• Overview
  • Map
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Quests
  • One-Shots
  • Game Master
  1. The Elder Scrolls: Tamriel
  2. Lore

Thieves Guild

Origins – Brotherhood of Shadows

The Thieves Guild is Tamriel’s most enduring criminal organization, a loose confederation of burglars, pickpockets, smugglers, and fences bound together by mutual protection and profit. Its precise origin is unclear, but most trace it to the First Era, when cutpurses in Cyrodiil banded together under a common code to resist Imperial law and share resources.

Over time, the guild spread across provinces. While always outlawed, it became paradoxically tolerated, even useful: rulers preferred an organized guild that enforced discipline on thieves to the chaos of unrestrained crime. This uneasy symbiosis allowed the Thieves Guild to endure where empires and dynasties fell.


The Guild’s Code

At the heart of the Thieves Guild lies a code of honor, ensuring loyalty among rogues:

  • No Stealing from Fellow Members: The Guild protects its own. Betrayal is punished severely.

  • Obey the Guildmaster or Local Leadership: Authority is respected to ensure unity.

  • Pay the Guild’s Cut: Members give share of profits to maintain protection and access.

  • Honor Guild Contracts: Jobs assigned by the Guild must be carried out faithfully.

  • Do Not Kill Needlessly: Though not pacifists, the Guild avoids drawing excessive heat by limiting murders.

This code turns cutthroats into professionals, ensuring the Guild thrives as institution rather than rabble.


Structure and Hierarchy

The Guild operates through local chapters, each tailored to its province.

  • The Guildmaster: Highest authority, though rarely seen. In practice, local leaders wield most power.

  • Doyens / Master Thieves: Regional heads who oversee jobs, fences, and recruitment.

  • Fences: Merchants who buy stolen goods, laundering them into legitimate markets.

  • Footpads and Shadows: Rank-and-file burglars, pickpockets, smugglers, and extortionists.

  • Associates: Non-members (innkeepers, smugglers, corrupt guards) who work with the Guild for cut of profit.

The Guild functions more as network than empire, with autonomy granted to each province.


The Guild in Cyrodiil

In Cyrodiil, the Guild reached its most famous form by the Third Era. The Cyrodiilic Thieves Guild, led in secret by the Gray Fox, was both feared and respected.

The Gray Fox was not a single person but a title bound to the Gray Cowl of Nocturnal, a Daedric artifact that erased the wearer’s identity. The Fox ruled the Guild from shadows, orchestrating grand heists that became legend. Members revered the Fox as both leader and myth, symbol of freedom from law.

By the late Third Era, the Cyrodiilic Guild had become a shadow empire, rivaling even the Dark Brotherhood in reach.


The Guild in Skyrim

In Skyrim, the Guild in Riften became notorious. By the early Fourth Era, it had fallen into decline, weakened by infighting and rival gangs. Corruption rotted its structure, its influence shrinking.

Yet the Guild remained feared: fences, smugglers, and pickpockets answered to it, and even jarls turned blind eyes in exchange for coin. In 4E 201, under new leadership, the Riften Guild sought to rebuild, striking deals with the Black-Briar family and reasserting dominance.

Skyrim’s Guild reflects the larger truth: the Thieves Guild waxes and wanes, but never dies.


The Guild in Other Provinces

The Guild adapts to each land’s culture:

  • Hammerfell: Smugglers dominate, moving contraband through desert trade routes.

  • High Rock: Political bribery and blackmail define the Guild, entwined with noble intrigues.

  • Elsweyr: Cat’s paws and caravans serve as cover for Guild activity, blending into Khajiiti commerce.

  • Valenwood: Bosmeri Guild cells thrive in borderlands, raiding Imperial caravans and smuggling moon sugar.

  • Morrowind: Presence limited due to Camonna Tong, native crime syndicate hostile to outsiders.

  • Summerset: Nearly absent, crushed by Altmeri law and Thalmor vigilance.

The Guild is not monolith but adaptive network, always shifting shape to survive.


Religion and Nocturnal

Though not a religious cult, the Guild often invokes Nocturnal, Daedric Prince of Night and Darkness, as patroness of thieves. Many guilds hold shrines to her, whispering prayers before jobs.

The Gray Cowl itself links the Guild to Nocturnal: some say the Fox is her chosen, others say he is her prisoner. Either way, Nocturnal’s shadow falls over the Guild.


Other Information

Methods:
The Guild specializes in burglary, extortion, fencing, and smuggling. Unlike assassins, they avoid murder unless necessary. Fear of law is weapon enough.

Relations with Other Factions:

  • Dark Brotherhood: Occasional allies, occasional rivals. Both operate in shadows but pursue different trades.

  • Empire: Officially enemies, but often tolerated. Many Imperial officials secretly work with them.

  • Thalmor: Ruthless enemies, as Dominion law allows no compromise with organized thieves.

  • Black-Briar Family: In Skyrim, the Guild is virtually merged with Maven Black-Briar’s criminal empire.

Public Perception:
To commoners, the Guild is curse and necessity: thieves may rob them, but fences buy their goods, and smugglers bring contraband. To rulers, the Guild is corruption, but one easier to bribe than destroy.


Legacy of the Thieves Guild

The Thieves Guild is paradox: a criminal enterprise that ensures order among criminals, a guild that survives because rulers prefer thieves organized. It thrives not because law is weak but because law is predictable — and the Guild knows how to bend it.

By 4E 201, the Guild remains fractured yet enduring. In Cyrodiil, its legends live on in the Gray Fox. In Skyrim, it claws its way back to power. Across provinces, it persists as shadow institution, older than most empires.

The Thieves Guild’s legacy is not conquest or faith but survival. Where dynasties fall and gods vanish, thieves endure. And so long as someone whispers a prayer to Nocturnal before a lock, the Thieves Guild lives.