Fighters Guild

Post » Sat May 28, 2011 8:07 pm

the fighter's guild was rather pedestrian. what you're missing is bound helmets with permanent 5 fire damage on self.

Spoiler

in the causing trouble quest, you punish the 3 idiots by forcing them to fall unconscious from fire damage every few seconds for the rest of their lives. give the entire blackwood company a complimentary friendship hat. there is no final battle - everyone was too hopped up on hist to notice they had been set on fire, i figure.

maglir can be cast in another light. i went on a mission with him and i was attacked by the mythic dawn. maglir defended me with his life consciousness. maglir took 2 hours to kill him while i was invisible. he was a 1 hit ko, so he would only get 1 knife swing off per consciousness regained. he also did all the fighting for both missions. on the second mission, believe it or not, he defended me against Another mythic dawn attack. finally, because there was no final battle, maglir didn't join the final battle, he just simply stood outside the compound and waited for me. so in my book, he's not a bad guy. however, maglir had been dishonored since he failed to defend his guild. so i told him that he had to restore his honor with seppuku. no words were needed, i simply handed him the ritual suicide helm (which looks vaguely reminiscent of the friendship hat) and wouldn't you know it, he agreed, set himself on fire and gave me his set of blackwood armor to remember him by. so my experience with maglir is that he was generous, loyal, hard working and honorable. everything a true fighter and friend was supposed to be.

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Holli Dillon
 
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Post » Sat May 28, 2011 8:58 pm

Except that Necromancy was already banned long before Traven could ever take a crack at banning it. It was always banned in the Mages Guild, as well as the Psijic Order. Which the book you linked to explains in the first two paragraphs.


Hmm. It appears I've been suffering from a case of selective memory. Apparently Traven indeed didn't bann necromancy, but just enforced a bann that has never been lifted, but was being ignored. Thank you for correcting me.

Not to mention that "Virtually all the earliest laws of the land make mention of it as expressly forbidden on pain of death." This makes the rest of that book completely pointless, as there is nothing to debate, and nothing to ban. It was already done in a previous Age. This is another of those cases where Bethesda could not be bothered to read the game books that Bethesda made, so Bethesda completely contradicts what Bethesda says, making it very hard to take anything Bethesda says very seriously, as Bethesda obviously does not.


My interpretation of "Virtually all the earliest laws of the land make mention of it as expressly forbidden on pain of death." is that it reffers to what the laws were like in ancient times, but not what they are like at the end of 3rd era.
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Steven Nicholson
 
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Post » Sat May 28, 2011 2:32 pm

Hmm. It appears I've been suffering from a case of selective memory. Apparently Traven indeed didn't bann necromancy, but just enforced a bann that has never been lifted, but was being ignored. Thank you for correcting me.

They never say it was being ignored by the previous arch-magister. They say it had been at times in the past though. But leave that nice and vague, and even suggest that perhaps some arch-magisters were necromancers themselves. Of course every one in the mages guild tells you that Traven banned necromancy. Which is kind of strange, if we are to believe it was never allowed in the first place. They also say they have no idea why, which is also strange given that Bethesda keeps saying how evil necromancy is and how terrified regular folks are of it. Bethesda cannot be bothered to keep their story straight. So really it is just a matter of choosing which part of their lore to ignore. You have to ignore one if the other is going to make any sense.

My interpretation of "Virtually all the earliest laws of the land make mention of it as expressly forbidden on pain of death." is that it reffers to what the laws were like in ancient times, but not what they are like at the end of 3rd era.


My own interpretation is that those laws never changed. The great thing about a single player game, is anyone can build their RP world how they like it.
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Reven Lord
 
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Post » Sat May 28, 2011 9:38 am

The fighter's guild is the most boring questline in all Oblivion. I wish we could have joined the blackwood company instead.


