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):

  1. Never Steal from Night Prowlers: Guild members, property, or territory sacrosanct
  2. Never Betray a Contract: Client confidentiality absolute
  3. Never Break the Fence: 20% cut to guild on ALL fenced goods
  4. Never Abandon the Pack: Fellow prowlers must be helped if in danger
  5. 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


faction thieves underworld stealth information

Last Updated: 2025-11-03