Necromancers guild?

Post » Sat Jul 09, 2011 9:53 pm

So. The tile explains everything, do you think/hope there will be a joinable necromancer's guild?
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Alexandra Ryan
 
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Post » Sun Jul 10, 2011 2:17 am

I hope I can kill off said guild as I don't like necromancers.
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Luis Longoria
 
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Post » Sun Jul 10, 2011 4:20 am

As to original OP: I say it before I say it again: More choice/options (whether you are for or against said thing) = More immersive world and gameplay experience

As such I would not join it, nor would I support it. I would hunt them down and kill every last one. BUT that shouldn't mean you can't join them :icecream: (seemed appropriate)
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Erich Lendermon
 
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Post » Sun Jul 10, 2011 4:39 am

I hope there is for the following reasons:

1) it will give me lots of skeletons, zombies and liches to chop up into chunky kibbles

2) it will give me lots of Necromancers to chop up into chunky kibbles

Necromancy is a cancer that should be cut out with a bloody great big battle axe.

I voted yes.
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Emily Graham
 
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Post » Sun Jul 10, 2011 12:22 am

No, necromancy should be a legitimate school once again. Traven was a complete and utter [censored] MORON, and is directly responsible for the fall of the Mages Guild. Also, this school isn't about being ultrapowerful being of doom, it's playing around with dead bodies and using them like puppets.

The school of destruction is much more villainous.
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Jeremy Kenney
 
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Post » Sat Jul 09, 2011 6:01 pm

Absolutely.

There should be a guild for EVERYTHING and we should be able to join or destroy them as we see fit.

It is a TES game after all. :tes:
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Jennifer Munroe
 
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Post » Sun Jul 10, 2011 2:00 am

I want it in, very much so. I do not know if I'd join it, but I want it there.
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Verity Hurding
 
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Post » Sun Jul 10, 2011 1:52 am

I have deleted some posts that were not appropriate - please watch the content of posts.
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jasminε
 
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Post » Sun Jul 10, 2011 1:35 am

More content (if it's well implemented) is never a bad thing ;)
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Rebekah Rebekah Nicole
 
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Post » Sun Jul 10, 2011 4:46 am

I'd join, especially if I got my own base for performing experiments on the dead.
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roxanna matoorah
 
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Post » Sun Jul 10, 2011 8:24 am

Let me ask you all this, why can't it be a legitimate school in Skyrim? Why do necromancers need their own group, when they tend to do things alone? And, I assume most of you believe they're evil.
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Mrs. Patton
 
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Post » Sun Jul 10, 2011 5:39 am

I do not, that's why I want them in. As another option IF there's more Mages Vs. Necromancer crap going on.
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Everardo Montano
 
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Post » Sun Jul 10, 2011 5:59 am

Let me ask you all this, why can't it be a legitimate school in Skyrim? Why do necromancers need their own group, when they tend to do things alone? And, I assume most of you believe they're evil.

Bringing dead people back is not nearly as bad as killing them. Its like you're providing a public service!
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Nauty
 
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Post » Sat Jul 09, 2011 5:42 pm

I want to kill people then make their corpses dance. Thats my wish. Dance little puppet dance!
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Laura Elizabeth
 
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Post » Sun Jul 10, 2011 8:48 am

Let me ask you all this, why can't it be a legitimate school in Skyrim? Why do necromancers need their own group, when they tend to do things alone? And, I assume most of you believe they're evil.

most thives work alone but there is still a thives guild
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Deon Knight
 
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Post » Sun Jul 10, 2011 7:55 am

I'd join, especially if I got my own base for performing experiments on the dead.


You avatar made me lol when I read your post.
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Davorah Katz
 
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Post » Sun Jul 10, 2011 6:28 am

The more guild I can join the better, adds up to the number of hours I'll be playing. I'm sure I won't be satisfied with just 1 or 2 playthroughs with this game that's for sure and each playthrough I'm gonna be playing a different class so yeah hope they add all kinds of crazy guilds
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Farrah Barry
 
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Post » Sun Jul 10, 2011 7:00 am

I'm still hoping the Necromancers in Skyrim will be joinable.

I get the impression there will be two different joinable guild-type factions for each playing style.

