The Cyrodiil Look: Cahmel’s New Travels (Let’s Play Oblivion, Part 13)
When we last left our gifted hero, he’d impressed the thieves’ guild recruiter by being able to run a little bit faster than all of the other butterfingered ex-con prospective thieves. Having thus proven myself, I was admitted entrance into their ranks, which apparently satisfied their hiring quote indefinitely.
Now, wait a minute, how come they’re only going to allow one guy entrance? I mean, let’s break this down. Their rigorous screening process for potential applicants involves finding people anywhere on the continent who have gone to jail. Whether or not you had previously expressed any interest in joining a guild, you are then slapped with an invitation to come over to the Imperial City, whereupon your thieving abilities are put to the test—abilities, I might add, that were quite recently and conclusively tested by Johnny Law. Of those tested, only one can possibly be admitted.
More to the point: here we have a glut of desperate and woefully unskilled applicants being forced to compete to fill a very small vacancy, leaving most of them SOL and one of them very dubiously fortunate. It’s a hiring process that feels less Oceans 11 and more The Grapes of Wrath.
I guess it makes sense, though. Of all the guilds in the realm, you might argue that this is the one that runs the operations that can least afford failure. Criminal jobs are traditionally time-sensitive, low-profile operations where a false start or a botched approach can spell intractable failure and the imprisonment of all involved. It’s reasonable to be cautious when finding employees for this sort of business, and frankly, this is really the sort of screening process Hlaalu should have been subjecting its employees to.
“Alright,” I ask. “Let’s get to work. So, what do you need stolen that you’re too busy and/or lazy to steal for yourself?”
He blinks. “Huh?”
“My job. What’s my job?”
“Job? You don’t have a ‘job,’ dude. What you have is the deliberately and artfully prolonged absence of a job. What you have is unemployment, only less socially acceptable.”
“Yeah, but like, what do you want me to do?”
“You want me to give you something to do? What am I, your boss?”
“Yes. Yes, that is exactly what you are.”
“I don’t know, man. I guess you could steal stuff. Sell it to a fence. Sound like good times?”
“Let me get this straight. You go through all of this trouble to prove whether or not I’m worthy of joining your super cool awesome larceny club, and then you don’t make me do anything that would actually require me to be skilled?”
“That was to see whether or not you were worthy of gaining access to our fences.”
“Oh, that makes sense. You wanted us to prove whether or not we’re worthy of doing business with you. Kinda like how restaurants round up all their customers and make them play musical chairs to see which one gets to eat that night.”
“Well, I guess we do have some missions, but you only get to undertake them after you’ve proven your worth.”
“Oh, alright then, that’s what I want to do. What’s my first job?”
“No, you have to prove your worth again.”
“How do I do that?”
“By selling stuff to the fences. We give you access to one of the poorer ones, and then as you advance in rank, we give you access to ones that handle more expensive goods.”
“So, if I’ve got this really lucrative stolen item, you just straight-up won’t take it from me until I’m a higher rank?”
“Yes. You need to just sort of keep that ‘proving your worth’ ball in the air.”
“So, remind me why you can’t just open all of the fences to all prospective applicants, without arbitrarily eliminating two thirds of them from the market, then determine which of those people is worthy of undertaking more difficult tasks by how much lucre they bring in on a regular basis? And then you get access to a wider range of operatives and stolen goods, meaning more profits for everyone?”
“Because you have to prove you’re worthy first. Keep up, man.”
“Okay, fine, I’ll goddamned prove myself! What do I need to do to get my first mission?”
“Sell fifty gold worth of stuff to a fence.”
“Wow, it’s like, I’ve already got that much. I’ve already got literally ten times that much, all from half a night of burglary in one town. Yeah, you guys just have crazy high standards. Alright, I’m not going to complain, this actually does seem relatively convenient. Where’s my fence?”
“Frozen ass end of the north.”
“Outstanding.”
I travel to Bruma to meet with my fence. My quest arrow points to his house, so I drop in midway through the day to see about offloading the couple hundred pounds of stolen goods I’m toting around with me.
I manage to catch him just before he leaves. Unfortunately, he’s unwilling to trade with me—not because, as I initially feared, I had to first prove my worth, but because it was daytime. Obviously, it was too dangerous to do business with him in the privacy of his own home while everyone else was away working. He insisted that I instead meet in a more discreet location, which turned out to be the middle of the local pub during peak hours.
