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Topic: Guilds of Ankh-Morpork

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 Ankh-Morpork Assassins' Guild - Wikipedia, the free encyclopedia
The Guild of Assassins is located in a light, airy series of buildings opposite the Guild of Fools and Joculators, which is often mistaken for it, being a far more sinister building.
The Assassins' Guild as described in the books (especially Pyramids and the aforementioned diary) is a parody of English public schools, especially as they are portrayed in fiction.
Note: "Officially unlisted" means that, while the Guild has priced these people as "clients", it now refuses to accept contracts on them, on the grounds that their deaths would destabilise the city, endangering the Guild itself. /wiki/Ankh-Morpork_Assassins'_Guild   (976 words)

 Ankh-Morpork Thieves' Guild - Psychology Central
The Thieves' Guild moved into the long-vacated Ankh-Morpork Courthouse, and, due to their new obligation to prevent unauthorised theft, quickly became the major law-enforcement body of the city, causing the Ankh-Morpork City Watch to slide even further into the pit of depression they would remain in until Carrot Ironfoundersson's arrival.
The Thieves' Guild was established early in Lord Havelock Vetinari's rule of Ankh-Morpork.
Guild thieves must wear appropriate clothing (in the case of burglars this means an eye mask, a flat cap, a stripy jumper and a bag labelled "SWAG"; other specialities have their own uniforms) and speak in thieves' cant, or at least rhyming slang. /psypsych/Ankh-Morpork_Thieves'_Guild   (673 words)

 Guilds of Ankh-Morpork - Discworld & Pratchett Wiki
Guilds of Ankh-Morpork - Discworld and Pratchett Wiki
Some guilds have been in existence for centuries, and some guilds are modern forms of ancient syndicates.
Guild enforcers have the right and indeed duty to catch and punish a working non-member; this kicks the City Watch out of a lot of its traditional jurisdiction. /index.php/Guilds_of_Ankh-Morpork   (291 words)

 Thieves' Guild - Discworld & Pratchett Wiki
Within the current guild system, amidst citizens who oblige about premiums, ask to see licenses, and carry their receipts, the Thieves' Guild is one of the more powerful guilds in Ankh-Morpork.
However, as the guild system has proven to keep crime under control (with the introduction of the guilds crime has actually gone down), it is not be expected that the guild will vanish anytime soon.
The Thieves' Guild has a guild school and trains young lads and lasses to become Thieves; these youths called Ludd's Lads and Lasses (Ludd being one of the founders of the Guild) are often foundlings, babies left in a basket at the doorstep of the Guild, and so on (Thief of Time). /index.php/Thieves'_Guild   (462 words)

 Zuroc Discworld MUD site
Should a non-thieve's guild member attempt to steal within the city boundaries, then members of the Ankh-Morpork City Watch will attempt to arrest you, but only should you survive the (highly painful) 'citizens' arrest' by the Thieves' Guild Heavies.
Theft by Guild Members within Ankh-Morpork is obediant to Lord Vetinari's quota system, which, simplified means that Thieves must pay part of the worth of what they steal to the Thieves guild, and failure to do so will result in...
The Ankh-Morpork Thieves' Guild is located on the Street of Alchemists. /discworld/wiki/Ankh-Morpork   (540 words)

 When Dragons Belch...
Ankh-Morpork is the home of many of the Disc's oldest and most respected Guilds, the largest and most senior of which are micro-societies in their own right.
A guild may well, in return for a tithe, oversee all aspects of a member's life practically from cradle to grave (particularly in the case of the Assassin's Guild) and possibly beyond (in the case of the Guild of Priests, Sacerdotes and Occult Intermediaries).
The oldest and richest guild is the Beggars'; the most stylish the Assassins'; the largest The thieves' (although there is popularly supposed to be a Rat Guild). /OtherSide/guilds.html   (120 words)

 Seamstresses' Guild - Discworld & Pratchett Wiki
This is now one of the more powerful guilds in Ankh-Morpork.
The seamstresses in the Seamstresses' Guild are, in the political-correct language of the modern Ankh-Morpork, ladies of negotiable affection, ladies whose company and loving attention, crudely put, could be hired for a night.
An embarrassed or meaningful clearing of the throat is generally used while speaking of the name of this guild. /index.php/Seamstresses'_Guild   (256 words)

 Guilds of Ankh-Morpork - Wikipedia, the free encyclopedia
In Terry Pratchett's Discworld series of fantasy novels, there are almost 300 Guilds in the city of Ankh-Morpork.
Guild of Fools and Joculators and College of Clowns (described in Wyrd Sisters)
Guild of Thieves, Cutpurses, Housebreakers, and Allied Trades /wiki/Guilds_of_Ankh-Morpork   (683 words)

