If you could create a guild
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- Assassin540
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If you could create a guild
The question is if you could create a guild for the new elder scrolls game Skyrim what would it be please include name description of armor what they specialize in what there purpose is what there history is how and where were they founded also include ranks from the lowest rank to the highest and the guild emblem for example Dark Brotherhood Black hand.
Walk always in the Shadows.
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Re: If you could create a guild
I would create a mercenary guild. It would be called anything other than "the Companions". >.>
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- Utrechter
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Re: If you could create a guild
Some kind of private army, of which I'm the head, and then take control of Skyrim.
It's a perfect moment for something like that, I mean, civil war. Lets take advantage of it. 
Me: "So, how did you get this rich?"
Random Jarl: "I'm the Jarl and so were my father, grandfather, and his father. How about you?"
Me: "I've just spent some days chopping wood."
Random Jarl: "I'm the Jarl and so were my father, grandfather, and his father. How about you?"
Me: "I've just spent some days chopping wood."
- Assassin540
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Re: If you could create a guild
Name:Dark Brothers of the North
Armor:Baggy black pants with black boots and a black longsleeve shirt with black gloves
Specialty:Assassinations
Ranks:Young one,Killer,Assassin,Brother,Uncle,Father
Guild emblem:Skull with a black hood
History:The DBN was founded in Skyrim by a man named Ungar The-Terrible who was a member of the Dark Brotherhood but decided to break off from it with a few other Nord DB because they disagreed with the worship of Sithis they where founded 100 years after Oblivion crisis.
Armor:Baggy black pants with black boots and a black longsleeve shirt with black gloves
Specialty:Assassinations
Ranks:Young one,Killer,Assassin,Brother,Uncle,Father
Guild emblem:Skull with a black hood
History:The DBN was founded in Skyrim by a man named Ungar The-Terrible who was a member of the Dark Brotherhood but decided to break off from it with a few other Nord DB because they disagreed with the worship of Sithis they where founded 100 years after Oblivion crisis.
Walk always in the Shadows.
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ZeRoc
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Re: If you could create a guild
I would start a band of mercenaries that are brutally effective and can kill anything with out fear, they would accept any job. They would always drink a special beverage before they go on a mission and kill anything that gets in their way, and wear modified Steel armor. We would also charge less than the Fighters Guild, and run them out of business!
(This sounds familiar from somewhere...)
(This sounds familiar from somewhere...)
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- Chaos the N'wah
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Re: If you could create a guild
Wardens of Balance: a faction of Shamanistic/Druidic members seeking to undo the damage done by the supernatural, such as the Daedra and to some extent the Aedra when they meddle too much in the affairs of the people of Tamriel
or
The Abyssal Knights: a faction of Spellswords, Nightblades, Battlemages, etc. for hire, the openly proclaim that they worship no gods and speak for the power of mortals
or
The Abyssal Knights: a faction of Spellswords, Nightblades, Battlemages, etc. for hire, the openly proclaim that they worship no gods and speak for the power of mortals
- Argonanza
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Re: If you could create a guild
The Hunters Guild!
Armor: Unique hide and leather armors with appliable camouflage for different environments.
Speciality: hunting beasts.
Ranks: Courser, Hunter, Huntsman, umm blabla need help with these..
Guild Emblem: Horned skull with a sword in front of it.
About: Hunters for hire. Kills animals causing trouble, to get people meat, or fix trophies for rich folk.
Armor: Unique hide and leather armors with appliable camouflage for different environments.
Speciality: hunting beasts.
Ranks: Courser, Hunter, Huntsman, umm blabla need help with these..
Guild Emblem: Horned skull with a sword in front of it.
About: Hunters for hire. Kills animals causing trouble, to get people meat, or fix trophies for rich folk.
- Assassin540
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Re: If you could create a guild
Master Hunter,King Hunter?Argonanza wrote:The Hunters Guild!
Armor: Unique hide and leather armors with appliable camouflage for different environments.
Speciality: hunting beasts.
Ranks: Courser, Hunter, Huntsman, umm blabla need help with these..
Guild Emblem: Horned skull with a sword in front of it.
About: Hunters for hire. Kills animals causing trouble, to get people meat, or fix trophies for rich folk.
Walk always in the Shadows.
