Create your own guild
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bepeasej
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Create your own guild
I don't know if there is a thread like this already or not but if you could create your own guild what would it be?
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Re: Create your own guild
I suppose I'd run my own Thieves Guild, but it'd be much more akin to the one from Oblivion, which had a Robin Hood-esque feel. Doing it for the poor and what not.
- Sam
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Re: Create your own guild
Some kind of Explorer's guild. I really like exploring Skyrim, Solstheim(and soon Dawngaurd
).
The guild would probably be in Cyrodiil, because that's the center of Tamriel. The members of the guild can talk about their journeys and write books about it.
The guild would probably be in Cyrodiil, because that's the center of Tamriel. The members of the guild can talk about their journeys and write books about it.
- The SheoDovah
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Re: Create your own guild
A werewolf guild.
It would be called the Brotherhood of Hircine. All members of the guild were infected by a werewolf during a full moon and have either killed their own kin during a full moon or gone on a rampage. In the year 4 of the 4th era, a nobleman was infected by the curse whilst he was hunting. He poured a lot of his own cash into finding a cure and when one wasn't found. He exiled himself. He discovered a huge dwemer ruin that was full of broken machines so he made it his home. Over the years, more Werewolves moved in. In the year 10, the Brotherhood of Hircine was founded. In the year 201, it consists of 4000 members. Some were recruited whilst others joined. They only seek to live amongst themselves and to do no harm. Their current leader is an Orc. The Vigilants of Stendarr seek to "free them" and tensions between the two factions are rising. The Brotherhood only wants to be left alone.
The main quest would start off as a simple quest. It would be a random event when you are attacked by a werewolf and are infected.(for gameplay reasons, the game gives you 3 days to cure it). They find you and offer you the chance to join them to avoid killing innocents. The first few quests would be helping you to get used being a werewolf and hunting for supplies. The Vigilants start to send scouts and kill a few hunters. This enrages the leader. The vigillants start to kill more hunters and even people who just wanted to keep to themselves. This causes the war between the vigilants and the brotherhood. You are shown how to master the curse and are part of a disasterous strike at them.
Over the course of 6 quests, all of which end in disaster, you are tasked with capturing one of the vigilants. When you do capture him, you have a choice to torture him yourself or let someone else do it. The final quest would be an all out battle between the VOS and the BOH. The BOH are in wereform. After the battle, you have an endless series of quests(mostly hunting and scaring off curious adventures). Tis more of a roleplaying guild.
Skyrim's drinking Guild.
Nords are known for drinking so this suits Skyrim. Tis a roleplaying one mainly. There is no questline but a series of quests that usually result in you getting drunk. I would make sure that there are a lot of funny dialogue and a quest where you wake up, in your loincloth in the Jarl's quarters(it would be based on the city and your sex).
Arena.
This is a very obivous one that bethesda should have put into the game.
The Arena would be set in 3 different cities due to the nords being nords. They have no rules about the fights. But fighters that use stealth are insulted by the crowd or booed at. It would start from simple fights to glorious team battles to fighting animals. Some fights would be against prisoners whilst others against hardended warriors. You can earn a decent living, provided you live. You can become champion of the city's arena and often get challenged by a fighter, thus plenty of champion matches where you have to defend your title. Every few weeks, you are asked to fight at X arena. Usually, against their champion. You can get invited to dine with the Jarl(roleplaying). It would be a lot of radient quests after you reached champion. If you are Dragonborn, you will be asked to display your power via a series of special matches(Giants, Mammoths, Lydia when she is really annoyed :p, and so forth) Dragons can interfer with all matches thus creating tension.
I have more guilds but i may recieve a full unrelenting force to the torso by Avron if i post any more. In this post.
It would be called the Brotherhood of Hircine. All members of the guild were infected by a werewolf during a full moon and have either killed their own kin during a full moon or gone on a rampage. In the year 4 of the 4th era, a nobleman was infected by the curse whilst he was hunting. He poured a lot of his own cash into finding a cure and when one wasn't found. He exiled himself. He discovered a huge dwemer ruin that was full of broken machines so he made it his home. Over the years, more Werewolves moved in. In the year 10, the Brotherhood of Hircine was founded. In the year 201, it consists of 4000 members. Some were recruited whilst others joined. They only seek to live amongst themselves and to do no harm. Their current leader is an Orc. The Vigilants of Stendarr seek to "free them" and tensions between the two factions are rising. The Brotherhood only wants to be left alone.
