The Thieves Guild

ElderShrub

The oldest of all shrubberies
Joined
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Location
Victoria, Australia
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Red is purely OOC information
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What is the Thieves Guild?
Plenty of places and professions have craft guilds. But if your line of work happens to cross the line of the law, it's doubly important to know what connections you have, and what favours you can call on. To lay down some ground rules and to make sure we keep this whole ramshackle shanty of an operation together for us. That, is the Thieves Guild. A sort of agreement between thieves, smugglers, charlatans, forgers, hitmen and all kinds of disreputable folk. A tight web of connections that is the inevitable lurking bilge under the façade of such a neat clean orderly society.

The Thieves Guild is firstly an attempt at a central organization for crime that's a little more stable than most gangs. Due to the nature of its lack of leadership it won't be making large moves itself. However, it will offer a discord/skype chat to members, allowing easier coordination (I'm aware a crime chat already exists). As an organization it may be used as a jumping off point for nobles or other RPers to access the crime community in this way. Secondly, the organization is just some worldbuilding. Trying to add a sense of community and some cool ideas to crime RP. Finally, through the Thieves Guild a character might make use of the Syndicate Contacts skill in game.



Who is welcome in the Thieves Guild?

We are not a gang. We are an agreement, and a web of connections, for the shady underworld to use. Are you an individual who walks on the wrong side of the law? Or consorts with those who often do? Well bloody done! You could be a guild member. Members of any gang or creed are welcomed to join. We're not going to stop you stabbing stealing and butting heads with each other. We're not some elitist club. Nor do you need to be a thief to join the Thieves Guild. Black market merchants, smugglers, and even a few corrupt guards lie in our web. Consort or assist with criminals, and you'll be welcomed like an old pal. The Thieves Guild has no leadership, no pledge beyond the Codes of Thieves Honour. It is an agreement, a quality assurance. That we shall be professionals in our unrepeatable practices, and have certain standards. So, if you're the kind of person who doesn't want to blindly mess things up for the rest of us, then welcome to the guild.

Any crime RPer can join the guild. Those already in a gang are welcomed, if not encouraged, to join. Even those who do not strictly follow thieves honour may join. However, those who ICly are considered 'not playing fair', may find themselves ostracized. Creating some interesting tension between those who follow the Code and those who don't.


How do I join the Thieves Guild?

You join the Thieves Guild by knowing someone in the Thieves Guild. Simple as that. We're not going to have some complex joining ritual so the guards can track us down. Just stick to the Thieves' Honour Code, and build up your contacts in the guild. It's a tight web but so long as you're not a rat or a prick you'll find a lotta friends a lotta quickly.

Apply in this thread! Just include your IG name, character name (pseudonyms allowed), main occupation (fence, thief, forger, mercenary, so on), Syndicate Contacts proficiency points, and discord/skype contact. If you're worried about metagaming send it to me via a private conversation.


How do I know someone is a member of the Thieves Guild?

When two members of the Thieves Guild meet. The first member asks, "Do you ever dance in the moonlight under a willow?" The second member will then respond "Sod off you bastard. You are a guard rat. Do you really think I am that stupid?" Seriously folks. Stop reading so many trashy Leutz-Vixe novels. We're not going to admit to being thieves. No special handshake, no identifying marks. If you want to know if someone's a guildmember, you either risk asking them or find out from someone else. In turn, if you're worried about rats in the system, use a pseudonym for your shady dealings.

There will obviously be the skype chat and an OOC list of all members. However, remember depending on your syndicate contacts proficiency you might not know or be familiar with everyone on that list. The Thieves Guild is more a shadowy web of connections than a single unified force.

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The Nine Thieves Honour Codes
Available to: those with 3 Syndicate Contacts proficiency or Thieves Guild members
  • 1st Code: The Thieves Guild has no leader. Those who proclaims the Thieves Guild has a leader are either lying, or terribly bloody misinformed. Never has there been a leader of the Thieves Guild at any point. Nor will there ever be. We're burglars, lockpicks and hitmen. Not some blue-blooded pansies.
  • 2nd Code: A guildsman may have feuds with other guildsmen. We're not here to stop you stabbing each other. However, a guild member should never undermine the criminal underworld as a whole. I know it's a dog eat dog world out their lads, but we've got to keep this cesspit of an operation held together. Through offering refuge to fellow thieves, or not ratting out key assets.
  • 3rd Code: The Emporium is neutral ground. No individual or group has the right to claim ownership over the Emporium. Fights for the following reasons are permitted in the Emporium: Drunken brawls, Contract hits, Personal vendettas, Extortion rackets and guard removal. Fights over gang territory, petty crime such as mugging, and sanguine hunting, are to be avoided in the Emporium.
  • 4th Code: Fences, Slums Healers and Undertakers are protected businesses. There won't be any thievery, extortion, arson, or any other such unrepeatable activity that could be damaging, done upon these businesses. If you sink these folks then it makes life harder on the rest of us. Do us all a favour and leave them alone.
  • 5th Code: Should a member of the Thieves Guild knock a man unconscious, or find an unconscious man, he may be looted. However, forgery rings and lockpicks are not to be taken. As well, never leave a man unarmed, at least leave the bugger his blade. Take a man's shoes, hair, liver, whatever. Don't take his livelihood.
  • 6th Code: During parley, a meeting, or whatever you want to call it when two folks agree to meet, your generally considered a bastard if you use this chance to ambush your opponent. To avoid this, if there's a risk of an ambush you can agree upon a neutral meeting spot beforehand, as well as how many other pals (if any) you're going to be bringing with you.
  • 7th Code: If two or more guildmembers are hired together, under the impression that they are members of the guild, to perform a contract. Then the sad sods will agree to split the prize fairly (preferably equally). Exceptions are made for traitors and cowards. However, none shall receive less than a quarter share, despite however minor their role was. In the event of death or capture the guildmember's share will be passed on the closest living family or to await their escape or release. If a guildmember is maimed during a job then the poor bastard deserves a double share.
  • 8th Code: If a guildsman becomes ill, is undergoing a sanguine transformation, or otherwise is put out of work, it is considered polite for those guild members, particularly gang members, within their inner circle to make accommodations for both the unfortunate fellow and their family, if any exist. We're still a bloody craft guild, we might as well act like one.
  • 9th Code: In the event of the death of a guildmember, on the job or otherwise, those of the member's inner circle are expected to give assistance with either a funeral or memorial service. This goes doubly if some unfortunate sod is executed and the body got carted off. This should help some of the more religious guild members, put their fears for their soul at ease.
  • 10th Code: There is no Thieves' Code. These are more like guidelines. We're bloody thieves, not liegeman. Use your head and decide what is acceptable. Just don't sink us all.
Thieves-Marks
One of the advantages of the Thieves Guild is they oversee and maintain the Thief-Mark system. These simple symbols ain't too hard for you to remember, so put your thinkers to it. Each symbol has a specific meaning, marking a shortcut or service. They're supposed to be easy to carve with a knife. You can spot them in walls and pillars, or carved into anything really lads. Keep an eye open, they might save your life.