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Re: If you could create a guild
The Hunter's Guild:
Guild members hunt the animals and monsters in Skyrim, sell the meat and craft tools, weapons, armour, furniture and items of clothing from the pelts and bones to barter off in the cities and towns throughout the land. Was never officially formed but grew steadily from one group of hunters who decided to band together in order to more effectively and safely hunt the dangerous creatures in Skyrim and to improve their chances of survival in the harsh wilderness, and to sell their wares and make profit as one to prevent unfair competition with each other. Damn! Someone got there before me while I was typing this!!!
The guild will also accept contracts to find and kill creatures which endanger settlements, or rare, valuable creatures.
The Treasure Hunter's guild:
A discreet and secretive guild, this organization specialises in obtaining incredibly valuable artifacts from ancient tombs, forts, and temples to sell to private collectors. This guild operates outside the law and anyone caught connected to or dealing with the guild is imprisoned. The guild seeks out potential members from only the most experienced and hardy dungeon raiders, and offers these select members the benefits of the finest armour and weapons, the best pay in the land, the safety of being in an experienced group when in the most dangerous situations, and powerful friends.
Members who think they can cut the guild out of the deal having acquired the valuables are few but are swiftly dealt with. The guild masters are known by members to be very friendly with the Dark Brotherhood and will not hesitate to take out a contract on a renegade.
Guild members hunt the animals and monsters in Skyrim, sell the meat and craft tools, weapons, armour, furniture and items of clothing from the pelts and bones to barter off in the cities and towns throughout the land. Was never officially formed but grew steadily from one group of hunters who decided to band together in order to more effectively and safely hunt the dangerous creatures in Skyrim and to improve their chances of survival in the harsh wilderness, and to sell their wares and make profit as one to prevent unfair competition with each other. Damn! Someone got there before me while I was typing this!!!
The guild will also accept contracts to find and kill creatures which endanger settlements, or rare, valuable creatures.
The Treasure Hunter's guild:
A discreet and secretive guild, this organization specialises in obtaining incredibly valuable artifacts from ancient tombs, forts, and temples to sell to private collectors. This guild operates outside the law and anyone caught connected to or dealing with the guild is imprisoned. The guild seeks out potential members from only the most experienced and hardy dungeon raiders, and offers these select members the benefits of the finest armour and weapons, the best pay in the land, the safety of being in an experienced group when in the most dangerous situations, and powerful friends.
Members who think they can cut the guild out of the deal having acquired the valuables are few but are swiftly dealt with. The guild masters are known by members to be very friendly with the Dark Brotherhood and will not hesitate to take out a contract on a renegade.
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Velothi
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Re: If you could create a guild
The Holy Crusaders of Morrowind (Combo of House Redoran, Indoril, and Tribunal Temple members who fled/raid Skyrim's Velothi Mountains)
Warriors, Nobles, Crusaders of all types be they of the House of Honor, Pious, or of Piety of the Temple.
We fight to win a homeland in Winterhelm, to help free our brothers and sisters from both Imperial and Nordic tyranny! The Three Guide our Path, Our Lords are with us, Our Spirits protect us.
Resdaynia Now and Forever in Eastern Skyrim.
Warriors, Nobles, Crusaders of all types be they of the House of Honor, Pious, or of Piety of the Temple.
We fight to win a homeland in Winterhelm, to help free our brothers and sisters from both Imperial and Nordic tyranny! The Three Guide our Path, Our Lords are with us, Our Spirits protect us.
Resdaynia Now and Forever in Eastern Skyrim.
Last edited by Velothi on Sat Aug 13, 2011 11:09 pm, edited 1 time in total.
ArchMaster of The Great House of Redoran
"The Red Party of Redoran maintains Temple Traditions"
For a new Redoran in Solstheim, For Morrowind, Ancestors and Resdaynia!
High Lord of the Great House of Indoril and Lord of Almalexia
VVV
"The Red Party of Redoran maintains Temple Traditions"
For a new Redoran in Solstheim, For Morrowind, Ancestors and Resdaynia!
High Lord of the Great House of Indoril and Lord of Almalexia
VVV
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Re: If you could create a guild
A mages guild specializing in Daedric magic and venerating the Lords.
- Utrechter
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Re: If you could create a guild
Nova Provincia's Army.
Armor: Both light and heavy armour, with clothing under it in the colours red and white, and the emblem on both the shield and that piece of clothing. The helmet is a bit like a Greek Hoplite, and the feather, which is red, gets bigger per rank.
Ranks: Footman, Sergeant, Knight, ... , ... , ... , general, King/Lord. The next king/lord is appointed by the current king/lord before his death, most likely the (oldest) son or a general.
