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The Clock

Time takes what it must. We take what time forgets.

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The Clock

"Time takes what it must. We take what time forgets."

Thieves' GuildLarge (201-1000 members)Global

Core Identity

Thieves' Guild

True Neutral

Large (201-1000 members)

Global

Rich in influence and clandestine assets but unevenly distributed; some Ticks live in poverty while Hands manage considerable hidden caches.

Goals & Motivations

  • To preserve the craft of the lift and protect members from tyrannical prosecutorial overreach
  • To maintain stability among criminal trades and ensure fences have business
  • The Deep Hand seeks to open pathways for an oceanic intelligence to exert psionic influence over port cities to secure underwater access points.
  • Certain Council members quietly collect municipal secrets to blackmail entire governments into noninterference.
  • Survive as the unseen keeper of information and wealth, shaping commerce and politics subtly while maintaining the art of the lift. Some senior Hands see a darker path toward open influence through blackmail and coastal dominance.

  • Expand influence into coastal city-states and key trade hubs.
  • Secure arcane wards for safehouses to protect members from mental intrusion.
  • Investigate and purge the Deep Hand cell that contacted elder intelligences beneath the sea.
  • History & Background

    Two centuries; formalized roughly 210 years ago from a loose network of trinket thieves and river smugglers

    Stage One: Loose networks of waterfront thieves and watch-farmers. Stage Two: Formalization under the Horologist with the pocket watch ceremony binding members to secrecy. Stage Three: Expansion into inland trade hubs via forged documents and planted agents. Stage Four: The Deepening, when offshoots contacted strange entities from beneath the waves. Stage Five: Present—an ancient guild with global reach, fighting internal schisms and foreign mental influences while preserving its core rites.

    The Clock began as a string of seaside pickpockets and river thieves who organized after a disastrous tidal heist cost many their lives. A pragmatic thief known only in stories as 'The Horologist' devised strict rules and the ritual of the pocket watch to bind members to one another and to the craft. Over generations the Horologist's proto-guild coalesced into a formal network with offices in coastal trade hubs. The watershed moment came when the nascent Clock intercepted a convoy of noble reliquaries and chose to return one artifact to a grieving widow rather than fence it, an act that won the guild moral latitude and a market for 'discreet recoveries'.

    Leadership

    The Main Spring

    The Main Spring

    Personality: Measured, secretive, and ritualistic. Prefers slow moves and long-term planning.

    Background: The Main Spring is an anonymous figure rumored to be the descendant of the Horologist or a puppet council of elder Hands. Their identity is obscured through proxies, and they speak rarely. The Main Spring's public words emphasize balance and the preservation of craft.

    Goals: Preserve the guild's longevity, avoid open warfare with civic powers, and maintain plausible deniability for Chambers worldwide.

    Thief General Freeman

    Senior Thief General and regional commander who personally sponsors promising Ticks

    Gruff mentor with a soft spot for misfits; exacting and culturally literate

    Maris 'Deep-Note' Vellar

    Head of the Tide Chambers and suspected conduit to kraken-touched influence

    Quiet, melodious, unnerving; speaks in careful cadences and soft whistles

    Sylas Venn

    A member of the Clock Council pushing for influence in municipal politics

    Smooth, calculating, publicly charming with a hidden ruthlessness

    Krackle

    A Hand and talented forger who once rose from Tick; his kenku origin makes him an exemplar of Freeman's approach

    Witty, nervous, hypervigilant; mimicry is now refined into social cunning

    Symbolism & Identity

    A stylized clock face with a single missing tooth in the gear and a slender hand pointing between midnight and one, overlaid with a thin key.

    brass
    charcoal gray
    deep teal
    Pocket watch tokens given to Hands with carved initials
    A notch pattern scratched into a hidden wall gear to indicate safe Chamber

    No formal uniform. Members favor muted practical clothing with brass accents, pocketed cloaks, and often a small personal clock token worn hidden on a belt or as a lapel pin.

    Territory & Resources

    Waterdeep is the modern symbolic seat where some traditions persist, but Chambers exist in dozens of port cities worldwide. (Decentralized Chambers centered around a principal 'Main Spring' in major trade cities)

    A decentralized hub system. Major headquarters, called Chambers, are hidden in converted clock towers, abandoned warehouses, and shipwright basements. Each Chamber is layered with false walls, sound-muffling clocks, and complex lockworks that act as both defense and social theater.

  • Coastal ports and inland trade hubs across multiple nations
  • Clusters of Chambers aligned along major shipping lanes
  • A global ledger of stolen tokens and favours known as the Hourbook
  • Safehouses hidden beneath clocks and shipwrights
  • Skilled forgers and a cadre of mages and artificers who craft mechanical noise-masking devices
  • Adventure Hooks

    The Missing Tick

    Personal scale: A player character finds an intricately engraved pocket watch with a hidden compartment containing a single ledger name. The Clock wants it back. Returning it could earn favor, but investigating the name reveals a target the PCs may sympathize with.

    lowally or secret
    Midnight Seals

    Local scale: A Chamber in a coastal city is acting erratically, stealing back civic seals and releasing a wave of strange whispered threats. The PCs are hired either by the city watch or by a Council member to uncover why and discover the Deep Hand's influence.

    mediumreputation and information
    The Hourbook Heist

    Regional scale: Evidence shows that an unseen force is using the Clock's Hourbook to blackmail several port magistrates into allowing deeper sea dredging. PCs must infiltrate the Archive Chamber and retrieve or destroy sections of the Hourbook before a fleet opens a rift to the deep.

    hardwealth and powerful enemies
    Hands of the Deep

    Campaign scale: The Deep Hand completes a ritual intended to let the kraken extend its influence into the minds of key shipping magnates, threatening continental trade and coastal stability. PCs must gather allies, expose corrupted Hands, and decide whether to sever the kraken connection by killing the bonded Hands or attempt a risky psychic rescue.

    very hardworld-shaping consequence

    Secrets & Mysteries

    The Deep Hand, a faction within the Clock, made clandestine pacts with illithid agents and an ancient kraken intelligence. The contact began as a bid to gain psionic edge in espionage but resulted in two high ranking Hands partially mind-bonded to oceanic will. Those Hands now influence certain Chambers toward actions that will increase the kraken's access to surface ports.

  • Some Chambers maintain 'sleeping Ticks'—members kept dormant in coffers and only awakened for specific missions.
  • The Clock occasionally returns certain items to victims for political theater, not compassion.