Available to: those with 5 Syndicate Contacts proficiency or Thieves Guild members

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Shortcut / Hidden Path
If you spot this mark, it's worth taking a peak at. Either a shortcut, a hidden path, or a safe way around. Just be careful lads and use your heads. Paths can change and be hidden. Still in a pinch this mark can save your life during an escape.

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Dead End

If you're making a runner, or just don't want to be cornered, watch out for this sign. Particularly useful in the tunnels under the slums. If you spot this mark make sure you're not followed or you may find yourself due for an unfortunate ambush.

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Guards Patrol This Area

If you spot this mark, lay low and watch your surrounds! The guards are out, and this is a common patrol path. It's worth taking less risks here. Just don't mark this one out on main street. If you don't expect guards to be patrolling main street you're a knob who deserves to get caught.

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Guard Checkpoint Ahead

Turn around if you see this mark. The guards have set up another of their blasted checkpoints ahead. Find a way around, look for the hidden path mark, or just make sure your head is clear before proceeding. Expect to be stopped and searched. Obviously, this mark tends to be scratched out or covered when the threat has passed.


Available to: those with 10 Syndicate Contacts proficiency or Thieves Guild members

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Protected Thief Friendly Healer

Firstly. I don't care if you're mothers dying don't rob these damn blighters. Sink a clinic and suddenly your life just got a lot harder. Otherwise, expect whoever runs this establishment not to ask too many questions, or just not give a damn, as to why you're filled with arrows, drenched wet and carrying a guardsman's helmet.

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Protected Fence Nearby
Another fellow not to rob. This establishment specialises in the reselling of good from anonymous sources. Colloquially, a fence. Some of these are intentional while others are just useful idiots. And remember each fence might have their own rules as to who, how, or what they sell. Doesn't matter, they're protected.

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Protected Undertaker
A strange lad to protect. But when you remember how many folks in the slums die each month it's no surprise it's a bad practice to sink undertakers. If you don't like corpses in your bedrooms keep these folks alive. This might not just include undertakers. Graveyards, and folks who do last rites, are also protected. Have some respect for the dead.

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Guard Friendly Establishment
Whatever you do don't get this one confused with the last three. It's very different for a reason. Whatever this establishment is, it's got a leak running right to the guards. A rat, a mole, an informant, or they'll just report you. Keep your head on tight and your lips tighter.

Thieves' Cant
Available to: those with 10 Syndicate Contacts proficiency
Thieves' Cant isn't so much a secret language as it is a series of slang used by thieves. The guards, they'll tell you it's a 'secret code to hide dirty activities' but, it's more so somewhat uncomfortable to talk about some parts of our particular line of business. Using slang makes everything seem a lot nicer. It of course, does have the advantage that the blue-bloods can't tell a thing you're talking about. We've got a list of a few common phrases for your own convenience here. You can find more here, although use those at your own risk.

This could just be used as a fun slang guide for those in-the-know. If no lore staff disagree (big if), thieves cant might be used as an additional language tag. Remember that people can still tell basic sentence structure. And many phrases have a stigma attached to them. If anyone listens in it will sound like gibberish, but suspicious gibberish.

Cant to Common
Ard = To be stolen
Bess = A Crowbar
Boned = Seized or arrested
Canter = Thief (who knows Cant)
Charactered = To be branded
Darbies = Shackles
Darkmans = Night-time
Dive = A hideout or safehouse
Dub = A lockpick
Earnest = Promised payment
Expense Money = Bribe
Fence = Buys stolen goods
Flog = To be lashed
Foyst = A pickpocket
Ken = A house
Lid = A door
Lift = Steal
Maunding/Maunders = Begging/Beggers
Noozed = Hanged, married, gone
Pair of eyes = Lookout
Pound = Prison
Quota = A share of loot
Racket = Larceny
Rat, Leak = An informer
Score = Loot
Slip = Escape or move silently
Stoop = The pillory
Tinker = Thief friendly Healer
Undercroft = A place thieves meet
Yelp = Call for guards​

Example conversation:
Glenn:
Morning Katja. During darkmans I'm going to need a dub to crack the lid on a ken. I've already got a pair of eyes.
Katja: What happened to your usual guy?
Glenn: Someone leaked, and he got boned. He's in the pound getting charactered.
Katja: Ouch! This a rough job then? What's my earnest? We going to split the score equal?
Glenn: Yeah, slip by the undercroft at sunset.

Translation
Glenn:
Morning Katja. This night I'm going to need a lockpick to open the door of a house. I've already got a lookout
Katja: What happened to your usual guy?
Glenn: Someone informed the guards, and he got arrested. He's in prison being branded.
Katja: Ouch! This is a dangerous job then? What are you paying me? Are we going to split the loot equally?
Glenn: Yes. Quietly come to the meeting place at sunset.​
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OOC Application:


Please note: It is not mandatory to follow this application format but all information must be included. If you are concerned about metagaming please send it to me via a conversation.

