New Factions?

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DaKizmasta
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New Factions?

Post by DaKizmasta »

It would be cool if they included cool new factions and guilds in Skyrim. I'd like to hear what new factions and guilds you'd like to see in the new game. Here is my few

1. Being able to join different clans of the Nordic populace
2. Any sort of cult whether it be daedric, necromancer or maybe some nordic cult
3. Joining the Skyrim army would be good considering conflicts talked about in Oblivion with the redoran
4. Vampire clans
5.Werewolf clans/pack/cult

these may be not new but it would be good to include them in

6.The Imperial cult
7.The Imperial Legion
8.The Morag tong

Please share your ideas :D
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Re: New Factions

Post by FrostyInferno016 »

I think joining a Skyrim army would be AWEsome..
Or maybe some kind of equivalent to the Blades
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Re: New Factions

Post by Generalno1 »

The problem with negative factions is that they can't go too far, which, let's face it, wouldn't be very fun. And if they did go to extremes, like the necromancers destroying the mages guild in Skyrim, you wouldn't be able to play the mages guild
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Re: New Factions

Post by Waylander »

According to Lore The Mages Guild was dissolved for 'unknown reasons' after the Oblivion crisis, with the 2 splinter organizations called The Synod and The College of Whispers.

Is it safe to say the Mages Guild wont existing in TES V?
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Re: New Factions

Post by Generalno1 »

But you understand my point? If there are opposing factions, it'll be difficult to explain which one you sided with.
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Re: New Factions

Post by Dean »

Waylander wrote:According to Lore The Mages Guild was dissolved for 'unknown reasons' after the Oblivion crisis, with the 2 splinter organizations called The Synod and The College of Whispers.
What Lore was this in? I have never read that before :? are you taking things from the Infernal City by any chance? Because that isn't lore.

As for new factions...I would like to see some political factions. These work well against each other as has been proven. I think I mentioned a Beast Hunters Guild somewhere before aswell, would be great for marksman who don't really get a guild they are brilliant at in either of the games I have played.
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Re: New Factions

Post by Mr. Mischief »

Generalno1 wrote:The problem with negative factions is that they can't go too far, which, let's face it, wouldn't be very fun. And if they did go to extremes, like the necromancers destroying the mages guild in Skyrim, you wouldn't be able to play the mages guild
If I was playing in a necromancer cult I wouldn't even want to be in the mages guild. So is it safe to say that extremes might not be a bad thing? I think the player should be able to craft the world around them, and having some things become unavailable would be a way of helping immersion. But I guess it all matters on your playing style.
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Re: New Factions

Post by Generalno1 »

but what about the mages guild players? If you can join either, then it would mean that you have the possibility of destroying both, how will the time line read?
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Re: New Factions

Post by Mr. Mischief »

The game probably wouldn't allow you to join both. Like in Morrowind if you joined house Telvanni, house hlaalu wouldn't allow you to join with them. It would be a conflict of interest.
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Re: New Factions

Post by Generalno1 »

no..but look, you can join only one, but over different saves you could join both couldn't you? then that would mean that, according to story, it could have gone either way. how would you explain that? that Sometimes the necromancers won, and sometimes the mages guild won?
I'm talking only in terms of lore. not game play
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Re: New Factions

Post by T PoPTartZz T »

Generalno1 wrote:but what about the mages guild players? If you can join either, then it would mean that you have the possibility of destroying both, how will the time line read?
Good point. It's workable in-game. Mass Effect did so very well, in fact.
However, it wouldn't make sense in Lore. If the Necromancer faction
questline destroyed the Mage's Guild, and the Mage's Guild questline
dissolved the Necromancer faction, then how would it be recorded in
history? What would the Wiki look like if both guilds were destroyed by
each other, and the other remained?
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Re: New Factions

Post by Mr. Mischief »

T PoPTartZz T wrote:
Generalno1 wrote:but what about the mages guild players? If you can join either, then it would mean that you have the possibility of destroying both, how will the time line read?
Good point. It's workable in-game. Mass Effect did so very well, in fact.
However, it wouldn't make sense in Lore. If the Necromancer faction
questline destroyed the Mage's Guild, and the Mage's Guild questline
dissolved the Necromancer faction, then how would it be recorded in
history? What would the Wiki look like if both guilds were destroyed by
each other, and the other remained?
I apologize, I completely read your post wrong, General. Must mean it is time for bed, but I guess I don't really know. I would assume they wouldn't care about some random necro cult but the mages guild is a big thing, I just think it would be a cool idea. But very hard to keep everything in order for it to all work.
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Re: New Factions

Post by Waylander »

Dean wrote:
Waylander wrote:According to Lore The Mages Guild was dissolved for 'unknown reasons' after the Oblivion crisis, with the 2 splinter organizations called The Synod and The College of Whispers.
What Lore was this in? I have never read that before :? are you taking things from the Infernal City by any chance? Because that isn't lore.

