New Guilds

Post » Sat Feb 12, 2011 9:33 pm

ranger guild.


Is that not basically part of the Fighter's guild?

some kind of slave freedom fighter group.


Would the town guard not work? If not what would it be called?
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Devin Sluis
 
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Post » Sun Feb 13, 2011 6:07 am

I would love to see a really well made Hunting guild (guild of hunters) they could have various quests that relates to hunting down dangerous creatures. Say a diseased bear has begun to kill off residents in a little town high up in a mountain side or something. An the player gets the quest to track down and kill the bear in its cave. This will get you a good reputation in the village and as you gain more power within the guild you can take on bigger challenges. Hunting down were creatures and so on. And when you reach top rank, you can send out hunting teams (like in Bloodmoon's Thirsk) and get a share of the income.
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Nathan Risch
 
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Post » Sun Feb 13, 2011 5:32 am

I would like to see a large selection of guilds, like the ones from Morrowind, in the game. The inclusion of houses would be nice as well, but I'm not sure if that would fit with the lore of Skyrim. We might see a forger's guild or something in that regard.
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Kayleigh Mcneil
 
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Post » Sat Feb 12, 2011 3:07 pm

I want a simpler thieves guild. You never get to be the head honcho, but you eventually take on a status kinda like a Doyen and can have two or three compadres to work with/send out. The guild relies less upon a single person (YOU!) and more upon the guild as a whole, and as this Doyen type person you supply funds to the guild to help maintain things.

Not everyone aught to be the master of everything.
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Marquis deVille
 
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Post » Sat Feb 12, 2011 11:51 pm

The more guilds the better imo, but the Fighters guild, mages guild and thieves guild will most likely return. Probably the DB as well(Hopefully with the morag tong as rivals, that would be kinda cool). Besides that, I would like some Nordic houses(whatever they are called) and Most definitely a pirates guild. Guilds to do with Politics would be awesome as well. Odds are, we won't have over 10 guilds in the vanilla version of the game, but perhaps some mods will give us the rest :D
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Pixie
 
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Post » Sat Feb 12, 2011 5:42 pm

We wont be seeing the mages guild though.

Thats replaced by the Synod and the College of Whispers. Wich are really cool names.

Id love lots of guilds, and I like some of your more day-to-day life kind of guilds like the blacksmith guild.
Id also love lots of quests that are not of a guild, and that you stumble across while exploring.
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His Bella
 
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Post » Sat Feb 12, 2011 4:59 pm

The Skooma guild would be made of so much WIN.
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MISS KEEP UR
 
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Post » Sat Feb 12, 2011 5:01 pm

I also think the guilds should each only have one guild hall rather then a hall in each city.
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RaeAnne
 
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Post » Sat Feb 12, 2011 9:26 pm

What I would like to see:

- Fighter's Guild/Knights of the Nine-like faction. I definitely want at least one mercenary faction based on the http://en.wikipedia.org/wiki/Jomsvikings. A second, straight Fighters' Guild equivalent would also go nicely.

- Mages' Guild. By which I of course mean the Synod and/or the College of Whispers. I'm interested to find out about these two factions and what exactly they're fighting over.

- Thieves' Guild. Obviously.

- Assassins' Guild: Either the Dark Brotherhood, the Morag Tong (in refuge from Morrowind), or both, fighting against each other. Obviously the last would be best.

- Bakers/Blacksmiths/Alchemists/Miners/Hunters/Traders' Guilds: These probably wouldn't have much in the way of epic storylines, just provide the player with better access to crafting materials or equipment, but they'd add a lot of texture to the world.

- Political factions/Imperial Legion/Houses. There are tonnes of these available. Just going by the lore we know, there's the Skyrim Nationalists, the Skyrim Loyalists (plus the Empire), the Horme, and Jsashe's Coven. Obviously some of these will be more important than others. Minor factions could include Nord clans.

- Religious factions/Daedric cults: At a minimum, the traditional Nordic priesthood versus the Imperial Cult. Daedric cults could be minor factions. Jsashe's (Lorkhan-worshiping) Coven is an obvious wildcard. And who knows what the Dunmer refugees are up to.

