HOW MANY THIEVES
(these
numbers should also be good for clerics and clerical orders. for
colleges of wizards, cut the numbers in half (for example, 100 wizards
in 20 000 people), ignore the last guy.)
------------------------
TINY THIEVES GUILD (den) with 5 skilled thieves
(suitable for a population of 500 people)
-3 lv1 thieves
-1 lv2 thief
-for the last guy, roll a d20 (1-5 lv1, 6-9 lv2, 10-19 lv3, 20 lv4)
------------------------
SMALL THIEVES GUILD (band) with 20 skilled thieves
(suitable for a population of 2000 people, like a town)
-13 lv1 thieves
-4 lv2 thieves
-2 lv3 thieves
-for the last guy, roll a d20 (1-16 lv2, 17-20 lv4)
------------------------
MEDIUM THIEVES GUILD (cabal) with 200 skilled thieves
(suitable for a population of 20 000 people, like a normal city)
-130 lv1 thieves
-48 lv2 thieves
-20 lv3 thieves
-1 lv4 thief
-for the last guy, roll a d20 (1-16 lv4, 17-20 lv5)
------------------------
LARGE THIEVES GUILD (cartel) with 1000 skilled thieves
(suitable for a population of 100 000 people, like a large city)
-650 lv1 thieves
-240 lv2 thieves
-99 lv3 thieves
-9 lv4 thieves
-for the last guy, roll a d20 (1-16 lv5, 17-20 lv6)
------------------------
MASSIVE THIEVES GUILD (syndicate) with 5000 skilled thieves
(suitable for a population of 500 000 people, like a massive city)
-3250 lv1 thieves
-1200 lv2 thieves
-495 lv3 thieves
-45 lv4 thieves
-4 lv5 thieves
-for the last guy, roll a d20 (1-10 lv5, 11-19 lv6, on a 20 roll again 1-16 lv7, 17-20 lv8)
------------------------
similar groups
of specialist heroes (independent thieves, spies, assassins, pirates, the
adventuring 5% of a halfling clan) should draw their numbers from this
population.
each guild should also have access to (and recruit from) a network of beggars, twice as many as there are thieves.
a realm with a million people can sustain 10 thousand thieves, enough for 2 massive guilds.
one massive guild = 5 large guilds = 25 medium guilds = 250 small guilds = 1000 tiny guilds.
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