Approved guilds

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Post by Anonymous »

We've started to use this to talk about Hammerfell Guilds too, so theres no need to lock it.
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Post by Nomadic1 »

Maybe we should create a new thread for Hammerfell guilds and factions? Certainly save on mess.
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Post by Macar »

I agree. This thread is anchient and outdated. I think we need to start a fresh one.

I also think we need to lessen the number of guilds- because we have learned that the more focused we are, the more work gets done. I say start with the guilds that are in oblivion (excluding any ones that shouldnt be in HF) and add only a few. That way we can focus on doing a good job.
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Post by Anonymous »

Well we should work out a rough list first:

Imperial Factions
Fighters Guild
Mages Guild (much less prevalent than in other areas)
Legion
Temple of the Nine Divines
Provincial Government
Imperial Archeological Society

Redguard Factions
Crowns
Forebears
Lhotunics (Sentinel)
Temple of Arkay
Various Knightly Orders
Yokudans
Dunedwellers
Sword Singers

Illegal Factions
Necromancers of Scourg Barrow
Vampire Clans (there are 9 across the iliac bay)
Daedric Cults
Pirates & Smugglers
Thieves Guild
The Restless League (if only as an easter egg)
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Post by Nomadic1 »

I don't think we should include the Nine Divines, the Legion, the provincial government, or the Temple of Arkay. The Empire is dead - the Legion and Provincial government clearly has no place for us (we didn't even add the provincial government to Morrowind!). The Nine Divines are the Forebear side of the coin - the Temple of Satakal and the Yoku pantheon are the Crowns. We could simply mash them into the respecitve factions and it will probably work out nicer.

I feel that Daedric cults should be handled like Bethesda handled them in Oblivion - one shrine each; one quest each.

Pirate and Smugglers should not be added. We could add the Wharf Rats as a faction to foil the Thieves' Guild, but they would be less organised and murder would probably be acceptible to them, as long as it didn't connect to the WRs. I personally support the Restless League as a faction, more involved with piracy. We could set the three "illegal" factions up against each other, with differing loyalties - this would be sweet :D

The Yokudans are too spread out to be a separate faction. The Dune Dwellers won't offer much in the way of a faction either so can be left out without anyone caring.

I support the Necromancers and the IAS as flavour factions. I don't think they should be major players in Hammerfell though.

I reckon each of the eight major mainland cities should be treated as their own faction. I mean seriously, I think it is a great idea as we can more accurately depict the split and convoluted nature of political Hammerfell.

Finally, I feel the Knightly orders should be treated as part of other factions. The Knights of the Lamp would be part of the Mages Guild. Each major city faction would have their own knightly order, and the PC would do quests more specifically for them, and as the PC rises in rank they can do less "knightly" quests and more intrigue also. We could then set it up so that each citystate could have the PC need to do different things to gain access to the cool knights. For example, one might require the PC to do some work for the legion first (a Forebear one). Another might require the PC to rise through the ranks of one of a couple of small town knights (maybe a Forebear one). Another might just accept the PC right away. Another might require the PC to perform duties for the Temple of Arkay ot Satakal. Another might not even let the PC into the knights, with the PC doing other duties instead. And so forth.

Whew. Because I don't think anyone read all that, I repeat here:

Guilds and Factions
Fighters Guild
Mages Guild
Thieves Guild
Wharf Rats
Restless League
Sword Singers
This leaves only one mage faction compared to five thief/warrior factions - as it should be IMO

Political Factions
Sentinel (Lhotunic - Forebear leaning)
Hegathe (Crown)
Skaven (Crown)
Elinhir (Crown)
Dragonstar (Anti-Skyrim - Crown leaning)
Gilane (Forebear)
Taneth (Forebear)
Rihad (Forebear)
Perfectly balanced this way :D

Flavor Guilds and Factions
Imperial Archaeological Society
Necromancers
Vampire Clans
Small flavour factions. These should be more introverted than extroverted IMO. I also reckon these should be low priority

Miscellaneous
16 Daedric Shrine quests
Nothing difficult in adding these. The hard part will be coordinating so there is only one shrine for each Daedra
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Post by ch85us2001 »

On the Mages Guild-

Most native people in Hammerfell dislike Mages and magic in General (especially Necromancy, Illusion, and Conjuration). I doubt there would be any Mage's guilds established there, unless it was in an Imperial sanctioned area. :)
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Post by Nomadic1 »

ch85us2001 wrote:On the Mages Guild-

Most native people in Hammerfell dislike Mages and magic in General (especially Necromancy, Illusion, and Conjuration). I doubt there would be any Mage's guilds established there, unless it was in an Imperial sanctioned area. :)
Not true.

