I'd like suggestions on names for Assassin's Guild and Thieve's Guild. But I don't want the names to scream "danger!"
Similar to Feist's Thieve's Guild, the Mockers. an unassuming name unless you knew who they were. Even their leader, The Upright Man has a title that doesn't shout "hold on to your pouch!"
Thanks in advance.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Why: the name of the tavern that they use as a front for their activities and their "home base". Also an excellent nod to naruto and makes a ninja connection
The name is fear inspiring or looks like something from the "random tavern name" table, depending on how much you know of the organization.
In my homebrew world, the main criminal organization I have is called the Ferrymen. They're more of a loose association than a unified guild, and I have a bit of information written down if you'd like to take a look:
Ferrymen heirarchy:
Bosun: A head of a smaller gang or mid-level enforcer in a larger gang.
Captain: A head of a larger gang, usually running one or more districts in a city.
Harbormaster: The head of all Ferrymen operations within a city and it’s outskirts.
Admiral: The head of an entire region, usually with multiple cities under their influence.
The Grand Admiral: The supposed head of all Ferryman operations. It is unknown if such a figure actually exists.
Thieves’ Cant: The Cant used by the Ferrymen utilizes a series of pictographs resembling stick figures, waves, and various other nautical imagery (similar to the Dancing Men in Sherlock Holmes). It's "spoken" form is nonverbal, using hand gestures for interpersonal communication and a series of quick whistles for communicating short signals at a longer distance.
I forgot which book it was in, but my favorite "Thieves Guild" was a building owned by the government. They had membership drives. Anyone that comes in and signs a contract to be thief is arrested and sent to prison.
Casket Nails (individual assassins are referred to as "Nails"...as in the final nail in the coffin)
The Deathly Rumors (if you heard something you shouldn't have...they'll know)
The Skulkers
Grimfellows (self-explanatory)
For a Thieves Guild:
The Prowlers - your typical guild of burglars. Breaking & entering where they don't belong.
The Goodfellows - "protection" & intimidation...they also maintain several "legitimate" businesses as fronts.
Alleydancers - pickpockets, muggers, and emergency medical services...and pretty much every reason why you avoid back-alleys.
Underfellows - they run a network of underground tunnels for smuggling
Thrifters - they maintain the pawn shops for stolen goods, and provide fences.
Rummagers - see below
Foragers - see above
Deftly Gents - discreet and uphold an honor among thieves. Blackmail is their game.
The Thatchers - masquerading as roof repair, they're actually quite accomplished second-story men...and they don't like leaks.
The Ferrymen - not exactly true to their official title, they are actually grave robbers. A fairly low-risk enterprise...and when times get tough; they use the graves to store stolen & smuggled goods.
I think I 'm getting this from John Wicke, but for the Assassins guild, The Table. Authorized violence is on the table, unsanctioned violence is under the table and perpetrators will one way or the other be put on the table if discovered. Maybe enrich it that legit agents of the table are "measures", a casual eaves dropper would think it's merchants discussing mundane trade standards, where what's actually being weighed is whether a life merits taking. There could be a rank system of routine to extreme measures. The Table could be a unique local phenomenon, or maybe it's franchised out where there are Tables in cities wherever The Table has purchase, and protocols for measures to arrive at another table, etc.
Thieves Guild: mutual benefits union, or greater benefits union (or maybe those groups are at war with each other). They could even have a quasi legit banking enterprise baked into their charade.
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Jander Sunstar is the thinking person's Drizzt, fight me.
The thieves guild in my campaign are called The Hooded Claw and is not only made up of rogues but counts many other specialties among their number. They do not care what your background is, as they are a meritocracy any one who shows promise or skill in the illegal arts is welcome, however, they do value subtlety and discretion so those of a blood thirsty attitude are often made to "disappear" in short order.
There are 5 guild leaders who are titled Talon Master. Other ranks (lowest to highest) are:Guttersnipe (lowest ranking/new joiners that have yet to prove themselves), Shank (those that have proved themselves handy with a blade), Hand (those who are skilled pick pockets), Face (those skilled with charisma), Barber (those skilled with first aid/medical/healing knowledge but they are expected to provide healing to the guild on a "no questions asked" basis), Ghost (those skilled in stealth but only able to get the title upon completion of a special assignment), Barber Surgeon (the title given to the most skilled barber and their defacto leader), Talon (Title given to a member of the guild who looks after a specific town/region or safe house).
And yes the guild is named after the villan from the old Penelope Pitstop catroon.
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* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
Places of worship, movements, missionaries, and monks. Fewer ways to hide in plain sight than to use something openly acceptable to/ignored by the public.
