So⌠Youâre Running a Guild Now
A parchment left under your pillow. The handwriting changes partway through. Someoneâs been watching.
Rell: So. Youâve started a thievesâ guild, huh?
Or maybe just a âmutually beneficial secret arrangementâ with a few friends and a cellar door that doesnât lock right. Either way â youâre in the game now.
Now comes the fun part: naming it.
You donât get to be a real threat âtil someone can whisper your name in fear.
So? What are you calling this little operation of yours?
đ§ââď¸ The Crew (Besides You Two)
Youâve laid the foundations. Clever moves, silent blades, well-placed lies. Now youâve drawn others into your shadow.
Hereâs whoâs working under you. For now.
đď¸ The Thing in the Vault
Gezzix
A nothic. One eye. Too many secrets.
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Lives beneath the vaults.
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Knows things it shouldnât. Sees things it canât.
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Whispers truths youâd rather not hear.
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Wants⌠memories. Secrets. Meat.
đ§âđ¤âđ§ Your Trusted (ish) Operators
Brin âTeethâ Merrow
Muscle. Trainer. Doesnât smile unless heâs knocking someone out.
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Makes sure your crews donât die stupid.
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Loyalty: High. Owes you both his neck.
Vell Tannisar
Fence and part-time mage.
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Moves your magical loot. Hates sloppy jobs.
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Loyalty: Moderate. Gold > friendships.
Clutch
Goblin. Courier. Might live inside the walls.
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Delivers messages. Smuggles items. Eats paper.
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Loyalty: âŚWell, heâs still here, isnât he?
Madame Verrel
Fixer. Ex-noble. Snake in a silk dress.
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Bribes, blackmail, and backdoor invitations.
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Loyalty: Shifts with the winds. Dangerous in all the right ways.
Tassa: So. Youâve got the people. The tools. The secrets.
Now youâve got to decide what kind of guild youâre going to be.
Just remember⌠once your nameâs out there, it doesnât go away easy.
Rell: So? Whatâs it gonna be called?