  • IG-Name:
  • Character Name/Pseudonym:
  • Character occupation: (Eg, thief, fence, assassin, sellsword, information broker)
  • Character Syndicate Contact/Espionage proficiency:
  • Skype/Discord:
 
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  • IG-Name: NoRezForYou
  • Character Name/Pseudonym: Mandin
  • Character occupation: Thief, Forger, Spy-- A tinge of nearly everything.
  • Character Syndicate Contact/Espionage proficiency: +10 in each!
 
IG-Name:
Annju (possibly AutomaticToilet soon...)
Character Name/Pseudonym:
Character occupation:
Information Broker/Spying, Counterfeits & Fence
Character Syndicate Contact/Espionage proficiency:
+10 in both
Skype/Discord:
You have both Shrubs. <3
(Also doing @Athelois because they check the forums once a blue moon lol)

IG-Name:

Athelois
Character Name/Pseudonym:
Moji Shimizu
Character occupation:
Thief & Fence
Character Syndicate Contact/Espionage proficiency:
To be determined still.
Skype/Discord:
You should have both?
 
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  • IG-Name: Papidacarrot (jarrettdacarrot)
  • Character Name/Pseudonym: Benjamin Journey
  • Character occupation: Sellsword, information broker
  • Character Syndicate Contact/Espionage proficiency:
+10 syndicate contacts
  • Skype/Discord:
Jarrettdacarrot/papidacarrot#6921
 
  • IG-Name: Nightlight12
  • Character Name/Pseudonym: The Black King / Leon Claudio
  • Character occupation: Information breaker, Spy, Assasin
  • Character Syndicate Contact/Espionage proficiency: +10 Syndicate Contact
  • Skype/Discord:
Discord: Nightlight12#2768
Skype : Leon Claudio 34, (The Joker one)
 
Last edited:
IG-Name: HoshiChomp12
Character Name/Pseudonym: Mama Yahdga/Bread Lady
Character occupation: Tinker*
Character Syndicate Contact/Espionage proficiency: +10/+0
Skype/Discord: <3


*REEE I love the Cant
 
  • IG-Name: OnyxAstera
  • Character Name/Pseudonym: Nevarth Heilen, Nev
  • Character occupation: Infromation broker. Linguist.
  • Character Syndicate Contact/Espionage proficiency: Syndicate Contact: +10
  • Discord: Ya have it, Shrub
 
  • IG-Name: Erzly
  • Character Name/Pseudonym: Ehryll Draylas
  • Character occupation: Healer, info broker, thief
  • Character Syndicate Contact/Espionage proficiency: +10
  • Skype/Discord: You have me
 
  • IG-Name: Goldifish
  • Character Name/Pseudonym: Mu-Sol.
  • Character occupation: A little bit of everything.
  • Character Syndicate Contact/Espionage proficiency: Uhhh. Yes? i don't know what this means, shrub
  • Skype/Discord: You have both, I think.
 
IG-Name: TheBioverse
Character Name/Pseudonym: Gaslight
Character occupation: Information Broker | Tinkerer
Character Syndicate Contact/Espionage proficiency: Literally 0.
Skype/Discord: You've got me on both.
 
  • IG-Name: LumboJunior
  • Character Name/Pseudonym: Adelmar Osbeorn
  • Character occupation: Thief, manipulator
  • Character Syndicate Contact/Espionage proficiency:
  • +10 Sneaking (+10 School of Undercroft)
  • +10 Quick Fingers (+10 School of Undercroft)
  • +10 Syndicate Contacts (+10 School of Undercroft)
  • Skype/Discord: I'd rather PM this to you then release it to the public
 
  • IG-Name: Empaul
  • Character Name/Pseudonym: Ul'rog Bolrok/Butchy
  • Character occupation: Information Broker/Fence
  • Character Syndicate Contact/Espionage proficiency:
    • +10 Syndicate Contacts
  • Discord: Empaul#1318
 
  • IG-Name: Malvs
  • Character Name/Pseudonym: Vehirion Vandir (Vaindie)
  • Character occupation: Thief/Fence/Information Broker
  • Character Syndicate Contact/Espionage proficiency: +40 Syndicate Contacts
  • Skype/Discord:
    • Skype: malav1s
    • Discord: Malvs#8568
 
  • IG-Name: Cataclystrophe
  • Character Name/Pseudonym: Cousin Grey
  • Character occupation: Information broker, fence, counterfeiter
  • Character Syndicate Contact/Espionage proficiency: +20/+27
  • Skype/Discord:
    • Skype: dyskore
    • I don't have a discord yet
 
  • IG-Name: scyldwite
  • Character Name/Pseudonym: Lidiya
  • Character occupation: Thief, pick-pocket
  • Character Syndicate Contact/Espionage proficiency: +10 Syndicate Contact proficiency
  • Skype/Discord: No skype. Discord is steven#1613
 
  • IG-Name: Faunfire
  • Character Name/Pseudonym: Henry Windrocker
  • Character occupation: Thief, pickpocket, lockpicker.
  • Character Syndicate Contact/Espionage proficency: +20
  • Skype/Discord: Dont use Skype, Discord is Faunfire#2934
 
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Red is purely OOC information
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What is the Thieves Guild?
Plenty of places and professions have craft guilds. But if your line of work happens to cross the line of the law, it's doubly important to know what connections you have, and what favours you can call on. To lay down some ground rules and to make sure we keep this whole ramshackle shanty of an operation together for us. That, is the Thieves Guild. A sort of agreement between thieves, smugglers, charlatans, forgers, hitmen and all kinds of disreputable folk. A tight web of connections that is the inevitable lurking bilge under the façade of such a neat clean orderly society.

