The Guilded Age
In the distant past, kings ruled feudal lands. Then Amalajack, the Thief of Legend, stole the hearts and minds of all the nation and thieves rose to ascendancy. Thieves’ guilds broke into public awareness and became a fourth estate. Thus began the modern era, the Guilded Age.
To invite players, click on the ‘Manage Members’ link in the right sidebar and send them an invite to join the campaign.
After that, take a look at your wiki. There is some more helpful info there.
Dungeonworld (talky, back and forth, for bards)
Hero system (crunchy, for mechanics/traps)
Savage Worlds (dangerous, for assassins)
There are thieves guilds all across the five nations. Each nation has a specialty.
Acrobatic theft. Run on rooftops, daring leaps, tricky heists and big scores.
Magical theft. Use magic to aid thievery. Also like stealing magic and artifacts.
Urumai. Thuggery/assassins. Specialty: Exotic weapons.
Money. Pure money greed thieves. Mafia. Relationship/charisma oriented.
Mechanical thieves. Lockpickers, trapsetters.
Sheriff King. The ruler of the law enforcers.
Forest of Old Order
Calendar of Hate
Forest of Whispered Urges
What is one audacious thing your character aspires to steal? It can be concrete (all the queen’s jewels), poetic (the shine off the moon) , or metaphysical (the heart of a princess). Whatever it is, make it big and include a one-and-only aspect. No one aspires to steal a sword; she aspires to steal ALL the swords from the world’s finest sword collector or steal violence from the hearts of men.