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[Idea] Thieves Guild Side Quest: Contract Rapist


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Posted

Haven't seen anyone come up with this idea yet. You are given a secret Thieves Guild quests that requires you to break into buildings to rape certain targets. Themes include:

 

1. Revenge

A jilted lover, someone who was stolen from, someone who was overlooked for a job position, etc.  You'd be surprised by what people would do over petty reasons.

 

2. Cuckold

Well hey, some people in Skyrim have some very specific kinks and would love to see their partners getting ravished

 

3. Virgin

A thief shouldn't be limited to just stealing gold and household objects. To some people, there are things of bigger value than their worldly possessions

Posted

The Thieves' Guild in TES follows a fairly strict code of honor. One of which is to never harm the targets of their jobs physically. So rape would, lore-wise, be out of the question. The Dark Brotherhood would be a better match since rape can be even more effective than murder. And its members are the type that wouldn't object to something as heinous and vile as rape.

Posted
15 minutes ago, Ernest Lemmingway said:

The Thieves' Guild in TES follows a fairly strict code of honor. One of which is to never harm the targets of their jobs physically. So rape would, lore-wise, be out of the question. The Dark Brotherhood would be a better match since rape can be even more effective than murder. And its members are the type that wouldn't object to something as heinous and vile as rape.

They seem more like a death cult than a group of assassins so while it isn't out of the question in order to fulfill assassination the end goal of the Dark Brotherhood is to kill someone.

Posted
2 hours ago, Ernest Lemmingway said:

The Thieves' Guild in TES follows a fairly strict code of honor. One of which is to never harm the targets of their jobs physically. So rape would, lore-wise, be out of the question. The Dark Brotherhood would be a better match since rape can be even more effective than murder. And its members are the type that wouldn't object to something as heinous and vile as rape.

 

1 hour ago, Darkpig said:

They seem more like a death cult than a group of assassins so while it isn't out of the question in order to fulfill assassination the end goal of the Dark Brotherhood is to kill someone.

Yeah, the DB is more focused on sending evil people to the void, (or just anyone they're paid to kill if you follow Astrid's line) and the TG is more on undetection and stealth.

 

The Companions on the other hand do have "go beat up this person" quests, and it would follow that "break in and rape someone" could also follow.

Posted
34 minutes ago, karlpaws said:

The Companions on the other hand do have "go beat up this person" quests, and it would follow that "break in and rape someone" could also follow.

I wonder what Aela would think of that? She would probably do it doggy style.?

Posted
4 hours ago, Ernest Lemmingway said:

The Thieves' Guild in TES follows a fairly strict code of honor. One of which is to never harm the targets of their jobs physically. So rape would, lore-wise, be out of the question. The Dark Brotherhood would be a better match since rape can be even more effective than murder. And its members are the type that wouldn't object to something as heinous and vile as rape.

Maybe we need another Guild, like an evil sex cult who do nasty rituals and stuff and may offer the requested services to the PC and NPCs (so the PC can become a target too). Seems difficult to make though

Posted
7 hours ago, Ernest Lemmingway said:

The Thieves' Guild in TES follows a fairly strict code of honor. One of which is to never harm the targets of their jobs physically. So rape would, lore-wise, be out of the question. The Dark Brotherhood would be a better match since rape can be even more effective than murder. And its members are the type that wouldn't object to something as heinous and vile as rape.

Doesn't the skyrim branch of the thieves guild not care about killing people?

Posted
8 hours ago, some_rabbit said:

Doesn't the skyrim branch of the thieves guild not care about killing people?

When dealing with serious betrayals by one of their own, no. Otherwise you'll get kicked out if you kill someone on a job. ::passes out at the site of a b...b...bunny::

Posted

 

On 8/1/2018 at 5:12 PM, Ernest Lemmingway said:

The Thieves' Guild in TES follows a fairly strict code of honor. One of which is to never harm the targets of their jobs physically.

Now I have given it some thought that sounds incorrect. I don't know about the other Elderscrolls games but in TES5 The thieves guild is a mean business. See, the thieves guild never explicitly states that it doesn't hurt people. It is explicitly said by both Brynjolf and Mercer that they don't kill people. That is all. One example during one of the early TG quests (Can't remember which) you are tasked with squeezing money out of a bunch of people in Riften who refused to pay the protection fee. The people are Keerava, Haelga, and Bersi. You have the option either to settle it violently by beating the snot out of the person or nonviolently through other means.

 

The mod Sexlab solutions even has a way to rape these people for not paying the guild.

