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Criminal

Criminal

To be a criminal in Enderlin is to have learned the laws of the world not from priests or scholars, but from shadows, whispers, and narrow alleyways. From the bustling docks of the The most Serene Republic of Portavira to the twisting streets of the great cities of the League of the Emerald Coast, some children are taught early that survival demands cunning, discretion, and the occasional bending of rules. In cities, towns, and even the remote borderlands of Cormerault or Hrafngard, these lessons are harsh but practical: one’s wits can be sharper than a blade, and a quiet hand more valuable than a loud sword.

Criminals often move in networks, from thieves’ guilds in the old capital of Endor to informal bands in dwarven holds where smuggling or clandestine deals skirt the watchful eyes of the magistrates. Others operate alone, striking at opportunity and vanishing into crowds, forests, or forgotten passages beneath the streets of the Elvish City of Lóchlindor. In cosmopolitan centers like Portavira, the line between legal commerce and illicit schemes can blur, and those skilled in persuasion, disguise, or sleight of hand can thrive almost unnoticed.

Life as a criminal in Enderlin is more than lawbreaking—it is education. Apprentices learn the value of observation, deception, and timing. They memorize the habits of guards, the routines of merchants, and the rhythms of the city. Many criminals develop codes of loyalty to their comrades, understanding that survival often depends on trust and discretion as much as on skill. Some may rise to lead guilds, coordinate complex heists, or broker illegal trade between regions. Others quietly navigate the margins, living day-to-day on wit, charm, and careful planning.

Yet not all criminals remain in the shadows. Some leave their illicit careers seeking redemption, adventure, or simply a life less constrained by the streets. Others refine their craft into artistry, becoming master spies, negotiators, or informants, wielding information and subtle influence with the precision of a sculptor. For many, the life of crime is not mere greed, but a lens through which to understand the world, the powerful, and themselves.

To be a criminal in Enderlin is to know the world’s hidden paths, to act where others hesitate, and to understand that power is often less about law and might than about timing, knowledge, and the choices made in the shadows.

Ability Scores

Dexterity, Constitution, Intelligence

Feat

Alert

Skill Proficiencies

Sleight of Hand, Stealth

Tool Proficiency

Thieves' Tools

Equipment

Choose one of the following options:

A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 gp
B)
50 gp


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