The Thieves Guild {Faction}

Masahir N'air

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The Thieves Guild |&| Babylonia
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“All warfare is based on deception. Hence, when we are able to attack, we must seem unable; when using our forces, we must appear inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.”

Realm of Operations: Mesa Roja



Table of Contents
1.) Faction Information
2.) Shadowmarks
3.) Guild Quests
4.) Guild Assets


🞛 What is The Thieves Guild?
The Thieves Guild is a faction founded by Ra'tima-dro ( NPC | @Masahir N'air ) and @Demetri Malius , it is dedicated to the gathering and training of those who are stealthy and shadowy in nature. Like any trade guild, the Thieves Guild is an organization of professionals, except that in this case the professionals are burglars, robbers, pickpockets, smugglers, and other enterprising operators of stealth. Local authorities in Babylonia tolerate its existence for its service as Uruk's 'crime regulator', as dissent and competition are un-abided within its territorial claims. In this sense, it functions as a smaller 'Uruk Underground' to parallel Karim's.

🞛 Alignment
♢ The Thieves Guild is a Lawful Evil faction, that occassionally, for the sake a pragmatism, edges into the territory of Chaotic Neutral. They are not afraid to get their hands dirty for higher-ups, as long as there is worthy payment, just as they are unafraid of swindling those exact same people if the relationship turns sour. They are not common, low-down criminals or outright thugs who prey on the poor and needy, and as such, they strongly discourage members from targeting 'unprofitable' marks such as the sick, impoverished, or homeless. The Thieves Guild seeks to operate within the framework of a relatively civil society in order to maximize the profit they garner, and individuals may care little for worldly or altruistic improvement. Investments that the Guild makes are almost purely for the sake of something beneficial to themselves or otherwise pragmatic and helpful to its goals as a faction down the line. They wont kick you out for stealing candy from a baby, but they will judge and snark at you over the silly hassle of such a needless cliche.

🞛 Mission Statement
♢ The Thieves Guild aims to have a foothold on each of the main realms of the crossroads, and seeks to be at least moderately influential with several of the more notable factions in said realms. The Guild seeks the collective economic enrichment of its constituents, as well as the glory and infamy of heisting desirable or high-profile items.

🞛 Faction Management Style
♢ The guild is a relatively loose network of thieves and cutpurses sharing contacts and resources, occasionally pooling together to handle larger or more lucrative heists. It is primarily headed by Ra'tima-dro, a khajiiti smuggler, with Demetri Malius functioning as her 'right hand'. Together they work to source jobs and lucrative deals that match the skill profiles of their underling Footpads. They may seek the opinions of others within the faction while considering a choice, though this is no guarantee that they will follow the council provided.

OOC: Decisions that require voting will be voted on by the relevant/involved/affected members. If the entire faction is relevant, then the entire faction will be asked to cast a vote. This is due to the looser nature of the guild's structure. Typically speaking, the more involved you are and the more you contribute, the more you will get out of being in the faction. (Read: More Involvement = Higher Rank = More Sway)

♢ The Thieves Guild does not tend to establish large, publicly available guild halls, preferring instead to operate out of smaller safe-houses nestled within the bodices of their allied factions or otherwise cozied-up-to 'key individuals'. Members tend to gather at specific locations in larger settlements, often choosing a seedy cornerclub, inn, or tavern as their place of choice when conducting business. Higher ranked members will naturally be more networked, and are therefore more likely to have access to hideouts.

OOC: Seldom expect access to a lavish safe-houses unless you have put in enough effort to gain access to them, including Guild Sanctuaries. Otherwise feel free to purchase your own personal base and do with it whatever you want. Imagine it as a sort of "BYOB" (Bring Your Own Base) type deal upon entry until you otherwise earn access to a Sanctuary.