The main quest would start off as a simple quest. It would be a random event when you are attacked by a werewolf and are infected.(for gameplay reasons, the game gives you 3 days to cure it). They find you and offer you the chance to join them to avoid killing innocents. The first few quests would be helping you to get used being a werewolf and hunting for supplies. The Vigilants start to send scouts and kill a few hunters. This enrages the leader. The vigillants start to kill more hunters and even people who just wanted to keep to themselves. This causes the war between the vigilants and the brotherhood. You are shown how to master the curse and are part of a disasterous strike at them.
Over the course of 6 quests, all of which end in disaster, you are tasked with capturing one of the vigilants. When you do capture him, you have a choice to torture him yourself or let someone else do it. The final quest would be an all out battle between the VOS and the BOH. The BOH are in wereform. After the battle, you have an endless series of quests(mostly hunting and scaring off curious adventures). Tis more of a roleplaying guild.
Skyrim's drinking Guild.
Nords are known for drinking so this suits Skyrim. Tis a roleplaying one mainly. There is no questline but a series of quests that usually result in you getting drunk. I would make sure that there are a lot of funny dialogue and a quest where you wake up, in your loincloth in the Jarl's quarters(it would be based on the city and your sex).
Arena.
This is a very obivous one that bethesda should have put into the game.
The Arena would be set in 3 different cities due to the nords being nords. They have no rules about the fights. But fighters that use stealth are insulted by the crowd or booed at. It would start from simple fights to glorious team battles to fighting animals. Some fights would be against prisoners whilst others against hardended warriors. You can earn a decent living, provided you live. You can become champion of the city's arena and often get challenged by a fighter, thus plenty of champion matches where you have to defend your title. Every few weeks, you are asked to fight at X arena. Usually, against their champion. You can get invited to dine with the Jarl(roleplaying). It would be a lot of radient quests after you reached champion. If you are Dragonborn, you will be asked to display your power via a series of special matches(Giants, Mammoths, Lydia when she is really annoyed :p, and so forth) Dragons can interfer with all matches thus creating tension.
I have more guilds but i may recieve a full unrelenting force to the torso by Avron if i post any more. In this post.
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Re: Create your own guild
A mercantile guild. Set up mines, mills, and settlements with all that pointless gold.
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- ZackyZombify
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Re: Create your own guild
Archers Guild. A place where you can show off your skills in competition or just showing off. Bet, win rewards for high scores and earn ranks. Each rank has a unique item to let everyone know you have achieved it.
- Street_Assassin
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Re: Create your own guild
Definitely like the werewolf brotherhood of hircine. Vampire already have they faction (dawnguard dlc) so werewolves should have dlc too.
I would create a werewolf guild too much like the one described above but they would fight against vampires,like underworld movies lol
I would create a werewolf guild too much like the one described above but they would fight against vampires,like underworld movies lol
- ZackyZombify
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Re: Create your own guild
The weredogs don't need a dlc since they already have a guild.
- Chaos the N'wah
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Re: Create your own guild
A militant magic guild for spellswords, nightblades, etc. with none of go kill this fort whack-a-mole of the civil war and none of the "Big mystery pinata of doom" story of the College
(Not the vigil, not that that wouldn't be interesting..)
..Or a Bards' guild
(Not the vigil, not that that wouldn't be interesting..)
..Or a Bards' guild
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thamoirthegreat
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Re: Create your own guild
This is going to sound very strange but a literature guild "scholars guild" of some sorts. The guild's mission would be to search for rare books, scrolls, and tomes throughout Tamriel. They would preserve the books and protect them from falling into the wrong hands. They could also be like archaeologists and search for books with information about certain historical events.
Last edited by thamoirthegreat on Wed Feb 27, 2013 5:06 pm, edited 1 time in total.
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Re: Create your own guild
With Hearthfire's Oven addition, I've had this weird hankering for a Guild of Pastry Chefs. I mean, who wouldn't want to pie a Dragon?