- Vampire Clans: I'd like to see these return from Morrowind.
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Arrogant SId
 
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Post » Sun Feb 13, 2011 1:34 am

First off, I would of course like to see the basic guilds:
-Fighter's Guild
-Mage's Guild
-Thieves Guild
Then more specific ones:
-Assassin's Guild; a guild formed for secret assassinations on important NPCs or well known NPCs that would leave the public in fear and shock.
-Explorers Guild; basically a guild that you join and it's members will talk about amazing sites they have seen, horrible monsters they have encountered, et cetera.
-Guilds to do with Politics; how the city(s) runs. Possibly work way up to becoming head of the politics, but I don't really see this one happening.
-An Arena Type Guild; I thought Bethesda did a good job on Oblivion with it. But it needs to be put into more depths, have more of a story to it, better rewards, and last much longer than just about 10-20 fights to complete it.
-Join the Town Guards/Imperial Legion; this would be nice. Being able to be a guard of a city or in charge of the guards. Possibly being able to arrest unlawful citizens.
-Skooma Guild; pure fun and getting drunk.
-Vampire Guild; For the most part I enjoyed my vampire experience in Oblivion, but it made me feel like I was the only one a vampire so I had to pretend The Dark Brotherhood was a Vampire Guild. I would really like to see an organized Vampire Guild.

Collecting, Baking (Cooking), Blacksmithing, Alchemy, Mining, Fishing, Hunting are all extra tasks to do for fun on your own.
I see the Pirate/Naval Merchant/Smuggling Guild as almost the same thing as Thieves Guild; it could be tied together.
A religion is a religion, so I don't think it is really a guild but the religion(s) could be organized.
Daedra Cults are something I like, but I don't know if it fits with Skyrim or not. If so, I say yes.

I don't think the rest of the options are necessary even for impletementing.
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Alexander Lee
 
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Post » Sat Feb 12, 2011 4:23 pm

I think there should be a guild for ninja.
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leigh stewart
 
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Post » Sat Feb 12, 2011 10:33 pm

I voted for everything.
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Rusty Billiot
 
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Post » Sun Feb 13, 2011 7:06 am

Raven rock faction and Houses for the win. Everyone loved building their stronghold.
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Valerie Marie
 
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Post » Sat Feb 12, 2011 8:36 pm

Guilds exist to protect the specific profession of those individuals or group of people. Like a blacksmith guild would be in a town because they would be the ones who would run and be in charge of the blacksmithing. And if someone else were to come in the town and set up their own shop, they'd either have to join the guild and follow their rules or get out. Although that is not always the case, especially not in the TES world. But I would like to see a craftsmen guild, mining guild, vampyre clans, construction guild or masonry guild or some other equivalent.
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^_^
 
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Post » Sun Feb 13, 2011 4:02 am

Religious factions and Daedric cults would be super-cool. I wanna worship Hircine, dammit!
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Cathrine Jack
 
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Post » Sat Feb 12, 2011 3:24 pm

What I would like to see:

- Fighter's Guild/Knights of the Nine-like faction. I definitely want at least one mercenary faction based on the http://en.wikipedia.org/wiki/Jomsvikings. A second, straight Fighters' Guild equivalent would also go nicely.

- Mages' Guild. By which I of course mean the Synod and/or the College of Whispers. I'm interested to find out about these two factions and what exactly they're fighting over.

- Thieves' Guild. Obviously.

- Assassins' Guild: Either the Dark Brotherhood, the Morag Tong (in refuge from Morrowind), or both, fighting against each other. Obviously the last would be best.

- Bakers/Blacksmiths/Alchemists/Miners/Hunters/Traders' Guilds: These probably wouldn't have much in the way of epic storylines, just provide the player with better access to crafting materials or equipment, but they'd add a lot of texture to the world.

- Political factions/Imperial Legion/Houses. There are tonnes of these available. Just going by the lore we know, there's the Skyrim Nationalists, the Skyrim Loyalists (plus the Empire), the Horme, and Jsashe's Coven. Obviously some of these will be more important than others. Minor factions could include Nord clans.

- Religious factions/Daedric cults: At a minimum, the traditional Nordic priesthood versus the Imperial Cult. Daedric cults could be minor factions. Jsashe's (Lorkhan-worshiping) Coven is an obvious wildcard. And who knows what the Dunmer refugees are up to.

- Vampire Clans: I'd like to see these return from Morrowind.

