This or That
The path of a thief in Dicesongs is one of subtlety, cunning, and precision. At the heart of this profession lies House Alkozomier – The Thieves Guild. This house thrives under the philosophy of “Silence is Golden,” a mantra that shapes every action, decision, and plan. Operating under a veil of secrecy, House Alkozomier embodies the art of subtlety, ensuring its members are the shadows that move unnoticed, leaving no trace beyond what they take.
A Test of Skill
To truly embody the ideals of House Alkozomier, a thief must rely on more than tools or brute strength; they must possess the elusive quality of je ne sais quoi. Imagine standing in a room overflowing with treasures—gold objects, pocket-sized jewels, and priceless works of art adorning the walls. Somewhere among these riches lies the true prize, the one item worth the risk. A skilled thief knows instinctively where to look and, more importantly, what to take.
Silence is Golden
House Alkozomier follows a strict code of secrecy. Unlike other houses or guilds that advertise their existence or openly seek recognition, the Thieves Guild remains an enigma. Members never boast, advertise, or even hint at their affiliations. The guild’s markings and sigils are hidden in plain sight, decipherable only to those trained within its ranks. This practice not only protects the guild but ensures that its most skilled members—those who execute flawless heists—are never known outside the house.
The guild’s adherence to this principle emerged during the Second Age, following the Reformation Act. Before this era, individual clans and tribes of thieves operated independently, often engaging in bloody rivalries over territory. The act, enforced by the Arbiters, united the remaining factions under one banner, consolidating the fragmented world of thieves into House Alkozomier. While the guild has its own rules, it remains a master of loopholes, using them to operate outside the laws enforced by the House of the Holy Rollers.
House Dynamics and Guild Politics
House Alkozomier stands out not just for its secrecy but for its ability to maintain order within its ranks. Unlike the chaotic rivalries of the past, the house ensures that each thief respects established territories and operations. New members are taught to read the hidden signs and symbols that denote an area’s ownership. In small villages, one or two thieves may operate; in towns, a small group works collaboratively on larger jobs. For kingdoms, only a select few thieves are assigned, ensuring operations remain inconspicuous.
When a thief steps out of line, they are warned and reassigned to less desirable territories. Persistent disobedience may lead to banishment or worse—a contract taken out on them, executed by House Alkozomier’s darker allies. This enforcement ensures that the guild remains efficient, profitable, and hidden from the eyes of the Arbiters.
Honor Among Guilds
While House Alkozomier operates independently, it maintains a delicate relationship with other guilds, such as the Cartel of Chance and the Outlaws. A loose treaty governs these interactions, ensuring that thieves do not interfere with one another’s work in designated areas. However, outside these zones, thieves must always remain vigilant. If a thief unknowingly robs a member of another guild, reparations are typically made, provided the error is acknowledged quickly.
This tenuous peace reflects the pragmatic nature of House Alkozomier. Thieves are taught to value discretion and avoid unnecessary conflicts, knowing that cooperation—or at least mutual non-interference—benefits everyone in the long run.
Mastering the Craft
To succeed as a thief, one must master the tools and skills of the trade. Lockpicking, stealth, and trap disarmament are foundational, but the true mark of a skilled thief lies in their ability to assess value and avoid unnecessary risks. House Alkozomier teaches its members to recognize treasures worth stealing and to ignore items that lack resale value or draw undue attention. A thief’s focus should always be on acquiring wealth efficiently, ensuring their presence remains undetected.
Backup skills, such as street magic, are encouraged for times between jobs. These skills not only provide a source of income but also enhance a thief’s ability to distract, deceive, and manipulate. Additionally, cultivating relationships with local repair workers, merchants, or gossipmongers can yield valuable information about traps, security measures, and potential opportunities.
Navigating the Shadows
House Alkozomier thrives because its members remain unknown. A thief who is identified or caught brings dishonor not only upon themselves but upon the guild as a whole. Such individuals are disowned and left to face the consequences of their actions alone. In rare cases, when a thief’s failure jeopardizes the guild, their house may be required to cover the costs of a contract to silence them permanently.
This strict adherence to anonymity ensures the guild’s continued survival and success. Every thief is a cog in a well-oiled machine, working to preserve the secrecy and prosperity of House Alkozomier.
GM Tips
To bring the world of House Alkozomier and the Thieves Guild into your campaign, here are some ideas and strategies for GMs:
Building Suspense
Create heists that rely on stealth and clever planning. Set up treasure rooms or vaults filled with decoys, traps, and misdirection to test a player’s ability to think critically and spot the true prize.
Guild Hierarchy and Politics
Introduce internal dynamics within House Alkozomier. NPC mentors or rivals from the guild can add depth to the story, helping or hindering the players as they rise through the ranks.
Marked Territories
Use hidden symbols and sigils to indicate territory. Provide puzzles or clues for players to decipher, allowing them to navigate the complex web of guild politics without risking a breach of the guild’s rules.
Inter-Guild Rivalries
Include encounters with members of the Cartel of Chance or the Outlaws. These interactions can range from uneasy alliances to outright betrayal, depending on the circumstances.
Moral Ambiguity
Place players in situations where guild loyalty conflicts with personal morals or alliances. For example, they might be tasked with stealing from someone they respect or protecting an artifact their guild seeks to claim.
The Arbiters’ Threat
Introduce the looming presence of the Arbiters, whose laws the guild skirts. Players might need to convince an Arbiter of their innocence or navigate a city under heavy surveillance after a heist.
Silent Consequences
Make the “Silence is Golden” policy a living, breathing rule in your game. If a player makes a mistake that reveals their identity or the guild’s presence, the consequences should be severe, ranging from fines to assassination contracts.
By incorporating these elements, you can create a world where House Alkozomier feels like a powerful and mysterious force, adding depth and intrigue to your Dicesongs or homebrew campaigns.