This is all somewhat encouraging. If I’m going to make a livelihood out of thwarting law enforcement, it’s good to know that these are the brain trusts whose policy on the thieves’ guild is, “It’s just a legend.” So far, these guys have managed to be slightly less underground and low-profile than McDonalds.







I will say, new recruits being sent only to the lowest fences make some sense just in case of Imperial Spies….
But yeah, most of it is damn silly.
Or, in case you are really inept (I mean, it’s not like you did that much to prove yourself) And they don’t want you bringing them down with you.
They call it “proving your worth,” but I like to think of it more in terms of “street cred.”
I’m laughing too hard right now to make a witty retort.
:::A couple minutes later:::
Ok now that that’s…*snickers*
:::A couple minutes later:::
Uh…right. Yeah I found that whole thing ridiculous too. I guess maybe they were afraid someone would come along and claim their game was a bad influence on kids by teaching them to be criminals so they were just thinking ahead of the curve and could say “what part of this looks like actual criminal behavior to you?”
Oh…wait. Bethesda. Sorry, must have confused them with people who can use both sides of their brains at the same time. Or just either side. At all.
I hear Frozen Ass End Of The North is a great holiday destionation, if you go in the off season.
There’s a Frozen Ass high season?
I think they do actually allow more than the one guy enter, at least eventually. Depending on how you do that previous quest, you might have been the second thief from that competition batch. And you meet at least one of them later, when they’re a member.
And that “prove your worth to see fences with more money” does make sense, when you think about all the petty thieves unloading their random trinkets to Fathis Ules just because he happens to be close.
However, this was entertaining. Ongar does have some strange sense of secrecy.
Also, a request: when you hit level 8, acquire a bottle of Cyrodilic Brandy somewhere and go do Sanguine’s quest. Fits Cahmel like a glove.
The best Let’s Play going around. Thanks.
I too see the logic of only allowing access to certain fences. You want to keep the successful ones (who MUST be, to be able to fence obviously stolen expensive stuff) low-profile, and the bad ones…already meet in the middle of the pub. What could you possibly do to make them more obvious?
The race was more for your recruiter’s amusement than anything else. Everyone who shows up that night eventually joins the guild. I suspect all the Thieves care about is you committing a crime(like RL gangs making potential members beat people). Once they know you’re a criminal, you can access their fences. But the fences who are actually good at their jobs and able to operate in civilized areas(anywhere OTHER than the frozen wastes) are kept secret from the low level, still potentially traitorous members. The 50 gold fenced requirement for actual jobs is again just them wanting to be sure you’re definitely not a cop.
As for the meeting in a crowded tavern…That must be a glitch or something. I was always able to fence to Ongar in his house.
And in their defence, it’s been a while since I played, and it was heavily modded when I did, but far as I remember the cheapest fence WILL take your super rare and uber expensive things, it’s just that he’ll only pay you change for them… as long as they can find a sucker to sell the Costly Cup of Expensiveness for just about enough to get a candy bar I don’t see how there’s anything wrong with their business sense.
And the thieve’s guild quest arc, along the dark brotherhood arc and a few daedric shrines, contains some of the most entertaining quests in the game IMHO. Even if I did have to fix one of them with a console as it glitched out on me.
I ditched the entire idea of working with the Thieves’ Guild the second he started talking about rising in rank to do actual missions.
Viktor–so it’s not just me, that never had to meet him in the bar? I didn’t want to say anything, but I really didn’t remember doing that. I ought to, too–I kept making new characters because the quests kept glitching at various points at the Jackben Imbel (or however you spell it) questline.
If found the Thieves Guild one of the worst guilds in Oblivion (the fighters does give it a run for it’s money though).
I got the impression they wanted a whole Robin Hood element, which made no sense in respect to the rest of the world.
Mind you, Oblivion tries hard not to make sense at every turn.
They use the beggars as informants, and as such do not steal from them (not that they’d have much anyway), but I think that’s it. There’s one quest where you steal ‘back’ some taxes, but you get to keep the money. 😉
They’re no Robin Hoods, and the Thieves Guild plot doesn’t center around helping the poor, but different things altogether.