Night Prowlers
Type: Thieves’ Guild | Alignment: Chaotic Neutral Headquarters: New Ohara Market Quarter, The Warrens Founded: ~10 years ago | Size: ~200 active members
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Overview
The Night Prowlers are the most successful and influential thieves’ guild operating in the New Ohara Market Quarter. Established a decade ago, they have filled the power vacuum in the district’s underworld and become the dominant force in illegal commerce. The guild specializes in high-value thefts, information brokerage, and fencing stolen goods, all while maintaining a strict code of conduct and protecting their territory from rival criminals.
Motto: “In shadow we thrive, in silence we prosper.”
Notable Members: Luna (Snow Leopard Mink rogue, recent recruit)
History
Founding (10 years ago)
- Context: New Ohara Market Quarter’s underworld in chaos after turf war
- Founders: Unknown (guild master’s identity kept secret even then)
- Purpose: Establish order in criminal underworld, create profitable operation
- Early Days: Small crew of elite thieves (20-30 original members)
- First Heist: Legendary theft from corrupt district governor (never solved)
Rise to Power (8 years ago)
- Expansion: Recruited skilled thieves, established safe houses
- Territory: Claimed The Warrens as exclusive operating zone
- Rivals Eliminated: Defeated or absorbed competing criminal organizations
- Fencing Network: Established Fence’s Row (moved regularly for security)
- Protection Rackets: Legitimate businesses paid for “insurance”
Golden Age (5 years ago)
- Peak Membership: ~300 active thieves
- Vault Establishment: Hidden vault beneath Obsidian Tower (rumored)
- Political Influence: Bribed officials, influenced district policy
- Reputation: Known across Grand Line as premier thieves
- Specialization: High-value targets only (no petty crime)
Modern Era (Present)
- Stable Operations: Settled at ~200 core members (quality over quantity)
- Selective Recruitment: Only proven thieves invited to join
- Information Network: Expanded into intelligence gathering and selling
- Luna Joins: Snow Leopard Mink proves worth through successful heist (recent)
- Challenges: Increased Marine presence, rival guild rumors
Structure & Leadership
Guild Hierarchy
The Shadow (Guild Master) (1)
- Identity: Unknown (face never seen, voice disguised)
- Role: Ultimate authority, plans major heists, judges disputes
- Contact: Only inner circle meets directly
- Rumors: Could be anyone—wealthy merchant, retired thief, even district official
- Power: Absolute within guild
Inner Circle (5-7)
- Role: Senior thieves, lieutenant-level authority
- Duties:
- Oversee regional operations
- Plan and execute high-value heists
- Train promising recruits
- Enforce guild code
- Selection: Promoted by guild master for exceptional skill and loyalty
- Anonymous: Identities kept secret from lower ranks
Master Thieves (~30)
- Role: Elite operatives, proven veterans
- Requirements:
- 5+ years in guild
- Multiple successful major heists
- Specialized expertise (locks, stealth, combat, etc.)
- Sponsored by inner circle member
- Privileges:
- Lead heist teams
- Recruit and train members
- Share in major score profits
- Access to all safe houses
Journeyman Thieves (~100)
- Role: Experienced members, reliable operators
- Path: Completed apprenticeship, proven in field
- Duties:
- Execute standard heists
- Fence goods
- Gather information
- Protect guild territory
Apprentices (~70)
- Role: New recruits, probationary members
- Duration: 1-2 years of training and testing
- Training: Stealth, lockpicking, fence contacts, guild code
- Status: Luna is apprentice-level (recently joined)
- Probation: Can be expelled for failure or betrayal
Specializations
Heist Specialists
- Focus: High-value theft operations
- Targets:
- Wealthy merchants (vaults, mansions)
- Gilded Auction House (during events)
- Ship cargo (exotic goods)
- Noble estates (jewelry, art)
- Methods: Meticulous planning, precision execution
- Success Rate: ~80% (high for thieves’ guild)
Information Brokers
- Focus: Gathering and selling secrets
- Services:
- Spy on rivals
- Uncover blackmail material
- Steal documents and maps
- Track targets
- Clients: Anyone willing to pay (pirates, merchants, even Marines)
- Code: Never betray paying client
Fence Operations
- Focus: Moving stolen goods
- Network: Fence’s Row (hidden market in The Warrens)
- Cut: 20% to guild on all fenced items
- Protection: Guild ensures fences operate safely
- Volume: Thousands of berries in goods weekly
Smugglers
