Tes4Mod:Mod Ideas/Factions
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[edit] Criminal organizations
I think it would be interesting to add gang wars in Imperial City. Each district would be controlled by each criminal organization. Your organization could be in Market District and you would need to do many jobs to get control of each district. Other NPC's would also help you in tasks.
- I think that'd go against the strictly organized, borderline martial atmosphere of the Imperial City. I just don't see organized crime really thriving there. Maybe in Bravil or Leyawiin.
[edit] Dark/Light minion's factions
- Dark minion's faction
- After you completed the dark brotherhood questline and lived your life as it was normal and just a few dayes later a note will be on your door (if you've got a home) saying "meet me at 12pm in the green emperor way" and if you're there at 12pm a redglowing doorway will open taking you to The Void where you will meet a un-killable NPC calling himself His Divine Shadow he tels you to go and reap souls for him and gives you a Dark minions blade having: Soultrap on every hit (doesn't need to recharge) and gives you $1.000 for every soul you grant him
- Light minion's faction
- After you've completed the main questline just after 3 months or so a note will be on your door saying meet me at 6am in the temple of the one and if you're there at 6am the statue of akatosh will glow blue and you'll be able to Activate doorway to Heaven and you'll find yourself in the sky above tamriel and then a voice will talk to you and you'll receive the Light minions Bow and a Lightbringers Arrow which clones itself every time you hit something and when you're above lv:25 he'll grant you a Brightwhite Soulgem able to trap only the souls of the vilains it can charge up to 8000 (a grand soulgem has 1600)
[edit] Battlehorn castle
Once you have the Battlehorn castle plug-in and completed the quest a Knight of the True Horn messenger on horseback will appear in the castle stables. He can be told to ‘Rally the troops for war’ in which he will respond ‘yes sir, with the utmost haste’ then after 48 hours outside the castle gate, an army will appear consisting of 8 Knights of the True Horn and one captain. The captain is an un-killable NPC who wears Knight of the True Horn armor however no helmet and carries a Steel Broadsword instead of a shield and sword. If you tell the captain to follow you he will shout to the soldiers to ‘move out’ in which they will all follow you. The soldiers themselves cannot be ordered by you however by telling the captain to wait; they will all wait with him. You may also tell the captain to ‘return home, you have done your duty’ in which he and the knights will walk away. A week later another messenger will appear allowing you to call the army in again.
- This is possible but will slow framerate. Better number would be, say, three Knights and one Captian.
[edit] Imperial Legion
Storyline would likely involve at first routine tasks fitting for a newbie guard, rewarding with an increase in rank and corresponding change of uniform to reflect rank insignia, but growing to encompass a massive corruption within the legion's higher ranks which you have to dispose of.
Also, an independent ability like in the Thieves' Guild (Stealing on your own) where you can just go around arresting people that do crimes.
This faction, though, could pose a problem face the Thieves' Guild and Dark Brotherhood, because they are rivals. That's like joining the Mythic Dawn and joining the Blades. It just doesn't work.
- You could be a double agent for whichever faction you want to advance in.
- The Elder Council mod does this.
[edit] Ranger's Faction
It will be like all the other factions with its own side of quests. Maybe sell a few scripted arrows and bows (e.x. vine bow). It will also be like the complete rangers mod where once you join, you get a pet animal. I would say that would be a great mod.
- A guild hall in the middle of a forest maybe? And armor with the permanent affect of the woodland grace skill.
- The Woodland Rangers mod adds a Rangers' Guild to Cyrodiil; the Shadow Ranger mod adds a Ranger class and various related features.
[edit] Lawless Bandit Faction
Kvach has fallen. in its ruins, the start of a lawless citidel plants its seeds. The guards fear the Dremora and bandits, criminals and junkies move in to the ruins. living in old sewers, shops and the castle and chapel. One bandit rises to the top of the chain to become the criminal lord. you must make allegences, trusts and freindships with the scum in order to claw your way to the top. This should be a very freeform idea, joining multiple waring criminal factions and taking missions from different members of the chain in order to gain trust. joining up with a criminal family would be easy, the criminals always need thieves/assasins/mages/fighters for their cause. in order to start taking quests you need to fill any of the following catagories: 1. high theives guild rank 2. high assasins guild rank 3. high infamy 4. on the run from the law (bounty) 5. a vampire. Any of these will gain you the trust you need to enter the New Kvach. Once in you will find 4 clans of criminals, each with its own section of Kvach.
1.The Vampire Faction- Suited to stealth characters but mages can easly work with this faction. To join you must be a vampire. They occupy a crypt section
2.Bandits- Suited to fighters. A very traditional criminal orginisasion that has its fingers into drug smuggling, slave trading, robbery, and protection rackets. people wanting to join must be cannonised. They occupy the castle.
