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Messages from Hews Bane

Author: 
Walks-Softly, Nicolas

Zeira,

I recovered all I could from our old headquarters. The Iron Wheel picked everything clean. I am sorry to report they left none of Edda or Daldur's effects. Take heart, they will be remembered.

I did find a portion of Nicolas's old journal. I think he'd want you to have it—the old guildmaster sharing his wisdom with the new one, from beyond death? I can almost see the smile on his face.

—Walks-Softly
2E 582

ENTRY 220

The numbers keep me up at night.

I've now spent two-thirds of my life in the Thieves Guild. Half my life as guildmaster. A third of it with the merchant lords of Abah's Landing well and truly under our thumb. More than a hundred thieves at my command, and dozens more associates who will never comprehend their part in what I've built. A Thieves Council with Daldur, Edda, Velsa, and Zeira—my four best and brightest.

A far cry from the mess Bright Ilmund made of this guild. The fool used to shake down the beggars for coin! Took any scraps the merchant lords tossed him like an alley mutt and slathered their feet with kisses. We lost more guild members to his mean streak than to the Abah's Landing Guard, and the simpleton couldn't plan any heist more complicated than shaking down a street merchant.

It took time, patience, and luck to turn the guild against Bright Ilmund. I made mistakes that I still regret. His death was unexpected. But in the end, it worked out for the best. That the others named me guildmaster was icing on the sweetroll. Truly not my goal, but back then, who besides me could have managed what I have?

Of course, the job was one nobody in their right mind would have wanted. Aside from their fear and hatred of Bright Ilmund, the Thieves Guild had little but distrust and rivalry. I could see the factions begin to form, predict the entire guild devolving into street gangs squabbling over meaningless territory.

I kept them from drawing lines on the ground by taking them to the rooftops. Taught them to see fawning over the merchant lords as the cause of Bright Ilmund's vicious greed and petty revenges. To think, three simple rules undid the mess our former guildmaster made:

Don't steal from the Thieves Guild. We rob the merchant lords, not each another.
Don't kill on Thieves Guild business. Corpses can only be robbed once.
Don't take from the beggars. They're allies in the alleys, who hate the Guard more than we do.
Now look where we are. We brought four Abah's Landing merchant houses down to three as an example of our guild's power. We receive thousands of drakes per week from every merchant lord. It's a tax they throw to the gutter, because if they don't, they'll find themselves dragged down into it. What happened to Gurges and Associates is a lesson they won't soon forget.

Yet time is the ultimate thief. What have I really accomplished, here in this stinking city? I spend three decades of my life so the Thieves Guild can be the fattest skeever in the refuse pile? I've grown resigned to thinking this is the best we can do. That fine paintings on my bedroom walls are the pinnacle of my accomplishments. Why allow the shadow of Hubalajad Palace to cast itself across us? The Thieves Guild should perch upon the spires!

Zeira urges me to expand. Perhaps gain a foothold in the Gold Coast before this new Emperor Varen reaches an accord with the provinces. She's right, but she isn't thinking big enough.

Each town and city in the Empire has its own group of thieves. They go by different names, but they are distant cousins to what Bright Ilmund once made us. They prowl their own alleys, strong-arm their own beggars, and eagerly take the scraps handed down by their own style of merchant lords. They don't know enough to look at their cities from the rooftops, to see how small their alleys are. Who better than me to show them? What if our distant cousins wore the same simple name like a mask?

To get them to listen, we'll need a reputation. Also, an incredibly large amount of gold. Of all the numbers, that's the one that keeps me awake the longest.

I have the inklings of a plan. It's dangerous, perhaps a bit mad. Without the right people, without the right planning, it will fail. I can already hear Velsa's arguments against it, but as always, I'm certain she'll come around.

Nothing worth taking comes without risk. And if I'm right, if this works, we'll fool all Tamriel into thinking the Thieves Guild is everywhere, in every province.

—Nicolas
2E 579

From A Copy For The Archive

Author: 
Nicolas

Zeira,

I recovered all I could from our old headquarters. The Iron Wheel picked everything clean. I am sorry to report they left none of Edda or Daldur's effects. Take heart, they will be remembered.

I did find a portion of Nicolas's old journal. I think he'd want you to have it—the old guildmaster sharing his wisdom with the new one, from beyond death? I can almost see the smile on his face.

—Walks-Softly
2E 582

 

Entry 220

The numbers keep me up at night.

I've now spent two-thirds of my life in the Thieves Guild. Half my life as guildmaster. A third of it with the merchant lords of Abah's Landing well and truly under our thumb. More than a hundred thieves at my command, and dozens more associates who will never comprehend their part in what I've built. A Thieves Council with Daldur, Edda, Velsa, and Zeira—my four best and brightest.

