Lawful Thief


Advice

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Grand Lodge

Had a LE thieves guild master in one of my games. He tried to avoid murder whenever possible, but warned the PC rival guild member that when next they met they'd be enemies. Sure enough, when they met, he killed the PC.


James Bond could be considered a Lawful thief - he follows a code set by MI6 (granted, one that allows him license to do more than an average citizen can, but he's still beholden to it), believes in the rule of law (England's, anyway), and is frequently found sneaking around stealing things. It depends on the actor/series, though. Craig's Bond has much more of a Chaotic streak, so he'd be closer to Neutral X. Connery's Bond was closer to Lawful - he made a lot of smart remarks, but he pretty much did what the mission (and thus, the power structure) demanded of him.

So, you could go with a secret agent / superspy concept of sorts.

Grand Lodge

Well, I do suppose a Spy is a information thief.

The church of Nethys, or Abadar may see certain magic items as, in the wrong hands. They may want them acquired.


blackbloodtroll wrote:
They may want them acquired.

"Re-appropriated."


Kazaan wrote:
blackbloodtroll wrote:
They may want them acquired.
"Re-appropriated."

Secured for the "Public Good."


I think the Lawfull thief contradicts itself. I would be ok with a Lawful good rogue that doesn't get the skill sleight of hand. So it would be more of a scout trying to remain hidden while investigating the enemy and penatrating the enemies camps in an effort to scout the place and gaining a serious advantage against the enemy. All other skills can be used lawfully without problem.

Liberty's Edge

Snowleopard wrote:
I think the Lawfull thief contradicts itself. I would be ok with a Lawful good rogue that doesn't get the skill sleight of hand. So it would be more of a scout trying to remain hidden while investigating the enemy and penatrating the enemies camps in an effort to scout the place and gaining a serious advantage against the enemy. All other skills can be used lawfully without problem.

Being Lawful does not mean always acting lawfully (ie, according to the current and local law) ;-)


The black raven wrote:
Snowleopard wrote:
I think the Lawfull thief contradicts itself. I would be ok with a Lawful good rogue that doesn't get the skill sleight of hand. So it would be more of a scout trying to remain hidden while investigating the enemy and penatrating the enemies camps in an effort to scout the place and gaining a serious advantage against the enemy. All other skills can be used lawfully without problem.
Being Lawful does not mean always acting lawfully (ie, according to the current and local law) ;-)

I actually thinks it means exactly that, unless laws would be obviously unfair or evil. It doesn't mean a lawfull character will never break the law, I agree to that, but the character would need a serious reason for not following the law. And two wrongs make a right is not a valid point of view for a lawfull character in my opinion. Bringing the offender to justice is the way to go I think.


Snowleopard wrote:
I think the Lawfull thief contradicts itself. I would be ok with a Lawful good rogue that doesn't get the skill sleight of hand. So it would be more of a scout trying to remain hidden while investigating the enemy and penatrating the enemies camps in an effort to scout the place and gaining a serious advantage against the enemy. All other skills can be used lawfully without problem.

That's why I really hate the subjective terms they use for alignments. Lawful immediately illicits thoughts of legality when what it really means is "conservative" or "code-bound". If you have a personal code of behavior that you strictly follow, that is Lawful even if you have complete contempt and disregard for any other legal matters. The Lawful thief simply has a personal code, a personal measure of right and wrong that he strictly sticks to even if he disregards what he considers to be "lesser" laws. He may even believe that these "lesser" laws don't even have a right to exist. A Monk can easily fit into this motif; they believe in a martial arts code that doesn't necessarily beholden itself to the laws of city or country.

There once was a country where everyone was thieves. Every night, they went out with bags and lockpicks to rob a house and then returned to find their own home robbed. No one got any richer or any poorer. An honest man came, eventually, to live in this land of thieves. Instead of going out to rob a house, he'd stay in by his fire and smoke his pipe. The thieves, finding him at home, would have to pass his house by and every night, a thief would come home to find his house hadn't been robbed. Some started to get richer as they had their night's earnings plus what they had from before and some got poorer as they came back to nothing with an empty bag. The residents explained how things work in their country to the honest man and told him that just because he didn't want to rob someone's house, every night he stays home someone has to go hungry and that was hardly right. So the honest man agreed to leave his house at night and he'd go to the lake to smoke his pipe. But still, some thieves would come home to find their house hadn't been robbed and, since the honest man never replaced his things, his house was eventually robbed empty; there was nothing left to take. So some continued to get richer and others continued to get poorer. Eventually, some of the richer thieves decided that they had plenty and decided not to go out to rob a house and, instead, joined the honest man at the lake to smoke a pipe. Their holdings dwindled and those of others grew. The richer thieves realized they'd have to protect what they have, or they'd lose it. So they paid some of the poorer thieves to protect their homes from the rest. This eventually became a full police department, charged with protecting the homes of the rich thieves. The country developed a full-fledged government, but they were all still thieves; the government was corrupt and tried to steal from its citizens and the citizens, in turn, tried to stiff and defame the government. And what happened to the one honest man to ever live in this country? He starved to death after not too long.