🞛 Faction Rules
♢ The guild does not tolerate egregiously violent conduct from it's members. Though it is accepting of those from blacker professions (such as assassins and mercenaries), it is utterly uninvested in murdering targets or otherwise grievously harming marks. This faction is not a black-ops syndicate. These rules tend to be focused around protecting the Guild's relationships with affluent or beneficial individuals and factions, or protecting the Guild itself as a whole. For example, hostile action taken against Officials in Uruk is strictly forbidden under normal circumstances.

♢ Never bring harm or humiliation upon the Guild.
♢ Do no harm nor heist while within Uruk's walls.
♢ Never attempt to skimp on the Guild's cut.
♢ Do not disrespect King Gilgamesh's authority.
♢ Do not harm or kill marks, nor your fellow guildmates.

♢ Less severe infractions of these tenets are typically punished via a (strictly IC) fee of gold determined by a Guildmaster, while more severe breakages can result in a member being effectively banished or even excommunicated from the faction, losing any and all benefits. Alternatively, one may choose to take on a job (Read: Quest) to help earn back the good graces of the guild.

OOC: Any references to the guild getting "its cut" is meant purely for IC flavor. Gifting actual Coin or Consumables OOC as tribute or donations to the faction is always COMPLETELY OPTIONAL (but also super appreciated!)

🞛 Faction Roles
♢ The guild operates on a hierarchy system, with the Guildmasters having the most power and say, and Prospects having the least. Most members who stick around will typically find themselves in the middling ranks of Footpad or Blackfoot. With enough work put in, you may just become a Guildmaster if you seek to, though the position is not without its unique drawbacks and stresses.



Nightingale - A special narrative role within the faction with at least the same hold and sway as a seasoned Guildmaster, if not more. Only three may exist in the living world at any one time.

Guildmaster - Thieves of this rank are basically the 'general managers' of an entire regional branch of the guild. They have proven themselves time and time again, and have the trust and support of their underlings, as well as other masters within the guild. Guildmasters tend to own and operate their own Sanctuaries and Safehouses.

Blackfoot - This is where most career thieves end up. Blackfoot thieves tend to be highly skilled and well connected both within and without the faction. A Blackfoot has the freedom to plan their own heists with the help of guild resources (as long as the guild gets its cut), and bring other agreeing members along when they need a team. They always have access to the major Guild Sanctuaries.

Footpad - Footpads have had their skills and ability to listen tested, but are now expected to further prove their mettle. They typically have access to better jobs, and their opinion holds more sway. They tend to have access to at least one safehouse within the guild, usually the main one for the region they've joined into.

Prospect - The newest members of the guild, labeled as "prospects" because they are prospective members of the faction. Prospects have access to lower-risk, lower reward jobs, and may be sent on tasks more akin to busy work than any grand or elaborate heist.

🞛 How do I join?

In an OOC sense, you simply need to post in here, or reach out to me on the Multerra Discord [Hizrihel], and accept the Thieves Guild Initiation Mission, linked here. IC you must successfully complete the aforementioned initiation quest.

Ask me on Discord for a server invite! ♢​

🞛 Other Lore
♢ In areas where the guild has activity and influence, one may also find curious little etchings called 'shadowmarks' painted or scratched into various containers or surfaces in unremarkable locations. These marks can serve as tips or even warnings to others who understand their meanings.

♢ Often members will speak in a Thieves' Cant unique to their region as a way of recognizing each other while staying as incognito as possible.

♢ Outsider competition edging into their claims is typically handled brutally and swiftly, just as swiftly as a member breaking tenets tends to be dealt with.