This. Full of common sense and realistic expectations of what we could actually expect Bethesda to do.

I would also say that reforming the Blades would be an awesome faction to have because not only would it be cool, but your mentor is the last Blade and you'd be pretty much the only guy who could start them back up. That means you'd be the automatic leader, and you'd get to recruit them, design their equipment, get them money and resources, take them on training missions, go on quests with them, and build them a fortress. It'd combine the best aspects of morrowind's fortress system with factions and quests and it could tie in with the main plot.

The only other thing I would add is that maybe the political factions could be divided by holds. Perhaps these holds are divided by whether to join the Nationalist or Imperial side and some holds have more power than others, with one or two bonified leaders to the overall sides that are residents somewhere. You could choose to help different holds or resolve situations/problems there that are independent of the overall conflicts. Or maybe you'll just get an achievement every time you eradicate all of the dragons in a hold.
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Maria Garcia
 
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Post » Sat Feb 12, 2011 7:34 pm

Lets be honest, the more guilds the merrier, but lets also keep in mind having a blacksmithing guild a heavy armor guild, a tailoring and a light armor guild is ridiculous. I would say there could be a "clothing guild" but there is no tailoring in the game. So don't go crazy on all the nitch guilds.

The more apparent different ones would be Thieves and Assassins guilds. I don't know if there would be a sensible political guild, but becoming a member of a court wouldn't be a bad idea. I also like becoming a member of an like the Legion, however that is not very practical because the legion wouldn't allow the freedom the player needs.

You have freedom in the mages, thieves, dark brotherhood, arena, and fighters guild, but that would not be practical for the legion. Imagine if all the troops went dungeon diving it'd be chaos. So yes as many guilds as would cater to uniqueness balanced with practicality.
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Georgine Lee
 
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Post » Sat Feb 12, 2011 7:17 pm

I wouldn't mind seeing non-joinable guilds. Just doing the odd quest for them here and there.
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Eric Hayes
 
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Post » Sat Feb 12, 2011 6:10 pm

Baker's Guild? lmao :rofl:
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Davorah Katz
 
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Post » Sun Feb 13, 2011 4:14 am

The usual guilds, of course ; I would particularly appreciate that both the Dark Brotherhood and the Morag Tong should be present. :sad: After all, destruction of Vvardenfell, we know a lot of Dunmers went to Skyrim, right ? And maybe expand on the Mage's Guild problems.

Otherwise, politics/religion related guilds. Daedra cults is not a bad idea ; the interaction with more traditional cults should be fun. Remnant of Houses, what with the aforesaid Dunmer influx, why not.

Not so much the other type of guilds you mentioned. Thing is, I don't wish so much for number of factions, as I want more complexity and inter-guild issues, alliances, mistrust and whatnot. As it has been often suggested, why not join one to do undermining work for another ?

Seems a bit chaotic, but it's civil war, after all : times like these, every little faction is out for blood - mere survival or expansion of power.
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Frank Firefly
 
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Post » Sat Feb 12, 2011 7:46 pm

I forgot to mention my favorite guild idea, which is very reasonable, the mercenary guild. It has many practical applications and would be enjoyable. You can read about it on thehttp://www.gamesas.com/index.php?/topic/1157147-roads/ thread which is an enjoyable thread to read
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scorpion972
 
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Post » Sat Feb 12, 2011 9:25 pm

Honestly I just checked everything there mainly because one they sounded pretty good and two the more the better right?
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Eileen Müller
 
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Post » Sat Feb 12, 2011 8:11 pm

I forgot to mention my favorite guild idea, which is very reasonable, the mercenary guild. It has many practical applications and would be enjoyable. You can read about it on thehttp://www.gamesas.com/index.php?/topic/1157147-roads/ thread which is an enjoyable thread to read

The Fighter's Guild is a mercenary guild.
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Julie Serebrekoff
 
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Post » Sun Feb 13, 2011 4:02 am

The Fighter's Guild is a mercenary guild


Someone else suggested a choice between the Fighter's Guild and a mercenaries guild
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Trista Jim
 
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Post » Sun Feb 13, 2011 7:57 am

I think there should be a guild for ninja.


Would that not basically be an Assassin/Stealth guild?
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Mark Churchman
 
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