Posted
45 minutes ago, Darkpig said:

 

Now I have given it some thought that sounds incorrect. I don't know about the other Elderscrolls games but in TES5 The thieves guild is a mean business. See, the thieves guild never explicitly states that it doesn't hurt people. It is explicitly said by both Brynjolf and Mercer that they don't kill people. That is all. One example during one of the early TG quests (Can't remember which) you are tasked with squeezing money out of a bunch of people in Riften who refused to pay the protection fee. The people are Keerava, Haelga, and Bersi. You have the option either to settle it violently by beating the snot out of the person or nonviolently through other means.

 

The mod Sexlab solutions even has a way to rape these people for not paying the guild.

I don't remember the "beat em up" option, and I don't think we want to consider mod added actions as canon...

 

On the other hand, I do remember blackmail and property damage as options. Finding out where Keerava's family is, smashing Bersi's vase and Haelga's statue would seem to be a thing for the guards,

 

In any case, I think a good Thieves Guild twist on this would be similar to the Shill missions / Brand Shei in the market kind of situation.  Plant the item on the person with a reverse pickpocket, move away, unstealth and approach. Dialog notices item on the NPC and gives the "come with me if you don't want the guards hauling you off to jail" dialog entry placing the NPC into simple follow mode (similar to how Solutions does it). You lead them somewhere, speak again, and scene starts. Optionally exiting dialog lets you tell em it was just a frame up.

Posted
16 minutes ago, karlpaws said:

I don't remember the "beat em up" option, and I don't think we want to consider mod added actions as canon...

There isn't a "beat 'em up" option in the base game AFAIK. If they were beating and raping their marks, they wouldn't be any better than common bandits. The Thieves' Guild is supposed to be a step above such groups. They're scum but they're respectable scum.

 

Tricking people into sex sounds more their speed, though.

Posted
3 hours ago, Ernest Lemmingway said:

There isn't a "beat 'em up" option in the base game AFAIK.

Okay a brawling option to put it more into perspective.

If you don't believe me here is a wiki:

http://en.uesp.net/wiki/Skyrim:Taking_Care_of_Business

 

Then again the dialogue option seems to start a fight so I guess the thieves guild could make a case for self defense for that particular strategy. Dunno.

Posted
12 hours ago, Darkpig said:

Okay a brawling option to put it more into perspective.

If you don't believe me here is a wiki:

http://en.uesp.net/wiki/Skyrim:Taking_Care_of_Business

 

Then again the dialogue option seems to start a fight so I guess the thieves guild could make a case for self defense for that particular strategy. Dunno.

Huh, forgot all about that, probably because I never used it.

 

Seems more like the brawl option is similar to the bets you can have with certain hirelings or stable men to make money.  You are initiating the fight though, so I wouldn't think it is self defense (unless you taunt them with an insult and they start it).  I think direct confrontation just isn't the TG style. Most of the radiant quests have a "you get caught and we've never heard of you" line.  I suppose they put the brawl bit in just in case you want to play a brute just starting with the guild and need a way to solve it.  Since you can do it just via dialog or other simple things though, I don't know why they even had brawling as an option.

 

I do like the overall idea.  Certainly could be done in both TG and Companions. If there was a "dark" splinter group of the College we could have a version for them as well, with enough magical based animations.

Posted
14 hours ago, karlpaws said:

Most of the radiant quests have a "you get caught and we've never heard of you" line.

I guess I failed to consider the thieves guild are what they sounds like, thieves. The thieves guild has a long history so it might might be best just to leave it alone lore wise and I'm pretty sure we don't know enough about the companions to know if they ever resorted to rape. I like the idea of a Thugs Guild. One could beat up adventurers who stole from the wrong person or fuck merchants who sold a bad product or something. Oh and a splinter group sounds good too.

Posted

It could be any guild really, just plant one rogue NPC somewhere in the guild HQ that's going off-the-reservation policy wise and accepting these kind of contracts from out-guild clients.  That way it doesn't break established story canon and you can hand-wave objections as one unscrupulous guildmate who is filling a market demand.  Maybe sprinkle some hints in about unofficial guild sanction if you want, but they gotta maintain plausible deniability, etc.

 

This kind of project might be up Kenjoka's alley (of Slaverun Reloaded fame).  Bears a lot of similarity to the tone of projects he does (aggressive kink, radiant-like quest based).  But I think he's still pretty busy with that atm.  Couldn't hurt to ask though, who konws.

