So what guilds can I actually DO?

Post » Wed Dec 07, 2011 5:53 pm

Sup y'all. So I'm playing a paladin character right now and having a bit of a tough time trying to find quests to do that actually fit this character type. I naturally thought the Companions would be a good fit, being that they are essentially the "Fighters Guild" of Skyrim, but apparently what I didn't realize is that *SPOILERS*
Spoiler
there is no way to continue in this guild without becoming a werewolf, I thought it was an option but not required.
For RP reasons I can't justify voluntarily doing that. Thieves Guild and Dark Brotherhood are out for reasons that I HOPE are self evident ;). Mages College really doesn't fit. I'm just having a lot of trouble figuring out what I should do with this character. Any tips from anyone that has RPed this type of character in the game?
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Sabrina Steige
 
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Post » Wed Dec 07, 2011 8:28 pm

You don't HAVE to join a guild. My Orc just joined the Companions, and did nothing else with them. He just adventures around, occasionally bringing Lydia along.
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Andres Lechuga
 
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Post » Wed Dec 07, 2011 11:32 am

You can do all of them. Or none of them.

It depends on you. I really don't understand player's aversion to the Companions simply because of their secret; they are still highly respected and do right in the world.

Just because they have a curse doesn't mean they are evil.
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Oceavision
 
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Post » Wed Dec 07, 2011 11:42 pm

Sup y'all. So I'm playing a paladin character right now and having a bit of a tough time trying to find quests to do that actually fit this character type. I naturally thought the Companions would be a good fit, being that they are essentially the "Fighters Guild" of Skyrim, but apparently what I didn't realize is that *SPOILERS* For RP reasons I can't justify voluntarily doing that. Thieves Guild and Dark Brotherhood are out for reasons that I HOPE are self evident ;). Mages College really doesn't fit. I'm just having a lot of trouble figuring out what I should do with this character. Any tips from anyone that has RPed this type of character in the game?


Tip: black letters for spoilers won't work if members use the white background for the forums. Use spoiler tags like this and put your spoiler inside ---> [spoiler]/[spoiler (then add an extra "]" to close it off.

Like the guy above me said, maybe your character doesn't see werewolves necessarily as evil? I dunno :P Just go around killing undead, vampire and helping old ladies cross the street and you'll be fine.

EDIT: I removed the black letters in the quote.
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Robyn Howlett
 
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Post » Wed Dec 07, 2011 4:21 pm

Tip: black letters for spoilers won't work if members use the white background for the forums. Use spoiler tags like this and put your spoiler inside ---> [spoiler]/[spoiler (then add an extra "]" to close it off.

Like the guy above me said, maybe your character doesn't see werewolves necessarily as evil? I dunno :P Just go around killing undead, vampire and helping old ladies cross the street and you'll be fine.

EDIT: I removed the black letters in the quote.


Thanks, didn't know that tag, changed it. My personal opinion is that werewolves are fine as long as they are murdering random people but I just don't see how a paladin could justify becoming one voluntarily. I guess I'll just have to avoid it and clear random dungeons instead.


You can do all of them. Or none of them.

It depends on you. I really don't understand player's aversion to the Companions simply because of their secret; they are still highly respected and do right in the world.

Just because they have a curse doesn't mean they are evil.


I agree, and I was willing to do quests for them, but working with them and voluntarily becoming one of them are two totally different things. If I could continue their quest line without doing so I would but for some reason Bethesda didn't see fit to include that option.
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Chris BEvan
 
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Post » Thu Dec 08, 2011 1:11 am

College of Mages might be good for a Paladin, depending on your skill mix.
Classic Paladin is Weapons and Restoration more or less, with a God, King, and Country, loyalty heirachy.
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DeeD
 
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Post » Wed Dec 07, 2011 2:18 pm

I wish you could joint the Vigilant of Stendarr, would make a lot of good characters happier.
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Krystina Proietti
 
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Post » Wed Dec 07, 2011 9:48 pm

well, i just went for the
Spoiler
the werewolf anyway
because you dont have to activate it if you don't want to, and I believe there is still a cure. You could go for the college of winterhold, if you specialize in at least some sort of magic, you dont even have to join a guild if you dont want to, but I prefer to.
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leigh stewart
 
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Post » Wed Dec 07, 2011 2:38 pm

Thanks a lot for the spoilers...
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Sammi Jones
 
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Post » Wed Dec 07, 2011 8:32 pm

College of Mages might be good for a Paladin, depending on your skill mix.
Classic Paladin is Weapons and Restoration more or less, with a God, King, and Country, loyalty heirachy.


