Ordinator Mod: Need Ideas!

Post » Fri May 27, 2011 11:40 pm

Many of you may have seen http://www.gamesas.com/bgsforums/index.php?showtopic=865008&st=40 on interest in an Ordinators Faction mod in which the player could join the Ordinators and play as a member of their order. Well, the response received has prompted me to begin work on such a mod. But I still need your help.

I will not consider this a WIPz yet, since I am still in the process of organizing my ideas into a cohesive storyline (I have most of the major points, including the major quest line, developed). But I have found that the ideas of one person, though sufficient for my own tastes, may be below the standards of the community I have set out to serve. So I need some inspiration. Let's start from the top:

Right now, in order to be selected as an Ordinator candidate, the player has to be an initiate of the Temple, as well as having achieved one of the following:
1. Reaching a certain level.
2. Reaching a certain reputation.
3. Reaching a certain rank in a Dunmer Great House.
4. Completing the Vivec murders quest.
It is the above 4 possible requirements that prove the player is devoted to the well-being of Morrowind and its people, and allow the Ordinators to make the exception of permitting an Outlander into their ranks. What I would like from you people of the Elder Scrolls community is any input or suggestions for what these requirements should be (what level, what reputation, etc) or anything else that you feel would improve on my current idea.

So far, I have a basic concept for an Ordinator training facility. It is an isolated island off of the Sheogorad coast (for which I require a name, preferably a traditional Dunmer name), upon which is built a walled in high-security compound, with barracks and other buildings that one might expect at an Ordinator training camp (temple, drillmasters' quarters, reception office, training quarters, a library for study of doctrine and such, etc.) It is here that the chosen candidates become strong Ordinators, fearsome in combat and well-versed in the Temple doctrine they are sworn to enforce. Candidates, once entering, are not allowed to leave the compound. The player will train here, both physically and at study, until they reach level 10, where they will be given the opportunity to take the final Ordinator test in the chambers dug beneath the island whenever they so please (either immediately after reaching level 10 or later on after further training until the player feels comfortable.) I would like to have the test taken in three parts to reflect the three Ordinator virtues of Faith, Law, and Justice, but I have yet to find a practical application of these values as tests. So what I need from you are ideas for how the training should be conducted (how the player levels up and becomes a capable Ordinator), things that should happen during training, and any and all ideas for what the final test should be. Since I have hit a road block here, I am completely open to new ideas.

I also would like to hear ideas for quests for each of the four orders of the Ordinators (Order of the Watch, Order of War, Order of the Inquisition, and Order of Doctrine and Ordination.) I already have some good ideas, but everyone has their own ideas of what an experience as an Ordinator might be like and what an Ordinator would do, and I would like to hear them.

So any and all input at this point would be very appreciated, and know that you would be contributing to what may be a very fine faction mod. :]

Also, if you have any ideas that are not addressed above, please, by all means, feel free to mention them in this thread or via PMing me.

Thank you.
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Sat May 28, 2011 1:46 am

Good idea about the mod! :goodjob:

I think number 4 would be the best one to pick
User avatar
Donatus Uwasomba
 
Posts: 3361
Joined: Sun May 27, 2007 7:22 pm

Post » Fri May 27, 2011 10:30 pm

Good idea about the mod! :goodjob:

I think number 4 would be the best one to pick


Thank you. :]

Anyone else?
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Fri May 27, 2011 7:36 pm

Thank you. :]

Anyone else?


Don't know what you are planning to do with the Ordinator uniform (Indoril armor), but it would be nice to receive pieces of the armor as rewards for promotions (i.e. you are given the Indoril Cuirass after completing the training. Then, for Rank 2, you receive the gaunlets or another piece of the armor, only completing the set after you have reached a certain rank).
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Sat May 28, 2011 7:06 am

I support the idea that num 4 should be the basic requirment to be an ordinator.

some of the basic training ( I think) should include some of the vanila morrowind quest : doing the first task of the temple, and in at least one of the quest you have to accompany another person to that place ( there are three vanila quests that needs that to be done) - what else?
I would add some other solving crimes and justice quests - like the finding a lost slave in suran. a test duels ( not to death) must be part of that training, and maybe even cleaning some of vivec sewers of those monster or helping a drawing victim out of the water.

i my opinion - all this should happen in vivec, not on another island, but that's only my opinion.
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Sat May 28, 2011 5:26 am

I think you should have to complete all the pilgrimages for joining the temple to be an ordinator in addition to whatever.
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Sat May 28, 2011 4:39 am

I'd go with #3. Since the pc is an outlander, it would make sense that he/she would only be an acceptable candidate if a Great House vouched for him/her.

