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Smugglers were a variety of rogue that specialized in the trafficking of goods (and sometimes people) into areas where they were considered illegal[2][3] to avoid seizure, or legal goods in order to avoid tariffs,[3] a role that was vital to many black markets and criminal underworlds.[2]

Culture[]

Smugglers would sneak into locations, such as by going on foot or through port under the cover of night, entering the waters by means of a canoe or rowboat. Alternatively, smugglers would have hidden compartments and false doors within their boats or wagons for the purpose of hiding their illicit goods.[2]

When traveling through dangerous areas rife with bandits and monsters a freelance smuggler might hire the service of some thugs or mercenaries to protect them, otherwise they would have to resort to paying their harassers off with a cut of their merchandise in return for their safety. Though this never guaranteed their safety, as there was always a chance of being double-crossed. Because of this many smugglers were part of thieves' guilds,[4] such as the Night Masks of Westgate,[5] the Hillsfar Rogues' Guild,[3] and the Zhentarim,[6] which they could rely upon for muscle. Some charismatic smugglers even specialized in dealing diplomatically with other guilds.[4] Smugglers also benefitted from the safehouses and secret routes that thieves' guilds had within their respective cities.[3]

Smugglers largely operated through fences. They rarely, if ever, sold their goods directly.[4] Though there were some smugglers in the Realms who operated as merchants[7] or fences themselves.[8]

Smuggler

Someone smuggling supplies into Yartar.

In Faerûn smugglers could be found in and around the Dalelands region,[9] notably frequenting The Dragon's Tail in Scardale Town,[10] Cormyr, Waterdeep,[11] Westgate,[5] Hillsfar,[3] and in the city of Ravens Bluff.[12][13][note 1]

Beyond Faerûn, in Zakhara smuggling was largely the domain of corsairs,[14] the nautical warriors of the Land of Fate.[15] And beyond Toril, smugglers could be found on the Rock of Bral.[16]

Possessions[]

Smugglers used a great deal of the equipment and weapons that were in common use by other types of rogues,[4] but particularly found the most use out of items that enabled them to evade their enemies. These included such things as aniseed, caltrops, dog pepper, and marbles.[17] Some were also known to utilize forgery kits.[3]

History[]

In the late 15th century DR, a great deal of smugglers across the Sword Coast North did business with the Blackdagger Bandits.[18]

Notable Smugglers[]

Appendix[]

Notes[]

  1. Polyhedron #110, "Living City Character Generation," an article on character creation for the RPGA Living City Campaign, had smugglers listed among the character kits from The Complete Thief's Handbook as an acceptable option for thieves. A later article on character creation, "Making a Living" from Polyhedron #134, also noted smugglers as an acceptable thief kit for the setting.

Appearances[]

Card Games

Organized Play & Licensed Adventures

References[]

  1. John Nephew, Carl Sargent and Douglas Niles (1989). The Complete Thief's Handbook. Edited by Scott Haring. (TSR), pp. 39–41. ISBN 0-88038-780-7.
  2. 2.0 2.1 2.2 John Nephew, Carl Sargent and Douglas Niles (1989). The Complete Thief's Handbook. Edited by Scott Haring. (TSR), p. 39. ISBN 0-88038-780-7.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Greg Marks (2015-07-14). State of Hillsfar (PDF). D&D Adventurers League: Rage of Demons (Wizards of the Coast), p. 8.
  4. 4.0 4.1 4.2 4.3 John Nephew, Carl Sargent and Douglas Niles (1989). The Complete Thief's Handbook. Edited by Scott Haring. (TSR), p. 40. ISBN 0-88038-780-7.
  5. 5.0 5.1 Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). Cloak & Dagger. (Wizards of the Coast), p. 53. ISBN 0-7869-1627-3.
  6. Ed Greenwood (September 2002). “Elminster's Guide to the Realms: Moon Mountain Brewery”. In Jesse Decker ed. Dragon #299 (Paizo Publishing, LLC), p. 81.
  7. 7.0 7.1 Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 84. ISBN 0-8803-8828-5.
  8. 8.0 8.1 Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave. (Wizards of the Coast), pp. 36–38. ISBN 978-0-7869-4119-3.
  9. Richard Baker (1993). The Dalelands. (TSR, Inc), p. 63. ISBN 978-1560766674.
  10. Richard Baker (1993). The Dalelands. (TSR, Inc), p. 39. ISBN 978-1560766674.
  11. Roger E. Moore (January 1999). Demihumans of the Realms. (TSR, Inc.), p. 87. ISBN 0-7869-1316-9.
  12. Uncredited (August 1995). “Living City Character Generation”. In Duane Maxwell ed. Polyhedron #110 (TSR, Inc.), p. 24.
  13. Jeff Quick ed. (January 1999). “Living City: Character Creation Guidelines”. Polyhedron #134 (TSR, Inc.), p. 27.
  14. Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara). (TSR, Inc), p. 71. ISBN 978-1560763291.
  15. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), pp. 30–32. ISBN 978-1560763581.
  16. Richard Baker (1992). Rock of Bral. (TSR, Inc), p. 91. ISBN 1-56076-345-0.
  17. John Nephew, Carl Sargent and Douglas Niles (1989). The Complete Thief's Handbook. Edited by Scott Haring. (TSR), p. 41. ISBN 0-88038-780-7.
  18. Cryptic Studios (June 2013). Neverwinter. Perfect World Entertainment.
  19. Ed Greenwood, Jeff Grubb (August 1987). “DM's Sourcebook of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.), p. 20. ISBN 0-88038-472-7.
  20. David Wise (1992). AD&D Trading Cards 1992 series, #311, ""Ferret" Jones". TSR, Inc..
  21. Template:Cite polyhedron/121/Contests
  22. Joseph C. Wolf (1999). Skullport. (TSR, Inc), p. 86. ISBN 0-7869-1348-7.
  23. David Wise (1992). AD&D Trading Cards 1992 series, #438, "Violet Dindower". TSR, Inc..
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