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Bookkeeping


🞛 Current Membership:
♢ Ra'tima-dro (NPC Co-Founder) {Nightingale}
♢ Demetri Malius (Co-Founder) {Guildmaster}
♢ Masahir N'air (PC Member) {Blackfoot}
♢ Fish in the River (NPC Member | @Cho ) {Footpad}
♢ Teekl (NPC | @Klarion ) {Familiar}
♢ + Klarion (PC Member) {Resident Brat}

🞛 Notable Faction Threads:
City of Thieves - Faction Foundation
The Scarred Warden - Mesa-Rojan Antagonists established
Making Friends with Shadows - Hired by the Heirs to assist in Arcadian Jailbreak
Four Criminals Walk Into a Space Station... - A supply run for the Heirs goes incredibly sideways

🞛 Influence: n/a

🞛 Affiliated Factions:
Babylonia (Allied)
Heralds of the True Heir (Client)


🞛 Guild Assets:
♢ Thieves' Oasis (Guild Safehouse | Mesa Roja)

🞛 Useful Links for Members:
Fame & Infamy
The Bounty Board

Challenges & Death


 
Last edited:

Masahir N'air

[M] Arbiter of Love
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SHADOWMARKS
by Demetri Malius

Greetings, fair Footpad. You need to find your way around in a big, new city? Sick of stumbling face first into a dead end, or a risky low-reward house only to be faced down by an enraged swordsmith? Tired of getting your cloak caught in the grate during your daring escape? Then you should make sure to read this book from front to back and really familiarize yourself with this concept we merry thieves call 'shadowmarks', for it could be the difference between a juicy payday, and months spent in jail, or even more tragically, a dagger in your gut and a permanent dirt nap.

These little things function as a sort of silent cant, a way we can communicate with each other without needing words or physical accompaniment, and they are found where ever the Guild has gained reasonable influence. It certainly helps to keep Footpads like you from quickly becoming dead or otherwise deposed by law and mark alike. Often you will find them etched into various containers, chests, doorframes and other nondescript areas, including hollowed tree trunks or false rocks.

We thieves are a brief type, so go ahead and don your scholar's spectacles and stick your nose in the book before you find yourself with your back to the wall.






GLOSSARY

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This mark here stands for 'The Thieves Guild'. You will find it near sanctuaries and safe-houses operated by the guild. Often this diamond insignia is worked into various, more subtle designs, like part of the lattice windows of a building, and not just haphazardly emblazoned on some wall like a calling card. Know that when you see it, the Guild's presence is certainly nearby, though they are more than likely to have already noticed you poking around.


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Ah, safety. From the guards, from prying eyes, from many possible things. This mark is universally understood to denote a safe area, often in the direction it is found pointing in. This safe place may just be a good hiding spot, or it may even mark something like a smuggler's den. It would behoove most of us miscreants to take the time to find these safety marks when visiting a new locale frequented by the guild, if only to avoid jailtime.


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Danger! If you come across this mark, you would be wise to recognize that some poor, unlucky bastard of a thief before you more than likely ran up against an inconvenient- if not entirely deadly- threat here. From a place with far too much oversight, all the way to being the home (or shop) of a deadly and highly skilled warrior, it would likely be best to steer clear of anything marked with this... Unless you are seeking a challenge, that is.


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A safe escape route. Hopefully, if you plan to stay with the guild long, you will not need to use this one to save your skin all too often. Like the other safety mark before it, this shadowmark is also universally understood to denote a safe passage, often in the direction it is found pointing in, and sadly, normally found in older dungeons and jailhouses. Less tragically, it is also found marking the entrances to various smuggler's tunnels and shady accessways that go into the dark underbellies of settlements. It might not always be a pleasant stroll through the park, but it is often far better than spending time in the coop.


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Protected by the Guild. Under no circumstances should places marked with this shadowmark be targeted, heisted or looted, nor should any inhabitants within ever be assaulted, intimidated or roughed up by a thief of the Guild. If you want to mess with them, go ahead and consider the serious boot that will surely be turning you into a mudhole in return. This should go without saying, but outsiders would also do well to heed this mark, unless they want to deal with the Thieves Guild seeking proper recompense for the slight.