Grand Lodge

Well, Lawful=/=Legal.


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I can't believe nobody has yet mentioned the Ankh-Morpork Guild of Thieves, Cutpurses and Allied Trades.


Kazaan wrote:
Snowleopard wrote:
I think the Lawfull thief contradicts itself. I would be ok with a Lawful good rogue that doesn't get the skill sleight of hand. So it would be more of a scout trying to remain hidden while investigating the enemy and penatrating the enemies camps in an effort to scout the place and gaining a serious advantage against the enemy. All other skills can be used lawfully without problem.

That's why I really hate the subjective terms they use for alignments. Lawful immediately illicits thoughts of legality when what it really means is "conservative" or "code-bound". If you have a personal code of behavior that you strictly follow, that is Lawful even if you have complete contempt and disregard for any other legal matters. The Lawful thief simply has a personal code, a personal measure of right and wrong that he strictly sticks to even if he disregards what he considers to be "lesser" laws. He may even believe that these "lesser" laws don't even have a right to exist. A Monk can easily fit into this motif; they believe in a martial arts code that doesn't necessarily beholden itself to the laws of city or country.

.

By making your own rules and/or code of conduct that only affects yourself, you effectively break laws that govern all, making you not lawfull. The fact that there are rules you will play by doesn't make one lawfull, Lawfull means following Laws that are made for everyone to follow.

Lawfull evil means using the letter of the law, that governs all, to gain maximum advantage for yourself.
The very meaning of deciding the laws do not apply to you because you find them 'lesser laws' makes you chaotic.
Lawfull good characters could claim laws as being unfair if those laws aren't for the good of society as a whole, but downright ignoring them would be difficult if the law was put in place justly. That would make a lawful good character advocate a change of laws by trying to get it annulled or changed. An chaotic character will simply ignore the law.

And Kazaan I would like to add that this is nothing personal. I respect your opinion, but just disagree with you.


Snowleopard wrote:

By making your own rules and/or code of conduct that only affects yourself, you effectively break laws that govern all, making you not lawfull. The fact that there are rules you will play by doesn't make one lawfull, Lawfull means following Laws that are made for everyone to follow.

Lawfull evil means using the letter of the law, that governs all, to gain maximum advantage for yourself.
The very meaning of deciding the laws do not apply to you because you find them 'lesser laws' makes you chaotic.
Lawfull good characters could claim laws as being unfair if those laws aren't for the good of society as a whole, but downright ignoring them would be difficult if the law was put in place justly. That would make a lawful good character advocate a change of laws by trying to get it annulled or changed. An chaotic character will simply...

Except that laws don't govern all. Laws in one country don't apply to another. Laws in one part of a country don't necessarily even apply to another. Businesses can set down laws for themselves; whether or not those laws are within the bounds of the applicable governmental laws is inconsequential. A person can set down personal laws as a personal code of conduct, again, regardless of what governmental or civil laws may apply. A Chaotic person, by contrast, just does what he wants. He may have a code of conduct, but it's a set of guidelines more than anything and he feels free to step outside of them to accomplish his goals. They're there to make things easier for him (killing people means that someone will come looking for revenge, so I don't kill people) but he'll break his code if there's something greater at stake. Magic users change the laws of nature to suit them and deities have their own laws that they follow; some as common laws to a group, others as a law they contrive and enforce on an individual basis. Lawfulness is about discipline and structure; whether that be on a personal basis, a cooperative one, or a competitive one. You can take a very mundane and shallow approach to that such as obeying mortal laws, or you can take a deeper approach; neither way is more or less Lawful. And those "Laws that govern all." Someone had to come up with them.


Following the law of the land is lawful but following your own code is also lawful.

