So… You’re Running a Guild Now

A parchment left under your pillow. The handwriting changes partway through. Someone’s been watching.


Rell: So. You’ve started a thieves’ guild, huh?
Or maybe just a “mutually beneficial secret arrangement” with a few friends and a cellar door that doesn’t lock right. Either way — you’re in the game now.

Now comes the fun part: naming it.
You don’t get to be a real threat ‘til someone can whisper your name in fear.

So? What are you calling this little operation of yours?


🧍‍♀️ The Crew (Besides You Two)

You’ve laid the foundations. Clever moves, silent blades, well-placed lies. Now you’ve drawn others into your shadow.

Here’s who’s working under you. For now.


👁️ The Thing in the Vault

Gezzix

A nothic. One eye. Too many secrets.

  • Lives beneath the vaults.

  • Knows things it shouldn’t. Sees things it can’t.

  • Whispers truths you’d rather not hear.

  • Wants… memories. Secrets. Meat.


🧑‍🤝‍🧑 Your Trusted (ish) Operators

Brin “Teeth” Merrow

Muscle. Trainer. Doesn’t smile unless he’s knocking someone out.

  • Makes sure your crews don’t die stupid.

  • Loyalty: High. Owes you both his neck.


Vell Tannisar

Fence and part-time mage.

  • Moves your magical loot. Hates sloppy jobs.

  • Loyalty: Moderate. Gold > friendships.


Clutch

Goblin. Courier. Might live inside the walls.

  • Delivers messages. Smuggles items. Eats paper.

  • Loyalty: …Well, he’s still here, isn’t he?


Madame Verrel

Fixer. Ex-noble. Snake in a silk dress.

  • Bribes, blackmail, and backdoor invitations.

  • Loyalty: Shifts with the winds. Dangerous in all the right ways.


Tassa: So. You’ve got the people. The tools. The secrets.
Now you’ve got to decide what kind of guild you’re going to be.

Just remember… once your name’s out there, it doesn’t go away easy.

Rell: So? What’s it gonna be called?