There is a Mages Guild in Dragonstar, Sentinel and even on Stros M'Kai (BTW where there actually wasn't a TG or FG) from previous games. We know the Mages Guild generally supported the Crowns over the Forebears. Therefore it is not unreasonable to assume their would by a MG in the important Crown cities of Hegathe and Elinhir. Being an Imperial sanctioned organisation as well as having long local support from kings, we can also conjecture there would be a MG in the three remaining Forebear cities, Rihad, Taneth and Gilane. Lastly, Skaven, in the middle of Hammerfell, would also have one.

As for the importance makeup of the MG, that is a different matter altogether. There probably wouldn't be one single Redgaurd in the entire MG in Hammerfell. I guess that the membership in Crown cities would be dominated by Elves, and that in Forebear cities would be dominated by Bretons and Imperials. Dragonstar is a special case - it would be mainly Breton run. Native Redguards would not use the guild, but immigrants to Hammerfell would. Therefore the MG at least has some general customers. The MG also is concerned with stamping out necromancy. And lastly, they generally seem to assist the local rulers in whatever magical neccessities they might have (though it seems more favourable to the Crowns, as said before). Their alchemists would have a bit of business though.
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Post by ch85us2001 »

Yeah, I'll believe that (my information is just gathered from my playing and reading experiences, I have never played Redguard (hopefully I can find a copy soon).

So generally, the Mages Guild would not be native to Hammerfell.
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Post by Nomadic1 »

ch85us2001 wrote:Yeah, I'll believe that (my information is just gathered from my playing and reading experiences, I have never played Redguard (hopefully I can find a copy soon).

So generally, the Mages Guild would not be native to Hammerfell.
You would also need to have played Shadowkey and Daggerfall 8) And yeah, you said it better than I could have: the MG isn't native to HF.
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Post by Sload »

Mages
Fighters
Thieves
Brotherhood
Self-Guided Quest System for Political quests with all 8 counts/contessas
Swordswingers (two halls)
Pirates (one ship)
Misc quests (maybe including a Mannimarcoless Scourge Barrow and the IAS)
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Post by Eyeball88 »

I'm going to go with something similar to Sload's suggestion.

The Typical Trinity (my new name for the Fighter/Thief/Mage guild trio)

The Dark Brotherhood (god some of those quests must have been fun to design in Cyrodiil.)

I would like to see a large focus on pirates as a faction, because it was something not really covered in Cyrodiil. A small fleet of pirate ships, each captain giving you a few quests, bumping you up to the next ranking captain as you advance. Then, at the end, becoming the captain of your own ship. This has a lot of potential: First step, travel throughout Cyrodiil and Hammerfell to find the ideal crew, then a system similar to becoming the Guild Master of one of the guilds, where talking to your First Mate will give you a list of what you want your crew to do. Big raids on established towns might bring you more booty (that you can collect weekly) but may end up costing your crew members their lives, and will increase your infamy. Things like that.

(There is a mod that lets you control and sail a ship, though it is far from complete.)

I would also like to see interaction with the nomadic tribes. As boring as traversing the ashlands was in Morrowind, I did enjoy the small tribal feel it had. I have a quest idea that I'm working on when I'm not modelling. It doesn't have to be a huge faction where you become the leader of one of the wandering tribes, but some interactivity one way or the other would be nice.

My understanding of the Swordsingers is that they are almost extinct. I'd like to see them be a focus of the main quest, though.. kind of a "rediscover the old ways and bring them back to their old standing."

There is a lot of potential for misc quests, especially in some of the larger cities, with the large marketplaces.
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Post by Nomadic1 »

I knew I forgot something - the Dark Brotherhood!