A far cry from the mess Bright Ilmund made of this guild. The fool used to shake down the beggars for coin! Took any scraps the merchant lords tossed him like an alley mutt and slathered their feet with kisses. We lost more guild members to his mean streak than to the Abah's Landing Guard, and the simpleton couldn't plan any heist more complicated than shaking down a street merchant.

It took time, patience, and luck to turn the guild against Bright Ilmund. I made mistakes that I still regret. His death was unexpected. But in the end, it worked out for the best. That the others named me guildmaster was icing on the sweetroll. Truly not my goal, but back then, who besides me could have managed what I have?

Of course, the job was one nobody in their right mind would have wanted. Aside from their fear and hatred of Bright Ilmund, the Thieves Guild had little but distrust and rivalry. I could see the factions begin to form, predict the entire guild devolving into street gangs squabbling over meaningless territory.

I kept them from drawing lines on the ground by taking them to the rooftops. Taught them to see fawning over the merchant lords as the cause of Bright Ilmund's vicious greed and petty revenges. To think, three simple rules undid the mess our former guildmaster made:

  1. Don't steal from the Thieves Guild. We rob the merchant lords, not each another.
  2. Don't kill on Thieves Guild business. Corpses can only be robbed once.
  3. Don't take from the beggars. They're allies in the alleys, who hate the Guard more than we do.

Now look where we are. We brought four Abah's Landing merchant houses down to three as an example of our guild's power. We receive thousands of drakes per week from every merchant lord. It's a tax they throw to the gutter, because if they don't, they'll find themselves dragged down into it. What happened to Gurges and Associates is a lesson they won't soon forget.

Yet time is the ultimate thief. What have I really accomplished, here in this stinking city? I spend three decades of my life so the Thieves Guild can be the fattest skeever in the refuse pile? I've grown resigned to thinking this is the best we can do. That fine paintings on my bedroom walls are the pinnacle of my accomplishments. Why allow the shadow of Hubalajad Palace to cast itself across us? The Thieves Guild should perch upon the spires!

Zeira urges me to expand. Perhaps gain a foothold in the Gold Coast before this new Emperor Varen reaches an accord with the provinces. She's right, but she isn't thinking big enough.

Each town and city in the Empire has its own group of thieves. They go by different names, but they are distant cousins to what Bright Ilmund once made us. They prowl their own alleys, strong-arm their own beggars, and eagerly take the scraps handed down by their own style of merchant lords. They don't know enough to look at their cities from the rooftops, to see how small their alleys are. Who better than me to show them? What if our distant cousins wore the same simple name like a mask?

To get them to listen, we'll need a reputation. Also, an incredibly large amount of gold. Of all the numbers, that's the one that keeps me awake the longest.

I have the inklings of a plan. It's dangerous, perhaps a bit mad. Without the right people, without the right planning, it will fail. I can already hear Velsa's arguments against it, but as always, I'm certain she'll come around.

Nothing worth taking comes without risk. And if I'm right, if this works, we'll fool all Tamriel into thinking the Thieves Guild is everywhere, in every province.

—Nicolas
2E 579 

Den of Thieves, Part Two

Author: 
the Porphyry Caryatid

The gentleman in the blue velvet tunic slowly pushed open the low door of unpainted wood and peered into the smoky dimness beyond. "What do you want here?" demanded a voice from near at hand.

"Er … I've come by the Thieves' Highway," the gentleman said, almost questioningly.

"What of it?"

"I … I was told to say that, and also 'Tonight flies the Father of Owls.'" The gentleman's fine lips curved in a tentative smile. "That's all right, isn't it?"

The nearby voice gave a noncommittal grunt, then said, "Your business?"

"I wish to speak to … to the Red Asp."

"Sure. He's in the back, behind the brew vats." A shadow in the smoke made a vague gesture, swirling the thick vapors. The gentleman coughed, and began to make his way across the dim room.

The chamber was a common room of sorts, with a dozen or so tables and three-score mismatched chairs, some of which were occupied with drinkers although somewhere far above the noonday sun shone down on the desert city of Hallin's Stand. The ceiling was low and the gentleman was tall, so he had to weave his way between the low-hanging oil lamps that contributed most of the air's burden of smoke. "Beetle oil," he said to himself, sniffing, "and the cheapest possible grade."

Beyond the brew vats the air was a bit less dense, but it was also even darker than in the common room. A single lamp burned upon a table against the far wall, its flame reflecting from a carafe, a flagon, and the embroidered edging on the vest of someone sitting on a chair, leaning back against the wall.

The gentleman approached the table, stopped at a respectful distance and asked, "You are … the Red Asp?"

The front legs of the chair came down with a thump. "That's what they call me," said a low voice from above the vest. "Traditional title for the doyen of the Hallin's Stand Thieves Guild. And you?"

"My name … isn't important," the gentleman said. "But my business—is."

"How important?"