- Focus: Moving contraband
- Items: Forbidden books, restricted weapons, rare artifacts
- Routes: Hidden passages, bribed customs, secret ships
- Risk: High (Marines patrol harbor)
- Reward: Higher than standard theft
Guild Code & Rules
The Prowler’s Code
Core Rules (Violation = Death):
- Never Steal from Night Prowlers: Guild members, property, or territory sacrosanct
- Never Betray a Contract: Client confidentiality absolute
- Never Break the Fence: 20% cut to guild on ALL fenced goods
- Never Abandon the Pack: Fellow prowlers must be helped if in danger
- Never Expose the Shadow: Guild master’s identity protected at all costs
Operating Principles:
- Silence over spectacle (avoid attention)
- Precision over brute force (plan every detail)
- Crew over self (team success matters most)
- Information is gold (knowledge = power)
Prohibited Targets:
- Other Night Prowlers (automatic death sentence)
- Guild safe houses or assets
- Innocent civilians (children, poor, elderly)
- Temples and religious sites (bad luck, bad business)
Acceptable Targets:
- Wealthy merchants and nobles
- Corrupt officials
- Rival criminals
- Pirates (if they cross guild)
Initiation & Membership
Recruitment:
- Invitation only (no applications)
- Must prove skill through test heist
- Sponsored by existing master thief
- Background checked thoroughly
Initiation Rite:
- Swear oath to guild master (in presence of inner circle)
- Brand with guild mark (hidden location, invisible ink)
- Receive carved token (proves membership)
- Assigned mentor for training
Luna’s Recruitment:
- Proved worth through successful solo heist
- Demonstrated expertise (Stealth +6, Sleight of Hand +6)
- Sponsored by unknown master thief
- Currently in apprentice probation period
Operations & Activities
Headquarters: The Obsidian Tower
Location: The Warrens, appears abandoned from outside
Structure:
- Ground Floor: False entrance, trapped for intruders
- True Entrance: Hidden passage (known only to members)
- Basement: Training rooms, vault (rumored), trophy room
- Floors 1-3: Living quarters, meeting halls, armory
- Floor 4: Guild master chambers (inner circle only)
- Roof: Lookout posts, escape routes (zip lines, gliders)
Security:
- Trapped entrances (poison darts, pit traps)
- Guard patrols (master thieves on rotation)
- Alarm systems (bells, magical wards)
- Secret passages (multiple escape routes)
- Observers (watch approaches 24/7)
Safe Houses
Network: 10-15 safe houses scattered across New Ohara Features:
- Hidden in plain sight (blend with neighborhood)
- Stocked with supplies (food, weapons, disguises)
- Secure communication (coded messages)
- Emergency escape routes
Sanctuary Law:
- Any Night Prowler can claim sanctuary
- Guild protects member from pursuit (within reason)
- Can’t be raided while sanctuary claimed
- Abuse of privilege = expulsion
The Fence’s Row
Function: Black market for stolen goods Location: Changes weekly (hidden alley in The Warrens) Access: Must know current location (members informed) Services:
- Pawn shops (no questions asked)
- Gem cutters (remove identifying marks)
- Art forgers (create “legitimate” provenance)
- Weapon dealers (illegal arms)
- Document forgers (fake IDs, papers)
Security: Night Prowlers guard zone, extract 20% cut
Membership Benefits
For Members Like Luna
Financial:
- Share of heist profits (divided by contribution)
- Fencing services (80% payout after guild cut)
- Access to black market at cost
- No-interest loans from guild vault (for equipment)
Operational:
- Safe houses (sanctuary when needed)
- Information network (rumors, tips, contacts)
- Fence contacts (move stolen goods easily)
- Equipment loans (lockpicks, tools, disguises)
Protection:
- Guild backs members in disputes
- Legal aid (bribed lawyers if arrested)
- Rescue operations (extract captured members when possible)
- Revenge (guild avenges killed members)
Training:
- Skill development (lockpicking, stealth, combat)
- Mentorship (master thieves teach techniques)
- Heist planning (learn from experienced operatives)
- Underworld knowledge (fences, safe houses, escape routes)
Social:
- Brotherhood (chosen family for outcasts)
- Respect (Night Prowlers feared and admired)
- Reputation (guild name opens doors)
- Connections (network spans Grand Line)
Territory & Influence
Controlled Areas
The Warrens (Primary):
- Exclusive Night Prowlers territory
- No rival thieves tolerated
- All fencing goes through guild
- Safe houses hidden throughout
Harbor District (Partial):
- Smuggling operations
- Informants among dock workers
- Bribed customs officials
