Eldorian Thieves' Guild
Entrenched in many of the same cities that formed the core of the old Thieves' Guild - with the exception of Karradone itself - the Eldorian Thieves’ Guild holds to some of the oldest traditions in the Brotherhood. With a rigid hierarchy and a strong belief that coins flow freest in times of peace, they may appear more a mercantile company than criminal organization. Those that understand their business ventures and operating standards, however, quickly lose whatever romantic notions they might have about the Guild's claim that it is "legitimate enterprise."
Stretching from Phelandria in the west to Carboth in the east, the Guild has a vast smuggling operation with regular cargo space of the holds of dozens of vessels operating in the Eldorian Sea. With everything from Krellian red wines to Soulmeliti silks, to Dharja'shani rugs and Eldorian hand crafted clocks, they have their hands in every type of commodity. With much of that traffic occurring between the Island and points north, they maintain close relations with the Freelancers to ensure underground markets remain open. Their true highest value cargo, of course, is that of people, offering passage for alternative payments - often indentureship - for those seeking to fleet the sands of Carboth or chaos of the Freestates for the boundless opportunity of the Eldorian Empire. That opportunity, however never seems to materialize as passengers find their debts sold off to entrepreneurs in distant lands, working them off in the paddies in Azermathia or docks and alleys of Grennig.
With a traditional system of governance, the Eldorian Thieves Guild has regional heads. These bosses exercise authoritarian power within the major city in which they hold sway. Each of these four bosses in turn swears absolute loyalty to head of the Guild. Theoretically, none of these four - Phelandria, Krellia, Theyla, and Carboth, has more power than any other. The truth, however, is that in the past century the overall Guild boss has always risen up from the Jewel of the Empire, a point of irritation for among members in other three cities.
Despite its rigid hierarchy, each city has its own way of managing internal affairs. Partially derived from their primary sources of revenue and partially from the culture of the cities themselves, it is difficult for a Guild member to fit in when they travel. In Phelandria for example, with its emphasis on protection, smuggling, and extortion, the Guild operates in a genteel manner, almost akin to the Eldorian nobility, minimizing public disturbances. Carboth, on the other hand, settles disputes much more messily. In a city where men and women kill each other for public entertainment, Guild victims turn end up as bodies on more evenings than not. One thing members in all four cities have, however, is a desire to avoid Imperial notice. Palace fires are, ultimately, bad for business, after all.
Founding Date
519 AC
Type
Guild, Thieves
Notable Members
