What price will there be to pay for...

Post » Tue Aug 23, 2011 1:52 pm

This is for peoples best guesses on what prices/responsibilities we'll gain or have to pay for certain things in the game.

Vampirism? (if in the game)

Here's an example for the first one: I'd expect the obvious drinking blood, hopefully once every three nights or something. Pain in sunlight after lack of blood etc. Obvious hatred/fear from other characters when you go without blood for sustained amount of time and you become more obviously a vampire.

Being the head/leader of the companions guild?

Being head of the dark brotherhood?

Getting married?

Becoming a were*insert favorite werecreature name here*? (if in the game)

Being wanted by the guard of a town?

Being the head of the college of winters hold? (I saw the name wrote as winterhold and wintershold, correct me if I'm wrong)

Being the head of *insert your dream potential faction here*?
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Motionsharp
 
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Post » Tue Aug 23, 2011 2:22 am

Every time my Nerevarine wants to be a werewolf, I have to hide first, so consider that...hiding every time you want to go commando! :ninja:
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Honey Suckle
 
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Post » Tue Aug 23, 2011 3:24 pm

In order to be awesome, your level of Khajiit must be >99
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LittleMiss
 
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Post » Tue Aug 23, 2011 10:39 am

Vampirism: Sunburn

Companions: Leadership responsibilities and competitive mercenary groups.

Dark Brotherhood: Wanted dead

Getting married: Parental responsibilities and a money sink

Becoming a werecreature: Wanted dead

Being wanted by a town guard: Wanted dead

College of Winterhold: Necromancers

Head of, oh, say, the Mythic Dawn: Bright. Red. Robes...
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Katy Hogben
 
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Post » Tue Aug 23, 2011 6:45 am

Companions: wanted dead by brotherhood, getting bombarded or at least occasionally asked to help deal with peoples issues that town guards are to busy, lawful or cowardly to deal with, being acknowledged by local rebels/bandits/thiefes etc.

Brotherhood:wanted dead by companions and wanted captured but alive by imperials/ townguards, stoned when recognized by civillians or recognized as being a brotherhood sympethizer, restricted from having intimste relationships with people outside the brotherhood and put on trial/exiled or hunted if the rule is broken.

Vamparism: superhuman speed, dependant on your vampire level at the time, hightened senses of humanoid species when in range(smell of blood), sun damge from lack of feeding and especially when stepping into sun rays from trees and other forms of shelter, strong senses for presence of werewolfs.

Marriage: weekly money cost to provide for your wife ie. Food etc, occasional visits and keeping wife/ husband up to date to reasure them your safe and so they dont think your seeing someone else and leave you, and last of all letting them know your dovahkin

Werecreature: being nakef after returning to normal state, for example you could fall asleep and wake up naked with your clothes/armour beside you or in your inventory, increased speed, slightly faster than vampieres, tall , and leaves marks on the terrain, for example if you scratch a tree, building or person with your claws you can return later and damge will still b there. And higtened senses of smell (flesh/blood), sound and sight

Wanted by guard: suspicious townsfolk who sometimes shout/scream and run to a guard if theyve recognized you from a poster ( only the intelligent townsfolk who know how to read and write) if your in a public building ie tavern, guards can enter and do a random search, looking for you and you can run, fight or give in.

College of winterhold: necromancers start a random assault on the college and your notified and sent to defend it, and when your leader you can send a member to support a sqadron of companions on a mission if they require support.
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Prisca Lacour
 
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Post » Tue Aug 23, 2011 12:46 pm

You know, I always feel that in Oblivion, being the head or leader of a guild, was boring. When you become the Grayfox, you have nothing to do with the guild itself or something to run the place. When you become the Listener of the DB, you have a weekly quest but nothing more. There's no responsabilities or jobs that makes you feel like the head of that organization besides the title itself, some items and minor functions :confused: It would be nice if they add some features to the guildmaster job.
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x a million...
 
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Post » Tue Aug 23, 2011 11:52 am

Companions: wanted dead by brotherhood, getting bombarded or at least occasionally asked to help deal with peoples issues that town guards are to busy, lawful or cowardly to deal with, being acknowledged by local rebels/bandits/thiefes etc.

Brotherhood:wanted dead by companions and wanted captured but alive by imperials/ townguards, stoned when recognized by civillians or recognized as being a brotherhood sympethizer, restricted from having intimste relationships with people outside the brotherhood and put on trial/exiled or hunted if the rule is broken.

