
Enchanting Fantasy & Witch
Stories and Merchandise
Codex Arcana
The Thieves’ Guild is more than an organization; it is an unexpected haven for waywards, outcasts, and lost souls. For many, it is the only family they’ve ever known. Some stumble upon the Guild’s labyrinthine halls beneath the streets of Darkenfell, while others are sought out and invited in by those who recognize their heart and their need for a family and home. Whatever the path, joining the Guild means stepping into a close-knit community that values loyalty and trust above all.
The Guild’s headquarters reflect its eclectic nature. A maze of hidden doors, twisting underground passages, and secret entrances winds through the foundation of Darkenfell, sprawling into connected homes and forgotten chambers. This chaotic yet deliberate design mirrors the city’s tangled back alleys, offering both security and mystery to its members.
Within the Guild, sleeping quarters and barracks provide a home for those without one. Members typically begin in shared barracks, but as they grow older or rise in rank, they can move to private quarters, a reflection of their independence and standing within the Guild. While some members live off-site, the Guild remains a central hub for all, offering resources, camaraderie, and purpose.
Leaving the Guild is always a choice, though it comes with one unshakable condition: you may walk away, but the Guild will always keep tabs on you. With the secrets you carry, anonymity is not an option. For those who remain, the Guild’s loyalty is absolute. They look out for their own, sharing a bond forged in shadows and trust.
The Thieves’ Guild wasn’t always the haven it is today. Once, it was a typical thieves’ organization: strictly hierarchical, profit-driven, and ruthless. Its members operated with skill but without camaraderie, working more out of fear than loyalty. It was a place of opportunity for some, but survival for most.
That changed when Belgrave, an orphaned vampyre, joined the Guild. Rising quickly through the ranks thanks to his cunning and charisma, Belgrave saw the Guild’s potential as more than just a den of thieves. To him, it could be a sanctuary for those like himself, outcasts who had nowhere else to turn.
When Belgrave ascended to leadership, he overhauled the Guild’s structure and culture. He introduced the values of loyalty, mutual support, and trust. Members were no longer simply thieves; they were family. Under his guidance, the Guild became a place where misfits found purpose, orphans found love, and waywards found home.
Belgrave’s vision was strengthened when his daughter, Eirwen, joined him in leadership. Together, they formalized the Guild’s ethical code, forbidding theft from the poor and harm to the innocent. This new era brought not only stability but also a surge in the Guild’s reputation, both as the most skilled thieves in Starfall Rest and as the most unconventional.
Today, the Thieves’ Guild thrives as a blend of shadowy professionalism and warm-hearted chaos, its labyrinthine halls echoing with laughter, loyalty, and the occasional misplaced trinket.
The Thieves’ Guild’s hideout is as eclectic and unconventional as the members who call it home. Hidden beneath the twisting back alleys of Darkenfell, the Guild’s headquarters is a sprawling, higgledy-piggledy labyrinth of tunnels, chambers, and secret passageways. It weaves under the city, through forgotten basements and ancient catacombs, even snaking its way into abandoned houses whose unassuming doors lead back into the maze.
This unconventional design isn’t just for security but a testament to the Guild’s ingenuity. Quick exits and concealed escape routes are built into the labyrinth, allowing members to vanish in moments if danger arises. If a part of the Guild is ever discovered, such as an abandoned basement or a tunnel entrance, it can be easily sealed off, preserving the secrecy of the greater hideout with minimal loss.
The heart of the Guild, however, lies underground outside the city itself. Accessible only through hidden doors and secret passageways, this sanctuary is where the thieves truly live, train, and thrive as a family. Despite being underground, the space is filled with light, thanks to cleverly concealed windows in the grass and hills above. Warm sunlight filters into the living quarters and common areas, creating a cheerful and welcoming atmosphere.
Within this underground haven, barracks and shared sleeping quarters provide a place for new members or those still finding their footing. As thieves gain experience and independence, they can move into private rooms, each space reflecting the individuality of its owner.
For those who venture beyond Darkenfell, the Guild maintains a network of safe houses scattered across Starfall Rest. These hidden sanctuaries are tucked away in forests, tucked into bustling cities, and even hidden in the treetops. Safe houses provide refuge for traveling thieves, offering supplies, a hot meal, and a place to rest. Each location is marked with an inconspicuous sigil known only to Guild members, ensuring no outsider can stumble upon their secrets.
Whether in the heart of their sunlit sanctuary or a secluded safe house at the edge of the world, the Thieves’ Guild’s sanctuaries remind its members of one unshakable truth: no matter where they wander, they will always have a home.