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Aw, you should come to love this mark if you are running with the guild for any length of time. This here denotes a Fence, a purveyor of... hard earned, questionably obtained but 'totally legal' (we all assure) goods. A Fence will take your ill-gotten gains for a small fee, either laundering them for you, or if you want to cut out the nasty business of dealing with dreadful middle men for yourself, buying those illicit goods off you. Once it is out of your hands and pockets, it is easily none of your issue anymore.


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Congratulations, if you are so lucky to find this shadowmark near a chest or maybe a hollowed log, you're in for a surprise... a gift from the Guild for the thief in the field. After all, who says we only ever take, and never give back? You have just found yourself a cache of tasty morsels some other adventuring guildie has left behind for you. Being a member of the Guild has its perks, but do not expect to come across such secreted treasure troves often. After all, we are all here to make a lovely bit of profit and one cannot achieve that if they are always giving their gains away like alms.


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A building hit with this mark has already been sized up and under observation by the Guild, and determined to be a profitable little venture for those willing to take it on. Local members of the guild are likely to have quite a bit of information on places marked in this way. It would be worth one's time to investigate the area, if they are seeking hefty profit or bragging rights.


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Empty. Something marked with this has either been picked over clean by the guild, or was never worth it in the first place. Slums and beggar's quarters tend to be denoted in this way, along with other places like hospitals, libraries and other boring public buildings. It would be in the best interest of one's limited time to pass over anything with this etching. Saves one from going through all the effort of breaking in, only to find that your mark does not even have two coppers to rub together.

 

Masahir N'air

[M] Arbiter of Love
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♢ Official Missions and Job Opportunities ♢

Lost Lockboxes and Lunar Coins

Quest Giver: Ra'tima-dro (NPC | @Masahir N'air )
Quest Length: 5,000 words
Quest Location: Mesa Roja
Quest Prerequisites*: Have a thiefly skill ≥ rank II, OR a stealthy ability
Quest Reward: Standard + Entry Membership within The Thieves Guild
Repeatability: Non-repeatable upon success (per individual)
Quest Description:

The Thieves Guild is looking for fresh recruits, but not just any ol' slump from the gutters will do for the type of work they're looking to pull. You have to prove that you're up to snuff, and capable of getting into and out of hard to reach, possibly highly trafficked and observed locations. Being adverse to actually landing low-downs in jail with anything too risky, the guild has devised a relatively simple task to help sift the chaff from the grain: locate three lockboxes, hidden somewhere within Uruk's walls.

You are likely to catch wind of the job while in various, smaller seedy taverns and cornerclubs in Karim or Uruk, right near the outer walls or outside of town. Some ruffians, or perhaps even the bartender, may point you in the direction of Uruk if you're looking for work or connections, with some variation of the tip(s):

> "A well dressed figure in black robes was in here earlier, asking around for someone with a certain collection of skills for sussing down old and lost antiquities." <

> "Apparently they had a small set of rare collector's coins go missing from their last caravan- still in their ornate chests and all! Can you believe that sour luck?" <

> "I heard a lead for their recovery turned up somewhere in Uruk. The way they talked about them coins... Must be awful luck losing such a fine collection. Bet they'd fetch a lovely price on the market." <


These dark silver lockboxes are small, with peaked lids and ornate engravings of nightingale birds adorning their outsides. They are hidden throughout Uruk, with some being more obvious than others, though all are deceptively simple in placement. These placements are changed up after each attempt, so no prospective recruits can cheat by memorizing their locations after failing, or have an Initiated Footpad shell out the answers. You may find them tucked away on a hard-to-reach rooftop, squirreled away behind a pesky merchant's stand in the bazaar, or you might even find one hidden as a cache in the lower accessways. The point is that they are not explicitly guarded, and require a bit of thought to get to; you will have to take the time to carefully explore and discover Uruk in order to find them.

It should go without saying that getting caught by the Uruk law at any point in time while hunting down these safes will result in rejection, though one is always welcome to make another attempt at a later date if they really want to prove themselves. The coins will vanish from your person upon apprehension.

