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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