Those who practice these Arcanos are respected by everyone, including the Hierarchy. As a result, they operate more or less openly as Arcanos-based organizations, even after the Breaking of the Guilds. These guilds are required for Stygia and wraithly society to operate. The guilds are broken into categories by the degree of tolerance afforded them by the Hierarchy the categories are Great / High, Working, Criminal, and Forbidden. Since that time, the guilds have continued to exist, some more openly than others, because certain guilds are absolutely necessary for Stygia to continue. Charon responded firmly, issuing a dictate dissolving the guilds and passing their former responsibilities to the Legions. Mirroring mortal craftsmen of the period, the guilds established a formal compact in 1354 that established them as a unified body – granting the guilds increased power, which they used to launch a coup d'état in 1598. ISBN 0-7869-6463-4.For the guilds, the complicated and often self-destructive political games of Stygia culminated in events between the High Middle Ages and the Renaissance. Murder in Baldur's Gate ( Wizards of the Coast), p.
You can help the Forgotten Realms Wiki by providing more information. Xanathar Thieves' Guild ( Skullport, Undermountain) Īppendix This article is incomplete.Tide Flowers ( Ilipur/ Pros, Dragon Coast).Thieves Guild of Waterdeep ( Waterdeep).Thieves Guild of Arabel ( Arabel, Cormyr).Purple Masks ( Ilipur/ Pros, Dragon Coast).
Night Masks ( Westgate, Dragon Coast).Hands of Yartar ( Yartar, Savage Frontier).Assassins Guild of the Galenas ( Damara).
Notable thieves' guilds in Faerûn included: Members of thieves' guild often served one of the following roles, which were dividied into divisions in larger guilds: assassins, beggars, bounty hunters, burglars, con artists and tricksters, cutpurses and pickpockets, enforcers and thugs, racketeers, scouts and spies, and fences, smugglers, and pirates. Most local guilds were short-lived groups that revolved around a particular individual. Some were powerful enough to hold significant political power, which they often obtained through bribery and intimidation. Most major cities in Faerûn, and some smaller ones, had one or more thieves' guilds. A thieves' guild was a guild of organized thieves and rogues.