The Thieves Guild is firstly an attempt at a central organization for crime that's a little more stable than most gangs. Due to the nature of its lack of leadership it won't be making large moves itself. However, it will offer a discord/skype chat to members, allowing easier coordination (I'm aware a crime chat already exists). As an organization it may be used as a jumping off point for nobles or other RPers to access the crime community in this way. Secondly, the organization is just some worldbuilding. Trying to add a sense of community and some cool ideas to crime RP. Finally, through the Thieves Guild a character might make use of the Syndicate Contacts skill in game.



Who is welcome in the Thieves Guild?

We are not a gang. We are an agreement, and a web of connections, for the shady underworld to use. Are you an individual who walks on the wrong side of the law? Or consorts with those who often do? Well bloody done! You could be a guild member. Members of any gang or creed are welcomed to join. We're not going to stop you stabbing stealing and butting heads with each other. We're not some elitist club. Nor do you need to be a thief to join the Thieves Guild. Black market merchants, smugglers, and even a few corrupt guards lie in our web. Consort or assist with criminals, and you'll be welcomed like an old pal. The Thieves Guild has no leadership, no pledge beyond the Codes of Thieves Honour. It is an agreement, a quality assurance. That we shall be professionals in our unrepeatable practices, and have certain standards. So, if you're the kind of person who doesn't want to blindly mess things up for the rest of us, then welcome to the guild.

Any crime RPer can join the guild. Those already in a gang are welcomed, if not encouraged, to join. Even those who do not strictly follow thieves honour may join. However, those who ICly are considered 'not playing fair', may find themselves ostracized. Creating some interesting tension between those who follow the Code and those who don't.


How do I join the Thieves Guild?

You join the Thieves Guild by knowing someone in the Thieves Guild. Simple as that. We're not going to have some complex joining ritual so the guards can track us down. Just stick to the Thieves' Honour Code, and build up your contacts in the guild. It's a tight web but so long as you're not a rat or a prick you'll find a lotta friends a lotta quickly.

Apply in this thread! Just include your IG name, character name (pseudonyms allowed), main occupation (fence, thief, forger, mercenary, so on), Syndicate Contacts proficiency points, and discord/skype contact. If you're worried about metagaming send it to me via a private conversation.


How do I know someone is a member of the Thieves Guild?

When two members of the Thieves Guild meet. The first member asks, "Do you ever dance in the moonlight under a willow?" The second member will then respond "Sod off you bastard. You are a guard rat. Do you really think I am that stupid?" Seriously folks. Stop reading so many trashy Leutz-Vixe novels. We're not going to admit to being thieves. No special handshake, no identifying marks. If you want to know if someone's a guildmember, you either risk asking them or find out from someone else. In turn, if you're worried about rats in the system, use a pseudonym for your shady dealings.

There will obviously be the skype chat and an OOC list of all members. However, remember depending on your syndicate contacts proficiency you might not know or be familiar with everyone on that list. The Thieves Guild is more a shadowy web of connections than a single unified force.

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The Nine Thieves Honour Codes
Available to: those with 3 Syndicate Contacts proficiency or Thieves Guild members
  • 1st Code: The Thieves Guild has no leader. Those who proclaims the Thieves Guild has a leader are either lying, or terribly bloody misinformed. Never has there been a leader of the Thieves Guild at any point. Nor will there ever be. We're burglars, lockpicks and hitmen. Not some blue-blooded pansies.
  • 2nd Code: A guildsman may have feuds with other guildsmen. We're not here to stop you stabbing each other. However, a guild member should never undermine the criminal underworld as a whole. I know it's a dog eat dog world out their lads, but we've got to keep this cesspit of an operation held together. Through offering refuge to fellow thieves, or not ratting out key assets.
  • 3rd Code: The Emporium is neutral ground. No individual or group has the right to claim ownership over the Emporium. Fights for the following reasons are permitted in the Emporium: Drunken brawls, Contract hits, Personal vendettas, Extortion rackets and guard removal. Fights over gang territory, petty crime such as mugging, and sanguine hunting, are to be avoided in the Emporium.
  • 4th Code: Fences, Slums Healers and Undertakers are protected businesses. There won't be any thievery, extortion, arson, or any other such unrepeatable activity that could be damaging, done upon these businesses. If you sink these folks then it makes life harder on the rest of us. Do us all a favour and leave them alone.
  • 5th Code: Should a member of the Thieves Guild knock a man unconscious, or find an unconscious man, he may be looted. However, forgery rings and lockpicks are not to be taken. As well, never leave a man unarmed, at least leave the bugger his blade. Take a man's shoes, hair, liver, whatever. Don't take his livelihood.
  • 6th Code: During parley, a meeting, or whatever you want to call it when two folks agree to meet, your generally considered a bastard if you use this chance to ambush your opponent. To avoid this, if there's a risk of an ambush you can agree upon a neutral meeting spot beforehand, as well as how many other pals (if any) you're going to be bringing with you.
  • 7th Code: If two or more guildmembers are hired together, under the impression that they are members of the guild, to perform a contract. Then the sad sods will agree to split the prize fairly (preferably equally). Exceptions are made for traitors and cowards. However, none shall receive less than a quarter share, despite however minor their role was. In the event of death or capture the guildmember's share will be passed on the closest living family or to await their escape or release. If a guildmember is maimed during a job then the poor bastard deserves a double share.
  • 8th Code: If a guildsman becomes ill, is undergoing a sanguine transformation, or otherwise is put out of work, it is considered polite for those guild members, particularly gang members, within their inner circle to make accommodations for both the unfortunate fellow and their family, if any exist. We're still a bloody craft guild, we might as well act like one.
  • 9th Code: In the event of the death of a guildmember, on the job or otherwise, those of the member's inner circle are expected to give assistance with either a funeral or memorial service. This goes doubly if some unfortunate sod is executed and the body got carted off. This should help some of the more religious guild members, put their fears for their soul at ease.
  • 10th Code: There is no Thieves' Code. These are more like guidelines. We're bloody thieves, not liegeman. Use your head and decide what is acceptable. Just don't sink us all.
Thieves-Marks
One of the advantages of the Thieves Guild is they oversee and maintain the Thief-Mark system. These simple symbols ain't too hard for you to remember, so put your thinkers to it. Each symbol has a specific meaning, marking a shortcut or service. They're supposed to be easy to carve with a knife. You can spot them in walls and pillars, or carved into anything really lads. Keep an eye open, they might save your life.

