In days of yore, there lived a thief of unparalleled skill. His name, whispered with both awe and trepidation, had become the stuff of legend, for Thorne Blackwyd had accomplished the three most audacious heists known to the annals of history—the theft of the jewels of the dragon empresses.
Thorne Blackwyd: Prince of Thieves
In days of yore, there lived a thief of unparalleled skill. His name, whispered with both awe and trepidation, had become the stuff of legend, for Thorne Blackwyd had accomplished the three most audacious heists known to the annals of history—the theft of the jewels of the dragon empresses.
Law of the Thief
OBDIZ – Fourth Law: The Only Bad Dip Is Zero.
The Ballad of Boney Filup
The Ballad of the Iron Vault
The Ballad of Thorne Blackwyd and the Chair
The Long Game: the "faith" of Rogues
- 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.”
To Whiskerhaven
He steals his own and takes us... where???
He steals his own and takes us... where???
The Afterlife: Whiskerhaven
Whiskerhaven is the mythical afterlife according to those who play the Long Game -- the so-called religion of thieves. It is a shimmering, half-real city of twilight streets and endless markets, where no one wants for food or coin, and no one chases what they’ve already lost.
- The Twilight Streets: Lanterns flicker in endless dusk; shadows hide more doorways than walls should allow. A thief never runs out of alleyways.
- The Grand Bazaar: Every stolen thing finds its way here, often in stranger forms—coins melt into dice, gems turn into bottles of wine, and locks hang open waiting for anyone to “steal” their contents.
- The Gambler’s Bridge: A bridge with no bottom beneath it. To cross, one must roll dice against Fate. Some thieves never leave the bridge, playing eternally but never falling.
Failing that, the Candlejack can sometimes be bribed to take an unknown thief, if a blackened gold piece is placed on the deceased's tongue as a bribe.
Latrocinium Consortium
The medallion of the thieves guild is an imitation of that used by honest men. To a lawful guildsman, the altered medallion is a mockery — a ruined medallion of false belonging. To a thief, however, it is legitimacy by inversion: “I take what you made, and make it mine.”
The medallions are all stolen and no guilded thief would have one made, for to do so would show they were unworthy of it. Many are taken from dead or drunken journeymen, especially in back alleys. Some are pawned off by the desperate and degenerate, who find themselves stripped of guild protection afterward.
On the Guild of Whispers
The Guild of Whispers is the guild of spies and is a subsidiary of the Thieves Guild. It is run by the Spymaster or Guildmaster Spy.
Beneath him are the Arch Spies and the Arch Beggar, who represent two of the three types of information gathering that the guild uses. The Arch Spies manage the guilded and acquired spies and were themselves guilded spies at one time.
A guilded spy is one specially trained to infiltrate (either long or short term) and abscond without notice with any information gathered. The guilded spy is often a skilled actor, a master of disguise and a polyglot. His skills are in high demand and his services are well compensated. He is a patient and very rare individual. Moreover, he may actually be a she, in or out of disguise.
Many spies do not normally conform to that description and rarely know that they involved in the work of a guild. Generally these "acquired" spies are people who are uniquely situated to ferret out information by a variety of means and are willing to provide it to others for pay -- a wizard's apprentice, a lady's chamber maid, a disgruntled clerk, or a gardener who eats his lunch under his master's window. They will report to the Arch Spy.
Another type of spy are those people who can come and go in polite society without being noticed, or while being actively ignored. Beggars, lamplighters, delivery boys, messengers and pages are well situated operatives of the Guild of Whispers. For a few copper pieces they report on the comings and goings of great men and dignified ladies, and dutifully report on the messages passed between them.
This type of spy is handled by the Arch Beggar, who pays the ransom for that information and then reports what is learned to a Spymaster.
When someone approaches the Guild of Whispers for information, it charges a fee to discover what it can. The guild is adept at finding people who are in the right position to know things and bribes them for information. In the end, neither the employer nor the spy knows each other, but both might deal with the same contact from the guild -- without even knowing there was a guild involved.
The guild never forgets what it has learned. Rather, it keeps the reports it has been paid to discover. It keeps this information and adds to it regularly, sometimes even without being paid. This is known as "Keeping the Books" and provides a ready source of general information that can be bought and sold when needed. The guild also has a paymaster who handles the money coming in and out. Every spy must be paid and the guild's purseman is charged with making sure that accounts are square.
On the Thieves Guild
The Thieves Guild follows a highly organized structure which some say is loosely based on the ancient diarchies of the Vyrum.
At the head of the guild is the Guild Master or Prince. He is often a nobleman with both feet in legitimate society. Few people know the source of his illicit income or rackets, which are continually washed through actual enterprises.
