Re-organizing factions - ideas
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11-25-2006, 02:34 PM,
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Re-organizing factions - ideas
I am re-organizing the non-Main Quest factions. Main-Quest doesn't mean Great House War, which is more of a giant quest-line involving several factions but not the biggest thing.
after awhile.... I realized that perhaps more isn't better... yes the list cut down a lot already but still, we might want to reconsider some interesting but not necessary factions and link them in via other factions... Therefore I make this new list of factions, those that are under a faction in a subsection are joinable via the main faction or are part of the main faction. I hope this way the faction quantity will be more simplified but each faction will be big and immersive... which I think is a good thing If you look cloesly we have more faction branches present, thus more factions, but mny of the sub-factions aren't substantial enough to stand on their own, and thus have a connector that makes sense. However I have two things I need to discuss: 1. where do I put the Dark Brotherhood? Do we even need them as a faction as they are almost extinct on Vvardenfell? 2. how can we reduce? LimQ - Limited Questline MedQ - Medium Questline LarQ - Large Quest-line MQ - MainQuest --- this means it is unjoinable Vampire Hunters (LimQ) Clan Quarra (LimQ) Clan Berne (LimQ) Clan Aundae (LimQ) House of Troubles (MedQ) Tribunal Temple (LimQ) --- Bal Molagmer (MedQ) Holamayan Monastery Census & Excise (LimQ) --- East Empire Co. (LimQ) Imperial Guard (MedQ) --- Nine Divines Camonna Tong (MedQ) Morag Tong (MedQ) Ashlander Tribes (LarQ) Sheogorad Nords (LarQ) Mages Guild (LarQ) Morrowind Legion Great House Redoran (ComQ) --- Valenvaryon Orcs (MedQ) --- Indoril Refugees Great House Hlaalu (ComQ) --- Dres Corsairs Great House Telvanni (ComQ) --- Bitter Coast Guerillas (MedQ) Great House Dagoth (MQ) Sixth House Cult (MQ) Buoyant Armigers (MQ) Ordinator Orders (MQ) To sum it all up... House of Troubles is a religious faction (Daedric) and can stand alone. The Tribunal Temple has a small quest-line, but connects to the Bal Molagmer, which they are sheltering out of mutual gain. The Census & Excise moves onto the EEC where your inspector of taxes and census gets to move on and make the real money. The Imperial Guard, once you've become the leader of it, the Nine Divines will grant you full access to their priviledges like shrines. Camonna Tong is the gang-faction and is for Dunmer but an outlander can enter albeit extremely hard. Morag Tong is still your assassin Guild but now will have deeper quests and involving keeping Vvardenfell stable, or trying to. The Mages Guild will be focusing on countering the Telvanni now, as well as continuing research on Dwemer and recruiting and educating. Great House Redoran now will be sheltering both Indoril refugees and Orcs of Valenvaryon. I figured they need a mention as they are a large group, but not large enough, or not powerful enough to be a faction of their own. The Indoril refugees you will help in quests and do quests for, but not join, Valenvaryon orcs you can, only you have to be an orc. Great House Hlaalu will have Dres Corsairs, you can do quests for the Dres mercenaries, but not join them. And finally, Great House Telvanni will have the faction of Bitter Coast Guerillas, which you can join if you are Argonian, but it is a very specific path. I know my judgement on these faction re-organization isn't the best, so please, comments, suggestions, and criticism all welcome |
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11-25-2006, 04:44 PM,
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Maybe even less around like 8 because that is alot like how about
Imperial Guard Camonna Tong Ashlander Mages Nords Dagoth Greathouses Bitter Coast Guerillas Or someone say lets combine all Imperial Factions into one major one with enough force to regain a strangle hold over Vvardenfall?
Some say im here, Others say im there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to take your mind off things for a moment then I strike without hesitation and leave no trail |
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11-25-2006, 10:06 PM,
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no... because you can't lump all Great Houses into one faction... cause they are warring against each other an are distinct groups. Thats like saying Roma, Carthago, and Sparta are all under a kingdom called "meditteranean powers' which is kinda dumb.
