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 Edit
- 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. 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. [Rapist] is a "red class" (a so called Horror Rank, see there for further information), while [Murderer] is not. Still, willful [Murderers] seem to suffer from "red" conditions that may also prove detrimental to people's sanity, 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].
[Bandits] are criminals who operate outside of towns and have a regular camp somewhere. Not all of them may actually be [Bandits]; especially new groups also consist of city riffraff (see above). 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]. 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 [Hunters].
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 Runner Guilds deem forbidden. [Brokers] and [Fixers] can deal with legal as well as illegaly obtained stuff: information, goods and services. City gangs may employ [Street Rats], [Street Urchins] and [Finders] in their recon or runner missions. 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.
[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.
[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. (for all further details see: Pirates)
Dealing with Criminals Edit
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.
- 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.
- 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.
- 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. 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. 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.
Piracy seems to be dealt with in similar manner to banditry. These practices point towards [Banditry] being a Condition that devalues the lifes 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 Human cities covered by the story so far, [Guards] deal with offenders of the peace by imprisonment, fining them, exiling them or lashing them. 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. 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. 
- 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 diserable results. Those "last chances" are likely lifetime sentences.
Notorious Crime Groups of Izril Edit
- Blackrock Collective (City Crime, esp. First Landing)
- Bloodfeast Raiders (Bandits/Raiders, feared for turning entire villages into ashes)
- Brotherhood of Serendipitous Meetings (City Crime, [Thugs] styling themselves as gentlemen)
- Gentlemen Callers (sub-branch, high level)
- Sisters of Chell (City Crime, employ Nightstalkers and Blackguards) 
- Tailscutters (Drake Bandits in Southern Izril) 
- Vanishers (City Crime, Northern Izril)
- 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.
- ↑ Chapter 1.00 C
- ↑ 2.0 2.1 Chapter 7.21 KQ
- ↑ Chapter 6.19 H
- ↑ 4.0 4.1 4.2 4.3 4.4 Chapter 7.15 R
- ↑ 5.0 5.1 5.2 5.3 5.4 Chapter 6.19 H
- ↑ 6.0 6.1 6.2 6.3 6.4 6.42 E
- ↑ Chapter 5.55 G, Chapter 6.49
- ↑ Chapter 7.11
- ↑ Chapter 7.16 L
- ↑ Chapter 2.32 H
- ↑ Chapter 2.44
- ↑ Chapter 6.37 E
- ↑ Chapter 6.40 E
- ↑ Interlude - Numbtongue, Pt. 1