The Dark City (3.5e Campaign Setting)/The Thieves Guild
The Thieves Guild[edit]
The largest guild and most powerful under the overlords. All jobs must be sanctioned by the guild less a free-lance thief finds himself at odds with the guild. The percentages of loot (sometimes as high as 70%) is grossly unfair and that is why many choose to work outside the guild for bigger profits-at their own risk. The guild is also very strict on rules of membership including Human males. This guild offers "protection" to anyone with money, but merchants first and foremost. Anyone trafficking in goods would do well to pay the thieves' guild to keep their merchandise safe. This has a certain benefit for merchants as they know who to go to if things don't go as planned. After all, the thieves want the merchants to prosper so that the protection money keeps flowing. Associated Skills: Sleight of Hand, Open Locks, Disable Device
History of the Thieves Guild[edit]
It claimed as even as the Temple of Aath being built, in the hidden rumble of the crumbled Southern empire, the Guild was being built. Saint Jackdawl, a resourceful priest loyal to the faith is said to have laid the foundation the Guild. When he ascended to the high plains for his sacrifice, his followers continued the tradition for over two hundred years. Ever the trickster and con man, Jackdawl was best know for his tricks pulled on other Saints, especially the daunting Saint Bahmus, who's faithful still carry animosity till this day.
The Guild today is run mostly like a business with contracts and assets, running the cities blackmarket and other illegal activities. As the largest guild and most powerful under the Overlords, the Thieves of this Guild hold incredible influence. All jobs must be sanctioned by the guild less a free-lance thief finds himself at odds with the guild. The percentage of loot (sometimes as high as 70%) is grossly unfair and that is why many choose to work outside the guild for bigger profits-at their own risk.
The guild offers "protection" to anyone with money, but merchants first and foremost. Anyone trafficking in goods would do well to pay the thieves' guild to keep their merchandise safe. This has a certain benefit for merchants as they know who to go to if things don't go as planned. After all, the thieves want the merchants to prosper so that the protection money keeps flowing.
The guild used to have a tradition on very strict on rules of membership including only Human males. This has been progressively dropped as the Guild has found uses with different races and genders to be assets in their activities. Nevertheless, the majority of members are human and male and those from other backgrounds are unique.
No one joins the Guild lightly. It takes a certain persona to be part of the organization with the ever present threat of rivals in the ranks or worse, subjected to the harsh city legal system. Nor does one leave the Guild except in death.
The Beggars Guild: Beggars and Urchins[edit]
The beggars and urchins are controlled by the Beggar Master. Not every beggar is cripple as some fake their infliction. The beggar network is a fast moving source of information o what is going on in the streets and their lack of any attention paid to them make them excellent spies on the outside of dwellings and in the streets. All begging must be sanction by the guild-many do not refuse.
Associated Skills: Gather Information, Disguise, Knowledge (Local)
The Extortion’s Guild: Professional Intimidators[edit]
This Affiliation garners the character’s income through intimidation to pay debts or for extortion schemes. Used by the moneylenders and gambling dens to collect from commoners. Members have access to information on persons or organizations secrets and who is paying for what.
Associated Skills:Intimidate, Gather Information, Knowledge (Local)
The Fraternity of Fences[edit]
Merchants of stolen property, usually with pawn shops or gambling houses as their front operations. Members of this Affiliations can pawn off more stolen goods and at a premium price. They also run the gambling halls.
Associated Skills: Appraise, Diplomacy, Sense Motive
The House of Pain: Torturers and Executioners[edit]
Either hired by the Government or individuals to extort information via torture. Individuals who are in this guild are usually evil.
Associated Skills: Intimidate, Heal, Sense Motive
Allies and Enemies of the Thieves Guild[edit]
While individuals may have associations with other Guilds and with officials, the Guild itself is considered a criminal organization by the Overlords and an extortionist operation by the Merchants Guild. The Church of Aath also is against the Guild as it refuses to pay protection money to protect its temples and catacombs from tomb thieves and grave robbers. The House of Red Lantersn is also considered an enemy from its liberation from the thieves guild. One strong ally in the guild is the Starsman and Navigator’s Guild, for shipping through the city of goods pass through their ships and docks.
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