Showing posts with label Thieves. Show all posts
Showing posts with label Thieves. Show all posts

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.

These treasures, so priceless they could purchase a kingdom, were guarded by the most formidable warriors and the most intricate defenses the world had ever seen. Yet, Thorne, the greatest thief of all, was undaunted by these obstacles. His heart burned with the desire to claim these jewels, no matter the cost.

The first empress was renowned for her cunning. She housed her jewels within the impenetrable walls of a fortress, guarded day and night by vigilant sentinels. But Thorne was not deterred. Disguised as a humble servant, he infiltrated the fortress. With unparalleled dexterity and stealth, he spirited away the jewels from under the very noses of the guards, leaving no trace of his passage.

The second empress, a paragon of vanity, adorned herself with her precious jewels in public, basking in the admiration of the masses. Thorne, however, saw an opportunity. In the bustling heart of a parade, he approached the empress. With sleight of hand so deft it defied comprehension, he relieved her of her jewels as she wore them, replacing them with imitations only later discovered.

The third empress was the most cautious of all. She concealed her jewels in a secret location, known only to herself. But even her meticulous care could not thwart the greatest thief. Through cunning and perseverance, Thorne uncovered the secret hiding place. In the dead of night, cloaked in darkness, he stole the jewels, vanishing into the dark with his prize.

Thus, the legend of Thorne Blackwyd was etched into the annals of time. With the jewels of the three empresses in his possession, he vanished from the world, never to be seen again. Yet, the tales of his incredible feats were passed down through the generations, a testament to his unmatched prowess.

In time, Thorne's legend grew to mythical proportions. He was venerated as an ascended hero, and in certain corners of the world, some even worshipped him as a god. His story, a tapestry of daring and brilliance, continued to inspire awe and wonder, ensuring that the name Thorne Blackwyd would forever be remembered as the greatest thief of all time

Law of the Thief

The Law of the Thief is a set of maxims taught as acronyms to new thieves. It is reinforced through a set of tavern songs and ballads. While the Law is expressly taught to members of thieves guild, they are also understood by all Hedge Thieves and the Crooked by overhearing thieves cant in common places.

TINHAT – First Law: There Is No Honor Among Thieves.

All thieves are aware that they cannot trust each other. It stands to reason that if a person is willing to steal, lie, or cheat outsiders, they’ll eventually do the same to their fellows. This law also acknowledges that loyalty in crime is an illusion — alliances in the trades tend to break down when greed, self-preservation, or betrayal becomes more profitable. This is reinforced by the Ballad of the Iron Vault. However, it must be noted that betrayal and cheating will never mean working with authorities or cackling. That is the role of the rat and there is never a being worse than a rat.

ALFAFL – Second Law: Always Look For A Free Lunch. 

This maxim points out that a thief is never off-duty. There is always information to be had and an angle to play. By being alert and paying attention, a diligent man in the trade can always discover a new source of income, and sometimes in the most unlikely of places. An oft-sung song is that of Thorne Blackwyd and the Chair which illustrates this point. 

SHASHOSHOO – Third Law: Shear A Sheep Often, Skin Him Only Once. 

This maxim points out that thieves need honest people who work and create wealth. A sheep grows its wool back, but taking its skin will kill it. That is, a good thief never takes everything. It is better to take 10 gold pieces over 1000 visits rather than 1000 gold pieces all at once. Not only is the take higher, but stealing too much will mean additional security, reprisals and unwanted attention. The Ballad of Boney Filup reinforces this law

OBDIZ – Fourth Law: The Only Bad Dip Is Zero. 

A thieving job might require several participants and accomplices. Asking too much for minor participation is a good way not to get the job at all. Better to have a small profit than none at all. A jolly (or lookout) can't ask the same as the person who enters the vault. 

DALOFARING – Fifth Law: Doors Are Left Open For A Reason; It’s Never Good

This maxim tries to remind a thief that a mark that is too easy is often an ambush. While good and honest people sometimes leave doors unlocked or unwatched, it is an open invitation to run afoul of authorities.

ORFOC - Sixth Law: Only Rats Fear Old Candlejack. 