Once you locate a lockbox, you are encouraged to 'persuade' the lock to open with your finesse and skill (whatever it may amount to), and claim the lunar stamped silver coin within. Attempting to pick up or otherwise relocate the lockbox itself will quickly cause one to discover that it is somehow totally unmovable. Upon collecting all three, a note will appear in your hands through undeterminable yet clearly magical means- this note depicts an hourglass in front of a golden merchant scale, along with the cant, "the desert sands shift, but the moons remain loyal". Presenting these coins at the Golden Sands shop (who's logo is an hourglass in front of a golden scale), located near the palatial district, and speaking the cant, will earn you entry-level access to the Thieves Guild's network and resources. Expect one of the higher-ups to give you a bit of a lecture about the Tenets of the Guild once they eventually come around to greet you.

After completing the quest, one is more than welcome to rove around town, as long as they abide by the tenets they were just informed of, or leave if they otherwise see fit.



* As the Quest-giver, I consider a "stealthy" ability to be any ability or consumable meant to disguise, distract, or dissuade one from being 'discovered' by local law enforcement. A "stealthy" ability can be anything from literal concealment powers, to illusion magic, and even shapeshifting. Thiefly skills are anything you think would reasonably fit under the category of "rogue", or "secret agent", or even most "assassin" skills. It can be as lavish as James Bond's smarmy social charisma, or as honed as a netrunner's skill in cyber-infiltration. The point of this mission is for your character to prove that they are resourceful, persistent, thorough and at least a tad bit intelligent. If you're unsure, feel free to contact me via the site or Multerra's official discord.

The Fishing Job

Quest Giver: The Thieves’ Guild (Ra’tima-dro (NPC) @Masahir N'air )
Quest Length: 2,500 - 5,000 words
Quest Location: Mesa Roja; Karim
Quest Prerequisites: Be Prospect rank or higher
Quest Reward: Standard
Repeatability: Yes

Karim is a boundlessly wealthy city, a real jewel of the disc. Listen closely enough though, and you are sure to hear the very real and regal jingle of jewels and shinies in the pockets of Karim’s affluent~ The Guild is interested in taking our cut of tax season, to the tune of about a grand or two. Bring that in to us and we will make sure you get your dues without the hassle of scrubbing it yourself.

<Locate a wealthy looking mark(s) within Karim and get your hands on their valuables without drawing too much attention to yourself. Bring whatever trinkets you lift back to the guild once you are done, this should be a collection of items believably valuing something in the ballpark of ~1,000-2,500C. Being detained by the law as a result of public actions or violence will result in failure.>



The Bedlam Job

Quest Giver: The Thieves’ Guild (Ra’tima-dro (NPC) @Masahir N'air )
Quest Length: 2,500 - 5,000 words
Quest Location: Mesa Roja; Karim
Quest Prerequisites: Be Prospect rank or higher
Quest Reward: Standard
Repeatability: Yes

The Guild believes that the beautiful Karim can spare ample wealth to those less fortunate. Make yourself busy lifting whatever objects of wealth you come across and can reasonably acquire, and run them back to us once you have a decent haul. Do us good and you will get your promised cut.

<Bring whatever trinkets you lift back to the guild once you are done, this should be a collection of items believably valuing something in the ballpark of ~1,000-2,500C. Being detained by the law as a result of public actions or violence will result in failure.>


The Numbers Job

Quest Giver: The Thieves’ Guild (Ra’tima-dro (NPC) @Masahir N'air )
Quest Length: 5,000 words
Quest Location: Mesa Roja; Karim
Quest Prerequisites: Be Footpad rank or higher
Quest Reward: Standard
Repeatability: Yes

Karim is incredibly affluent, its merchant lords have grown so fat and lazy on their excesses of enjoyment. The Guild would like to cook them a healthy homemade meal of modesty to help wake them back up. Get access to one of the more cushy stores or warehouses, and bake their books. Do that for the Guild and we will make sure you get your dues without any hassle.