 The Guilds
The printing laws of Morpork state that books and such are to be either copied by hand (there are many copying shops) or engraved one page at a time.
The Guild consists of a small group of men with the technical skill (in their craft) of a genius, but the imagination of a small burnt pancake.
An example of this is the Guild clock tower chimes after the other Guild clocks had finished, a statement to all that one day there may be an assassin behind you. /ut/angusville/guilds.html   (1661 words)

 Discworld MUD
This is the Thieves' Guild Quota handler for theft quotas.
This is the standard guild inheritable for outside water rooms.
This is the standard guild inheritable for inside water rooms. /external/autodoc/index_std.shtml   (4958 words)

 I Was a Dunnikin-Diver
Forewarned of this, I'd invested £1.99 on guild insignia in the shape of a large rubber plunger, for a one-off gag at the opening ceremony.
Although the head of the Assassins' Guild was brutally and multiply assassinated...
I watched him carefully during a weekend of tireless performance, closely monitoring his bowel movements for reasons which will emerge, and confirm that he continued at all times not to be dead. /sfx/sfx124.html   (780 words)

 The Ankh, Discworlds River will ooze for eternity
The light and airy Guild building which looks more like the premises of a gentlemens club, is located in Filigree Street at the edge of Peasants Parade, Ankh Morpork.
The mighty River Ankh flows from the Ramtops down to the Cirlcle Sea, it passes through the great city of Ankh Morpork.
Even before it enters Ankn Morpork it is slow and heavy with the silt of the plains, by the time it reaches the Hubwards Gates, opening onto the Circle Sea even a troll could walk across it....well if he ran fast enough. /content.htm   (446 words)

 Who's Who: Ankh Morpork's Beggars
Of all the guilds in Ankh-Morpork the Beggar's Guild has to be the most typically Discworldly.
The Beggars' Guild is the longest running guild in Ankh-Morpork and predates the current guild system by centuries.
A guild conjours up images of stately guild headquarters whose chairmen are invited to the best social functions, so the whole notion of such a body existing for down-and-outs is rather like an Amish web-page. /whoswho_beggars.php   (469 words)

 Ankh-Morpork City Watch - Discworld & Pratchett Wiki
Another work benefit is emergency surgery by Igor when a Watchman is wounded on the job, a benefit long available to members of many different guilds in Ankh-Morpork (the guilds hired their own doctors), but only recently available to the Watchmen.
Then, Lord Havelock Vetinari, the Patrician, legalized the Guilds and made them regulate their own behaviors, which were most of what were conventionally thought of as the criminal activities in the city.
Samuel Vimes, Commander, Sir, also His Grace the Duke of Ankh /index.php/Ankh-Morpork_City_Watch   (1171 words)

 Pink Ink :: Issue 7 :: Discworld by Terry Prachett
Apart from this guilds, Ankh Morpork is also the city of the Unseen University, the premiere college of magic, where wizards spend their lives eating, trying to kill each other in order to become Archchancellor (each Archchancellor lasts around two months) and, occasionally, doing research.
The most famous of them all is certainly Ankh Morpork, with it's bars with bar brawls, trolls, assassins, muggers, monsters and sometimes dragons.
In this lightened democracy, the criminality levels lowered since the creation of the guild of the thieves and the guild of the assassins. /pink/index.php?article=174   (764 words)

 The Jester's Mask - Extract from the Discworld Companion
As with most of the Guilds it is also a hospital, craft standards enforcer, fraternal society and school- although unlike the other Guilds it will not accept for education boys not firmly apprenticed to clownship or Foolhardiness.
One important function of the Guild is the maintenance of the Hall of Faces, which is primarily for the clown members.
The Guild was founded some 150 years before the present by Charles Nixon, former Fool to the Duke of Quirm. /jesters/pages/pratchett2.html   (436 words)

 SFA // Laws of Probability - Chapter One
The Glory Days of Guilds in Ankh-Morpork had spawned such venerable institutions as the Guild of Apple-Pie Filchers, the Cripples' Guild (later subsidized by the Beggars' Guild), the Guild of Patrician Impersonators, and the Guild for the Defamation of All These Bloody Guilds.
Most of the citizens of Ankh-Morpork weren't even aware that pirates had a guild; most of those who were assumed that it was just some nautical offshoot of the Thieves' Guild.
At least two people who knew of the Guild of Pirates and Smugglers knew that this was in no way the case, and one of them was the GuildmasterĀ¹. /potc/stories/lawsofprobability01.html   (1227 words)

