The Guild of Thieves

The Guild of Thieves is a group connected all across Fantasia, politically motivated against the prevalent social hierarchy of the continent. Relatively unknown, spoken of only in hushed whispers.

## The Code of Thieves

1. All people within society have the same status in certain respects. At the very least, equal rights under the law, such as security, voting rights, freedom of speech and assembly, property rights, and equal access to social goods and services. Also, concepts of health equity, economic equality and other social securities.
2. All members of our order shall bare the Symbol of the Philosopher's Stone. This symbol should be concealed, and only shown to members of our order. The philosophers' stone is the central symbol of the mystical terminology of alchemy, symbolizing perfection at its finest, enlightenment, and heavenly bliss. The members within the Guild of Thieves are the Magnum Opus.
3. No members of the Thieves Guild may kill another within the same Organization or betray the Guilds secrets. If a member should go rogue, their lives with be considered forfeit
4. Never disobey or refuse to carry out an order from a Guild superior. To do so is to invoke the Wrath of the Warden of Darkness
5. It was stated that the principals of the Guild cannot be killed, even if all of its followers were.
6. We are to realize that the foundations of society are fragile, and that we must be the shepherds of our own civilization. And, likewise we are to understand that we are the architects of our actions, and that we must live with their consequences, whether glorious or tragic.
7. The Guild of Thieves is in temporary alliance with The Order of the Wolf. It is an act of neutrality and peace. No member of either party is allowed to harm/disrespect the other.The Order of the Wolf has always been more than helpful taking on assassination jobs unfinished by the Guild of Thieves

## Location

### Common Room

The common room appeared like any other tavern. Wood tables and chairs were set up in a messy array crammed in th small space allotted. The tavern itself was an underground room set up with bar and kegs stacked up to the ceiling. Living up to the stereotype, gypsies had a very keen appreciation for drink. Ths bar, was different in the sense it was not only a meeting ground for debauchery and sin, but the selected meeting ground for the Guild of Thieves.

The room they occupied most was a large room in the back with the standard symbol of their group burned into the wooden door. It was there orders were brought from the Warden of Darkness. The room was larger than the tavern itself and had two long tables reaching across from one end of the room to the other. On the wall, many leaflets of parchment hung and contained tasks for those within the organization. Many were ransomes, petty quarrels between lords and the occasional dispute of land. The guild was never very picky about whos gold they were taking. If anything, it just reduced the surplus population of nobles in the area.

Most importantly, there was a single space on the wall for orders directly from the Warden of Darkness. These high priority tasks would sometime take a level of planning and could result in very large sums of gold or a jump in rank within their faction.

### Bedrooms

The space within which the Guild lives is characterized by cavernous rooms cleared of their previous tenants by those with hard hearts and firm stomachs. Despite the grime and darkness of the catacombs, the mass grave areas where the Guild has made its home is surprisingly warm and welcoming, all considered. Heated by fires from rounded hearths at the center of each room, guild members rest in beds of old wood and straw mattresses, further padded by pelts of animals brought back by hunters. Each room houses roughly ten comfortably, but some members of the guild choose smaller rooms which must be cleared and maintained individually. These are separate from the mass ossuaries and take a fair amount of navigation to reach, but are not impossible to find through a series of subtle marks carved into walls of passages.

The great chamber that acts as the center not only to these many rooms but also to the catacombs has similarly been restructured into a common area where Guild members are allowed to relax and fraternize with one another, sharing stories and techniques, spinning tales and expressing their opinions as only thieves can. These areas are all stocked periodically by those who come and go, and there are a few regular inhabitants, but many of the guild are scattered across many countries and so keep their own quarters as they see fit. In times of need, this serves as a secondary meeting place and is equipped for defense if at all necessary.

### Entrance

Though once a well-known area, the ossuaries have been lost to the knowledge of many, hidden away in ancient tomes of a city long since structured and restructured again, leaving behind the underground passages for the bright, relative safety of the surface world. Those who seek it will find their way through the vast graveyard on the edge of the city, hidden away behind heavy stone doors of a partially sunken mausoleum. Though other entrances exist, similarly buried away underneath inconspicuous raised stone coffins or artificially formed hills, this mausoleum is said to be the surest way to find the Guild. Obscured by moss and centuries of dirt, weathered words stand the test of time. Verum In Tenebris.

Walls lined by piled skulls and bones guide visitors down into the darkness.

The catacombs within which the Guild operates are best seen as a dizzying maze shrouded in darkness and observed by the dead. Few have the courage to brave the corridors for fear of the spirits of those victims of war and disease, who are said to still haunt the ossuaries where their bodies were deposited with minimal care. Their vengeful souls are said to roam freely, leaving behind cool drafts of air and filling hallways with moans and shrieks, strangled sounds of pain and fear. The stone floors are coated by centuries of grime, inhabited only by the lowliest of creatures, those close to the ground with the quickest eyes and the sharpest claws. Some might say that the Guild are among them, ever watchful for trespassers with throats to slash and coin purses to steal.