When I added the Wharf Rats and the Restless League to my list of what I'ld like to see in Hammerfell, I did see them as being different to standard TG. I saw the RL as being a chance to be a pirate faction, and I think Eyeball88 summed up how cool it could be. The Wharf Rats I saw as being a group of thugs. The TG is organised and has a sense of "honour". I see the WR as being the opposite: disorganised and thuggish. As much as I want to see all three included in TR as playable, I don't really care too much to the extent.

I have nothing against the nomadic tribes. I just feel they should not be a playable faction, or even one the PC does a lot of quests for. A handful of quests spread out amongst them would be cool.

EDIT: Oh, and I know one way we can make adding guilds easier: don't have those conflicts lines! They really didn't add anything, and it was really discouraging to questmakers IMO since everything would have to have been perfectly coordinated with each other. If we allow each faction to really only be interested in itself, we can have more interesting questlines which aren't harder, and we can add NPCs the PC might actually care about whether or not they live or die.
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Post by Sload »

The Restless League is a revolutionary group from more than 400 years ago. I'd much rather our pirate crew be just a pirate crew.
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Post by salmonix »

Theo wrote:I am sorry to be the one to say it so open, but I came to conclusion that most likely no guild for TES III engine will ever be made. Map 1 is still in ready_for_quests_in_a_moment stage ever since I joined this project, which is over a year.
Thank you for your input everyone, but this thread should probably be locked as posting here will lead to no result. Otherwise there should be outline for Archeological society stickied somewhere in Private Tavern, if I am not wrong, but again.. (see above)

Right, but it hit my eyes here. That is all. Nevertheless, I will move it in Tavern.
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Post by Nomadic1 »

Sload wrote:The Restless League is a revolutionary group from more than 400 years ago. I'd much rather our pirate crew be just a pirate crew.
Fine with me :) I just wanted pirates and they were the only things I could think of specifically.

Anyway, what does everyone think about the Wharf Rats? They are mentioned in lore and IIRC are quite active in Hammerfell.
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Post by Anonymous »

I didnt mean all of those to be playable

And your point about the restless league is noted, Sload. Maybe just a pirate who claims he is the restless leage...a crazy pirate of course. Oh and I have offerered up another necromancer quest line if you want to look it over.

Um....ye....well nine divines might be out...but seriously, Arkay? Thats the basis of their religeon! Hammerfell is the bastion of Arkay worship in the empire. Pretty much all the redguard (at least the crowns...im going from the game Redguard here) worship Arkay, and the Yokudans, who are sorta outcast gypsy-folk worship Tul'wacca and all those crazy gods.
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Post by Nomadic1 »

I just don't think there is enough to add the priesthood of Arkay as a separate joinable faction. I certainly think that the Temple of Arkay should feature prominently, however, and have a noticeable presence in most guildlines. I also don't know how it would work, since most of the duties associated with the temple don't really support the adventurer's lifestyle.
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Post by Anonymous »

Combating the forces of necromancy and hunting down the undead sounds like fun to me. Perhaps not 'priesthood' but you would be a protector of the temple. Less 'nine divines' more 'tribunal temple' or even 'ordinators'.
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Post by Stalker »

BTW there's ratcatcher guild in lore. And yes, I am actually going to put one in the game. What can be funnier than catching 20 rats in whole city w\o killing 'em ? :P
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Post by Lud »

Daggerfall also featured witch covens in Hammerfell. These would be a good magic faction, and the fact that most Redguards hate them would make them more interesting.
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Post by Nomadic1 »

The witches covens were more in High Rock though. We don't really need another magic oriented faction. We have the MG, and it looks like the necromancers of Scourge Barrow also.

Jale, why the Temple of Tu'whacca (Arkay) is prominent in HF, it is not dominant. There is no reason why we should add the Temple of Tu'whacca, and then not add the Temple of Ruptga (Akatosh) who is the head of the pantheon. And there is also the Temple of Zeht (Zenithar) who is the god of farming and thus is a very important deity in HF given the difficulty in agriculture, and Morwha (Mara) who is a chief deity and fertility goddess. There's also Tava (Kynareth, popular with sailors), Diagna (a local god in the Dragontail Mts who works against Orcs), Leki (popular with swordsmen), and Onsi (a popular warrior god). There is also Satakal (a kind of mix between Anu, Padomay, and Akatosh) who is popular amongst the Dunedwellers and Crowns, and Sep (Lorkhan) although he would not be a popular god of worship.

