The Clock
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
- Type
- Thieves' Guild
- Size
- 201 to 1000 members
- Reach
- Global
- Base
- Waterdeep is the modern symbolic seat where some traditions persist, but Chambers exist in dozens of port cities worldwide.
Overview
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.
How it began
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'.
How to know them
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
Standing
What they say they want
What they are doing now
Where it leads
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.
How others see them
Locally seen as shadowy but governed by old rules. In some quarters the Clock is romanticized as a thieves' code with a strange honor; in others it is feared as a dangerous criminal syndicate.
People
6 ranks
The Main Spring
Measured, secretive, and ritualistic. Prefers slow moves and long-term planning.
- The Main Spring1 member
A single, seldom-seen figure who adjudicates disputes between major Chambers and approves major strategic moves. Identity is hidden behind layers of proxies and rituals.
- Clock Council5 members
Senior Hands who run regions and interpret guild law. They meet in masked conclave and issue edicts.
- Thief Generals20 members
Commanders of major Chambers or specialized operations. Example: Thief General Freeman is a famous Thief General who mentors promising recruits.
- Thief General Freeman Senior Thief General and regional commander who personally sponsors promising Ticks
- Hands100 members
Full members who run cells, train Ticks, fence goods, and execute complex heists.
- Knobs200 members
Apprentices and junior operatives who have graduated Tick but have not yet earned full Hand status. They handle streetwork and low-level forgeries.
- Ticks500 members
Lowest rank. Initiates who must complete simple lifts, observation runs, and household chores. They are watched closely and often expendable in dangerous ops.
Other key members
- Maris 'Deep-Note' Vellar Head of the Tide Chambers and suspected conduit to kraken-touched influence
- Sylas Venn A member of the Clock Council pushing for influence in municipal politics
- Krackle A Hand and talented forger who once rose from Tick; his kenku origin makes him an exemplar of Freeman's approach
How they are organised
- Demonstrated skill in lifting a pocket watch from a senior member during the initiation dance
- Completion of the Tick year where the applicant performs observational runs for one year
- Oath of the Horologist recited in the presence of a Chamber's clockwork heart
Relations
8 factionsA network of fencehouses and illicit auctioneers in major port cities who handle stolen goods for a cut and provide plausible deniability.
Operations
What they do
How they do it
Services for hire
- Discreet RecoveryVariable; often paid in favours or tokens rather than coin.Recovery of stolen or lost items; discretion guaranteed
- False FacesHigh coin or a recorded favor in the HourbookForgery and identity crafting for travel and legal cover
- Clockwork WhisperTrade in blackmail tokens or a long serviceInformation brokering and whisper campaigns targeting specific names in the Hourbook
What they can do
What they have
Where they are weak
Territory
Headquarters
Waterdeep is the modern symbolic seat where some traditions persist, but Chambers exist in dozens of port cities worldwide.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.
Lands they hold
Outposts
- The Tide ChamberHarbor Chambers under a converted watchtowerOperations for coastal lifts and handling smuggled sea-ward items
- The Archive ChamberInland trading city with a clocktower libraryForgery workshops and Hourbook custody
Secrets
Plot hooks
4 hooks- 1The Missing TicklowReward: ally or secretPersonal 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.
- 2Midnight SealsmediumReward: reputation and informationLocal 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.
- 3The Hourbook HeisthardReward: wealth and powerful enemiesRegional 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.
- 4Hands of the Deepvery hardReward: world-shaping consequenceCampaign 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.
Work they offer
What gets in the way
Rumours
Connections
Media
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