Posted
9 hours ago, Darkpig said:

I like the idea of a Thugs Guild. One could beat up adventurers who stole from the wrong person or fuck merchants who sold a bad product or something. Oh and a splinter group sounds good too.

I like that name. Splinter group NPC would probably provide the least conflicts.

 

6 hours ago, shencereys said:

It could be any guild really, just plant one rogue NPC somewhere in the guild HQ that's going off-the-reservation policy wise and accepting these kind of contracts from out-guild clients.  That way it doesn't break established story canon and you can hand-wave objections as one unscrupulous guildmate who is filling a market demand.  Maybe sprinkle some hints in about unofficial guild sanction if you want, but they gotta maintain plausible deniability, etc.

 

This kind of project might be up Kenjoka's alley (of Slaverun Reloaded fame).  Bears a lot of similarity to the tone of projects he does (aggressive kink, radiant-like quest based).  But I think he's still pretty busy with that atm.  Couldn't hurt to ask though, who konws.

Having an extra NPC would mean you don't have to worry about conflicting quests or dialog branches and lore wise having "that guy" handle things would be easier. I would think anyone that did a Sexlab based quest mod would have the skills to handle something like this... the Radiant Prostitution mod would almost be able to handle it going the pimp route instead of the whore path.

 

Guildish wise, the thieves' splinter group could be just a Ragged Flagon NPC instead of a guild one. If a separate NPC wasn't used, Dirge could fill in, or a third brother since I suspect Maul is too busy. 

 

The other way something like this could work is via a Molag Bal cult. As there are no NPCs that exist, someone could detect if the related quest has been completed and then add one in the first room of the Abandoned house for this kind of work. (I'd mention the vampires but this idea really doesn't fit with their theme, unless we keep to the "rogue element" idea, but how would anyone take a contract with the vampires?)

Posted
3 hours ago, karlpaws said:

(I'd mention the vampires but this idea really doesn't fit with their theme, unless we keep to the "rogue element" idea, but how would anyone take a contract with the vampires?)

 

The same way the Thieves Guild indirectly used the Nightingale oath to Nocturnal to help with their trade or the Companions and their deal with the witches of Hircine for power. People don't always seek out knowledge from the supernatural because of their dangerous nature but those that do and survive the event become more powerful as a result. The question is what benefits do you get for joining? Slaves perhaps? Maybe money assuming we're doing someone a service with this. It could be a mysterious stranger hanging out in a shady place like the Ragged Flaggon.

 

Yeah it could be an insane vampire hanging around the Ragged Flaggon and when you meet him he will say something along the lines of "Greetings stranger. I seem to have a most dire circumstance. My lord requires there for work to be done but I cannot do it alone. I was told this was the place where you can meet a member of the Thieves Guild but alas, they turned me down. I tried talking to everyone in the Flaggon but they all just told me to go away! Can you believe it!? The Thieves Guild was supposed be an organization working under the law and what did they do? They rejected me! Ah. Apologies stranger. I seem to be in a bit of a tizzy."

 

After you gain his trust, the vampire later states that his lord is in fact Molag Bal who told him in a dream there were wealthy people, powerful people who wanted the people who did them wrong broken and defiled.

 

Kind of fits with the rogue theme. That is how I see the idea of a vampire cultist working anyway.

Posted
3 hours ago, Darkpig said:

~ a bunch of brilliant stuff ~

Heh, using the Flagon as a den of ne'er do wells is a great idea. Other games (not just TES) have had a mission hub where you go and select, sometimes mutually exclusive, quests from various givers that represent factions. I thought of Vekel and Dirge not being Guild members, Galathil isn't either but isn't really connected with anyone else down there. I suppose changing your face would be most useful for a too-well-known thief that might be apprehended on sight and would need a change of identity is why the devs put her there.

 

Would make for a great reason why another dark skulker would be present... either there or down the Ratway. Have our vampy quest giver in the room with the skeevers perhaps or plying Gann the Fist with booze to use him as a regenerating blood bank? (though that seems far more Mephala's line).

 

There is a mod I thought about but didn't mention because tying content to another mod can be fraught with problems. Vampire Dens puts small "safe houses" in the walled cities for vampires with 1-3 staff and a cattle or two for feeding. The Riften den is in the first Ratway part, under the drawbridge, right where you have to jump down and either lock pick the door to your left or go right through the short maze. That NPC never leaves although the ones in Windhelm, Solitude and Markarth do. While potentially not usable at least someone else had the lore-based idea of housing vampires in that part of Riften.

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