Alignment has a lot of problems but one is that most fantasy/rpg worlds are fragmentary and either based on a feudal model or a savage world with many cities, small countries, tribes, etc. Thus the "law" can change every 20 miles. In such a situation an inner code makes sense as a basis for lawful behavior. That is sometimes hard for us as real people that live in countries that sometimes stretch for thousands of miles all with the same law system.

Grand Lodge

Remember, in my first post, when I said alignment threads tend to get heated.

I think I am starting to sweat.


Kazaan wrote:
Snowleopard wrote:

By making your own rules and/or code of conduct that only affects yourself, you effectively break laws that govern all, making you not lawfull. The fact that there are rules you will play by doesn't make one lawfull, Lawfull means following Laws that are made for everyone to follow.

Lawfull evil means using the letter of the law, that governs all, to gain maximum advantage for yourself.
The very meaning of deciding the laws do not apply to you because you find them 'lesser laws' makes you chaotic.
Lawfull good characters could claim laws as being unfair if those laws aren't for the good of society as a whole, but downright ignoring them would be difficult if the law was put in place justly. That would make a lawful good character advocate a change of laws by trying to get it annulled or changed. An chaotic character will simply...

Except that laws don't govern all. Laws in one country don't apply to another. Laws in one part of a country don't necessarily even apply to another. Businesses can set down laws for themselves; whether or not those laws are within the bounds of the applicable governmental laws is inconsequential. A person can set down personal laws as a personal code of conduct, again, regardless of what governmental or civil laws may apply. A Chaotic person, by contrast, just does what he wants. He may have a code of conduct, but it's a set of guidelines more than anything and he feels free to step outside of them to accomplish his goals. They're there to make things easier for him (killing people means that someone will come looking for revenge, so I don't kill people) but he'll break his code if there's something greater at stake. Magic users change the laws of nature to suit them and deities have their own laws that they follow; some as common laws to a group, others as a law they contrive and enforce on an individual basis. Lawfulness is about discipline and structure; whether that be on a personal basis, a cooperative one, or a...

Then let me explain more specifically what I mean by the laws that govern all, the laws laid down by a local(government) or authority of some sort. And those laws would apply to anyone in the region. Whether or not they are upheld rigoursly depends on the strength of the authority.

The fact that someone ignores the law and lives by his own set of rules or conduct doesn't neccasarily make him/her lawfull although it might still be the case. A paladin for instance has a strong set of conduct that applies to his entire order and not just himself/herself and this usually does not violate the laws of (local)government.
A guild of assasins has guild laws that apply to it's members and usually are in strong violation of the laws of (local)government. But the fact that the guild has rules doesn't make the members lawfull.
And I agree to your statement: Lawfulness is about discipline and structure, but I disagree with the personal basis in that statement. People making laws or conducts on a personal basis rarely are lawfull and usually try to violate the law big time. That's why the conduct is personal: it counts only for the benefactor and not for others. And I believe that's chaotic and not lawfull, as laws are communal and not personal.
Companies or guilds making their own law border the grey area and may well be lawfull if they respect or not conflict with the (local)laws.


Mike Franke wrote:
Following the law of the land is lawful but following your own code is also lawful.

Following your own code does not neccasarily means lawfull as serial killer usually have a code of conduct of their own. Their behavior patterns can be deciphered and often predicted, but that does not make them lawfull.

Mike Franke wrote:
Alignment has a lot of problems but one is that most fantasy/rpg worlds are fragmentary and either based on a feudal model or a savage world with many cities, small countries, tribes, etc. Thus the "law" can change every 20 miles. In such a situation an inner code makes sense as a basis for lawful behavior. That is sometimes hard for us as real people that live in countries that sometimes stretch for thousands of miles all with the same law system.

The fact that the law can be different in several places close together does not make those laws less lawfull. It just reduces their area of validity and it's confusing for characters to uphold the law as they need to be aware of differences in the (local) laws of diverse areas.

As a general rule I try to find wether or not the law of the strongest is in place. That's a sure sign of nonlawfull behaviour.

But that's only my opinion off course.

Sczarni

Honestly, the whole idea of a thieves' guild never made any sense to me at all. You're talking about a business organization composed entirely of people whose only defining characteristic is their willingness to flout the property rights of others. It's only a matter of time before such an organization cannibalizes itself as members start stealing from each other. You can't suggest that they won't, because you've BUILT THE ENTIRE GUILD out of people who WILL steal things from other people. If Tom the Thief didn't listen to the king, the sheriff, or his knights when they told him everybody else's wealth is off-limits, why will he listen to you when you tell him that yours is?

