» Sun May 01, 2011 1:39 pm
It's been a while since I've posted this, so:
The Guild Ideas Post
With the Infernal City, we know that these specific guilds might not work in TESV, but the general idea still works, I think.
Overview
There are three major changes I want to see for all guilds:
-First, each guild should have both the overarching story that Oblivion's guilds had, as well as the more everyday duties present in Morrowind's. The regular duties make the guilds feel like actual guilds, while having a story make the guilds more interesting, and gets the player more invested in them. Regular duties would include both randomly generated and hand-made quests
-Second, you don't get to be the guildmaster. It doesn't make much sense for the newest recruit to become the leader a mere few weeks after joining; besides, the guildleader logically ought to be spending a fair amount of the day pushing paper, which is hardly compelling player content. So, the player can rise high in the guild, perhaps even being second only to the guildmaster, but you don't get to be the leader. Besides, leaving the guildmaster in place gives you a superior who can assign you randomly generated quests.
-Third, in-guild specialization. After reaching a certain point in any guild, you will be asked to specialize in one branch of the guild, and you will rise in rank in that specific branch. Your choice of specialization determines the kind of regular duties you get, while the overall story of the guild remains the same.
Fighter's Guild
Oblivion's Fighter's Guild actually came closest to the structure I'd like for the next game's guild; you did a couple ordinary duties, and then you got a main story quest, then a couple more duties, then another story quest. I'd just like to see each guild be larger. Of course, I'd like something more complex than 'mercenaries fight bad mercenaries' for the story. The specializations would be based on the type of jobs you prefer to take:
Branches
-Bounty Hunter: people who track and capture criminals, runaway debtors, and so on.
-Thief Catcher: an urban mercenary paid to catch or kill thieves, or protect shops. Would involve more 'playing detective' than bounty hunters do.
-Retrieval Expert: paid to retrieve items of any sort, usually from dungeons, or remote stretches of wilderness.
-Gladiator: wealthy patrons are sometimes willing to hire skilled warriors to fight for them in the local arenas and fight pits.
-Soldier: guild members who work in the mercenary companies that serve with local armed forces
The Mage's Guild
First and foremost, magic really needs to be required in the Mage's Guild questlines. And not just requiring a certain rank of skill to advance, but quests that require the use of specific spells; the pillar in the alyeid ruin in Oblivion was a good start, but it needs to be more common than that. There also needs to be a balance in the types of quests: both the overarching story of Oblivion's guild, and the multitude of more everyday duties that made up the guild quests in Morrowind.
I would repeat Oblivion's system of each branch of the Mage's Guild being devoted to a different school of magic, and these would be the branches that you would have to devote yourself to at some point. Each branch would have a different look, and different types of duties that they focus on. Here's what I'm thinking for each school:
Branches
-Destruction: The destruction guildhall basically serves as a magical equivalent to the Fighter's Guild, providing arcane mercenaries to those who need something blown up. Their guildhall is basically built like a small fortress (although, intended more to contain the energies the mages throw around, rather than to keep anything out), containing targets, training yards, and a dueling circle enchanted to let combatants throw dangerous magic at one another, without the threat of anyone dying.
-Alteration: with their range of magic designed for getting into places, such as flight, waterbreathing, and cracking locks, alteration specialists make the perfect explorers, spelunkers, and dungeon delvers. Because of this, the Alteration guildhall serves as the Guild's archeologists, using their skills to pick their way through ancient ruins searching for valuable artifacts and lore. Their guildhall is a tall spire packed with the various odds and ends they've pulled from numerous sites over the years. While the tower has stairs for visitors and apprentices, most mages get around by using levitation.
-Restoration: predictably enough, restoration specialists serve as healers in the province, using magic and concocting rare medicines to help the ill. Their guildhall serves as a large hospital, with the ground floor given over to patient care.
-Illusion: with their ability to sway minds and slip quietly into just about anyplace, illusionists thrive on playing politics, and thus serve the dual role of the public face of the guild, and acting as spies. Whether it's slipping into a party to hob-nob with nobles and "influence" their policies in favor of the guild, or getting into well-guarded places where they can "just happen" to overhear a key bit of information, illusionists work to keep public opinion in favor of the guild. At first glance, the illusion guildhall appears to be the height of opulence, but the private quarters of the mages seem to defy reason: the dunmer's room appears to be straight out of a Telvanni mushroom tower, the khajitt's room to all appearance seems to be the interior of a desert nomad's tent, and so on. Those who can pierce illusions can see that the guildhall is in reality a plain, rather simple affair that the mages have decorated entirely with illusion.
-Conjuration: with their extensive study of Oblivion, conjurors have been tasked with keeping track of the machinations of the Daedra Lords, as well as the cults in their service, and to curb those plans when needed. Predictably enough, their guildhall is full of Daedra; summoned skamps perform the menial tasks around the hall, and the hall also contains a "zoo" of all Daedra breeds bound in binding circles for the study of the apprentices.
-Mysticism: mystics study some of the least understood aspects of magic. Usually, mystics lead an almost monastic lifestyle, pursuing their studies, but they always seek news of odd supernatural events, that they might learn from them. Some of the most powerful of these mages are able to sense the buildup to some of these events, and send members to witness it, including things such as apotheosis, the dragon break, and so on. Their guildhall is the stereotypical mountaintop monastery.
*Necromancy: after the events concerning the King of Worms in Cyrodiil, necromancy isn't exactly in the good graces of any provincial branch of the Mage's Guild. There's no hard and fast rule against necromancy, and you won't face penalties for using its spells, but there's no official support for the school: no guildhall, and no training in any of the spells.