Emblem: A helmet, like that a Greek Hoplite, with a flag in the 'guild' colours behind it.
About: Taking over power. >:D
Armor: Both light and heavy armour, with clothing under it in the colours red and white, and the emblem on both the shield and that piece of clothing. The helmet is a bit like a Greek Hoplite, and the feather, which is red, gets bigger per rank.
Ranks: Footman, Sergeant, Knight, ... , ... , ... , general, King/Lord. The next king/lord is appointed by the current king/lord before his death, most likely the (oldest) son or a general.
Emblem: A helmet, like that a Greek Hoplite, with a flag in the 'guild' colours behind it.
About: Taking over power. >:D
Me: "So, how did you get this rich?"
Random Jarl: "I'm the Jarl and so were my father, grandfather, and his father. How about you?"
Me: "I've just spent some days chopping wood."
Random Jarl: "I'm the Jarl and so were my father, grandfather, and his father. How about you?"
Me: "I've just spent some days chopping wood."
- S13Kuro
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Re: If you could create a guild
The Eleventh
A guild created after it became public knowledge that allegedly a small group were set to release an item of unlimited awesomeness. When this occurred is still undecided, some say a few years ago, others, as soon as the closest thing to it was found and used. In various pieces of writing found all over the country, it's claimed that this item will be unleashed on the world on the 'Eleventh of the Eleventh of the Eleventh', and that it will render all items of similar form and function completely and utterly redundant. The Eleventh's members wait with bated breath, preparing as best they can, trying not to explode with anticipation.
Armour: Neat casual.
Specialty: Information gathering, anything related to the item's finer details.
Ranks: Interested One. Screenshot Aficionado. Replayer. Lorexpert. Pantsjizzelor. Grand Master of Awesome
Emblem: ||.||.||
A guild created after it became public knowledge that allegedly a small group were set to release an item of unlimited awesomeness. When this occurred is still undecided, some say a few years ago, others, as soon as the closest thing to it was found and used. In various pieces of writing found all over the country, it's claimed that this item will be unleashed on the world on the 'Eleventh of the Eleventh of the Eleventh', and that it will render all items of similar form and function completely and utterly redundant. The Eleventh's members wait with bated breath, preparing as best they can, trying not to explode with anticipation.
Armour: Neat casual.
Specialty: Information gathering, anything related to the item's finer details.
Ranks: Interested One. Screenshot Aficionado. Replayer. Lorexpert. Pantsjizzelor. Grand Master of Awesome
Emblem: ||.||.||
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AddictedtoMorrowind
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Re: If you could create a guild
Nordic Army (Vikings)
A group of savage Nords that will do anything to quench their thirst for battle. Originating from Norrowind, these outlanders burst with adrenaline (kind of like Redguards)and have big noses.
Armor: Nordic armor, duh!
Specialty: Charging in on enemies with no apparent defense at all.
Ranks: Ax wielder, Bignose, Fanatical One, Nordwithwoad, Adrenaline Rusher, Nordic God, Hrothgar.
Purpose: Anything that the vikings do in history.
A group of savage Nords that will do anything to quench their thirst for battle. Originating from Norrowind, these outlanders burst with adrenaline (kind of like Redguards)and have big noses.
Armor: Nordic armor, duh!
Specialty: Charging in on enemies with no apparent defense at all.
Ranks: Ax wielder, Bignose, Fanatical One, Nordwithwoad, Adrenaline Rusher, Nordic God, Hrothgar.
Purpose: Anything that the vikings do in history.
- dkjestrup
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Re: If you could create a guild
The equivalent of great houses would be my first choice.
Bringing back Morang Tong, possibly Cammona Tong?
I would bring in House Telvanni and Hlaalu, on the basis that Morrowind is basically destroyed so they would have to move somewhere.
I would change the thieves guild/mages guild too. They would become broader "societies" that you join to have access to services (fences/spellmaking/enchanting etc). Then within them would be a group of 4ish factions with interweaving and conflicting story lines, separate to the society. Basically, it would mean you don't have to join the mages guild for access to guild guides, despite role playing a character with conflicting motives (eg. necromancer).
I would bring back the Imperial Cult, and other cults! I loved the pilgrimages!
Bringing back Morang Tong, possibly Cammona Tong?
I would bring in House Telvanni and Hlaalu, on the basis that Morrowind is basically destroyed so they would have to move somewhere.
