The Monastery, A Monk Mod

Post » Tue May 17, 2011 12:21 pm

I was looking at Psycholex's Ordinator Ascension mod, and I thought to myself.. Why is there not any monk mod's like this either? So I set out to make a mod based on a new faction, The Dissident Priest I've just started it, so don't expect it soon, but I was just wanting people's opinions on it.
Here's how it will work.

The Beginning:
During the main quest you travel to Holomayan, the Dissident Priest Headquarters. There you will be given the option to join them, but first must undergo 3 iniation rites.
1) Retrieve a book from Jobasha,which he doesn't have and you must go get (to test your ability to stay commited)
2) go into a daedric ruin a kill a sload (large animal thing) (To test you ability to fight) along the way you meet a dremora named felix
3) Get to Disciple Rank or higher in the temple and retrieve a book, which teleports you to a torture room. You must get a npc's help to escape. (To test your ability of devotion).

The Middle:
For your first assignment, you are to figure out who the tortured man was. You must go speak to Felix the dremora again, and he will send you to find a friend of a friend, who will tell you where to find someone, and he will tell you about the man. It's alot more entertaining then it sounds, with scripted events and stuff :D

Nextrank: Dissident Priest : Once you've found out who the man was, you are promoted to Dissident Priest and told to help free him, and given various tools to use while doing so. fun fun.
v
Nextrank: High Priest: You do something with the man you saved. I'm not sure yet. open to suggestion!
v
Nextrank: leader of priests
not sure yet, open to suggestion


So, can anyone give me some quest ideas, reward ideas and things like that, and give me their opinion on the mod in general?
Thanks!

EDIT: I've changed the mod theme from A monastery to The Dissident Priest.
EDIT2: I've updated the whole questline. Still open to any and almost all alterations. Just leave a comment!
EDIT3: SOrry Psycholex, your name confuses me, but i fixed it :D
EDIT4: I've re wrote everything to be up to date and incorporate Psycholex's ideas and comments.
EDIT5: 4/21/11: Rewrote the beginning of the middle part to match what is currently used in the mod. Subject to change.
EDIT6: 4/24/11: Rewrote the middle part to match what is currently used in the mod. Subject to change.

Here's What I've Completed So far:
-The first Rite has been completed.
-The Second Rite has been completed.
-The Third Rite has been completed
-First Quest ( Searching for the Tortured Man) (probably could be considered more like 8 or 9 quest, depending on your def. of quest)



I need Beta Testers, Email me if Interested: Slaaneshthecorruptor@gmail.com
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Matthew Barrows
 
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Post » Tue May 17, 2011 7:52 am

Personally I always try to play as a monk like character while rising through the ranks of the Imperial Cult, as I've always viewed them somewhat as monks/priests, but don't let that sway you, more factions are always great, especially if done right, and the idea of playing as an Abbot does sound intriguing.
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FoReVeR_Me_N
 
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Post » Tue May 17, 2011 9:29 am

I'd view the Temple even more so in this way.

If I can make a suggestion, it'd be great if you improved/extended either the imperial cult or temple factions, or if you're dead set on making a new one, remember these guys? http://www.uesp.net/wiki/Morrowind:Dissident_Priests
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CHARLODDE
 
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Post » Tue May 17, 2011 6:15 am

Personally I always try to play as a monk like character while rising through the ranks of the Imperial Cult, as I've always viewed them somewhat as monks/priests, but don't let that sway you, more factions are always great, especially if done right, and the idea of playing as an Abbot does sound intriguing.



I'd view the Temple even more so in this way.

If I can make a suggestion, it'd be great if you improved/extended either the imperial cult or temple factions, or if you're dead set on making a new one, remember these guys? http://www.uesp.net/wiki/Morrowind:Dissident_Priests

Yes i defiantly don't want to just extend another faction. However, I do like the idea of these Dissident Priest even more. I think I'll rewrite the mod for them. Good thing i just started. Thanks!
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Terry
 
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Post » Tue May 17, 2011 12:14 pm

It would be interesting if gardening and alchemy played a role in the mod. You could have a private garden with some plants that aren't native to Vvardenfell.

Books should be in there, too. Monks tend to like those. You could label a set of spells for your mod "songs" because monks historically enjoy singing together.
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Michelle Serenity Boss
 
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Post » Tue May 17, 2011 4:29 pm

It would be interesting if gardening and alchemy played a role in the mod. You could have a private garden with some plants that aren't native to Vvardenfell.

