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Rejected: Allow Adventurers to create secret societies

Started by Azerax, January 13, 2017, 04:08:03 PM

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Azerax

Hello all,

Title: All Adventurers to create secret societies like nobles can
Summary: Same as how it's done for nobles, perhaps call them Gangs instead.
Details: Same as how it's done for nobles

Benefits: Many nobles view Adventurers as spies, and rightly so. There has always been gangs at every level of society, it would allow the commoners to share information faster to further their own interests.

Possible Downsides or Exploits: It would make it far easier to sell unique items outside your realm, this may cause the richest realms to be able to corner the market on them.  This would also make spying official and commoners would likely be executed faster. 

cheers,

Anaris

...And how is an Adventurer going to become a Lord to have the appropriate access to start building safehouses?
Timothy Collett

"The only thing you can't trade for your heart's desire...is your heart." "You are what you do.  Choose again, and change." "One of these days, someone's gonna plug you, and you're going to die saying, 'What did I say? What did I say?'"  ~ Miles Naismith Vorkosigan

Gildre

Not to mention, there are already noble run "spy" guilds throughout the game. Nobles love to utilize adventurers to get a behind enemy lines look at their enemy. Not much point to an adventurer run secret society that doesn't report to nobles of one faction or another...
Admit nothing, deny everything, make counter-accusations.

Azerax

Quote from: Anaris on January 13, 2017, 04:13:39 PM
...And how is an Adventurer going to become a Lord to have the appropriate access to start building safehouses?

the safehouse would be the third stall in the horse stable, or a table in a tavern. They could create a "front" and extort a local owner to provide such a room.