The gentleman drew a sack from his waistband and dropped it on the table. It clanked. The Red Asp opened it with a finger and stirred the contents for moment. "This would qualify as payment for important business. A down payment, anyway," he said. "What's the target?"

"The Governor of Hallin's Stand."

"You're in the wrong place, friend," said the Red Asp, with just a tinge of regret. "We don't do assassinations. You want the Dark Brotherhood. Or maybe the Morag Tong—they specialize in regicides."

"Oh, I don't want you to take the governor's life," said the gentleman. "I want you to steal his honor."

"His honor?" the Red Asp said. "How do you mean?"

"I want you to steal the governor's signet ring, the one the king put on his finger when he received his appointment. It's the symbol of his right to rule. And I want you to take it," the gentleman said, "during the Ceremonial Dance at the Governor's Ball."

There was a long pause, and then, "Deal," said the Red Asp. "Of course, I'll have to handle the matter personally. None of my cutpurses or burglars are up to this sort of job." He lifted the carafe and poured fragrant pomegranate wine into the flagon. "Will you drink on it?"

"Both of us," the gentleman said, "from the same vessel?"

"It's how we do things here."

"In that case," said the gentleman in the blue velvet tunic, "I'd be delighted."

Shadowmarks

Author: 
Delvin Mallory

Need to know your way around, eh? Don't want to stumble into a necromancer's house or fall into another trap set up by the city guard? Then you need to read this book from cover to cover. Learning to identify the shadowmark can mean the difference between making a fortune and ending up with a blade in your gut.

The clever little marks are carved all over Skyrim... mostly on the doorframes or fronts of buildings, but you can find them pretty much anywhere a thief's been. It's the way we talk to each other without talking. Keeps the newer thieves from becoming dead thieves and all that nonsense. There aren't that many of the bloody things, so I don't want to hear any excuses about not having the time to learn them.

Anyway, enough of my gabbing. Time to put your wizard's cap on and do a little research.

 

Glossary
of Shadowmarks


"The Guild"

This is the symbol for the Guild. This means the place is as safe as the Flagon's cistern. If you see this shadowmark, someone from the Guild is nearby for certain.


"Safe"

We usually leave this shadowmark when we've scouted and found a safe way around something, a hallway without traps or maybe a house that's already cleared out. If you see one of these, head the way it's pointing and you'll be fine.

 


"Danger"

If you see this shadowmark, head the other way or take your life in your own hands. It means there's something ahead or beyond that door that wants to turn you inside-out.


"Escape Route"

Now, on the rare occasion (it better be a rare occasion if you want to work in the Guild) that you find yourself in jail, look for this little beauty. You see this shadowmark and escape is just a few steps away.

 


"Protected"

We put these shadowmarks on places we don't want you to go. As in stay out of there or there's going to be a boot up the backside. These people are under the Guild's protection and should never be robbed or assaulted.

 


"Fence"

This should quickly become your favorite shadowmark. The person near this mark will buy your... hard-earned stolen goods for a fair price.


"Thieves' Cache"

Who says we only take and never give back? If you find this shadowmark near a chest or maybe a hollowed log, you're in for a surprise... a gift from the Guild for the thief in the field. Whoever said membership didn't have its privileges?


"Loot"

There's something near this shadowmark worth stealing. Saves you from breaking into a place only to find the people don't even have two septim to rub together.


"Empty"

The opposite of the Loot Shadowmark. Pass on this place, there's nothing inside.

Fall From Glory

Author: 
Nithilis Lidari

The Thieves Guild of Skyrim is something of an enigma. Within the last few decades, their order has gone from one of the largest, most influential criminal organizations in all of Tamriel to a small group of stragglers barely able to wreak havoc in their home city of Riften. Although evidence that could explain this rapid decline has never surfaced, speculation has run rampant.

One theory holds that the Guild suffered a loss - it's strongly believed that their Guild Master was slain by one of their own. This Guild Master, known only as "Gallus," maintained strong ties with many of the influential families in Skyrim. When he perished, those bonds perished with him. Without these bonds, the Guild could no longer safely operate within Skyrim's holds.

A second theory suggests that the Guild is experiencing some sort of mystical "curse" causing normal activities for its members to become exceedingly difficult. While there is no solid evidence to support this theory, the last two decades have seen an unusual rise in failed attempts by the Guild to execute highly lucrative heists. Reasons for the presence of this supposed curse is being attributed to everything from the aforementioned murder to divine interference.

In order to solve this mystery once and for all, I've spent the last two years infiltrating the Thieves Guild. Initially making contact with them in Riften proved difficult, as they're quite wary of outsiders, but through repeated efforts I was able to gain their confidence. It's my hope that once I've gained access to some of the Guild leadership, I can learn more about their decline and publish a second volume of my work.