Like I told you in pm, I LOVE your idea and love the fact that this would focus on lore instead of hack&slash with free armor.

For armor pieces, it would make sense to give pieces only after a good progression through the training, and not right at the begining. I'd go with smaller pieces and keep the cuirasse and helm for last. IMO, the helm should be the very last piece, as it holds more significance. If you find it a little unbalancing, the player could be ask to come up with a sum of money to contribute to the cost of his armor, since the armor seems to be some kind of "gift" from House Indoril to the Temple. Would also explain why most Ordinators are from House Indoril; House Redoran is probably as pious, but it could be more expensive for them to graduate.


I love your ideas so far for the training facility. I disagree about putting it in Vivec because it's Vivec-the-god's city plus it would conflict with more mods then a new island would. If there was a training facility in Vivec, it would be for Buoyant Armigers, not Ordinators. I'd maybe suggest putting the island more to the south, as it would be closer to the mainland. If it was up north, it would probably have been moved there in more recent years and not be THE ancient traditional Ordinator school.

I'm not too fond of being unable to leave the facility at any time. I think it would be best if kept for certain locations inside the facility, like where the final tests are conducted, but not necessarely when studying.

For the tests:
- I think Faith should be some kind of choice that doesn't make sense but proves you believe blindly in the Tribunal. Something like the puzzle canol shrine, where you're asked to drown yourself. If you drown yourself just because one of your gods' inscription tells you to, you'll probably do everything they say (or die, but we now that you don't die, so..).
- Law and Justice are trickier. I'd say that both could be related to having to duel/kill an heretic or dangerous deadric creature, but if you want them to be slightly different, I'd say Law could focus more on protection of others. Maybe having to escort someone alive through harsh dangers, or being locked in a room with two groups that try to kill each others (dunmers vs creatures, dunmers vs daedra worshippers, etc.) and the door only opens when you've disposed of group A while keeping everybody from group B alive.
- Justice would make more sense in having to catch/kill a criminal (humanoid, not a creature). It might not seem much different for players who don't role-play, but there's a big difference between killing a creature or a NPC. All futur Ordinators should be able to kill a living person for justice, no matter how harmless or nice they seem, no matter if they commited a crime for understandable reasons, and their training should make sure to root out the ones who can't.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Sat May 28, 2011 10:28 am

Law might be more of a murder mystery quest, with solid options that can lead to either the wrong man, or to the real killer.

Justice should be capturing a criminal, maybe using magic? dont Ordinators use magic?

I think that where the ordinators train should focus on the skills that are required, maybe doing quests, or training (fighting, casting spells) maybe do it like a camp that you dont get to do quests until certain skills are high enough...
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Sat May 28, 2011 3:37 am

I have to go with number 4 as a requirement as well. I'm not so sure about the great houses, because some of them conflict slightly with the Temple/Ordinator's morals (aren't some of the necromancers you have to kill for the Temple Telvanni?). I think you should have to complete some of the Temple's quests to kill necromancers before joining, as proof that you're willing to hunt down the Temple's enemies.
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Sat May 28, 2011 6:30 am

I have to say 2 and 4. Wouldn't an outlander have to be known about to be accepted into their ranks?
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Fri May 27, 2011 11:51 pm

I have to say 2 and 4. Wouldn't an outlander have to be known about to be accepted into their ranks?