The farthest I can stretch my disbelief to is that a circle of friends might take up theft as a hobby and share stories of their heists with each other. Maybe they'd share leads on promising marks, or buy stolen goods off of each other, and if they caught wind of someone else stealing stuff they might invite him to joint heir little social club, but they could never hope to actually operate as a guild that has active members in multiple cities/towns/villages and confers benefits onto its members.

I guess a lawful thief could be a member of such a group of thieving friends, but honestly that sounds more NG or CG to me.

Grand Lodge

Silent Saturn, do you deny the existence of the mafia? Street gangs? Those are real world thieves guilds, if broader in scope.

You don't steal from your guildmates because your mates will murder you for it.

Snowleopard wrote:
The black raven wrote:
Being Lawful does not mean always acting lawfully (ie, according to the current and local law) ;-)
I actually thinks it means exactly that, unless laws would be obviously unfair or evil.

Being Lawful means you believe there are right and wrong ways of doing things. Thus, laws can be Lawful or Chaotic depending on how they align with The One True Way. A person is not Lawful because he follows laws, that's pragmatism. A Lawful person will often follow laws, but is not defined by his following of those laws.

It would have been better if Law had instead been named Order when alignment was first written, but it was based off of the fiction of the time, many of which focused on the struggle of Law and Chaos.


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Kender!

Kender Paladin!


Laws are the codified morals of a given larger society (nation, generally). Ironically, the best law enforcement officers are those who know how the law could be broken. Hence thieves.

Private eye type investigator is another lawful use of the thief/rogue role. National spy or military scout is another good use.

A bodyguard for a noble family, a security operative for a major national banking institution or magical armory.

An operative who steals rival country's artifacts or national secrets.

I would not consider a thief guild to be lawful unless the guild was officially recognized by the state and that theft, in some form conducted by the guild, was viewed as a lawful practice. This society, I think, probably wouldn't last too long as the amoral (detrimental to the continuation of society) theft would rapidly set off a decline and probable collapse within that civilization, unless the theft funds were somehow largely returned to public goods.


A lawful thief can lawful to the guild. .

From the PRD "Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties"

A rogue can be all rogue as part of guild while telling the truth to his guild superiors, keeps his word with the guild, respect the guilds authority, honors the guilds traditions and judges those who fall short on their guild duties.

The good part is what gets in the way of being a rogue. Sound like most of the suggestion here are for Lawful Good not just Lawful.


Silent Saturn wrote:

Honestly, the whole idea of a thieves' guild never made any sense to me at all. You're talking about a business organization composed entirely of people whose only defining characteristic is their willingness to flout the property rights of others. It's only a matter of time before such an organization cannibalizes itself as members start stealing from each other. You can't suggest that they won't, because you've BUILT THE ENTIRE GUILD out of people who WILL steal things from other people. If Tom the Thief didn't listen to the king, the sheriff, or his knights when they told him everybody else's wealth is off-limits, why will he listen to you when you tell him that yours is?

The farthest I can stretch my disbelief to is that a circle of friends might take up theft as a hobby and share stories of their heists with each other. Maybe they'd share leads on promising marks, or buy stolen goods off of each other, and if they caught wind of someone else stealing stuff they might invite him to joint heir little social club, but they could never hope to actually operate as a guild that has active members in multiple cities/towns/villages and confers benefits onto its members.

I guess a lawful thief could be a member of such a group of thieving friends, but honestly that sounds more NG or CG to me.

A thieves guild is just organized crime. They have a hierarchy and strict enforcement of law with in the organization. That's why they don't steal from one another, the penalty for doing so could be very severe. A lawful thief would be on the look out for that to judge and enforce the laws of the guild. An chaotic thieve would break the rules all the time and probably end up getting caught and facing the consequences for going against the guild.

Think the Mafia and how they run today. That's a modern thieves guild.


Look at our supposed democracies and corporations - they are modern thieves guilds.


Snowleopard wrote:
I think the Lawfull thief contradicts itself. I would be ok with a Lawful good rogue that doesn't get the skill sleight of hand. So it would be more of a scout trying to remain hidden while investigating the enemy and penatrating the enemies camps in an effort to scout the place and gaining a serious advantage against the enemy. All other skills can be used lawfully without problem.

Have you read the Pathfinder definition of Lawful, I posted it earlier in this thread. This is why in my games I use the term "Order" instead of "Lawful."