In short, I don't think the Temple should be added since there are three other temples at least as important.
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Post by Anonymous »

You have caught the wrong end of the stick. Tu'wacca isnt the redguard god of souls...he is the yokudan god of souls. The yokudans are often regarded as inferior by the redguards (at least the crowns). In the game redguard, there was a temple to Arkay which was an old Hammerfell-style building in the centre of the town, and then way out in the wilderness there was a crazy old woman next to a caravan praying to Tu'Whacca. Does that sound like the Yokudan gods are really in vogue to you? Now, over 400 years things have changed slightly. Take for example:

'His cult is sometimes associated with Arkay in the more cosmopolitan regions of Hammerfell.'

This is from Varieties of Faith, and is about Tu'Wacca. It implies that they are two different faiths, but the real intellectuals will tell you that they are in fact the same.

Also I think that the worship of Arkay is indeed the most prevalent, at least in Stros M'Kai:

-On Stros M'Kai there is one temple: the Temple of Arkay
-Phrases such as 'Arkay Bless Him' and 'Arkay damn you' are often found in the redguard story dialogue (available on TIL)
-Quote from 'Preparation of the Corpse': In "Hammerfell, where worship of Arkay is strongest..."

The PGE is also handy:
"The nomads are more primitive, either with trace-Nedic influences or stubbornly Yokudan, throwback castaways even to other Redguards."
"some have even reorganized their gods and tribal spirits to fit into the traditional Imperial pantheon of Eight Divines."

They apparently (when the PGE was written) tolerate the normal gods but consider some useless. Over time I bet the Arkay religeon with people thinking 'ahh its just another name for Tu'Wacca' simply became 'The Temple of Arkay', without much thought about the old Yokudan stuff.
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Post by Nomadic1 »

Oh right. "Hammerfell, where worship of Arkay is strongest..." can also be taken to mean that the Redgaurds workship Arkay more prominently than any other race. We know, for example, that there are few priests of Arkay in High Rock comparitively.

Although I did get the pantheons confused, the book was fairly modern at the same time.

And without spoiling Redgaurd for Orix (like I did to him for Oblivion :lol: :)), I'll say that the reason there was so much focus on Arkay on Stros M'Kai is because the temple has a very important role in the storyline. They wouldn't want to confuse players by including a lot of other temples and phrases with other gods.
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Post by Haplo »

I think it'd be cool to have a group of 'pirate-wannabes' who claim they are the descendants of the Restless League, but all they do is stir up trouble and run away from fights.

And I want Wharf Rats. Me wants them bad. We could make it the new 'Thieves Guild vs Camonna Tong' of Hammerfell. At least I think it would be cool.
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Post by Nomadic1 »

Woohoo! Support for the Wharf Rats :banana:

Anyway, new drawn up list of factions, taking into account concensus. Factions which there is no concensus yet are italicised with an asterix.

Guilds and Factions
Fighters Guild
Mages Guild
Thieves Guild
Dark Brotherhood
Wharf Rats*
Small Pirate Faction (May or may not be major. Could only be flavour)
Sword Singers* (May or may not be major. Consensus is to include, but no idea as to what extent)

Political Factions
Sentinel (Lhotunic - Forebear leaning)
Hegathe (Crown)*
Skaven (Crown)*
Elinhir (Crown)*
Dragonstar (Anti-Skyrim - Crown leaning)*
Gilane (Forebear)*
Taneth (Forebear)*
Rihad (Forebear)*
Either self-guided or as separate factions. Either way, the nuts and bolts of this has yet to be discussed in any length at all

Religious Factions
Temple of Arkay*

Flavour Guilds and Factions
Imperial Archaeological Society
Necromancers
Vampire Clans*
16 Daedric Shrine quests*
Small low-priority flavour factions. While many people want these included, consensus seems to be not as a big or important faction
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Post by Morden »

You have a list of 20 factions. Thats 20 quest lines. We don't have the man power to develope them fully, voice act the NPCs, and write all the scripts in the editor. How many of the last list of approved guilds made it into the game? Aside from a few incomplete questlines scripted on Map 1, the answer is zero.

