Thursday, February 18, 2021

Rogues and Thieves

Rounding out my thoughts on my default D&D world, I want to lay out my thoughts on members of the Rogue/Thief classes (Thieves, Bards, Assassins, etc.)

Lots of folks steal, heck most character's end up being grave robbers, or home invaders (just ask the goblins).  The abilities of the Thieving classes, go beyond mere skullduggery.  The ability to hide among shadows, climb sheer walls, or move in silence requires special training.  While self taught individuals exist, they are clearly someone who has gone to lengths to pick up these shady skills. So, where does a PC learn these things?    

Thieves guilds exist, but only in the largest most fantastic cities do they operate in the "Thieves College" model more prevalent in fantasy stories.  These sorts of guilds come about as a result of the unique conditions found in D&D (true deities, magic, weird beings. etc.).  The more common thieves guilds work more like organized crime families or street gangs, usually depending on the size and interconnectedness of the communities.  In more wild lands, these will take the form of bandit groups or other outlaws.

It is important to note that not every member of these groups are members of the thieving classes, similar to our discussion the Cleric class, and membership to The Church.  These bands of skallywags (perhaps more than any other group) will have members of every class.  Clerics of the god of thieves, or other marginalized faith, warriors  etc.  In these groups, members of the Thieving classes are just one more kind of specialist.  Some will have a knack for stealth, others deception, some are "boxmen" or "second story men".

Bards: My general thought of Bards leans more towards the Jack of All Trades traveler and story teller who picks up random talents in their travels and due to their less than savory lifestyle.  However, the notion of the Bardic College (as opposed to Bard College) is a popular one.  Like many organizations, they will most likely be found in the larger cities, as stand alone institutions or part of a larger institution of higher learning.  The middle ground is Bardic "schools" which are not an institution, but a collection of traditions shared among like minded travelers and performers.

Assassins:  The abilities of the Assassin "class" are typically not available until later levels, and so do not need a default place in the world.  Surely they can be found folded into their own guilds, as part of larger "Thieves" guilds, religious orders, or individuals for hire.  Even when trained from birth, they will likely pass through levels of more mundane class first. 

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