Basically, saying that a Lawful person is someone who always follows local laws is like saying a Chaotic person is someone who always refuses to follow local laws or that a Good person is a vegan total pacifist while an Evil person is a sadistic sociopath. Sweeping generalizations are bad.


Vod Canockers wrote:
Have you read the Pathfinder definition of Lawful, I posted it earlier in this thread. This is why in my games I use the term "Order" instead of "Lawful."

Agreed. This whole alignment paradigm traces back to Moorcock's Order vs Chaos.

It's just that Orderly Evil doesn't roll off the tongue like Lawful Evil.

Grand Lodge

Dexter Morgan seems the perfect fit for LE.


An easy way to play a lawful thief is to have a master .

Whether it is your mafia don , military officer or something else , he is the ones who will give you orders to break the law thus allowing you to do thing you would not do on your own.

This way you are just a soldier obeying orders .
And, if your DM is really mean, he will use the concept of illegal orders :)

Sczarni

TriOmegaZero, The Mafia and street gangs aren't "thieves' guilds" as they usually appear in fiction, though there are key similarities.

Street gangs are usually more like "Assault and Battery Guilds" or "Drug Merchants' Guilds" instead of true Thieves' Guilds. They operate more like militias who don't recognize the government's claim on "their territory", and the main reason to join one is to protect yourself from the other. If the Jets know you're a Shark, they'll hate you all the more but they're less likely to actually mug you because they know you've got friends who'll reciprocate. Any theft they commit is just a side effect of having already beaten you up anyway.

The Mafia is a closer fit, but it still looks more like "a group of friends who share illegal hobbies" or sometimes it's one guy (the Don) and a crowd of underlings and henchmen. While they definitely steal more than street gangs, they usually do it with embezzlement and intimidation tactics backed up by the occasional "cement shoe shine".

Thieves' Guilds, as portrayed in fiction, are focused on the art of burglarization. Their goal isn't just to rob you, but to keep you from ever finding out WHO robbed you. Lockpicks, felt-soled shoes, the whole nine yards. That, as an organization, can't really exist because:

1) The threat of punishment for betrayal doesn't hold water. The treacherous thief has already learned how to burglarize undetected, so his guildmates won't be able to pin it on him. And since the higher-ups explicity AREN'T coldblooded killers like in a street gang or Mafia, their punishment won't be severe enough to scare potential traitors into loyalty.

2) The organization is too secret to recruit new members. Up-and-coming thieves would be unlikely to accept an invitation because they've never heard of the Thieves' Guild-- they'd see the recruiter as a lone conman with a tall tale trying to swindle his way into a cut of the take. And if the Guild expects to maintain its secrecy, it can't offer membership to any thief it hasn't had a chance to properly investigate... and any aspiring thief the Guild is able to actually locate and pin crimes on probably isn't good enough to join.

3) If the organization isn't secret, then its members will inevitably either be caught or be forced to pay off law enforcers (which cuts into their profits).

Grand Lodge

You have a very specific definition of 'thieves guild' that works for your argument. I don't believe it meshes with the common view however.


Kazaan wrote:
Chengar Qordath wrote:
blackbloodtroll wrote:

Well, I know that Lawful, does not mean following everyone's law, in every land, all the time.

That's just silly.

Indeed. As I'm fond of mentioning whenever the "Lawful = always follows all the laws" idea comes out, that would mean that Evil Overlord Skullblight the Shadowmaster could make every single paladin fall just by creating a law that it's illegal to be a paladin.
Even better, create a law that adds "violate your Paladin's Code" to all Paladin Codes. If they follow through with it, they've violated their code, if they don't, they've also violated their code. Then grin with evil glee.

Cue Iomedae face-palming in Heaven.


Silent Saturn wrote:

TriOmegaZero, The Mafia and street gangs aren't "thieves' guilds" as they usually appear in fiction, though there are key similarities.

Street gangs are usually more like "Assault and Battery Guilds" or "Drug Merchants' Guilds" instead of true Thieves' Guilds. They operate more like militias who don't recognize the government's claim on "their territory", and the main reason to join one is to protect yourself from the other. If the Jets know you're a Shark, they'll hate you all the more but they're less likely to actually mug you because they know you've got friends who'll reciprocate. Any theft they commit is just a side effect of having already beaten you up anyway.

The Mafia is a closer fit, but it still looks more like "a group of friends who share illegal hobbies" or sometimes it's one guy (the Don) and a crowd of underlings and henchmen. While they definitely steal more than street gangs, they usually do it with embezzlement and intimidation tactics backed up by the occasional "cement shoe shine".