You might have good or bad luck on a job, but only those who inform on other thieves need to fear something worse than getting caught or being betrayed by a fellow thief. That is, being left to divine judgement without the intercession of the Candlejack.

The Ballad of Boney Filup

Now listen, lads, and fill your cups,
I’ll sing you the tale of Boney Filup—
A thief so bold, with hands so sly,
He went to rob Lord Richmond dry.

Lord Richmond's hoard he swept away,
By torchless night, not light of day;
Too much to carry, too much to hide,
He took Richmond's horse to ride.

But greed makes fools of cunning men,
The steed went lame around the bend;
Filup cursed, and left it behind
With half the wealth he’d sought to find.

Through swamp he fled with treasure-sack,
The boat near sank and pitched its back;
Silver spilled, and gold went down,
Sunk to feed the river’s crown.

He climbed a hill with what was left,
A necklace bright, his final theft;
Hand and foot, he scrabbled high,
Four slappers chased to make him die.

At cliff’s crown he dared the sea,
Dreamed to flee Richmond’s decree;
But the chain about his neck did cling,
And caught a stone like a strangling sling.

There he hung, the waves below,
A rattling bag of bone and woe;
The lord rode up, and laughed to see,
His treasure hanging like a tree.

And there he left him, bone to bone,
A skeleton, a warning shown;
That all might learn who pass that steep,
Shear the sheep—don’t skin it deep.

The Ballad of the Iron Vault

Come gather ye close and hear now the tale,
Of that band of lads who were born to fail,
Five went down and one came out,
But none were left to sing or shout.

Chorus
No honor among thieves, my boys,
No trust in gold, no lasting joys,
The candle burns, the shadows fall,
And Candlejack will have them all.

The Bowman scaled the vault so deep,
The Charmer cracked the lock in sleep,
The Hugger bled the guards of breath,
The Whisker hauled the king’s own wealth.

But greed it whispers, soft and sly,
“Why share with four, when one may buy?”
The rope was cut, the Charmer fell,
The Bowman smiled and thought it well.

The Whisker’s cord was tight and fast,
The Bowman’s gasp became his last,
But steel is swifter still, they say,
The Hugger took the Bag away.

He climbed to find the night was still,
The Jolly waited, hand to kill,
One strike, one sack, the crown, the gold,
The tale was ended, neatly told.

But down the alley bent the flame,
The whisper came to call his name,
The bag was full, his hands were bare,
For Candlejack was waiting there.

Chorus
No honor among thieves, my boys,
No trust in gold, no lasting joys,
The candle burns, the shadows fall,
And Candlejack will have them all.

The Ballad of Thorne Blackwyd and the Chair

Hear now the song of Blackwyd Thorne,
A thief by night, a rogue by morn;
No lock could bind, no guard could see,
What Thorne had sworn was his to free.

The Gnome-King wept, his treasure lost,
The Adze of Gods at dreadful cost;
A giant kept it, cruel and sly,
Beneath the cavern, ‘neath the sky.

“Go, Thorne,” quoth he, “and fetch it back,
No army stands, no spell, no pack;
But shadow’s prince may dare the feat,
Where crown and coin and hammer meet.”

So Thorne went forth with grin and jest,
He found the giant deep at rest;
Upon its chest he crept so near,
The beast’s great snores he need not fear.

A feather drawn from raven’s wing,
He touched the nose of slumbering king;
The sneeze!—a thunder shook the cave,
And from its grasp the Adze he gave.

Swift as the fox he snatched it clean,
And fled the lair as none had seen;
The Gnomes they feasted, raised the song,
And filled his purse a kingdom long.

But Thorne, he laughed and raised his brow,
“Your gems are fine, but hear me now:
A thief I’ve been, yet I would dare,
To sit, if briefly, in your chair.”

The Gnome-King roared, his beard shook free,
“Then sit, bold knave, and mock at me!”
So Thorne sat high with wicked grin,
And all the hall laughed loud within.

Yet when he rose, the jest was plain,
For gone were studs of platinum chain;
The cushion bare, the throne undone,
The thief had stolen more than one.

The Gnome-King laughed, the court did too,
“For thieves will steal what kings ne’er knew;
Not gold alone, nor gems, nor crown—
But pride itself they’ll wrestle down.”