Available to: those with 5 Syndicate Contacts proficiency or Thieves Guild members

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Shortcut / Hidden Path
If you spot this mark, it's worth taking a peak at. Either a shortcut, a hidden path, or a safe way around. Just be careful lads and use your heads. Paths can change and be hidden. Still in a pinch this mark can save your life during an escape.

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Dead End

If you're making a runner, or just don't want to be cornered, watch out for this sign. Particularly useful in the tunnels under the slums. If you spot this mark make sure you're not followed or you may find yourself due for an unfortunate ambush.

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Guards Patrol This Area

If you spot this mark, lay low and watch your surrounds! The guards are out, and this is a common patrol path. It's worth taking less risks here. Just don't mark this one out on main street. If you don't expect guards to be patrolling main street you're a knob who deserves to get caught.

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Guard Checkpoint Ahead

Turn around if you see this mark. The guards have set up another of their blasted checkpoints ahead. Find a way around, look for the hidden path mark, or just make sure your head is clear before proceeding. Expect to be stopped and searched. Obviously, this mark tends to be scratched out or covered when the threat has passed.


Available to: those with 10 Syndicate Contacts proficiency or Thieves Guild members

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Protected Thief Friendly Healer

Firstly. I don't care if you're mothers dying don't rob these damn blighters. Sink a clinic and suddenly your life just got a lot harder. Otherwise, expect whoever runs this establishment not to ask too many questions, or just not give a damn, as to why you're filled with arrows, drenched wet and carrying a guardsman's helmet.

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Protected Fence Nearby
Another fellow not to rob. This establishment specialises in the reselling of good from anonymous sources. Colloquially, a fence. Some of these are intentional while others are just useful idiots. And remember each fence might have their own rules as to who, how, or what they sell. Doesn't matter, they're protected.

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Protected Undertaker
A strange lad to protect. But when you remember how many folks in the slums die each month it's no surprise it's a bad practice to sink undertakers. If you don't like corpses in your bedrooms keep these folks alive. This might not just include undertakers. Graveyards, and folks who do last rites, are also protected. Have some respect for the dead.

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Guard Friendly Establishment
Whatever you do don't get this one confused with the last three. It's very different for a reason. Whatever this establishment is, it's got a leak running right to the guards. A rat, a mole, an informant, or they'll just report you. Keep your head on tight and your lips tighter.

Thieves' Cant
Available to: those with 10 Syndicate Contacts proficiency
Thieves' Cant isn't so much a secret language as it is a series of slang used by thieves. The guards, they'll tell you it's a 'secret code to hide dirty activities' but, it's more so somewhat uncomfortable to talk about some parts of our particular line of business. Using slang makes everything seem a lot nicer. It of course, does have the advantage that the blue-bloods can't tell a thing you're talking about. We've got a list of a few common phrases for your own convenience here. You can find more here, although use those at your own risk.

This could just be used as a fun slang guide for those in-the-know. If no lore staff disagree (big if), thieves cant might be used as an additional language tag. Remember that people can still tell basic sentence structure. And many phrases have a stigma attached to them. If anyone listens in it will sound like gibberish, but suspicious gibberish.

Cant to Common
Ard = To be stolen
Bess = A Crowbar
Boned = Seized or arrested
Canter = Thief (who knows Cant)
Charactered = To be branded
Darbies = Shackles
Darkmans = Night-time
Dive = A hideout or safehouse
Dub = A lockpick
Earnest = Promised payment
Expense Money = Bribe
Fence = Buys stolen goods
Flog = To be lashed
Foyst = A pickpocket
Ken = A house
Lid = A door
Lift = Steal
Maunding/Maunders = Begging/Beggers
Noozed = Hanged, married, gone
Pair of eyes = Lookout
Pound = Prison
Quota = A share of loot
Racket = Larceny
Rat, Leak = An informer
Score = Loot
Slip = Escape or move silently
Stoop = The pillory
Tinker = Thief friendly Healer
Undercroft = A place thieves meet
Yelp = Call for guards​

Example conversation:
Glenn:
Morning Katja. During darkmans I'm going to need a dub to crack the lid on a ken. I've already got a pair of eyes.
Katja: What happened to your usual guy?
Glenn: Someone leaked, and he got boned. He's in the pound getting charactered.
Katja: Ouch! This a rough job then? What's my earnest? We going to split the score equal?
Glenn: Yeah, slip by the undercroft at sunset.

Translation
Glenn:
Morning Katja. This night I'm going to need a lockpick to open the door of a house. I've already got a lookout
Katja: What happened to your usual guy?
Glenn: Someone informed the guards, and he got arrested. He's in prison being branded.
Katja: Ouch! This is a dangerous job then? What are you paying me? Are we going to split the loot equally?
Glenn: Yes. Quietly come to the meeting place at sunset.​
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OOC Application:


Please note: It is not mandatory to follow this application format but all information must be included. If you are concerned about metagaming please send it to me via a conversation.

  • IG-Name:
  • Character Name/Pseudonym:
  • Character occupation: (Eg, thief, fence, assassin, sellsword, information broker)
  • Character Syndicate Contact/Espionage proficiency:
  • Skype/Discord:
  • IG-Name: OasisRP1
  • Character Name/Pseudonym: Felix Mannen AKA Wisely
  • Character occupation: Thief
  • Character Syndicate Contact/Espionage proficiency: +10 Syndicate Contact
  • Skype/Discord: Nick Moore - Waterstag#7134
 
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IG-Name: Wolfiecat940
Character Name/Pseudonym: Niav
Character occupation: Theif, pit pocketing, assassin-ish, information broker?
Character Syndicate Contact/Espionage proficiency: +10 | +5
Skype/Discord: Both Wolfiecat940#2155 preferred Discord.
 
