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Crime in Innworld
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'''Crime''' is widely known in [[Innworld]]. There are many known criminal organizations that hide from the light of society; and there is a large variety in [[Classes]] that enable people to refine their criminal activities. == Criminal Classes == :Note 1: ''Many of the classes listed below are ''not necessarily only'' used by criminals. [Rogues] and [Thieves], for example, are levels that adventurers can get level in just as easily, by defusing traps.''<ref>[https://wanderinginn.com/2017/04/25/1-00-c/ Chapter 1.00 C]</ref>'' Assassins and other "combat" classes can also be used for surveillance tasks, or as Assassin/Maids in a normal household. On the other hand, even [[Adventurers]] with classes not listed below may turn to crime, which is why regular [Truth Spell] screenings happen at adventurer guilds. However, some classes are unlikely to be used by law-abiding citizens, and may not be full "classes" themselves, see the next note.'' :Note 2: ''There has been some indication that commiting violent crimes eventually leads to [[Conditions]], although that connection has so far not been thoroughly explored and remains somewhat speculative. <span style="color:#FF0000">[Rapist]</span> is a "red class" (a so called [[Horror Ranks|Horror Rank]], see there for further information), while [Murderer] is not.<ref name="7.21KQ">[https://wanderinginn.com/2020/05/06/7-21-kq/ Chapter 7.21 KQ]</ref> Still, willful [Murderers] seem to suffer from "red" conditions that may also prove detrimental to people's sanity<ref>[https://wanderinginn.com/2019/05/25/6-19-h/ Chapter 6.19 H]</ref>, even when that class itself is not red. The System also awards descriptions like [Traitor], which are likely also coming with a penalty. It is a (speculative!) possibility that a [Kidnapper] would be a System-acknowledged "Label" for [Thugs] currently involved in kidnapping, instead of a full "Class" in itself: Otherwise, [Kidnappers] couldn't turn towards other profitable criminal activities.'' In cities, criminals are often organized in gangs or actual crime syndicates. Larger cities have competing gangs (led by [Gang Masterminds], [Gang Leaders], [Gang Bosses] or [Thug Bosses]) where [Footpads] and [Thugs] organize themselves. Even lower classes than [Thugs] are [Street Brawlers], [Street Toughs] and [Toughs], who may not even be criminals at all, and adjacent to classes like [Bouncer] which is a legal occupation. The regular, slightly higher [Rogues] are the [Thieves], [Swindlers], [Scoundrels] and [Pickpockets]. [Enforcers] are the higher-level variant of a [Thug]. Stealthier killers include [Nightstalkers] and [Blackguards]. The [Assassins] seem to be organized apart from regular crime, in the Assassins Guilds. Possibly the highest ranks among city criminals are [Crime Lords]. [Robber Baron] is another odd criminal class.<ref name=":3">[https://wanderinginn.com/2022/11/29/9-26-f/ Chapter 9.26 F]</ref> In southern Izril, Drake gangs are usually confined to just one settlement, as they tend to be independent just like the cities they inhabit.<ref name=":1">[https://wanderinginn.com/2022/12/04/9-27-rc/ Chapter 9.27 RC]</ref> [Bandits] are criminals who operate outside of towns and have a regular camp somewhere.<ref name="7.15R" /> Not all of them may actually be [Bandits]; especially new groups also consist of city riffraff (see above).<ref name="6.19H"/> Even small groups are usually led by a [Bandit Leader], very large groups may be led by a [Bandit Lord] (or [Bandit Lady]) or even a rare [Bandit King]. Another category of criminals are [Raiders], who are like [Bandits] but use hit-and-run tactics, never staying in any place for a longer time. These groups of outcasts (or [[Goblins]]) are led by [Raid Leaders].<ref name="7.15R">[https://wanderinginn.com/2020/03/29/7-15-r/ Chapter 7.15 R]</ref> [Pillager] is a related class that steals everything and gets more loot from the places they raid.<ref name=":4">[https://wanderinginn.com/2021/11/21/8-53-fh/ Chapter 8.53 FH]</ref> It can be assumed that [Highwaymen] operate in smaller, unled groups or alone. It is not clear where [Brigands] fall on this scale, and if [Outcasts] would be considered criminals. It seems that hunting wildlife is somehow restricted around Celum and other areas of Northern Izril, which is why [Poachers] also exist as criminal classes instead of being legal <nowiki>[</nowiki>[[Hunters]]].