The Sodality of Ao. Some people know of Ao, but few people who even what Ao is, and those people believe Ao is a distant and uninvolved deity - and they'd be right. By the current settings if mortals profane Ao's name, it doesn't care.
If members betray the guild, they are sent away on "missions" (with the fishies if there's a deep body of water nearby).
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Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
"The Backpeddlars". Cants love rhyme codes, and this play on back pedaling, stems from thievery as "backward peddling" that is, rather than peddling wares, thieves do the opposite. The uninitiated wouldn't get it, but those in the know would nod.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I'd like suggestions on names for Assassin's Guild and Thieve's Guild. But I don't want the names to scream "danger!"
Similar to Feist's Thieve's Guild, the Mockers. an unassuming name unless you knew who they were. Even their leader, The Upright Man has a title that doesn't shout "hold on to your pouch!"
Thanks in advance.
Try: We Of The Craven or WotC for short. There are rumors of a guild of thieves who use merchants to bait and switch purchases and fence goods and when they make a mistake and give the client the real item they hire known thugs and send them to their house to threaten them and their friends to get their goods back.
Blarney and Sons: A group of thieves and thugs that consider each other family. People will occasionally see their name somewhere, but nobody knows what their business really does.
The Broken Wind: A guild of deadly assassins.
The Deathly Silence: If you hear something you know you're safe. It's when everything, and I mean everything, is silent that you know you are in danger. Their victims never cry out. At least, no one hears them.
I'd say that it'd need to be a Guild-run bar-like setting, The Gilded Bottle.
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Fully Homebrew Campaign, feel free to explore it! (Otherworlds inaccessible) YonStore/Wolf&Rat - Siberius "Sie" Phynxx, Zalanthaar Heavensfield, Keilynn Othraph; Fallout D&D - Zach Koch; Last of Us D&D - Leveth; Town of Agreal - Zalanthaar Heavensfield; Scrap Pile - Æshe; Site-72 - Dr. Elias Shaw; The Electric State - Zachariah; Eris' Fortune - Magi (Maykaa, Mage, Sage); The Nightmare Hold - Keilynn Othraph; Lord's Rest Inn - Lokan'Ahri
Hey folks,
I'd like suggestions on names for Assassin's Guild and Thieve's Guild. But I don't want the names to scream "danger!"
Similar to Feist's Thieve's Guild, the Mockers. an unassuming name unless you knew who they were. Even their leader, The Upright Man has a title that doesn't shout "hold on to your pouch!"
Thanks in advance.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
"the hidden village"
Why: the name of the tavern that they use as a front for their activities and their "home base". Also an excellent nod to naruto and makes a ninja connection
The name is fear inspiring or looks like something from the "random tavern name" table, depending on how much you know of the organization.
Proud poster on the Create a World thread
In my homebrew world, the main criminal organization I have is called the Ferrymen. They're more of a loose association than a unified guild, and I have a bit of information written down if you'd like to take a look:
Ferrymen heirarchy:
Thieves’ Cant: The Cant used by the Ferrymen utilizes a series of pictographs resembling stick figures, waves, and various other nautical imagery (similar to the Dancing Men in Sherlock Holmes). It's "spoken" form is nonverbal, using hand gestures for interpersonal communication and a series of quick whistles for communicating short signals at a longer distance.
I forgot which book it was in, but my favorite "Thieves Guild" was a building owned by the government. They had membership drives. Anyone that comes in and signs a contract to be thief is arrested and sent to prison.
To steal from another game, "The Guiding Hand Social Club"
For Assassins:
Casket Nails (individual assassins are referred to as "Nails"...as in the final nail in the coffin)
The Deathly Rumors (if you heard something you shouldn't have...they'll know)
The Skulkers
Grimfellows (self-explanatory)
For a Thieves Guild:
The Prowlers - your typical guild of burglars. Breaking & entering where they don't belong.
The Goodfellows - "protection" & intimidation...they also maintain several "legitimate" businesses as fronts.
Alleydancers - pickpockets, muggers, and emergency medical services...and pretty much every reason why you avoid back-alleys.
Underfellows - they run a network of underground tunnels for smuggling
Thrifters - they maintain the pawn shops for stolen goods, and provide fences.
Rummagers - see below
Foragers - see above
Deftly Gents - discreet and uphold an honor among thieves. Blackmail is their game.
The Thatchers - masquerading as roof repair, they're actually quite accomplished second-story men...and they don't like leaks.
The Ferrymen - not exactly true to their official title, they are actually grave robbers. A fairly low-risk enterprise...and when times get tough; they use the graves to store stolen & smuggled goods.