IG Name: DockedRelic
Character's Dub: Venkalth/Little Rat
Occupation: Thief/Pickpocket, Information broker/eavesdopper, Sellsword/hired killer.
Character's Syndicate Skill: Syndicate Contacts +10
Means of Contact: Best means of contact is through Discord. (Believe you have it?)
 
IG Name: Yigit.
Character Name: Raimondo D'Avella.
Occupation: Thief, information broker, criminal for hire.
Syndicate Skill: Syndicate Contacts +10
Skype: You have it.
 
IG-Name: Kihle
Character Name/Pseudonym: Juneya Perrot
Character occupation: A little bit of everything. Thieving one day, burglary the next.
Character Syndicate Contact/Espionage proficiency: Syndicate Contact +10
Skype/Discord: Kyle#2938
 
IG-Name: Anakyrivo
Character Name/Pseudonym: Miisejicol'lia
Character occupation: Just. All of them. ALL OF THEM.
Character Syndicate Contact/Espionage proficiency: +10 in Syndicate Contacts.
Skype/Discord: You have both.
 
  • IG-Name: Eternal_Wrath
  • Character Name/Pseudonym: Darragh
  • Character occupation: Thief, Pirate, Sellsword
  • Character Syndicate Contact/Espionage proficiency: 0 in each
  • Skype/Discord: Wrath#9517
 
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Red is purely OOC information
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What is the Thieves Guild?
Plenty of places and professions have craft guilds. But if your line of work happens to cross the line of the law, it's doubly important to know what connections you have, and what favours you can call on. To lay down some ground rules and to make sure we keep this whole ramshackle shanty of an operation together for us. That, is the Thieves Guild. A sort of agreement between thieves, smugglers, charlatans, forgers, hitmen and all kinds of disreputable folk. A tight web of connections that is the inevitable lurking bilge under the façade of such a neat clean orderly society.

The Thieves Guild is firstly an attempt at a central organization for crime that's a little more stable than most gangs. Due to the nature of its lack of leadership it won't be making large moves itself. However, it will offer a discord/skype chat to members, allowing easier coordination (I'm aware a crime chat already exists). As an organization it may be used as a jumping off point for nobles or other RPers to access the crime community in this way. Secondly, the organization is just some worldbuilding. Trying to add a sense of community and some cool ideas to crime RP. Finally, through the Thieves Guild a character might make use of the Syndicate Contacts skill in game.



Who is welcome in the Thieves Guild?

We are not a gang. We are an agreement, and a web of connections, for the shady underworld to use. Are you an individual who walks on the wrong side of the law? Or consorts with those who often do? Well bloody done! You could be a guild member. Members of any gang or creed are welcomed to join. We're not going to stop you stabbing stealing and butting heads with each other. We're not some elitist club. Nor do you need to be a thief to join the Thieves Guild. Black market merchants, smugglers, and even a few corrupt guards lie in our web. Consort or assist with criminals, and you'll be welcomed like an old pal. The Thieves Guild has no leadership, no pledge beyond the Codes of Thieves Honour. It is an agreement, a quality assurance. That we shall be professionals in our unrepeatable practices, and have certain standards. So, if you're the kind of person who doesn't want to blindly mess things up for the rest of us, then welcome to the guild.

Any crime RPer can join the guild. Those already in a gang are welcomed, if not encouraged, to join. Even those who do not strictly follow thieves honour may join. However, those who ICly are considered 'not playing fair', may find themselves ostracized. Creating some interesting tension between those who follow the Code and those who don't.


How do I join the Thieves Guild?

You join the Thieves Guild by knowing someone in the Thieves Guild. Simple as that. We're not going to have some complex joining ritual so the guards can track us down. Just stick to the Thieves' Honour Code, and build up your contacts in the guild. It's a tight web but so long as you're not a rat or a prick you'll find a lotta friends a lotta quickly.

Apply in this thread! Just include your IG name, character name (pseudonyms allowed), main occupation (fence, thief, forger, mercenary, so on), Syndicate Contacts proficiency points, and discord/skype contact. If you're worried about metagaming send it to me via a private conversation.


How do I know someone is a member of the Thieves Guild?

When two members of the Thieves Guild meet. The first member asks, "Do you ever dance in the moonlight under a willow?" The second member will then respond "Sod off you bastard. You are a guard rat. Do you really think I am that stupid?" Seriously folks. Stop reading so many trashy Leutz-Vixe novels. We're not going to admit to being thieves. No special handshake, no identifying marks. If you want to know if someone's a guildmember, you either risk asking them or find out from someone else. In turn, if you're worried about rats in the system, use a pseudonym for your shady dealings.

There will obviously be the skype chat and an OOC list of all members. However, remember depending on your syndicate contacts proficiency you might not know or be familiar with everyone on that list. The Thieves Guild is more a shadowy web of connections than a single unified force.