Although helping the Guild perform their petty crimes brands me as a criminal, I feel that it's a burden worth bearing. The mystery of the Thieves Guild's fall from power needs to be solved once and for all as a matter of record and as a footnote to Skyrim's history.

 

Gallus's Journal

Author: 
Gallus Desidenius

Journal of Gallus Desidenius

Mercer Frey continues to elude my every step. I think he's aware I'm following him, and appears to be taking no unnecessary chances. I'm bringing all of my skills to the forefront in order to deceive him. It still pains me that the deception is necessary. When I became a Nightingale, using my newfound talents against my own was the furthest thought from my mind.

There was a close call today. I was settling down for a night's rest in the cistern when Mercer Frey entered unexpectedly. He was creeping along the wall, but I spotted him immediately. He edged closer to the vault door, making his way carefully around the perimeter of the room, but suddenly stopped and turned towards my hiding place. I froze instantly, even holding my breath for a moment, but my position was already compromised. He abruptly turned and walked back towards the Flagon.
What was he doing?

At last, I have a piece of evidence that might explain Mercer Frey's actions. Instead of trying to follow him or break into his manor, I used every loose-tongued source at my disposal to scour the Ratway looking for answers. It took several weeks, but Maul was able to provide an interesting bit of information. Mercer had been spending inordinately large sums of coin on all manner of things unrelated to the Guild. How he was able to afford this was a mystery to me. The vault was impregnable, so what was the source of his coin?

It's been confirmed by my sources. Mercer's been living an unduly lavish lifestyle replete with spending vast amounts of gold on personal pleasures. I have more than my share of evidence to confront him now. He must be stealing from the Guild, but without proof, all I have is baseless accusation. Mercer came from wealthy stock, but the amount of coin he's been spending is immense.

I've been giving it some serious thought. There's only a single way that Mercer could have access to vast amounts of coin. I hesitate to even believe it's possible. How could he possibly desecrate the Twilight Sepulcher? This goes far beyond mere greed and transcends common theft. His actions could represent the failure of the Nightingales, something that hasn't occurred in hundreds of years. Why? Why would he readily throw away everything he believes in? All I need is proof.

Mercer Frey has requested I meet him at Snow Veil Sanctum today. He sent a note by courier so I can only assume he's already there. All my senses tell me it's a trap, but I have no choice. His message indicated the meeting was of the utmost urgency and involved Guild business, so I'm obligated to go. I can't risk bringing anyone else with me, but I'm almost certain Karliah will disobey and follow.

The Nightingales

Author: 
Gallus Desidenius

The Nightingales
Volume I:
Who We Are

By
Gallus Desidenius 

As a Nightingale, I feel compelled to place quill to parchment and record my thoughts regarding my knowledge of our order. If one day the Nightingales should vanish from Tamriel, then let this tome serve as a reminder of what we once were and to dispel any rumor or hearsay about our purposes and our motivations.

Our trinity serves the Lady Nocturnal, the Empress of Murk and the Daughter of Twilight. We believe her to be our patron, if not the patron of all thieves worldwide. We serve her without prayer, without charity and without celebration. Our bond with Nocturnal is in the form of a business transaction we strike known as the Oath. Her terms are simple and binding. As Nightingales we are required to guard the Twilight Sepulcher, the Temple of Nocturnal, against those perceived as a threat. In return, we are allowed to use our abilities as Nightingales to further our own means and the means of the Thieves Guild.

Upon our death, we are bound to the Twilight Sepulcher as guardian spirits until such time as Nocturnal feels our contract has been fulfilled. Our ultimate fate lies within the Evergloam, Nocturnal's realm. There, our spirits become one with shadow itself and we become the cloak which envelops all of our fellow thieves in their endeavors. This is the true origin of the phrase "walk with the shadows" uttered within the Thieves Guild.

The Twilight Sepulcher is more than a temple, it contains a conduit from our world to the Evergloam, a swirling pool of liquid midnight we call the Ebonmere. This is the heart of the Sepulcher, and the source of Nocturnal's influence throughout the world. The Ebonmere can only be sealed by removing a unique key from its lock. This key, which occasionally finds its way beyond the walls of the Sepulcher, is widely known as the Skeleton Key of Nocturnal.

The Skeleton Key is an often misunderstood artifact. Those that seek to possess it tend to use only a fraction of its potential. Most mistake it for a unique and unbreakable lockpick. While this is true, the wonder of this device can only be appreciated once the owner is willing to expand his mind and abstract what defines "unlocking." This action refers to more than simple doors and portals. In the proper hands, the Skeleton Key has the capability to unlock hidden potential and untapped abilities. The extent of this power has yet to be discovered, which is a frightening thought if it ever fell into the wrong hands.

