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Laveral

First Post
I am creating my own homebrew and was gointo create some thieves guilds and organizations in the world both good and evil or neutral for that matter. I wswondering if I could pick y'alls brains and get some ideas for names and maybe plots and reasons these organizations exist. I could evn use ideas for bossesand characters for the groups.

Thanks,
Lav.
 

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Could you give a little more info on your world? Do you have a lot of big cities or not? How 'bout the pcs are they to be members in this or fighting against them? What do you envision as "justice" in your world? "Scotty, you gotta give me more power!"
 

There are two Metropolis type cities in the world so far and there are other cities that are petty big.
The PCs will be against these organizations at time and they may help or need help from these organizations at times.
This worldis very paladin heavy and e Magistrate of the land is a high level paladin. There is a king that rules in the capital city and there is an army in which every man has a right to serve in.
The city the first campaign will start in is called Nightbottm and it is a mercenary type city.
You need anymore info.
 


Some ideas

The Yakuza originally had a role in keeping peasants safe from oppresive Lords - sort of a 'Robin Hood' organisation so this could fit your Neutral guild (they are freinds of the peasants, run a blackmarket of goods usually reserved for the rich, protect fugitives from the Law (like Debtors unable to pay their taxes and Poachers who killed deer on the Lords lands etc)

There are rumours that the Mafia has links with the Church so this could make an interesting plot hook

A Fagan (CN) type figure who maintains a gang of pickpockets some of whom have grown up and now run their own gangs.

One of my cities has a Pawnbroker and Money lender (Loan shark:)) who is also the local fence for all the smugglers, theives and dungeon/tomb-robbers (ie PC adventurers) in the district

TPratchetts (Discworld) idea of an Official Thieves guild which licences Thieves and sets a quota on what they can legally steal and also issues 'protection-insurance' to citizens (guaranteeing that they will not be robbed) could be interesting (and funny too)
 

with two metropolis size cities and a number of slightly smaller ones, you have the perfect opportunity to create an expansive rogue network... probably two actually... one based in one metropolis and the second in the other... both have a number of agents in each others base city as well as operatives in the smaller ones... very competitive with each other (without spilling over in out-right war... yet...)

such large organisations would have 'departments' within themselves, some shodowy affairs and some up-front... Acquisitions, Information Gathering & Assassinations could be handled by different 'arms' of the same guild and it all goes on behind a poorly kept facade of prostitution and gambling (also run by seperate branches)...

there needs to be one figure (or maybe a partnership) at the very top of each guild... the "uber-rogue(s)" to whom everyone bows, scraps, and worships due to his/her far-reaching underworld power...

that's how I worked a thieve's guild in my campaign... the PCs dealt with one arm early on ant didn't make the connection when they dealth with another part of the same guild later...

:D

hope that helps...
 

All right, just wanted to chime in about the "one monolithic guild" idea...

Historically speaking, most large gangs have been ruled by committee, and made up various smaller gangs. You have for example, the Bloody Fisters who run the slums on the east side and are a crude extortionist racket; the Gentlemen, a more refined extortionist racket in the merchant district; the Canes, who run the slums on the west side, are into narcotics in addition to extortion, and hate the Bloody Fisters; the Caligari, who are a wealthy merchant family into smuggling, and narcotics, and back the Canes; and the Scarlet Band, who run the north and south sides, and keep everyone from killing each other, AND TOGETHER, they're your city's Thieves Guild.
 