3. Necromancy- best suited to mages. the necromancers have gathered to this point for the lack of imperial rule and constent flow of fresh bodys to experiment on. people who wish to join can't be in the mages guild, but now can visit 4 necromancey bases and access any hide out, as long as they wear the robes. they occupy the cathedral, converted into a necromancy hideout with overturned pews, a fountin of blood, expanded undercroft for experiments and garden full of poisenous plants.
4. Thieves guild rejects- best suited to thieves. criminals who were expled from the theves guild for murder now haunt the sewers of this city, taking drugs and drinking to forget their lives. to join you must not be in the thieves guild and you must have had Skooma at least once before.
[edit] Vampire faction
Have ranks and abilities that come with quests and age of the vampire. Have quests that allow you to obtain more strength/power/abilities through vampire quests. Which can include up to being completely immune to anything that isn't vampire weaknesses. (Perhaps like the book series Cirque Du Freak? Find Vampire Mountain, become a Vampire General and get payed to kill evil vampires or stupid ones and eventually become a Vampire prince, basically, if you read the books, A questline like the Cirque Du Freak would easily whoop all of over the Dark Brotherhood. And I love the Dark Brotherhood.)
- the Cirque Du Freak thing sounds great,when u get vampire's disease, you're only a half vampire.
- Well not initially, since 25% is somewhat like a half-vampire in CDF. But later on, when you progress, you would have to stay at like 50% or higher for quests. But the main character in CDF never truly does go to full vampirism anyways...
- you could maybe make it so you have to be "blooded" to become a full vampire.
- You could also have them turn human once they are Vampire Prince and have a ring or something that turns them back into a vampire when they use it. Like on bloodmoon you get a ring that turns the player into a werewolf.
- Maybe you can reform the "Crimson Scars",the vampire version of the DB?
- What if the quest line was only obtainable by completing the proposed Necromancers Guild quest line (for the sake of adding longevity and challenge)and the first couple of quests were using your newfound necromancy status to summoning the spirit of the vampire(i forget his name) who founded the Crimson Scars? He can then mentor you into the leadership position of the guild? Maybe further quest could include recruiting new members, stealing information from the imperial guard to conceal the reemergence of the CS, weeding out traitors, the occassional assassination contract(of course),and ultimately usurping the favor of the Night mother and Sithis from the DB?
- As it stands, I believe Vampires are overlooked, underappreciated and underdeveloped. Why is it feeding is harmless but being struck with a sword would give you poryphoric hemophilia, I wasn't aware metals got ill. A book in the Deepscorn Hollow plug in struck me as being very interesting, describing how vampires manipulate society too stay hidden. This seemed at odds with the majority of vampires who lives in dank caves and crumbling ruins with rats and wolves. Why not have one of these high society vampires approach you and have you spread the disease among societies elite too bring them into a sort of guild.
How would you feel about breaking into an imperial watchtower and infecting a watch captain so as he can arrange for other vampires to gain access to the residents of the imperial city with greater ease. The only issue's I see are the amount of work involved and that you would need to change the system to allow you to become a vampire more than once incase you decide to cure yourself before completing the questline.
- I think a factor should be carried over from Morrowind; quests to suit all types of vampire, whether fighter, mage or thief. Also, how about having vampire 'agents' in certain cities who infect you with porphyric hemophilia once you volunteer to them?
- Maybe you can make so that you infect other people when you feed on them.
[edit] Necromancers Guild
- You get ranks, quests, Necromancer robes with enchantments, reanimate spells which last forever(or until they die) and eventually, King of Worms title.
- If the player is arch mage and has a high infamy, they will be approached by a necromancer after sleeping in the bed in the arch mage's quarters. They will give you an option of turning on the mages guild, destroying them in all major cities and establishing a guild for necromancy in its place. This could occur in a series of small quests, one for the destruction of each city's guild, and eventually the arcane university. Once the mage's guild is gone, the player's status of arch mage would be replaced by a rank called "King of Worms" coming with it an enchanted set of robes identical in appearance to Mannimarco's and a Worm Thrall spell, to turn NPCs into rotting undead slaves. Also the Arcane university would come to look similar to a necromancer lair, with black worm order flags and various body parts decorating the place. It would still keep the same enchanting and spellmaking facilities along with a black soul gem altar like the one at dark fissure.
- First you must prove your self and fight yourself to secret hiding place of Necromancers. Then you must prove yourself worthy and do something very nasty to Mages Guild, like kill member of it. You will be promoted to Adept and you will get your enchanted Necromanger robe. All quest haven't to be killing for mages. Like quest where you must go to plains of Oblivion to soul trap some demons soul. Then you can summon it! How nice! And you can be a agent of necromancy. You are part of Mages Guild, and report things to Necromancers.
- CDM Necromancy is a comprehensive and in-depth necromancy mod.
