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Ardarr-Norr Thieves

Here are some notes for NPC's in the thieves' guild in Ardarr-Norr.

There are some economic details or possible rich targets for thieves. There is a rough layout of the authority schema in the guild. There are details for the relationship of the thieves' guild with the local merchants, police, beggars, and assassins. There is a basic list of their kinds of safehouses. Last there are small profiles for each member and non-member thief NPC who is level one or greater. The profiles document their place in the guild and their attitude.

Town economy

A few businesses in Ardarr-Norr are sickly-rich from global trade. There are also a few slums full of desperate hungry people with families. So overall the wealth of the city is "average". Most of the rich benefit by selling directly to Zoa.

Voritti Island is nearby and the farmers living on it make the city's hemp-exports on a giant farm-island. Voritti also has a red-light town (more of a village) called Port Cerise with casinos and brothels. Furthermore, Voritti is also home to the castle of Skryvalker Fourhorns.

10 richest non-noble non-clergy people in town

Magnates who live in full-blown stone castles in the city with private armies of guards and lackeys.

Richest churches locally

  1. House of Knives (thieves guild)
  2. Halls of the Valiant
  3. Way of Berserk (most patronized by nobility & military)
  4. Seekers of Sagacity
  5. Four Corners
  6. Temple of the Stars
  7. Church of Life's Fire
  8. Inevitable Order of Time

Sample of Nobles

Name Position Reason for tax
Thelka Big-Mayor of Ardarr-Norr Pay and equip guards, cavalry, municipal masons, etc
Fourhorns Big-Mayor of Voritti Island Harbor maintenance
Vashela Hunt-lord Funding knights and forest knights
Nimar Wheat-lord Maintaining roads, children's fund
Dojzaru Barter-lord Slave rehabilitation, tariffs for foreigners
Norri Earth-lord Naval defense, monster studies, miners' family fund

Guild activities

The guild's income comes from larceny, fraud, and tax evasion (smuggling). Skills needed to profit from these jobs can also have legitimate purposes, and members usually sell this service as a side-business. Guild members sell off their stolen goods (sometimes after "laundering" or modifying them). They can also sell their services as thieves to clients.

The thieves arrange physical security and bribes for fellow members. Their illegal treasury also allows them a communal budget for tools and hideouts.

Assassinations and the House of Knives

Besides being burglars, smugglers, and muggers, Ardarr-Norr thieves guild members moonlight as merchants and also assassins. The entire guild is owned by Reidgard, who is a high priest of the House of Knives. He approves all assassination contracts. He also runs religious services for the revenge cult.

Reidgard struggles to manage all his duties. He has a council to help administrate and coordinate theft in the busy port city. Junior members with large private treasuries are beginning to gain more authority. All potential members swear an oath to protect Reidgard and basically keep him comfortable. Joining the House of Knives is not mandatory, but there is some overlap of guild members and worshippers.

Larcenous

The guild's illegal profitable activities are: shoplifting, burglary, protection rackets, embezzlement, murder for hire, kidnapping, selling people, gambling, pimping, smuggling, and forgery. Assassinations are done with the notice and approval of Reidgard.

Side-effect trade skills

To make secret thieving tools, disguise the origin of stolen goods, and build vaults and hideouts, guild members develop trade skills which can be used for non-theft purposes. They include carpentry, weaving, tailoring, leatherworking, and metalworking.

Merchant Relations

Several businesses have received thief-funding and owe dividends or free services to guild members in various degrees. There are also shop owners who bribe the thieves to not rob them. The guild will send junior members to work for these places (in a normal position for pay) to spy on and monitor the health of the business.

Thief-crony businesses
name nature of establishment
The Muddy Guppy brothel
The Hollyhock Horsemen carriage drivers
The Rose Eiders couriers
The Equine Brothers farriers
The Effulgent Tortoise gemcutter
The Ward Mavens locksmith
The Olivine Financiers moneylender
The Haggle Sages pawnshop
The Beatific Collators scribes and translators

The Golden Alliance protects a growing number of Ardarr-Norr merchants. If thieves solicit or harass alliance-backed shopkeepers, the alliance will put both legal and violent pressure on the solicitor.

Police Relations

Ardarr-Norr has multiple police factions. The government police faction is the AN City Watch, which is ultimately overseen by Viljar from Bloody Wolf Keep. Religious police are supplied by the Seekers of Sagacity and the Founder's Creation. There are several of private security bureaus.

All police factions are against the thieves' guild and generally can jail guild associates regardless of evidence.

Associates & Underlings

The guild maintains a good relationship with beggars: each official member has to sponsor one beggar. They are generally obliged to tip beggars generously.

The guild is neutral to outsider thieves; they do not threaten or violate freelancers. There is not a large enough population of thieves to meaningfully compete with the guild. Guild thieves cooperate secretly on hits and heists, and Reidgard, a powerful priest, handles a major part of each job himself.

There are several apprentice thieves, urchins, and grunts who do not owe dues. Because they are likely to end up dead, jailed, or changing careers, it's generally fine to let them learn and develop relationships and cover identities, then bring them in when they've learned the ropes a bit.

Bases

The Temple of the Soul Seller is a major meeting place. Its location is secret, which definitely means it's underground.

Other safehouses include
Legitimately purchased or rented homes throughout town
A cave dug into a hill northwest of Voritti
A forest fort way out west of Fort Keen
An active warehouse with an unrelated use
A tower in Dall Town that was never finished
A barrow tomb of a forgotten barbarian
These may be maintained by handy thieves, poorly-informed hirelings, and zealots of the Vengeful One.
Guild Council
Character name Race, class, level, alignment Guild duties
Reidgard Halfling cleric 10, NE Guildmaster & House of Knives high priest
Khuuloa Half-elf thief 4, NE Treasurer & gossip minister
Sharek Tharthy-Dejy Assassin 1, NE Dedicated murderer
Eyka Half-elf cleric 1, NE Reidgard's protege

Due-paying members
Character name Race, class, level, alignment Guild duties
Brenac Half-elf Thief 1, N Valuing, laundering, market research
Giroor Half-elf Mage/Thief 1, CG Lockpicking
Hullifean Half-elf Fighter/Thief 1, CN Trap making
Magla Half-elf Thief 1, N Tailing, staking out, and lookout
Norrothy Fhokki Thief 1, CN Casing, trap spotting
Snowy Half-orc Fighter/Thief 1, CG Trap disarming
Soolran Wood-elf Thief 1, N Active breakins and burglaries
Taolaar Reanaarian Cleric 1, NE Weapon and transportation logistics and upkeep
Winnie Half-elf Rogue 1, NE Bookkeeping, salesmanship

Freelancers
Character name Race, class, level, alignment Thief-domain skills
Iko Raitho-Dejy Thief 12, CE Sneaking, disguise
Sunny Dwarf Fighter/Thief 12, LN Opening locks, disarming traps, climbing
Blackberry Dwarf Thief 19, LN Mining, fast talk, law, oratory
Nenno Elf Thief 2, CN Climbing, escape artist, rope use
Iaanan Reanaarian/Fhokki Thief 17, CG ???