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A set of Guild Master's armor and the Amulet of Articulation can be obtained once the main quest line and the guild improvement quests are completed.Master-level trainers in Lockpicking ( Vex), Archery ( Niruin), Pickpocket ( Vipir the Fleet), and Sneak ( Delvin Mallory).Unlimited thievery radiant quests which reward gold.
ONCE A THIEF FAMILY BUSINESS FREE
Free gold and lockpicks lying around the headquarters.Respawning locked chests ranging from novice to master for building up your Lockpicking skill.Access to four new merchants at the Ragged Flagon, including a blacksmith and an alchemist, after completing certain sidequests for the Guild.Tonilia, the fence for the Guild, is one of the earliest vendors to regularly sell Daedric weaponry.Fences who will buy legally-obtained and stolen goods and will have larger amounts of gold available for trading than normal merchants (1,000 initially, 4,000 after completing all four improvement quests).
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Travel down to the canals and enter the Ratway. If the quest is failed, Brynjolf will still give you the next quest. This begins the first quest, A Chance Arrangement, in which you must steal a ring and plant it on another person. Brynjolf will approach you and question your wealth before inviting you to help him with a little plot. To join the Thieves Guild, travel to Riften and come into contact with Brynjolf, who can be found at the market stalls during the day, or the Bee and Barb tavern during the night. For historical information, see the Lore article.īased in the city of Riften, the Thieves Guild's headquarters can be initially accessed through the Ratway, a network of tunnels that run under the city. The Thieves Guild usually has the resources to bribe officials, establish a black market of stolen goods and maintain a network of informants. Typically, members are bound not to rob each other, kill anyone while thieving or rob the poor. 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. 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. It is usually considered to be a distinctly Imperial entity, though of course other organizations of the Empire do not officially condone their actions. 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).
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The Thieves Guild is dedicated to the gathering and training of those who are stealthy and shadowy in nature. The Ragged Flagon, headquarters of the Thieves Guild
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