Thieves Guild
The thieves guild was pretty good in Oblivion, but it could stand to be a little less Robin Hood. I do like that they frowned on killing on the job, and want to see that continued (at least, in most cases). The specializations for the thieves guild are based on the types of jobs they take. I had contemplated making pick-pocketing one of these specializations, but I think that might be too narrow a concept to provide a range of quests, so I think pick pocketing would be a common duty for newer members. So, I'm thinking the following for specializations:
Branches
-Burglars: thieves that specialize in breaking into buildings and snatching the contents.
-Smugglers: focus on obtaining illicit goods, and getting them in and out of cities.
-Spies: rather than stealing goods, the thieves guild's spies seek out information that can be sold to interested parties.
-Enforcers: the rare exception to the guild's usual rules against excessive violence. The thieves guild frowns upon independent thieves, and enforcers exist to let those independents know just how much they're frowned upon.
Church of the Nine Divines
I never really played the Imperial Cult in Morrowind, but I'd assume that'd be a good place to look for inspiration. Predictably, you would be asked to enter into the services of one of the divines:
Branches
-Akatosh: Dragon God of Time
-Talos: God of the Empire
-Arkay: God of Life and Death
-Julianos: God of Knowledge
-Kynareth: Goddess of Air
-Zenithar: God of Commerce
-Stendarr: God of Mercy
-Mara: Goddess of Love
-Dibella: Goddess of Beauty
Dark Brotherhood
As before, this is the guild of assassins. Now that it's been made part of their mythos in Oblivion, Sithis worship should remain part of the guild, but it should also be shown that there are plenty of members who are simply in it for the money, or the love of killing.
Branches
-Saboteurs: when someone needs to be killed, and it needs to look like an accident, these are the people who are assigned. Saboteurs are masters of misdirection in their killings.
-Slayers: assassins used for more straightforward killing. Many slayers specialize in stealth, going unseen about their jobs, and only taking the life their being paid for, while others are more straightforward, and live for widescale slaughter.
-The Keepers: the priesthood of the Brotherhood's dread patron. They serve the spiritual needs of the Brotherhood, and of course, take lives in the name of Sithis.
-The Crimson Scars: named for a traitorous group that arose in the Brotherhood in Cyrodiil, the Crimson Scars are made exclusively of vampires. The Scars take on some of the most difficult assignments, ones where their unique abilities are the most useful.
Order of Eternal Life
Crappy name, I know, but it gets the point across.
It's been a common request to have a necromancer guild of some sort in the next game; this is my attempt at one that, while not exactly kittens and rainbows, at least isn't of the unambiguous "Mwahahah" evil variety. I also found that with a pure necromancer guild, I just couldn't get the kind of in-guild specialization that the Mage's Guild has in the above paragraphs, and which I wanted here as well, so this goes in a slightly broader direction than just necromancers.
The Order of Eternal Life is, as might be expected, a collection of magic-users and scholars who have come together for once purpose: to achieve immortality. While not intrinsically evil, these people do tend to be of the 'ends justify the means' mentality, and are perfectly willing to break a few eggs, if it will bring their studies one step closer to their ultimate goal. On top of the numerous mortal mages, the Order includes in its ranks such beings as vampires and liches, who are happily accepted in hopes that studying them will help bring about better forms of immortality (or to those who don't mind the downsides, provide a quick means of achieving their goal). The Order is ruled by a council of those rare few who have actually achieved immortality. Even though they have discovered how to become immortal, they don't share that info with just anybody, claiming that one must prove themselves worthy of such of gift (although the truth is probably that they just don't want to share power, if they don't have to).
While they all seek eternal life, the members of the Order differ on the preferred means of achieving it. Newer members of the Order will be expected to choose a specific school of magic that they will focus their studies on, from the following:
Branches
-Necromancy: the most common school in the Order, as necromancers don't have the support of the Mage's Guild that the practitioners of the other schools could call on, if they desired. Necromancers believe that by studying the magic of death, that they might one day conquer it. The path to immortality for them is lichdom, undeath that allows them to retain their mind and self, unlike the other undead.
-Conjuration: conjurors hope that by studying the immortal daedra, that they may in time become like them. They hope to find a way by which they can leave behind their humanity, and become daedra.
-Restoration: restoration has many spells designed to change the caster's body, making them stronger or faster, or even changing form entirely into another creature. It is by this means that restoration-specialists in the Order hope to achieve everlasting life: they hope to find the 'perfect form', and by using magic to shapechange into that form, they could live forever.
-Mysticism: mystics study magic that alters the flow of time, and through this, they hope to alter time to cause their bodies to cease aging, or at least slow it. Mysticism also deals with magic of the soul, and being able to free their perceptions of their body, which some mystics in the Order hope can be used to free themselves from being tied to just one body.
Vampire Clans and Lycanthrope Packs
These would be an exception to the whole specialization thing. Instead of starting off as a generic member and specializing, you would simply join the specific clan for the type of vampire you became, or the pack for the breed of lycanthrope you are.
Something Local
The place where Oblivion really fell short when it came to guilds, was that it had no guilds that were uniquely Cyrodilic, this is what TESV needs to have. Every province has something unique that could work as a guild or faction: Morrowind has the Houses, the Temple, and the Morag Tong; Cyrodiil had the courts of the different counts (or could have been condensed into just the Colovian and Nibenean courts), and you can't swing a dead cat in High Rock without hitting a local knightly order.
If we assume Skyrim as the next setting, I would go for groups such as the warrior societies backing the major Skyrim kings, the Cult of Shor, and the Tongues.