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The Nine Thieves Honour Codes
Available to: those with 3 Syndicate Contacts proficiency or Thieves Guild members
  • 1st Code: The Thieves Guild has no leader. Those who proclaims the Thieves Guild has a leader are either lying, or terribly bloody misinformed. Never has there been a leader of the Thieves Guild at any point. Nor will there ever be. We're burglars, lockpicks and hitmen. Not some blue-blooded pansies.
  • 2nd Code: A guildsman may have feuds with other guildsmen. We're not here to stop you stabbing each other. However, a guild member should never undermine the criminal underworld as a whole. I know it's a dog eat dog world out their lads, but we've got to keep this cesspit of an operation held together. Through offering refuge to fellow thieves, or not ratting out key assets.
  • 3rd Code: The Emporium is neutral ground. No individual or group has the right to claim ownership over the Emporium. Fights for the following reasons are permitted in the Emporium: Drunken brawls, Contract hits, Personal vendettas, Extortion rackets and guard removal. Fights over gang territory, petty crime such as mugging, and sanguine hunting, are to be avoided in the Emporium.
  • 4th Code: Fences, Slums Healers and Undertakers are protected businesses. There won't be any thievery, extortion, arson, or any other such unrepeatable activity that could be damaging, done upon these businesses. If you sink these folks then it makes life harder on the rest of us. Do us all a favour and leave them alone.
  • 5th Code: Should a member of the Thieves Guild knock a man unconscious, or find an unconscious man, he may be looted. However, forgery rings and lockpicks are not to be taken. As well, never leave a man unarmed, at least leave the bugger his blade. Take a man's shoes, hair, liver, whatever. Don't take his livelihood.
  • 6th Code: During parley, a meeting, or whatever you want to call it when two folks agree to meet, your generally considered a bastard if you use this chance to ambush your opponent. To avoid this, if there's a risk of an ambush you can agree upon a neutral meeting spot beforehand, as well as how many other pals (if any) you're going to be bringing with you.
  • 7th Code: If two or more guildmembers are hired together, under the impression that they are members of the guild, to perform a contract. Then the sad sods will agree to split the prize fairly (preferably equally). Exceptions are made for traitors and cowards. However, none shall receive less than a quarter share, despite however minor their role was. In the event of death or capture the guildmember's share will be passed on the closest living family or to await their escape or release. If a guildmember is maimed during a job then the poor bastard deserves a double share.
  • 8th Code: If a guildsman becomes ill, is undergoing a sanguine transformation, or otherwise is put out of work, it is considered polite for those guild members, particularly gang members, within their inner circle to make accommodations for both the unfortunate fellow and their family, if any exist. We're still a bloody craft guild, we might as well act like one.
  • 9th Code: In the event of the death of a guildmember, on the job or otherwise, those of the member's inner circle are expected to give assistance with either a funeral or memorial service. This goes doubly if some unfortunate sod is executed and the body got carted off. This should help some of the more religious guild members, put their fears for their soul at ease.
  • 10th Code: There is no Thieves' Code. These are more like guidelines. We're bloody thieves, not liegeman. Use your head and decide what is acceptable. Just don't sink us all.
Thieves-Marks
One of the advantages of the Thieves Guild is they oversee and maintain the Thief-Mark system. These simple symbols ain't too hard for you to remember, so put your thinkers to it. Each symbol has a specific meaning, marking a shortcut or service. They're supposed to be easy to carve with a knife. You can spot them in walls and pillars, or carved into anything really lads. Keep an eye open, they might save your life.

Available to: those with 5 Syndicate Contacts proficiency or Thieves Guild members

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Shortcut / Hidden Path
If you spot this mark, it's worth taking a peak at. Either a shortcut, a hidden path, or a safe way around. Just be careful lads and use your heads. Paths can change and be hidden. Still in a pinch this mark can save your life during an escape.

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Dead End

If you're making a runner, or just don't want to be cornered, watch out for this sign. Particularly useful in the tunnels under the slums. If you spot this mark make sure you're not followed or you may find yourself due for an unfortunate ambush.

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Guards Patrol This Area

If you spot this mark, lay low and watch your surrounds! The guards are out, and this is a common patrol path. It's worth taking less risks here. Just don't mark this one out on main street. If you don't expect guards to be patrolling main street you're a knob who deserves to get caught.

P5yiKMjt.jpg


Guard Checkpoint Ahead

Turn around if you see this mark. The guards have set up another of their blasted checkpoints ahead. Find a way around, look for the hidden path mark, or just make sure your head is clear before proceeding. Expect to be stopped and searched. Obviously, this mark tends to be scratched out or covered when the threat has passed.


Available to: those with 10 Syndicate Contacts proficiency or Thieves Guild members

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Protected Thief Friendly Healer

Firstly. I don't care if you're mothers dying don't rob these damn blighters. Sink a clinic and suddenly your life just got a lot harder. Otherwise, expect whoever runs this establishment not to ask too many questions, or just not give a damn, as to why you're filled with arrows, drenched wet and carrying a guardsman's helmet.

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Protected Fence Nearby
Another fellow not to rob. This establishment specialises in the reselling of good from anonymous sources. Colloquially, a fence. Some of these are intentional while others are just useful idiots. And remember each fence might have their own rules as to who, how, or what they sell. Doesn't matter, they're protected.

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Protected Undertaker
A strange lad to protect. But when you remember how many folks in the slums die each month it's no surprise it's a bad practice to sink undertakers. If you don't like corpses in your bedrooms keep these folks alive. This might not just include undertakers. Graveyards, and folks who do last rites, are also protected. Have some respect for the dead.

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Guard Friendly Establishment
Whatever you do don't get this one confused with the last three. It's very different for a reason. Whatever this establishment is, it's got a leak running right to the guards. A rat, a mole, an informant, or they'll just report you. Keep your head on tight and your lips tighter.

Thieves' Cant
Available to: those with 10 Syndicate Contacts proficiency
Thieves' Cant isn't so much a secret language as it is a series of slang used by thieves. The guards, they'll tell you it's a 'secret code to hide dirty activities' but, it's more so somewhat uncomfortable to talk about some parts of our particular line of business. Using slang makes everything seem a lot nicer. It of course, does have the advantage that the blue-bloods can't tell a thing you're talking about. We've got a list of a few common phrases for your own convenience here. You can find more here, although use those at your own risk.

This could just be used as a fun slang guide for those in-the-know. If no lore staff disagree (big if), thieves cant might be used as an additional language tag. Remember that people can still tell basic sentence structure. And many phrases have a stigma attached to them. If anyone listens in it will sound like gibberish, but suspicious gibberish.