and by the way we've cut down on the factions by like 3-4 I think. And we can't put ALL Imperial factions together since Mages Guild and Telvanni hate each other, but the Imperial Guard is just there for stability, they don;t favor anyone, they respect Redoran, are welcomed by Hlaalu, and leave Telvanni alone and the only thing they dislike is Helseth who is causing turmoil with all his revolutionizing personally I think we;ve cut down to the point where if we cut down any more we're gonna have to start dropping factions in TES3 there were... 25 joinable and unjoinable factions... but I could be wrong, can someone look it up in the CS please? House Hlaalu House Redoran House Telvanni 6th House Cult Blades Census and Excise Dark Brotherhood East Empire Company Fighters Guild Imperial Cult Imperial Legion Imperial Knights Talos Cult Mages Guild Thieves Guild Ashlanders Nerevarine Camonna Tong Morag Tong Tribunal Temple Dissident Priests Twin Lamps Aundae Clan Berne Clan Quarra Clan |
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11-25-2006, 11:14 PM,
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I didn't say put all the greathouses together i just put it there as Greathouses.
Some say im here, Others say im there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to take your mind off things for a moment then I strike without hesitation and leave no trail |
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11-25-2006, 11:38 PM,
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Quote:Originally posted by EbonyknightI see... but we don't need to categorize them, we need to see how many in total and see what we need to cut down on :yes: |
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12-03-2006, 07:33 PM,
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Vampire Hunters
Clan Quarra Clan Berne Clan Aundae House of Troubles Tribunal Temple Bal Molagmer Census & Excise --> East Empire Co. Imperial Guard Camonna Tong Morag Tong Ashlander Tribes Sheogorad Nords Mages Guild Great House Redoran Great House Hlaalu Great House Telvanni there... 18 non-MQ joinable factions... now let me split them into themes... Vampiric Theme has the three clans and the Vampire Hunters run by the Vando Clan... mainly small quests, some killing, and eventually last quest will be to kill of all other competitors... very straightforward and basically free-for-all-ish Religious Theme This will be the House of Troubles and the Tribunal Temple. Just the expansion of each, the daedric cults through intimidation and the Temple through charity and kindness... one has powers that come at terrible cost and the Temple has similar gifts but through great effort and questing Criminal Theme Bal Molagmer will be trying to maintain itself, be legit and also get back at Camonna Tong... and the Camonna Tong will be trying to crack down and monopolize the underworld by making sure all opposing gangs and outsider synidcates are crushed quickly, and so they strike first at the Thieves Guild Faction Theme The factions themes are just the regular old factions taking pot shots at each other and doing their thing... notably thr Ashlanders experiencing a revival of culture and influence and the Nords immigrating in... everyone else is normal, Imperial Guard trying to limit crime and protecting targetted officals, and Mages Guild still doing their thing with a little more anti-Telvanni House Theme This will show the House Hlaalu growing in strength and conscripting Dres mercenaries and corsairs, they are also trying to economically starve the Redoran and Telvanni and putting pressure on Ashlanders to trade only with Hlaalu. The Redoran will find the Valenvaryon Orcs and they will join the Redoran if allowed to practice their ways and religion. The Redoran also start making peace with Ashlanders and Telvanni and try to establish trade only with their friendly factions and attempting to boycott Hlaalu. They will also arrange for Indoril to be settlingAzura's Coast and be protected and protect the Telvanni border... The Telvanni will be hunting down Daedra to train their people and be training troops, ex-slaves are told to bear arms and after five years they will be brought back to their homelands. The Telvanni begin to reach out to ex-slaves who wish to settle Vvardenfell and uses them as soldiers saying they can settle Vvardenfell if they help spread Telvanni influence.... and then there's a secret Dwemer technology project and Neloth opposing Aryon... |
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12-03-2006, 09:11 PM,
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18 seems a little to much...
My mage is an honor student at the Arcane University.
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12-03-2006, 09:26 PM,
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Quote:Originally posted by WhiteWizardI thought in TES3 you could join 17 I think... House Hlaalu House Redoran House Telvanni Blades East Empire Company Fighters Guild Imperial Cult Imperial Legion Mages Guild Thieves Guild Ashlanders Morag Tong Tribunal Temple Twin Lamps Aundae Clan Berne Clan Quarra Clan |
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12-03-2006, 09:39 PM,
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cant join twin lamps
Some say im here, Others say im there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to take your mind off things for a moment then I strike without hesitation and leave no trail |
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12-03-2006, 09:45 PM,
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Quote:Originally posted by Ebonyknightoh... by the way... I'm starting to think the EEC has nothing of importance since whatever they do is the same but less than what the Hlaalu do... so maybe we should drop it as a playable non-MQ faction? |
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