  • Stealth - Thieves' Guild, Dark Brotherhood
  • Warrior - The Companions, Arena Teams (seems likely considering how upset Emil Pagliarulo was when due to disc space limitations, they scrapped the 9 separate Arenas he had painstakingly crafted for each of the cities of Oblivion, replete with unique dialogue, quests, NPCs, etc)
  • Mage - The College of Winterhold and either Necromancers or the Witches' Coven of Whiterun


In any case, if the Necromancers are not joinable, I will make a Necromancy magic mod with new spells, spell animations, spell tomes, NPCs and quests involving elaborate arcane rituals, possibly adding Necromancy as a new skill and perk tree.
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Elea Rossi
 
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Post » Sun Jul 10, 2011 3:10 am

quests involving elaborate arcane rituals


what kind of rituals?
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Farrah Lee
 
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Post » Sun Jul 10, 2011 3:09 am

yes, but I don't think they'll add it.. :/
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Tanika O'Connell
 
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Post » Sat Jul 09, 2011 11:00 pm

I'd like to see the return of the http://gamall-ida.com/f/files/realmannimarco_190.jpg
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Peter P Canning
 
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Post » Sat Jul 09, 2011 10:45 pm

what kind of rituals?



Making a good Necromancy mod will probably involve some elaborate rituals and quests to obtain ingredients, etc. for animating a corpse. On the other hand, who's to say that there aren't other interesting spells from this school (i.e., something besides creating an undead servant) that we simply haven't heard about yet.

For example, if you look at the history of necromancy IRL, a spell like Clairvoyance fits with a lot of descriptions of medieval necromancy, it would just require something like the remains of a person related to the quest as a material component in order to cast the spell. In fact, that could be a really cool way to balance the power of the Clairvoyance spell. There could be other interesting takes on this, as the concept of necromancy need not be limited to the descriptions in passages from previous TES lore books.

This was a huge missed opportunity in Oblivion because all the Necromancer NPCs we encountered had basically the same arsenal of spells as most of the other spellcasting NPCs. IMO there could have been a deeper, much more interesting culture for this faction.

Historically, in ancient times, Necromancy was a sort of divination involving corpses or summoning the spirits of the dead in order to seek guidance. Later, in medieval times, necromancy was considered a form of sorcery involving summoning demons or spirits (which in Skyrim could translate to Daedric beings) for purposes of:
  • reanimation of the dead
  • food and entertainment,
  • to drive people mad
  • to inflame people to love or hatred, to gain their favor, or to constrain them to do or not do some deed"
  • conjuring a mode of transportation
  • identifying criminals,
  • finding items
  • revealing future events.


some TES lore about Necromancers

http://www.imperial-library.info/content/morrowind-preparation-corpse
http://www.imperial-library.info/content/morrowind-arkay-enemy
http://www.imperial-library.info/content/morrowind-legions-dead
http://www.imperial-library.info/content/oblivion-black-arts-trial
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Emzy Baby!
 
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Post » Sun Jul 10, 2011 12:04 am

Let me ask you all this, why can't it be a legitimate school in Skyrim? Why do necromancers need their own group, when they tend to do things alone? And, I assume most of you believe they're evil.


I think part of the reason why Necromancers weren't more fleshed out in Oblivion had to do with the complexity of giving Necromancers their own spells and balancing that for combat against the player.

Since in order to complete the mages guild quest you must fight a lot of Necromancers, it was probably a lot simpler to give Necromancers the same sort of spells all the other mages got and throw some zombies and skeletons in their lairs for ambience.
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TASTY TRACY
 
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Post » Sat Jul 09, 2011 7:39 pm

Id be happy with just being able to use the "reanimate" spell effect frequently. The Staff of Worms was a joke. 30 seconds? I couldn't see why such a great spell effect was limited to a week speshal item. If Necromancers had it, and i had to kill a few twice or 3 times, i would have loved it. On a PC that was easly fixed, but until 09 I was a PS3 only gamer and I cant help but see it as a poor developer decision.

... That being said, i voted yes, and whether necromancy would be limited to a single spell effect (with perhaps a REAL staff of worms that made it last until they simply re-died?) or with rituals and quests, id love it.

:bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :sorcerer:
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Stat Wrecker
 
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Post » Sun Jul 10, 2011 7:41 am

I hope Necro Guild is in the game..I doubt it though. I'd join that guild instead of the mages guild for sure.

I'll settle with a good Reanimate Spell though, even though Command Humanoid/Creature wins cause you don't have to kill em first. Reanimate, even with that garbo staff of worms, was more fun.
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CHangohh BOyy
 
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