As a member of the trinity of Nightingales, it is incumbent upon us to recover the Skeleton Key if it strays from the Twilight Sepulcher. Why Nocturnal allows the Key to be stolen in the first place is a mystery. Some say she revels in the chaos this artifact causes, others feel she simply does not care, that the petty squabbles of men and mer are beyond her attention. Whatever the case may be, it is our duty to ensure it remains safely within the confines of the Sepulcher.

To say that the Nightingales are a holy order would be doing us a disservice. In our hearts, we are thieves. We enjoy the hunt and delight in the spoils. We might swear our loyalty to Nocturnal and hold some influence within the Thieves Guild, but the greatest allegiance a Nightingale holds is to himself.

The Nightingales
Volume II:
What We Were

By
Gallus Desidenius 

As a Nightingale, I feel compelled to place quill to parchment and record my thoughts regarding my knowledge of our order. If one day the Nightingales should vanish from Tamriel, then let this tome serve as a reminder of what we once were and to dispel any rumor or hearsay about our purposes and our motivations.

I will attempt to relate the scant bit of knowledge I have of our history to the best of my ability. It is my hope that in the future, someone else may happen upon this writing and amend it in order to expand the record of our existence.

Our history begins with a well-known tale. The tome "The Real Barenziah IX" mentions that a bard named "Nightingale" tricked Queen Barenziah into revealing the location of an artifact called the Staff of Chaos which he later claimed for his own. The story goes on to reveal that "Nightingale" was a powerful Imperial Battlemage named Jagar Tharn in disguise and that he used the Staff to imprison Emperor Uriel Septim VIII. His ultimate goal was to assume the form of the banished emperor and sit upon the throne in his stead.

In actuality, the individual identified as "the bard Nightingale" was not Jagar Tharn at all. This master of disguise was a Nightingale thief named Drayven Indoril. Jagar Tharn hired Drayven, one of the greatest master thieves in Skyrim, to seduce Barenziah and coerce her into revealing the location of the Staff of Chaos. After the Staff was given to Jagar Tharn, he attempted to eradicate Drayven, but his Nightingale abilities aided his escape. Jagar Tharn searched for Drayven but eventually had to abandon the pursuit in order to enact his plans involving the emperor.

It is interesting to note that history refers to Jagar Tharn as "Nightingale" well after the point Drayven would have vanished from the story. The distortion of actual events is very typical of Barenziah's manipulation. With the pressure of blame falling squarely on her shoulders for Uriel Septim VII's imprisonment, she twisted the truth and created the notion that the "bard" named Nightingale was Jagar Tharn himself. She felt the tale of being enthralled by the master sorcerer held more of a forgiving if not romantic notion than simply being seduced by a master rogue. Some also further speculate that eliminating Drayven from history was her attempt at protecting the reputation of Jagar Tharn, whom she was rumored to have been quite fond of.

Drayven had escaped into Morrowind after Jagar Tharn's pursuit and rejoined the Indoril family who held an estate quite close to the border of Skyrim which allowed him to perform his Nightingale duties at the Sepulcher if the need arose. He remained there for many years until the Indoril family began to lose its power and a war between the houses erupted. Not wanting any part of it, and feeling that Jagar Tharn was no longer a threat, Drayven left his homeland behind and settled in The Rift under the guise of a miner.

Co-currently with Drayven's history, born out of Dravyen's seduction of Barenziah, the Dunmer Queen eventually bore a child. This child, whom Barenziah abandoned with a midwife in an attempt to keep her Nightingale story valid, eventually grew into adulthood and struck out on her own to find her father. Calling herself Dralsi, she overturned every stone in Skyrim looking for any traces of Drayven. After an unknown number of years passed,  she finally located him in a small mining community called Shor's Stone. He was quite elderly now... no longer the spry rogue that had seduced Barenziah, but nevertheless he was still Dralsi's father and he treated her as such. In the remaining years of Drayven's life, he imparted the ways of the Nightingale to Dralsi until he finally succumbed to his age.

Dralsi willingly struck the Oath of the Nightingales and performed her duties well in the service of Nocturnal. She eventually took a husband and together they had a child whom they named Karliah. Like Dralsi's father did for her, Dralsi taught Karliah the art of thievery and how to survive in Skyrim living as a rogue. She intended to pass the Nightingale mantle on to Karliah, but had to wait until the time was right to reveal it. When she was old enough, Karliah struck out on her own wanting to ply her trade in a larger city. She eventually found her way to Riften and joined the Thieves Guild under my own leadership at the time.

As Karliah slowly climbed the ranks in the Guild, I watched her progress and saw much of her mother in her methods. After several years passed, I received word that Dralsi had been killed defending the Twilight Sepulcher from a band of mercenaries and so it became time for the mantle to be passed. I traveled to Nightingale Hall with Mercer Frey and together, we inducted Karliah into the Nightingales.

