Guilds |
Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Detect life is the spell with purple clouds.
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19.10.2006 20:55 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Perhaps it could be upgradable after some quest, because it having
Night Eye by default is little uber for any armor. And some players may
get annoyer by it.
Unless it's extremly rare to find of course.
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19.10.2006 20:57 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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It's exclusive for guildmembers
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19.10.2006 21:06 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Mormacil
It's exclusive for guildmembers |
But HOW exclusive? If you get it early one it will be overpowered, at least if player is sneaky type.
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19.10.2006 22:34 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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The enchantment should indeed be an upgrade for you gear. And I think
you need to earn the armor in the first place, so maybe at least 3
quests without the armor.
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19.10.2006 23:01 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Mormacil
The enchantment should indeed be an upgrade for you gear. And I think
you need to earn the armor in the first place, so maybe at least 3
quests without the armor. |
Looks like we're on the same wave length.
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19.10.2006 23:49 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by Mormacil
Oh yeah my brother loved the paramilitaric assasin guild.
edit: OK this is getting a little offtopic. Anyway I think all Khajiit
should have one item in their inventory when they're death, Khajiit
teeth. Pratically useless, but our assasin faction pays well for it
anyway
MAybe you need to bring one set of teeth before you can even join. |
That sounds like a great idea Mormacil. And I complete agree about the armour Arbiter and Mormacil.
What should we name these fellows? The Night Stalkers (Yep, all my names are this cheesy).
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20.10.2006 09:29 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Sorry for cutting out other comments.
Great teeth idea Mormacil
but maybe it shouldn't be on EVERY Khajiit. Don't want to make it simple, eh?
Possible names;
Stygian Pang (
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Twilit Scutcheon
Morose Gear
Tenebrious Cover
........... I really have to stop this.
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20.10.2006 13:30 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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How many Khajiit do you think live in Valenwood? Btw we have to make it
only availeble on death, otherwise you could pickpocket it
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20.10.2006 13:52 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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20.10.2006 13:58 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Maybe it's just me, but DB doesn't look like a type that takes "no" for an answer.
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20.10.2006 19:09 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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I think the DB really caress...
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20.10.2006 19:39 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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I had a thought the other day about how the deadra prince Sanguine
seems to take the form of a wood elf and represents (if not in the
extreme) some of the culture of the Bosmer.
Reading up on TIL,
I think there are grounds for a cult of sorts devoted to this prince;
those who value excitement in life above everything else. Perhaps not
joinable or even 'evil', I mean most Bosmer it seems enjoy a good time
I dont know anyway just something to think about
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21.10.2006 19:03 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Something for the mainquest? or a very big sidequest line?
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21.10.2006 19:28 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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Think you are correct - sort of a counterbalance to Jephre - or the darker side of the revels...
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21.10.2006 19:50 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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WE could let Y'ffre and Sanguine play a major role in the mainquest, like al gods can...
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21.10.2006 20:00 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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Well we have Y'ffre = forest god entity, Jephre = music god, and
Sanguine who is a Daedra devoted to the darker side of revelry.
If you follow Sanguine then Jephre will turn away from you, but Y'ffre may remain neutral provided the Forest is respected.
If you want to make something of these interactions then you will have
to develope very strong themes... not big bang strong, but rather
deeply intuitive... so take your time to consider well...
maybe write a few books on the subject...
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21.10.2006 22:00 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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Yes I think this will require a lot of careful thought to get right but
I do hope something can come of Sanguine's similarities. I'll see if I
can write something too.
I noticed Clavicus Vile also has the appearance of a wood elf though
I'm not sure how well he fits. From what I know of him of the top of my
head he likes to strike up cunning deals in his favour - so he has an
element of trickery.
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22.10.2006 12:59 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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OK lately I've been playing to much OB
But it does gave me some good ideas about guilds. First of all I hate
the fact taht everything in the guild is yours... So I would say, only
the food and drinks, and some basic weapons. Some high level weapons
e.g. should be from the guildmaster(so in time, you) The rest, the
trophies, clothing, items etc should be from another group, all other
guildmembers are part of, but not you, something like FGownership or
simulair.
Further, high ranking members should have a high level at all times,
with matching equipment. I really hate the fact that in OB everyone
wears iron, leather and steel except the bandits... Further some good
weapons on the wall which can only be purchased form a guildsmith or
become yours when you're guildmaster.
Furthermore I want more small quests. In the OB FG you only follow a
story, you don't actaully get real jobs... It's unreal to do a quest in
Cheydenhall, then do 2 more in Anvil to get back to chorrol and then do
it all over again. Why can't I just get a contract in Bravil? In
Valenwood we really should be able after the rebuild to do some simple
quests, like every member, and yeah some extra for the guildmaster.