I would change the thieves guild/mages guild too. They would become broader "societies" that you join to have access to services (fences/spellmaking/enchanting etc). Then within them would be a group of 4ish factions with interweaving and conflicting story lines, separate to the society. Basically, it would mean you don't have to join the mages guild for access to guild guides, despite role playing a character with conflicting motives (eg. necromancer).
I would bring back the Imperial Cult, and other cults! I loved the pilgrimages!
I play LBP! PSN: dkjestrup, play my Sonnet of the Gargoyle level!
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OblivionDuruza
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Re: If you could create a guild
Here are some ideas I drew up after Skyrim was announced last year (they were accurate based on the lore available at the time, but obviously things change):
Fighters Guild
The Fighters Guild has faced much opposition and rivalry from the native organisations of Skyrim, particularly the Nordic Clans. However, it has developed a fairly solid following amongst foreigners to the region, amongst younger Nords wanting to prove themselves in battle and in those that have fallen out with their clans. With the Empire crumbling and threatened, the Guild is on the verge of collapse and is splintering into regional groups as a result of the fear sweeping the nation. Two major groups have emerged, one that wishes to ally with the local Nords in the hopes of surviving the revolution and one which remains loyal to the old order and the Empire.
The Mages Guild
The Mages Guild has never been popular amongst the native Nordic populace, who are generally distrusting of Mages other than their village Elders or shamans, or those of the Bard Collage or School of Thu'um. The split in the Mages Guild in Cyrodiil has only worsened the situation as the Guild now faces opposition from the Collage of Whispers, which has sprung from the ashes of the former guild.
The Collage of Whispers
Grown from the disbanded Mages Guild of Cyrodiil, the Collage of Whispers wishes to spread its power and influence throughout the remnants of the Empire. Unlike the more religious Synod, the Collage has grander aims and has placed itself in direct opposition to the the Mages Guild in Skyrim. However in this struggle, the Collage must not only win over the hearts and minds of the local populace, but also prevent the Mages Guild from seeing that they loose the opportunity to grow in Skyrim.
The Thieves Guild
The Thieves Guild operates out of the city of Riften and has had a reasonable following. However the Guild is now under threat from a more aggressive and thuggish group that has taken the recent chaos as an opportunity to achieve their aims and remove all other competition.
The Shadowed Bandits
A new group of opportunists born of the chaos enveloping Skyrim, the Shadowed Bandits pose a serious threat to the Thieves Guild of old. They have led a vicious campaign on the Guild, murdering and assaulting many members and robbing the rich and poor alike. They thrive in smaller settlements where they can move in and take over control through intimidation and thuggery, but have now caught the attention of the Clans and will face their combined fury. In addition, the recent advance of the Cammona Tong out of Morrowind has added another element to the struggles faced by the Shadowed Bandits, another pressure upon them to the East.
The Dark Brotherhood
The Brotherhood is Skyrim has seen a huge increase in business since the death of the High King of Skyrim, and has subsequently begun to seek out new members to join the fold. However, the Brotherhood has been placed under increasing pressure by the advancement of the Morag Tong out of Morrowind, separating the chapter in Soltiude from the one in Windhelm and leading to a state of confusion within the Guild.
The Morag Tong
The Morag Tong followed the Dunmeri refugees in the exodus from Morrowind and established a base out of the ity of Winter Hold. In constant opposition with the Dark Brotherhood, the Morag Tong fights for territory in Skyrim, pushing further into central Skyrim, driving a wedge between the Solitude and Windhelm chapters of the Brotherhood. The subsequent confusion in the Brotherhood has opened the door for the Tong to infiltrate the Brotherhood, and end their long-time feud once and for all.
The Imperial Legion
The Legion's main base is at Windhelm defending the Imperial Governor from the growing threat of a local revolution. With the crumbling of the Empire and the loss of much of its power, the Legion has been isolated and under serious threat, unless the loyalists win the civil war. Under this intense pressure, the Legion has begun the largest recruiting drive in its history of occupation of Skyrim, attracting many young warriors, eager for bloodshed.
The Brothers of Skyrim
The Brothers of Skyrim are a group of Nords that have banded together for the protection of Skyrim. Formed during the Oblivion Crisis and heroes of the defence against the hordes of Mehrunes Dagon, these warriors are now divided over the civil war, and the future of the province, and there is an almost open conflict within the ranks. All of SKyrim watch with baited breathe for the resolution of the turmoil, as their conflict may very well foreshadow the resolution of the civil war.