The vampyre Belgrave is the Guild’s long-standing leader and the architect of its transformation into a haven for outcasts. A sharp mind and even sharper instincts have kept him at the top for decades, but it’s his unwavering loyalty to his thieves that earns their trust. Despite his intimidating presence, Belgrave’s leadership is marked by fairness and a deep sense of duty. He personally negotiates every contract, ensuring the Guild’s ethical code is upheld: no stealing from the poor and no physical harm. Though his demeanor is often stoic, those closest to him know he has a dry sense of humor and a soft spot for lost souls.

Daughter of Belgrave and the aethereal Silverwind, Eirwen stands as the Guild’s co-leader. Her striking white hair and luminous presence are balanced by her sharp wit and piercing gaze. Eirwen’s gift of knowing if a person is speaking the truth or lying has cemented her as a formidable negotiator and a trusted leader, and, ironically, made the Thieves’ Guild one of the most honest guilds in Darkenfell. Many members say she’s the soul of the Guild, balancing her father’s stoicism with her own warmth and empathy. Though her heritage bridges two worlds, the vampyric and the aethereal, her heart belongs entirely to the Thieves’ Guild, the family she helped her father nurture and protect.

Jack is a paradox wrapped in a rough exterior. As a thief, he’s laughably bad; so much so that Belgrave refuses to send him on jobs after a string of legendary blunders. Yet as a knife master, he’s unmatched, a virtuoso with blades who commands respect even from the Guild’s most seasoned members. Jack is the Guild’s knife instructor, teaching everything from self-defense to… less honorable applications, like lockpicking. Despite his gruff demeanor, Jack is surprisingly patient with his students, taking great pride in their progress.
Jack’s past, however, is not without shadows. Recently framed for the murder of a young mage, he found himself at the center of a dangerous conspiracy. Though he sought refuge in one of the Guild’s safe houses, his name remains a flashpoint between the Guild and the Mages’ Order, a conflict that could unravel the fragile balance of power in Starfall Rest.

If Belgrave and Eirwen are the heart of the Thieves’ Guild, Piper and Quinn are its unstoppable hands. This dynamic duo is unmatched when it comes to high-stakes heists and delicate espionage, earning their place as two of the Guild’s most elite thieves. Lovers as well as partners, their bond is the foundation of their extraordinary teamwork. They know each other so well that a glance, a subtle gesture, or even a slight change in breathing is enough to communicate mid-heist.
Piper, the bolder of the two, is a master of charm and distraction. With a quick wit and a devil-may-care attitude, she can talk her way into (or out of) any situation, leaving chaos and grins in her wake. Her love for shiny things, especially jewels, has made her the Guild’s expert in evaluating treasures, though Quinn often teases her for keeping one or two “souvenirs.”
Quinn, by contrast, is quieter and more calculating. She’s the Guild’s lockpicking expert and a genius at bypassing even the most intricate security systems. Where Piper thrives on improvisation, Quinn is meticulous, always crafting backup plans for backup plans. Her steady presence balances Piper’s boldness, ensuring the pair never overreach, or, if they do, that they get away with it.
Together, Piper and Quinn are trusted with the Guild’s most delicate missions. Most recently, Belgrave and Eirwen have tasked them with investigating the framing of Ol’ Sly Jack Dagger. The mission could unearth dangerous truths, but the duo faces it as they do everything else: side by side, ready to risk it all for the Guild and each other.