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Its a little bit off topic but FFG put out rules for Thieves guilds in the Traps & Treachery I


Here is the one I wrote up ( I have all the head NPC's stated as well )

Ravasairi
The Enclave of the Raven
World Wide Crime syndicate

Symbol: A large Jet black Eye on a crimson banner
Motto: You win some, You Thieve some, You live some
Base of Operations: Alarcrys, The Rogue City
Current leader:The Watcher of the Eye, Eniavos Rhoeliis Rog 20/ Gm 10
Guild Structure: Led by the Watcher (Eniavos), and the Counsel of Nine, Individual Cities are run by Cell Guildmasters as is the one in Hodor.
Business operations: Larceny 30%, Corruption 20 %, Smuggling 20%, Extortion 10 % Banditry 10% Protection rackets 5% Blackmail 3% Taxes 2%
Rituals or Customs: To join the Dark Eye, a Rogue must swear allegiance to the Council of Nine, and Perform the sacred ritual of Lavanna (See the Divine Grimoire of Hagara )
Benefits: By joining the Dark Eye, a Rogue gains unfettered access into a information network that spans the globe. The receive training, and on going fitness exercises to hone their abilities. Those chosen as the Elite are given more extensive training in the more sacred arts of Thievery. The Guild has a large font of monetary supply from which its members can infrequently draw an amount ( up to but not over their pull in the Syndicate) and begin gaining pull in the crime world (see below).
Allies & Enemies: As a world spanning syndicate the Ravasairi have no real enemies except with the Mysterious Thieves Cult simply known as Nouches (No one), Which is a Dwarven thieves guild that has sprung up in the Bleekstep mountains, and in the other more remote areas of the world
Membership: 56% Elves (including half elves, Wildlings), 20 % Orcs (including Half-orcs, 10 % Humans, 5% Halflings, 4% Dwarves (including Gnomes), and 5% other.
Alignment: CG, CN, CE While Eniavos isn’t himself evil, he does not worry to much about those beneath him and whether they are good, evil or in between. He does however periodically root out his thieves that have more than a fair share of ambition.


Far and away the most powerful of the “Powers” in Hagara the Enclave of the Dark Eye, or Ravasairi have been building up for the last few hundred years. From the Citadel City of Alarcrys where the Dark Eye began as a humble little back alley guild to what they now are today is a long story that will not be told in the annals of these pages. Yet some of the footnotes hold particular interest for our modern day perusal. In 1219 A.R the quite young Eniavos “Dex” Rhoeliis was still a foot pad in the dark alleys of Alarcrys When the shadow fell over his home land of Taurenem, yet he gave the dealing their no mind, for after all he had his own troubles to attend. When news came that his own village was burnt to the ground, Eniavos, still did not heed the fear that dwelt within his heart. He felt for sure that the stories of the evil of the Orcs he had been told as a boy were true, and thought surely that his family would die at the hands of one evil warlord, or another.

Then miraculously their came into the city a large trove of fleeing families, and with them came His older brother Inglaris, and his family, and with them Inglaris brought a dark skinned, brooding orc whose name Eniavos finally learned was Gorelk, after many days had past the two began to make a friendship that would last until Gorelk’s death at the Hands of the Order of the Knights of the Noth. It is then that the simple footpad began to organize a reactionary group of streetwise rogues with the goal to overthrow the Militaristic Order, and to take lasting control over the City from which they sprang.

Eniavos, leading his brother, and an armed ban of nearly two hundred came to the Inner Gates of the City and Marched up into the Great Keep, and at its upper steps the Order of the Noth came to a bloody end, and the Cities Lord Doneloth was hung before the River Gate. From that point on the City has been ruled by Eniavos, and Secretly he has thrown more and more power behind the little Thieves Guild from which he came.

Now in his elder years, Eniavos has begun to search for an Heir to his blood earned throne, and has more and more worries that One of his once loyal agents (indeed even his brother) may challenge, and wrest control of the Syndicate from out of his grasp

Eniavos, male elf (high) Rog20 Gm* 10 CR 30; Size M (4 ft., 11 in. tall); HD 20d6-20 + 10d6-10; hp 109; Init +7 (+7 Dex); Spd 30 ft.; AC 17 (+7 Dex); Attack +21/+15/+11 melee, or +29/+24/+19 ranged; SV Fort +8, Ref +22, Will +18; AL CN; Str 8, Dex 24, Con 9, Int 16, Wis 16, Cha 12.