The Skyrim Trading Coalition
The Coalition operates in the Northern Port cities of Skyrim, with their main base of operations in Solitude, with other notable operations in Dawnstar and Winter Hold, with a smaller one in Windhelm. However with the region now in a state of turmoil, the traders have stopped flocking to the province from regions afar and trade has slowed considerably. The Coalition has benefited from the Empire, but also has strong ties to Solitude, and has of yet, remained neutral awaiting Solitudes declaration of allegiance to either side. To add to the Coalition's woes, travelling merchants under their care have been continually harassed by the Shadowed Bandits, the Cammona Tong and two-bit bandits and thugs, and the roads of Skyrim are no longer safe to traverse.
The Cammona Tong
With the loss of Morrowind, the Cammona Tong strengthened its practices in Skyrim, continuing the trade of strong liqueurs and the ever-infamous Skooma. The Cammona Tong has found that the chaos over Skyrim has been the perfect opportunity of business and has strengthened smuggling operations in the region and surrounding Imperial Provinces as a result. However, the Cammona Tong has not been met favourably by the local Nords, and has attracted the attention of the Clans and local authorities, having to resort to bribery and blackmail to prevent an all out war against them.
The Volkihar Clan - Vampires
This clan of Vampires is one most feared across Skyrim and their deathly clutches feed the nightmares of many local Nords. With the Empire crumbling and the province of Skyrim in turmoil, the war against the Vampires has come to a halt, and the Legion has drawn its forces back to protect its hold on Windhelm. This civil war is the perfect opportunity for the Volkihar Vampires to solidify their place in the underworld of Skyrim, removing local Vampire Hunters and opposition within the Fighters Guild, Nordic Clans and the Imperial Legion.
The ____ Clan (Falkreath/Riften)
The largest Clan in Skyrim controlling much of the South of the province, has fallen on tough times under the power of its northern rivals. The former glory of the clan is fading and now they must choose a side in the growing conflict. Facing increasing pressure from the Legion in Windhelm and the threat from over the Pale Pass, and in direct conflict with the Old Fighters Guild, the Clan must act swiftly and decisively if it is to survive.
The ____ Clan (Winter Hold)
The ruling clan of Skyrim and citizens of Winter Hold county are at the forefront of the revolution. The aristocracy of the Clan alone practice the arcane arts in the Collage of Winter Hold amongst all of those outside the Magical Guilds and Collages. Now at the apex of their power they are at the forefront of the Legions attention and their place in Skyrim balances of a knife edge unless they can secure the support from the other factions of Skyrim and solidify their alliance with the Dunmeri refugees.
The ____ Clan (Solitude/Dawnstar)
The greatest house of the day hailing from Solitude and Dawnstar are astute and able businessmen and merchants as well as noble warriors. Their relationship with the Bard Collage and Skyrim Trading Coalition is strong and they hold much sway in the politics of the province. The Clan is ever expanding into the territories of the South and benefiting from trade with other provinces. They have flourished under the Empire but now must choose to defend the past or attempt to seize full control of Skyrim for themselves.
The ____ Clan (Whiterun)
The Clan is surrounded on all sides by its foes and is weakened by the constant pressure upon its lands. One of the most traditional factions in Skyrim, the Clan fights to protect the days of old and earn independence from the Empire that has seen its power wane. A Clan of warriors and hunters, the Clans armies are a mismatch of heavy and light warriors, a smattering of all that Nordic Skyrim has to offer. As beholders of the traditions of old, the Clan is the most xenophobic of its kind, and foreigners are seldom welcome in their ranks. A true test for the Clan, is whether this fear of outsiders will prevent them from mustering the necessary troop numbers to see their ambitions realised.
House ____
Formed from the ashes of the former power of Morrowind prior to the Second Arnesian War with Argonia, the House is a conglomeration of the remnants of the five Houses of 3rd Era Morrowind. Their alliance with Winter Hold has seen their base of power grow up in the city as they plan to aid their brothers in retaking Morrowind and crushing the Argonians once again.
Fighters Guild
The Fighters Guild has faced much opposition and rivalry from the native organisations of Skyrim, particularly the Nordic Clans. However, it has developed a fairly solid following amongst foreigners to the region, amongst younger Nords wanting to prove themselves in battle and in those that have fallen out with their clans. With the Empire crumbling and threatened, the Guild is on the verge of collapse and is splintering into regional groups as a result of the fear sweeping the nation. Two major groups have emerged, one that wishes to ally with the local Nords in the hopes of surviving the revolution and one which remains loyal to the old order and the Empire.