Known to the outside world as The Shadow Mouse, Feydren is a thief of legendary skill and whispered tales. Few know her true identity, and Belgrave and Eirwen guard that secret fiercely, referring to her only by her moniker when dealing with clients. The Shadow Mouse is renowned for her ability to infiltrate even the most secure locations, moving with such quiet precision that some believe her to be more myth than reality. Feydren herself, however, remains humble and wary of the growing legend surrounding her name.
Discovered as a child by Eirwen in the back alleys of Darkenfell, Feydren had no memory of her life before the city: no recollection of her parents, her homeland, or how she came to be orphaned and alone. The only clue to her origins is her elven heritage, which she avoids speaking of as much as possible. The Guild became her refuge and family, and her natural elven grace made her an exceptional thief. Under the mentorship of Jack Dagger and Eirwen, Feydren honed her craft, her reputation as a thief growing as swiftly as her skill.
Yet, Feydren’s life is not without sorrow. She avoids the natural world, feeling a deep unease whenever she nears trees or open wilderness. Even the small parks of Darkenfell are too much, as whispers—soft, persistent, and in a language she cannot quite understand—seem to call her name. While the Guild provides her with comfort and belonging, it cannot answer the questions of her past or explain the strange pull of the wild.
Recognizing Feydren’s need to confront her fears, Belgrave and Eirwen recently assigned her a mission in the Wildenwood. A wealthy merchant has hired the Guild to investigate the disappearance of his caravan deep within the ancient forest, and Feydren is their best hope. Though terrified of what she might encounter, Feydren accepts the task, unwilling to disappoint the only family she’s ever known.
At Jack Dagger’s suggestion, she enlists the aid of Dorian, a rogue half-elf ranger who knows the Wildenwood’s secrets better than most. Together, they will navigate the forest’s dangers, and perhaps uncover answers that Feydren has avoided for far too long. Whether she emerges as Feydren or the Shadow Mouse remains to be seen, but this journey will undoubtedly change her forever.
The Thieves’ Guild operates under a strict moral framework known as the Code of Shadows, a set of ethical guidelines that governs their work and ensures loyalty both within the Guild and to their clients. The Code is simple but unyielding:
The Guild’s unique punishment for betrayal ensures their secrets remain protected without resorting to violence. In partnership with Captain Ronan Grayhaven, a former Guild member turned sea captain, the Guild ensures that exiled members are transported to a secluded island. Though life on the island is sustainable, those who betrayed the Guild are forever cut off from society, left to live among others who broke the Code. Grayhaven, with his sharp wit and unyielding demeanor, understands the weight of his role, offering no sympathy to those he ferries to their new lives of isolation.
The island itself has become a whispered legend among the Guild, serving as a stark warning to any who might falter in their loyalty.
The Code of Shadows embodies the Guild’s balance of honor and mischief, ensuring they remain respected across Starfall Rest.
The Guild’s adherence to the Code of Shadows shapes the contracts they accept, ensuring their work aligns with their principles. Belgrave and Eirwen, as co-leaders, personally vet all contracts to ensure they meet the Code’s standards. Only after their approval will a contract be offered to the Guild’s thieves.
The Guild’s expertise comes at a steep price, but clients who hire them know they are paying for discretion, precision, and results. Contracts vary widely, from retrieving stolen goods to gathering sensitive information. Some examples include:
For many Guild members, contracts are more than just jobs. They approach them as tests of skill, opportunities to prove themselves, and ways to contribute to the Guild’s shared prosperity. Failure, though rare, is seen not as a disgrace but as a learning opportunity, with the Guild offering mentorship and support to ensure its members grow stronger with each mission.
The Thieves’ Guild maintains a small but stately administrative office known as The Shadow House, located at #3 Watermark Lane in the Guild District of Darkenfell. Unlike the imposing halls of the Fighters’ Guild or the ornate galleries of the Artisans’ Guild, this building is understated yet elegant, with timeless architecture that exudes quiet dignity. Its tall, arched windows flood the main hall with natural light, creating a welcoming atmosphere that contrasts with the shadowy reputation of its occupants.
Belgrave and Eirwen personally handle public inquiries and contract negotiations in the airy main room of The Shadow House. Here, potential clients are greeted with professionalism, discretion, and the quiet authority that only seasoned leaders of the Guild can provide.
For more clandestine needs, the Thieves’ Guild appears once a month at the Evernight Emporium. This mysterious marketplace, shrouded in shadow and whispers, attracts those who seek to broker secretive deals. Under the Emporium’s strict rules of anonymity, clients can negotiate directly with Belgrave and Eirwen, confident that any deals brokered will protect their identities and intentions… for a price.
Did you know? Moonwinkle once found herself at the heart of the Thieves’ Guild in Darkenfell! On a visit to the city with Sylwen, Moonwinkle’s curiosity got the better of her, and she wandered off into the maze-like back alleys of Darkenfell. Before long, she stumbled upon a hidden entrance to the Guild itself, her keen senses and feline dexterity bypassing the very traps and secrets meant to keep intruders out.
The Guild’s thieves, surprised to find such an audacious little visitor, were instantly charmed by Moonwinkle’s mischievous personality. Her playful antics, knack for knocking over anything breakable, and penchant for finding hidden treasures earned her the affection of everyone she met. For a brief moment, the Guild dreamed of making Moonwinkle their honorary mascot.
However, Belgrave, having visited the Arcane Conservatory many times, immediately recognized the infamous library cat. With a heavy heart, he explained to his disappointed thieves that Moonwinkle wasn’t theirs to keep. “Return her to Sylwen,” he said, “before the Lorewarden herself shows up on our doorstep demanding answers.”
Reluctant but inspired, the thieves hatched a plan. Late that night, under the cover of darkness, they sneaked into Sylwen’s quarters at the Darkenfell High Inn and left Moonwinkle sleeping peacefully on her favorite cushion. Sylwen awoke to find her beloved cat returned safely from her misadventures and well-fed, happy, and purring… and wearing a beautiful jeweled collar. Puzzled by the mystery, Sylwen spent several days trying to piece together what had happened.
Her answer came during a Starfall Rest Delegation meeting. While recounting the tale to a room of peers, she noticed Belgrave across the table, listening with an amused smile. When she reached the part about the collar, he gave her a single, deliberate wink.
To this day, Moonwinkle still wears her collar, her mischievous glint hinting at fond memories of her brief tenure as Mascot of the Thieves’ Guild.

