» Sat Dec 04, 2010 2:45 pm
Lets not forget the Fighters Guild. Here is their entire questline summed up http://www.youtube.com/watch?v=sIzivCJ9pzU&feature=related And what do they do to get them back? Perform better? No. Actually complete their contracts? No. Start a more aggressive recruitment process? No. Not defaulting on contracts? No. So what do they do? They murder the competition and scream http://www.youtube.com/watch?v=sIzivCJ9pzU&feature=related
Hell, I can easily justify why every guild is Cyrodiil was evil and bad.
Thieve's Guild? They keep the poor just happy enough to be under their thumb, never ever going out of their way to help them back on their feet. They're the man who gives a man a fish and tells him to feed information to him, never teaching him how to fish.
Mages Guild? Pretty much what seti18 said. Traven was a piss poor, idealistic nut job given metaphorical the keys to a car, and decides to ban anyone from the car if they're listening to music along the trip. And lets be honest with ourselves here, necromancy isn't a school of puppy kicking and people sacrificing, it's anatomy, physiology and how to reanimate dead things. "But it's so dark and evil, all bad guys use it!" First off, you got a large group of mages that had pretty much been kicked out of the guild, just because Traven is some misguided fool whom people fawn over as a beacon of good, light, and farts rainbows and sunshine. You ask me, there are three particular schools much more dangerous if you ask me. Destruction mages' whole studies involve finding ways to maim and kill people. Conjurers bind daedra to themselves, and even then the bound daedroth doesn't always obey. Illusion spells can create the perfect thief, or manipulate people to the user's very whim. Here is what you all have to realize, magic is a tool. It is not good or evil, it's just a tool. The only thing that makes magic good or evil is how it is used, like all tools. An ax can be used to chop a tree, make firewood and other stuff, or be used to kill someone. Screw drivers help people build things, or can be used as an improvised murder weapon.
Dark Brotherhood? While they were a bunch of misfits and sociopaths, most contracts given were to off criminals, murderers, and rapists. They are amoral, in that they will go after anyone for the right price, but they're ultimately a tool to be used by those with money. Daggerfall was a little better in this regard, in that everyone employed you, and you kind of knew what position your employer was, socially. Some contracts were given to kill a knight for defiling a maiden he was sent to protect (makes the knights look bad for the romantic's choice of action). Nobles paid you off to kill a bard singing scandalous songs. Mages Guild members would come crawling to them to kill off renegade MG members!
If you look outside the narrow lens of the quest lines, you will see that there is something more going on in the organizations, and I find it quite interesting. Though, I will admit that going down a single path in each of the guilds did cause a person to play "stupid moves the story forward." I am not saying "OB SUX LOL!!!!!11!1!", just giving alternative ways to view the faction quests.