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Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 9:55 pm
by Lindai
How sounds a guild for necromancers? Do you think it'd be a good idea or would it be weird being the new Mannimarco while simultaneously being Arch-Mage?
I think having the option to become a lich would be pretty insane,as long as it came with a "cure-for-lichcraft" quest.
What do ye think?
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 9:58 pm
by I_am_one
I guess it's possible, but how many Nord Necromancers are there? (And why go to Skyrim to make zombies?)
Still, it'd be really cool. Make zombies, and liches and junk.
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 9:58 pm
by nyk45
Hopefully, being the head of a Necromancy Guild would render you incapable of even joining the Mage's Guild.
Personally, I think that'd be great. Not just for what it is, but from what it would mean for many other areas of the game. First, it would mean the player would get more choice when joining opposing guilds. Then, you'd be allowed to be evil. And last, but not least, it would probably mean you'd get a lot more spells related to Necromancy.
That said, I highly doubt they'll include it.
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 10:00 pm
by the Savage Hippie
I think it would be awesome. One can't get enough factions... I'd like a Vampire Faction too
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 10:00 pm
by Argonanza
Necromancer's Guild would be cool, but I don't think one should be able to turn into a lich.
"Hello, I'm a lich, but I just realized how wrong manipulating the dead is. Mind curing me?"
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 10:00 pm
by Hadrianus
A necromancers ultimate goal is to ascend to lichdom, so I chose both.
What would be awesome is if you could change the laws of the guild and legalise the dark arts, so you wouldnt need a necromancers guild

Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 10:02 pm
by Dean
I_am_one wrote:(And why go to Skyrim to make zombies?)
Because it is desolate, barren etc. not many people about in the Tundra to disturb your research.
I like the idea of a Necromancy guild, evil is hard to play unless you join the Telvanni and even they aren't meant to be psychotic. Hopefully there will be a lot more guilds, possibly a hunting one where you go out and find mythical beasts etc. and cut there head off as proof.
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 10:05 pm
by Lindai
Argonanza wrote:
"Hello, I'm a lich, but I just realized how wrong manipulating the dead is. Mind curing me?"
Members of the Necromancer guild would surely be more than happy to accomodate the needs of a lich.
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 10:19 pm
by Hadrianus
You cant cure lichdom, it alters your entire body, when your a lich, your body gradually rots away while your mind stays acute.
Unless you decided you wanted to inhabit some sort of host in order to be human again...
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 12, 2010 10:27 pm
by Lindai
Good point,but c'mon, it will be a fantasy game after all. Nothing need be very realistic. Did vampirism not age your skin and raise your cheekbones?
The Necromancers that cure you could use body parts (skin,muscle and bone) to restore you back to your old self.
Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 2:40 am
by Hadrianus
Lindai wrote:Good point,but c'mon, it will be a fantasy game after all. Nothing need be very realistic. Did vampirism not age your skin and raise your cheekbones?
The Necromancers that cure you could use body parts (skin,muscle and bone) to restore you back to your old self.
That would be awesome, like in Fullmetal Alchemist where they gather all the right materials for a body and make a new one, but usually fail and end up with a mutated abomination, teehee

Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 2:54 am
by The Dog Whisperer
nyk45 wrote:Hopefully, being the head of a Necromancy Guild would render you incapable of even joining the Mage's Guild.
Personally, I think that'd be great. Not just for what it is, but from what it would mean for many other areas of the game. First, it would mean the player would get more choice when joining opposing guilds. Then, you'd be allowed to be evil. And last, but not least, it would probably mean you'd get a lot more spells related to Necromancy.
That said, I highly doubt they'll include it.
Nooooo.
No "opposing" guilds.
The whole Black and White thing is such a cliche, and, if it's what you look at in a fantasy RPG, unrealistic.
There's shades of morality.

