1. Organizations

Seven Sins

Most Seven Sins thieves are simply street thugs with few skills other than the ability to gang up on outnumbered victims and intimidate the common citizens of the city. These footsoldiers are no match for the typical adventurer, but what makes them dangerous is that the Seven Sins command a virtual army of these street thugs, and the power and prestige of the guild stands behind them. A group of heroes might be able to humiliate a dozen street thugs without much trouble, but the Seven Sins won’t permit such an act of defiance to go unpunished.

DistrictCrime BossTitleUnderboses
Kerkhoff Ferry

Sapphire

Thief Lord2
Harbour

Thundalain Blazer

Thief Lord2
Upper

Mirrorcat

Thief Lord2
Starfire Hill

The Velvet Hand

Thief Lord3
Old Knot

Mandrill

Guildmaster8
Westerpark

The Veil

Thief Lord3

The competitor to the Seven Sins is the Bargemasters Guild. The Bargemasters own the water, including the illicit commerce that happens there. They also engage in activities the Seven Sins guildmaster, Mandrill, forbids. Notably drugs, slaves, and goods derived from piracy. Both guilds seem to have a hatred towards Cults of the Great Old Ones. The guild business, Sapphire Canoes, is the tip of the knife of the conflict between the two organizations. That the business continues is a sign the Seven Sins have one the latest round.


Tattoos

Upon acceptance into the Seven Sins, the thug gets a small tattoo near their right eye of the sin they most identify with. They get additional tattoos as they advance:

  • Thug = 1 tattoo
  • Enforcer = 2 tattoos
  • Darksin = 3 tattoos
  • Shadowblade = 4 tattoos
  • Master Thief = 5 tattoos
  • Thief Lord 6 tattoos
  • Guildmaster= 7 tattoos

It's fairly easy to hide these tattoos, when necessary, but most proudly display them.

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Mandrill's thieves guild sits within the ancient Ziggurat of Zo-Kalar (Thieves Guild) in The Old Knot District. It's a place of shadows and secrets, where the past meets the present in a labyrinthine blend of history and criminal enterprise. Thieves operating in Seregon must pay Mandrill 10%. In exchange, he smooths ruffled feathers, distracts nosy guards, and will even provide some representation if the perpetrator is hauled in front of a magistrate.

The guild also operates on the docks of city, playing cat and mouse with the Harbourmaster's Tower.

Exterior

The Ziggurat of Zo-Kalar (Thieves Guild) is a massive, stepped pyramid, its weathered stones darkened by centuries of exposure to the elements. Vines creep up its sides, and the structure seems almost to loom over the surrounding area, as if it holds the weight of forgotten gods and ancient rituals. The entrance is guarded by two ogre bodyguards, their massive forms barely fitting under the low, crumbling archway. They are formidable, silent protectors, their eyes constantly scanning for any sign of trouble.

Rank Summary

  1. Thug: Muscle for the guild, responsible for roughing up targets and enforcing the guild’s will on the streets. They are feared for their brute strength and willingness to use violence. Unless you have special skills, you start here. Most end here.
  2. Enforcer: Elite members who ensure the guild's rules are followed and debts are paid. They often manage groups of Thugs and oversee larger-scale operations.
  3. Darksin: A mysterious and feared rank within the guild, the Darksin are those who have proven their loyalty and ruthlessness. They handle the guild’s darkest tasks, including murder and high-profile heists.
  4. Shadowblade: Experienced thieves who specialize in stealth and assassination. They are called upon for more delicate operations where subtlety is key. They also enforce breaches in guild protocol, such as when a gang isn't paying their percentage.
  5. Master Thief: Highly skilled and respected within the guild, Master Thieves are veterans who lead major operations and mentor younger members. They are trusted with the guild’s most important missions.
  6. Thief Lord: The second-in-command, answering only to the Guildmaster. Thief Lords manage entire districts or specific aspects of the guild’s operations, from smuggling to intelligence.
  7. Guildmaster: The supreme leader of the guild, who oversees all operations and makes the final decisions. The Guildmaster’s word is law within the organization. The Guildmaster is the public face of the organization and remains clean from operations.The Guildmaster is allowed to operate by the political authorities because they turn the chaos of crime into something more orderly. When there is disorder in the underworld, the Guildmaster gets the heat.