Aye that's what I'm doing, one handed maces + block, heavy armor, restoration. Also using Alteration for the armor spells, not quite traditional but I think it's a good fit. And of course smithing so I can improve my armor and weapons that are the main tools of a paladin's trade.
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Emily Shackleton
 
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Post » Wed Dec 07, 2011 10:46 pm

You acatualy should do some of the DB quests! I know it sounds odd but you can eradicate the murdering scum from the earth!!!!
The ways for you is behind the spoilers

[spoiler] Kill Grelod the kind, realy she is a child abuser, my paladin would have no problem smiteing her to save the lives of children!!!! Have you even seen the cell she locks them in??? to the right of he bedroom??? Anyway after she is dead and you have been abducted by astrid, instead of killing the innocents KILL HER!!!!! You get the key from her corpse and walk away down to Gaius Maro, leader of the emperors security team. He gives you the password for the DB lair and you go kill all of them!!! Clensing the land!!!! Thats kind of a guild ;) [spoiler]

Another option would be to do the civil war quests, pick your favored side and then be their white knight!

Also you can do the companions - the permanent werewolfism is optional

[spoiler] Step one, become a werewolf, its temporary dont worry. After the quests you have the power to cure Farkas and Vilkas so they can go to sovengarde, I BELIEVE you can cure yourself then as well, chop it up to your character having a lapse in judgement and move on :) I dont think Alea will accept the cure, never tried [spoiler]

Also definatly do the college quests as a RESTORATION mage, learn more about your chosen path to help the sick and injured of skyrim!!!!!

I hope this helps, sorry for any typos that may or may not exist
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Luna Lovegood
 
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Post » Wed Dec 07, 2011 7:21 pm

I dont know how to do legit spoiler tags, did next best thing
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Heather Stewart
 
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Post » Wed Dec 07, 2011 12:55 pm

Meridia's quest.
:celebration:
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danni Marchant
 
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Post » Wed Dec 07, 2011 4:24 pm

College of mages -> enter by demonstrating healing/restoration which is a traditional paladin-type ability. Battle ancient evil, necromancers, and the undead. Sounds paladin-ish to me. Also getting training in turn-undead, warding, and healing magic is something a Paladin would do right?

Also, do the various temple quests (Paladins are often represented as holy knights or knights of a religious temple or order afterall.) Not a guild per-se but then again there haven't really been a paladins-type guild in Elder Scrolls games since Daggerfall (the last Elder Scrolls game which had specifically knights guilds, some of which were dedicated to the temples.) Offering your services to the various temples would make sense though.

1) Help a priest of Mara in Dawnstar (and don't take the evil route).
2) Help the temple of Dibella in Markarth (may need to intrude into the inner sanctum to convince them to let you help.)
3) Assist the Temple of Mara in Riften (probably a thankless job though in that town.)
4) Assist the Temple of Kynareth in Whiterun - also there is a good and not-so-good option so be careful towards the end.

There are also plenty of things you could do which, since they're not associated with an organization like the temples, might be more appropriate for a knight-errant but still also very much things a paladin would do. Here's a few off the top of my head that would be fairly consistent with each other:

1) Help the Jarl of Riften eliminate the city's skooma problem
2) Help the Jarl of Solitude investigate rumors of neromancy and dark magics in Wolf Rock Cave (not as trivial as it sounds at first.)
3) Perform bounty hunts for dragons
4) Help the East Empire Company stop murderous pirates
5) Aid the people of each hold and become a Thane in each hold
6) Perform Meridia's quest- yes she's a Daedra but she's basically the Daedra of paladins as strange as that sounds. She abhors the undead and necromancers, looks like a winged angel, and the entire quest should feel extremely paladin-like including the reward.
7) Destroy the Dark Brotherhood!

You could also take it upon yourself to go do a bunch of the quests involving defeating powerful undead and see completion of those as a personal mission. Defeating the dragon priests, some of the solitude Jarl's quests, The Pale Lady, Meridia's Quests, and solving Morthal and Dawn Star's problems would be constitute a pretty weighty Palidin's personal quest against the undead.
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Kristina Campbell
 
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Post » Wed Dec 07, 2011 11:45 am

Spoilers, charybdisjim. :swear:
(You're dead right though.... )
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christelle047
 
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Post » Thu Dec 08, 2011 12:06 am

I wish you could joint the Vigilant of Stendarr, would make a lot of good characters happier.