Books should be in there, too. Monks tend to like those. You could label a set of spells for your mod "songs" because monks historically enjoy singing together.

Well the mod is based out of Holomayen, so gardening isn't a viable option to be honest. Alchemy is a good possibility, and I've already started incorporating books into it! Thanks for the idea's, I'll be sure to put them to use (:
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Josh Sabatini
 
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Post » Tue May 17, 2011 4:25 pm

I think that if the player wanted to be a "dissident" priest, he should know what he is rebeling from. And, I don't think the dissident priests are rebeling from the religion so much as the hierarchy. Therefore, I would suggest that in order to be admitted to this faction, the player should be required to join the temple first, and learn as much as he can from them (to a certain level only), then come back to the dissident priests and answer some temple questions, to prove his knowledge.

After that, he could be given riddles - of a teaching nature and come back when he has found the "truth" of them. Plus, he should search for books of knowledge on the subject and bring them back for the rest of the group to study as well as him. When he has risen to a certain level, he could give seminars of his discoveries and possibly answer questions from a gathering of priests - in early stages to prove he knows what he is talking about, and later, to give them more information for their own studies.

He should also meet people who have information the priests need, and try to find a way to get them to give it to him. (If he kills the informant, or allows him to be killed - who might be a necromancer or a vampire or anyone who distrusts temple figures - he won't get the information.)

There could also be a murder mystery (always great fun). Someone is killing the priests or their supporters. Is it a mole or just someone overly aggressive? The player would need to track down the killer, stop him, and find out if there is a conspiracy behind it.
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Nomee
 
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Post » Tue May 17, 2011 1:04 am

I think that if the player wanted to be a "dissident" priest, he should know what he is rebeling from. And, I don't think the dissident priests are rebeling from the religion so much as the hierarchy. Therefore, I would suggest that in order to be admitted to this faction, the player should be required to join the temple first, and learn as much as he can from them (to a certain level only), then come back to the dissident priests and answer some temple questions, to prove his knowledge.

After that, he could be given riddles - of a teaching nature and come back when he has found the "truth" of them. Plus, he should search for books of knowledge on the subject and bring them back for the rest of the group to study as well as him. When he has risen to a certain level, he could give seminars of his discoveries and possibly answer questions from a gathering of priests - in early stages to prove he knows what he is talking about, and later, to give them more information for their own studies.

He should also meet people who have information the priests need, and try to find a way to get them to give it to him. (If he kills the informant, or allows him to be killed - who might be a necromancer or a vampire or anyone who distrusts temple figures - he won't get the information.)

There could also be a murder mystery (always great fun). Someone is killing the priests or their supporters. Is it a mole or just someone overly aggressive? The player would need to track down the killer, stop him, and find out if there is a conspiracy behind it.

I actually just wrote a script (like how everything will play out) for the whole thing, and almost all of those ideas were implemented in it before i read this haha! I'm about to update first post to show this, and make everything a bit tougher. Thanks for all the ideas, i'll be sure to use some of them!
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Natasha Biss
 
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Post » Tue May 17, 2011 1:12 am

Does anyone have any idea's as to what I should do after i finished the rites? I'm almost done with them.
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Jenna Fields
 
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Post » Tue May 17, 2011 5:50 am

Commented in the op for simplicity.

I was looking at Pyscholex's Ordinator Ascension mod, and I thought to myself.. Why is there not any monk mod's like this either? So I set out to make a mod based on a new faction, The Dissident Priest I've just started it, so don't expect it soon, but I was just wanting people's opinions on it.
Here's how it will work.

Very interesting. Glad my work has inspired you to get into modding! [ignores spelling my name wrong] ^_^

The Beginning:
During the main quest you travel to Holomayan, the Dissident Priest Headquarters. There you will be given the option to join them, but first must undergo 3 iniation rites.
1) Retrieve a book from Jobasha (to test your ability to stay commited)
2) Cleanse a daedric ruin (To test you ability to fight)
3) Get to Disciple Rank or higher in the temple and answer quesitons that would be consider heretic. (To test your ability of devotion)

Good model for faction initiation :hubbahubba: Constructive critiscism: Retreiving a book is not exactly a taxing quest.. maybe make some twist to it, like Jobasha doesnt have it.. and sends you off somewhere else, etc etc. Ability to fight is not exactly a monk-ish passtime. If anything, they should be testing your ability NOT to fight. To surmount obstacles and opponents without having to turn to bloodshed. Lastly, a quiz could be interesting, but make sure some things are easy (for new players) and some questions are very hard (cos many of us would like to think we know everything about the Eldarscrolls lore universe ^_^ )

The Middle:
You are accepted into the priesthood, given the rank of Initiate and asked to retrieve 3 books and a dagger.
(If anyone has any idea's as to what the books or dagger could/should be, please leave a comment and I WILL use them! Thanks!)