The Mages Guild
The Mages Guild has never been popular amongst the native Nordic populace, who are generally distrusting of Mages other than their village Elders or shamans, or those of the Bard Collage or School of Thu'um. The split in the Mages Guild in Cyrodiil has only worsened the situation as the Guild now faces opposition from the Collage of Whispers, which has sprung from the ashes of the former guild.
The Collage of Whispers
Grown from the disbanded Mages Guild of Cyrodiil, the Collage of Whispers wishes to spread its power and influence throughout the remnants of the Empire. Unlike the more religious Synod, the Collage has grander aims and has placed itself in direct opposition to the the Mages Guild in Skyrim. However in this struggle, the Collage must not only win over the hearts and minds of the local populace, but also prevent the Mages Guild from seeing that they loose the opportunity to grow in Skyrim.
The Thieves Guild
The Thieves Guild operates out of the city of Riften and has had a reasonable following. However the Guild is now under threat from a more aggressive and thuggish group that has taken the recent chaos as an opportunity to achieve their aims and remove all other competition.
The Shadowed Bandits
A new group of opportunists born of the chaos enveloping Skyrim, the Shadowed Bandits pose a serious threat to the Thieves Guild of old. They have led a vicious campaign on the Guild, murdering and assaulting many members and robbing the rich and poor alike. They thrive in smaller settlements where they can move in and take over control through intimidation and thuggery, but have now caught the attention of the Clans and will face their combined fury. In addition, the recent advance of the Cammona Tong out of Morrowind has added another element to the struggles faced by the Shadowed Bandits, another pressure upon them to the East.
The Dark Brotherhood
The Brotherhood is Skyrim has seen a huge increase in business since the death of the High King of Skyrim, and has subsequently begun to seek out new members to join the fold. However, the Brotherhood has been placed under increasing pressure by the advancement of the Morag Tong out of Morrowind, separating the chapter in Soltiude from the one in Windhelm and leading to a state of confusion within the Guild.
The Morag Tong
The Morag Tong followed the Dunmeri refugees in the exodus from Morrowind and established a base out of the ity of Winter Hold. In constant opposition with the Dark Brotherhood, the Morag Tong fights for territory in Skyrim, pushing further into central Skyrim, driving a wedge between the Solitude and Windhelm chapters of the Brotherhood. The subsequent confusion in the Brotherhood has opened the door for the Tong to infiltrate the Brotherhood, and end their long-time feud once and for all.
The Imperial Legion
The Legion's main base is at Windhelm defending the Imperial Governor from the growing threat of a local revolution. With the crumbling of the Empire and the loss of much of its power, the Legion has been isolated and under serious threat, unless the loyalists win the civil war. Under this intense pressure, the Legion has begun the largest recruiting drive in its history of occupation of Skyrim, attracting many young warriors, eager for bloodshed.
The Brothers of Skyrim
The Brothers of Skyrim are a group of Nords that have banded together for the protection of Skyrim. Formed during the Oblivion Crisis and heroes of the defence against the hordes of Mehrunes Dagon, these warriors are now divided over the civil war, and the future of the province, and there is an almost open conflict within the ranks. All of SKyrim watch with baited breathe for the resolution of the turmoil, as their conflict may very well foreshadow the resolution of the civil war.
The Skyrim Trading Coalition
The Coalition operates in the Northern Port cities of Skyrim, with their main base of operations in Solitude, with other notable operations in Dawnstar and Winter Hold, with a smaller one in Windhelm. However with the region now in a state of turmoil, the traders have stopped flocking to the province from regions afar and trade has slowed considerably. The Coalition has benefited from the Empire, but also has strong ties to Solitude, and has of yet, remained neutral awaiting Solitudes declaration of allegiance to either side. To add to the Coalition's woes, travelling merchants under their care have been continually harassed by the Shadowed Bandits, the Cammona Tong and two-bit bandits and thugs, and the roads of Skyrim are no longer safe to traverse.
The Cammona Tong
With the loss of Morrowind, the Cammona Tong strengthened its practices in Skyrim, continuing the trade of strong liqueurs and the ever-infamous Skooma. The Cammona Tong has found that the chaos over Skyrim has been the perfect opportunity of business and has strengthened smuggling operations in the region and surrounding Imperial Provinces as a result. However, the Cammona Tong has not been met favourably by the local Nords, and has attracted the attention of the Clans and local authorities, having to resort to bribery and blackmail to prevent an all out war against them.