Cant to Common
Ard = To be stolen
Bess = A Crowbar
Boned = Seized or arrested
Canter = Thief (who knows Cant)
Charactered = To be branded
Darbies = Shackles
Darkmans = Night-time
Dive = A hideout or safehouse
Dub = A lockpick
Earnest = Promised payment
Expense Money = Bribe
Fence = Buys stolen goods
Flog = To be lashed
Foyst = A pickpocket
Ken = A house
Lid = A door
Lift = Steal
Maunding/Maunders = Begging/Beggers
Noozed = Hanged, married, gone
Pair of eyes = Lookout
Pound = Prison
Quota = A share of loot
Racket = Larceny
Rat, Leak = An informer
Score = Loot
Slip = Escape or move silently
Stoop = The pillory
Tinker = Thief friendly Healer
Undercroft = A place thieves meet
Yelp = Call for guards​

Example conversation:
Glenn:
Morning Katja. During darkmans I'm going to need a dub to crack the lid on a ken. I've already got a pair of eyes.
Katja: What happened to your usual guy?
Glenn: Someone leaked, and he got boned. He's in the pound getting charactered.
Katja: Ouch! This a rough job then? What's my earnest? We going to split the score equal?
Glenn: Yeah, slip by the undercroft at sunset.

Translation
Glenn:
Morning Katja. This night I'm going to need a lockpick to open the door of a house. I've already got a lookout
Katja: What happened to your usual guy?
Glenn: Someone informed the guards, and he got arrested. He's in prison being branded.
Katja: Ouch! This is a dangerous job then? What are you paying me? Are we going to split the loot equally?
Glenn: Yes. Quietly come to the meeting place at sunset.​
RzNZn8J.png


OOC Application:


Please note: It is not mandatory to follow this application format but all information must be included. If you are concerned about metagaming please send it to me via a conversation.

  • IG-Name:
  • Character Name/Pseudonym:
  • Character occupation: (Eg, thief, fence, assassin, sellsword, information broker)
  • Character Syndicate Contact/Espionage proficiency:
  • Skype/Discord:
IG-Name: LittleLizerf
Character Name/Pseudonym : Aldwin
Character occupation : Collector (Merchant)
Character Syndicate Contact/Espionage proficiency: +10 in Syndicate Contact
Skype/Discord: #0356Beerus
 
IGN:JcRED
Character Name:Lucas Hawkson
Character occupation: pickpocket and thief
Character proficiency: syndicate +6 espionage +9
Skype/discord: rympowell@gmail.com(Skype) JcRED#0745(discord)
 
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IGN: IriCrescent
Character Name: Kaitlin Attewater
Character Occupation: Contract Giver & Forger
Syndicate Contract / Espionage Proficiency: +10 in both
Skype/Discord: You have them both
 
  • IG-Name: Fireright
  • Character Name/Pseudonym: Elijah Alister/Alister/ Crow
  • Character occupation: Assassin/sellsword/spy
  • Character Syndicate Contact/Espionage proficiency: To be determined
  • Skype/Discord: fireright08 or Fireright
 
  • IG-Name: Moonhawk147
  • Character Name/Pseudonym: Gwembeshe Nqobani
  • Character occupation: Dark-mark, Thief, Sellsword
  • Character Syndicate Contact/Espionage proficiency: +10 in Syndicate Contacts
  • Skype/Discord: DJ MEOW MIX / MeowXsis#5003
 
  • IG-Name: HeyoBiggums
  • Character Name/Pseudonym: Anastasia Fulford / Crazy Lady, Crazy Momma, Momma Dolly, etc.
  • Character occupation: Tailor, errand runner, and living map of regalia.
  • Character Syndicate Contact/Espionage proficiency: To be added.
  • Skype/Discord: You have my skype... My discord is HeyoBiggums#8252
  • Note: Has a mental issue where she believes a porcelain doll is her son, and treats it as such.
 
  • IG-Name: DudiGuy
  • Character Name/Pseudonym: Peter Cedric Bluequill Fox
  • Character occupation: Information Broker, Forger, Spy
  • Character Syndicate Contact/Espionage proficiency: +11 Syndicate Contacts, +13 Espionage, +10 Forgery
  • Discord/Skype: DudiGuy#2318 / DudiGuy
 
The management of the Theives Guild has been passed down, any future applications will be handled by me.

Thank you for your continued patience, the Thieves Guild is not responsible for any missing purses, dagger wounds, witty dialogue, or potential lose of limb or life. If you experience any of these, look for the symbol of a safe clinic.
 
  • IG-Name: Borkwood
  • Pseudonym: Bjørn Ålesund (I will PM the character's actual name and application if you need it!)
  • Character occupation: Smugglernow and Bounty HuntersoonTM
  • Character Syndicate Contact/Espionage proficiency: 10 in Syndicate Contacts
  • Skype/Discord: Borkwood2003 for skype, and Borkwood#8502 for discord.
 
  • IG-Name: fantasmo24
  • Character Name/Pseudonym: Mouse
  • Character occupation: Thief, Assassin
  • Character Syndicate Contact/Espionage proficiency: +8 Sneaking, +8 Quick Fingers, +10 Syndicate Contacts
  • Skype/Discord: live:thefantafox24 (SKYPE)/ Mouse#1238 (Discord)
 
  • IG-Name: DominicMorgen
  • Character Name/Pseudonym: Jonathan Rotasu / Khosan
  • Character occupation: Assassin / Thief / Fence / Informant (I know a little bit about a lot of things... And I have many, many connections.)
  • Character Syndicate Contact/Espionage proficiency: +10 Syndicate Contacts (With +49 Sneaking, +10 Quick Fingers, +10 Acrobatics, and a lot of Vampirism powers)
  • Skype/Discord: Palibot(KC)#4977
 
For those who were purged from the discord chat, it was an inactivity wipe. If I accidentally kicked you out please message me so I can fix that.
 
IG-Name: Q1ntum_shot
Character Name/Pseudonym: Kaze
Character Occupation: Theif/Informant/Assassin
Character Syndicate Contact/Espionage proficiency: +10 Syndicate Contacts
Discord: Ying246#2794 (I'm pretty sure it's wrong let me know if it's right)

@Bellarmina
 
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