Maybe retrieving Kagrenac's notebooks so the priesthood can investingate the apotheosis of the Tribunal. Plus, the notbooks are a non-essential unique item which will require great effort to find and retrieve ;) Cant think of any good ideas for the dagger though: what made you think to do that? The middle/end of the faction quests should aim to unveil something meaningful to the Dissonant Priests; preferably something that makes lore sense too.


Nextrank: Monk: Must learn about the 3 gods and be quizzed
If you pass the test, you get a reward (Anyone got idea's about what it should be?)
If you fail, you DIE. (To severe?)

Another quizz? :confused: The death thing is a bit too extreme ;)

v
Nextrank: Dissident Priest :You must read a certain book about a certain topic (open to suggestion) and argue about it with the archcanon of the temple and win, then argue with the highest ranking member of the imperial cult, and win.
If you win both of these you get promoted to Dissident Bishop, if you fail either of them, you get expelled and must complete a quest to regain your admittance (Open to suggestions on the type of quest)

Not sure the archcanon is open to debate about things ^_^ especially since the Diss Priests are outcast.

v
Nextrank: Dissident Bishop: New robes/weapon (open to suggestions on them)
As soon as you're promoted to Dissident Bishop, you find out someone has just betrayed the brotherhood, revealing important secrets to the Temple, and 3 members are captures from various temples. and 1 is taken to the ministry of truth, other 2 are kept in private cells. The player must then go free one from the ministry of truth, and give him a special ring that will teleport him back to Holamayen.
NOW, Im veryyyy iffy on this next part, butt....
You confront the archcanon about this and he attacks you. However, if you get his hp low enough, he surrenders and frees the other two prisoners.

Bishop is a western word, probably not good for the Tribunal Temple (derivative). Maybe use Canon, Master or simply High Priest. That first idea about the betrayal is really good. I would definately recommend doing that. The second part, not so much ^_^ The Archcanon would proabbly not do that, and he is an essential character so putting players in a position where we have to kill him is.. unwise.


v
Nextrank: leader of priests
-has special hideout
- priests will follow on command
-more rewards.. (open to suggestion)

Yea this is the same sort of problem im coming across. Trying to make the mod/faction end meaningfully and to maybe give the player something to do after wards. I think you probably have a good option though: once you have uncovered some truth (or something, blah) you can then get on with the mainquest or something elaborate like that. Although i would probably never recommend modders mess with the sacred Main Quest too much, if at all. Food for thought.


So, can anyone give me some quest ideas, reward ideas and things like that, and give me their opinion on the mod in general?
Thanks!

EDIT: I've changed the mod theme from A monastery to The Dissident Priest.
EDIT2: I've updated the whole questline. Still open to any and almost all alterations. Just leave a comment!


Here's What I've Completed So far:


-The first Rite has been completed.
-The Second Rite has been completed.



In general, this is a sound idea for a role playing mod with great potential.

My major recommendations are thus:

1. Dont start modding without outlining a very clear idea of where you want this mod to take the player. What is the actual point of the mod? Is it for role playing, adventuring, or a unique way for people to learn some more about a faction that is otherwise a bit obscure. All worthy endeavours.
2. Put together an underlying story which flows from initiation. Phase one: initiation; Phase two: getting into an interesting story.
3. Think about WHO the Dissonant Preists are. Read everything the internet can offer up about them. Then read up about 'monks' and what that lifestyle entails. Even the small description in the manual is a good starting point. If people expect to RP as a monk, and then are asked to do something that doesnt match that role, they will becpme confused, start wearing old clothing, kill household pets all before pledging eternal servitude to Sheogorath. :obliviongate:

But goodluck dude. I gather you are fairly fresh to the modding scene and i respect your determination to undetake a mod this big/serious.

ps: what Daedric Shrine where you thinking of getting the player to attack? The one near Holomayan? Shashpilamat? (i think)
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Charlotte Lloyd-Jones
 
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Post » Tue May 17, 2011 12:24 pm

I like the idea of this mod and look forward to following its development.

I think one of the most important decisions will be to decide on the level of force required (or even optional) to complete quests. I would suggest the typical candidate be a magic user focusing on healing and charisma, represented, I guess, by Restoration and Illusion. Healing quests that involve dangerous situations could be both interesting and good filler material especially if they require minimal violence.

