Thieves Guild | |
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Master Thief:
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Imperial Cult | +1 |
Mages Guild | +1 |
House Hlaalu | -1 |
House Redoran | -1 |
Imperial Legion | -1 |
Tribunal Temple | -1 |
Vampires | -1 |
Ashlanders | -2 |
Camonna Tong | -3 |
Sixth House | -3 |
The Thieves Guild is dedicated to the gathering and training of those who are stealthy and shadowy in nature. Although criminal by its very definition, for untold years, local authorities in places throughout Tamriel have tolerated the existence of the guild for its role as "crime regulator", as it does not tolerate competition or egregious conduct from its members (not to mention the personal financial benefits for authorities who play nice). It is usually considered to be a distinctly Imperial entity, though of course other organizations of the Empire do not officially condone their actions.
Like any trade guild, the Thieves Guild is an organization of professionals, except that in this case the professionals are burglars, robbers, pickpockets, smugglers, and other enterprising operators. They typically don't have public guild halls, but sometimes have safe-houses, and members tend to gather at a single location in large towns, such as at a cornerclub, inn, or tavern. Typically, members are bound not to rob each other, kill anyone while thieving, or rob the poor. The Thieves Guild usually has the resources to bribe officials, establish a black market of stolen goods, and maintain a network of informants.For historical information, see the Lore article. Look for guild operatives in Ald'ruhn, Balmora, Sadrith Mora, and Vivec.
Relations with other factions of Morrowind are generally poor, with neutral or slightly friendly relations with the Mages Guild and Imperial Cult. Their mortal enemy is the Camonna Tong.
Joining the Thieves Guild
To join the Thieves Guild, talk to Big Helende at Dirty Muriel's Cornerclub outside of Wolverine Hall, Sugar-Lips Habasi at the South Wall Cornerclub in Balmora, or Aengoth the Jeweler at The Rat In the Pot in Ald'ruhn.
Thieves Guild Ranks
Rank | Required Attributes | Required Skills |
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0. Toad | Agility 30 Personality 30 | — |
1. Wet Ear | Agility 30 Personality 30 | One skill at 10 |
2. Footpad | Agility 30 Personality 30 | One skill at 20 |
3. Blackcap | Agility 30 Personality 30 | One skill at 30 and two at 5 |
4. Operative | Agility 30 Personality 30 | One skill at 40 and two at 10 |
5. Bandit | Agility 31 Personality 31 | One skill at 50 and two at 15 |
6. Captain | Agility 32 Personality 32 | One skill at 60 and two at 20 |
7. Ringleader | Agility 33 Personality 33 | One skill at 70 and two at 25 |
8. Mastermind | Agility 34 Personality 34 | One skill at 80 and two at 30 |
9. Master Thief | Agility 35 Personality 35 | One skill at 90 and two at 35 |
Guild Conflicts
There is a conflict between the Fighters Guild and the Thieves Guild. This conflict appears during The Code Book quest given by Eydis Fire-Eye in Balmora. Being a member of the Thieves Guild makes the quest harder to complete. If you're not already in the Thieves Guild, then once you complete this quest, you will no longer be able to join. See the quest page for The Code Book for further details.
Thieves Guild Quests
Sugar-Lips Habasi's Quests, Balmora Guild | |
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Aengoth the Jeweler's Quests, Ald'ruhn Guild | |
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Big Helende's Quests, Wolverine Hall Guild | |
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Gentleman Jim Stacey's Quests, Vivec Guild | |
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Gentleman Jim Stacey's Bal Molagmer Quests, Vivec Guild | |
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Thieves Guild Members
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