What is the Thieves Guild?
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.
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
Shortcut / Hidden PathIf 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.
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.
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.
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
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.
Protected Fence NearbyAnother 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.
Protected UndertakerA 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.
Guard Friendly EstablishmentWhatever 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.
Available to: those with 5 Syndicate Contacts proficiency or Thieves Guild members
Shortcut / Hidden Path
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.
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.
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
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.
Protected Fence Nearby
Protected Undertaker
Guard Friendly Establishment
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
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.
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.
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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