The Volkihar Clan - Vampires
This clan of Vampires is one most feared across Skyrim and their deathly clutches feed the nightmares of many local Nords. With the Empire crumbling and the province of Skyrim in turmoil, the war against the Vampires has come to a halt, and the Legion has drawn its forces back to protect its hold on Windhelm. This civil war is the perfect opportunity for the Volkihar Vampires to solidify their place in the underworld of Skyrim, removing local Vampire Hunters and opposition within the Fighters Guild, Nordic Clans and the Imperial Legion.
The ____ Clan (Falkreath/Riften)
The largest Clan in Skyrim controlling much of the South of the province, has fallen on tough times under the power of its northern rivals. The former glory of the clan is fading and now they must choose a side in the growing conflict. Facing increasing pressure from the Legion in Windhelm and the threat from over the Pale Pass, and in direct conflict with the Old Fighters Guild, the Clan must act swiftly and decisively if it is to survive.
The ____ Clan (Winter Hold)
The ruling clan of Skyrim and citizens of Winter Hold county are at the forefront of the revolution. The aristocracy of the Clan alone practice the arcane arts in the Collage of Winter Hold amongst all of those outside the Magical Guilds and Collages. Now at the apex of their power they are at the forefront of the Legions attention and their place in Skyrim balances of a knife edge unless they can secure the support from the other factions of Skyrim and solidify their alliance with the Dunmeri refugees.
The ____ Clan (Solitude/Dawnstar)
The greatest house of the day hailing from Solitude and Dawnstar are astute and able businessmen and merchants as well as noble warriors. Their relationship with the Bard Collage and Skyrim Trading Coalition is strong and they hold much sway in the politics of the province. The Clan is ever expanding into the territories of the South and benefiting from trade with other provinces. They have flourished under the Empire but now must choose to defend the past or attempt to seize full control of Skyrim for themselves.
The ____ Clan (Whiterun)
The Clan is surrounded on all sides by its foes and is weakened by the constant pressure upon its lands. One of the most traditional factions in Skyrim, the Clan fights to protect the days of old and earn independence from the Empire that has seen its power wane. A Clan of warriors and hunters, the Clans armies are a mismatch of heavy and light warriors, a smattering of all that Nordic Skyrim has to offer. As beholders of the traditions of old, the Clan is the most xenophobic of its kind, and foreigners are seldom welcome in their ranks. A true test for the Clan, is whether this fear of outsiders will prevent them from mustering the necessary troop numbers to see their ambitions realised.
House ____
Formed from the ashes of the former power of Morrowind prior to the Second Arnesian War with Argonia, the House is a conglomeration of the remnants of the five Houses of 3rd Era Morrowind. Their alliance with Winter Hold has seen their base of power grow up in the city as they plan to aid their brothers in retaking Morrowind and crushing the Argonians once again.
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Velothi
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Re: If you could create a guild
I love how most of your factions are basically based on Faction-warfare of Morrowind (Cammona Tong against Thieves Guild and the Thieves Guild was against the Fighters Guild).
Besides, if we are bringing back (or speculating such) Morag Tong and probably Cammona Tong (as they will obviously try to smuggle outside their land), House Redoran HAS to be in Skyrim.
Not even pulling the factor of the Velothi Mountains but the fact the Dunmer-Nord conflict is based in Redoran territory and traditions.
EDIT: And I love how my use of the term "Second Arnesian War" was used as well
Besides, if we are bringing back (or speculating such) Morag Tong and probably Cammona Tong (as they will obviously try to smuggle outside their land), House Redoran HAS to be in Skyrim.
Not even pulling the factor of the Velothi Mountains but the fact the Dunmer-Nord conflict is based in Redoran territory and traditions.
EDIT: And I love how my use of the term "Second Arnesian War" was used as well
ArchMaster of The Great House of Redoran
"The Red Party of Redoran maintains Temple Traditions"
For a new Redoran in Solstheim, For Morrowind, Ancestors and Resdaynia!
High Lord of the Great House of Indoril and Lord of Almalexia
VVV
"The Red Party of Redoran maintains Temple Traditions"
For a new Redoran in Solstheim, For Morrowind, Ancestors and Resdaynia!
High Lord of the Great House of Indoril and Lord of Almalexia
VVV
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OblivionDuruza
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Re: If you could create a guild
Yeah, I changed 'Argonian Invasion' to 'Second Arnesian War' upon editing
. I guess my ideas were heavily influenced by Morrowind's Guilds, and there were actually other ideas that I had, which weren't really lore related.
