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A Quest of QueensLore

The Graybreakers

You don't go looking for the Operators. If they want you dead, you’ll never see them coming. If they want you alive, you’ll wish you were dead.

—Jane Graybreaker, Arcanum HeadqUarters

The Graybreakers are an international thieves' guild whose influence spans the known world. From their guild headquarters in the steam-powered city of Arcanum to secret outposts in the shifting sands of the Dune Sea of Mamara, their reach is everywhere. Graybreakers are more than mere criminals: the guild operates as a clandestine network with its own hierarchies, laws, and traditions. They serve as a vital, albeit unlawful, cog in the machinery of the world’s trade, politics, and war.

Membership in the Graybreakers is not granted lightly. The guild’s initiation rites are brutal, testing not only physical skill but mental acuity and loyalty, and the consequence of failure at every turn is death. The final stage of initiation requires the aspirant to abandon their former identity entirely, taking the surname "Graybreaker" and swearing absolute allegiance to the guild. Once initiated, members are bound for life—departure is met with swift and lethal retribution. The guild enforces this policy rigorously, preserving its secrets and deterring betrayal.

Graybreakers are renowned for their versatility. They undertake a range of illicit activities, from simple theft to intricate heists, smuggling operations, and assassinations. Their strict code of conduct ensures order among members, while their secret cant enables discreet communication across regions. A Graybreaker contract is always magically sealed, such that a client and an agent are bound by its dictates once signed. The guild’s ultimate leadership rests with the Operators, a secretive group whose identities remain concealed even from most members. Aspiring to become an Operator is the pinnacle of ambition for many Graybreakers.

The guild’s connection to the broader "Syndicate"—a global web of underground organizations—is both a strength and a liability. This shadow government coordinates the activities of various factions, from merchant guilds and mercenary companies to corporate charters. While this alliance grants the Graybreakers access to greater resources, it also embroils them in Syndicate politics, where betrayal and double-dealing is common.


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