And I've always thought that the Cheesemakers deserve more recognition and organization.
And I've always thought that the Cheesemakers deserve more recognition and organization.
"Keep your arrows in their archer" *quiver*
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thamoirthegreat
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Re: Create your own guild
The goal of the Pastry Chef Guild is that no man, woman, or child has to go one day without a sweetroll.Evil-i wrote:With Hearthfire's Oven addition, I've had this weird hankering for a Guild of Pastry Chefs. I mean, who wouldn't want to pie a Dragon?
And I've always thought that the Cheesemakers deserve more recognition and organization.
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Re: Create your own guild
And the guilds arch-enemy is that damn thief who's stealing all the sweetrolls!thamoirthegreat wrote:The goal of the Pastry Chef Guild is that no man, woman, or child has to go one day without a sweetroll.Evil-i wrote:With Hearthfire's Oven addition, I've had this weird hankering for a Guild of Pastry Chefs. I mean, who wouldn't want to pie a Dragon?
And I've always thought that the Cheesemakers deserve more recognition and organization.
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thamoirthegreat
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Re: Create your own guild
Whoever you are, we WILL find you.rpbraley868 wrote:And the guilds arch-enemy is that damn thief who's stealing all the sweetrolls!thamoirthegreat wrote:The goal of the Pastry Chef Guild is that no man, woman, or child has to go one day without a sweetroll.Evil-i wrote:With Hearthfire's Oven addition, I've had this weird hankering for a Guild of Pastry Chefs. I mean, who wouldn't want to pie a Dragon?
And I've always thought that the Cheesemakers deserve more recognition and organization.
- The SheoDovah
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Re: Create your own guild
The Bunnyborn.
A guild for rabbits. It is discovered that you are Rabbitborn and they are destined to help you to defeat the rabbit of death(tis that Monty Python one and i can't remeber what it is actually called). They train you in the ancient art of eating carrots and bunnyhopping. As well as unlocking the ancient rabbit power called setting mortals on fire whilst staring at them(rabbits are not that creative). You fight the Rabbit of death and you save Skyrim(again). It turns out that you were just high on Skooma and none of this happen but instead, you've just wiped out an entire settlement.
Merchants Guild
A guild for merchants. You work your way up to become a merchant. You start from suppling the guild with supplies(it would be very varied) to protecting caravans then protecting Merchant X from bandit chef in City X or a corrupt guard(being thane will have an influnce). You are granted permission to open a stall in the city of your choosing but you have to pay a loyalty tax, you can refuse and this would start to cause the guild to turn on you. Your caravans are destroyed, the merchants in the guild will charge you double etc.. It would end in you attacking the guild directly due to them destroying your livilhood. If you pay it, you get along fine with the guild and have to attend monthly meetings. Depending on how much you make, you may be allowed to open a store.
Fighters Guild
The Cyrodiil Fighters Guild seeks to open a guild hall in Skyrim but due to the Great War, it's no longer the guild it was. They have managed to open a small guild hall in Solitude and most of their contracts are killing vermin due to the companions taking up all of the valuable contracts. It is only 20 people that are left. You join the guild and morale is low. The first few quests would be vermin quests. You can ask what happened to this guild and the last 200 years of the guild's history is told to you or read in a book. You are determined to bring it back to it's former glory. You refuse to do any more contracts and vow to get the guild better contracts. You speak to the Jarl and get 7 challenging bounty quests. If you are Dragonborn, you can convince the jarl to award all dragon contracts to the guild and so forth. As the guild grows, the guildhall grows but the companions take notice. If you join this guild, you can't join the Companions and vice visa. The two guilds start to have a rivalry, a friendly one. Due to you being responsible for the guild slowly coming back to life, you are made guildmaster and have a lot of duties. Decide what the guild's offical armour is. Focusing on recruitment or contracts. And so forth. As well as convince X to give a very valuable contract to your guild and not the companions.