Thieves' Guilds, as portrayed in fiction, are focused on the art of burglarization. Their goal isn't just to rob you, but to keep you from ever finding out WHO robbed you. Lockpicks, felt-soled shoes, the whole nine yards. That, as an organization, can't really exist because:

1) The threat of punishment for betrayal doesn't hold water. The treacherous thief has already learned how to burglarize undetected, so his guildmates won't be able to pin it on him. And since the higher-ups explicity AREN'T coldblooded killers like in a street gang or Mafia, their punishment won't be severe enough to scare potential traitors into loyalty.

2) The organization is too secret to recruit new members. Up-and-coming thieves would be unlikely to accept an invitation because they've never heard of the Thieves' Guild-- they'd see the recruiter as a lone conman with a tall tale trying to swindle his way into a cut of the take. And if the Guild expects to maintain its secrecy, it can't offer membership to any thief it...

Funny one of my favorite fantasy series is based around a Criminal Organization. They commit murders, robberies, operate illegal gambling operations, sell illegal drugs, illegal magic, etc. You might want to check out the Vlad Taltos novels for a "Lawful" criminal organization.

The organization described in Elizabeth Moon's Paksenarrion trilogy and the follow on series is called a thieves guild and there are several passages of one of the members describing the rules and such.


BBT.... question.

You want a lawful 'Thief'. What's he going to steal? What's he doing? What's going to happen with <<whatever>> afterwards. Or are you after a way to play a Lawful char with a Thief skill set?

If your just after someone with appropriate sneak / hide / spot traps etc skills, an assassin concept could readily be what your after. Strict code (I don't kill people... unless I get paid, don't give up my employer etc etc etc). Nothing in 'assassin' really means your are OBVIOUSLY a homocidal manic.

Taking that sort of concept and just doing it as pure thief could be a just 'Hired Thief'. Not someone who steals for himself, but steals things for other people. Eg. That Noble stole my antique heirloom vase, and I want it back, but I don't want to cause a public political scene by getting to authorities involved. Flip side would be planting evidence at a site instead of removing objects. A rogue who can be trusted to keep his mouth shut could have a LOT of work in the political or commerce scene (spike that brew of mead with rat poison). He'd probably screen his targets a little so that anything he did wasn't going to upset the status quo or create a riot, but it's a thought.

Could alternately go for a more 'public' and less 'shadow ops' be a 'security consultant' who gets hired to test building security (A-la the beginning of Sneakers for those that have seen it). They attempt to sneak in not to steal things, but to test the building security. Write up a report to the bank afterwards on how that drainpipe needs to be moved or there's a hole in the guard's patrol routes etc.

Final option I can think of would just be a tomb crasher. Either in the employ of a university or the crown or a museum, someone who delves into long lost dungeons looking for the loot, in this case object d'art from forgotten civilisations or from era's long past. Difference being that in his case he's actually a sanctioned agent recovering them for the state or a university. What would set him apart from a standard 'bard archaeologist' archetype would be that while he might be INTERESTED in history, he might not have the intelligence or knowledge to be a true historian to that an archaeologist might. Rather handling the field work of clearing sites and getting things for a 'real' archaeologist that is 100 yards back, or an armchair archaeologist back in their wizard tower.

Grand Lodge

Not sure why Lawful Assassin makes more sense to some, than Lawful Thief.

Shadow Lodge

If Lawful characters have to be truthful, I'm going to drop my house rule of shivving Lawful Evil clerics on sight.


blackbloodtroll wrote:
Dexter Morgan seems the perfect fit for LE.

What makes Dexter Evil though? Adventures of all alignments do exactly the same thing. They track down and kill the bad guy but usually do it for loot and can lawful good doing so.


Here's another idea to consider; If you boil the alignments to their bare-bones basics, Lawful = believes in Law and Order over Chaos and Anarchy and Chaotic is vice versa. The Lawful Thief believes in Law and Order because it provides stability and predictability to an already chancy vocation. Chaos and Anarchy are violent and tend to favor those with great offensive power (which a thief typically lacks). Under the reign of Chaos and Anarchy, a thief who gets caught is very likely to be reduced to a bloody smear. But under the reign of Law and Order, the Thief knows he'll more likely be hauled off to jail and live to steal another day. He approves of and values the laws and sees himself as fulfilling a meaningful function within them; without thieves, people would take their valuables for granted. Everyone's got a job to do and the thief's job is to steal things so that's what he does.

The chaotic thief just says FUGM.

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