Thieves’ Guild Owner’s Manual: The Guild

By December 5, 2014Uncategorized


It should come as no surprise at this point that your Thieves’ Guild is more than just any old building. It is your headquarters, the proud figurehead of your organization, the beating heart of your criminal empire. Did we say “criminal”? We meant “commercial” and “entirely legitimate”, of course. Excuse the momentary lapse, my friend.

First and foremost, it’s a dormitory. It’s where your Master Thieves and Urchins live, awaiting orders, getting into the relaxing sorts of mischief that Master Thieves and Urchins do in their off hours. It’s also where you keep your Guild’s stock of gold and supplies. This may come as a shock to you, but nothing in this city is free. We’re going to presume you didn’t start your Guild out of the goodness of your heart, either.

As previously mentioned in this very manual, gold can be grabbed from any poorly-secured home in the neighborhood. There are a lot of them, trust us. Your Guild will also passively earn a little gold every so often. In reality, there’s nothing passive about this at all: extortion and larceny are very active ways to earn a living, even if your Guild members can accomplish them without your supervision. You may have noted that we haven’t mentioned supplies yet. A steady stream of those can be obtained by sending your Urchins to infiltrate appropriate local businesses. You’ll want to source those as soon as possible. It’s why you keep those kids around in the first place, after all.

What’s it all for? Well, gold and supplies can be spent at your Guild to procure various tools and enhancements that will make you and your Guild members’ jobs a bit easier. More Urchins? Just a coin or two. More space in the Guild for recruits? A few coins and some appropriate supplies. Access to weapons better suited to the professionals you employ? Just grease the right palms with some of your reserves. There is only so much you can do at one time, however, so plan your purchases appropriately.

The more creative administrators among you must now be positively frothing at the mouth thinking about all the possibilities for mayhem your Guild opens up. We assure you, that froth is quite warranted. Until next time, we’ll leave you to it.