Thieves Guild Factions
Second oldest faction in the guild and one the smaller factions in existence today. Paradoxically perhaps the Assassins’ faction is one of the most secretive factions in the guild (surpassed only by the Spies), and yet also the one most scrutinized by the Council of Thieves (the Guild’s leadership).
Emblem: a dagger and a chalice crossed.
- Accept payment to end the life of another.
- Take time and effort to study your target before killing it.
Entry mission: you have killed someone designated by the guild just so that you can enter the Assassins faction.
The Grifters (or con-men) are the newest faction of the guild, having been in existence only for 30 years or so. Thus they are still fighting for their place in The Guild’s hierarchy, and their members are generally the most ambitious of The Guild members, and the most eager to prove their place and advance in ranks.
Emblem: an outspread hand with three coins floating over it.
- Con someone to give you money or help.
- Shift danger or blame onto another by pretending to be that which you aren’t, to benefit yourself AND your allies (i.e. Not only yourself, and not at the expense of your allies).
Entry mission: you had to grift a nouveau-rich merchant out of 100 coin.
The oldest, largest and as yet the most prestigious and powerful faction in The Guild is the Thieves’ faction. Its name has changed many times over the years, but its essence hasn’t, and it still proudly produces the best thieves in the world. There has yet to be a lock, safeplace or vault created that a Blackdeath Thief can’t bypass.
Emblem: hand in a black glove, holding a diamond, with a lock in the background
- Avoid detection or infiltrate a location.
- Steal for the benefit of your allies.
Entry mission: you had to pass the Challenge of Thieves (or the Thieves’s Test, as it is also knows) not through brute force, but by trickery and larceny.
The muscles of The Guild are a force to be reckoned with, as they are the second largest source of income for The Guild (apart from the Thieves’ faction. The Grifters’ faction is starting to close up to it in the last 5 years – a source of great friction between the two factions), with money coming in from the Enforcers’ protection charges, participation in Thieves’ faction actions, bodyguard and mercenary missions, and the drug and slave trade which they help support and run (with some help from the Spies and Fixers factions).
Emblem: a dragon crushing a rock
- Defeat a worthy opponent
- Disregard injuries in pursuit of your objective.
Entry mission: pass the Challenge of Thieves by brute force alone (note: the Enforcers pass a modified Challenge of Thieves – not the same one that the Thieves pass. Their’s has fewer traps and locks to bypass and more monsters and guards to overcome).
The most secretive and the smallest of the factions, the Spies’ power in the Guild far outgrows their apparent presence. They are at the heart of The Guild’s major missions and activities, and the source of the Guild’s success and expansion over the years.
Emblem: an outspread black hand with a crow in the background
- Disguise yourself and pass inspection.
- Leap into danger without a plan.
If you need something, anything, the Fixers can get it. Facilitators to all of The Guild’s missions and actions, the Fixers have contacts and resources everywhere. Second youngest and second smallest of The Guild’s faction, this faction has already proven its worth to the Council of Thieves many times over (unlike the Grifters faction). Popular with all other factions, nobody wants to make an enemy of the Fixers, simply because without them practically no plan would ever come to fruition.
Emblem: two hands with fingers crossed
- Find a valuable contact for the group.
- Smooth things over before they turn out into a fight.
This tiny faction of professional acrobats, or “grease men”, is very tightly knit, almost family like. Many of its members are in fact from the same few families, and everyone trained with everyone at some point in their life. This proud group of experts is not part of all of The Guild’s activities, but is usually called in to assist in “big” or specialized jobs.
Emblem: a ring floating in the air, with two hands spread wide behind it
- Use agility and dexterity to get you out of a tight spot.
- Prove the value of your agility to others.
Nobody knows the exact size of this faction, but it is clearly one the larger factions in the Guild. It is also the only faction that allows “casual” membership, by having very low prerequisites and an “intern”-like membership level for low-level members. This is particularly convenient as many of these low-level members are real beggars that don’t survive more than a winter or two in Blackdeath’s harsh winds and cold weather. Beggars are the bread-and-butter faction of the Guild, supporting most of its other factions in some way or another (particularly the Fixers, Spies, and Thieves) and generating a surprisingly large amount of income through their work.
Emblem: a hand spread out to beg and three coins dropping into it.
- Prove your value to someone who has underestimated you.
- Beg for something useful from a complete stranger, and get it.
This is a small sub-faction of the Enforcers, specializing in protective and defensive duties. Relatively new to the Guild, the Guards were formed after the infamous “Del Amar” attack, where a small group of Salmonelis-based adventurers broke into one of the Guild’s strongholds and tried to retrieve the Del Amar Crystal found there. They made clean work of the Guild’s Enforcers, well-prepared for offensive duties but ill prepared for defending their position.
Emblem: a black shield crushing a pile of skulls
- Endanger yourself to protect someone weaker than you.
- Help an ally that put themselves in danger.
This is a very small sub-faction of the Enforcers, specializing in commanding and leading other Enforcers and Guild members. They were formed by the legendary Tarax Dens Leon, an epic-level Enforcer who lead the direct assault against Salmonelis in the Three-Season-War.
Emblem: a black gauntlet-clad fist resting on a black gantlet-clad outspread hand.
This is a very small sub-faction of the Enforcers, specializing in sniping and ranged combat.
Emblem: three arrows, crossed (either red or black arrows).
This is a small sub-faction of the Enforcers, specializing in advanced tactics, manoeuvring, battlefield control and advantage. Works well with the Officers sub-faction of the Enforcers and with other Enforcers.
Emblem: a map with a dagger stuck through it.
This is a small sub-faction of the Spies, specializing in tracking down goods, people, documents etc for the Spies mostly, and at times for the Enforcers. Its members don’t socialize much and tend to spend as much time as possible out of the cities (as opposed to their Fixer colleagues)
Emblem: three shoe prints in the sand
- Find something useful for the group, before they even know they need it.
- Hide the tracks of a group member that has gotten into trouble.
This is a very small and very special faction in the Guild. All other factions work well with the Healers and everybody wants to be on the Healers’ good side, thus Healers tend to hold high ranks with many followers in the Guild.
Emblem: blood and bandages spiralling around each other
- Endanger yourself to heal a gravely wounded ally.
- Keep your allies alive and fighting against all odds.
This is a very small sub-faction of Thieves that specializes in moving contraband and illegal substances, weapons, objects, slaves, etc from one place to another. Usually holed up at the Docks or roaming around the world, this is a vey surely group of desperadoes that come to life when smuggling in at hand.
Emblem: a boat on a rough sea
This faction, very new and extremely tiny, was started as a joke, after small groups of Thieves, Acrobats and Enforcers started to go out on raids in Blackdeath’s sewers and the tombs of the ancient wizards surrounding the city. As money from these raids was plentiful, and yet non “taxable”, since it was gained from non-Guild activity, one of the Guild’s council members jokingly said that a Tomb Raiders faction should be formed, and those that wish to go on raids must join it.
Emblem: a rope, a lamp and a dagger on the background of a cave
This faction was conceived as another way of getting members of The Tribes to join the Guild. Hunters are usually selected to join longer missions, where their skills help their group survive over a longer period of time.
Emblem: a dead bear and a dead deer with arrows in them
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