Languages Spoken: Abyssal, Aquan, Common(Hodoran), Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, Undercommon.

Skills and feats: Balance +16, Bluff +19, Climb + 10, Decipher script +17, Diplomacy +8, Disguise +13, Escape artist +21, Gather information +20, Hide +27, Innuendo +23, Intimidate +21, Listen +7, Move silently +30, Search +20, Speak language +7, Spot +22, Use magic device +23, Wilderness lore +5; Alertness, Ambidexterity, Two weapon fighting, Iron will, Point blank shot, Leadership, Skill focus: Intimidate.

Possessions: 220,000 gp in gear.

*Gm- Guildmaster ( Prestige Class from Traps & Treachery I)
New Class Abilities: Guild Hall (see text below), Favor (x3) (STB),+ 5 Reputation (STB), Respectable Citizen, Additional sneak attack +2d6, Just the man for the Job (STB)[/i]

Guild Hall: The Guild Master has ownership and/ control over a building or other location that serves as his headquarters. Eniavos’ Guild hall is located in a moderate sized old Cathedral that he has set up shop in The Thieves that he picks to serve him, are the best and the best, and pose as devout priests of an obscure god. ( In truth they worship Lavanna the Laughing Lady). He also runs the Wander’s Rest a small tavern that resides in the basement of the Dasher Inn in the City of Alarcrys, and through him all the Guildmasters of the Hundred cities report on what the have seen, or done. And from their employee he recruits his Elite home guard

Favor Someone owes the character “Big time”. In Eniavos’s case it is the Halfling, Althea Wydlkin a small time Information Guildmaster who he personally saved from the Devices of Nouches, for which he has earned their hatred. She has become smitten with her elven hero, and has used her guild in the service of Eniavos on many occasions , mainly whenever he asks. As a note for gaming none of the things that Althea has done count as a favor. so from the gaming standpoint this King of the Rogues still has three favors to cash in when needed.

Reputation This bonus is added to the character’s Leadership score when he uses the leadership feat. (Currently Eniavos has a +5 Modifier to his Leadership score)

Respectable Citizen This allows the Guildmaster to establish a cover Identity, and using this cover Identity make two Gather Information checks per day. While not truly a cover Identity or respectable, even, Eniavos’s role as the Duke of Alarcrys has given him the means to make both formal and informal Information gathering expeditions.

Just the man for the Job A Guildmaster sits at the center of a massive web of contacts, spies, rumormongers, and other fouler henchmen, and associates. As a consequence, he can sometimes find people to meet almost any description. Once per month the Guildmaster can recruit a specific hireling for a specific task.

For Eniavos, this ability which was already ingrained in him has doubled foursquare as he has grown in his facility to choose loyal followers to complete tasks.


The Enclave of the Raven in the Two Cities.

The Ravasairi have just recently come into the lands from which their leader sprang. Run by the Twelfth son of Gorelk, Gorrm Ochkelashk (Order Slayer) Has built himself a guild hall in an old warehouse in the dockyard of Hodor, from his Hall he runs both the operations in Arden, and Hodor.
In Arden he has left his Brother Haubelk in charge of the Business. In Hodor he rules his people with a heavy handed since of justice, and holds himself up as one of the Chosen priests of Lavanna, Under him stand Kurendd, son of Nolg of the Stoutkin, Mirrax Dirndl daughter of Ayden , of the Halflings, Elyasa Rhunill of Arialwyd.

Gorrm Orderslayer

As the twelfth son of Gorelk, Gorrm has grown up in the Enclave of the Raven since he was a very little boy. He serves Eniavos, as the Guildmaster of Two Cites, due to the failure of his Older brother, Norgk, to run the proper affairs. Packing his older brother off to Alarcrys and setting up his own policies, Gorrm has proceeded to raise the revenue of the Hodoran Cell. Gruff, and Cunning towards enemies or those he does not trust, Gorrm also shows a great heart, and has been known to show mercy on his henchmen from time to time

Gorrm, male orc Rog8/Clr2: CR 10; Size M (5 ft., 11 in. tall); HD 8d6+16 + 2d8+4; hp 63; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +11/+6 melee, or +11/+6 ranged; SV Fort +7, Ref +10, Will +6; AL CG; Str 18, Dex 19, Con 14, Int 14, Wis 12, Cha 8.

