Possible new guilds in skyrim

Post » Sun Feb 06, 2011 5:43 pm

Oblivion had many guilds, and i look forward to skyrims and hope they include even more guilds in this one :toughninja:
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Sun Feb 06, 2011 3:54 pm

Oblivion had many guilds, and i look forward to skyrims and hope they include even more guilds in this one :toughninja:


Fixed.

I hope they upwards of the amount Morrowind had.
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Mon Feb 07, 2011 2:33 am

A lot? Oblivion really had 5 that had more than one rank, including Arena which is barely a guild.

Morrowind had like 18
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Mon Feb 07, 2011 12:09 am

Most likely the 5 that were in Oblivion should be in Skyrim, but I am not sure the Dark Brotherhood really fits in TES V. I would like to see the Imperial Legion and some major factions that are involved in the civil war.
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Mon Feb 07, 2011 12:52 am

Oblivion barely had any. There should be at least 20 guilds I hope.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Sun Feb 06, 2011 7:48 pm

Just pointing this out... Oblivion's guild quests were much more rich and you can tell a lot of detail was put in them, whereas in Morrowind quite a lot of the quests were "fetch this". This is why Oblivion had less guilds. They put more work into them. I say this as a Morrowind fan, so don't think I'm biased.

Anyway, I'm hoping for at least 7 or 8 guilds if not more.

but I am not sure the Dark Brotherhood really fits in TES V.


The Dark Brotherhood fits now more than it ever did. With the Empire in ruins and a civil war going on, there are probably a ton of assassinations and murders going on. Chaos means good business for the DB.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Mon Feb 07, 2011 1:09 am

I want more, this is one thing that doesent make sense and showed more of a sign of being rushed. This kind of content adds more depth and shouldent be cut down.
User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Sun Feb 06, 2011 3:19 pm

I'm also hoping for the 7-8 range. Hopefully we'll see the College of Whispers and that other one, starts with an S, can't remember it. Along with some sort of mercenary guild/organization to replace the fighter's guild, a chance to join a standing army, such as the Imperial Legion, an assassin's guild, either surviving Morag Tong members or Dark Brotherhood, plus some organizations based on religion and politics. I would also like their quests and relationships to intertwine so you can't join them all.


Synod, that was the other mage one. Oh, and add a thieve's guild to that list.
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sun Feb 06, 2011 11:11 pm

fighters guild, mages guild, thieves guild, skyrim national guard, blades/dragonborn guild, assasins guild, adventurers guild, cartographers guild, etc. So mny possibilities rather than jsut the 4 basic ones.
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Sun Feb 06, 2011 11:14 pm

with the new skills (mining, wood cutting, smithing, etc) there may be new guilds based around them.... like a smithing guild where you get to test out new weapons and armors :hubbahubba: , or a mining guild where your basicly a prospector. things like that. hopefully there will be a hunting guild where you collect pelts and sell them to leather makers and keep an eye out for rare spawns that would be like prize game.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Sun Feb 06, 2011 2:53 pm

with the new skills (mining, wood cutting, smithing, etc) there may be new guilds based around them.... like a smithing guild where you get to test out new weapons and armors :hubbahubba: , or a mining guild where your basicly a prospector. things like that. hopefully there will be a hunting guild where you collect pelts and sell them to leather makers and keep an eye out for rare spawns that would be like prize game.

I would expect quest strings for this stuff, but likely not guilds. Not that that wouldn't be kinda cool, become head of a hunting lodge or own a series of mines.
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Sun Feb 06, 2011 10:39 pm

I hope so.

I really would like to see more of a commitment to one guild.


I mean I know it would make playing through all the guilds in one playthrough a bit bothersome, but I would like to see you have to quit a guild before you join another. I mean why is that the people in the Fighters Guild don't go "Hey your a mage! Your in the Mages Guild! Get the heck out of here!".

Seriously it would make choosing a guild that much more important. When I first played I thought it was a tough choice and I would have to pick one. Little did I know I could just join them all on a whim and it didn't even matter.


Just my ranting thoughts...............
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Sun Feb 06, 2011 12:40 pm

A hunters guild. A great hall of plaques with great beasts on them, furs and bones line the walls of this sanctum for beast slayers.

That'd be nice.
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Mon Feb 07, 2011 2:07 am

actually one of the nice things about the story of Skyrim is it would lend itself to a good number of factions.