Anyway, good idea; I wish you well with it.
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BethanyRhain
 
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Post » Tue May 17, 2011 9:57 am

Commented in the op for simplicity.



In general, this is a sound idea for a role playing mod with great potential.

My major recommendations are thus:

1. Dont start modding without outlining a very clear idea of where you want this mod to take the player. What is the actual point of the mod? Is it for role playing, adventuring, or a unique way for people to learn some more about a faction that is otherwise a bit obscure. All worthy endeavours.
2. Put together an underlying story which flows from initiation. Phase one: initiation; Phase two: getting into an interesting story.
3. Think about WHO the Dissonant Preists are. Read everything the internet can offer up about them. Then read up about 'monks' and what that lifestyle entails. Even the small description in the manual is a good starting point. If people expect to RP as a monk, and then are asked to do something that doesnt match that role, they will becpme confused, start wearing old clothing, kill household pets all before pledging eternal servitude to Sheogorath. :obliviongate:

But goodluck dude. I gather you are fairly fresh to the modding scene and i respect your determination to undetake a mod this big/serious.

ps: what Daedric Shrine where you thinking of getting the player to attack? The one near Holomayan? Shashpilamat? (i think)


Alright, I didn't update it, but Jobasha doesn't have the book, and the character does have to go find it somewhere else.
For the second rite, I think your right, but I'll explain how it plays out and you can tell me what you think.
First, the npc tells the player to go read a paper on the boat in gnaar mok, then you read the riddle and realize that it takes you to somewhere where you meet a dremora named felix, who then tells you to goto a special ruin near tel aruhn. Inside is a creature called a sload (a modders recourse creature) and the player must kill it, and take a "chaotic book that was sewn into it's hide to amplify it's power". then you return to the questgiver with it.
For the third rite, you must achieve the rank of disciple within the temple, then are told to get a evil book. But when you get the book, it teleports you to a torture chamber that you must escape from with a pc's help.
That's what i have done so far, and i'm willing to chage it if you have any suggestions.

As for the rest, i like your idea's better then my own and will probably use them. But I'm going for learning some great truth i suppose. I need a great truth though. any ideas?

And i've read a good bit about them, which is why there are so many book retreiving quest, because they are scholarly monks interested in the truth.

And i've compltely new to dialogue and questing, i just learned it less then 2 weeks ago. SO thanks for all your constructive criticism :D And as for the daedric ruin, I'm not really sure yet, i may just blot that part out.


EDIT 1: I've rewrote everything to incorporate your idea's and suggestions. Tell me what you think of it now? Any suggestions welcome
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Victoria Bartel
 
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Post » Tue May 17, 2011 12:33 pm

I like the idea of this mod and look forward to following its development.

I think one of the most important decisions will be to decide on the level of force required (or even optional) to complete quests. I would suggest the typical candidate be a magic user focusing on healing and charisma, represented, I guess, by Restoration and Illusion. Healing quests that involve dangerous situations could be both interesting and good filler material especially if they require minimal violence.

Anyway, good idea; I wish you well with it.

Thank you, I plan on making the standards steep as you progress through the faction. Can't have a bunch of wimps for priests right? But i like your idea of a healing quest, I'll try to implement it somehow
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Pants
 
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Post » Tue May 17, 2011 9:15 am

Hmm. Something important I read in a latest rumors in the game last night. The dissadent priests take a vow of poverty when they join. And, they greatly prefer unarmored, non-weapon methods of fighting. Martial arts, I'm assuming.
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saharen beauty
 
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Post » Tue May 17, 2011 2:07 pm

Hmm. Something important I read in a latest rumors in the game last night. The dissadent priests take a vow of poverty when they join. And, they greatly prefer unarmored, non-weapon methods of fighting. Martial arts, I'm assuming.

I'll be sure to add that into the mod, thank you for the information :thumbsup:
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Undisclosed Desires
 
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Post » Tue May 17, 2011 4:14 pm

Well your making good progress for less than 2 weeks experience in some departments ;) I was always too up myself to ask for help online so i had to figure it all out myself. Oh the foolishness of youth.

Im glad you considered some of my ideas, but make sure you make the mod the way you want it tho ^_^

I like the idea of the Sload sorcerer. Sounds like youve given that story some thought. Try not to make it a 'one-quest' story though. Its a good idea, why not stretch it out across a number of quests? Sort of slow to begin with, but unlocking clues and maps or something -> and then the confrontation. Then have a follow up mission. "What does all that mean? What significant did it have? How does this change our understanding of historic events (or something)".

