Wherever there are people, there are thieves. Lurking in the shadows, living by theft and vio- lence, these criminals exist for one purpose: to enrich themselves at the expense of others. Of course, most civilized locales have some type of law enforcement body, which protects the innocent from the depredations of these unsa- vory elements—at least in theory. To combat these attempts to maintain law and order, the Thieves’ Guild arose. Modeled on the guilds of other professions, the Thieves’ Guild assists rogues, cutthroats, and other dubious charac- ters in their criminal endeavors, including shielding them from the law. In many cities, the Thieves’ Guild has become immensely power- ful, overshadowing even the legitimate govern- ment in terms of its wealth and influence. In others, the Guild is less impressive but never- theless significant. In all cases, the Thieves’ Guild provides its members with aid and com- fort as they pursue their chosen “profession.”
Membership Requirements
To qualify for each rank of this organization, the character must meet the following mini- mum requirements.
Rank 1 – Footpad: A record of accomplish- ment as a thief (character level 2+); recom- mendation of an existing member of the Guild.
Rank 2 – Cutpurse: 1 rank in Climb; 3 ranks in Hide, Move Silently, and Open Locks.
Rank 3 – Footpad: Renown as a thief (charac- ter level 5+); 1 rank in Disable Device; 3 ranks in Climb; 5 ranks in Hide, Move Silently, and Open Locks.
Rank 4 – Thief: 3 ranks in Disable Device; 5 ranks in Climb; 7 ranks in Hide, Move Silently, and Open Locks.
Rank 5 – Master Thief: 5 ranks in Disable Device; 7 ranks in Climb; 9 ranks in Hide, Move Silently, and Open Locks; infamy as a thief (character level 8+).
Rank 6 – Guildmaster: Infamy as a thief (character level 12+); support of a majority of the rank 5 members of the Thieves’ Guild.
Benefits
Immediately upon being inducted to each rank of this organization, the character gains the fol- lowing benefits.
Rank 1 – Access to the Thieves’ Guild’s headquarters and the use of its facilities in
exchange for a cut of all profits earned in crim- inal undertakings (see below). Each new mem- ber is also assigned a mentor (rank 3+ mem- ber), who is the character’s official advocate and instructor in the traditions of the Guild. Rank 2 – Permission to form partnerships with other members of the Guild to found any sort of criminal enterprise they wish, provided they give the Guild its requisite cut of all profits (see below). The member may also fence stolen goods of any sort, as well as purchase ordinary items that others in the Guild have for sale. Rank 3 – The permission to recommend new members to the Guild, as well as to act as a mentor to them. The ability to purchase any magic items the Guild may acquire. A +1 cir- cumstance bonus to all Intimidate checks when dealing with NPC-class characters in the town or city where the Thieves’ Guild is located. Rank 4 – A junior seat on the ruling council that advises the Guildmaster of Thieves, including the ability to vote for the next Guildmaster when the position becomes vacant (although the character is ineligible for the position himself). A +2 circumstance bonus to all Intimidate checks when dealing with NPC- class characters in the town or city where the Thieves’ Guild is located.
Rank 5 – A senior seat on the ruling council that advises the Guildmaster of Thieves, including the ability to vote for the next Guildmaster when the position becomes vacant. The character is now eligible for the position, should he be chosen by a majority of all other rank 5 members. A +3 circumstance bonus to all Intimidate checks when dealing with NPC-class characters in the town or city where the Thieves’ Guild is located.
Rank 6 – Absolute rulership of the Guild.
Drawbacks
The Thieves’ Guild has two primary draw- backs. The first is that the Guild is a strict hier- archy and transgressing its strictures leads to a harsh punishment. Higher-ranking members of the Guild expect to be obeyed by those of lower ranks, as well as treated with respect. Anyone who chooses to ignore these expectations may be physically harmed—even killed—by their superiors without compunction. This is espe- cially true if the lower-ranking members’
CHAPTER FIVE: Schools and Organizations
CHAPTER FIVE: Schools and Organizations
actions threaten the security and stability of the Guild. Likewise, no lower-ranking member may ever harm or kill his superior without the express permission from the Guild’s ruling council, which must approve all such actions. The second drawback is that all members of the Guild are expected to give a percentage of their monthly income to the Guild, to line the pock- ets of the members of the ruling council. This percentage decreases as the member gains greater rank and influence within the organiza- tion. Rank 1 – 40% Rank 2 – 30% Rank 3 – 20% Rank 4 – 10% Rank 5 – 5% Rank 6 – 0%
Causes for Expulsion
As an organization of cutthroats, the Thieves’ Guild has many hidden dangers for those who pay little heed to its rough standards of justice. Any member that does not obey his superiors, as noted above, or whose reckless actions jeop- ardize the Guild, will be punished harshly, pos-
sibly with death. Indeed, most transgressions against the Guild are usually cause for bodily harm rather than expulsion. The Thieves’ Guild rarely allows members who wish to leave to do so, since that too might pose a risk to its secu- rity. Consequently, anyone who acts against his superiors, withholds a portion of his monthly tribute, or who undermines the Guild will find himself brutally (but quietly) eliminated, his body never to be found. The Thieves’ Guild operates under a code of silence and expects all its members to abide by it or face the ultimate penalty.