The Hidden Dawn

Type: thieves guild Motivation: malice Influence: very strong Reputation: good Leadership: group Size: Large Stability: stable   Enemies: many Enemies Include: some bandits, most of a guild of paladins, most of a guild of knights   Allies: relatively few Allies Include: a very few courtesans, some knights, and The Scarlet Market   Resources: almost nonexistant Resources Include: some blackmail material, Other: associated with a specific district, maintains ties with many prominent individuals, recently denounced by a former member     Group Size: twelve leaders with the title of Prime  Meetings: closed and secret Meetings Occur: when ever three or more of the Prime happen to be in the same place   Lair Quality: opulent Location: The Thirsty Phoenix Tavern (can be found in most cities) Interior: very well lit   Guards: more than enough Dungeon: none Traps: mostly around the entrance   Members Identifiable By: symbol on jewelry Common Trait: surprisingly generous

Structure

The Hidden Dawn Hierarchy 1. The Twelve Primes
The ultimate leaders of the guild. Each Prime oversees a specific domain or function of the guild, such as espionage, assassinations, smuggling, or recruitment.
• Prime of Shadows
◦ Domain: Espionage and intelligence gathering.
◦ Role: Oversees spies, informants, and the acquisition of secrets. The Prime of Shadows maintains the guild's web of information and ensures their enemies are always in the dark.
◦ Symbol: A crescent moon intersected by a downward ray from the sunset.
◦ Represents secrecy and the deadly edge of information.
• Prime of Blades
◦ Domain: Assassinations and armed combat.
◦ Role: Commands the guild’s most skilled enforcers and assassins. This Prime ensures precision strikes against enemies or obstacles to the guild's plans.
◦ Symbol: Two crossed daggers forming an inverted "V," mimicking the descending sun rays.
◦ Reflects precision and lethal intent.
• Prime of Whispers
◦ Domain: Communication and misinformation.
◦ Role: Manages messengers, covert signals, and the spreading of rumors to manipulate public perception or rival organizations.
◦ Symbol: A coiled serpent encircling a sun with rays pointing downward.
◦ Signifies subtle manipulation and the spreading of secrets.
• Prime of Veils
◦ Domain: Disguise and infiltration.
◦ Role: Expert in subterfuge and covert operations, training guild members to adopt false identities and blend into any environment.
◦ Symbol: A mask split into light and dark, with the inverted sun partially visible in the background.
◦ Symbolizes deception and duality.
• Prime of Coin
◦ Domain: Finances and trade.
◦ Role: Controls the guild’s treasury, manages smuggling operations, and ensures a steady flow of wealth. The Prime of Coin often operates legitimate businesses as fronts.
◦ Symbol: A stylized coin with the inverted sunset engraved on one side.
◦ Represents wealth, trade, and dual-purpose operations (legal and illegal).
• Prime of Locks
◦ Domain: Burglary and security.
◦ Role: A master of breaking and entering, this Prime oversees thieves specializing in locks, traps, and bypassing security systems.
◦ Symbol: A key with its bow shaped like the inverted sun.
◦ Reflects mastery over barriers and the art of unlocking.
• Prime of Night
◦ Domain: Leadership and strategy.
◦ Role: Often seen as the de facto leader among the Primes, the Prime of Night ensures unity and directs the guild’s long-term goals and strategies.
◦ Symbol: A starburst partially covered by the inverted sunset.
◦ Symbolizes leadership hidden in the shadows.
• Prime of Cloaks
◦ Domain: Recruitment and training.
◦ Role: Responsible for finding and mentoring new talent. This Prime ensures that only the most capable join the guild and rise through the ranks.
◦ Symbol: A hooded figure with an inverted sun glowing faintly behind them.
◦ Represents guidance and the bringing of new recruits into the fold.
• Prime of Storms
◦ Domain: Maritime operations and piracy.
◦ Role: Oversees the guild’s naval activities, from smuggling and ship theft to piratical ventures. They maintain control of coastal regions and waterways.
◦ Symbol: A ship’s wheel with an inverted sun rising from the waves.
◦ Signifies control over the seas and maritime dominance.
• Prime of Ember
◦ Domain: Arson and sabotage.
◦ Role: Commands operations focused on destruction, such as burning rival warehouses or sabotaging enemy equipment to disrupt and intimidate.
◦ Symbol: A single flame atop a sun that appears to be sinking instead of rising.
◦ Reflects destruction and rebirth through sabotage.
• Prime of Masks
◦ Domain: Diplomacy and external relations.
◦ Role: Manages alliances, negotiations, and interactions with outside groups, including nobles, merchants, and rival guilds.
◦ Symbol: A theatrical mask with the inverted sun reflected in one of the eyes.
◦ Symbolizes diplomacy and the duality of negotiations.
• Prime of Silence
◦ Domain: Internal security and discipline.
◦ Role: Acts as the guild's enforcer of loyalty, rooting out traitors or dissenters. This Prime also handles punishments for those who betray The Hidden Dawn.
◦ Symbol: A raven perched atop a darkened sun, its rays pointing downward.
◦ Represents internal discipline and swift judgment.
2. The Enshrouded Council
◦ Advisors and lieutenants who report directly to the Primes. They manage operations in key regions or oversee specific guild branches.
◦ Typically, each Prime has one or two members from this council under their command.
◦ Symbol: Intertwined chains forming a circle around an inverted sun.
◦ Represents unity with the flexibility to adapt and execute the Primes’ will.
3. Guildmasters
◦ Leaders of local guild chapters or districts. They coordinate operations, ensure loyalty, and enforce the guild's rules on a smaller scale.
◦ Often chosen from the most skilled and loyal thieves.
◦ Symbol: A partially extinguished lantern with a faint inverted sun etched onto the glass.
◦ Reflects their role as regional leaders who guide their chapters while remaining hidden.
4. Shadowsworn
◦ Elite operatives who serve as enforcers, assassins, or specialists in difficult missions. They answer directly to the Guildmasters or the Enshrouded Council.
◦ Typically wear distinctive insignia or marks to denote their rank.
◦ Symbol: A crescent moon beneath a descending sun, forming a subtle "X" shape.
◦ Reflects their role as regional leaders who guide their chapters while remaining hidden.
5. Cloaks
◦ Experienced guild members responsible for leading small teams of thieves, spies, or smugglers.
◦ They serve as mentors for newer recruits while maintaining active involvement in missions.
◦ Symbol: A dagger pinned to a cloak clasp with rays from an inverted sun engraved on the blade.
◦ Reflects their mentorship and leadership within smaller teams.
6. Blades
◦ The core members of the guild. These are the skilled thieves, assassins, and smugglers who perform most of the guild's dirty work.
◦ Blades earn respect and promotions based on their success and loyalty.
◦ Symbol: A downward-pointing dagger framed by the descending rays of a sunset.
◦ Denotes their role as the guild’s primary enforcers and thieves.
7. Silhouettes
◦ Initiates or apprentices still proving their worth. They undergo rigorous training and are tested on loyalty and skill before becoming full members.
◦ Symbol: A handprint with a fading inverted sun behind it.
◦ Reflects their status as initiates still proving their worth.
8. The Flickers
◦ A network of informants, street urchins, and sympathizers who provide intelligence and minor assistance to the guild. While not full members, they benefit from the guild's protection.
◦ Symbol: A small, barely visible spark of light descending, hinting at the inverted sun.
◦ Represents their minor role in the guild but acknowledges their potential to rise.
Founding Date
834
Type
Secret, Brotherhood
Alternative Names
Thieves Guild,
Controlled Territories

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