168澳洲幸运5开奖网:The Elder Scrolls earns its accolades not necessarily through the creation of revolutionary conc🍌epts within the fantasy genre so much as memorable 𝐆takes on perennially popular staples. One such staple, the glamorously medieval notion of a "noble band of thieves," is brought to the forefront in nearly every game in the series — the Thieves Guild.
While so much of the guild's history is, perhaps unsurprisingly, shrouded in history, we can piece together the bits Bethesda has formally revealed alongside an analysis of the general workings of its most notoriou🎐s branches. In other words, this article is a survey of what we believe to be the most pertinent parts of what makes the Thieves Guild what it is, and why Elder Scrolls fans have consistently looked forward to making an acquaintance of these skillful burglars for decades.
Shrouded
The Elder Scrolls Online's appropriately named Thieves' Guild DLC informs us that the organization likely owes its roots to a port city in southern Hammerfell called Abah's Landing. Whether those roots extend farther back than the Second Era's chaotic Interregnum, the lawless span of centuries between the fall of the Second Empire and the rise of the Third, we cannot say for certain. Reg🤡ardless, it was at this point in history that the earliest reports can be𝔍 found, including from ESO's own former lead writer.
Over the years to come, the Thieves Guild spread in wealth and infamy across nearly every province on the continent of Tamriel. We'll turn our atte♓ntion forward by a massive leap from the Interregnum, all the way to the fifth century of the Third Era, the temporal setting of the first four mainline games in the Elder Scrolls๊ series.
Four Guilds, Four Faces
It must be stressed that the Thieves Guild branches throughout Tamriel truly are provincial. If any of them have an advanced degree of contact with each other, we certainly haven't seen that in any canon material. Instead, they're owned and operated 𝓰in notably different manners, and their reception with💮in each province is just as diverse.
In the Iliac Bay, which is the setting of The Elder Scrolls: Daggerfall, the Thieves Guild harbors a reputation as a powerful and efficient organization. Second-to-none in st🔴ature and all but a monopoly on the lucrative industry of theft, this is the Thieves Guild at its most profess🗹ional.
On the far end of Tamriel, in the land of Morrowind and its volcanic island Vvardenfell, the wary Dunmer distrust foreign groups and prefer their home-grown gang of Camonna Tong over any form of outside interference. Thus, the foreigner called Gentleman Jim Stacey devised the clever ploy to resuscitate a fallen band of legendary thieves-of-honor, the Bal Molagmer. It was a front, plain and simple, but dependꦇing on the player's actions, it has the potential to carry on indefinitely.
Cyrodiil may be the beating heart of the Empire, but it's just another region for the Thieves Guild. The events of the fourth game, Oblivion, take place here, culminating in the titular Oblivion Crisis that fatefully alters the political landscape for centuries to come. The Cyrodiilic Thieves Guild is ruled by the enigmatic Gray Fox, whom the public believes to be an individual savior to the downtrodden and scorn to the nobility. In reality, Gray Fox is the moniker given to anyone who takes up the cowl, an artifact of the Daedric Prince Nocturnal.
As the events of Skyrim take place two centuries past the Oblivion Crisis, little is known of how each Thieves Guild branch fares in the interim. Only Skyrim's own group is highlighted, and it's fallen𒈔 in 🐓stature considerably. Then again, many, if not most, prominent organizations at the tail end of the Third Era lose substantial grip, so it's conceivable that Skyrim's Thieves Guild is just another symptom of the Empire's weakening and the rise of the Aldmeri Dominion.
Three Rules
Despite their diversity, the four bands of Thieves Guild we can associate with in Daggerfall, Morrowind, Oblivion, and Skyrim respectively do share noteworthy similarities. There is a core to them all that must surely date back to its source at Abah's Landing. It cautions against excess violence, and is in fact the moral code that dictates the guild above all others: the Three Rules.
We know for certain that Cyrodiil's branch in the late Third Era adheres to these rules to a tee, as which must be held forever in the minds of the followers of the Gray Fox. They may or may not be recited similarly elsewhere, but with the blatant exception of Skyrim's branch — and even then, the game works hard to establish to us that this is not the norm, but a result of dwindling capability — the broad "rule♎set" is administered universally.
- First, never steal from another member of the guild.
- Second, never kill anyone on the job. This is not the Dark Brotherhood. Animals and monsters can be slain if necessary.
- Third, don't steal from the poor. The peasants and beggars are under the personal protection of the Gray Fox, particularly in the Imperial City Waterfront.
Naturally, the precise wo𒅌rding of the final rule cannot be applied beyond Cyrodiil's borders. But its gist remains, and the prior entries could feasibly be spoken exactly elsewhere contemporaneously.