Languages Spoken: Abyssal, Common(Hodoran), Elven, Giant, Goblin, Orc.

Skills and feats: Alchemy +5, Craft +7, Decipher script +13, Diplomacy +9, Disguise +10, Forgery +11, Gather information +1, Handle animal +2, Heal +5, Hide +15, Knowledge +4, Knowledge (nature) +5, Knowledge (religion) +6, Listen +3, Move silently +15, Profession +11, Sense motive +3, Speak language +4, Spot +1, Swim +5; Combat reflexes, Scribe scroll, Shield proficiency, Weapon focus (sword, short).

Possessions: 16,000 gp in gear.

Cleric Domains: Trickery, Knowledge. Deity: :Lavanna
Cleric Spells Per Day: 4/3+1.

Kurendd, son of Nolg
Kurendd, son of Nolg of the Stoutkin was once a member of the Nouches, until his defection to what he saw as the more powerful guild more or less the Enforcer of Gorrm, Kurendd still fills uncomfortable under the leadership of an Orc. Nonetheless the two rough and tumble men have come to an understanding, and slowly over the past few years have grown to be very close associates. Skinny for his race Kurendd likes to joke that he a halfling in buffed up skin, for indeed that is what he looks like, a sleek but stout halfling. Carrying his ancestral weapons and armor from his mountain lands Kurendd has two of the minor artifacts of the Ancient dwarven world. The Kaldarskjaard is one of the most legendary swords of the Dwarven people, as it was held by Hralgreth at the battle against Dhamphaug the Great Black, and it was this weapon that slew the great Dragon. Also among his possessions is the Stramsgaardt the famed “Storm Shield” also used by Hralgreth at the battle with the Great Black.


Kurendd, male dwarf (mountain) Rgr4/Rog3: CR 7; Size M (4 ft., 2 in. tall); HD 4d10+8 + 3d6+6; hp 52; Init +7 (+3 Dex, +4 Improved initiative); Spd 20 ft.; AC 13 (+3 Dex); Attack +8/+3 melee, or +9/+4 ranged; SV Fort +7, Ref +7, Will +3; AL CN; Str 14, Dex 17, Con 15, Int 11, Wis 12, Cha 11.

Languages Spoken: Common (Hodoran), Dwarven, Gnome, Terran.

Skills and feats: Animal empathy +6, Appraise +2, Balance +9, Climb +7, Craft +2, Diplomacy +5, Disable device +1.5, Disguise +4, Forgery +5, Hide +9, Knowledge (arcana) +1, Listen +1, Move silently +3, Profession +6, Sense motive +7, Speak language +2, Spellcraft +1, Spot +1, Swim +8, Wilderness lore +3; Improved initiative, Quick draw, Run, [Tracking], Weapon focus (shortbow, composite), [Two weapon fighting], [Ambidexterity].

Possessions: 5,400 gp in gear, and Kaldarskjaard +4 Greatsword of Throwing, returning, and Frost, and Stramsgaardt the + 2 Small spiked shield with the inherent Exotic weapon proficiency [Shield bashing], lightning, and both items are treated as Hereditary blades only the sons of Hralgreth may use these weapons

Ranger Spells Per Day: 1.
Favored Enemy: Drakari*

The Children of the Great Serpents (considered Dragon bloods) Not humanoid but considered Dragons as a need to heap the two together for Favored enemy choices
PHB write up in the works.