That would've been SWEET. Especially since you don't accomplish anything with the infiltration besides gather evidence which you don't show to anyone. It's a shame they don't have an omnipresent ultra competent police force or anything... :banghead:
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Doniesha World
 
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Post » Sat May 28, 2011 9:51 am

On the subject of the Fighters Guild itself, I found the questline to be so-so. I liked the rat quest in Anvil. I just loved the whole idea. I can't believe the fuss people make over a few little rats... Plus Lord Rudgumph is just tons of fun. I wish he had been in more of the game. On the other hand, some of the quests do not make much sense. Like the arms delivery one. Why did those three go to the mine to kill goblins and not bother to take an weapons with them? Hello, anybody home? The thing I disliked the most however was having to constantly walk back and forth across the province from Cheydinhal to Anvil at the beginning, and then having to constantly go back and forth between Chorrol and Leyawiin at the end. I dislike using Fast Travel, but after a while I am sick of having to spend a half hour walking to one place, only to have to spend another half hour to walk right back again.
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Eire Charlotta
 
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Post » Sat May 28, 2011 8:09 pm

On the subject of the Fighters Guild itself, I found the questline to be so-so. I liked the rat quest in Anvil. I just loved the whole idea. I can't believe the fuss people make over a few little rats... Plus Lord Rudgumph is just tons of fun. I wish he had been in more of the game. On the other hand, some of the quests do not make much sense. Like the arms delivery one. Why did those three go to the mine to kill goblins and not bother to take an weapons with them? Hello, anybody home? The thing I disliked the most however was having to constantly walk back and forth across the province from Cheydinhal to Anvil at the beginning, and then having to constantly go back and forth between Chorrol and Leyawiin at the end. I dislike using Fast Travel, but after a while I am sick of having to spend a half hour walking to one place, only to have to spend another half hour to walk right back again.


Ugh... Bethesda must've forgotten that there was a branch in Leyawiin or something. That made no sense in the world. Why couldn't Oreyn have just relayed his orders to the Dispatcher down thataways rather than make us hoof it there and back again?... And again... and again... and again. :banghead:

FG Cyrodiil is probably the most inefficiently run merc squad I have ever seen. No wonder the Blackwood Company took such a foothold so fast, who can be bothered to travel across half a continent just to get orders?
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Alan Whiston
 
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Post » Sat May 28, 2011 3:31 pm

What i didn't like was how only two guild halls gave out missions...nevermind 3. I mean theres like what 6 guild halls and only have of them get used. I didn't mind how trivial some of the quest are, they felt like jobs.
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Anna Beattie
 
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Post » Sat May 28, 2011 11:09 am

There's one thing that makes up for the crappy aspects of this quest line/faction.

A man of epic masculinity and bravery - a warrior, a legend, a gentleman and a scholar.

http://uesp.net/wiki/Oblivion:Modryn_Oreyn

Think about it. The man can take down the toughest of foes with a simple iron mace, wearing normal clothes and a simple iron cuirass. He's made of win and testosterone.
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Marcus Jordan
 
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Post » Sat May 28, 2011 3:27 pm

Ugh... Bethesda must've forgotten that there was a branch in Leyawiin or something. That made no sense in the world. Why couldn't Oreyn have just relayed his orders to the Dispatcher down thataways rather than make us hoof it there and back again?... And again... and again... and again. :banghead:

FG Cyrodiil is probably the most inefficiently run merc squad I have ever seen. No wonder the Blackwood Company took such a foothold so fast, who can be bothered to travel across half a continent just to get orders?


Yes! If the Mages Guild can have a person in charge of every chapter, how come the Fighters Guild cannot? Most of their guild halls have no one in charge. I wish they would have put a guild commander in each city, and have that person give you two or three missions. That way you could work your way around the province, instead of going back and forth all the time. Then if they wanted to have the big showdown in Leyawiin, have Moderyn come down there to take charge personally.
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Krista Belle Davis
 
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Post » Sat May 28, 2011 5:22 am

I think that the weak story is because the first 5/6 of the story you are simply working as a mercenary. The story slowly appear towards the end of it, but I agree that the guild need a lot of work to meet the standard of the DB and MG(personal opinion).
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Julie Serebrekoff
 
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