- Something that I think would be interesting to see would be some form of learned necromantic ability where once a character reaches a certain rank in the faction, they are able to use soul gems in reverse. This would essentially give the necromancer some proper necromantic abilities outside summoning dead creatures. These new abilities could include: The ability to summon a ghost creature at the expense of a soulstone with stats relative to the creature's soul that was originally trapped. Some equally interesting things could be done by perhaps allowing the necromancer to force a soul contained in a soul gem into another living being, potentially having different effects (perhaps determined by skill level in mysticism?) such as giving the new host body the disposition of the original soul (eg sending an average person on the street into a killing frenzy by possessing them with a contained soul, or even calming an npc by using the soul of a calm npc or animal) or possibly transforming the host body into the trapped creature which is now under your control. Soul gems could be consumed for magicka (possibly giving a short lived magicka bonus or possibly with detrimental effects after the initial bonus). The idea here is to create an interesting necromancer character that can manipulate souls and do much more than just summon critters. while some of these suggestions sound redundant (eg possessing individuals and making them calm or frenzied all have spell counterparts) but the idea is that use of soul gems would have no magicka cost, they would be nearly instantaneous and they would be be pontentially stronger than regular summoning or mind altering spells. Maybe a tradeoff for becoming a necromancer could be a dependence on soul gems, potentially similar to vampirism. I really don't know how plausible some of this is, I'm definitely not a modder.
[edit] Mythic Dawn
The ability to join the Mythic Dawn guild and serve Mehrunes Dagon. You will get rare spells and special armor/weapons from the guild as you do quests for them - with the player eventually reaching the highest rank (The Chosen One?).
- I would like to see this as well, and perhaps have some sort of quest to corrupt Martin into the service of Mehrunes Dagon, thus handing control of Tamriel to said daedra, or something along those lines. Or at least a quest to assassinate him. ;) Perhaps it could incorporate some of the main quests in an effort to lure him into letting his defenses down, and if you kill him without notice of others, perhaps there could be storyline leading up to him naming you as a steward to replace him if he dies, then there you go. Have the world, Lord Dagon.
- I too think this would be really cool. At the beginning, after the MD agent assassinates the Emperor, instead of just saying "You took a bad day to take up the cause of the Septims" he would offer you a place in the MD. If you refuse the game would go on as usual (maybe you could get a second chance to join the MD?), but if you accept you would, for example, have the option to lie to Baurus about the where-abouts of the Amulet of Kings (instead of saying "The Emperor gave it to me" you could say "One of the assassins took it... I saw him run away" and you would offer to 'chase him' as a get-away, etc).
- There is already a mod for the MD Guild, it's called "Servant of the Dawn." It is mostly like what you have been talking about. The only bad part about it is you have to complete the main quest first, which doesn't make much sense to become a hero first then become a villain.
- Actually it would be like the hero would be like Anakin Skywalker. First a hero, after that, a villain.
[edit] Join the Dremora
It may be a bit silly, but it would still be fun to play. Start out as a Churl, and work your way up to Valkynaz.
- It isn't silly. I think it's a great idea. And when your a Valkynaz, you could have a Churl follow you, just like the Dark Brotherhood Murderer, the Adoring Fan, the Mage Apprentice, and the Atronachs.
- But you aren't a dremora... Perhaps a quest to change your race by an ancient lost spell?
- Or they could say like in a past incarnation you were a dremora.
- Nah, when Dremora die, they just get resurrected as they were before.
[edit] Skooma Dealers
A faction that deals with the production and selling of skooma in Cyrodiil. Must meet the shipments of the moon sugar (what skooma is made out of) from Elsweyr and deliver it to where it is produced into skooma without being caught by guards. Find people to sell it to. Maybe a rival gang establishes itself and you have to fight it off to be top skooma dealing gang. A lot of options!
- Turf wars!
- a quest were a shipment of moon sugar is intercepted by the legion and must be recovered or a fellow dealer must be avenged after being killed by a rival gang.
You start out as a junkie but work your way up the ladder. They also give quests to suplly the dealers with some skooma.The last quest, the boss is an addict and the skooma family deicides for you to kill him. his always 1-3 lvls higher than you, but carries light armors. Once you kill, the family deems you ready and you become boss. All you have to do is once a week see your advisior to gain payments. You can call upon 2-4 bodyguards who have heavy armor if they use physical weapons, special mage outfit if they are mages and light armor if they're rangers.
- You gain robes that are red & black which fortifies merchanitile 4-8 and stealth 4-8.
[edit] Fighters Guild jobs
I was always bothered that there are only three guildhalls that give you FG quests, and that you have to go to Anvil to get a quest that is near Leyawiin. Each guildhall could have a number of minor quests independent of the FG storyline. For example, in Skingrad the FG members tell you about places to hunt goblins- what if there were several goblin incidents in the area that the fighters guild was called upon to deal with? Jobs like that would give you a reason to visit the guild in each city.
- Perhaps make certain goblin dens fall under the district of the different guild halls. It is their responsibility to keep them under control. You add an item with little or no cash value to goblins in the different district and the Fighter's Guild Hall NPC of the proper district will pay you for proof that you've cleaned out one of the goblin dens in that district.