The Guild Master has four lieutenants: the Hand, the Eye, the Heart and the Hand. The Hand is the Grandmaster Assassin and head of the subsidiary Assassins Guild. The Eye is the Spymaster and head of the subsidiary Guild of Whispers. The Heart is the Great Dame and the head of the Trollop's Guild. The Mouth is the Guild Master's chief lieutenant through whom he directs the rest of the thieves in the guild.
Reporting to the Mouth are the Arch Thieves or "Old Men", each of whom runs a "family" of four to seven Master Thieves. They principally earn their income by loansharking and extortion, and by collecting the tribute purses paid by those beneath them. Each of them has an enterprise, a thin veneer of respectability, which is run more or less poorly and frequently relies on other unsavory sources of income to augment its survival.
The Master Thieves are the so-called "Uncles." They coordinate the dirty work of the guild. Each is an accomplished thief of some specialty and each of them runs a crew of four to eight "Lads" who. The Uncles plan jobs and give out assignments, but also supervise and train the real earners earners of the guild.
The Lads and their probationary associates do the actual pick-pocketing, wall climbing, lock-picking and pilfering that keep the entire organization afloat.
The Assassins Guild
On the Beggars Guild
Hedge Thieves
A Brief Lexicon of the Cant of Theives and other Undesirables
- ALFAFL – Second Law of Thieves. Acronym for Always Look For A Free Lunch. Always seize opportunity.
- Arch – A captain just under the head of the guild; 10th-level thief.
- Arch Wench – Captain in charge of trollops and beggars.
- Arch Beggar – Chief of beggars; “The Honorable Gentleman.”
- Arch Spy – Senior spy officer in the Guild of Whispers; “The Ear.”
- Aunt’s Place – A safehouse location.
- Badger – Highwayman; waylays pilgrims, travelers, caravans.
- Baker's Bag – A payment pouch intentionally light to cheat the receiver.
- Bawler – Priest or curate.
- Beak – Judge, magistrate, or other civil authority.
- Bent – Caught by the guild (as opposed to by the law).
- Black Lantern – Decoy or false lead to lure a target into a trap.
- Bleat – To swear in court, testify, or sign a warrant.
- Bleater – Victim of the guild; or a complainer in the guild.
- Block – About 1 gold bar or 2,000 coins.
- Blood – Net take from a job, after expenses and splits; “thick” or “thin.”
- Bare Orchard – A graveyard; also a street/alley where bodies turn up often.
- Booth – House/building.
- Bowman – Second-story thief or wall climber.
- Brasser – Someone who lies boldly without shame, even when caught.
- Bricky – Stupid, frustrating, dead weight.
- Bright – Haul of mostly silver coins.
- Button Box – Hidden compartment in clothing or gear.
- Cackle – Formal confession of a crime to civil authority.
- Call – Permission, especially from a higher rank to a lower.
- Candlejack - A way of describing good and bad luck, also a mythological figure who plays prominently in the cosmology of many thieves.
- Cank – One who refuses to confess to civil authority.
- Cat – Copper coin.
- Chalked – Secretly marked for later theft, observation, or attack.
- Charm(er) – Lock-picking tool; or to use it, someone who picks locks
- Clay – Hidden savings, often toward “retirement”; usually theoretical.
- Cock – Silver coin.
- Cooler – Woman.
- Cousin – Guild member, not necessarily from the same city.
- Clink – Coins.
- Cloak – Fence; one who buys or exchanges stolen goods.
- Creeping – Earning an honest living.
- Crew – Gang of thieves under an Uncle.
- Crooked – Operating as a thief without guild approval.
- Crow’s Dice – Rigged or loaded game of chance.
- DALOFARING – Fifth Law of Thieves. Acronym for Doors Are Left Open For A Reason; It’s Never Good. Beware traps.
- Debbie – Underperforming thief; amateur.
- Dinner – Scheduled, regular guild meeting.
- Dipping – Taking a cut; legitimately receiving a share.
- Dive(r) – Picking pockets, a pickpocket.
- Dog – Platinum coin.
- Doll’s Eye – Harmless or distracted look meant to hide true intent.
- Drag the Line – Investigate thoroughly, especially for missing goods or people.
- Dreambox – A dead drop or prearranged hiding place to exchange goods or messages without meeting.
- Dustman’s Cut – Payment for hiding or disposing of evidence.
- Eye – Second-story or higher window.
- Fancy – Platinum.
- Fat – 60%–95% cut.
- Finger – Assassin; member who kills for money.
- Four-Lock Job – High-risk, high-security theft.
- Friend – Intended victim; “Old Friend” is a former victim.
