DungeonBrew Presents

Thieves' Guild Creation Form

Build Your Criminal Empire

Guild Overview

Membership

Responsibilities

Entitlements

Consequences

Consequences for slights against the guild (e.g. fines, flogging, branding, maiming)

Thieves' Cant

Specific words, phrases, or signs unique to this guild

Leadership Structure

Guild Master

Oversees all operations within the guild. Expected level: 10–20.

Under Masters

Second in command. Oversee specific branches or satellite guilds. Expected level: 8–16.

1st Under Master

2nd Under Master

Lieutenants

Oversee masters or smaller operational units. Expected level: 7–15.

1st Lieutenant

2nd Lieutenant

3rd Lieutenant

4th Lieutenant

Masters

Specialist leaders overseeing specific criminal operations. Expected level: 7–15.

Master Assassin

Identifies and approves assassination contracts.

Master Enforcer

Internal discipline. In charge of extortion, robbery, and kidnapping.

Master Fencer

Tracks supply and demand. In charge of smuggling.

Master of Thralls

Acquires, houses, and sells slaves. In charge of slavery.

Master of Veils

Hides the guild's presence. In charge of gambling, expeditions, fraud, and fronts.

Master Purser

Tracks treasury. In charge of loansharking.

Master Thief

Locates valuable or vulnerable targets. In charge of burglary, larceny, and pickpocketing.

Master Warder

Guild security: passwords, traps, protection. In charge of protection and retaliation.

Spymaster

Acquires information for the guild. In charge of impersonation, blackmail, and forgery.

Taskmaster

Keeps members active, acts as handler. In charge of heists and racketeering.

Recruitment

Those responsible for finding and training new talent. Expected level: 5–10.

Conductor (Wetnurse)

Oversees new recruits, training, and discipline until they become members.

Headhunter

Locates new guild recruits. Works closely with the Conductor and Masters.

Rank-and-File