The article I read said that the Nords are splintering and beginning to fight due to conflicting ideologies which would make the game pretty neat if you got to side with one of these ideologies, this was essentially what happened in Morrowind as there a good number more guilds in Morrowind than in Oblivion and many of the Guilds were spawned out of differing beliefs from other factions.

my hope is that they make you stick with one or two guilds rather than letting you join all of them in one sitting. In Morrowind you could not join all guilds as there were faction rivalries (IE: if you joined the Mages Guild you could not join House Telvanni) I'm not saying you should only be restricted to one guild, but don't let us join all of them in one playthrough, only a select few depending on the ones you join.
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Mon Feb 07, 2011 5:05 am

I want several factions more than Morrowind I hope, I am really interested to see how the new factions for the mages will work out with the fall of the Mages Guild.
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Mon Feb 07, 2011 5:27 am

We'll almost certainly be able to pick sides in the Civil War...

Other than that, I expect their will be a Thieves Guild, Fighters Guild, Mages Guild, and the Dark Brotherhood. I bet there'll be another Arena too.

I'd also like to see:

Morag Tong

Pirate Guild

Town Guard Guilds

Vampire Guild

Werecreature Guilds

Skooma/Drug Running/Crime Guild
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Mon Feb 07, 2011 2:39 am

Just pointing this out... Oblivion's guild quests were much more rich and you can tell a lot of detail was put in them, whereas in Morrowind quite a lot of the quests were "fetch this". This is why Oblivion had less guilds. They put more work into them. I say this as a Morrowind fan, so don't think I'm biased.


I say as an Oblivion fan that Morrowind was better! :P
Seriously though, I don't think the guild quests were lacking in detail at all in Morrowind. They involved politics more instead of the crazy scenarios of Oblivion (Mages Guild comes to mind first, I kinda like it when the side quests aren't threatening the world...leave that to the main quest). The Great Houses of Morrowind were especially good in my opinion. In fact, the more I think about it, the more I realize how good Morrowind's guild quests were! Its true that many of the quests, especially the beginning ones, were "fetch" quests, but that is how your beginning quests SHOULD be! What have you proven so far, right? Oblivion wasn't too different in that regard really...

In the end, I just liked the choices:
Morrowind-- Blades (Main Quest), Fighters Guild, Mages Guild, Thieves Guild, Imperial Legion, Morag Tong, Imperial Cult, Temple, Great House Hlaalu, Great House Redoran, Great House Telavanni. There are also the three different Vampire Clans (Berne, Aundae, and Quarra) that were hard to find but oh so rewarding :)

Oblivion-- Blades (Main Quest), Fighters Guild, Mages Guild, Thieves Guild, Dark Brotherhood, Arena (I would only count this if Morrowind can count the Vampire Clans).
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Mon Feb 07, 2011 4:29 am

Faction does not = guild

Example:
Republican Party = faction
United Steel Workers Union = guild

The difference is that a faction is based on beliefs and a guild is based on skills

fighters guild, mages guild, thieves guild, assassins guild,

Tried and true staples of the series
blades/dragonborn guild,

i don't think 2 people would really qualify as a guild.
skyrim national guard, adventurers guild, cartographers guild, etc.

Now your just reaching because i can't see them being able fully flesh out just any guild with content.

I'll be just fine with how ever many there are as long as they are not tokens.
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Sun Feb 06, 2011 5:48 pm

The mages guild will probably not be an option this time, as it is dissolved. Something in it's place though probably.
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Sun Feb 06, 2011 7:06 pm

Okay, likely the staples will be back:
Mercenary Guild(s) - With the fall of the empire, the Fighters Guild's charter would likely become a useless scrap of paper, allowing other mercenary businesses to pop up. In addition, the FG may have gone into dark times, or actually started being more competent.
Magical Organization(s) - I do not say Mages Guild, because that has fallen since the collapse of the Septim Empire, and the only magical groups to pop out of its ashes (that are known) are the Synod and The College of Whispers. Those two organizations may or may not be in Skyrim, but I find it likely that they are instead of one with a different name.
Thieves Guild - The best part of being in an extremely decentralized and illegal organization is that it is likely to not be affected by the chaos of an empire falling. First off, they could easily persuade a nobleman to really keep the rate of crime at a healthy equilibrium, instead of allowing a place to go into utter chaos. It would be much more interesting if the Thieves Guild ends up being more mafia-like, or begin a series of notable businesses to launder money and illegal items around, as opposed to being Robin Hoods with fences,
Dark Brotherhood - Like the Thieves Guild, the Dark Brotherhood is a pretty decentralized guild that is also illegal. They have the hideouts to stay in safe locations, and with the world going into chaos, they are likely to be very busy with new clients. There is also a book out there (forgot which) that states the DB did grow incredibly fat from the chaos of the 2nd era. However, instead of insane cultists, let it go back to being, more or less, a business. There will be members who perform their duties for Melphala, others for the opportunity to kill, and those who do it for the gold. Also, I would like an explanation of why the target is desired to be killed, like what was done in Daggerfall, along with being somewhat humorous in a dark way.