 The Guilds of Ankh Morpork quiz -- free game
"Ankh Morpork is home to some of the largest and oldest Guilds on Discworld.
Which of the Guilds could be described thus: No motto; no building; no coat of arms, not even a little tartan one?
The Guild of Thieves is next door to the Guild of Fools and Joculators and College of Clowns. /playquiz.cfm?qid=183562&origin=   (190 words)

 Discworld MUD - Psychology Central
Since the guild was split into ten smaller subguilds in 2004, there has also been no in-game institution known as the "Warriors' Guild", although the name persists at several levels of the game and is used as a catch-all term for the warrior groups.
The Guild of Assassins is generally considered the most "difficult" of guilds in the MUD, mostly because all graduates of the Guild become PK (player-killers) upon graduation.
Each Monitor must be a member of the specialisation they represent and they are elected by their fellow thieves of the same specialisation. /psypsych/Discworld_MUD   (2800 words)

 The Vetinari Library: Reaper Man
The other Guild leaders tried to be nice to him, in the same way that people try to be kind to other people who are standing on the ledges of very high buildings.
The press of bodies moved aside to reveal the General Secretary and Chief Butt of the Guild of Fools and Joculators.
He had the look of a man whose face has been Ground Zero for one custard pie too many, whose trousers have been too often awash with whitewash, whose nerves would disintegrate completely at the sound of just one more whoopee-cushion. /fan/vetinari/vl-reaper.html   (1023 words)

 Ankh Morpork
Welcome to the ancient city of Ankh Morpork, please stay awhile and
The guild hall is where representatives from the guilds try and persuade people to join.
Why not browse our not so well known travel agents and look at all the wonderful if not strange places you could visit while on the Disc. /morpork.htm   (166 words) - Airk's Atlas
Player guilds: Ankh-Morpork Palace Guards', Temple of Small Gods, Pishe Gardens, Other Temples, Weapon Masters' Court
Guild of Thieves - Maps of all the Thief Guilds houses under 'guilds'
There is a seperate map to see the underdocks and the river Ankh.   (1550 words)

 Discworld - Home
The Patrician's Palace from which Ankh Morpork is ruled.
Come and join the Musician's Guild if you're even thinking about singing in front of people....
else you might find yourself floating in the Ankh...   (316 words)

Review: Thieves' Guild Yearbook & Diary 2002 The Thieves Guild Yearbook & Diary 2002 continues the tradition of annual diaries from various Ankh-Morpork guilds.
The background information about the Guilds is quite interesting, possibly useful and gives some insight into Terry's ideas for the guilds.
The eighth day usually includes a term or phrase from the guild and a brief explanation of that term. /~dsalt/dwm.txt   (5198 words)

 Discworld Convention 2006 : Programme 2004
The identities of guild heads and assistants will be kept a close-wrapped secret until the opening ceremony.
This is to recognise those people who put in a lot of awfully hard work creating and wearing their outfits but not wanting to go on the stage.
You choose how much or little you contribute to your guild's success but it is an excellent opportunity to meet others and become more involved throughout the event. /programme/programme2004.php   (5839 words)

 TTM (Powered by Invision Power Board)
These are the OOC forums for the guilds of Ankh-Morpork.
The greatest city on the face of the discworld... /IBF/index.php?c=2   (98 words)

 Zuroc Discworld MUD site
Being in the centre of Ankh-Morpork, The Mended Drum is close to all the guilds in Ankh-Morpork, and should definitely be the first choice of starting city for any newbie and lazy person.
Inside the Mended Drum are Stren Withel, second best thief in Ankh-Morpork and contender for the title of nastiest person in the world, Mervin, an imposter of Hrun of Chimera, and Sergeant Detritus, the first troll watchman. /discworld/wiki/Mended_Drum   (140 words)

 The SF Site Featured Review: The First & Second Books of Lankhmar
A pastiche of dark alleyways, bazaars and temples, ruled by caprice and shadowy guilds, amoral Lankhmar is a fetid blend of the ordinary and exotic, opulence and slum, a metropolis of dark Dickensian proportions bordering industrial parks over which hang perpetual clouds of smog, where the medieval mirrors the modern.
Of almost equal importance as a character is the city of Lankhmar and the world of Nehwon (an anagram for no when) itself. /07a/fgm131.htm   (1721 words)

 THE OTHER PAGES-Terry Prattchett
The guilds are the Lord Vetinari's strange, intellegent way, of keeping the city under his command.
"The river Ankh is probably the only river in the universe on which the investigators can chalk the outline of the corpse."
They are aloud to steal as long as they are part of the guild, if they are not, then the watch kindly escorts them back to the guild, where they are hurt, severlyu in a manar that they will never steal again, without permission from the guild. /me/others/terry.html   (1588 words)

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