If they have 'enemy' guilds, there should be three or more.
Conjuration could turn into a kind of inbetween of the two extremes. There's already been so much discussion on whether it should be allowed or not.
Maybe if there's four opposing sides
(i.e. Fighters vs. Mages vs. Thieves vs. The sinister thing [Maybe Necromancers, but I meant something more Dark Brotherhood-esque]) and those sides are split into their own warring factions. And you can join one "side", and follow one branch toward a certain "faction".
(Maybe some alliances are made between "sides" by the "factions"?)
It'd kill the whole "I am the master of everyone and everything," approach, but it's debatable whether that's a good thing or not. ;P
Maybe allow players to join all, but once you reach a certain point in one thing, you can't go past a certain point in another "side".
..
Just something different from Team A, B, C and D.
And obviously this idea fits into that, so yeah.
I like it.
Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 3:04 am
by Hadrianus
The Dog Whisperer wrote:nyk45 wrote:Hopefully, being the head of a Necromancy Guild would render you incapable of even joining the Mage's Guild.
Personally, I think that'd be great. Not just for what it is, but from what it would mean for many other areas of the game. First, it would mean the player would get more choice when joining opposing guilds. Then, you'd be allowed to be evil. And last, but not least, it would probably mean you'd get a lot more spells related to Necromancy.
That said, I highly doubt they'll include it.
Nooooo.
No "opposing" guilds.
The whole Black and White thing is such a cliche, and, if it's what you look at in a fantasy RPG, unrealistic.
There's shades of morality.

If they have 'enemy' guilds, there should be three or more.
Conjuration could turn into a kind of inbetween of the two extremes. There's already been so much discussion on whether it should be allowed or not.
Maybe if there's four opposing sides
(i.e. Fighters vs. Mages vs. Thieves vs. The sinister thing [Maybe Necromancers, but I meant something more Dark Brotherhood-esque]) and those sides are split into their own warring factions. And you can join one "side", and follow one branch toward a certain "faction".
(Maybe some alliances are made between "sides" by the "factions"?)
It'd kill the whole "I am the master of everyone and everything," approach, but it's debatable whether that's a good thing or not. ;P
Maybe allow players to join all, but once you reach a certain point in one thing, you can't go past a certain point in another "side".
..
Just something different from Team A, B, C and D.
And obviously this idea fits into that, so yeah.
I like it.
Agreed, grey is better

Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 8:11 am
by Generalno1
Creating opposing guilds would also mean destroying or at least weakening the opposing guild, and that would have a lasting effect on Lore, even worse considering you can join either one. The only way out of this is that both guilds get destroyed in the time line
Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 9:12 am
by Waylander
Some sort of guild/faction for Necromancers would be pretty cool. The more factions the better

Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 1:46 pm
by nyk45
The Dog Whisperer wrote:nyk45 wrote:Hopefully, being the head of a Necromancy Guild would render you incapable of even joining the Mage's Guild.
Personally, I think that'd be great. Not just for what it is, but from what it would mean for many other areas of the game. First, it would mean the player would get more choice when joining opposing guilds. Then, you'd be allowed to be evil. And last, but not least, it would probably mean you'd get a lot more spells related to Necromancy.
That said, I highly doubt they'll include it.
Nooooo.
No "opposing" guilds.
The whole Black and White thing is such a cliche, and, if it's what you look at in a fantasy RPG, unrealistic.
There's shades of morality.

If they have 'enemy' guilds, there should be three or more.
Conjuration could turn into a kind of inbetween of the two extremes. There's already been so much discussion on whether it should be allowed or not.
Maybe if there's four opposing sides
(i.e. Fighters vs. Mages vs. Thieves vs. The sinister thing [Maybe Necromancers, but I meant something more Dark Brotherhood-esque]) and those sides are split into their own warring factions. And you can join one "side", and follow one branch toward a certain "faction".
(Maybe some alliances are made between "sides" by the "factions"?)
It'd kill the whole "I am the master of everyone and everything," approach, but it's debatable whether that's a good thing or not. ;P
Maybe allow players to join all, but once you reach a certain point in one thing, you can't go past a certain point in another "side".
..
Just something different from Team A, B, C and D.
And obviously this idea fits into that, so yeah.
I like it.
Check my post in the 'Morality' thread to see I'm all for the grey thing. But when it comes to guilds I wouldn't mind having opposing ones. Could you imagine Mannimarco being head of the Mage's Guild?
Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 3:54 pm
by adamflint
Dean wrote:I_am_one wrote:(And why go to Skyrim to make zombies?)
Because it is desolate, barren etc. not many people about in the Tundra to disturb your research.
I like the idea of a Necromancy guild, evil is hard to play unless you join the Telvanni and even they aren't meant to be psychotic. Hopefully there will be a lot more guilds, possibly a hunting one where you go out and find mythical beasts etc. and cut there head off as proof.
Also, the cold preserves bodies much better than the damp, warm climate of Cyrodiil