The Order Of Molag Bal(Vampire only)
The Order Of Molag Bal was formed in 145 of the 4th Era by a vampire lord(who is later revealed to be Harkon's brother) and is the order's leader. They seek to control Skyrim and eliminate any compition. They are the second biggest clan in Skyrim. They have surived various attacks. They worship Bal and view those who don't have the gift as weak, pathetic cattle. To join, you have to gain their attention via feeding in cities at night, killing Viliglants of Stendarr and so forth. They offer you the chance to join and you accept. There is a cermony in which you bathe in blood. You are introduced to the rest of the clan and a series of quests start. From kidnapping people to killing vampire hunters and so forth. The Dawnguard learn of clan and plan to destroy it. So the clan prepares for war. You are tasked with killing their leader, sabotaging them and overall, weaking them. By joining the order, you will get the Volikhar's lore powers(breaking through ice, disppearing into mist) If you have not started DG, you are sent to Castle Volikhar to form an alliance. This doesn't happen and are captured. Harkon interrogates you and vowes to wipe out clan. You escape and a war starts between both clans and the Dawnguard. The Order wins and is the only clan left in Skyrim. With the Dawnguard, partially destroyed, the order decides to finish them off and captures many high ranking members to keep as snacks. Castle Volikhar is the order's new home and thus moves everything to there.
A guild for rabbits. It is discovered that you are Rabbitborn and they are destined to help you to defeat the rabbit of death(tis that Monty Python one and i can't remeber what it is actually called). They train you in the ancient art of eating carrots and bunnyhopping. As well as unlocking the ancient rabbit power called setting mortals on fire whilst staring at them(rabbits are not that creative). You fight the Rabbit of death and you save Skyrim(again). It turns out that you were just high on Skooma and none of this happen but instead, you've just wiped out an entire settlement.
Merchants Guild
A guild for merchants. You work your way up to become a merchant. You start from suppling the guild with supplies(it would be very varied) to protecting caravans then protecting Merchant X from bandit chef in City X or a corrupt guard(being thane will have an influnce). You are granted permission to open a stall in the city of your choosing but you have to pay a loyalty tax, you can refuse and this would start to cause the guild to turn on you. Your caravans are destroyed, the merchants in the guild will charge you double etc.. It would end in you attacking the guild directly due to them destroying your livilhood. If you pay it, you get along fine with the guild and have to attend monthly meetings. Depending on how much you make, you may be allowed to open a store.
Fighters Guild
The Cyrodiil Fighters Guild seeks to open a guild hall in Skyrim but due to the Great War, it's no longer the guild it was. They have managed to open a small guild hall in Solitude and most of their contracts are killing vermin due to the companions taking up all of the valuable contracts. It is only 20 people that are left. You join the guild and morale is low. The first few quests would be vermin quests. You can ask what happened to this guild and the last 200 years of the guild's history is told to you or read in a book. You are determined to bring it back to it's former glory. You refuse to do any more contracts and vow to get the guild better contracts. You speak to the Jarl and get 7 challenging bounty quests. If you are Dragonborn, you can convince the jarl to award all dragon contracts to the guild and so forth. As the guild grows, the guildhall grows but the companions take notice. If you join this guild, you can't join the Companions and vice visa. The two guilds start to have a rivalry, a friendly one. Due to you being responsible for the guild slowly coming back to life, you are made guildmaster and have a lot of duties. Decide what the guild's offical armour is. Focusing on recruitment or contracts. And so forth. As well as convince X to give a very valuable contract to your guild and not the companions.
The Order Of Molag Bal(Vampire only)
The Order Of Molag Bal was formed in 145 of the 4th Era by a vampire lord(who is later revealed to be Harkon's brother) and is the order's leader. They seek to control Skyrim and eliminate any compition. They are the second biggest clan in Skyrim. They have surived various attacks. They worship Bal and view those who don't have the gift as weak, pathetic cattle. To join, you have to gain their attention via feeding in cities at night, killing Viliglants of Stendarr and so forth. They offer you the chance to join and you accept. There is a cermony in which you bathe in blood. You are introduced to the rest of the clan and a series of quests start. From kidnapping people to killing vampire hunters and so forth. The Dawnguard learn of clan and plan to destroy it. So the clan prepares for war. You are tasked with killing their leader, sabotaging them and overall, weaking them. By joining the order, you will get the Volikhar's lore powers(breaking through ice, disppearing into mist) If you have not started DG, you are sent to Castle Volikhar to form an alliance. This doesn't happen and are captured. Harkon interrogates you and vowes to wipe out clan. You escape and a war starts between both clans and the Dawnguard. The Order wins and is the only clan left in Skyrim. With the Dawnguard, partially destroyed, the order decides to finish them off and captures many high ranking members to keep as snacks. Castle Volikhar is the order's new home and thus moves everything to there.