Also, more jobs after the end of the guild would be nice.
- The Fighters' Guild Contracts mod does this.
[edit] More quests for the Dark Brotherhood
- An expansion or perhaps a new questline for the Dark Brotherhood. Maybe the Night Mother gives quests to the Listener every now and then. Generally an expansion of creative quests within the DB... maybe change drop-box orders to be a little crazier and have more variables and ways of assassination (like the party quest). Or another sanctuary,(loading picture says there are many sanctuary's, but listener only knows the one?)
- A mod that allows you as Listener to detect when someone has committed a cold-blooded murder so you then have to visit them during the night in order to recruit them would be a fun addition. Pointless, maybe, but fun. Also, perhaps once an NPC has completed all the quest requirements it has to offer, it can become "murderable" and thus being a Listener still grants the chance for a few fun assassinations.
- Alternate Dark Brotherhood storyline: It would be interesting to have an alternative to doing everything you're told. You pretend to go along with your orders but instead are sabotaging the Dark Brotherhood from within.
- The ability to actually go after whoever the Night Mother tells you to, instead of telling a Guild Member to do it, and going to collect the money from the one who prayed to her. The first time I heard her speak through the statue, I thought I could actually go and hunt the person down.
- note: There is a mod soon being released whitch exspands on the DB story line. The mod is known as "The Dark Brotherhood Chronicles: awakening". The website for the mod is: www.thedarkbrotherhood.com
- Maybe as Listener you can pick up random contracts to either give to dark brotherhood members or take them on yourself, and after a member has done enough of these, then you could promote them. For the contracts theyd be on a table in the sanctuary somewhere and you pick up either "Assassinate a citizen", "Assassinate a militant(guard captains and such)", or "Assassinate a noble" and these would point you towards a random city or location and theyd be called "skingrad citizen" or "Imperial legion captain". And you can do these repeatedly.
[edit] Tamriel's Most Wanted
Have an elite group of knights constantly hunt you if you have A LOT of bounty value. (Or maybe you can join them too).
- Bounty hunters will be coming soon for the regional bounties mod.
- Great idea, if you have 5000 to 10000 bounty. if you sleep longer than 10 houers they come to kill you!
[edit] Anvil Sirens Gang
Only if you're playing a female character, of course. It should be possible to join their gang instead of just killing them all. Rob a few more married men in town. Take care of the guards investigating the gang. Recruit new members even. (Though you'd pretty quickly run out of targets in Anvil. You might have to expand to other cities to make it really workable.)
[edit] Blackwood Company
You can get ranks, quests by joining to the BC. In BC guild hall, you must speak to Jeetum-Ze, to join their faction. In quests you must recruit new members to BC and in the ending of quests, you must kill all Fighters Guild members in all cities, because there can be only one guild for fighters.
(Possible addiction to Hist Sap? Vampiric-like symptoms, but if you don't go a day without the hist your health and skills will drop, or something.)
- There is now a mod available for this though still under construction http://www.tesnexus.com/downloads/file.php?id=17448
[edit] Morag Tong
For those of us who want to kill people legally
- The Morag Tong is only legal in the Morrowind Province. Nowhere else in the Empire is assassination legal. You may kill people legally all you want if you venture to Bandit Forts and the like.
- Legal or not they would still be an interesting rivial group to the dark brotherhood. There is a mod to add them in progress though. See the Major Work-In-Progress Mods section.
[edit] Classic Rivalries
I'm thinking factions for Pirates vs Ninjas, Cowboys vs. Indians, PC vs Mac, Waffles vs. Pancakes… okay, I made up that last one, but still.
- How about a little more realistic, guards vs pirates, necromancers vs mages, goblins vs. the inhabitants of goblin watch keep (this ties in with what I wrote about the attacks and merchant caravans up in the Persons section).
- Martigen's Monster Mod does something like this. Probably not exactly what you meant but still, you see lots of things fighting each other in that mod.
[edit] Imperial Legion
I think you should be able to join the imperial legion, like in Morrowind. I also thing that there could be mainland clans of vampires, like the Aundae, etc in Morrowind. (even a dead clan of vampires, and you can travel through a hidden passage and visit a 'shrine' for want of a better word where all these dead vampires are buried (or sleeping . . . . hehe). This could tie in with the deepscorn hollow plugin.
[edit] The Imperial Cult (or something similar)
There should be an Imperial Cult (or something similar) questline that would actually give Convalescence-type spells a real sense of purpose. Such as an Imperial raid gone horribly wrong and you among many other healers sent in to mend the wounded, or a group of freelance adventurers get themselves caught in an undead/vampire/necromancer lair and the the neighboring city recalls seeing them and knowing their adventuring target, worry about the time passed since they departed and the chapel request you to possibly rescue or put them to rest, or a random person becomes infected with some sort of undocumented disease and you're sent to investigate and the infected person turns out to be a sort of messenger about a pending fulfillment of a lesser-known prophecy (much like the situation the in Morrowind when the player was sent to kill his first Dagoth priest) though it turns out to be a quest in itself when the disease turns out to be some kind of spirit or something like that.
