The Thieves’ Guild House

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Description

A new beginning for an established group

Description

The new Guild house is located along Shadowfall Street, where a series of row houses was built years ago adjacent to a now defunct warehouse complex. Some of the houses are inhabited by typical Labyrinthers, many of whom have lived in the neighborhood for years. Others are abandoned shells, filled with debris and fallen timbers. Some are long boarded up, haphazard beams nailed across rotting doorways and gaping windows in a jumbled panoply of angular, jagged boards. Other houses exist in the warehouse yards. Once the homes of warehouse personnel, they too are long abandoned, or are the present homes of drunkards and beggars, too poor to live elsewhere.

This is how the neighborhood seems. In actuality, some of the boarded up houses have back corridors or crawlspaces, allowing easy and unseen passage between sections of the complex. Some of the owners of houses in good condition are Thieves Guild members, who provide entrance into the complex, and often, back walls have been opened or torn down to provide access to the warehouses behind (access may also be had via the maze of catacombs beneath Kurgan’s Hill known as the Forgotten City). A number of sentinels posted on rooftops or in houses across the street guard the new Guild House. Armed with compound bows, they are ready to deal death to any new attempts of The Black Hand to destroy the Guild.

The warehouses themselves serve as convenient meeting places, and good training areas. The complex walls have been surreptitiously strengthened where necessary, and lined with broken glass to make scaling difficult. The interior houses provide homes for the Guild House staff, and places to keep records, files, archives, and the like. Trusted sworn swords patrol even the interior, and movements within the area require knowledge of passwords. The Thieves Guild has become careful, and security is tight.

Knowledge of the new Guild House’s exact whereabouts is limited to a relative few. Besides the staff of the Grand Master, Sulemon Duur, access may be had to the House by any of the nine chapter masters, who are kept aware of the proper code and pass words, and such of their journeymen as they see fit. In addition, those Guild members who are receiving promotion to journeyman and master’s status must come to the Guild House to partake of the various strange, tradition-steeped ceremonies involved, and to receive the appropriate tattoo (or additions to it for higher ranking officials). Trips to the Guild House for these kinds of purposes by initiates who do not know the House’s location are made blindfolded, in the company of someone authorized to know where the House is. Needless to say, it is impossible to keep all those who want to know the Guild House’s whereabouts from finding out its general location, but even the Hand has not pin-pointed it exactly as yet.

The following is a more specific layout of the different buildings in the complex. Many of the facilities that were formerly housed in the central headquarters at Rogues’ Roost are now at different locations in The Labyrinth for security reasons. The Guild is no longer as centralized as before, and relies more on the Masters of each Chapter and their chapter houses to keep the organization running smoothly.

A. The Blue Moon Tavern (SX): Run by Louie the Hook, a former Guild thief, known for the invitation-only dice games held in his ‘Back Room’, the abandoned warehouse behind the pub. Used as an entrance to the meeting rooms of the Guild complex.

B. Abandoned house: those occasional drunks, beggars or tieflings who use the building have never noticed that the back wall is about five feet further forward than it should be, concealing a hallway behind it.

C. House of Ivan and Sheela (TF): These two Guild thieves are trusted operatives of Sulemon Duur. They occasionally shelter fugitives in their house, which has a second-floor window opening onto the roof of the warehouse.

D. The Old Clothes Shop (SZ): Old arthritic Jasper buys and sells used clothing from this dilapidated house. If he suspects anything of why business has improved in recent months, he says nothing. Jasper did not reach his present age by indulging his curiosity.

E. Kelvin the Tinsmith (TB): Kelvin and his family live and mend pots and other items of metal in this house. It also contains a secret entrance to Sulemon Duur’s much more luxurious residence behind it.

F. Shadowfall Crotofiran Mission (FW): Father Paulus receives a monthly ‘donation’ for his work with the street rats to report anything unusual or suspicious he and his charges notice around the neighborhood. The Guild checks out any story they cannot identify as a legitimate activity.

G. Gutted House: Extremely unsafe to wander about in, due to the imminent danger of falling timbers.

H. Homes of trusted Guild members: those living near the warehouse (K) also operate a small warehousing business in shipping supplies as a front. Others house guards or other Guild House staff.

I. Residence of Resoom (TG): The Guild Librarian lives here. He has a secret entrance to the underground Library hidden under a rug in a back room.

J. Lilies of the Valley (TC): A cheap bordello. Asking for one of several girls will allow entrance to the warehouse complex behind the house.

K. Warehouse: There is a moderate amount of traffic here in salt pork, cordage, and other shipping supplies to cover the use of some of the facility by the Guild Quartermaster for the Guild’s supplies.

L. Residence of Arquephus (TH): Arquephus, Keeper of Records, has his home, office, and records archives of the Guild accountants. Access to the passages below the complex ensures that those Guild officials making reports do not use the same entrance too frequently.

M. Thieves’ Guild Meeting Hall (TI): The main meeting hall, used for large meetings of Guild Masters, initiations, ceremonies, and other purposes. When not in use, all trappings are removed, leaving what appears to be an abandoned warehouse. The door to the alley is locked unless a meeting is planned.

NPC Encounters

Resoom | Arquephus | Sulemon Duur | Gidri | Gossij | Lando Buckminister | Evan Monier | Lefty Grazziano | Cruncher McGee | Foxcraft Q. Pennywhistle | Merrick | Dragontooth | Raven | Rioldi Thorn | Sarasin Mour | Ernie | Mugs | Dickens | Custer | Yacobur | Chalka

Purpose / Function

Design

Entries & Exits

Sensory & Appearance

Denizens

Contents & Furnishings

Valuables

Hazards & Traps

Special Properties

Architecture

Alterations

Defences

Environment & Effects

History

Tourism

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Guildhouse (Guild)

Owner:

District: The Labyrinth

Grid (Key) Ref.: P04 (FS)


Alternate Name(s):

Founding Date:

Date of Ruin:

Type: Guildhall

Parent Location:

The Labyrinth

Connected Rooms:

Ruler/Owner:

Owner Rank:

Additional Ruler/Owner(s):

Owning Organization: Thieves Guild

Organizations Contesting Ownership:

Included Vehicle: n/a


World Anvil Metadata

Id: bb82a2b9-aaf5-4075-b2be-e0f51becdac0

Entity Type: Article / landmark

Category: Places: The Labyrinth

Tags: fcoh,the-labyrinth-location,cat-guild,type-guildhouse,thieves-guild-location,guild

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