The Long Game: the "faith" of Rogues

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.

To Whiskerhaven

[Verse 1]
The moon’s in the sky, and the streets are lit,
The gangs all here and the script is writ.
We’ll slip through the shadows - dance ‘round the flame,
For a lad too careful is a lad gone tame!

With a wink and a nod, we’ll make our escape,
No one will notice the haul we'll take.
For the bold, the sly, and the clever who roam,
There’s a place that's waiting, a place called home!

[Chorus]
So drink, lads, drink, to the ones who outplayed,
Who spun with a grin and who ran unafraid.
The Candlejack waits for the bold and the rare!
He steals his own and takes us... where???
To Whiskerhaven we’ll go! To Whiskerhaven we’ll go!

[Verse 2]
The watchmen are blind, and the sheep can't see,
The lungs don't cry, and the dip is free.
There’s no heaving there, no shadow to pay,
The night don't end with a coming day.

So here's to the lads who don't follow rules,
to those who are clever and laugh at the fools
here's to the slick and the brave and the bold
with tongues that are silver, holding purses of gold

[Chorus]
So drink, lads, drink, to the ones who outplayed,
Who spun with a grin and who ran unafraid.
The Candlejack waits for the bold and the rare!
He steals his own and takes us... where???
To Whiskerhaven we’ll go! To Whiskerhaven we’ll go!

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.

In Whiskerhaven, the rules are inverted: the clever are honored, the watchmen are all blind, the audacious are protected, and every door swings open for those who know the right knock. In Whiskerhaven, there are no lords or masters. Thieves govern themselves in loose circles of trust, gamble with fate itself, and live without debt, punishment, or poverty. Jailors are beggars. Barons sweep streets. Every tavern is open and every coin flips heads. 
  • 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.
The door to Whiskerhaven is said to be guarded by none other than the uncontested Prince of Thieves. That position is believed by many to be Thorne Blackwyd, but it is well known that if another thief should take that honor, he will replace Thorne at the door.

It is said that every thief gets at least one shot at the perfect job—the final job, the one that brings them to the attention of the Candlejack. If the Candlejack notices their attempt, their souls will be stolen from the Ferryman upon their death and taken to Whiskerhaven.

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. 

If the departed thief cannot win the attention of the Candlejack by his deeds, or have his bribe accepted, there remains one final option to gain Whiskerhaven -- that via the Red-Fingered Woman. The Red-Fingered Woman is a fat and dour wench who serves drinks to those about to board the Ferry. Despite her perpetual grimace, she is said to have a secret weakness for a good story or a well-told joke. Thieves believe that if they can make her laugh, she will keep hide them beneath her robes and while they will not enter Whiskerhaven, they will at least avoid the great judgement that awaits them. With the Red-Fingered Woman they will be able to drink forever and find themselves slumbering at each day's end in her ample bosom.

Not all thieves believe in Whiskerhaven, but all have heard its stories. To believe in it is to believe that death is not a punishment, but the greatest con of all. It is not solely the abode of Thieves, either, as they believe that Rangers and Bards may find themselves there, as well. Though those who do will have to buy the drinks of any real thief they meet. 

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.

The medallions are modified by being worn down on stone, iron, or cobblestones, leaving a smoothed, scarred surface. This will leave a crude result with a ghost of the eight pointed star still faintly visible. 

The medallion is then heated and an iron stamp in the shape of a keyhole is hammered through its center. This leaves the medallion warped, cracked, and unmistakably altered — a bold statement that the bearer belongs to the only guild that matters to them.

Of course, any gemstone inset (like that of the masters) is pried out. In its place the hole is plugged with resin or glass, or a smear of black pitch, and sometimes left hollow — proof the medallion has been “liberated.” Others use the hollow to conceal poisons, powders and the like.

The keyhole shape is not random. Each of the cities has its own to distinguish it from the others. A thief is sure to know the shape of the city he lives in and those of the nearest cities to him. Beyond that, only the very learned of the thieves will know. The keyhole in the center becomes a perfect unifying emblem: all locks are theirs to open.

Some thieves carve small notches along the edge, serving as codes of crew, city, or rank.



