Setting up a Thieves Guild
A while ago, I started experimenting with faction systems in my game—cult hierarchies, inner circles, secret handshakes, that sort of thing. One of my players had a character who was rising through the ranks of a shady cult, and I had set up rules for access levels and promotion rites. It was going great… until he went insane, betrayed the party, and got executed. I barely had time to test anything. Luckily, another player stepped in with a brilliant pivot. He’s playing a big orc warrior, and after getting sick of paying tolls to the endless stream of bandits in my dungeon, he thought: what if I join them instead? He had already discovered their surface headquarters and decided joining would be cheaper than constant extortion. Thus, a new opportunity opened up: the orc’s slow initiation into the local thieves’ guild. What We Know So Far At that point, the guild wasn’t very fleshed out. All I knew was that they controlled the first underground level of the dungeon. They run the toll ...