Things you do to run a guild
This all creates a much more believable guild I think. Sam should pply
to other guilds as well. Further you shouldn't be able to join just any
guild, nor only be able to sell stolen stuff to fences from the
thiefsguild. To join the rangers they tell you to bring 3 wolfpelt to
join for example, for the assasins you should bring a pair of Khajiit
teeth etc.
Small thing about the mainquest, I think the MQ should first be hidden
in a guild you automatically join in the beginning, when you enter VWQ
or something, maybe because someone waits for you in Arenthia. When you
talk to him he makes you a member of this group. They contact you in
time to help them to do surtain things. Pay well in gold I guess,
slowly the story unfolds and you're in the MQ. Ok this is all for now.
Mormacil
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25.10.2006 14:42 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Some great ideas there Mormacil. I agree about the FG. And am
especially liking the Guild for the MQ idea. You could be recruited,
the guild being led by the Precursor, and it all tying in with Y'ffre.
This should be developed a bit more though.
Nice work,
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25.10.2006 16:00 |
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Ebonyknight
Seigneur
Registration Date: 04.02.2006
Posts: 834
Location: Canada, Ontario
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Hey guys been awhile since we last talked about Clans. I was thinking
of shortening to 3 clans and 2 minor ones. Their military is based on
archery dagger shortswords magic axes and clubs. All of the Clans
military system is very similar just different names armour abilites
and some different units say like berzerkers Ranger and say Druid. Each
Clan's Politcal system is a lot different. I'm thinking one clan could
be a republican ruled based with say archmaster oathman but different
names. Other would be Communist run say you kill the leader your the
leader strongest rules. 3 would be Anarchy sorta of a royalty based
system. The other 2 minor clans would just be like clansmen
clanbrother/sister and Chieftan. What do you think?
__________________ Some say I'm here, Others say I'm 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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28.10.2006 23:51 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Just want to say taht the communist part doesn't make any sence
Anyway, I discribe some clans before. I think we should keep it sort of
basic, like the houses in Morrowind, one clan is focussed on
hunting/warriors, the other prefers stealth and speed, the last one
favors magic/the gods/Y'ffre.
To combine that with your political systems I would go with:
-Warriors/hunters:
make this a timocracy(timocracy=you need a specific amount of property
to be a part of the goverment) They acquire it by killing animals and
winning duels. Thisway the strongest is clanleader.
-Stealth:
I think this would be about power and influens. No real political
system. You never admit anyone has more power then you. So you make
deals. No real laws, it's sort of anarchy, you could also call it a
aristocracy, since "the best rule". No real leader, just lots of
backstabbing
-Magic/religious: I would say these are ruled by a leader
chosen by faith/vision/profety. This clan is adepted to magic,
especially the kind you use to hide and manipulate(mystisism and
illusion). Not really advanced in destruction, but their warriors use
Chameleon very well
Mormacil
This post has been edited 1 time(s), it was last edited by Mormacil: 29.10.2006 00:57.
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29.10.2006 00:57 |
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Ebonyknight
Seigneur
Registration Date: 04.02.2006
Posts: 834
Location: Canada, Ontario
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Sounds good but I do like the Communist part since because itd be like
I have the most power I claim rule. But say you get votes from other
leaders and challenge the Leaders right to rule take your men to his
land and kill them all and therefore you are now the new leader.
__________________ Some say I'm here, Others say I'm 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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29.10.2006 00:59 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Do you know anything about communism at all?
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29.10.2006 01:05 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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quote: |
Originally posted by Ebonyknight
The Stealthy/traders Clan uses stealth guerilla and ambush tactics in
war. They have the most money and can use that to upgrade their
holdings, lands, and troops.
The Warrior/Hunter clan uses charging/traps/and other tactics to fight
in war and battle. They are the most experianced fighters and their
archers are the worst of all 3 clans. They make money from selling body
parts of the animals and farming.
The Magic/religious clan uses ambush/traps/ and full frontal attacks.
They make money by selling magical goods and services plus providing t
he spiriutal needs for the People. Their holdings are high in the trees
or deep underground. Their Troops are ok equiped but their most
talented troops are the religious fanatics and Wizards.
Sound good? |
First no farming, mind the green pact, I say the archers of the
warriors are very good, they've the best army, so archers are still
very well trained, warrior doesn't mean you neglect longrange weaponry.
About ambush, all bosmer tactics are ambush and guerilla, they don't
like great battles since they eat all their defeated enemies, each
warrior his own
Since all bosmer are great archers adn not that bright, the magic clan
can't totally rely on their magic abilities so I would think they mix
their troops, all have minor magical attacks and powers, just a few
real wizards. Spiritually I would say they are the most active of the
three. They are indeed fundamentalists but not insane.