I will relate my own history in my next volume and perhaps, as I uncover more information, the history of Mercer Frey as well

The Thieves Guild

Author: 
Xan

RANKS

Pickpocket Rank
Pickpocket

Footpad Rank
Footpad

Bandit Rank
Bandit

Prowler Rank
Prowler

Cat Burglar Rank
Cat Burglar

Shadow Foot Rank
Shadowfoot

Master Thief Rank
Master Thief

Gray Fox
Gray Fox

The Thieves Guild

Description

Thieves Guild is a guild of thieves and ruffians. They banded together to protect, help and resolve conflict among themselves. The guild is led by a mysterious person, called the Gray Fox. It is rumored that the Gray Fox is immortal. At 3E 433, he has led the Thieves Guild for more than 300 years.

On the day-by-day job, the Gray Fox is helped by a number of guild stewards or better known as Doyen. It is said that the Doyen are the hands and eyes of Gray Fox. Among their jobs are managing the recruitment, dispatching a member on a quest or mission, negotiation with a customer, and even negotiating with authority for reducing a person's fines and bounty. In Cyrodiil, the current Doyen are Armand Christophe (Redguard, Cat Burglar) and S'krivva (Khajiit, Shadowfoot).

For running its business, the Thieves Guild does not have an official guild house, however in the Imperial City, Armand Christophe usually can be found at midnight in the Garden of Dareloth in the Waterfront District of the Imperial City. While Skrivva has her own schedule and moves from one place to another.

In Cyrodiil, the Thieves Guild has three rules that must be obeyed by each member of the guild:

  • Never steal from another member of the guild.
  • Never kill anyone on the job.
  • Do not steal from the poor.

Breaking any of the three rules means expulsion from the Thieves Guild. If a member committed a murder, he must pay the blood price to the guild Doyen in order to rejoin the guild. Blood price is for each person slain.

The third rule protects the peasants and the beggars. There is a good relation between the guild and the beggar. The guild and its guildmaster, the Gray Fox, protect the beggars and the poor from authority and other factions. In turn, the guild receives a great benefit. The beggars become the eyes and ears of the guild. The beggars in each town gather information and become spies for the Thieves Guild.

"To this day, it is said that if you really want to know something, go ask the beggars. They have eyes and ears throughout the cities. They know all the little secrets of the daily lives of it's citizens."
- Beggar Prince

The Thieves Guild has trader almost in each city that accepts the stolen goods. This trader is called the fence. The fence trades the stolen goods for the benefit of the guild and the particular member. Each member in his career in the guild must collect a certain amount of stolen goods in order to advance in rank.

The known fences are:

  • Ongar the World-Weary (Nord, Bandit, Bruma)
  • Dar Jee (Argonian, Prowler, Leyawiin)
  • Luciana Galena (Breton, Cat Burglar, Bravil)
  • Orrin (Redguard, Shadowfoot, Anvil)
  • Fathis Ules (Dunmer, Master Thief, Imperial City).

The Story So Far

The Thieves Guild faced a trouble time when Hieronymus Lex led the Imperial Watch as its Captain. Hieronymus Lex had a personal vendetta against the Thieves Guild and the Gray Fox. Hieronymus Lex did lots of attempt to capture members of the Thieves Guild, including uncover the secret of the Gray Fox. One of the attempts was infiltrate the Thieves Guild, but Armand Christophe knew this. With the help of new Footpad, Armand Christophe managed to force Hieronymus Lex to pull back his agent, without any blood spilled.

After some works, the new Footpad was promoted to Prowler, and at this time Hieronymus Lex launches his desperate action against the Thieves Guild. He pulled all the Imperial Watch throughout the Imperial City, and he tasked them to scour the Waterfront District, searching for the Gray Fox. Armand Christophe was put to house arrest and the whole Thieves Guild's business was shut down. Methredhel, another new member of the guild coordinated the retaliation.

She launched a crime spree. The Prowler who previously helped Armand Cristophe, and another four members of the guild were tasked by Methredhel to go to each corner of the Imperial City and steal important items from important factions or persons. The Prowler was tasked to infiltrate the Arcane University and stole Hrormir's Icestaff. Methredhel's plan worked, these crime spree caused major unrest in the Imperial City.

Eventually, Raminus Polus, the Arcane University Steward, sent his Dremora to deliver a message to Hieronymus Lex. He demanded that Hieronymus Lex's vendetta against Gray Fox should be ended and all the guards to be returned to their daily routine and post. The Captain had no choices and hesitantly agreed. The Thieves Guild won this time. In the end the Prowler once again was promoted to Cat Burglar.

Upon visiting Skrivva again, the Cat Burglar was assigned to a mission to locate the Cat Burglar Theranis. He had not reported after his assignment in Skingard to recover a book titled The Lost Histories of Tamriel. The Gray Fox himself needed the book for some obscure reason.