Vamparism: superhuman speed, dependant on your vampire level at the time, hightened senses of humanoid species when in range(smell of blood), sun damge from lack of feeding and especially when stepping into sun rays from trees and other forms of shelter, strong senses for presence of werewolfs.

Marriage: weekly money cost to provide for your wife ie. Food etc, occasional visits and keeping wife/ husband up to date to reasure them your safe and so they dont think your seeing someone else and leave you, and last of all letting them know your dovahkin

Werecreature: being nakef after returning to normal state, for example you could fall asleep and wake up naked with your clothes/armour beside you or in your inventory, increased speed, slightly faster than vampieres, tall , and leaves marks on the terrain, for example if you scratch a tree, building or person with your claws you can return later and damge will still b there. And higtened senses of smell (flesh/blood), sound and sight

Wanted by guard: suspicious townsfolk who sometimes shout/scream and run to a guard if theyve recognized you from a poster ( only the intelligent townsfolk who know how to read and write) if your in a public building ie tavern, guards can enter and do a random search, looking for you and you can run, fight or give in.

College of winterhold: necromancers start a random assault on the college and your notified and sent to defend it, and when your leader you can send a member to support a sqadron of companions on a mission if they require support.


Nice one, there's a fair few things in there I didn't think of. Like the weekly cost for your wife, or the no marriage outside the brotherhood. I hope this time around being the head of a faction brings with it big responsibilities.

In terms of werecreatures and vampires I pretty much hope for the exact same as you, although I'd say vampires should be faster and werecreatures should be stronger?
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saharen beauty
 
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Post » Tue Aug 23, 2011 6:35 am


Getting married?



Eternal Misery, lol, jk
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sas
 
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Post » Tue Aug 23, 2011 11:12 am

I think if there are Vampires, they would be Volikhars (spelling?)

They basically live under the ice and grab traveler's legs under the ice and eat them.
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Catherine N
 
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Post » Tue Aug 23, 2011 7:41 am

Nice one, there's a fair few things in there I didn't think of. Like the weekly cost for your wife, or the no marriage outside the brotherhood. I hope this time around being the head of a faction brings with it big responsibilities.

In terms of werecreatures and vampires I pretty much hope for the exact same as you, although I'd say vampires should be faster and werecreatures should be stronger?



Yeah thats what i would have thought but according to the popular fantasy in true blood and twilight, werewolfs are faster than vampiers i dont know if thats the case in other or orginal fantasy's though.
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Bek Rideout
 
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Post » Tue Aug 23, 2011 8:48 am

Hopefully if I'm the leader of a faction, people recognize it.

Bandit 1: Say, isn't that the leader of the Fighters' Guild.
Bandit 2: *draws bow*
Bandit 1: And Mages' Guild.
Bandit 2: *draws arrow*
Bandit 1: And the Grand Champion.
Bandit 2: *aims*
Bandit 1: And the Champion of Cyrodiil.
Bandit 2: *fires*
*sound of a sword being drawn*
Bandit 1: You dumb f***er.
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Tammie Flint
 
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Post » Tue Aug 23, 2011 1:53 am

Yeah thats what i would have thought but according to the popular fantasy in true blood and twilight, werewolfs are faster than vampiers i dont know if thats the case in other or orginal fantasy's though.


Elder Scrolls has a lot of predefined lore surrounding vampires and werecreatures, I imagine they have already documented the specific attributes for both. I just hope they put more effort into what ever transformations they decide to put in the game. I heard that in oblivion they had a lot of lore surrounding the vampires in the area but they never featured it any the game.

The clans of skyrim sound crazy, like living under ice or what ever
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Dean Ashcroft
 
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Post » Tue Aug 23, 2011 1:52 pm

Elder Scrolls has a lot of predefined lore surrounding vampires and werecreatures, I imagine they have already documented the specific attributes for both. I just hope they put more effort into what ever transformations they decide to put in the game. I heard that in oblivion they had a lot of lore surrounding the vampires in the area but they never featured it any the game.

The clans of skyrim sound crazy, like living under ice or what ever



Yeah, the games definately gonna be amazing and the lore is just so good, it must really help out alot when they start their elder scrolls projects
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MARLON JOHNSON
 
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