I've been nudging and directing this mod towards setting obtainable goals, but currently the faction list is a pipe dream. Focus your list on a few of the essentials. After those are functional in the game, and you have something to show for your work, you can move on.
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Post by Nomadic1 »

I think that quests will be different this time around. The most notable change is that there is a good system of organisation. I also think that we won't ever get around to voice acting or anything. Anyway, I also think that the questlines should be treated in a different manner...

The Guilds and Factions are what will become the main factions in TR. The FG, MG, TG, and DB are going to have to be added. No ifs, buts or maybes. The pirates and sword singers I reckon should become flavour factions, but more on that later. The only question mark in my mind in this is what we want to do about the Wharf Rats. Do we want them to be a fully fledged faction to compete against the TG? Or a flavour faction (which I think would be a bad idea)? Or an unjoinable faction to compete against the TG?

The Political Factions are a different boat. They'd be done one by one, one at a time, map by map. These factions won't do much to impede the progress of TR IMO. There of course lie questions over these. Do we want them separate, fully-fledged factions like in Morrowind? Do we want them instead to be self-guided quests? Or do we want to group them into Crowns, Forebears and Lhotunics?

The Flavour Factions are just that: small, low priority factions of Hammerfell to give some depth and flavour. These are the special interest factions, based on a very small scale. Out of all the groups, factions listed in this group shouldn't really be worked on until the other factions are done, hence the words "low priority" and "flavour".
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Post by Morden »

I also think that we won't ever get around to voice acting or anything.
We definately will... because there aren't going to be twenty different guilds and factions. Don't spread yourselves thin. Choose a couple and develope them fully. There is no reason why we should not 'get around to' anything. That was a chronic problem with Morrowind and nobody should let that happen again. After you have something workable, there will be time to add any other faction you wish.

We'll also be going by region, so your not going to have a full province map to play with. The first stop on Hammerfell is the Rihad region, possibly encompassing Roseguard and Taneth, depending on how things turn out. Guilds will be developed within those regions same as everything else...starting with the basics.

Also keep in mind that political quests lines and major factions will need to be written before most of the exterior and interior construction takes place. So organising guilds is a current priority as much as anything else. They won't be an afterthought.


*edited for spelling many times :P*
Last edited by Morden on Wed Apr 19, 2006 3:35 am, edited 3 times in total.
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Post by Sload »

Thankyou Morden, you said it better than I could. I think part of the problem is that people are still stuck in making it more like Morrowind.

I've said this in IRC, to which Eyeball replied something about the politics. I completely agree with him there, mainly because it's not any more time consuming to make 10 political quests than it is to make 10 apolitical (impolitical?) quests.

Anywho, I completely aprove of the trinity, the brotherhood, a single crew, the overplot, and some misc quests. I'd like to see the swordswingers as well, but they'd be a Redguard-who-uses-Blade only faction.
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Post by Varine »

How about an Arena like in Oblivion, but not to the death? Just have some matches and once you get down too much health, it would stop? It wouldn't be overly hard to make and would be fun to have.
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Post by The Old Ye Bard »

Morden: you didn't count right there would be 35 Questlines because of each Daedra.
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Post by Sload »

Varine wrote:How about an Arena like in Oblivion, but not to the death? Just have some matches and once you get down too much health, it would stop? It wouldn't be overly hard to make and would be fun to have.
An Arena (though to the death) in like Sentinel definitely.
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Post by Varine »

How about an Arena like in Oblivion, but not to the death? Just have some matches and once you get down too much health, it would stop? It wouldn't be overly hard to make and would be fun to have.
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Post by Andres Indoril »

Why did you post this same message 3 times? And please do not doublepost either.

EDIT: Umm... someone deleted one of his post after I already had replied...
Last edited by Andres Indoril on Wed Apr 19, 2006 3:52 am, edited 1 time in total.
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Post by Varine »

I didn't mean to. I didn't even know I did. Sorry.
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Post by Nomadic1 »

Morden wrote:We definately will... because there aren't going to be twenty different guilds and factions. Don't spread yourselves thin. Choose a couple and develope them fully. There is no reason why we should not 'get around to' anything. That was a chronic problem with Morrowind and nobody should let that happen again. After you have something workable, there will be time to add any other faction you wish.
I'll wait to be proven wrong. I still think we won't finish voice acting, let alone if we ever get to start it
Morden wrote:We'll also be going by region, so your not going to have a full province map to play with. The first stop on Hammerfell is the Rihad region, possibly encompassing Roseguard and Taneth, depending on how things turn out. Guilds will be developed within those regions same as everything else...starting with the basics.

