The Thieves' Guild

The Thieves’ Guild is an extremely powerful crime syndicate whose influence has permeated throughout all of Nova Dominium and even beyond the borders of the city. The Guild’s economic and political strength has rooted itself in the city’s very infrastructure: no Senator or city official has the clout or nerve to interfere with it. Citizens, businesspeople, even the city watchmen have simply accepted the Guild’s presence as normal, almost legitimizing its operations.

The Guild deals primarily with the movement of high end goods, making it more closely affiliated with upper class districts like the Silex Heights, where some suspect the mysterious Guildhouse might be situated. It also extorts money from city officials and businesses for “protection,” not only from their own members but from other thieves as well (the Guild keeps close tabs on potential competitors). On rare occasions, the Guild has been suspected in disappearances and assassinations.

Organization

Guild members are organized into four tiers: executives, supervisors, handlers, and agents. Agents are the lowest tier, comprising most of the Guild’s regular agents (including new recruits). Agents are the ones who actually get their hands dirty with Guild activities, meaning they are the most expendable Guild members should a job go sour. To avoid the hassle of needing to utterly silence every agent who is lost during an operation, most agents receive information about their assignments on a strict, need-to-know basis. Agents receive a + 4 affiliation bonus on Bluff, Diplomacy, and Intimidate checks when dealing with Nova Dominium officials, as well as a + 2 affiliation bonus on Stealth checks in the city’s streets and on Perception checks to locate other Guild members. Agents may also be loaned useful items from higher Guild officials in order to accomplish certain assignments; these items almost always require returning once the assignment is complete.

The second tier are the handlers. Each handler is a kind of specialist in a particular aspect of the Guild’s overall machinations: some sneakier handlers deal with smuggling from specific locations, other more diplomatic handlers manage interactions with specific noble houses or politicians (for example, one handler deals exclusively with House Drachmaa while another handles House Lyrio), while others take care of even more exotic assignments according to their skills. Agents are assigned into teams, each one managed by a specific handler according to the general nature of their assignments. Agents defer to the leadership and council of their individual handlers, who receive the most information about their specific jobs and then disseminate it to their teams; should a handler become compromised, the most skilled or experienced agent in that handler’s team is promoted and undergoes rapid training in a secret Guild facility.

The third tier are the mysterious supervisors. Supervisors are the information brokers for the Guild: they relay relevant information between interested parties, normally handlers and other supervisors but occasionally deigning to deal with agents when the need arises. Handlers receive jobs and assignments with appropriate briefing from supervisors, and report back to them for debriefing when a job is complete, for better or worse. Unlike agents, who are consistently assigned to the same handler, handlers often report back to several different supervisors.

Finally, there are the Guild executives. The most powerful members of the Guild, executives oversee the management of the Guild itself. The total number of executives is unknown, but two are commonly referenced by Guild members: the Master Treasurer, who manages Guild assets and the dissemination of resources to other members, and the Guild Master, who manages the infrastructure of the Guild itself (i.e. the movement of information between and via supervisors, handlers, and agents). The identity and location of these executives is a closely guarded secret, known only by the executives themselves and their own personal teams of supervisors.

When a job is completed, resources derived from the job are forwarded to the Master Treasurer, who calculates the appropriate distribution of wealth between the Guild’s organizational assets, the Guild Master, the Master Treasurer, and the associated supervisors, handlers, and agents. Given this long trickle of wealth, the Guild tends to focus on high-priority or consistently high-income jobs in order to make the communal payoff worthwhile for all members.

The Thieves' Guild

Mists of the Past Wasko