Find Bart in Town and ask about quiet work. He points you to Merrow Quill in the Castle, who offers each job separately. Start with The Borrowed Seal or take another lead: earlier jobs explain the trail, but never unlock the next contract. Royal training may lead you to Vara Crow later, but these jobs begin with Merrow.
The Quiet Work
A false seal. An unnamed guest. A laundry docket with too many missing names. Someone is moving stolen property through Sordon, and every handoff leaves a loose thread. Follow it through five independent thief jobs: scout the way in, read a pocket, take the proof, and decide whether one more prize is worth staying.
A First Lead
Start with the work that finds you; each contract can be taken on its own.
The Thief's Advantage
Preparation creates choices before anyone has to draw a blade.
Choose your risk
Suggested levels describe danger. Every heist can be entered at any level.
Prizes keep their full power
Each signature prize keeps full power for thieves at any level.
Solo or with a crew
Steal the proof on your own, or open a physical route for companions. Killing a guard is never required.
Bring a Partner
Bring a partner. Accept the same job, group up, and stay nearby to share progress from a clean lift. Your mark still carries one real item. Each of you must read the required clues and turn in the job yourself. At a signature cache, each eligible account can claim its own prize once every 24 hours by interacting with it; joining the crew never multiplies loot automatically.
Five Independent Jobs
Read the room, watch the routine, and decide how far to push each job.
Sordon's Castle · Royal Castle Bank
The Borrowed Seal
The job
The bank's books balance. The consignment does not. Merrow wants the false seal slipping through an otherwise respectable counter, and the smugglers have packed your fee beside it. Your first job rewards a patient eye and quiet hands.
Scout and plan
Case the tellers before you reach for a pocket, and look for signs of a service entrance. A friend can hold someone's attention while you work; an inside catch gives your crew another way out. The public bank remains open.
Vara's Quietstep
A rare thief dagger with Clean Getaway: a clean lift from a prepared heist pocket gives a brief burst of speed and agility. Take the fee and leave, or spend that advantage on one more pocket.
Follow the trail
The false seal points to a room at the Lantern and Ladle whose guest never signed in.
Town · Lantern and Ladle Upstairs
The Room Without a Guest
The job
Room Two has been paid for. No name, no supper, no guest. Upstairs, a Black Flag courier is sorting confiscated property for the Jail. Lift her manifest and find out what she has brought under Mera Kettle's roof.
Scout and plan
Ask Mera about the unused room, then scout the new upstairs rooms and the roof approach. Read the courier's routine before stealing. An inside release can admit companions by the stair; extra valuables mean another crossing under the watchman's lantern.
Cloak of the Unentered Guest
Strong light armor with Room Reader: while concealed and still, Case a visible sentry or mark to read their patrol area, facing, and current tell. Plan a crossing, choose a pocket, and keep a way back.
Follow the trail
The courier's manifest sends the trail west, into the Jail's confiscation laundry.
Sordon's Jail · Confiscation Laundry
Names in the Linen
The job
Names disappear between the intake book and the laundry cart. The Warden carries the seal that explains why. Slip into the service passages, copy the record, and leave with proof before a watchful eye finds you.
Scout and plan
Look for traces of the old laundry route and Case the Warden before taking his seal. That stolen credential opens a physical shortcut for your crew. The cell wing holds a richer detour; completing the job does not require risking it.
Linen Ghost Harness
A rare, sturdy thief harness found on the optional cell-wing detour. Slipstitch Guard adds a brief defense when you are spotted from Sneak, buying a few seconds for your escape. Attacking ends that protection.
Follow the trail
The confiscation record names a lower-cell handoff beneath the Castle's west barracks.
Castle West Barracks · Dungeon Lower Cells
A Door From the Wrong Side
The job
An iron gate is strongest from the side everyone is allowed to see. Merrow knows a service route that reaches the other side. Below the barracks, a revenant guards a small piece of brass and a cache worth coming back for.
Scout and plan
Scout the barracks for the concealed way down, then read the Iron Revenant's turn before lifting its service wedge. Work the inside catch to open the way for companions. The guard is dangerous; the job gives you a reason to outwit it.
Latchfang Dagger
A powerful thief blade with Opening Cut: a deliberate Backstab from Sneak after time out of combat gains extra bite on its first successful hit. Choose the opener instead of rushing the guard.
Follow the trail
A transfer slip follows the last packet to the Maze, where the courier's arrows cannot be trusted.
Town's Ivy Culvert · Castle Maze
The Last Wrong Turn
The job
The courier has left a trail of wrong turns on purpose. Somewhere in the Maze, a mapmaker holds the route that should not exist. A legendary blade travels with the false trail; the true rubbing is your proof. Decide how much treasure is worth the journey home.
Scout and plan
Ask Merrow about the dead drop and inspect the ivy for a quieter entrance. Read the false route, find the mapmaker, and keep an exit in mind. An inside latch opens a separate crew door; distant caches are a choice, not the price of finishing.
Wrongturn Fang
A legendary thief dagger with Find the Seam: a successful weapon hit briefly exposes a gap in an ordinary hostile's armor for later attacks. Elites and bosses resist that trick; the Fang's powerful base stats still matter.
Follow the trail
The paper trail ends here. Bring back the true route, or linger for the crowfeather cache at your own risk.