<ref name="6.19H"/> There are many other classes that can be considered sinister or shady, but operate at the border of legality. [Fences] are hawking stolen goods or illegally gained information; [Openers] are providing a letter-opening service that [[Runners|Runner Guilds]] deem forbidden. [Brokers] and [Fixers] can deal with legal as well as illegaly obtained stuff: information, goods and services.<ref name="6.42"/> City gangs may employ [Street Rats], [Street Urchins] and [Finders] in their recon or runner missions.<ref name="7.15R" /> The classes of [Informant], [Infiltrator], [Saboteur], [Spy] and [Spymaster] are even more specialized and usually used to operate undercover in enemy territory, while being backed by a foreign power.<ref>[https://wanderinginn.com/2019/01/29/5-55-g/ Chapter 5.55 G], [https://wanderinginn.com/2019/10/15/6-49/ Chapter 6.49]</ref> [Slavers] and [Slave Traders] are not illegal in [[Chandrar]]. Apparently, Slavery is outlawed in most other parts of the world which isn't saying it can't occur. Conversely, escaped [Slaves] are considered criminals solely on Chandrar. [Pirates] are criminal [Sailors] and fought against by most navies. The high seas of Innworld are dominated by various Pirate factions, and only coastal waters seem to be constantly patrolled.<ref>[https://wanderinginn.com/2020/03/01/7-11/ Chapter 7.11]</ref> ''(for all further details see: [[Pirates]])'' The [Corrupt] and [Corrupted] attribute to a class can indicate criminal activities or ties to criminals. [Corruptors] or [Agents of Corruption] influence people to become corrupt.<ref name=":4" /> There are also attributes that indicate one works in the criminal underworld, such as [Underground Healer], [Underground Merchant], [Underworld Mercenary], [Blackmarket Contact]. The criminal underworld has knowledge of rare classes and Blood Skills. They are familiar with how terrible classes can emerge.<ref name=":1" /> The [Bandit King] is a class that can emerge when there are twelve [Bandit Lords] across the world.<ref name=":2">[https://wanderinginn.com/2023/04/01/interlude-stories/ Interlude - Stories]</ref> == Criminal Underworld == Face is a term that means a dangerous or notorious figure in the criminal underworld, such as high-level enforcers and assassins, or influencial gangsters. Gangs use sticks as markers for large sums of money. These look like laquered sticks with genstone particles crushed and glues into the handle.<ref>{{VERef|10.13}}</ref> There exists rare Orichalcum tokens, resemble old-fashioned coins, minted in a limited run and enchanted, that in the criminal underworld can be used to call off a hit from assassins.<ref name=":2" /> == Song of the Bandit Lords == This song is sang when one of the [Bandit Lords] dies. The other bandit lords and their subordinates halt what they are doing and take a drink.<ref>[https://wanderinginn.com/2022/01/23/8-64-k/ Chapter 8.64 K]</ref> === First Verse === <blockquote>“''Raise a glass for a murderer, a thief and a knave.''</blockquote> <blockquote>''A [Bandit], a [Pirate]’s gone to their deserved grave.''</blockquote> <blockquote>''Now listen, for their seat’s open for another bastard’s ass''</blockquote> <blockquote>''One of twelve the world over, the rarest noble’s class.”''</blockquote> === Second Verse === <blockquote>“''Someone’s met the headman’s axe or gotten their just reward''</blockquote> <blockquote>''Laugh if you hated them or go searching for their hoard''</blockquote> <blockquote>''Spit upon their graves or swear they’ll be avenged''</blockquote> <blockquote>''If you care not at all, go on your merry way and laugh.''</blockquote> <blockquote>''But first—”''</blockquote> <blockquote>“—''raise a fucking glass.''”</blockquote> == Dealing with Criminals == Several ways have been shown how criminals are dealt with. In cases where higher stakes are at risk, [Truth] spells or truth-revealing items (rings, amulets, etc.) are often used to determine guilt or innocence. * [[Drakes|Drake]] law allows a criminal to recompense their victims. As this formal process is overseen by authorized guards, it also includes paying a heavy fine. Afterwards, the crime is scratched from the records. Petty offences can be reported to city guards who are obligated to serve as arbitrators, judge and jury in person. Larger crimes are dealt with by the [[Watch Captain]], an official jury or even the city council. Many smaller crimes, like rowdy behaviour, are punished by fines or overnight imprisonment. City Guards have to swear once per month that they have not turned criminal.