[edit] The Shirt Makers Guild
A quest line based around doing something useful to do with all that folded cloth and balls of yarn.
- I think it is a bad idea to make a questline about it but i do think it would be a good idea to be able to do something with balls of yarn and such.
- I thought yarn being pointless was the point of yarn being put into the game. Does that make sense?
- Yarn is involved in the Sheogorath Deadric Shrine quest. It's not completely worhtless.
[edit] The Farmer's Guild
I always see farmers working in the fields and get so frustrated that all I can do is pick alchemical ingredients. You could start out as a stable hand for a better farmer (if choosing to raise sheep, horses or cows) or a field worker (if choosing to grow veggies) or both. This would make room for more skills, like "Green-thumbery" or "Manageration", and would give uses for all those rakes, hoes, shovels, etc. that are always lying around.
It could give players the opportunity to buy land outside of a town and start a farm. You could raise, name, train, breed and sell your own horse(s), sheep, cattle, possibly deer (capturing one may be in order).
- Instead of a guild, this could just be a skill, like alchemy.
- The Big Business mod allows you to manage an estate with farming, livestock, and a mine.
[edit] The Treasure Hunters Guild
You know all that empty land barely north of blackwood and east of the Niben river? Nibenay basin or something like that. Well heres my idea... If your character has a high enough fame or has plundered enough dungeons a courier will hand you a letter telling you to go to a restored fort in the Nibenay Basin. Once you get there a man will greet and tell him his plans. Which consists of making a guild dedicated to picking every last ruin clean. He tells you to wait a week or two until the fort is ready. Two weeks later you arrive and there will be several wings, Alchemist/Enchanters wing. Combat training wing. "stealth" wing. There will be several people wandering about. (Keep in mind this mod should introduce many more ayleid ruins/caves/forts) You can gather plants for the alchemists to earn money, and possibly advancement after a while. Bring Varla Stones to the enchanters for money, and gather weapons for the trainers and such. After you gather the sufficient amount of items the guildhall opens up. Once it’s open you have access to free potions and items. And in the training room you can strike the dummy's to earn experience. There will be at least 4 quest givers and one master. The quests will work similar to the thieves guild, except without the stealing. You'll plunder until you sell a specific amount of gold to the guild merchant (A thousand...two thousand...three thousand... etc) Once you finish all those quests and become the leader you have the option of buying land and converting the guildhall to a town (The guildhall being the keep and you being the count.) Sound interesting?
- Cool idea, but won't it take a while for a town to be built. For instance, cropsford, a town you may have helped in the goblins trouble quest, took three weeks to rebuild, and that was three buildings. Also, why wouldn't you just build a city IN the fort (so bandits, theives guild, blackwood company guards), don't burn it to the ground and loot the place? Thirdly, if you have a town full of treasure, and maybe artifacts, wouldn't you need guards to insure its saftey? One more thing, wouldn't you have to pay the guards? Lastly, are you the only treasure hunter in this guild? if not, then you should try some of those Orc adventurers in ruins and other places, though they find stuff for their god.
[edit] Pirate brotherhood
Come on. You know you want to. You know you want to dress you character up so he looks like Captain Jack Sparrow. You know you want the option to actually go out and pillage, rob, and plunder like ol' Blackbeard himself. This should be an expansion to the Thieves Den mod in which you and your crew construct "The Black Flag II" or whatever you want to name it. After that you should be able to sail the high seas, robbing merchant ships and Imperial gunships to become one of the most feared pirates in Cyrodiil. By the end you could control the waters of Cyrodill and have the imperial navy Quaking in their boots, a new dialog could be added so that NPCs talk about your pirate alter ego, complete with a nickname chosen on your first pillaging excursion, in anvil and other coastal areas.
- I like it. And if there are privateer contracts where unscrupulous nobles ask you to sink rival ships / merchants / navy blockades...
[edit] More guild Control
I hated how when you become the guild master, the only contact you have with your guild is some way to make some money like going and talking to a statue and then talking to a person to collect gold. It's stupid. If you're the guild master, you should have power over that guild. If you are the Listener of the Dark Brotherhood, you should be able to have people assassinated. If you are the Master of the Fighter's Guild, you should be seeing every single contract coming your way. You should be able to advance others in your guild, if you so choose. You know, make it to where you choose who runs different sects in all the cities. You have to make sure they are right for the job, and that the contracts you give them will be given to people who can finish the job. If the job isn't finished, you loose money. I'd also like to see the quests extended out. I thought it was stupid that you do a quest, you get advanced. After like three quests, you already outrank the guy giving you the quests and he's been there since before you came along. Make it to where you HAVE to work your way up. You have to get to know your fellow guild buddies, and you can choose how you want to rise up: The honorable way, or the deceitful way. If you are second in line to becoming the leader of a certain sect, and you want that position, it is quite possible to assassinate that person, blackmail them, or set them up in order to make them fall and you rise. And every time you gain rank, you HAVE to be in constant contact with people who are also of the same rank. More competition. If you have a contract, but someone else does it underneath you, they get the recognition and you get nothing. But if you go and do their quest underneath them, vice versa.