This


Although there are temple quests, so you can do those.
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OTTO
 
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Post » Wed Dec 07, 2011 2:19 pm

College of mages -> enter by demonstrating healing/restoration which is a traditional paladin-type ability. Battle ancient evil, necromancers, and the undead. Sounds paladin-ish to me. Also getting training in turn-undead, warding, and healing magic is something a Paladin would do right?

Also, do the various temple quests (Paladins are often represented as holy knights or knights of a religious temple or order afterall.) Not a guild per-se but then again there haven't really been a paladins-type guild in Elder Scrolls games since Daggerfall (the last Elder Scrolls game which had specifically knights guilds, some of which were dedicated to the temples.) Offering your services to the various temples would make sense though.

1) Help a priest of Mara in Dawnstar (and don't take the evil route).
2) Help the temple of Dibella in Markarth (may need to intrude into the inner sanctum to convince them to let you help.)
3) Assist the Temple of Mara in Riften (probably a thankless job though in that town.)
4) Assist the Temple of Kynareth in Whiterun - also there is a good and not-so-good option so be careful towards the end.

There are also plenty of things you could do which, since they're not associated with an organization like the temples, might be more appropriate for a knight-errant but still also very much things a paladin would do. Here's a few off the top of my head that would be fairly consistent with each other:

1) Help the Jarl of Riften eliminate the city's skooma problem
2) Help the Jarl of Solitude investigate rumors of neromancy and dark magics in Wolf Rock Cave (not as trivial as it sounds at first.)
3) Perform bounty hunts for dragons
4) Help the East Empire Company stop murderous pirates
5) Aid the people of each hold and become a Thane in each hold
6) Perform Meridia's quest- yes she's a Daedra but she's basically the Daedra of paladins as strange as that sounds. She abhors the undead and necromancers, looks like a winged angel, and the entire quest should feel extremely paladin-like including the reward.
7) Destroy the Dark Brotherhood!

You could also take it upon yourself to go do a bunch of the quests involving defeating powerful undead and see completion of those as a personal mission. Defeating the dragon priests, some of the solitude Jarl's quests, The Pale Lady, Meridia's Quests, and solving Morthal and Dawn Star's problems would be constitute a pretty weighty Palidin's personal quest against the undead.


Hey thanks dude, a lot of those I didn't catch on my first character, it's good to see that there is plenty of stuff for me to do, I just need to look around for it more :). Thanks again, this thread has been a big help, I was actually thinking of just giving up on the character concept but I'll stick with it!
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RAww DInsaww
 
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Post » Wed Dec 07, 2011 7:30 pm

Hey thanks dude, a lot of those I didn't catch on my first character, it's good to see that there is plenty of stuff for me to do, I just need to look around for it more :). Thanks again, this thread has been a big help, I was actually thinking of just giving up on the character concept but I'll stick with it!


I did not either. Some of them are not offerred until certain conditions are met. Some examples of these conditions include:

1) Relationship Ranking - this is how Skyrim handles what used to be handled by things like disposition, fame, and infamy. When you do something for someone, they'll usually go from being "acquaintance" to "friend" or higher (confidant, ally, etc.). Some quests - some offered by Jarls in particular - won't be offered until you are friend or ally with the people defined as their friends or allies. The idea is - if someone's friends and allies would say good things about you they'll probably trust you more. Jarls for example have most, but not all, of the people in their particular town or hold having the ally status for their relationship. Some of them may not trust you until you've done favors for one or two of their allies. Similarly, doing favors for the Jarls will tend to open up quite a few possible quests in larger holds since almost any quest-giver in the city will have the Jarl listed as an ally. Mjoll for example might tell you more about that thing she lost in that place if you're helpful to the folk of Riften.

2) Character Level - a lot of the daedric quests and some of the more difficult quests won't be offered to a neophyte. So it can be worth checking back in on towns you last visited below level 10 and maybe again at level 20.

3) Specific skill levels - mostly just the college of winterhold. For each school of magic there are quests and tasks offered only once you're good enough with that sort of spells. The other new members will have things they want you help them with but they're not going to ask someone whose worse at their chosen specialty than they are. Specifically for higher skill levels, mastery rituals open up at skill level 90 when many people have stopped going back to the place. It's a shame because if you've gotten something like restoration up to 90, it would be sad to miss out on the specific rewards for it.
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k a t e
 
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Post » Thu Dec 08, 2011 1:30 am

I am the arch-mage of Winterhold and totally running the place.
The Jarl's mage in Whiterun still tells me that "if I have the aptitude" I should "consider joining the mage's guild in Winterhold" .. :(
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Chloe :)
 
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