<ref>[https://wanderinginn.com/2020/03/31/7-16-l/ Chapter 7.16 L]</ref> ** [[Pisces]] robbed farmers and villagers outside [[Liscor]] in disguise, until [[Erin]] uncovered him and told the authorities. While Pisces could flee them, he had to pay a high fine to be allowed back in Liscor. However, there were some stipulations like not practicing [Necromancy]. ** [[Lyonette]] committed theft and arson in Liscor. After she was apprehended and her possessions confiscated, the value wasn't enough to pay for her crimes. She was exiled from Liscor in the middle of winter which meant "left for dead". Circumstances allowed her to return to Liscor, but to regain her possessions, she still has to raise her considerable fine. **[[Manus]] is known to conscript its criminals into military duty, as well as deal out lashings.<ref name=":5">[https://wanderinginn.com/2022/12/14/9-28/ Chapter 9.28]</ref> **[[Oteslia]] allows convicts to go outside instead of keeping them in a cell for the duration of their sentence. Prisoners can tend to gardens in the prisons, though they are not allowed gardening tools they might use as weapons.<ref name=":5" /> **Convicts in [[Zeres]] may serve their sentence by working as rowers.<ref name=":5" /> **[[Fissival]] punishes infractions by downgrading the class of citizenship. They otherwise prefer exile to incarceration.<ref name=":5" /> **[[Salazsar]] has a forced conscription service for prisoners, where they are sent to work in the mines.<ref name=":5" /> **[[Loeri]] gives out marker tallies to visitors upon entering the city. Those tallies are marked in permanent ink for every transgression, and must be presented when leaving the city.<ref>[https://wanderinginn.com/2023/02/04/9-36-ho/ Chapter 9.36 HO]</ref> * In Northern [[Izril]] it is perceived as completely legal to hunt and kill Bandits without recriminations - not only in self-defense or legal pursue, but by invading their lairs. Headhunters literally get bounties for severed bandit heads.<ref name="6.19H"/> The authorities may fine adventurers who don't deal with the remains of battles against criminal groups, unless they waive the "salvage rights", which means looting the corpses of attackers.<ref>[https://wanderinginn.com/2017/06/04/2-00-h/ Chapter 2.32 H]</ref><ref name="7.15R" /> It seems that having [Murderer] as a class makes it undesirable for other Adventurers to associate with such a criminal, but that having such a class itself isn't a crime that other upstanding Adventurers would consider to report to the authorities.<ref name="7.15R" /> ** Piracy seems to be dealt with in similar manner to banditry. ''These practices point towards [Banditry] being a [[Condition]] that devalues the lives of those who commit to the lifestyle, since killers of criminals are not persecuted in any way, and investigations remain superficial, probably thanks to truth-telling items.'' * Within Celum and other [[Humans|Human]] cities covered by the story so far, [Guards] deal with offenders of the peace by imprisonment, fining them, exiling them or lashing them.<ref>[https://wanderinginn.com/2017/07/15/2-37/ Chapter 2.44]</ref> However, they are more cautious than Drakes or Gnolls before apprehending offenders; and they may be easier bribed or intimidated. * In the [[Unseen Empire]], criminal offenses are dealt with by prerogative of the [Emperor] or his [Steward]. As there are no [Guards] in [[Riverfarm]] yet, catching the criminals fell to the military, especially [[Beniar]]'s Raiders. A stocks was in use to publicly humiliate offenders. * There has been mention of "old laws" traditions for rural areas, which change from village to village. Where no [Guards] exist, some places may hang child abusers while others look away.<ref>[https://wanderinginn.com/2019/08/13/6-37-e/ Chapter 6.37 E]</ref> Witches like [[Hedag]] bring their own laws to these villages after asking to be allowed their craft: Hedag executed Elmmet, a notorious and high-level thief, abuser and former councilman of [[Lancrel]]. She was then absolved by [Steward] [[Prost Surehand|Prost]]. <ref>[https://wanderinginn.com/2019/08/24/6-40-e/ Chapter 6.40 E]</ref> * At least in some parts of Terandria like [[Kaliv]], high-leveled criminals may be sentenced to serve in specialized parts of the military where their violent tendencies are directed towards desirable results. Those "last chances" are likely lifetime sentences.