Ive tried to think of some 'Truth' you could include as the overarching point of your mod. The difficulty is to not have it conflict with the 'truths' that are uncovered in the Main Quest, or things that are explicitly pointed out somewhere else. I'll definately play some more and have a think about what i would do if i was trying to make this mod (ahh but dont listen to me, i dont want to take over your project)

{just read the rewrite} Yea that sounds really good now. Can you see how having an underlying story helps? ^_^ yay for modding. This has real potential. Who is the priest? Is he some figure from the Tribunal's history? Where is the torturing happening? Under the noses of the Tribunal? Or from some mutual enemy? And who is the mystery Inquisitor? Is he some rogue agent of the Tribunal who has gone mad? Or is he some agent of the Four Corners, trying to drive conflict and spite between the Dissonant Priests and the Temple?

I have a feeling this should get your brain chewing through possibilties. Dont tell us everything you decide, otherwise theres no point in playing the mod. Got to keep some secrets ;) Final word: dont add too much to the story. The best stories are simple one, with clear characters, a clear plot and a satisfactory understanding and resolution at the end. Less is more, but make it interesting.

:celebration:
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Ann Church
 
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Post » Tue May 17, 2011 12:58 pm

Well your making good progress for less than 2 weeks experience in some departments ;) I was always too up myself to ask for help online so i had to figure it all out myself. Oh the foolishness of youth.

Im glad you considered some of my ideas, but make sure you make the mod the way you want it tho ^_^

I like the idea of the Sload sorcerer. Sounds like youve given that story some thought. Try not to make it a 'one-quest' story though. Its a good idea, why not stretch it out across a number of quests? Sort of slow to begin with, but unlocking clues and maps or something -> and then the confrontation. Then have a follow up mission. "What does all that mean? What significant did it have? How does this change our understanding of historic events (or something)".

Ive tried to think of some 'Truth' you could include as the overarching point of your mod. The difficulty is to not have it conflict with the 'truths' that are uncovered in the Main Quest, or things that are explicitly pointed out somewhere else. I'll definately play some more and have a think about what i would do if i was trying to make this mod (ahh but dont listen to me, i dont want to take over your project)

{just read the rewrite} Yea that sounds really good now. Can you see how having an underlying story helps? ^_^ yay for modding. This has real potential. Who is the priest? Is he some figure from the Tribunal's history? Where is the torturing happening? Under the noses of the Tribunal? Or from some mutual enemy? And who is the mystery Inquisitor? Is he some rogue agent of the Tribunal who has gone mad? Or is he some agent of the Four Corners, trying to drive conflict and spite between the Dissonant Priests and the Temple?

I have a feeling this should get your brain chewing through possibilties. Dont tell us everything you decide, otherwise theres no point in playing the mod. Got to keep some secrets ;) Final word: dont add too much to the story. The best stories are simple one, with clear characters, a clear plot and a satisfactory understanding and resolution at the end. Less is more, but make it interesting.

:celebration:

Haha i know, no one likes a complex hard to follow storyline, I'm trying to keep it to the point, but still dragging it along. I'm running into a few problems as I go along, but thanks to this forum they only last a few hours before being fixed. If your interested, when I get a bit more indepth, I'll send you a beta plugin and you can try it out and tell me when you think. I think I can make this be a pretty interesting mod :D
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Silvia Gil
 
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Post » Tue May 17, 2011 10:03 am

Sounds like a really cool mod, since I have never played a monk in any RPGs, this looks interesting, how many ranks are you having? 4? (might be wrong) maybe have a couple more?

Although problem with that I guess is finding names for the ranks. I have no idea myself. :P
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Michael Russ
 
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Post » Tue May 17, 2011 4:54 am

First - Loving the idea so far. Definitely going to give it a playthrough.

Second - How about for rewards you slowly but surely obtain Enlightenment? Through your monkly meditations you obtain more powers (detect ____, light, sanctuary, etc. Perhaps you could specialize?) I'd prefer there to be a time delay on it too if you do that. Because too many factions you can go from recruit to Archmagister in what seems like one days time. Maybe have it a week between ranks with required meditations or tasks (even simple go get ___ ingredients and make something with it, or do another pilgrimage).