Also keep in mind that political quests lines and major factions will need to be written before most of the exterior and interior construction takes place. So organising guilds is a current priority as much as anything else. They won't be an afterthought.
Great :]
The Old Ye Bard wrote:Morden: you didn't count right there would be 35 Questlines because of each Daedra.
He didn;t count them because there wouldn't. There would be 16 Daedric quests all up, and given their rarity in the size of Hammerfell (at any scale), they would be a non-issue ;)
Varine wrote:How about an Arena like in Oblivion, but not to the death? Just have some matches and once you get down too much health, it would stop? It wouldn't be overly hard to make and would be fun to have.
I am 99% sure there would never be an Arena faction (although there might a few arenas where the PC can fight). It would be more work than you think though. There is an Arena in Dragonstar. We could probably scatter a few around the place in the major cities.
Sload wrote:Thankyou Morden, you said it better than I could. I think part of the problem is that people are still stuck in making it more like Morrowind.

I've said this in IRC, to which Eyeball replied something about the politics. I completely agree with him there, mainly because it's not any more time consuming to make 10 political quests than it is to make 10 apolitical (impolitical?) quests.

Anywho, I completely aprove of the trinity, the brotherhood, a single crew, the overplot, and some misc quests. I'd like to see the swordswingers as well, but they'd be a Redguard-who-uses-Blade only faction.
I don't think we should make it like Morrowind. I know as well as anybody else making it like that was a disaster. I also don't think we should be trying to make it exactly like Oblivion either. Hammerfell is different, and needs to be looked at through its own glass.

I am left wondering what you were meaning in the last two paragraphs. More specifically the second parapgraph, and "a single crew" in the third.
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Sload
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Post by Sload »

The second paragraph was partially meant to reply to someone who said something about how they liked Morrowind having politics before anyone actually said that.

The "single crew" means that I think there should be one pirate ship with one pirate crew and no more, atleast not joinable.
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Post by Graff »

I'll wait to be proven wrong. I still think we won't finish voice acting, let alone if we ever get to start it
Oh, ye of little faith. A quick look at what interest and submissions the Stirk audition thread has accumulated in a day should suffice as an argument, methinks.
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Nomadic1
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Post by Nomadic1 »

Graff wrote:
I'll wait to be proven wrong. I still think we won't finish voice acting, let alone if we ever get to start it
Oh, ye of little faith. A quick look at what interest and submissions the Stirk audition thread has accumulated in a day should suffice as an argument, methinks.
Oh yeah, that was good :) Adanorcil then Macar's touching up makes a kick-arse Maugrue. And Jale really excels on one of the archaeologist brothers. I'd have a go, but I don't have a microphone and I doubt there would be demand for an Australian accented person there :) My real concern is the sheer volume of dialogue and voice acting needed for when we start Hammerfell proper. I'll take my hat off to you (if I take up wearing one) if you get through it. :]

Anyway, for guilds and factions and what have you, this discussion is pretty much coming to an end IMO. It seems that the IAS and Necromancers are out. But there are really fove sticking points remaining.
1) Wharf Rats. In Hammerfell (Lore). Joinable Faction or Not?
2) Political Factions. How to handle? (between the kingdoms is where the real big action lays in Hammerfell)
3) Daedric Shrine Quests. Yay or Nay?
4) A Religious Faction. Yay or Nay?
5) Sword Singers (as joinable faction). Yay or Nay?
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Post by Anonymous »

Necromancers are out

Sorry, but the main magical faction (albeit an evil one) is out? I really dont think that is a good idea. And the fact that nobody has replied to the alternative quest line implies that nobody has read it, so dont discount it yet.

I think we need only have a few of the kingdoms with playable quests. We might only need have Lhotunic-Crown-Forebear and then have the constituent kingdoms as sorta 'branches' of the same quest, as with the different mages s guilds in different towns, or the old Great Houses.

Religeon isnt a main focus of Hammerfell, but we could have it entangled with the kingdoms.

I think pirates would fit with what we were saying about smugglers: make it appear to be a series of misc quests, but actually just be a faction hidden from the player. The pirates should feature a couple of times.
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