Skyrim:Thieves Guild (faction)
The UESPWiki – Your source for The Elder Scrolls since 1995
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.
Based in the city of Riften, the Thieves Guild's headquarters can be initially accessed through The Ratway, a network of tunnels that runs under the city.
Contents |
[edit] Joining
To join the Thieves Guild, begin the initial quest, A Chance Arrangement.
[edit] Advantages
- Access to the Thieves Guild headquarters.
- A suit of Thieves Guild Armor.
- Nightingale Armor, The Nightingale Blade, and The Nightingale Bow after you proceed up the ranks.
- Three interchangeable unique powers once the Nightingale story arc is complete.
- Access to Chillrend, potentially the deadliest sword in the game.
- Fences who will buy stolen as well as regular goods and can carry larger amounts of gold (4,000 after completing all four improvement quests; they have 1,000 gold initially).
- Tonilia, the fence for the Guild, is one of the earliest vendors to regularly sell Daedric weaponry.
- Chests ranging from novice to master for building your Lockpicking skill.
- Free gold and lockpicks lying around the headquarters.
- Unlimited thievery radiant quests which reward gold.
- Master-level training in Lockpicking (Vex), Archery (Niruin), Pickpocket (Vipir the Fleet), and Sneak (Delvin Mallory).
- Guild Master's Armor (a decent light armor) and the Amulet of Articulation can be obtained once the main quest line and the guild improvement quests are completed.
- Dialogue option to avoid conflict with thieves encountered on the roads, later upgraded to such thieves paying you tributes.
- Guards can be bribed even if the character has low Speech skill and no bribe perk.
- The Skeleton Key, an unbreakable lockpick.
- The only way to learn one of the words of the Disarm shout is to complete the first six primary quests.
[edit] Quests
[edit] Primary Quests
The primary Thieves Guild questline consists of twelve quests. Three achievements (50 points; 2 Bronze and 1 Silver) are unlocked by the guild's quests.
- A Chance Arrangement: Help teach a merchant to mind his own business.
- Taking Care of Business: Help Brynjolf collect some debts for the Thieves Guild. (
10 pts/Bronze) - Loud and Clear: Send a message to a former Thieves Guild client.
- Dampened Spirits: Put Maven Black-Briar's competition out of business.
- Scoundrel's Folly: Squeeze a reluctant informer for information.
- Speaking With Silence: Track down the Dunmer behind the Guild's misfortunes.
- Hard Answers: Help translate Gallus' journal.
- The Pursuit: Break into Mercer Frey's house and search for clues.
- Trinity Restored: Become one of the Nightingales, Nocturnal's guardians.
- Blindsighted: Stop Mercer Frey.
- Darkness Returns: Make it through the Pilgrim's Path and return the Skeleton Key to its rightful place. (
10 pts/Bronze) - Under New Management: Become the Guildmaster of the Thieves Guild. (
30 pts/Silver)
[edit] Special Job Quests
Delvin's and Vex's quests become available once you join the guild, and can be repeated indefinitely. In addition to the monetary reward for completing these quests, they also count towards restoring the guild's status in Skyrim. In order to start the final Thieves Guild quest, Under New Management, you must complete five of these jobs in each of the other four main cities in Skyrim (Markarth, Solitude, Whiterun, and Windhelm), at which point Delvin will give you a special "reputation" job in that city. Completing these jobs also contributes to improving the guild. More complete information is available on the Under New Management quest.
- Delvin's Quests:
- The Bedlam Job: Steal a set amount of golds worth of items. (radiant)
- The Fishing Job: Steal an item out of a target's pocket. (radiant)
- The Numbers Job: Alter the business ledger of a store. (radiant)
- Vex's Quests:
- The Burglary Job: Steal a special item from a wealthy home. (radiant)
- The Shill Job: Place an item as evidence inside a wealthy home. (radiant)
- The Sweep Job: Steal three specific valuable items from a wealthy house. (radiant)
- The Heist Job: Steal a particular item from a store. (radiant)
- Reputation Quests:
- Markarth: Silver Lining: Recover a stolen silver mold for a silversmith.
- Solitude: The Dainty Sload: Frame a ship's captain to get revenge for a jilted merchant.
- Whiterun: Imitation Amnesty: Help get a convicted prisoner released from jail.
- Windhelm: Summerset Shadows: Remove a rival guild from the picture.
Once you have completed a Reputation Quest, the option to pay the guards off by paying half the bounty becomes available. As you finish the additional jobs that Vex and Delvin give you, trophies of recovered items begin to fill the shelves behind Mercer's desk:
- Jeweled Candlestick appears after you complete 5 jobs.
- Ornate Drinking Horn appears after you complete 15 jobs.
- Golden Ship Model appears after you complete 25 jobs.
- Golden Urn appears after you complete 35 jobs.
- Jeweled Goblet appears after you complete 45 jobs.
- Jeweled Flagon appears after you complete 55 jobs.
- Jeweled Pitcher appears after you complete 75 jobs.
After completing 125 jobs, a Safe is added next to the shelves which contains random loot and potions that improve your stealth skills.
[edit] Other Quests
- Reparations: Make reparations for breaking the Thieves Guild rules.
- No Stone Unturned: Restore the Crown of Barenziah.
- Toying With The Dead: Retrieve a Necromancer's journals for an interested buyer.
- Thieves Guild Caravan Fence Quest: Deliver Moon Sugar to Ri'saad.