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Velothi
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Re: If you could create a guild
But it is good, as the lore would dictate the Dunmer would have an exodus out through the Velothi Mountains to skyrim; as some Nordic territory is Dunmer-origin (as seen in Dagoth Ur's Plans, though this might be propaganda. We don't know Resdaynia boundaries at the time of the Second Era).
That and they can't escape via Cyrodil since the Argonians would control that territory.
But now the 'Second Arnesian War' is a lore term 8D
That and they can't escape via Cyrodil since the Argonians would control that territory.
But now the 'Second Arnesian War' is a lore term 8D
ArchMaster of The Great House of Redoran
"The Red Party of Redoran maintains Temple Traditions"
For a new Redoran in Solstheim, For Morrowind, Ancestors and Resdaynia!
High Lord of the Great House of Indoril and Lord of Almalexia
VVV
"The Red Party of Redoran maintains Temple Traditions"
For a new Redoran in Solstheim, For Morrowind, Ancestors and Resdaynia!
High Lord of the Great House of Indoril and Lord of Almalexia
VVV
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OblivionDuruza
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Re: If you could create a guild
Only thing I really struggle on is names. I didn't want to name the Clans after the Holds, because I wanted to give the feeling that the Holds were controlled by Clans, as an explanation for why there are only 4 as opposed to 9. I also haven't decided upon a name for the new Dunmeri House, but I guess if I were to write the lore, I'd invent a new hero/soon to be saint, who lead the exodus and foundered the new House. Any thoughts on the subject would be appreciated.
I may also put these outlines into more methodical templates like the ones already used in this thread, and I may add a rough description of the questlines too. But alas I am timepoor, and typing all those summaries out from my notebook has used a lot of the time I should have been working
.
I may also put these outlines into more methodical templates like the ones already used in this thread, and I may add a rough description of the questlines too. But alas I am timepoor, and typing all those summaries out from my notebook has used a lot of the time I should have been working
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Velothi
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Re: If you could create a guild
Well it'd be probably a Temple-supporter and Redoran oritented due to the close proximity of said city of WinterHold and Velothi Mountains.
This would not only make Redorans and Indorils join wholeheartedly but also have former Dres and Hlaalu members as both are also Temple-oriented. (More so now due to the Second Arnesian War and the need for hope, Saints, and Gods)
We'll probably get some Nordic names, as we know Telvanni, Redoran, Hlaalu, Dres and Indoril are all Dunmer-clan names (Sotha house and Dagoth House, so they're all based on clans and tradition so no doubt the Nordic Holds would be as well. With Winterhold mostly based in Dunmer influence, so perhaps a mix of the language or having both Dunmeris and Nordic.).
This would not only make Redorans and Indorils join wholeheartedly but also have former Dres and Hlaalu members as both are also Temple-oriented. (More so now due to the Second Arnesian War and the need for hope, Saints, and Gods)
We'll probably get some Nordic names, as we know Telvanni, Redoran, Hlaalu, Dres and Indoril are all Dunmer-clan names (Sotha house and Dagoth House, so they're all based on clans and tradition so no doubt the Nordic Holds would be as well. With Winterhold mostly based in Dunmer influence, so perhaps a mix of the language or having both Dunmeris and Nordic.).
ArchMaster of The Great House of Redoran
"The Red Party of Redoran maintains Temple Traditions"
For a new Redoran in Solstheim, For Morrowind, Ancestors and Resdaynia!
High Lord of the Great House of Indoril and Lord of Almalexia
VVV
"The Red Party of Redoran maintains Temple Traditions"
For a new Redoran in Solstheim, For Morrowind, Ancestors and Resdaynia!
High Lord of the Great House of Indoril and Lord of Almalexia
VVV
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OblivionDuruza
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Re: If you could create a guild
I was thinking of using a Noridic Surname for each, a la the Houses, however Nords mainly have titles rather than family names.
As for the Dunmer Great House, Andrano, Andrethi, Ienith and Hlaalu are all very common. And Arvel, Dralor, Llervu, Sadri and Saren are all worthy of mention.
As for the Dunmer Great House, Andrano, Andrethi, Ienith and Hlaalu are all very common. And Arvel, Dralor, Llervu, Sadri and Saren are all worthy of mention.
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Re: If you could create a guild
House Redoran was destroyed in the Oblivion Crisis...
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