I wouldn't necessarily think the PC would have to be well known...well known to the Temple as someone who does right by them yes, but well known for herioc deeds, not so much. I'd think they would be less inclined to take a hero over someone who is humble and has proven loyalties.
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Sat May 28, 2011 6:03 am

I wouldn't necessarily think the PC would have to be well known...well known to the Temple as someone who does right by them yes, but well known for herioc deeds, not so much. I'd think they would be less inclined to take a hero over someone who is humble and has proven loyalties.


That's what I mean. They aren't going to accept any outlander who asks them, thus, that outlander must be known by the temple. Maybe instead of reputation, you have to complete the Temple's pilgrimage like somebody else said.
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Sat May 28, 2011 5:51 am

Very excellent ideas. Keep them up. :]

I want to maintain some level of confidence in which ideas I intend to use, to keep the suspense going. Sorry. :P
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Sat May 28, 2011 4:58 am

Bump
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sat May 28, 2011 12:47 am

Quest ideas:

1) Clearing out a shrine of daedra worshippers (with a group or alone)
2) Eliminating heretics and heretical ideas (a clash/battle with the Dissident Priests or Ashlanders? Nerevarine Cult?)
3) Escourting Temple priests and/or pilgrims
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Fri May 27, 2011 11:03 pm

Perhaps the mod could be expanded to include the High Ordinators. Maybe once the PC has reached a certain rank, Almalexia (or any ranking Temple official) could induct the PC into the ranks of the High Ordinators, beginning once again to rise throught the ranks to receive different pieces of armor and new abilities.

Or create the "Hands of Vivec," similar to the Hands of Almalexia
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Fri May 27, 2011 9:09 pm

Vivec already has his "hands": Buoyant Armigers.

Personally, I'd rather see some kind of rivalry between the player and the High Ordinators.

Oh, and I came across those two quests in the Imperial Legion (I rarely play that faction...). Both involve killing Ordinators.
http://www.uesp.net/wiki/Morrowind:Suryn_Athones%27_Slanders and
http://www.uesp.net/wiki/Morrowind:Saprius_Entius_(quest)

Did you plan something with those? I don't know how complicated it would be to do, but it could be nice to do those quests from the Ordinators' side.
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Sat May 28, 2011 12:49 am

Justice should be capturing a criminal, maybe using magic? dont Ordinators use magic?

How about capturing a heretic and torturing him/her in Lie Rock? Can you stomach the hypocrisy? (Oh, yes, and the irony of the Nerevarine as an Ordinator.)

I think the player should be given the full suit of Ordinator armor at some point, not in bits and pieces; it's a uniform. Okay, well, maybe the Cuirass and Helm first, since those pieces are the ones that have the scripts that make Ordinators go nuts if you wear them. And don't forget that dwarven mace, the Gavel of the Ordinator. That could be a reward/quest item.

I like all four of your requirements. It shouldn't be easy to be an Ordinator. But, aren't they all of http://www.uesp.net/wiki/Morrowind:House_Indoril? Maybe what we need is a House Indoril in Vvardenfell kind of mod... Hmmm...
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Sat May 28, 2011 7:27 am

But, aren't they all of http://www.uesp.net/wiki/Morrowind:House_Indoril? Maybe what we need is a House Indoril in Vvardenfell kind of mod... Hmmm...


I'm afraid that that is a common misconception. Though Ordinators predominantly hail from House Indoril, they are not officially nor exclusively of that House. Just like the Buoyant Armigers and House Redoran.

There actually is a House Indoril mod, but I'm not sure if it takes place on Vvardenfell. I think it might take place in Mournhold. I would dig up a link, but I'm sure a quick search on Planet Elder Scrolls would yield sufficient results.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Sat May 28, 2011 6:06 am

Vivec already has his "hands": Buoyant Armigers.


Yes, Vivec has the Buoyant Armigers; however, I think he should have his own Hands (actually called Hands). Basically, another section of the Temple not related to the Buoyant Armigers. Sorry about the linguistic ambiguity.

These Hands would accept missions beyond the prowess of even the most experienced Ordinators and Buoyant Armigers. These tasks could include spying on Sixth House/Nerevarine Cult/Necromantic activities, as well as leading conquests against them.
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Fri May 27, 2011 6:11 pm

bump
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Fri May 27, 2011 6:04 pm

Is this mod dead?
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Sat May 28, 2011 3:11 am

Is this mod dead?