[edit] Larceny Targets
Various rare items can be stolen from around Skyrim and sold to Delvin. All of these items come from locations visited during the Thieves Guild quests. As they are collected, they will be displayed on the shelves behind Mercer's desk:
- Queen Bee Statue in Goldenglow Estate
- Honningbrew Decanter in Honningbrew Meadery
- East Empire Shipping Map in East Empire Company Warehouse
- Model Ship in Snow Veil Sanctum
- Dwemer Puzzle Cube in Calcemo's Laboratory in the Dwemer Museum in Markarth
- Bust of the Gray Fox in Riftweald manor in Riften
- Left Eye of the Falmer in Irkngthand
See The Litany of Larceny for the locations of each item.
[edit] People
|
[edit] Fences
Fences are a special kind of merchant that will buy stolen goods from the player, removing the stolen tag in the process. As you progress through the Thieves Guild questline, additional fences become available throughout Skyrim. Note that the Fence skill perk allows you to sell stolen goods to any merchant.
| Fence | Location | Quest Required |
|---|---|---|
| Tonilia | The Ragged Flagon, Riften | Taking Care of Business: Help Brynjolf collect some debts for the Thieves Guild. |
| Mallus Maccius | Honningbrew Meadery | Dampened Spirits: Put Maven Black-Briar's competition out of business. |
| Gulum-Ei | The Winking Skeever, Solitude | Scoundrel's Folly: Squeeze a reluctant informer for information. |
| Niranye | In the marketplace near blacksmith in Windhelm | Summerset Shadows: Remove a rival guild from the picture. |
| Endon | Wanders around Markarth | Silver Lining: Recover a stolen silver mold for a silversmith. |
| Enthir | College of Winterhold | Hard Answers: Help translate Gallus' journal. |
| Atahbah | Roams Skyrim in a Khajiit trading caravan with Ri'saad, seen outside holds. | Thieves Guild Caravan Fence Quest: Deliver Moon Sugar to Ri'saad. |
| Ma'jhad | Roams Skyrim in a Khajiit trading caravan with Ma'dran, seen outside holds. | Thieves Guild Caravan Fence Quest: Deliver Moon Sugar to Ri'saad. |
| Zaynabi | Roams Skyrim in a Khajiit trading caravan with Ahkari, seen outside holds. | Thieves Guild Caravan Fence Quest: Deliver Moon Sugar to Ri'saad. |
[edit] Shadowmarks
The Thieves Guild is also responsible for the number of symbols or runes etched or printed all around Skyrim.
These marks are codes that previous thieves have left for future thieves. These symbols are known as Shadowmarks and the legend for the code is outlined in a book of the same name, authored by Delvin Mallory, which is found in The Ragged Flagon - Cistern.
| Place | Mark | Notes |
|---|---|---|
| Irkngthand |
|
|
|
||
|
||
| Markarth |
|
|
|
||
|
||
|
||
|
||
|
||
| Riften |
|
|
|
||
|
||
|
||
|
||
|
||
|
||
|
||
| Solitude |
|
|
|
||
|
||
|
||
|
||
|
||
|
||
| Whiterun |
|
|
|
||
|
||
|
||
|
||
|
||
|
||
| Windhelm |
|
|
|
||
|
||
|
||
|
[edit] Bugs
- When picking up the last Larceny item, the quest goes to stage 200 (completion) rather than the one regarding the item.
- To avoid this you need to manually use
setstage TGLarceny 80(tested for Falmer's Eye as the final item)(stage 40 to start 'Return the East Empire Trading Map to Delvin') andadditemthe object instead of picking it up. Then, after handing it in,setstage TGLarceny 200. There is currently no solution for consoles.
- To avoid this you need to manually use
- Sometimes items on Guild shelves fall off; if left untouched the item will remain on the floor, but if picked up to replace on shelf the item may disappear upon next arrival at the Guild.
- If the option to upgrade your Thieves Guild Armor is available, Tonilia will not give any other dialogue options, making it impossible to complete her other quests or gain the One with the Shadows Achievement if the armor is irretrievable.
This issue has been addressed by version 1.4 of the Official Skyrim Patch; this has been partially fixed-- players without their Guild armor can find more in the Ragged Flagon Cistern..
- When quitting a Fishing Job for Delvin, if you have the item you were told to pickpocket in your inventory at the time of quitting, but did not obtain it from the mark, the item will be removed from your inventory regardless.
- If you break into Mercer's house and take "Mercer's Plans" before starting "The Pursuit," you will glitch the game and "The Pursuit" will not start.
- If you still have the plans on you, you can continue. Prior to giving the rubbing to Enthir and talking to Karliah to finish the previous quest, drop the plans in the room, then finish the conversations. Once "The Pursuit" has been triggered, do not pick up Mercer's Plans. Finish breaking into Mercer's house. Once the quest directs you to find evidence, go back to the inn and pick up the plans (which will be a quest item from the onset of the quest being given).
- Sometimes the Jeweled Pitcher doesn't appear when on a job.
- To correct this, use the console commands "prid E8F04" and "enable."
- Talking to Tonilia before starting the quest to get your armor may prevent you from receiving it, which will make it impossible to proceed in the Thieves Guild quests.
- The Miscellaneous Quest marked "Talk to Brynjolf about joining the Thieves Guild" may not disappear after taking to Brynjolf. After already a member of the guild, the marker does not go away.
- Quitting a miscellaneous job reduces your Thieves' Guild Quests Completed count by 1.
- After completing each city's "reputation" quest, there should be three Thieves' Caches made available to you there. Due to a bug, these caches may not appear.
- On the PC you may
enablethem with the console using the following IDs:
- On the PC you may
- Markarth -
prid ff21f; Solitude -prid ff216; Whiterun -prid ff21c; Windhelm -prid ff219.
|
||||||||

![[Content is available under Attribution-ShareAlike]](http://www.uesp.net/w/images/4/4d/Somerights.png)