I think I 'm getting this from John Wicke, but for the Assassins guild, The Table. Authorized violence is on the table, unsanctioned violence is under the table and perpetrators will one way or the other be put on the table if discovered. Maybe enrich it that legit agents of the table are "measures", a casual eaves dropper would think it's merchants discussing mundane trade standards, where what's actually being weighed is whether a life merits taking. There could be a rank system of routine to extreme measures. The Table could be a unique local phenomenon, or maybe it's franchised out where there are Tables in cities wherever The Table has purchase, and protocols for measures to arrive at another table, etc.
Thieves Guild: mutual benefits union, or greater benefits union (or maybe those groups are at war with each other). They could even have a quasi legit banking enterprise baked into their charade.
Jander Sunstar is the thinking person's Drizzt, fight me.
The thieves guild in my campaign are called The Hooded Claw and is not only made up of rogues but counts many other specialties among their number. They do not care what your background is, as they are a meritocracy any one who shows promise or skill in the illegal arts is welcome, however, they do value subtlety and discretion so those of a blood thirsty attitude are often made to "disappear" in short order.
There are 5 guild leaders who are titled Talon Master. Other ranks (lowest to highest) are:Guttersnipe (lowest ranking/new joiners that have yet to prove themselves), Shank (those that have proved themselves handy with a blade), Hand (those who are skilled pick pockets), Face (those skilled with charisma), Barber (those skilled with first aid/medical/healing knowledge but they are expected to provide healing to the guild on a "no questions asked" basis), Ghost (those skilled in stealth but only able to get the title upon completion of a special assignment), Barber Surgeon (the title given to the most skilled barber and their defacto leader), Talon (Title given to a member of the guild who looks after a specific town/region or safe house).
And yes the guild is named after the villan from the old Penelope Pitstop catroon.
Places of worship, movements, missionaries, and monks. Fewer ways to hide in plain sight than to use something openly acceptable to/ignored by the public.
The Sodality of Ao.
Some people know of Ao, but few people who even what Ao is, and those people believe Ao is a distant and uninvolved deity - and they'd be right. By the current settings if mortals profane Ao's name, it doesn't care.
If members betray the guild, they are sent away on "missions" (with the fishies if there's a deep body of water nearby).
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
Meridies Quilting Bee and Bunny Thumpers Club. Order of the Cream Pitcher. Sisters of Soul. Peter's Pizza Pals.
No Gaming is Better than Bad Gaming.
In Karameikos, the three guilds are called: “The Kingdom of Thieves,” “The Family,” and “The Iron Ring.” (Good/Neutral/Evil respectively.)
In Glantri the Thieves’ Guild is “The Fellowship of the Pouch.”
DDB Buyers' Guide
Hardcovers, DDB, & You
DDB CONTENT TROUBLESHOOTING
"The Backpeddlars". Cants love rhyme codes, and this play on back pedaling, stems from thievery as "backward peddling" that is, rather than peddling wares, thieves do the opposite. The uninitiated wouldn't get it, but those in the know would nod.
Jander Sunstar is the thinking person's Drizzt, fight me.
There are some decent name generators out there. DNDNames has one that's pretty good.
Try: We Of The Craven or WotC for short. There are rumors of a guild of thieves who use merchants to bait and switch purchases and fence goods and when they make a mistake and give the client the real item they hire known thugs and send them to their house to threaten them and their friends to get their goods back.
This thread is nearly 3 years old the OP certainly don't need one anymore ☺
Here are my suggestions
Fighter: We need to get out of here! The Goblins are overwhelming us!
Wizard: Time to use that sketchy item the DM never stops grinning about *rolls a nat one*
Barbarian(in rage as usual): Aw Hellllllll Naw . . .
All of those sound like assassins.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I know this was made quite awhile ago, but...
Blarney and Sons: A group of thieves and thugs that consider each other family. People will occasionally see their name somewhere, but nobody knows what their business really does.
The Broken Wind: A guild of deadly assassins.
The Deathly Silence: If you hear something you know you're safe. It's when everything, and I mean everything, is silent that you know you are in danger. Their victims never cry out. At least, no one hears them.
I'd say that it'd need to be a Guild-run bar-like setting, The Gilded Bottle.
Fully Homebrew Campaign, feel free to explore it! (Otherworlds inaccessible)
YonStore/Wolf&Rat - Siberius "Sie" Phynxx, Zalanthaar Heavensfield, Keilynn Othraph; Fallout D&D - Zach Koch; Last of Us D&D - Leveth; Town of Agreal - Zalanthaar Heavensfield; Scrap Pile - Æshe; Site-72 - Dr. Elias Shaw; The Electric State - Zachariah; Eris' Fortune - Magi (Maykaa, Mage, Sage); The Nightmare Hold - Keilynn Othraph; Lord's Rest Inn - Lokan'Ahri
God's Hand
The Ferrets
Golden Quarters
Silver Tongues
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
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