A Safe Haven for Outlaws, or the Thieves' Guild revisited.

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A Safe Haven for Outlaws, or the Thieves' Guild revisited.

Postby hearthling4 » Fri Jan 13, 2012 2:31 am

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?
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Re: A Safe Haven for Outlaws, or the Thieve's Guild revisite

Postby Onionfighter » Fri Jan 13, 2012 2:48 am

Many "evil-minded hearthlings" don't get along with each other. Sharing hearth vaults requires trust. Anyways, there already are groups of raiders and thieves.

Anyway, your power structure seems foolish. Being a good leader, a good raider and a good fighter are different skills. The best leader should be leader of a group, the best raider should organize the raids.
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby hearthling4 » Fri Jan 13, 2012 2:50 am

The fact that they don't get along is why my power structure looks the way I described it. I'm not necessarily looking for the most efficient structure, I just want something that provides security to all outlaws indiscriminately.

How would you make it work?
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby sabinati » Fri Jan 13, 2012 3:03 am

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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby kaizokuroof » Fri Jan 13, 2012 3:07 am

Thieves and Killers are already safe.... inside their vaults, hell those with two layers of brickwall are safe from most people in the hearth land, I'm not sure many people are going to go for your idea.
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby hearthling4 » Fri Jan 13, 2012 3:08 am

Hmm, so what about a series of brick vaults around a crossroads nexus leading all over the world? Would that lure them?
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby kaizokuroof » Fri Jan 13, 2012 3:12 am

hearthling4 wrote:Hmm, so what about a series of brick vaults around a crossroads nexus leading all over the world? Would that lure them?


Those in vaults usually have allies in villages and such, in return to gear food/curious they provide protection to those villages. Again, I'm sorry but your idea probably won't take off. Why not try something more nobel, like a faction taking out Ainran or Dis?

GL HF.
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby bmjclark » Fri Jan 13, 2012 3:19 am

kaizokuroof wrote:Thieves and Killers are already safe.... inside their vaults, hell those with two layers of brickwall are safe from most people in the hearth land, I'm not sure many people are going to go for your idea.


Those with 2 well placed cornerposts on a mountain and a banner or 2 are safe from every one in the hearth lands ;). Walls are overkill
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby hearthling4 » Fri Jan 13, 2012 3:40 am

This whole village could be in the mountains, and with a few more cornerposts could sustain a much larger population.

Are you really saying that no outlaws will ever want to be part of a larger community of outlaws?
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby kaizokuroof » Fri Jan 13, 2012 3:51 am

hearthling4 wrote:This whole village could be in the mountains, and with a few more cornerposts could sustain a much larger population.

Are you really saying that no outlaws will ever want to be part of a larger community of outlaws?


You summed up the reasons here:

hearthling4 wrote: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


I'm not saying no one will be interested, but I would much rather raid with those who I have forged bonds with and those I can trust and know will die with me, not just out there raiding with randoms whom don't care one bit about you, perhaps I'm getting your idea confused, but it doesn't seem like you're going for a usual village setting.

hearthling4 wrote: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.


Having no respect for your fellow villages will lead to chaos and your ultimate downfall. Maybe start smaller with something like a rule with scents can be left freely anywhere.
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