No.
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Sat May 28, 2011 10:34 am

Then what is the progres?
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Fri May 27, 2011 8:56 pm

Many of you may have seen http://www.gamesas.com/bgsforums/index.php?showtopic=865008&st=40 on interest in an Ordinators Faction mod in which the player could join the Ordinators and play as a member of their order. Well, the response received has prompted me to begin work on such a mod. But I still need your help.

I will not consider this a WIPz yet, since I am still in the process of organizing my ideas into a cohesive storyline (I have most of the major points, including the major quest line, developed). But I have found that the ideas of one person, though sufficient for my own tastes, may be below the standards of the community I have set out to serve. So I need some inspiration. Let's start from the top:

Right now, in order to be selected as an Ordinator candidate, the player has to be an initiate of the Temple, as well as having achieved one of the following:
1. Reaching a certain level.
2. Reaching a certain reputation.
3. Reaching a certain rank in a Dunmer Great House.
4. Completing the Vivec murders quest.
It is the above 4 possible requirements that prove the player is devoted to the well-being of Morrowind and its people, and allow the Ordinators to make the exception of permitting an Outlander into their ranks. What I would like from you people of the Elder Scrolls community is any input or suggestions for what these requirements should be (what level, what reputation, etc) or anything else that you feel would improve on my current idea.

So far, I have a basic concept for an Ordinator training facility. It is an isolated island off of the Sheogorad coast (for which I require a name, preferably a traditional Dunmer name), upon which is built a walled in high-security compound, with barracks and other buildings that one might expect at an Ordinator training camp (temple, drillmasters' quarters, reception office, training quarters, a library for study of doctrine and such, etc.) It is here that the chosen candidates become strong Ordinators, fearsome in combat and well-versed in the Temple doctrine they are sworn to enforce. Candidates, once entering, are not allowed to leave the compound. The player will train here, both physically and at study, until they reach level 10, where they will be given the opportunity to take the final Ordinator test in the chambers dug beneath the island whenever they so please (either immediately after reaching level 10 or later on after further training until the player feels comfortable.) I would like to have the test taken in three parts to reflect the three Ordinator virtues of Faith, Law, and Justice, but I have yet to find a practical application of these values as tests. So what I need from you are ideas for how the training should be conducted (how the player levels up and becomes a capable Ordinator), things that should happen during training, and any and all ideas for what the final test should be. Since I have hit a road block here, I am completely open to new ideas.

I also would like to hear ideas for quests for each of the four orders of the Ordinators (Order of the Watch, Order of War, Order of the Inquisition, and Order of Doctrine and Ordination.) I already have some good ideas, but everyone has their own ideas of what an experience as an Ordinator might be like and what an Ordinator would do, and I would like to hear them.

So any and all input at this point would be very appreciated, and know that you would be contributing to what may be a very fine faction mod. :]

Also, if you have any ideas that are not addressed above, please, by all means, feel free to mention them in this thread or via PMing me.

Thank you.


I would make it the second rank in the temple, so that you have completed the pilgrimages of vivec, plus the "vivec murders" quest, and the character being proficient in 3 major skills of that faction(typical 2 at 15 1 at 30).

I like the idea of a rivalry with the high ordinators(maybe just a "your think your so great" kind of resentment to them) but also how about an option to join them when you progress to certain level in the faction? I'm almost positive it is said in morrowind that the high ordinators are selected from the most elite of the ordinators. And there are also "elite ordinators" in the game. So perhaps at a certain rank your given the robe that the elite ordinators wear, and further down the line you have a choice to go to mournhold and continue your career as a high ordinator after you have finished a really tough quest and are of a certain level... maybe have that choice be akin to how you choose to be a master or continue as magister in house telvanni? Infact i could see the faction being run as a mix between the legion, a great house, and the temple... but now im thinking to much :-p

also maybe you get expelled when you claim to be the nerevarine, and are allowed to join again when vivec proclaims you as him. or an alternative route to join the faction when you are proclaimed nerevarine by vivec.
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Next

Return to III - Morrowind