A NEW GUILD? (contains spoilers)

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A NEW GUILD? (contains spoilers)

Post by Coulsonji »

If there had to be a new guild, i would say they should make a pirate guild! That would be awesome!
What other guilds could there be? :D
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Post by Most Honored Listener »

I just think that you should be able to join the mythic dawn and have it as a full alt main quest line and also necromancy don't get me wrong but that would be cool.
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Post by Undead(-)Necro »

Spoiler


it would be cool to join the blackwood company :D free drugs with every mission
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Post by Mayong Mistmoore »

Necromancers, no doubt.
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Post by Lloyd DeVirr »

Or a proper Blades guild? I meen, the guild is there but it's just... superficial. If they added some quests, it'd be way better.

If not that, i think that a necromancers or Imperial Legion guild would be good to add. Like, Necromancers the opposite of Mages Guild and an Imperial Legion guild the opposite of DB, or something.
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Post by Daedricmudcrab »

I think for each normal guild, there should be a rival guild you can join.

mages guild - necromancers

fighters guild - blackwood company

thieves guild - hiermonious lex and his imperial legions to find the gray fox

dark brotherhood - adamus philidia and his imperial group in destroying the dark brotherhood.

~for each rival guild there should be as many quests and advancments as the other ones.
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Post by LordyLordy »

What about an Explorer's Guild?
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Post by grumptastic »

I like DM's idea about rival guilds best.

I know that there are some mods that can add one, but I wish Bethesda would release a plug-in for a vampire guild. At the very least it would be nice if there were vampire NPCs that vampire PCs could consistently interact with.
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Post by Most Honored Listener »

Undead(-)Necro wrote:it would be cool to join the blackwoods companie :D free drugs with every mission
Spoiler

I was soo [&@%!] when I couldn't fill up all the empty hist sap bottles in the last mission.
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Post by Sigurd »

Undead(-)Necro wrote:Spoiler


it would be cool to join the blackwood company :D free drugs with every mission
Who needs to join a Guild when you can get on a Skooma Craze! :D
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Post by Most Honored Listener »

or what about a skooma dealer guild the Orum Gang in Cheydinhal
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Post by Sigurd »

Why is no one satisfied with the Guilds as they are? Why change them at all?
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Post by Most Honored Listener »

not change them but add new ones
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Post by Sigurd »

Why do that? The existing Guilds are fine, and no new ones are needed.
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Post by Lord Sheogorath »

Yes but they force you too be the "good guy" The only quest line that I liked was the Mages because I hate undead.
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Post by Quiglesigles »

An Explorers Guild would be awesome! :)
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Post by ace62394 »

hey Quiglesigles! long time no see!
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Post by Sigurd »

Quiglesigles wrote:An Explorers Guild would be awesome! :)
You know, that sounds good, but what would be in the way of Quests? And what of a Guild Head Quarters?
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Post by Zavrith »

I would like to see some church quests too, like in Morrowind
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Post by Most Honored Listener »

I would like to see some church quests where you kill everyone....
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Post by Sigurd »

Most Honored Listener wrote:I would like to see some church quests where you kill everyone....
There's no need for a Quest... :Twisted Evil:
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Post by Most Honored Listener »

good point.... :Twisted Evil:
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Post by Daedricmudcrab »

What I don't like about the guilds is that the mages guild is the only one that has a main building that is more important than the others. The arcane university is way mor important than the city guilds. Each other guild should have a main headquarters. The fighters guild could have one on the north east side of the IC. I also think that if Bethesda isn't going to add guilds, then they should change guilds a bit. I think the DB should run a bit more like the TG. I like how higher ranked members move up to better doyens and fences. I think that you should start out in the Cheydinhal Sanctuary, and then every 2-3 quests, you move to another sanctuary in another city. A load screen says that there are many DB Sanctuaries spread across cyrodill. I've only seen the Cheydinhal one. Anvil, Chorol, Bravil, Leyawin, Bruma, Skingrad, and the IC should have one. they should look different too.
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Post by Most Honored Listener »

Daedricmudcrab wrote:What I don't like about the guilds is that the mages guild is the only one that has a main building that is more important than the others. The arcane university is way mor important than the city guilds. Each other guild should have a main headquarters. The fighters guild could have one on the north east side of the IC. I also think that if Bethesda isn't going to add guilds, then they should change guilds a bit. I think the DB should run a bit more like the TG. I like how higher ranked members move up to better doyens and fences. I think that you should start out in the Cheydinhal Sanctuary, and then every 2-3 quests, you move to another sanctuary in another city. A load screen says that there are many DB Sanctuaries spread across cyrodill. I've only seen the Cheydinhal one. Anvil, Chorol, Bravil, Leyawin, Bruma, Skingrad, and the IC should have one. they should look different too.
The thieves guild has such a place but it only appears after you finish the quest line the DB.. come on the black hand is in shadow and sees all how else do they know when you kill someone and further more the fighters guild has the Chorrol guild which may be the same size but has the benefits of the guild masters quarters and that cool chest. The arcane university is the mages way of making up for all the other crappy rewards.
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Post by Behnjymyn »

I don't personally like hunting IRL, but I think a Hunters Guild would be a cool idea. You'd get a cabin in the woods somewhere as the main headquarters, and you'd get missions to hunt various animals and daedra who are terrorizing people, etc.(maybe bundle the Shardrock quest and the one where you kill Goblins who killed someone's wife and whatnot) There'd also be a variation in size, and to some degree color of animals and monsters, so you could bag, say, an especially large deer, or an oddly colored troll, and receive a reward and maybe a trophy in the HQ. Maybe have some Imp. Legion Foresters as porters/guardians. At the risk of bordering on hippie (:lol:) you could even have quests where you have to stop poachers from hunting on Imperial lands or something.

As far as an "evil" guild, maybe have something along the lines of a guild built on "flesh-mancy", or whatever Relmyna in SI practices. Not really Necromancy, but something we know the MG doesn't accept, and you'd get to do stuff like animate Frankenstein-esque minions(along the lines of Flesh Atronachs), perform twisted experiments on cadavers(grave-robbing missions in the IC?) or on live people, a la Relmyna. Like a mad scientists guild.
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