The CatBurglar went to Skingard and found that Theranis had been detained by the local authorities. After a further searching and infiltrating the Skingard dungeon, the Cat Burglar uncovered that Theranis was killed by a vampire who lived in the dungeon and somehow had connection with the authorities. In the vampire's lair, the Cat Burglar rescued Amusei, an Argonian freelance thief. A deal with Amusei let the Cat Burglar to eventually located and found the book. Skrivva both sad and happy, to hear the aftermath of the mission. Further, she gave another important mission to the Cat Burglar, the elimination of Hieronymus Lex.

The Captain had been a major obstacle for the Thieves Guild. The Gray Fox, via his Doyen, Skrivva assigned the Cat Burglar to eliminate the Captain. However, as the rule of the Thieves Guild, no assassination is allowed. Perhaps coincidentally, the Countess of Anvil, Millona Umbranox, was searching for a new captain for her guards. The Cat Burglar was given mission in order to make Countess Millona Umbranox to choose Hieronymus Lex as her new captain. After some necessary forgery and bribing, the mission was successful. Hieronymus Lex himself was shocked to hear of his transfer to Anvil, and he realized that the Thieves Guild, and the Gray Fox, has finally won the battle.

One interesting side note, that during the forgery the Cat Burglar dealt with a strange person called The Stranger. No one knew the identity of this stranger, not even a name was known. And the Cat Burglar was promoted to Shadowfoot.

Then the new raised Shadowfoot began his career as the personal agent of the Gray Fox. The Gray Fox asked him to retrieve some obscure items, such as Savilla's Stone from a monastery known as the Temple of the Ancestor Moths, the final place for the retired blind Moth Priests from the Imperial City. When studying the Elder Scrolls, these Moth Priests are eventually blinded by searing power of the scrolls. When they are too old, the temple is the final place for them. However the priest are master of blind-fight, and most of them use katana or dai-katana. These retired Moth Priests are still useful in the retirement as they guard the Savilla's Stone, a stone that has scrying capability.

During the mission, the Shadowfoot recovered a strange note that recorded the information regarding the missing Cowl of Nocturnal. It is also recorded that whoever wears the cowl will lose his identity.

"Whosoever wears it shall be lost in the shadows. His true nature shall be unknown to all who meet him. His identity shall be struck from all records and histories. Memory will hide in the shadows, refusing to record the name of the owner to any who meet him. He shall be known by the cowl and only by the cowl."
Instructions: the Gray Cowl

Upon completing the mission, the Gray Fox responded when asked about the cowl, "I see. I suppose there is no hiding it from you. No hiding. What a joke! My whole life is hiding. Everything in that document is true. My identity cannot be known. In fact I just told you my true name twice, but I bet you don't remember it. You and I have even met before, when I was not wearing the cowl. To your clouded memory he and I are two different people. My own family doesn't even know me. I would give much to be rid of the Gray Cowl and its curse."

Further he explains more about Nocturnal, "She is the daedra lord of shadows. The Mistress of Mystery. The Saint of Suspicion. Thieves Guild members revere and respect her power and influence. We give her blessing with the phrase 'may shadow hide you.'"

Then the Gray Fox asked the Shadowfoot to procure the Arrow of Extrication from the Bravil's Court Wizard, Fathis Aren. Fathis Aren had a tower outside of Bravil. By the help of some beggars, the Shadowfoot got information of a tunnel that interconnect the Bravil Castle and Fathis Aren's tower. Braving the tunnel, the Shadowfoot eventually arrived in the tower, and finished the necessary job, procuring the Arrow of Extrication. However, the Shadowfoot could only find the arrow head, a key shaped arrow head. However, the Gray Fox was still excited retrieving the arrow head and he promoted the agent to Master Thief.

Further more, the Gray Fox tasked the new promoted Master Thief to retrieve the boots of Springheel Jak. A famous thief who had died for hundreds of years. His boots is known has capability to fortify the acrobatics skill of the person who equips the boots. It was known that Springheel Jak's descendant lived in the Imperial City. Infiltrating the house; the Master Thief eventually came face to face with Springheel Jak himself. The Springheel Jak was in fact a vampire, and he had lived for hundreds of years, disguising himself as his descendant. Unfortunately, this time the blood must be spilled; Springheel Jak was killed by the Master Thief. However the Gray Fox overlooked the incident and happily receiving the boots.

Then the Gray Fox summoned the Master Thief again for one last big heist. The Gray Fox tasked the Master Thief to infiltrate the Imperial Palace, enter the Imperial Library and steal one of the Elder Scrolls. All the obscure things procured by the Master Thief in fact are tools to help the Gray Fox and the Master Thief to steal one of the Elder Scrolls.

