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A Guide to Thieves' GuildsClick to magnify
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A Guide to Thieves' Guilds

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This book provides an abstract system for running thieves' guilds in any OSR-style game. While written for Old School Essentials, the system contained is easily adapted to other rulesets. It provides guidelines for establishing and recruiting for a guild, generating revenue, and resolving conflicts with rival Guilds, with a focus on higher-level play for thief and assassin characters.

Note that the print versions of this book have been disabled due to an upcoming Kickstarter scheduled for May 2023 that will raising money for a revised edition. Any pdfs purchased before that point will be automatically updated to the new edition, free of charge.

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Don K September 17, 2022 7:34 pm UTC
Is this how the size reductions for larger Market Classes work for Assassination, Con Artists, Fencing, Spy Ring guild? For example: "Assassins’ Guilds are typically smaller than other Guilds. They are limited to 50 members, with their normal maximum membership in urban centers of Class 4 or greater reduced by 50%; an Assassins’ Guild in a Market Class 7 has a maximum of 7 members".

Hence, based on the "Guild Members by Market Class"
MC Limit
1 2
2 3
3 5
4 5 -- start of 50% reduction
5 10
6 15
7 7 --- per the text as written
8 25 --- 50% of 50 in the table
9 25 --- 75 in table; limited to 50% of 50
10 25 --- 100 in table; limited to 50% of 50

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File Last Updated:
February 05, 2020
This title was added to our catalog on February 05, 2020.
Third Kingdom Games
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