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

Rumors abound of an organization of dark clad men who skulk about at night, creeping in windows and cutting the throats of the unsuspecting. The so-called Assassins Guild is nothing more than a widely-rumored fantasy nursed by men with too much time on their hands and too great an imagination. But as these rumors will not die, I will faithfully report what I have heard from the unsophisticated who traffic in them.

Each Assassins Guild (and supposedly every city has one) is headed by its own Grandmaster Assassin, who is called "The Hand." Working for him are never more than five "Fingers" -- highly skilled Assassins who are still in training under his tutelage. The reasons given for this are somewhat varied, but most boil down to limiting the power of such a dangerous occupation. Another suggests that the Hand is too fearful of having more apprentices than he can keep track of.

Interestingly enough, the "Hand" was the title given to the chief enforcer of the princes of the Aldae -- ancient cities in the Free Provinces. Each Ald boasted two princes (the white and the black) and each was charged with a specific sphere of influence in the governance of those city/states. Of course, since Agronar's conquering the Alds are nothing more than vassals of the High King of Westrun, but the ruins of their culture is not without some effect the world over. There can be little doubt that the title of the Hand made it to other shores after leaving the Provinces and has helped to feed this particular urban legend. 

According to legend, the Hand is a master of disguise who is so adept at moving in and out of respectable society that he maintains a cover as a nobleman by day, and by night is able to practice his true occupation. In fact, the only one who is supposed to know the Hand on sight, other than his apprentices, is the great bogeyman himself -- the so-called Master of the Thieves Guild, in whose employ the Grandmaster Assassin is supposed to be.

In addition to the "Fingers" of the Hand, there are reputed to be men of lesser skill known as "Slayers." Such men have little more than murderous hearts to commend them, however, having none of the Fingers specialized training. The rumors of such a band are no doubt fed by the fact that many cities actually have fighters' guilds -- mercenary companies for hire. While most large cities do have a criminal element in them, there is no doubt that the modern aristocracy could not accept such organizations in their midst, and would do everything to extinguish them.



On the Beggars Guild

Outside the walls of a city, the poor are the responsibility of the lord baron on whose land they live. In the urban centers, however, paupers are the responsibility of the citizens. And while vagrancy is a crime in most locales, every society recognizes that certain people are unable to support themselves in the usual ways. Into this category fit men with infirmities, diseased women, imbeciles, and the unwanted orphan children who are too young to be apprenticed. For such people, there is the Beggars Guild -- unfortunates who have been licensed to beg for support in the streets.

The Lord Mayor (or city governor in the case of occupation) has the power to issue certificates of infirmity and imbecility. However, the administration of such certificates has typically been handed over to the Prolocutor or so-called "guildmaster of beggars." It is the Prolocutor's role to see that only the truly needy are on his rolls. Those found begging without such certification are presumed guilty of vagrancy, and no trial or offical proceeding occurs. Vagrants can be pressed into service by ship's captain, or else forced into a period of indentured servitude by any lord or gentleman for a period of not less than two years.

Some claim that the Beggars Guild is nothing more than a subsidiary of the legendary Thieves Guild or that it is somehow related to the mythical Assassins Guild. As part of a criminal enterprise that allegedly reports to each city's "Prince of Thieves," the Beggars Guild is supposed to be yet another tool in the arsenal of organized crime. As these stories go, the Beggars Guild is a network of informants who can be counted on to overhear sensitive information, or else keep tabs on city visitors and other noteworthy people. Some also claim that the "guild" is sometimes used as a tool of organized unrest to extract concessions from polite members society. Such stories are little more than unfounded rumors, though. It is well known that the stingy will look for any fanciful reason to avoid helping those in need.

Hedge Thieves

All thieves who work within a walled city are required by the Thieves Guild to belong to that criminal organization. If not, they are considered "nappers" and worthy of death. But any thief or brigand who works outside of city walls is not subject to the rule of the Prince of Thieves and is merely considered a "hedge thief" by his fellows.

A Brief Lexicon of the Cant of Theives and other Undesirables

Of all the languages I have had opportunity to study, the language of the Theives, also known as Cant has been the most fascinating, and the most dangerous. This list I have published anonymously for fear of the repercussions that would be sure to follow.
  • 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.