Make sure to not get caught by any miser’s guards.

<Being detained by the law as a result of public actions or violence will result in failure.>


A Commercial Heist

Quest Giver: The Thieves’ Guild (Ra’tima-dro (NPC) @Masahir N'air )
Quest Length: 5,000 - 10,000 words
Quest Location: Mesa Roja; Karim
Quest Prerequisites: Be Footpad rank or higher
Quest Reward: Standard
Repeatability: Yes

Karim is incredibly affluent, its merchant lords have grown so fat and lazy on their excesses of enjoyment. The Guild would very much enjoy swiping from right under their snoring noses. Get access to one of the more cushy stores or warehouses, and get your hands on the object of desire we got the tip for. Take care of the Guild, and we will take care of you. Make sure to not get caught by any guards and throttled into an early grave.

<Being detained by the law as a result of public actions or violence will result in failure.>


Sweep Cleaning

Quest Giver: The Thieves’ Guild (Ra’tima-dro (NPC) @Masahir N'air )
Quest Length: 5,000 - 15,000 words
Quest Location: Mesa Roja; Karim
Quest Prerequisites: Be Footpad rank or higher
Quest Reward: Standard
Repeatability: Yes

Karim is known for being the seat of abundant wealth, with many nobles and merchant lords living decadent lives within its gilded walls. We need you to infiltrate one of those fat-cats’ estates and sweep them out for the glut of treasures within, and get your hands on the objects of desire we got the tip offs for. Do that for the Guild and we will make sure you get your fair share without a hitch. Please take care to not get caught by any patrolling guards or screaming misers, eh?

<Being detained by the law as a result of public actions or violence will result in failure.>

 

Masahir N'air

[M] Arbiter of Love
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Guild Assets
───────── ・ 。゚☆: *.☽ .* :☆゚. ─────────


♢ Bases of Operation ♢


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ON-map-Thieves%27_Oasis.jpg


Thieves' Oasis
(11,800C; purchased)
Basic Access Permissions: Prospects
Usage Permissions: Must be a Footpad or higher in Rank
Size IV (50,000 sqft) (x4)

Base Cost (1,000)
Healing III: Oasis (600)
-- Activation III: 10 Seconds (-150)
-- Indiscriminate III: Just stand in the water (-150)
-- Limited III: Must be Organic (-150)
Protection III: 10ft Walls (300)
-- Ongoing III (300)
-- Indiscriminate III: Cover works both ways (-150)
-- Limited III: Can be climbed/jumped over (-150)

Treasury (5000)
-- Size IV Base (+1000)
Capacity: 0/5,900C


"With its mix of Redguard architecture, both old and new, Thieves' Oasis features a stunning waterfall, ancient statues, and housing fit for a prince—whether that prince is a scholarly antiquarian or roguish thief."

Thieves' Oasis was once an idyllic farm nestled in a protected and hidden away valley oasis half a day's ride from Uruk, known for growing bountiful crops of moonsugar cane. The premises is protected by ten foot tall walls made of concrete. Upon coming into ownership over the property deed, Ra'tima-dro has worked to turn the area into a base for her Guild's operations. The Yokudan styled structures within host living quarters for a few dozen people to live very comfortably alongside recreational areas like a tavern and training/sparring area. Visitors are welcome to enjoy a dip in the oasis, whose waters are rumored to rejuvenate flesh in need of mending while one soaks or swims.

Ra'tima maintains a personal garden for both food and various alchemical ingredients used in making healing potions and poisons at the alchemy station. Behind several locked doors and hidden deep in the multi-leveled basement a treasury kept under secure lock and key is housed in the form of a large vault.


