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Hidden · Every city, unseen

Thieves

Locks, theft and entry into guarded places.

Thieves train for work that depends on access and concealment. Locks, pockets and guarded buildings call for preparation, observation and a route out.

Training and role

Getting in and getting out

The guild operates within the cities whose property it targets. Its members have clients, debts and rivals as well as victims. An experienced thief may know a roofline or a delivery schedule better than a street name; that knowledge comes from work, not an assurance that every attempt will succeed.

Surprise attacks, poisons and escape skills support brief encounters. Larceny and traps extend the class beyond fighting. Long brawls leave less room to use the preparation that distinguishes the trade.

Traceability and Scrutiny can rise through crime and discovery. Disguises and other tools have specific limits; choosing the class does not make a character unidentifiable.

Strengths

  • Larceny and lock skills
  • Traps and surprise attacks
  • Tools for infiltration and escape

Risks

  • Crime can bring investigation and punishment
  • Failed concealment can spoil a prepared approach

Begin

Joining a guild

Each class has its own entry requirements. The wiki gives more detail on training, skills and equipment.

A hidden advanced path; admission is discovered in play. Every new character begins as an Explorer and completes the introductory levels before joining a guild.

Read the class guide