And about all the clans, they are the most conservative of all, they
totally obey the Greenpact, all life in houses made of magically grown
plants and trees. I would put the magicclan in the north, around the
pines, mountains and the bonzaitrees. I think the warriors just south
of the center of Valenwood and the stealth just east of the center of
VW. Around these clans you got all the cities with there own leaders.
edit:
About leading the macicaln I woulod go for chosen leaders, by rituals/tests and visions of their priests/shamans.
This post has been edited 1 time(s), it was last edited by Mormacil: 29.10.2006 01:22.
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29.10.2006 01:21 |
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Ebonyknight
Seigneur
Registration Date: 04.02.2006
Posts: 834
Location: Canada, Ontario
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What kind of strongholds should they have my idea is.
Warrior inside a Huge Hallowed out Rock
Stealth underground Caverns
Magic High in the Trees or Underground.
How do they make money?
What do they Trade?
How much land do they have?
What is their population belonging to their clan?
How much influence do they have on politics?
__________________ Some say I'm here, Others say I'm 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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29.10.2006 01:32 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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'These clans are jsut important in the mainquest, they don't care about
the outside world. They keep them self alive like the old days in
africa. The stronghold ideas are good to me, although I do have some
doubts about the rock. Their terretories will be small, just very dence
jungle mostly, well the magicclan will be in the pineforests adn
mountaisn so they have a larger area, but none are friendly to
strangers
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29.10.2006 01:40 |
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Danmako
First Knight
Registration Date: 25.10.2006
Posts: 89
Location: Australia...MATE
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Hey ok
*Fighters Guild - Rebuilding quests, getting back their power, GREAT
idea, dont let this slip. Imperials trying to maintain and rebuild
power in the face of the emperors slaying leads to tense decisions and
confrontation
*DB\Ranger style - Hunters\Slayers of rogue khajiit that infiltrate
Valenwood, trackers of rogue elements that defy the orders of the
Valenwood leaders
MW (Tribunal) and Orsinium (Malacath) have both brought the idea
forward that various Daedra favour certain races. So whilst the
Imperial Church of the Nine will exist it will compete directly with
the traditional Bosmer ideas of the Daedra and their interaction with
everyday life...
This conflict can take historical context with say the Catholic church
and its conflicts with pagans, absorbing some ideas and demonising
others. It makes sense that the Bosmer had various traditional beliefs
that seperated them from the mainstream Altmer before the Imperials
came along
Sanguine - great idea is referenced in everyday life, may have a
boogeyman\evil eye reference (By Sanguine, thats insane!") Sanguine
disciples may be unpopular individuals that people still visit for help
Clavicus Vile - who knows, but he is a crazy Bosmer looking nutter.
Hircine - I have a quest idea that may work well here
All three could easily be used as patrons of the Hunter\Slayer guild
mentioned before. Trophies make perfect sense for advancement, leaving
advancement free form ie khajiit ears, teeth etc. Refer to TG in OB for
the fences and money needed before Quests were given
THREE leaders of the Hunter guild (mouth of Sanguine, mouth of
Clavicus, Mouth of Hircine) Player may take missions from each that
focus on different things
*Mages Guild - Well, enough said, not much discussion has been had
* As for the clans, if you join one, CANNOT join another. Makes perfect
sense. Inter clan battles should be more subtle than Dunmer, it is not
about killing each other, it is about outDOING each other.
BTW, make the focus not so much on what weapons and such they use, most
Bosmer are nature loving archers, make it about personal policy. ie
imperial sympathisers, Altmer bloodlines, one wants a return to the Old
ways, one advocates full scale war with the khajiit another wants an
alliance with them. Policy differentiation makes more sense than trying
to force fighting styles
Is that all the Factions mentioned?....sorry for the ramble
__________________ Danmako....The man with no name
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30.10.2006 06:18 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Clavius Vile is a master of bargaining, he doesn't fit a deathsquad in
my opinion. But Hircine and Sanguine do of course adn since they come
from the DB don't forget Sithis...
Furhter we want the rangers to be a seperated guild, They are more for the hunt, for the players that don't join the FG.
For the clans I agree bows are main weapon, how they're used is
clanbased, the magicclan would increase efficience of archer with
cloakingspells, hunterclan would go with some extra
meleewarriors(spears
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And maybe each clan would also favour one god, Hunters=Hircine,
Stealth=Clavius Vile, Magic= hmm? Sanguine? Y'ffre? I'm not sure.
edit:
For the FG rebuild, brother came with the idea to let you be able to
rebuild after your master of iether one of the FGguild cahrapters,
either Cyrodill, Skyrim, Morrowind, Elsewyr, Blackmarsh. I requires
some coörporation but would make sence and solves the problem of the
very boring Cyrodill FG.
