Create your own guild

A place to discuss and ask questions about the fifth part of The Elder Scrolls series and its expansions
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BladeHero
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Re: Create your own guild

Post by BladeHero »

Hunter's Guild: With the "trophy" addition in Hearthfire, I always thought it would be neat to hunt animals and show off your trophies, or have challenges to bag a specific animal in a set amount of time. I feel like a bad person, but everytime I see a deer or fox, I automatically pull out my bow and take them down.
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Re: Create your own guild

Post by RisingSun025 »

I want to see the face ofthe archaeology people when you bring back an Elder Scroll.
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Re: Create your own guild

Post by Mr.Argonian »

A Druid's guild. Offering new spells like entangle, shapeshifter and animal ally, and a quest line involving protecting Skyrim's fragile eco system from a group of hunters taking too much, too fast.
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Re: Create your own guild

Post by CBR JGWRR »

BladeHero wrote:Hunter's Guild: With the "trophy" addition in Hearthfire, I always thought it would be neat to hunt animals and show off your trophies, or have challenges to bag a specific animal in a set amount of time. I feel like a bad person, but everytime I see a deer or fox, I automatically pull out my bow and take them down.
If the moderators allow it, we could have it on here...
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Re: Create your own guild

Post by Lethandhrel One-Eye »

An Adventurer's College: After hitting 10th level, you get a message from a courier saying that some rich fella is interested in setting up a school for wannabe adventurers but needs your help. You meet up with the man in a (randomly selected) inn in one of the major cities. He offers you a large sum of money (higher the level, the more you get, starting at 5000g for 10th level).

First quest: Finding a suitable building for the College. Can ask any of the Jarls; in the minor holds it is a flat out no, in the major holds it's 'I'll think about it if you do this for me' eg. clear out a bandit hideout. Markarth gives final OK (because Whiterun has the Companions, Solitude has the Bard's College and Riften has the Thieves' Guild).

Second quest: Finding willing teachers - can ask Companions, Winterhold mages, thieves in Riften (all those that agree are new NPCs added especially).

Third quest: Spreading the word - talk to Jarls, innkeepers and Khajiit caravans.

After that it becomes mostly miscellaneous. Every so often you get a message via courier asking you to give a special lesson - the higher your level, the more gold you get paid.
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Re: Create your own guild

Post by The SheoDovah »

A more improved Companions questline and the guild itself.

In order to join, you have to pass a series of tests instead of the one test that anyone can pass. From lasting a few rounds with the companions to fighting 2-3 of them at a time. The tests would be warrior based and if you show any sign of magic, they will refuse to test you and ask you leave. Unless you are the Dovahkiin and have the Thu'um as they will make an exception for that. There would be training sessions in the form of radient quests. Such as spar with X or hit the targets. You would have to work your way up to the rank of Companion via a series of small quests that have their own story. Such as capture an escaped orc prisoner who only wishes to be left alone to escorting a merchant to a city etc.. Once you have done that, you will be offically tested to see if you are worthy to join. The normal questline would start from here. Then a series of quests and so forth. You won't join the Circle untill you have made a name for yourself in the guild via the radient and a series of quests that get bigger every time.

One quest could be a simple escort quest that goes wrong and you have to defend the person from 20-30 bandits. Another is to kill 2 giants that have been terrorising a few farms but you end up walking into an ambush. The quests would make you feel like a companion. Depending on the main quest of the game, some dragon quests may be unlocked.

You can reject the Circle's offer but will have to take an oath that is punishable by death if you break it. When you become the Harbinger, you will have another questline but it's mainly advice based as well as radient quests to make you feel like you are the advisor.
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Re: Create your own guild

Post by sinstodark »

I like the idea of noble houses making a comeback, a part of me also misses how some things were done regarding guilds in morrowind, having to have a skill at a certain level to advance/ apply for promotion. I also would like a more indepth imperial legion story/guild. Joining the army starting at lowest level, advancing through the ranks having to go through training/ a boot camp. Having to go on patrols getting e.g having to patrol whiterun for 3 days then solitude another 3 days. Bodyguard duty etc. catching criminals/break ins citizens complaining etc. Maybe even becoming a headsman etc taking part in large battles etc I just like the idea of doing the whole imperial legion army from begining to maybe the rank of general etc
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Re: Create your own guild

Post by tornadokirby »

I'm not sure I'd create my own guild, but I kinda miss seeing my ranks in certain factions...or maybe the journal could keep track of which holds I'm the Thane of, because I tend to forget.

The Drunks Guild mentioned earlier sounds like a lot of fun though! Maybe we could have done some more partying with Uncle Sanguine. I like the idea of more quests where you have to piece together what the heck you did the previous night.
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Re: Create your own guild

Post by skullclutter »

A theatre troupe. Quests would involve helping out different aspects of behind-the-scenes work (find cloth for wardrobe, recruit blacksmiths for set construction, recruit an audience, etc.)

And of course, would culminate in finding a lead actress for a production of "The Lusty Argonian Maid"
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Re: Create your own guild

Post by BetaB17 »

Before I add my own ideas, I must state I missed the ranks oh so much and the limitations, especially in the thieves guild. I liked it in oblivion to where you had to reach a quota via fencing, and COW/companions should require certain skills to meet demands.
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Spoiler:
Alrite with that aside, my main idea for a new guild would more or less border between what is good and what is evil. The Order of The Lost, an secretive organization whose focus is the return of lost arts, magics, and cultures. Mainly a mage based guild, but does not wish personal gain. I can see some forms of necromancy taking root and plenty of deadric/aedric influence here. With a hint of irony, they are very fond of knowledge related to a certain Prince of Order.. seeing as so much is unknown. With that said, Mora is deeply mistrusted for obvious reasons. A core study is in an attempt to return the forgotten to the natural world, but if they deem it a danger it shall be withheld. So in a way, I can see the player working in the shadows, doing quests from different sectors. Be it collecting artifacts, ancient scrolls, ruins or magic. Less of self gain and more of common knowledge. Dont want anybody getting self centered in an attempt for immortality>_>. I can however see a fellow guild member offering a trade with a violent dragon ~ u let me hear ur wisdom and understanding, I will tell u where the sky can be yours or offer something with power(be what he desires). Bc lets face it, dragons are full of unknown knowledge that doesn't have to be destructive, let alone mere history
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Spoiler:
My other guild would prolly have to play the opposite force, Knights of The Old. I guess you could call them holy warriors, but are they really? Who determines who is a threat or evil, and the fact that they seek weapons for peace says it alone. Surely there would exist fighting between them and others, even if they end up misusing said artifacts from their original design. Most quests would call for saving the innocent and local protection, but not all the time. You may have to play as the black knight and kill of undesirables despite them doing no wrong. Slowly as you rise, you can see the corruption, not just in the world but in what you believe
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