.
I want more evil Guilds!
Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 6:28 pm
by DerangedPickle
Just thought this was noteworthy but isn't necromancy only banned in Cyrodiil? The game map in Oblivion shows it as a seperate country.
Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 6:33 pm
by Dean
Necromancy is outlawed in a lot of the provinces, Morrowind is a prime example where they hunt the necromancers down and torch them. I guess most people who are of a 'good' nature go by the saying "the dead should stay dead", I do believe Necromancy use to be legal before Oblivion in Cyrodil. It was Arch-mage Traven that set a ban against it.
Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 6:38 pm
by DerangedPickle
Necromancy as in Summon a skeleton or grab the parts of a bunch of dead people and make a Frankensteins' monster.
Re: Lichcraft (?) and Necromancy
Posted: Mon Dec 13, 2010 11:45 pm
by The Dog Whisperer
nyk45 wrote:Check my post in the 'Morality' thread to see I'm all for the grey thing. But when it comes to guilds I wouldn't mind having opposing ones. Could you imagine Mannimarco being head of the Mage's Guild?
No, but he
(Or his ESV counterpart) could have his own, and it could abolish/absorb the Mage's Guild.
I always seen the guild system in Oblivion as Fighters vs. Blackwood or Mages vs. Necromancers.
If they had something along those lines, then I'd like for both sides to be in a pro- or anti- split on some storyline.
And some crossover, maybe you get to an influential position in the Fighters' Guild and you can sway the difference of a rivalry by siding with the Mages or Necromancers. Or side with neither and let them continue their fight themselves.
After you do that you close off one faction, but give yourself to opportunity to advance further in the faction you've helped to succeed.
If you haven't helped at all, then the fight between both factions does not end. Or they kill each other off.
Fighters, Mages, Necromancers; Can all be replaced with any other guild, they're just ideas.
As long as they're not all so standalone and split into simple Good and Bad sides.
Re: Lichcraft (?) and Necromancy
Posted: Tue Dec 14, 2010 3:39 pm
by azuarc
I've never been very clear on what necromancy in Elder Scrolls truly represents. I assumed it was the raising of bodies as skeletons and zombies, but liches are represented differently in different series. However, TES has soul gems. There's so many interesting things you could do with soul gems. The sci-fi show Babylon 5 had a race of people known as "soul hunters." They claim their purpose is to preserve the souls of people at the moment of death, however there are some rogues who go killing people to get their souls then and there rather than risk losing them forever.
Anyway, I'm in favor of there being more factions. Oblivion had 4. While each had its own story to tell, I found them to generally be pretty bland because a character could very easily perform them all, especially without having any business in that particular outfit. My mage/thief who eschews combat could readily participate in the fighters guild. My brain-dead Nord skullbasher could be the Archmage without ever truly casting a spell. And you were never really given a reason why you wouldn't join any of these groups unless there was some sort of personal morality you set for your character. While it is better to allow players to make their own choices, there are times where it becomes absurd to allow a completionist to truly do everything. Morrowind had more than 4 factions, and many were at odds with one another, but didn't explicitly bar you from playing both sides. Why can't that be done?
Re: Lichcraft (?) and Necromancy
Posted: Tue Dec 14, 2010 4:07 pm
by DeadBread
Generalno1 wrote:Creating opposing guilds would also mean destroying or at least weakening the opposing guild, and that would have a lasting effect on Lore, even worse considering you can join either one. The only way out of this is that both guilds get destroyed in the time line
Technically no, I'd say. Just because you become head of all 4 guilds in Oblivion doesn't necessarily mean that it's canon or should be canon.
If skyrim is a direct sequel to Oblivion, then there might be mention of other events that happened in Oblivion or mention of other characters (for example, the mages guild mentioning the Arch-Mage of Cyrodil. I.E Traven).
What I'm getting at is that the lore/canon can and should be totally stretched, beaten and set on fire within oblivion/skyrim for the players' game. But can also exist outside of it.
Re: Lichcraft (?) and Necromancy
Posted: Tue Dec 14, 2010 4:29 pm
by Generalno1
but each quest line made changes, the dissolution of the hist suckers, the killing of mannimarco, the stealing of an elder scroll etc
All of that will has a mention in Lore
but this is off topic, can you please reply in the lore thread?
Re: Lichcraft (?) and Necromancy
Posted: Thu Dec 16, 2010 11:02 am
by Ethelred
Dean wrote:I_am_one wrote:(And why go to Skyrim to make zombies?)
Because it is desolate, barren etc. not many people about in the Tundra to disturb your research.
Not to mention well-preserved corpses.
EDIT: Whoops, just noticed that it has been mentioned. Carry on.