<ref name="7.21KQ" /> * [[Ailendamus]] has a fully functional court system overseen by House Shoel's [[Lucifen]], who will secretly devour the very worst offenders. The nation generally eschews imprisonment, preferring instead to make use of its convicts in various ways such as labour, conscription, or experimentation, and gives criminals the choice as to how they will serve their sentence.<ref>{{VERef|8.68}}</ref> * Some nations in [[Chandrar]] force their criminals to participate in gladiatorial combat in arenas, such as [[Nerrhavia's Fallen]]<ref>{{VERef|8.36 H}}</ref> and recently [[Illivere]]. Also, escaped [Slaves] are typically recaptured even in Chandrarian nations that seldom practice slavery due to treaties they have with [[Roshal]]. The Mage's Guilds will check if someone is an escaped [Slave] and inform the authorities if so.<ref>{{VERef|10.11 H}}</ref> == Notorious Crime Groups == === Izril === * Blackrock Collective (City Crime, esp. [[First Landing]])<ref name="6.42">[https://wanderinginn.com/2019/09/07/6-42-e/ 6.42 E]</ref> * [[Bloodfeast Raiders]] (Bandits/Raiders, feared for turning entire villages into ashes)<ref name="6.19H">[https://wanderinginn.com/2019/05/25/6-19-h/ Chapter 6.19 H]</ref> * [[Brotherhood of Serendipitous Meetings]] (City Crime, [Thugs] styling themselves as gentlemen)<ref name="6.42"/> ** Gentlemen Callers (sub-branch, high level)<ref name="6.42"/> *[[Earthtenders]] (City Crime in [[Oteslia]]) *Furfangs ([[Oteslia|Oteslian]] Gang)<ref name=":0">[https://wanderinginn.com/2021/12/05/8-55-l/ Chapter 8.55 L]</ref> *Parade (Assassins, Dressed as [Fools] and employed by gangs to murder other gangsters)<ref>[https://wanderinginn.com/2022/07/17/9-07/ Chapter 9.07]</ref> *Shank Gang (Cellidel Gang)<ref>[https://wanderinginn.com/2021/08/01/8-34-r/ Chapter 8.34 R]</ref> *[[Sisters of Chell]] (City Crime, employ Nightstalkers and Blackguards) <ref>[https://wanderinginn.com/2019/07/30/interlude-numbtongue-pt-1/ Interlude - Numbtongue, Pt. 1]</ref> *Streetrage ([[Oteslia|Oteslian]] Gang)<ref name=":0" /> * Tailscutters (Drake Bandits in Southern Izril) <ref name="6.19H"/> * Vanishers (City Crime, Northern Izril)<ref name="6.42"/> *Wharf group (Underworld Sellers, Northern Izril, known for selling [[Drath Archipelago|Drathian]] goods)<ref>[https://wanderinginn.com/2022/10/12/9-20/ Chapter 9.20]</ref> === Chandrar === * Black Judgement (originally an organization that punished oathbreakers, became little better than bandits) <span style="color:grey;">(''Destroyed'')</span><ref>[https://wanderinginn.com/2018/01/13/4-02-k/ Chapter 4.02 K]</ref> * Bleakbeaks ([[Garuda]] gang)<ref name=":4" /> * Merr’s Stormbandits (Bandits)<ref name=":6" /> * Sands of Cuzale (Bandits) <span style="color:grey;">(''Destroyed'')</span><ref name=":3" /> * [[Savere]] (Entire nation of bandits and criminals with a pirate-friendly port, under the rule of [[Revine Zecrew]]) === Baleros === * Armorbreakers ([[Dullahans|Dullahan]] City Crime in Yoill)<ref name=":7">{{VERef|10.07}}</ref> * Steelclaws ([[Lizardfolk]] City Crime in Yoill)<ref name=":7" /> == Bandit Lords == * [[Korizan Reeles]] * [[Maresar Crusland]] <span style="color:grey;">(''Deceased'')</span> * [[Rasea Zecrew]] * [[Revine Zecrew]] == List of Faces == * Art of Daggers <span style="color:grey;">(''Deceased'')</span><ref>[https://wanderinginn.com/2020/11/18/7-59/ Chapter 7.59]</ref> * [[Ecleeif]] * Halfblade<ref>[https://wanderinginn.com/2021/08/01/8-34-r/ Chapter 8.34 R]</ref> * [[Mire]] <span style="color:grey;">(''Deceased'')</span> * Neverwhine * [[Poruniv]] * [[Ratici]] *[[Ressa]] (''Formerly'') * [[Riz]] (''Formerly'') * [[Sithorn]] <span style="color:grey;">(''Deceased'')</span> * [[Tessa]] * [[Thesil]] <span style="color:grey;">(''Deceased'')</span> * [[Typhenous]] (''Formerly'') * [[Vaulont]] * [[Vetn]] * [[Wilovan]] * [[Yoreth]] * Zanzeil == Trivia == * The [[Circle of Thorns]], previously listed as a crime group above, has been revealed as a cult-like traditional secret organization in [[Volume 7]]. Similarly, the [[Assassin’s Guild]] is seemingly not a crime group but follows - for some reason - a legitimate although shady business model. *[[Goblins]] are present in organized crime, according to [[Wilovan]].<ref>[https://wanderinginn.com/2020/09/02/7-43-g/ Chapter 7.43 G]</ref> *Izril usually doesn't have enough [Bandits] for even a [Bandit Raid Leader] to emerge, let alone more powerful classes like [Bandit Lord].<ref name=":6">[https://wanderinginn.com/2021/05/11/8-22-he/ Chapter 8.22 HE]</ref> == References == {{Refbox}} [[Category:Crime]]
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