| Post/Author/DateTime | Post |
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| #1ilikefrogsMar 12, 2009 9:24:59 | (This is in a 3.5 Dragonlance game.) A city that the party has visited several times recently had a major disaster. (The party had nothing to do with it.) A side effect of this is almost everyone leaving the city because of rampant anarchy - including the existing Thieves Guild. I play a CN Kender Rogue, and joked (OOC) that I wanted to have him rebuild the Thieves Guild (under his command, of course) once people started coming back. I thought the DM would kill the idea right there, but he didn't. Does anyone have any ideas what I can do to start rebuilding the Guild? I've been slowly taking my character to CG, so I'd like to build the Guild to be Robin Hood-like. |
| #2Alter_BoyMar 12, 2009 17:02:07 | Well, first things first, you need to get people to return. What with the mass exodus of people from the area, there should be plenty of land available for enterprising scoundrels, obtained legally or through squatters/big burly guy's rights. Pick up the best land in the area: trade junctions, good agricultural land, sturdy abandoned buildings, whatever. Get the law on your side (deeds, law enforcement) as well as your gang on your side. Then rent out the land. Do this for people with means who will pay rent for your land, or bring in migrant workers who will work for you and pay rent for the houses you've picked up for a dime. Whether you build the economy by yourself (and don't be afraid to use semi-legal business dealings with shady customers to start with) or get in before the masses return, you can have your fingers in everything! Set up sweatshops, and the masses will work in exchange for pennies. Buy up the land, and the masses pay you back what you gave them. Buy up the taverns, and they'll spend more money than they've got on beer to forget their work. Which means they need to get a loan from a loanshark, who also works for you. If they can't pay, they get sold of into slavery by slavers who work with you. I'm not sure how Chaotic Good this is, but it's what I'd do. :angelhide |
| #3entropy_judgeMar 12, 2009 17:51:04 | As a rule, Guilds and the like don't fare well under powerful Chaotic individuals. You're going to need subordinates, especially Lawful ones. And you might not want it known that you're a short, annoying race-that-begins-with-a-"K," at least not as the leader of the guild. (You may ignore that last sentence - I'm horribly biased, but at least I know it.) Some things: Get a HQ Building first. Preferably something with at least one hidden entrance/exit point. You can change the Guild HQ to a different location later, but for now, a single nucleus will do. Second: Make sure the original Thieves' Guild members have either left, died, or follow you! Move quickly to ensure that there's no way someone can challenge your "legitimacy" as the local Thieves' Guild. Make sure no one else is trying to resurrect the Guild, as well. Third: Vision. A "Robin Hood-esque" Thieves' Guild will not work out in the long run, especially in a post-apocalyptic city with few prospects. In the short-term, there won't be anybody worth robbing, and in the long-term, assuming you have other practices, you're to have practicality issues. Thieves' Guilds are not going to attract Good-aligned people - you'd be lucky to get a majority of Neutral subordinates, and a lot are probably going to be NE. Fourth: Keeping up appearances. I love that show. Anyway. Your best bet is to disguise your venture. Make a false (or legitimate!) business that you run out of your HQ or another building - a place where people can hire servants would be excellent, since it will give you the chance to train new recruits in relative safety (and without the added expenses of building a dungeon!) and get word of major happenings amongst merchants and the nobility. There are a few other things that escape my mind at the moment, but it's food for thought. Alter_Boy, are you sure you're trying to make a Thieves' Guild and not a Slavers' Guild? :P |
| #4ilikefrogsMar 12, 2009 21:15:24 | As a rule, Guilds and the like don't fare well under powerful Chaotic individuals. You're going to need subordinates, especially Lawful ones. And you might not want it known that you're a short, annoying race-that-begins-with-a-"K," at least not as the leader of the guild. The DM and another player both told me that. :D Since I'm still part of the party, I knew I'd have to have solid LT's to run things while I'm away. The leader of the previous guild was never seen, so I don't think there will be an issue if I don't admit who I am. I love playing a Kender. I can do whatever I want and people just smile and nod. :D Second: Make sure the original Thieves' Guild members have either left, died, or follow you! I spoke with members of the old guild before they ran away. According to them, the leadership left soon after the disaster. Move quickly to ensure that there's no way someone can challenge your "legitimacy" as the local Thieves' Guild. Make sure no one else is trying to resurrect the Guild, as well. All the members of the old Guild are either gone or in hiding, so I think I'm OK there. Third: Vision. A "Robin Hood-esque" Thieves' Guild will not work out in the long run, especially in a post-apocalyptic city with few prospects. In the short-term, there won't be anybody worth robbing, and in the long-term, assuming you have other practices, you're to have practicality issues. Thieves' Guilds are not going to attract Good-aligned people - you'd be lucky to get a majority of Neutral subordinates, and a lot are probably going to be NE. True. I'll have to think about that one. Anyway. Your best bet is to disguise your venture. Make a false (or legitimate!) business that you run out of your HQ or another building - a place where people can hire servants would be excellent, since it will give you the chance to train new recruits in relative safety (and without the added expenses of building a dungeon!) and get word of major happenings amongst merchants and the nobility. Hmm... Good idea. Alter_Boy, are you sure you're trying to make a Thieves' Guild and not a Slavers' Guild? :P That was my thought when I read that. Pretty much none of what he wrote would work. If for no other reason, the DM would have my character fall into a pit with a grumpy Great Wyrm if I tried! |
| #5entropy_judgeMar 12, 2009 23:35:52 | I love playing a Kender. I can do whatever I want and people just randomly stab me in sensitive places of my body until I stop twitching. Then they burn the body, take off, and nuke the site form orbit, because it's the only way to be sure. Fix'd. |
| #6ilikefrogsMar 13, 2009 10:18:51 | :heehee I'm not that bad. Honest! |
| #7treiMar 13, 2009 16:33:02 | Just an adendum, as a rogue-lover, I applaud your efforts and wish you the best of luck establishing your cold domin-- I mean, legitimate enterprises in the city. Had a group who was pretty hillariously dysfunctional, but together all the characters bought land, built a tavern, and called it the Safehouse. The Cleric of Pelor used it as his Temple/Orphanage/Hospital any time he was feeling compassionate towards anyone. Which was always. But that was upstairs. In the main room, the fighters/rangers used it to get information about dungeons, monsters, treasures, and such. Downstairs, the rogues ran a small thieves' guild. Somehow, it worked. If the rogues got into trouble, they could claim that the building was a tavern/orphanage. Plenty of nifty information came through all the customers in the main dining area. And of course, we all had a home base to store our excess loot safely, and to prepare for our next adventure. So I guess what I'm trying to say is, maybe this new Thieves' Guild isn't just for thieves. Maybe it's the new Handyman Corporation -- encompassing both legitimate and illegitimate jobs. That way you can work in your Chaotic-Good twist. |
| #8Alter_BoyMar 14, 2009 15:50:33 | Good idea, previous poster! Then you don't have to fall into Lawful Evil. Unless you really want to. |