Welcome adventurer!

Before we get into the article I want to be clear that everything I post is truth within the campaigns run by ‘The Grey League‘ but is not canon, per se. I try to stick close to canon but where Gary Gygax left it vague… well, that’s the beauty of Greyhawk isn’t it? The creative freedom. That is why I will start every article title with ‘TGL presents’ so you know it isn’t 100% canon. Hope you enjoy my work and Happy Gaming!

“Olidammara curse me! I’ve misplaced my coin purse! But…what is this paper doing in my pocket?  A coin and key symbol? What is that supposed to mean?!”

– an introduction to the thieves’ guild in Thieves’ Cant.

Symbol:

A coin attached to a key. The coin represents wealth and the key influence.

Overview:

There is little you can do within the city that won’t be spotted by them and reported to their taskmasters. The Guild was once the very epitome of shrewdness and superiority but now it is but a shadow of its former self. More recently, the war precipitated by former Guildmaster Arentol against Theobald and his Beggars’ Union both killed off or discouraged many low-level thieves and apprentices, reducing the guild’s pool of roguish talent. Make no mistake though, the Guild is still very influential. Anything lost or missing is most often blamed on the Thieves’ Guild and they are used by mothers as the boogie man: “If you keep this up, the thieves will come in the night and steal you away”. After the great War, the Guild enlarged their own territory to include the whole Domain of Greyhawk. The domain is not divided up but rather the Shadow Steward of the closest city/ town has ownership (and responsibility).

In order to both keep up appearances and to coexist with law-abiding communities, the Guild maintains a charter. (An example of such a document can be found here[i].)  The charter also urges the Thieves’ Guild to rob outsiders, be they merchants or adventurers, and leave the locals alone. There are even strict quotas imposed by the ‘Shadow Stewards’ on exactly how much can be stolen from the Licensed Merchants’ and Traders’ Union in any given month.[ii] But that is not to say that the Thieves’ Guild does not steal at all from the natives. They do whenever possible, and this fear of robbery allows the guild to extort protection money from small businesses and middle-class households to supplement the guild’s considerable income. Unlicensed thieves are visited by enforcers who will explain the benefits of membership and threaten with the consequences if they continue unlicensed.

Inside the Domain of Greyhawk the guild runs many safe houses which can include a secret hide-out, Tavern, barn, shop, etc. A member of the guild knows how to identify these places for the symbol is often, unobtrusively, included in their sign but not always together. A physical key could be chained on a hook that holds a coin symbol, if you look closely, etc.

[i] see www.Canonfire.com

[ii] However, non-union traders are fair game.

Beliefs:

  • The Guild is your family and when you are there for it, it will watch out for you.
  • Take your destiny in your own hands and never be less than what you deserve to be.
  • Everything—and everyone—has a price.

Goals:

  • To amass wealth, power, and influence.
  • To have eyes and ears all over The Domain.

Enemies:

  • Any other thieves’ group or guild in the city or the Domain of Greyhawk.

Member ranking – traits:

To become a thug (rank 1) in the guild, a person needs to pass questioning under a zone of truth spell and must also successfully complete an initiation crime.

Enforcers have been with the guild longer, hold true to the beliefs and goals of the guild and are often found with several thugs. A group of thugs and enforcers form a gang and their leader is a taskmaster, a low-ranking leader, who have to bring in their weekly quotas or else.  Lording over several taskmaster is the Shadow Clerk, a mid-level leader, who answers to a chapter leader. Each quarter of the city is a separate chapter of the guild and lorded over by a Shadow Steward. Membership in a quarter is permanent unless Shadow Stewards decide otherwise, although members will occasionally be temporarily transferred for a joint operation.

The Guild’s activities are many and varied, but in almost all cases, have a materialistic bent. They seek to amass wealth, and that can mean seeking dirt on enemies, finding new trade routes or deposits of ore and treasure, and so on.

Affiliation modifiers:

One time: Born and bred in Greyhawk city+1
One time: Knowledge (local) 6 ranks.+1
Complete a mission for the Guild1 to 3
Infiltrate another faction, union or noble house+1
Establish a safe house in the domain+1
Maintain one safe house+1
Paying double the guild quota for that month+1
Save the guild from a major setback+2
Unable to pay guild quota for that month-1
Shut down another thieves’ guild or gang+1

Ranks:

nrRank nameInsigniaRenownOther Requirement
1Thugnone1
* No benefits and 90% of earnings go to the guild.
* Able to buy simple illegal goods and tools.
2EnforcerCoin tattoo53rd lvl
* Fence goods of less than 200 GP value at 40% value.
* 20% of the earnings go to the guild.
3TaskmasterKey tattoo155th lvl, 1 secret missions
* Fence goods of less than 100 GP value at 50% value.
* 10% of the earnings go to the guild.
* Access to any rogue skill expert within 1d4 hours.
* Run a team consisting of 1-2 enforces and 4-5 thugs.
4Shadow ClerkSilver Coin attached to a key30
11th lvl, 3 secret missions
* Fence goods of any value at 65% value.
* Access to any expert within 1hr.
* For any secret mission receive seven 5th level rogues.
* Able to run 5+charmodifier taskmasters each with their own team.
5Shadow StewardPlatinum Coin attached to a key50
15th lvl, 10 secret missions; Free vacancy for the rank
*Skeleton keys available to the sewers and most secret doors in the city of Greyhawk.
*Runs a quarter on the town and draw upon all its resources. He must still answer to the Head of the guild – The Shadow master.