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- Sam
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Re: Create your own guild
The brotherhood of Hircine is a very good idea imo. But not only werewolfs but werebears, wereboars, werecrocs,... are also allowed.
Last edited by Sam on Tue Feb 26, 2013 3:10 pm, edited 1 time in total.
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Re: Create your own guild
I would like to see something alike to the Grey Wardens of Dragon Age, since the Grey Wardens are pretty much the best Fantasy Guild-Group-Faction-Coalition-Organization-Thing ever.
A group of Daedra hunters who corrupt themselves with Daedric something to be more effective against them, maybe.
A group of Daedra hunters who corrupt themselves with Daedric something to be more effective against them, maybe.
- The SheoDovah
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Re: Create your own guild
You have my Axe, and my Thu'um. We will find the milk drinker and tear him apart! We will show them what us Nords can do when someone steals our sweetrolls! They can take our sweetrolls but they'll never take our FREEDOM! Unless they soul trap us, in which case, they will take our freedom but other then that, we will kill the sweetroll thief.rpbraley868 wrote:thamoirthegreat wrote:Whoever you are, we WILL find you.Evil-i wrote:
And the guilds arch-enemy is that damn thief who's stealing all the sweetrolls!
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Re: Create your own guild
A brew master's guild. We'd fight the other breweries like the Sharks and the Jets in Westside Story. Then, we'd seek out the finest ingredients anywhere and everywhere to brew the finest mead and ale known to man or mer.
Whiterun Pale Ale
Ratway IPA
Windhelm Winter Lager
High Hrothgar Bockbier....It'll make you shout!
Whiterun Pale Ale
Ratway IPA
Windhelm Winter Lager
High Hrothgar Bockbier....It'll make you shout!
"Satan wants your Tostitos"
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bepeasej
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Re: Create your own guild
I would have a law enforcement type guild. You could build your own prison (like building houses in hearth fire) and being able to arrest criminals or people you don't like.
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Re: Create your own guild
Making wines in Oblivion was the most tedious fetch quest I've ever done.Jabberdave wrote:A brew master's guild. We'd fight the other breweries like the Sharks and the Jets in Westside Story. Then, we'd seek out the finest ingredients anywhere and everywhere to brew the finest mead and ale known to man or mer.
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Re: Create your own guild
The Sanguine Enterprise.
"The bloody business is the one where coins to be made"
Bandit group that is highly organized and has developed significant influence. Unlike the TG and DB, the Enterprise is in the business of drugs, human trafficking, corruption, expansion of wealth and territory, smuggling, extermination, and seeding of hatred.
Each of its major business ventures is run by a different anonymous individual. Each individual is in constant struggle with the others wrestling for power and influence. They each want to run the Enterprise differently, some wanting to become a legal organization, some wanting to take over Skyrim through bloody massacre.
These nameless identities find you by attacking the city / town you are in at the time. This is the equivalent to the 3 thugs. The difference is that a sealed letter is on their corpse which invites you to join one of the Anonymous and follow his playthrough. If you hold off, different options will try to recruit you (like a secret society). Upon joining you will gradually increase in privileges ranging from supply drops (if that is what you request as payment) to unique followers based on the leader you chose to follow. Eventually you will be invited to "meet" your patron, but it is a trap. One of the anonymous wants you dead. On the corpse of the person trying to kill you, you find one of the Sanguine Threads of the Webspinner. Gradually as you progress through this later stage in the questline you uncover plots, traitors, usurpers and the anonymous themselves all while realizing this was nothing more than the doing of Mephala, tugging at your strings to move you forward eventually running the enterprise.
"The bloody business is the one where coins to be made"
Bandit group that is highly organized and has developed significant influence. Unlike the TG and DB, the Enterprise is in the business of drugs, human trafficking, corruption, expansion of wealth and territory, smuggling, extermination, and seeding of hatred.