Mormacil
This post has been edited 1 time(s), it was last edited by Mormacil: 30.10.2006 08:05.
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30.10.2006 08:03 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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I'm glad we are nearing the final outline of each of our factions and
guilds. Some very good ideas there Danmako, for the mages I would say
Y'ffre as their Patron type. They could be called upon to make living
places for the bosmer in some villages, as one of the way Bosmer make
architecture in Valenwood is through magic and 'growing' it out of the
groud/tree etc.
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30.10.2006 10:44 |
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Danmako
First Knight
Registration Date: 25.10.2006
Posts: 89
Location: Australia...MATE
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Excellent, this gives the MG a real purpose that is distinctly Bosmer.
It is important I think to keep to this distinctly Bosmer feel
Love the idea of each Daerdra being the patron of a Noble House. To me
the Valenwood lore is fairly sketchy when it comes to social structure,
leaving people with the feeling that Bosmer are just tree huggong
hippies. I believe that it can go much deeper than that, a historical
reference....ready
When the Jutes, Saxons and Angles moved into the isle of britain they
found a culture that was romanised but still distinctly celtic. This
led to a lot of conflict, not only in the sense of physical battles,
but also in the belief system, imagine celts forced to worship german
gods. The celts themselves were slowly absorbed or pushed into the
wilder places of the west, where their beliefs were held too.
We can use such an historical example in this way....
* Clan one is the mages/builders, who have managed to hold onto a lot
of the Altmer traditions of magic but made it distinctly Bosmer. They
are resistant to complete imperial domination but will co-operate -
based South Westish, near Elden Grove?
* Clan two is the fightery clan, with the most members in the hunters(
see below) and the imperial legion. They have taken the idea of
integration to its highest form, officially renouncing the old ways and
taking on the nine and imperial cult. Based mostly in the north
* Clan three is the stealthy clan that fights a continuos war to
maintain the old ways. They have been defeated in open conflict and
seek other ways to advance their cause, such as the fostering of war
between khajiit and Bosmer. They are scattered in the hardest to reach
places
As for the HUNTERS.....they could possibly be an independant group that
sprang up with the destruction of the original FG, brought about by
co-operation between the (three?) noble houses. This could help explain
how all three Daedra are involved. It was built for a noble purpose but
gets abused by higher ranked nobles
So, that seems to take a bit of shape....how about names, other ideas?
NOTE: One thing, lets avoid cookie cutter names from LOTR, I am a huge
fan but a line needs to be drawn. Something with a deeper celtic base
would be nice, or perhaps old welsh. Names such as Gwydion, Mannannan
and Tuatha all hold great power. I am not saying use these exactly, but
I think they have great flavour
__________________ Danmako....The man with no name
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30.10.2006 13:14 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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At home I got a bookmark from a namesite, with the meanings of pretty
much thousends of names. You can search for celtic english, danish,
turkish, biblitical, mythical, greek, latin etc etc etc.
Further I would place the stealthy types more coorparative towards the
imperials instead of the fighters, stealth are traders and thief, not
really people with moral. THink of them as house Hlaalu, uncle Curio
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30.10.2006 13:29 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Your ideas of separation tie in greatly with the regions we are planning in Valenwood.
*Elden Grove has much conflicting lore, 1) It is supposed to be a
mystical place where none has ventured because no way inside has been
found. 2) In other lore there is a city called Alden Root in it, which
the altmer made the capital of Valenwood, now how can this be? My
solution to this has been that a great city was once built in it, but
lost forever, taking some inspiration for Atlantis.
*Clan two seems good, but clans should really portray the old ways, the
Green Pact etc, perhaps this could be a questline? Getting the clans
back the way they should be, after all an Elder meeting has not taken
place in centuries.
*Clan three, yeah, I have to objections here.
About the names: I wasn't thinking of using LotR names, we do have a
name generator after all, and it follows Lore pretty closely. But I
agree, those names do have great flavour.
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30.10.2006 13:29 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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And what about my post?
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30.10.2006 13:41 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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So, we ARE going for the clan categorization?
__________________ The Forgotten Ones have returned.
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30.10.2006 13:46 |
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Danmako
First Knight
Registration Date: 25.10.2006
Posts: 89
Location: Australia...MATE
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I dont know, I took the idea of the stealth away from House Hlaalu
because it had been done with the Dunmer, I think the Bosmer Fighty
house can be based more on imperial creedo, they trade but still gear
up.
The stealthy house were more about staying out of the way to preserve what has been lost
__________________ Danmako....The man with no name
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30.10.2006 13:48 |
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