Eventually once the leader (with a loooooot of meditation and days spent. This is potentially gamebreaking so you'd have to set SOME limitations), you could become the ultimate enlightened being. I'll take a page from Jainism, where their enlightened beings (kevalin) have absolutely no physical needs. No food, water, air, nothing affects them bodily at all. (one of the best ways to die in their religion is to starve) And when they die, they become immaterial Gods, basically. You could probably combine the two, and make it a very slow slope to Godhood (suddhaship maybe?).

Three - Include a path of nonviolence. It can offer less physical rewards at the benefit of more karmic rewards. If I play a monk, I'm going to use my magic and my knowledge to avoid harming living things (calm spells, etc).

Four - Is area of effect (constant effect) calm humanoid / calm creature possible? Because that'd be the ultimate reward. Beings bow down to you at your very presence.
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zoe
 
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Post » Tue May 17, 2011 3:14 am

Sounds like a really cool mod, since I have never played a monk in any RPGs, this looks interesting, how many ranks are you having? 4? (might be wrong) maybe have a couple more?

Although problem with that I guess is finding names for the ranks. I have no idea myself. :P



First - Loving the idea so far. Definitely going to give it a playthrough.

Second - How about for rewards you slowly but surely obtain Enlightenment? Through your monkly meditations you obtain more powers (detect ____, light, sanctuary, etc. Perhaps you could specialize?) I'd prefer there to be a time delay on it too if you do that. Because too many factions you can go from recruit to Archmagister in what seems like one days time. Maybe have it a week between ranks with required meditations or tasks (even simple go get ___ ingredients and make something with it, or do another pilgrimage).

Eventually once the leader (with a loooooot of meditation and days spent. This is potentially gamebreaking so you'd have to set SOME limitations), you could become the ultimate enlightened being. I'll take a page from Jainism, where their enlightened beings (kevalin) have absolutely no physical needs. No food, water, air, nothing affects them bodily at all. (one of the best ways to die in their religion is to starve) And when they die, they become immaterial Gods, basically. You could probably combine the two, and make it a very slow slope to Godhood (suddhaship maybe?).

Three - Include a path of nonviolence. It can offer less physical rewards at the benefit of more karmic rewards. If I play a monk, I'm going to use my magic and my knowledge to avoid harming living things (calm spells, etc).

Four - Is area of effect (constant effect) calm humanoid / calm creature possible? Because that'd be the ultimate reward. Beings bow down to you at your very presence.

tombizzle- The Dissident Priest Faction isn't about rank's in my eyes, it's more about the storyline. This isn't just a "get quest and get ranks" faction, there is an underlying story, which makes itself evident by the end. I'm just trying to spice it up, and make my game interesting.

Mortimer- for the first) Thank you, I think the idea is pretty good, but i must give some credit to Psycholex for it. He did inspire me after all :D

for the second) Remember, they are priests, not monks. I was unable to change the topic title when I changed the story line, so It leads you to assume I'm making a monk mod. It's more like a alternate temple if I may say so myself. However, I do like your idea of use time limitations, most factions can be played through to fast. I will try my best to implement it :D

for the third) It's not particularly a violent thing to begin with, any good magic user can easily get out of harm with a levitate and god's frost combo :D

for the fourth) I believe that would be a little bit game breaking, but it's possible if you set it up like a disease i guess. But i doubt i will do that, although it does seem pretty nifty.


To both- Thank you for your comments and suggestions, I greatly appreciate them :D
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Jose ordaz
 
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Post » Tue May 17, 2011 2:26 am

I've got all of the iniation rites done, and most of the first quest. Most of the time consuming stuff is just building interiors, I can make everything else pretty quick. Well, it's gettin' there! eventually! :brokencomputer:
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Amie Mccubbing
 
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Post » Tue May 17, 2011 8:15 am

I hope that the theme of the persecution of the Dissident Priests plays a big role in the quests.
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Penny Flame
 
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Post » Tue May 17, 2011 1:25 am

I hope that the theme of the persecution of the Dissident Priests plays a big role in the quests.

Not particularly. The first quest as a member of the faction, you are trying to find out who a man was that you met during the iniation rites. He turns out to be a.... *surprise* and you free him. It will kinda be in there though I suppose.
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Dean
 
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Post » Tue May 17, 2011 4:18 am

Aw. Either way, I'm sure it will be neat.
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Anna Kyselova
 
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Post » Tue May 17, 2011 2:19 pm

Aw. Either way, I'm sure it will be neat.

Well there is part of them being persecuted, a betrayal , and some other fun stuff, but I can't give away everything..
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Connor Wing
 
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