- I agree, I get into the Arcane University and see these wise old Scholars that have been there for decades, masters of the Arcane, discovering ground-breaking things and giving brilliant lectures to Apprentices (yes, I was sad enough to sit through one :P), and in about 15 minutes I'm far superior to them rank-wise.. Seems a tad unrealistic, although having to spend years at a guild to advance seems a tad impractical... Also, I like your idea of blackmailing and setting people up (Thieves Guild style, I presume?), and I too would like more control over a guild once I become master, since that's what masters are for..
- I also agree, for example, when your arch-mage the battlemages still say something like, "Hello there, you must be the arcane university's newest member." I felt like blasting him with a fireball and watching him fly.
- Well, technically, it is accurate, even if you're the Arch-Mage.
- Also, Why are the scholars always so impatient and rude? I'm the Arch-Mage for Talos' sake! When I say 'Hi!' you shouldn't say 'Hmm? Yes, I'm sure you have something exceedingly important to say but I'm busy' etc. If I'm the Arch-Mage, I should be able to kick them out for that if I want.
- Well, technically, it is accurate, even if you're the Arch-Mage.
- I would also like more power over my guild like giving contracts,changing rules and being able to fire,recruit and advance people violating your guild rules and getting away with it because you are the guild master and of course more respect like in the DB. The blackmailing thing I also find a super ID as I'm sure many others do.
- I'd like a bit more power as well. Like in the fighters guild there'd be one guild hall like a recruitment center, probably the one in Chorrol. But you can put these randomized adventurers you can name, each of them having randomized armor, into the guild. After you accept them you assign them to one of the Guild Halls and maybe you can give them your own contracts like "clear out..." and you point to which place you want them to clear out on your map and you pay them for it. For Mages guild you can raise apprentices skill levels and teach them spells as well as go to a "Battlemage hall" and tell the battlemages to "retrieve knowledge" or something and theyll bring back a variety of things such as ayleid artifacts to skill books. For thieves guild you can maybe help thieves get some stuff by bribing guards to ignore thieves and such and tell them to steal a certain item by telling them "steal a silver claymore" or something.
[edit] Merchant Prince
Make mercantile a bigger part. Make a coffee house where business is held between company owners and syndicates and all that fun stuff. You start out as a waiter, and each day an event happens. You have a whole bunch of choices on how you go about solving these problems. What this does is makes you more noticeable to certain companies who look for certain qualities. So if a company is looking for someone who is strong and can defend trade caravans better, and you solve the problems in a way that makes you look more warrior-like, that company will eventually approach you and offer you a job. You can choose to solve each problem with strength, intellect, personality, etc and there is a company looking for each quality. This gives you the ability to replay the quest doing it differently. And once you join a company, you automatically start competing against the other companies, and even when you become head of that company, you still have to compete with other companies. Or, if you are the Champion of Cyrodiil, and working at a coffee house is beneath you, you can always just create your own company and look for waiters who would be good working for you. Watch out, because there is always a possibility that they are a spy for someone else. So now, when you invest 500 gold into a shop, you are literally investing...and if they get bad business, you loose money, and if they get good business, you gain money. Add some stuff in there to allow you to show off. Like, make houses you buy completely upgradeable, so you can turn a small hut into a mansion. Put some estates to buy outside of the cities so you can get away for a little while. Create different types of wagons to buy. Some are used specifically for transporting goods, and others are used to ride around town in to your destination. If you are really rich, you can have a really nice wagon and a servant to open the door for you and drive it. So the servant opens the door and you step in, benches on both sides that you can sit down on. Make a little tube-type thing that when you activate it, you can tell the driver what to do or where to go, how fast you want to go, or if you want to stop. And when you choose a destination, the wagon will travel the full way with you in it, not bring up a loading screen and then you are there. And if you don't want to wait, there is a pillow on the bench to activate to "fall asleep" and wake up when you are close to your destination. The wagon can ride through cities so you can show off your wealth to the common peasants. Now that would be a fun mod.
- Or, being hired by other shops.
- Love the wagon idea. Maybe get ambushed by bandits and thieves and if your sleeping, then you get kidnapped and have to fight your way out of their hideout with just your fists.
[edit] Daedric Champions
After getting all daedric artifacts you can choose one Daedra to become their champion and you meet the other champions and do a questline.Getting more artifacts along the way.
[edit] Fighter's Guild HQ
Something akin to a fighter's guild version of the arcane university. Maybe with some companions, or enchanting alters (and if possible, something like a weapon creating forge).