Mirrax Dirndl
Mirrax Dirndl is one of the few innocent rogues that serves under Gorrm. Born a slave in the Border States to a Halfling landowner, and her enslaved mother Mirrax ran away from the home of her master, her father a the age of nine. She met up with Kurendd in the Bleekstep mountains, and have journeyed together since. Among her many adventures along the way to the western lands Mirrax has learned a number of selective skills that have helped her along the way. When she heard that Enialis had an opening for an apprentice she applied to him for training but he would not take her in. ( It may be the one good act the evil mage did for he felt for the eager young woman, and decided to pass her up for a more worldly prospect. ) She goes about wearing oddly textured grey silks, and carries two weapons one is always a rapier she calls Greywand, and the other is a dagger which no matter its shape or type is always called Cats claw

Mirrax Dirndl; female halfling (lightfoot) Sor4/Rog2: CR 6; Size S (2 ft., 8 in. tall); HD 4d4+4 + 2d6+2; hp 25; Init +8 (+4 Dex, +4 Improved Init); Spd 20 ft.; AC 15 (+4 Dex, +1 Size); Attack +1 melee, or +8 ranged; SV Fort +3, Ref +9, Will +7; AL CN; Str 5, Dex 19, Con 12, Int 15, Wis 11, Cha 17.

Languages Spoken: Common(Hodoran), Halfling, Dwarve(Stoutkin), Orc.

Skills and feats: Climb +3, Concentration +6, Craft +9, Disable device +7, Forgery +4, Hide +17, Innuendo +2, Intimidate +7, Jump +4, Knowledge (arcana) +8, Listen +7, Move silently +6, Open lock +8, Perform +5, Profession +7, Read lips +6, Sense motive +5, Spot +0, Tumble +9; Dodge, Improved Initiative, Iron Will.

Possessions: 5,600 gp in gear + Greywand Usually a +3 Rapier of Frost; and Cats Claw which is Usually a +1 Khopesh of Haste

Sorcerer Spells Known (6/7/4): 0th -- Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation. 1st -- Charm Person, Shield, Silent Image. 2nd -- See Invisibility.

Familiar; Dylan; Ferret (Finish the Ferret Later)

Elyasa Rhunill

One of the many grandchildren of the era of Refugees, Elyasa’s family comes from out of the Ranks of the Queens army. From her grandfather she learned the skills of combat and with her father she practiced the skills needed to live the harsh life of the streets. She fell in with Gorrm during a raid on the Jeweler Gontellione, and the two have been partners ever since. She moved from town to town for a long time and is happy with the idea of being able to stay in the city where she grew up. She is a little wary of her feelings for Gorrm, and has shown him the cold shoulder, or the spit and the spittle on more than one occasion. Along with her great skill with the Guitar, and the Mandolin, Elyasa has learned the great skaaldery of the Orcish Clans from Gorrm, and uses the many contacts she has to find herself gigs throughout the city.

Elyasa Rhunill , female elf (high) Brd3/Rog2: CR 5; Size M (4 ft., 11 in. tall); HD 3d6 + 2d6; hp 22; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +4 melee, or +7 ranged; SV Fort +1, Ref +10, Will +5; AL CG; Str 12, Dex 18, Con 11, Int 14, Wis 14, Cha 15.

Languages Spoken: Common (Hodoran), Elven, Orc, Sylvan.

Skills and feats: Alchemy +8, Concentration +3, Decipher script +4, Disable device +6, Escape artist +8, Forgery +7, Hide +8, Innuendo +6, Intuit direction +6, Knowledge (arcana) +8, Listen +4, Move silently +4, Perform +4, Pick pocket +9, Profession +7, Read lips +6, Scry +8, Search +8, Sense motive +8, Spot +4, Swim +6, Use magic device +6; Combat casting, Fame, Scribe scroll.

Possessions: 4,300 gp in gear.

Bard Spells Known (3/2): 0th -- Dancing Lights, Daze, Detect Magic, Ghost Sound, Mending, Open/Close. 1st -- Cause Fear, Cure Light Wounds, Identify
 

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