Thieves Guild¶
"A shadowy network of cutpurses and fences. Prove yourself through theft and subterfuge."
Ghelmyon's underworld doesn't advertise. Find a fence, work your way in, and the city opens up sideways - back-alley routes, smuggling contracts, the kinds of jobs that only get done at night.
At a glance¶
| HQ | The Den (back room, secret entrance off the docks) |
| Member tags | thief, fence, smuggler, thieves-guild |
| Best class fits | Rogue, Bard (subterfuge specialty) |
| Major rival | Town Guard (−50% tension) |
| Soft rival | Merchants Guild (−25%) |
Rank titles¶
| Rep | Tier | Title |
|---|---|---|
| < -100 | Hostile | Marked |
| -100 to -20 | Unfriendly | Outsider |
| -20 to 50 | Neutral | Unknown |
| 50 to 200 | Friendly | Associate |
| 200 to 500 | Honored | Shadow |
| 500+ | Exalted | Guildmaster |
Unlocks¶
| Tier | What you get |
|---|---|
| Neutral | Fence stolen goods at The Den |
| Friendly | Smuggler routes, better fence prices |
| Honored | Thieves Guild safehouse, contract jobs |
| Exalted | Guildmaster title, master fence, shadow contracts |
The fence is the cornerstone. Without it, stolen goods are unsellable (any guild shop refuses; honest townsfolk report you).
How to gain rep (generic)¶
- Find a contact first. The Den isn't on the map until you've earned an introduction. Ask shady NPCs at the docks; listen for rumors in the wrong taverns.
- Fence stolen goods. Every fenced item nudges rep - the rarer the loot, the bigger the bump.
- Pickpocket successfully (don't get caught).
- Run contract jobs. Posted at The Den once friendly.
- Sabotage merchants / guards when contract calls for it.
- Don't snitch. Helping the Watch tanks Guild rep instantly.
How to lose rep (avoid these)¶
- Building Town Guard rep (−50%)
- Building Merchants Guild rep (−25%)
- Reporting Guild crimes you witnessed
- Refusing a contract once accepted
- Selling stolen goods through non-Guild fences
Rivals to watch¶
- Town Guard - primary rival. Cannot hold friendly+ with both.
- Merchants Guild - soft rival. You can hold neutral with both if careful.
- Pale Order - universal rival, even thieves don't like necromancers.
When the rep is worth it¶
For Rogues, mandatory. Without Guild rep:
- Lockpick crafter inaccessible
- Stolen goods unfenceable (real money lost)
- Heist intel locked
- Safehouse network closed (no fast travel through alleys)
For Bards with a subterfuge specialty, friendly is enough - you get fence access without committing to the lifestyle.
For lawful classes - avoid entirely.
See also¶
- Factions overview
- Town Guard - the primary rival
- Rogue, Bard - natural Guild fits