As for new factions...I would like to see some political factions. These work well against each other as has been proven. I think I mentioned a Beast Hunters Guild somewhere before aswell, would be great for marksman who don't really get a guild they are brilliant at in either of the games I have played.
I took it off the Lore page for the Mages Guild, however, it does look like it has been referenced to The Infernal City. So is it Lore or not? (I guess thats a discussion for another thread)
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Re: New Factions

Post by Generalno1 »

Already one in the lore forum
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Re: New Factions

Post by Veck »

I would love to see some religious guilds included, like say a Cult Of Akatosh, or Nine Worship. There could be some petty rivalry between them, but they wouldn't need to destroy each other.
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Re: New Factions

Post by Lindai »

Lore...

The game shouldn't be dependent on lore. Lore should be dependent on the game. I'm not going to buy ES V to see how well it is in keeping with lore. And I don't think anybody will.

Let the game itself create lore. Should we allow previous game lore to dictate the entertainment value of this game? Will Bethesda compromise sales just to avoid minor lore complications?
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Re: New Factions

Post by ronenum »

Lindai wrote:Lore...

The game shouldn't be dependent on lore. Lore should be dependent on the game. I'm not going to buy ES V to see how well it is in keeping with lore. And I don't think anybody will.

Let the game itself create lore. Should we allow previous game lore to dictate the entertainment value of this game? Will Bethesda compromise sales just to avoid minor lore complications?
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Re: New Factions

Post by Generalno1 »

Lindai wrote:Lore...

The game shouldn't be dependent on lore. Lore should be dependent on the game. I'm not going to buy ES V to see how well it is in keeping with lore. And I don't think anybody will.

Let the game itself create lore. Should we allow previous game lore to dictate the entertainment value of this game? Will Bethesda compromise sales just to avoid minor lore complications?
Lore is the world that the game takes place in, would you rather the princes became pansys frolicking in the open green fields of black marsh?
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Re: New Factions

Post by The Dog Whisperer »

Generalno1 wrote:no..but look, you can join only one, but over different saves you could join both couldn't you? then that would mean that, according to story, it could have gone either way. how would you explain that? that Sometimes the necromancers won, and sometimes the mages guild won?
I'm talking only in terms of lore. not game play
Each storyline could have a similar/the same ending, but with different personal stories through the conflict.
Just because you're playing through a guild doesn't mean your side has to win.
Or that either side has to win.
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Re: New Factions

Post by JockoBeans »

Without the Lore???

Hmmmm where would Oblivion be without the events of Morrowind? Where would have Morriwind been without the events of Daggerfall?

Heck where would any of the games be without the original Lore that was not covered in any of the games??

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Re: New Factions

Post by mulder »

But, it would suck if there was no Mages Guild.. :cry:

And yes, religious cults would be great! I want to become a worshiper of Hercine!
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Re: New Factions

Post by azuarc »

What's the problem with two factions being at each other's throat? So what if you can only do one of the two? So what if the wiki has to write up the process from two perspectives. Who cares? Aside from you people who insist on doing EVERYTHING on the same character, which makes no sense.

The only part where it gets interesting is if you nominally join both groups, and then at some point reach a point of no return. In fact, the playing-both-sides approach might even end up being a third option of its own, where you even have someone you can work with to try to undermine both groups.
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Re: New Factions

Post by T PoPTartZz T »

azuarc wrote:What's the problem with two factions being at each other's throat? So what if you can only do one of the two? So what if the wiki has to write up the process from two perspectives. Who cares? Aside from you people who insist on doing EVERYTHING on the same character, which makes no sense.

The only part where it gets interesting is if you nominally join both groups, and then at some point reach a point of no return. In fact, the playing-both-sides approach might even end up being a third option of its own, where you even have someone you can work with to try to undermine both groups.
Because there's an actual historical timeline incorporated into TES series.
How will you make the timeline progress linearly without having a set
outcome in your games? They're not time travelers, you know.
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Re: New Factions

Post by The Dog Whisperer »

azuarc wrote:Aside from you people who insist on doing EVERYTHING on the same character, which makes no sense.
This. :mrgreen:
Everyone's gonna play hundreds of characters anyway.

I'm sure there are places where lore would restrict storylines, but I still think that you could have multiple guild stories with the same result.
Maybe the bad guys win, even if you play for the good side.
Or vice versa.
You still get the variety of perspectives, but any baselines that have to adhere to lore can be kept.

Basically, just because there's one result doesn't mean there's only one way to play to that result.
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Re: New Factions

Post by stst »

How about a Merchant's Guild? As long as they made it more interesting than just running goods back and forth between towns...
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