## Missions

Currently active missions will be listed here. Outcomes to be included... somewhere.

### Assassination

David Lioncourt [Class A]

> Assigned to: OPEN
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> Reward: Enchanted Rose.
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> Magical Ability: The rose may be given to any man or woman. The magic of the rose hideously scars/disfigures the owner of the rose. If he/she can learn to love another, and earn their love in return by the time the last petal fell, then the spell would be broken. If not, he/she would be doomed to remain scarred/disfigured for all time..
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> Assassination Restrictions: Must be done openly and in front of David's supporters. Cloak and dagger will not be appropriate for this assassination..
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Vitani Venancis [Class A]

> Assigned to: Everyone within the Guild
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> Reward: ???????????.
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> Magical Ability: ??????????????? ?????????????? ????????????? ?????????????? ?????????????? ??????????????? ???????????? ???????????????????????????? ??????????????? ???????????????????????????????????????? ?????????????????????????? ?????????????..
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> Assassination Restrictions: None..
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Armel Mor'du Cynbel [Class A]

> Assigned to: Everyone within the Guild
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> Reward: ???????????.
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> Magical Ability: ??????????????? ?????????????? ????????????? ?????????????? ?????????????? ??????????????? ???????????? ???????????????????????????? ??????????????? ???????????????????????????????????????? ?????????????????????????? ?????????????..
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> Assassination Restrictions: None..
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Basil Tennesley [Class A]

> Assigned to: Figaro and Cleo
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> Reward: Unlocked Character.
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> Details: The young Basil Tennesley is to be made example of within the rebellions noble families. We support those within the rebellion who agree to our ideals. However, it must be known to the masses the extent of our mission. No royal line will be left without election and those who claim "right" must be done away with. No duke, baron, count or king shall be left, but a new free people of Fantasia...
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> Restrictions: None, the death will be an example for all those within the Rebellion of "Royal" decent..
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### Abduction

Tinkerbell [Class B]

> Assigned to: Figaro and Cleo
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> Reward: Enchanted Harp.
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> Magical Ability: The Golden Harp is a powerful user and living object of magic. She beholds the power to enchant others to sleep for as long as she wishes. She has a beautiful voice and is a gifted singer and musician. Trapped within the harp, she can change back and forth between a harp and a young woman. Confined to the magic of the harp, she obeys whomever holds her..
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> Abduction Restrictions: Tinkerbell must be alive when captured. She will immediately be executed once returned to the guild..
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Wendy Darling [Class C]

> Assigned to: OPEN
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> Reward: Unlocked Character.
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> Details: Wendy Darling is currently in the hands of King Edward Donley. He has a great secret and the young woman might know what he is hiding from the guild. To locate her, a group must go to the Tower in the woods. There are none but Rapunzel who have any lead on it's whereabouts..
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> Recruitment Restrictions: Wendy must be unharmed when brought to the guild and immediately pledge loyalty to our cause..
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### Theft

Vanessa Herbard [Class B]

> Assigned to: Open
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> Reward: Unlocked Character.
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> Details: Details have been given that Vanessa Herbard is in possession of a magical item in the shape of a conch shell. This item is to be retrieved and brought back to the guild for examination..
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> Restrictions: Vanessa cannot know the guild has anything to do with this theft. The object is to be stolen without her knowing. To be caught results in a failure of the mission. Also, Vanessa cannot be harmed/killed during this mission.
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King Richard Lioncourt [Class D]

> Assigned to: Open
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> Reward: Control of Tulgey Woods.
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> Details: Those who control the cure, control the curse. Known to all healers and residents of wonderland, the Cannibal Curse is one of the most life threatening plagues across Fantasia. One bite and a victum will be cursed to only eat human meat and nothing else. In order to control the cure and force most of Wonderland on their side, the guild needs the dead body of the recently deceased king. In taking it, they can put an end to the innocent and have control over the sick. ..
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> Restrictions: The dead body must be brought to the hideout completely in tact. No missing limbs will be considered acceptable..
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### Recruitment

Aurora Rose Montegue

> Assigned to: Locke Rathbone
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> Reward: Unlocked Character.
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> Details: Reach out and successfully recruit Aurora to join the Guild of Thieves. She must swear oath to our principals and will be returned her home upon completion of removing all members of nobility. In conjunction, she will be given the girl Alice to attend her until she is brought back to her rightful home. Aurora is key and will be issued an order to renounce her throne and her annul her marriage to her husband Prince Phillip..
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> Recruitment Restrictions: Aurora must agree to Annul her marriage and she must agree to Renounce her throne..
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### Special

Newly Elected Noble

> Assigned to: Robert Gallagher Venancis and Ramelia Ketsia Venancis
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> Reward: The Entire Kingdom.
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> Details: Kovu is to become the next "King" and promptly write a declaration of equality amongst the kingdoms and their people. The poor, disfigured and shunned people of society will stand on equal footing of kings. In performing this task, Kovu will be the elected ruler until his death. From there, public elections will choose the next ruler of the Free People of Fantasia..
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> Restrictions: None, this must be done by any means possible..
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