- That would be cool. It could be some fort like Fighters Stronghold. And if you´ve done Infiltration quest, there would be Blackwood Company attacks.
[edit] Guild dedicated to you
I have Oblivion on the Xbox and am really annoyed I cannot get the cool unofficial mods people have made. That is why I think Bethesda should look at these ideas and try to make the best ones. I have had an idea where there is a whole guild dedicated to your sheer prescence and accomplishments. I think the quest should begin when randomly a person a touch like the adoring fan comes and praises you and says he wishes to join you. He then says that he will gather more people to aid you. First, he says to go to his house (along the gold road) and plan your actions. When you are there he says you can use his house as your first hall but only if he can be your right hand man (much like Modryn Oreyn in the Fighters Guild).You agree and he goes on to ask you things about the guild like: Guild's Emblem Name(Choice of Given Options) Armour(Uniform) Type of Guild(Assassins, Fighters...) And the list goes on. You must give him money so he can buy the armour and accessories but it is pretty much sorted. When all of that is finished, he gives you names (Newly-added NPCs) to find and recruit. The more you recruit, the more he adds to the merchant stock, spells, Newly purchasable guild halls etc. He could also give you private contracts that you could do or you can give to an underling. This mod has endless possibilities (your Right-hand man wants to usurp you, He is an assassin and tries to kill you while on a private contract, the list goes on). Please give me feedback on this as I would love to see who else loves (or hates) this.
[edit] Merchant´s Guild
Maybe you could open up a store by trading and selling things in a store that you find on your adventures and the Merchant´s Guild could be the place where you can arrange to buy an empty store where you could open a new business, that´d be way cool it´d also be legit and maybe fast way to make some honest coin. You always hear talk of merchant´s from the locals why not become one yourself? I think that would be way cool.
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- Wouldn't that be, "The Society for Concerned Merchants"? I've come to think that it should be a joinable faction, with at least honorary membership as a reward for completing the quest "Unfriendly Competition", in addition to that "small bounty" and the enchanted ring you already receive, plus the loot. Note that someone has made a mod where you can buy Agarmir's home. Plus someone made a mod that places a shop next door to Seed-Neeus's shop.
[edit] Artificer's Guild
Granted, Cyrodill is a magical place, home of the Ayleids and so on, but with such a powerful base of commerce and culture, it was inevitable that men were going to move on from the arts of Magic and Sourcery and devote their skills to the machine.
Thus, the Artificer's Guild was born - the finst technical and radical minds of the Empire, and some outside of it, colating into a single, focused group of engineers, blacksmiths, designers, anyone who believed that power didn't have to be bound to the wielding of Magic.
By joining the guild, you choose not to focus on combat, or spellmaking, neither tact nor agression, but to heighten and augment your own abilities through the use of cutting-edge devices. Thieves, barbarians, wizards and assassins are all welcome to share their knowledge and further the cause of technology.
- Right, now the meat of it:
- A fledgling guild, with only three or four established locations throughout Cyrodill, some of the outlying cities, but not the Imperial City. The guild acts as a trading post, quest base and crafting area all rolled into one. This also unlocks a great deal of the 'vendor trash' found in many dungeons into useful materials for crafting new and interesting items.
- The Quests:
- The general aim of the guild is to gain recognition officially and set up shop in the Imperial City. The problem is, their revolutionary beliefs in technology to rival magic have lead some members of the council and Mage's Guild to oppose their growth. As an Apprentice, you start at the bottom, running errands and resolving petty conflicts, through adventuring out into lost ruins and wrecks for rare tools and materials, to eventually gaining the support of the council and establishing the Artificer's Guild proper.
- For example:
- A recent prototype catapult, during testing, exploded. Go scour the area to try and find crucial parts of the mechanism.
- Thieves have broken into the blueprint vault! Use your contacts to investigate the theft and bring the ner'do-wells to justice.
- A recent mining expedition had uncovered an ancient Dwermer outpost in the mountains...but something wiped out the mining party. Go investigate and bring back plenty of technological goodies.
- The Benefits:
- Chiefly, aside from training, the main benefit of joining the Artificer's Guild is learning how to craft items, starting with the rudimentary weapons and armour, before graduation to more complex objects. Plus, given you have the tools you can often craft items in the field, although some do require a forge.
- For Example:
- For Thieves - Clockwork Lockpicks (Automatically open up to three tumblers on use), Smoke Bombs (Paralyses enemeies, fortifies Speed and Acrobatics for a swift escape).
- For Warriors - Serrated Edges (Improves the damage on any edged weapon - at higher levels causes continual damage), Spiked Armour (Grant an unenchanted Reflect Damage effect on armour).
- For Mages - Gem Channelling (Allowing Staffs and other Magic items to draw power directly from soul gems without having to burn them up), Spellthrower (Acting like a magic item, only powered with Magika - can be used to continually 'fire' spell effects).
