While thieves, con artists, and others who live by wit, charm, stealth, or mischief often follow the religions of their homelands, many are also steeped in the oft-repeated myths of their profession. Those who embrace these tales are said to be playing the Long Game—placing their hope in one of three legendary means to escape the divine justice they surely know awaits them.
Scholars dispute whether the Long Game is a true religion, akin to the Church of Westrun, the Way of Order of Eastrun, or the Namus Abadi of Southrun. Most conclude it is not, instead calling it a cultural code—a creed that justifies criminal virtues: never betraying accomplices, showing courage in one’s craft, and executing deeds with a sense of style. Even failure, they note, should be wrapped in the telling of a worthy story. Nevertheless, in every major city across Erenth, there are those who speak of the Long Game in reverent tones, as if it were sacred truth.
- The Last Coin: A thief dying in bed sometimes requests a blackened coin on the tongue. This is a sacred act, rarely refused even by enemies.
- The Tale at the Wake: It is said the dead listen for how their last deed is told. A clever retelling may catch the Candlejack’s ear even if the deed itself was small.
- The Drink for the Lady: A cup of wine spilled on the floor in taverns is sometimes called “buying the Red-Fingered Woman’s first round.”
According to the Long Game, the gravest sin a rogue can commit is to steal from—or otherwise harm—a child, most especially an orphan. This offense admits no forgiveness. All other failings may be mitigated by the sacrifice—gifting coins to street urchins—but crimes against children demand retribution. Rogues bound by the Long Game are honor-sworn to punish, if not outright kill, any who commit such acts.