The Gray Fox gave the boots of Springheel Jak and the complete Arrow of Extrication. Then he gave special instructions for infiltrating the Imperial Palace. First the Master Thief must sneak the Imperial Watch in to the Imperial Palace Catacomb. There he had to activate the Glass of Time, in order to activate the old way. Then he should enter the old way from the Imperial City sewer. Then both boots of Springheel Jak and the Arrow of Extrication were necessary to open the way into the Imperial Library. Here he had to wait until a blind Moth Priest delivered the scroll. The blind priests would recognize the Master Thief as Celia Camoran, as long as the Master Thief did not speak. Apparently, this Celia Camoran's visit had been arranged by the Gray Fox.

After a long struggle and effort, eventually the Master Thief successfully procured the Elder Scroll. The Gray Fox was extremely excited receiving the Elder Scroll. And strangely, he gave his ring to the Master Thief, asked the Master Thief to go to Anvil, meet Countess Milona Umbranox and show the ring. Hearing this big heist, the Imperial City was shocked and disbelief that the Thieves Guild managed to steal the scroll. But for sure, the Thieves Guild's fame soared.

In Anvil, when the Countess saw the ring, she was surprised; as the ring is belonged to his missing husband, the Count Corvus Umbranox. Then suddenly the Stranger, that the Master Thief had met before, appeared and shouted, "By the power of the Elder Scrolls I name Emer Dareloth as the true thief of Nocturnal's Cowl." By chanted this words, the power of the Elder Scroll overruled the Nocturnal's curse, and Corvus Umbranox was once again known. The Countess was happy to see her missing husband but she also upset that his missing husband was the head and guildmaster of the Thieves Guild.

Then, Corvus Umbranox declared that he retired from the Thieves Guild and the promoted the Master Thief as the new guildmaster of the Thieves Guild, and in the same time wearing the name of the Gray Fox. But this time, the curse of Nocturnal was no longer applied. When the new Gray Fox arrived in the Garden of Dareloth, he found that the Thieves Guild now has guild house. And from that moment, he controls the guild of thieves from that guild house as the mysterious Gray Fox.

Followers of the Gray Fox

Author: 
Anonymous

We are the Fingers of the Fox, the Children of the Shadows. More commonly we are known as the Thieves Guild.

There are but three rules for followers of the Gray Fox:

First, never steal from another member of the guild.

Second, never kill anyone on the job. This is not the Dark Brotherhood. Animals and monsters can be slain if necessary.

Third, don't steal from the poor. The peasants and beggars are under the personal protection of the Gray Fox, particularly in the Imperial City Waterfront.

Breaking any of the three rules means expulsion from the Thieves Guild. If you commit murder, you must pay the blood price to rejoin the guild. Blood price is for each person slain. You can pay any of the guild Doyen.

The Doyen are the hands and eyes of the guildmaster. You take your orders from them. You get your favors from them. They can pay off the Imperial judges to remove your crimes -- for a small fee, of course.

Our guildmaster is the Gray Fox. We don't talk about him in public. However, we make sure that most folks think he is just a myth.

We're thieves, not masons or scribes. Each member steals at his own discretion. The guild neither helps nor hinders with a burglary. However, you will find that you can only sell stolen property to one of our guild fences. Other merchants won't take hot merchandise.

You won't be considered for promotion in the Thieves Guild unless you have sold enough stolen property to the fences. The higher in the guild you rise, the more stolen property you need to have fenced.

If you should be called to help the Gray Fox in some special way, remember that the best source of information is the beggars. Their eyes and ears seem to be everywhere. However, be prepared to spend a little coin. They won't tell you anything for free. At least not anything true.

The guild takes care of its own. The Doyen can remove the bounty from any guild member. However, it takes money to bribe the guards. The guild member must pay the Doyen half of his total fines to get rid of them. 

Instructions: the Gray Cowl

Author: 
Anonymous

The Gray Cowl of Nocturnal shrouds the wearer's face in shadow. No light or magic of detection can penetrate its depths. To look upon Nocturnal's face without the cowl is to view the depths of the void. A man would lose his mind to see it.

Recently it has come to light that the Gray Cowl has gone missing. This must be at the whim of Nocturnal, for she could reclaim it easily. The Lady of Shadows has seen fit to reveal that a curse is laid upon the Gray Cowl. Whosoever wears it shall be lost in the shadows. His true nature shall be unknown to all who meet him. His identity shall be struck from all records and histories. Memory will hide in the shadows, refusing to record the name of the owner to any who meet him. He shall be known by the cowl and only by the cowl.

I am directing a triad of Moth priests to investigate this tale. They shall determine the truth or falseness of the story. They shall determine the present whereabouts of the Gray Cowl, be it in Tamriel, Oblivion, or beyond. All curses can be broken, even those laid by Nocturnal. The triad shall determine how this curse may be lifted so that the Moth priests may safely weild the Gray Cowl.

Office of the Unseeing Eye