- For Assassins - Volatile Arrows (Adapt arrows to carry explosive damage, spreading poison effects over multiple targets), Disguise Kit (Impersonate guards, bandits, servants and gain access to areas whithout having to sneak).
- Crafting:
- Obviously, creating a whole new skill for crafting would be madness. The ability to make specific items is based on related skills. So Theives and Assassins would be able to make better lockpicks if their security is higher, Warriors can make better swords and such if their Armourer skill is good enough, and Mages can create better items if their Intelligence or Willpower is high enough.
[edit] Your own Guild
I think after you become the champion of the arena you should be able ot make a guild with the annoying fan(i mean adoring) and you could name it, name the classes, get armour enchant it and rename it(and people in your guild would wear the uniform), etc... you could even go soul trap soemthing and rename it and have it the mascot...that would be cool...and it would go to the pet quarters and you'd buy customizable furniture from the third brother of three brothers trade goods, he'd be a ghost in the basment, and umm...maybe the annoying fan could learn to fight it,and you can get him to fight with you instead of running away. The guild would be at dive rock,on the side of the cliff.and you could train there,there would be a room with cyclopyc's
[edit] A Custom Guild
When you finish the main quest a guild is made in your honour (or if you have finished the main quest previously.) You get to choose how its made: Location= Wherever you want your main guild hall to be, it could be there. Perhaps you could expand as you earn more money. Type= You choose the type of guild. Stealth based = Assassins, Thieves, Stealth archers etc. Magic based = Mages, Necromancers, Conjurers, Battlemages, Wizards(dark or holy) etc. Knight based = Fighters, Knights, Holy Knights, Dark Knights, Monster Hunters etc. standard gear = Robes, armour, weapons, materials etc.
You get to set aggressions. You can choose whether to be aggressive or at peace with other guilds. The guild generates money depending on your level. That money can be put towards food, gear, personal items, Guild items; such as swords for a fighting guild etc. (you can hire an accountant to keep track of income, profit, expenses and wages. As guildmaster you should be able to do all sorts of things.
The leader of a stealth based guild can order things stolen for them in exchange for money and promotions or order the assassination of someone. A combat or magic leader can send guards and members to a selected and discovered cave or ruin. They will salvage it and you get to keep some share of the loot. You can send them to open every container and take all worthwhile loot. You can choose how much of a share you get, you are the leader. But if you don't pay you're guildmates fairly they will revolt or simply leave. When someone dies you can pick an NPC to join if they like you enough. You can then pick more NPCs or set them to respawn so you don't have to choose more.
You should get one guild hall per city(It may be from the design of another guild hall or a completely new one. One guild hall could be in a random location, a small village maybe. In a random location, each hall has five people and the main all have 10+ members in it you can also fire people. You may also be able to train people by going to them and training them on one of your skills (or maybe major only) five per level. Only if each person's skill is lower than yours, you can charge them or not. If you charge them, they may not accept.
[edit] Legion Underground
There are mods that create entire factions and let you join them and rank up through them (such as Lost Spires and Legion Faction), but none of them are stealth-based. There are some people out there who like stealth, but also like playing as the good guys (Splinter Cell is the perfect game for these guys).
It would be badass if someone were to make a mod that allowed you to join an underground section of the Imperial Legion that works in much the same way as Third Echelon in Splinter Cell. Upon joining, it is revealed that the Legion is able to know what happens everywhere, every minute of every day, despite no one being there to witness it, because someone was there to witness it: The Legion Underground.
As a member of the Legion Underground, you're tasked with infiltrating heavily-guarded areas, retrieving intelligence by eavesdropping and pickpocketing notes, retrieving stolen items so they can be returned to their rightful owners, and taking out criminals that manage to evade the Legion because they're just as fast as the Legionaires, but don't have the heavy armor to slow them down, so they need to be caught off guard.
These "heavily-guarded areas" are littered with scores of enemies who are just as strong as Imperial Legions, so close quarters combat is suicide; you need to be stealthy if you're going to succeed.
As you progress and complete missions with prowess, you'll be rewarded powerful weapons and apparel (similar to the bonuses in the Dark Brotherhood) that the Legion Underground Captain didn't trust you with before (after all, you could go rogue on them).
Whaddaya think?
[edit] Starting areas and races
I have a probably near impossible idea so maybe for the next elder scrolls. I was thinking it would be great if you could go to any place in the elder scrolls world and when you chose to be an Argonian you would be in Black Marsh if you were a Nord you would be in Skyrim etc. And maybe you could be a dremora and you would start in oblivion and have to fight the Empire and stuff like that, or maybe an Akiviri. I think it would be a great addition. sorry about putting it on faction page.
- There is something similar, but you need Shivering Ilses to make it work. This mod adds the races to various cities in Cyrodiil, appropriate for their race (Nords in Bruma, Imperials in Imperial City, etc). Here's a link.
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4002
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