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───────────────────────────

♢ Minions ♢

One Hundred of the Finest Rogues

100 Minions (x7) (3,025) (purchased)

Well Trained Physiology (1400)
Base Cost (300)
Agility III (600)
Endurance III (300)
Speed I (200)

The Guild was relatively selective during their most recent recruitment campaign, only taking on promising individuals that showed great physical talent and bodily skill. These well trained individuals, on average, are as athletic and agile as an Olympic gymnast and can move quicker than most normal people for prolonged amounts of time before tiring.


Sharpened Senses (150)
Sense II: Sight & Sound (400)
-- Activation II: 10 Seconds (-100)
-- Ongoing II (200)
-- Limited II: Only in Dim/Dark Areas (-100)
-- Removable II: Arcane Focus (-100)
-- Side Effect II: Sensitive to Overstimulation (-100)
-- Weakness II: Bright Lights & Loud Noises (-50)

A small spell cast upon one's self over the course of about ten seconds meant to sharpen the senses of sight and hearing. This spell requires an arcane focus to cast, often in the form of a necklace, but can be any small arcanely attuned accessory easily accessible to the caster. This ability is best used in dim or dark areas of quiet, as it is mainly meant to suss out intruders attempting to remain camouflaged under the guise of shadows and stealth. The visual aspect of this spell works akin to standard night vision, and as such using it during the day or in otherwise bright areas is ill-advised, as instead of being any help the caster will instead only see the world in a glaringly overexposed and washed out manner. Those under the effect of this spell are sensitive to being overstimulated by bright lights (like direct sunlight during the day, a strong flashlight, strobing lights) and loud noises, and are unable to use this spell as effectively while being overwhelmed. Removal of the physical arcane focus prevents the casting of this ability, and one must be reobtained in order to use this spell.


A Trick of the Light (450)
Concealment III: Sight & Sound (600)
-- Concentration III (-150)
-- Ongoing III (300)
-- Limited III: Must be Undetected to Fully Cloak (-150)
-- Removable III: Arcane Focus (-150)

A combined invisibility-muffle spell channeled with the active concentration of the caster and the help of an arcane focus. Often this focus takes the form of a necklace, but can be any small arcanely attuned accessory easily accessible to the caster. Loss of concentration, whether from strain or taking damage, will completely negate the concealing effects of the spell. Due to flaws inherent in the premise of altering someone's perception of reality, casters are unable to use the full extent of this power if they have been detected. Removal of the physical arcane focus prevents the casting of this ability, and one must be reobtained in order to use this spell.


We've Armed the Merry Men (450)
Damage III (300)
-- Ongoing III: Bleeding (300)
-- Removable III: Physical Weapon (-150)

The Guild expects its members to be competent in defending themselves should the need arise. This proclivity of self-defense takes the shape of various claws, daggers and swords made of high grade steel. Being cut, sliced or pierced often results in persistent bleeding. Can be disarmed.


Blackened Thieves' Leathers (375)
Protection III: Leather Armor (300)
-- Ongoing III (300)
-- Removable III: Physical Armor (-150)
-- Weakness III: Mental/Psychic Attacks (-75)

A set of black leather armor stamped with the Thieves' Guild's diamond insignia. Can be torn or cut away if one has the finesse to target the fastens and straps. Being normal leather armor, it is mainly helpful in repelling physical damage such as being scratched, clawed, sliced, stabbed, struck or shot at with bullets. As it is just leather, the suit offers absolutely no protection against attacks of a mental or psychic nature.


Master Skills

Thievery: Sleight of Hand IV
(200)

Pickpockets, thieves, charlatans... all those employed by the Thieves' Guild are known to possess a talent for shady skills associated with sleight of hand and finesse. From lockpicking quickly, plucking coveted trinkets from the pocket of a mark, even to planting evidence on undesirables, folks under its employ are undoubtedly skilled when it comes to sneaky fingers and concealed actions.

Description: The Thieves' Guild has gone on a very aggressive recruitment campaign across whatever seedy underground networks they've discovered, to relative success.
 
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