting like the Valley of the Old Ones, there are ample adventure and storyline opportunities for thieves. In fact, they are a vital part of any large adventuring party. But how do they fit into the setting? In the Westron Baronies, there are of course thieves and outlaws of all stripes - as many as you would expect in any typical medieval setting - and there are also laws and lawkeepers at all levels who would seek to thwart them.
Before discussing outlaws, however, a brief word about laws and justice is in order. Since the collapse of the Duchy at Narn, and even before, each Barony set its own laws and handed out its own justice. In all but the most wealthy, there is little in the way of a prison - except for important notable prisoners (Gorrem, Ungams, Na Kram, and Huygen are exceptions with large prisons for criminals of all social levels). Because of this, justice is usually quick. Either execution, or mutilation, and the criminal is let go. Thieves who have been at it for a long time, and who are not excellent at their trade, are often missing ears, hands, or have brands on their bodies. Thieves who risk bold crimes who aren't very good at it, end up dead in one of the many gibbets that dot the countryside outside the larger cities and castles. In many cases, determining who is guilty and who is not, is done by Ordeal. This can vary from the very crude Ordeals by Fire and Water (just as brutal and horrible as they were in our own Middle Ages), to Ordeals by Combat and by Magic. In some areas, these Ordeals are handled by members of the Church, and in others by civic Judges or Sheriffs.
Thieves, or particularly the adventuring type, are often wise to avoid crimes in the larger cities (although not all follow this advice). With the many adventuring sites, burial mounds, ancient ruins, and petty castles and towers scattered throughout the valley there are ample opportunities for thieves to get rich by removing the treasures of those who are either long dead, or who are living outside the law themselves. Not too many will give more than an instant of pause to the legality or morality of a thief plundering the dungeon burrows of an orc chieftain, or taking the golden treasures in the tower of a long dead necromancer.
All of this is not to say that crime does not exist in the cities, nor are there outlaws who operate in the populated reaches of the Baronies. Those criminals, however, are often a member of one or more thieves' guilds. The guilds that have overlapping geographical reach often have secret signs and passwords to identify one another (after all, they can't go about with easily recognized outward signs of their membership), and are often at war with each other. Being a member in a guild requires the thief to contribute some amount of his take (perhaps 10% per year) but provides a reasonable source for hiring "help" and also for learning the skills of the trade.
In almost any population center, there is some level of organized crime. In the larger areas this guilds fulfill this role, but in smaller areas this could be a band of rogues (thieves to be sure, but also affiliated sell-swords and outlaw magicians) that practices a systematic (or highly random!) campaign of banditry.
Thieves, as with all others who live on the fringe of society, are as likely to be from an "alien" culture as from the native population. In the hearlands of the Valley this includes members of the Storm King Tribes, the Sun King Tribes, and the many, many types of non-humans that dwell in the valley (including the somewhat friendly demi-humans such as Gnomes, Elves, Dwarves and Halflings). Both Faery and Goblyn changeling children (commonly called Half-Elves and Half-Orcs) are often thieves, even in civilized areas. Although the occupation seems to diminish any strong feelings of trust and honor amongst their fellow pursuers of the trade, there is a sort of kinship amongst thieves, as they are all together outside the law.
No comments:
Post a Comment