Dun Goonheim

[ARCHIVE FOR WORLDS 1&2]Forum for discussing in game politics, village relations and matters of justice.

Dun Goonheim

Postby Pumpkin » Thu Aug 06, 2009 3:23 pm

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Dun Goonheim

Location: Located at the northern border of the map, this village is a community entirely consisting of members of the Something Awful Forums.
Leader: Delamore
Recruitment: Dun Goonheim is open to any member of the Something Awful Forums, but does not recruit publicly.
Alliances: Dun Goonheim has close ties with Brotopia to their east.
Currently Trading: All goods and services for monocles.
Crime: Crime is delt with in two main ways. Theft is rarely tolerated, and if the player can be identified they will more often than not be asked, then forced to leave Goonheim. Assaults and violent crimes are investigated by senior village members, and a decision is made. With these crimes patience is required, as with such a close knit community, thorough investigations are required. Any crimes committed against a Dun Goonheim member will result in severe punishment. This is not limited to the area surrounding Dun Goonheim. Vandalism and Battery will result in the criminal being hunted down and killed. Murder will, unless there is a valid explaination, result in a declaration of war.



If a goon commits a crime against you, do not exact justice without posting in this thread. You will get killed. Justice is not thoughtless, and proper procedures must be followed.

History
Dun Goonheim is one of the largest settlements in the game in terms of population, we are also one of the richest. Originally settled just north of the RoB, our first settlement was destroyed, leading us to move further north. Dun Goonheim, while still new to the game is rapidly increasing in strength, many of it's members are now well skilled for combat. An aggressive policy of defending it's members is operated, usually based on the concept of 'if you fuck with one of us, you fuck with all of us.'



Semper Goons.
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Re: Dun Goonheim

Postby Delamore » Thu Aug 06, 2009 3:41 pm

Dun Goonheim is currently trading for any unique items (Druid cloaks, dev hats and the like)
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Re: Dun Goonheim

Postby Potjeh » Thu Aug 06, 2009 3:46 pm

First of all, I'd like to say that I'm happy to hear that Dun Goonheim won't be harbouring criminals. However, there are some grey areas here. Namely, what if I track a theft clue to a goon that doesn't live in Dun Goonheim? How am I supposed to know if someone's a goon or not? Should I just report every crime here?
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Re: Dun Goonheim

Postby Pumpkin » Thu Aug 06, 2009 3:50 pm

Potjeh wrote:First of all, I'd like to say that I'm happy to hear that Dun Goonheim won't be harbouring criminals. However, there are some grey areas here. Namely, what if I track a theft clue to a goon that doesn't live in Dun Goonheim? How am I supposed to know if someone's a goon or not? Should I just report every crime here?


I will use my claim as an example.

Within the inner walls is a line of runestones, each of those runestones very clearly states that I am affiliated with Goonheim.

We are much more likely to look more favourably on you rather than the criminal goon if they have no signs that state their affiliation, in fact I would go as far as to say if you kill a goon and their claim does not have such a marker or it is very badly placed, we will not interfere.
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Re: Dun Goonheim

Postby Potjeh » Thu Aug 06, 2009 3:55 pm

Sounds fair to me.
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Re: Dun Goonheim

Postby impn01 » Thu Aug 06, 2009 4:21 pm

Is Mudkips or Mudkipz -- i forget how to spell that lollards name -- serving an allegiance with Goonheim? I had several scents from him from trespass to assault and theft. (I still have the theft). My settlement was looted and Vinnie, my cohort who was present during the break in was assaulted -- though he was able to defend and beat down Mudkips(z) --. I followed the scents that were gathered and his Hearth lead me to a claim owned by "Pumpkin". I'm unsure if this is Goonheim or not -- i didn't stay to look further -- (foxes were beating me down). Bringing me to my point if this is indeed Goonheim will he be thrown out or dealt with?
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Re: Dun Goonheim

Postby Potjeh » Thu Aug 06, 2009 4:31 pm

Almost forgot to comment on the murder treatment.

Bottleneck currently has an open-doors immigration policy. This means that some bad apples could sneak in with the rest, and potentially some of them could be murderers. Aggressive wars have never been and will never be official Bottleneck policy, so I ask you to talk to us first before treating it as a declaration of war. If a resident of ours commits murder without a damn good cause (such as self-defence), we'll not only let you take his head but also loot his residence.
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Re: Dun Goonheim

Postby Laremere » Thu Aug 06, 2009 4:32 pm

Potjeh wrote:First of all, I'd like to say that I'm happy to hear that Dun Goonheim won't be harbouring criminals.
That's not true in my experience.
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Re: Dun Goonheim

Postby niltrias » Fri Aug 07, 2009 2:48 pm

Book of Oathsworn, chapter 4.
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
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Re: Dun Goonheim

Postby Krantarin » Fri Aug 07, 2009 10:19 pm

Backing up Lare, it's true that they give their "soldiers" diplomatic immunity. They offered material goods, but no vengeance. They're letting their "soldiers" steal, murder, and say unspeakably rude things as soon as they've knocked out their innocent victim (they don't talk or allow for any diplomacy until the victim is incapable of speaking).

After the murder of Cor, Delamore wouldn't even release the names of the murderers, and certainly would not allow us within the walls.
A Lurker from the days when Laketown was on the frontier and Bottleneck was the military superpower.
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