- Ship-based thefts
Merchant Plaza (Surveillance):
- Observers track wealthy targets
- Information gathering on auctions
- Pickpockets operate (pay guild cut)
- No major operations (too public)
Influence
District Guard: ~30% bribed or blackmailed Customs Officials: ~50% on guild payroll Merchants: ~40% pay protection money Informants: Hundreds of paid eyes and ears
Rivals & Enemies
Law Enforcement
- District Guard: Pursue Night Prowlers (when not bribed)
- Marines: Small outpost monitors guild activity
- Bounty Hunters: Track wanted thieves for rewards
Rival Criminals
- Crimson Blades: Rumored rival guild (not yet detailed)
- Independent Thieves: Not tolerated in guild territory
- Smuggler Gangs: Competition for harbor operations
Victims
- Wealthy Merchants: Frequent targets, hire security
- Nobles: Demand action against thieves (usually ignored)
- Auction House: Enhanced security after guild heists
Connections
Player Characters
- Luna - Snow Leopard Mink rogue, apprentice-level member
NPCs
- The Shadow (Guild Master): Identity unknown, ultimate authority
- Inner Circle: 5-7 senior thieves (not yet detailed)
- Luna’s Sponsor: Master thief who recruited her (not yet detailed)
- Fence Contacts: Various black market operators
Locations
- New Ohara Market Quarter - Guild’s base of operations
- The Obsidian Tower: Headquarters
- Fence’s Row: Moving black market
Factions
- Luna’s Exilers: No relationship (Luna’s past)
- Merchant Guilds: Complicated (target but also protection clients)
Adventures & Hooks
Active Quests
- Prove Worth: Luna must demonstrate value to advance from apprentice
- High-Value Heist: Steal from Gilded Auction House or wealthy target
- Rival Guild: Investigate rumors of Crimson Blades encroaching on territory
- Rescue Mission: Extract captured Night Prowler from district guard
Potential Adventures
- Auction Heist: Plan and execute theft during major auction
- Information Hunt: Steal blackmail material on noble/official
- Underworld Trial: Defend accused guild member in tribunal
- Safe House Raid: Protect safe house from Marine assault
- Fence Rescue: Fence captured, guild must free them
- Rival Showdown: Confront competing thieves’ guild
- Guild Promotion: Luna attempts heist to prove ready for journeyman rank
Resources for Party
- Through Luna:
- Underworld contacts (fences, informants, safe houses)
- Fencing stolen goods (20% guild cut)
- Information network (rumors, secrets, intel)
- Sanctuary (hide from pursuers in safe houses)
- Black market access (illegal weapons, documents)
Secrets & Mysteries
The Shadow’s Identity
- Mystery: Who is the guild master?
- Theories:
- Wealthy merchant hiding in plain sight
- Retired legendary thief (ancient and wise)
- District official (ultimate irony)
- Collection of thieves (no single shadow)
- Luna herself (time-travel twist?)
- Clues: Voice disguised, face never seen, ultimate authority
- Importance: Revealing identity could destroy guild
The Hidden Vault
- Location: Beneath Obsidian Tower (rumored)
- Contents:
- Accumulated wealth (decades of thefts)
- Legendary stolen artifacts
- Blackmail material on powerful people
- Guild records and member identities
- Security: No one has successfully broken in
- Access: Only Shadow and inner circle know location
Luna’s Advancement
- Current: Apprentice-level, probationary
- Path: Must prove exceptional skill to advance
- Challenge: How quickly can she rise in ranks?
- Potential: Her expertise (Stealth +6, Sleight of Hand +6) suggests talent
Rival Guild Rumors
- Crimson Blades: Whispers of new organization
- Threat Level: Unknown (could be exaggeration)
- Purpose: Competition? Allies? Fabrication?
- Investigation: Guild may task Luna with uncovering truth
Future Developments
Possible Outcomes
Luna Rises in Ranks:
- Proves exceptional skill through major heist
- Advances to journeyman, then master thief
- Gains influence within guild
- Eventually learns Shadow’s identity
Guild War:
- Rival organization challenges Night Prowlers
- Turf war erupts in New Ohara
- Luna and party caught in conflict
- Winner controls underworld
Law Crackdown:
- Marines launch major operation against guild
- Safe houses raided, members arrested
- Guild forced underground or disperses
- Luna becomes fugitive
Party Alliance:
- Guild becomes valuable ally
- Information network aids party
- Fencing services for acquired loot
- Safe haven when needed
Related Pages
- Luna (Apprentice Member)
- New Ohara Market Quarter (Territory)
- Factions & Organizations
- Campaign Home
faction thieves underworld stealth information
Last Updated: 2025-11-03