Hello hearthlings,
The concept of a thieve's guild is old and in many ways inescapably flawed, but yet it appeals to me.
I have been considering starting a village whose entire purpose is the protection of hearth fires for outlaws, and if this concept is possible I'd like to try it. Ultimately I would like this village to become a world power that harbors all evil-minded hearthlings and defends them from justice indefinitely. Obviously I can't do this alone, so I am looking for feedback.
These are the difficulties with this plan that I believe need to be addressed:
1. Hearth fires are vulnerable
2. It is impossible to safely trust all outlaw hearthlings
3. Outlaws are not generally industrious or willing to share
4. Having a central location means longer travel distance to potential prey
There are surely other issues, but here are my thoughts about the society itself.
We need a secure wall most, likely with no gate (or a gate that never gets opened and nobody has a key) and crossroads to get in and out and far far away to find targets. We probably also need at least palisade level cells for each hearth fire just in case. It'd be best to use an identifying dress code- you are either a friend or an enemy here, and we need to tell which quickly (this is a potential security issue, I know). For starters say all Outlaws must wear a necromancer's cloak in addition to their usual gear. Since we're all probably thieves it makes sense to consider everything in every container fair game for everyone in the village, and you only really own what's in your inventory. If it's done properly we could potentially steal everything we need beyond that, and maybe store it in your palisade cell if it's really important to you.
As far as law goes... well it's unlikely that laws will be followed. I would assume the chieftain is whoever is strongest and able to kill the previous one (or has the most supporters and therefore is still stronger in a different way). Of course I expect thieves to get revenge if they are wronged, so it's in everyone's best interest to leave each other alone and work together, but there really can't be any expectation of rules. It might be best to have the chieftain cloistered in a safe place so he can add new members or something without risk of being usurped.
So, what are your thoughts?