- Friendly – Easily moved loot; cash, especially gold.
- Gild the Coin – Bribe someone unnecessarily to secure future favor.
- Goose – Gold coin.
- Grand Dame – Arch Wench; head of the Madames.
- Gropers – Beggars; vagrants.
- Hack – One who earns by fighting or soldiering.
- Hand – Head of the Assassins; feared enforcer.
- Heater – Man.
- Heaving – Drawing breath; barely making a living.
- Heavy – Loot hard to move or carry; needs a fence.
- Hen – Madame; lieutenant of the Grand Dame.
- Hit – Ten coins.
- Honorable Gentleman – Chief beggar of the town.
- Hue – Whip or flog; punish by civil authority.
- Hug – Close-quarters stabbing.
- Inkhand – Forger or falsifier of documents.
- Jenny – Any thief’s tool except a lock pick.
- Joker – Hired betrayer embedded in another crew.
- Jolly - Look out for a job
- Kin – Thieves not in the same crew but under the same Prince.
- Lad – Guilded thief.
- Large – One hundred coins.
- Lamp Widow – Broken or disabled lock, left as a warning.
- Lung – Screaming child, especially infant or toddler.
- Lurched – Beaten at a game, swindled, or overcharged.
- Mill – Spell or incantation.
- Miller – Wizard or spell user.
- Moonbag – Earnings from a month's work; a windfall.
- Mouth – Door or portal.
- Muffing - Moving silently.
- Napper – Cheater among thieves; thief without guild sanction.
- Napping – To cheat or steal without license.
- Nose – First-story window.
- Old Man – Arch; captain just under the guild head.
- ORFOC - Sixth Law of Thieves. Acronym for Only Rats Fear Old Candlejack.
- Palm – Five coins.
- Pie – 100% of the take.
- Pitch the Silver – Spend stolen gains quickly to avoid tracing.
- Prick(ler) - Hear Noise or someone who does.
- Prince – Head of the guild; “he who holds the stone.”
- Pullet – Woman; prostitute.
- Rat’s Bridge – Hidden or indirect route in or out of a target.
- Red – Haul of mostly copper coins.
- Rent - Dues owed to the next higher level of the guild.
- Riggle – Avoid paying as one ought.
- Riggler – One who tries to evade guild tax.
- Roll – To go easy on; make things simple.
- Run – Live the life of a thief.
- Rutter – Captain of Slayers.
- Salt – Poison.
- SHASHOSHOO – Third Law of Thieves. Acronym for Shear A Sheep Often, Skin Him Only Once. Milk a mark for the long term.
- Scalpel – True assassin, not a mere thug.
- Scarecrow – Paladin or knight.
- Script – Plan for a job.
- Shadow – Unpaid but unspoken obligation to the guild or a thief.
- Sheep – Marks; sources of income.
- Shiny – Haul of mostly gold coins.
- Sit / Sit Down – Formal meeting between guild members.
- Skinning – Taking an illegitimate, oversized cut.
- Slap – Arrest or detain.
- Slapper – Law officer; constable or reeve.
- Slayer – Guild thug; hired muscle.
- Slice – Share of the take.
- Sleeper/Sleepy – Civilian; thief not in the know.
- Sniff(er) - Find traps, a person who does so.
- Spill Oil – Reveal a plan too soon or to the wrong person.
- Squint(er) - Read Language or someone who does.
- Stone – Magical item allegedly used by Princes to uncover the truth.
- Stomach – Gross take from a job.
- Strong Back – One who consistently shows profit.
- Tall – 1,000 coins.
- Tax – Guild’s cut of a job.
- Tears – Acid.
- Thick – 15%–40% cut.
- Thin – 1-10% cut.
- Thornbush – Easy-looking job with hidden dangers.
- Ticket – Initiation fee to join the guild.
- TINHAT – First Law of Thieves. Acronym for There Is No Honor Among Thieves.
- Teeth – Dog or pet.
- Tender – New guild member; probationer.
- TOBDIZ – Fourth Law of Thieves. Acronym for The Only Bad Dip Is Zero. Better small profit than none.
- Torch – Watchman, lamplighter, or crier.
- Twisted – Hung from the neck.
- Uncle – Master Thief; heads a crew.
- Vomit – Job that breaks even.
- Weak Back – One who rarely profits.
- Wet – Committed to action or crime.
- Whisker – Ranger or bard; any non-thief with rogue skills; also a pretender to nobility.
- Whetstone – Veteran thief who sharpens the skills of juniors, often harshly.
- Whisper Bag – Bribe paid to keep someone silent.
- Wide – 45%–55% cut.
- Wink – Sell out or turncoat, not a cackler.