Each of its major business ventures is run by a different anonymous individual. Each individual is in constant struggle with the others wrestling for power and influence. They each want to run the Enterprise differently, some wanting to become a legal organization, some wanting to take over Skyrim through bloody massacre.
These nameless identities find you by attacking the city / town you are in at the time. This is the equivalent to the 3 thugs. The difference is that a sealed letter is on their corpse which invites you to join one of the Anonymous and follow his playthrough. If you hold off, different options will try to recruit you (like a secret society). Upon joining you will gradually increase in privileges ranging from supply drops (if that is what you request as payment) to unique followers based on the leader you chose to follow. Eventually you will be invited to "meet" your patron, but it is a trap. One of the anonymous wants you dead. On the corpse of the person trying to kill you, you find one of the Sanguine Threads of the Webspinner. Gradually as you progress through this later stage in the questline you uncover plots, traitors, usurpers and the anonymous themselves all while realizing this was nothing more than the doing of Mephala, tugging at your strings to move you forward eventually running the enterprise.
That which defines you will prove to be your undoingDark Spark wrote:They are not instruments of justice nor vengeance. They're target practice.
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Re: Create your own guild
The guardian to the entrance of Caerbannog (or Caer Bannog? tricky, these days).Thelastdovah wrote:The Bunnyborn.
A guild for rabbits. It is discovered that you are Rabbitborn and they are destined to help you to defeat the rabbit of death(tis that Monty Python one and i can't remeber what it is actually called)...
I call him "Nibbles".
Baurus: Our job is to get the Emperor out of situations like this. Though I'll admit, things aren't going exactly to plan.
Casandra: At the moment, the deadliest weapon at my disposal is a goblin's head on a stick. I'd be worried if this was the plan.
Casandra: At the moment, the deadliest weapon at my disposal is a goblin's head on a stick. I'd be worried if this was the plan.
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- Other Profiles: perylousdemon (Steam)
Re: Create your own guild
This made me laugh for like five minutes. Thank you so much for brightening my otherwise miserable day.Thelastdovah wrote:You have my Axe, and my Thu'um. We will find the milk drinker and tear him apart! We will show them what us Nords can do when someone steals our sweetrolls! They can take our sweetrolls but they'll never take our FREEDOM! Unless they soul trap us, in which case, they will take our freedom but other then that, we will kill the sweetroll thief.FOR SKYRIM'S SWEETTOOTH! FOR THE CHILDREN!
Signatures are overrated.
- The SheoDovah
- Lord of the Shivering Isles

- Posts: 1622
- Joined: Sun Oct 07, 2012 9:15 am
- ES Games: Oblivion:GOTY, Skyrim:Legendary edition
- Platform: PS3.
- Status: Beta now owns my Liver.
- UESPoints: 12
Re: Create your own guild
It was foretold Nibbles would return. After the defeat of Alduin and the civil war has ended. After the Sweet Roll thief terrorises the nords and the fall of the Nordic Pastry guild. But there is one he fears. In their language he is rabbit noises, RABBITBORN!Dark Spark wrote:The guardian to the entrance of Caerbannog (or Caer Bannog? tricky, these days).Thelastdovah wrote:The Bunnyborn.
A guild for rabbits. It is discovered that you are Rabbitborn and they are destined to help you to defeat the rabbit of death(tis that Monty Python one and i can't remeber what it is actually called)...
I call him "Nibbles".
Order of Talos(after Civil War questline has been done)
The Sons of Skyrim have resolved their war. Now, they face a greater enemy, no, not the Rabbit of Caerbannog although that is a big threat to Skyrim. They face the Dominion who will surely take advantage of the state of the province. But a new order has been formed. Their numbers are rising. But they know that they alone can't defeat the dominion if they invade Skyrim. They must turn to the Dovahkiin for help. It would be a series of quests aimed at disrupting the Thalmor in Skyrim. From freeing prisoners to killing Patrols and preventing them from getting resupplied. And prehaps, blowing their embassy of the cliff it stands. As well as uniting Skyrim. Even the forsworn can be convince to join with the nords, but in return they will get Markarth. Probably works better as a DLC.
RANDOM SILLY STATEMENT AS SIGNATURE!
Praise Sheogorath!
Praise Sheogorath!