From there, we're likely to see other organizations, like
The Followers of Shor - The priests of Skyrim who are dedicated to the worship of their head god, Shor (Shezarr/Lorkhan). Quests could include something of a mix between the Skaal Test of Loyalty and The Temple from Morrowind. But, since Shor is seen as a battle hardened warlord, it may be expected of the priesthood to know a thing or two about fighting, and could be assigned to be battle medics and priests to battle units and raiding parties.
Trade/Service Guild - Self explanatory, but don't expect anything exciting.
The Feuding Cities - MQ stuff, likely.
And...that's all I can think of atm.
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Sun Feb 06, 2011 3:10 pm

MANY guilds (10-20+) I think it'd be a very good idea, guild make people feel like a part of something. However unlike oblivion I would like guild clashes. If you are a member of one another will not like you. This was mentioned in oblivion but I found no obvious clashes in any of the guilds. If you quit a guild not liked by another both won't like you, but either will accept you back, but if you change to the opposing guild the other guild will dislike you even more than before. Many guilds are very good in this kind of way. Though even if you completely reject my idea of guild feuds, I think it'd still be nice to have many options.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Sun Feb 06, 2011 1:47 pm

]Just pointing this out... Oblivion's guild quests were much more rich and you can tell a lot of detail was put in them, whereas in Morrowind quite a lot of the quests were "fetch this". This is why Oblivion had less guilds. They put more work into them. I say this as a Morrowind fan, so don't think I'm biased.


:banghead: Morrowind quests were better.

There should be more guilds for sure... Damn voices, it must be what prevents Bethesda from doing so many clans and quests like Morrowind... I'd trade voices with more game content any day :facepalm: They could make guilds that left orders/chores in paper for guild members to do, so voices wouldn't be needed.
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Sun Feb 06, 2011 2:26 pm

I say as an Oblivion fan that Morrowind was better! :P
Seriously though, I don't think the guild quests were lacking in detail at all in Morrowind. They involved politics more instead of the crazy scenarios of Oblivion (Mages Guild comes to mind first, I kinda like it when the side quests aren't threatening the world...leave that to the main quest). The Great Houses of Morrowind were especially good in my opinion. In fact, the more I think about it, the more I realize how good Morrowind's guild quests were! Its true that many of the quests, especially the beginning ones, were "fetch" quests, but that is how your beginning quests SHOULD be! What have you proven so far, right? Oblivion wasn't too different in that regard really...

In the end, I just liked the choices:
Morrowind-- Blades (Main Quest), Fighters Guild, Mages Guild, Thieves Guild, Imperial Legion, Morag Tong, Imperial Cult, Temple, Great House Hlaalu, Great House Redoran, Great House Telavanni. There are also the three different Vampire Clans (Berne, Aundae, and Quarra) that were hard to find but oh so rewarding :)

Oblivion-- Blades (Main Quest), Fighters Guild, Mages Guild, Thieves Guild, Dark Brotherhood, Arena (I would only count this if Morrowind can count the Vampire Clans).


Yeah, the over-all questlines were better in Morrowind, but most of the guild quests in Oblivion were a ton more unique from each other.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Mon Feb 07, 2011 12:55 am

I want a healers guild, I′ve always wanted to join a faction where I spent my days healing and curing, be it healing sick patients of accidental wounds and sicknesses, or going to a field of battle healing injured soldiers.

Personally I love being durable the most but a guild about "being able to take hits well" would be kinda silly...
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Mon Feb 07, 2011 4:08 am

Admittedly this is not really new, but I would love to see the great houses make a come back. Especially the Telvanni. Mainly because the great houses complemented or competed with the guilds which made it just that bit more interesting for me.

What I would realy like to see from any guilds / houses is the Morrowind conditions for entry. This means that you had to have a character that was relevant to the house or guild. In oblivion you could be have a very traditional warrior style character, with no real magic skill, but still be the head of the Mage guild, which never made sense to me.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Next

Return to V - Skyrim