Factions You Wish Existed in Skyrim

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Emiscary

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Sep 7, 2008
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Couple things:

1)

If you find the idea of running *any* non-illegal business enterprise in a high fantasy setting totally boring, you have a shitty imagination. I'm sorry, but it's true. Companies in TES mine ore laced with the souls of the dead. They brew booze laced with the blood of dead gods. They transport goods on the back of colossal one-eyed arachnids through desolate wastelands filled with savage monsters.

I can think of allll kinds of non-boring activities related to those things.

And since when has needing money been a prerequisite to *want* money?

2)

You wouldn't actually need to be able to navigate for a piracy faction to work, they'd just need to create a patch of blank sea and generate enemy ships for you to board/sink while doing piracy missions.

3)

The whole "You can't be a survivalist in Skyrim's climate!" argument would hold weight... if the natives didn't have an in-born *supernatural resistance to the cold*. If I can tank a frost dragons breath without seeing my health bar drop 1/50th of it's full width, I can make it through the winter without catching hypothermia.

And besides, like a few people have mentioned: the Forsworn and the Skald are both *similar* to survivalists. Not quite, but they're close.

4)

Pacifism is only boring if its implemented badly. Most games treat the non-violent option like it was a paintball version of the real game.

IE: instead of blowing the random prick's head off and watching his head explode in a shower of gore, you hear a pathetic *phwift* and your tranquilizer gun makes him limply fall over (possibly for only a few minutes/seconds, implying a HERCULEAN level of liver function).

If instead the "pacifist" option was say... sneaking up on the guy as he's turning a corner, wrestling him to the ground as you chloroform him, then stuffing his unconscious body into a vent before anyone notices he's gone... it'd be alot more entertaining.

(And I realize that's the wrong genre of game, but bear with me.)

Apply the same logic to Skyrim. Instead of the pacifist option just being an "off switch" for monster aggro, it'd need to be more complex than that.

In the case of bandits, I picture it working like this: tie all the bandit random encounters to specific bandit lairs (meaning that once a lair has been wiped out/converted, bandits stop appearing within that section of the map). And *if* you take the high road and make use of the "Enlightenment" (or w.e) shout, the bandits you encountered would repent their crimes and agree to help you rout out their former comrades.

This would then start a mini quest. Your converts would lead you back to their lair, help you fight your way to their leader, culminating in either your new friends killing him (if he's too powerful to be shouted down), or you converting him like you did them. The bandit clan would then disband, and you'd have a few friendly npcs added to the nearest hold capitol. Maybe certain leaders could become recruitable followers once you're done? Dutiful toe-headed apostles to your sanctimonious Jesus?

I realize I'm arguing this point pretty hard considering all my characters are sociopathic assholes, but I just think it's more doable than people think.

And for ONCE in a game I'd like to be good, and actually feel good as a result. Instead of feeling bored/frustrated/annoyed/restrained/stupid for not taking the far more sensible and entertaining violent option.

And I feel like reforming those bitter pricks muttering to themselves in the dark ("Go to college... like I'm supposed to know which college he meant!") and possibly earning a few new friends in the process would be a better reward for trying to find a reasonable solution than what AAA games usually give me. Meaning nothing (except more hassle).

So why not make the "good guy" (I HATE that term) into an actual wandering messiah, converting the people, performing miracles and heralding peace? Y'know, rather than a short sighted pussy with the power to temporarily make dangerous things not kill him.
 

Saviordd1

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Jan 2, 2011
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Emiscary said:
6) Your Own Hold to Rule.

I've already covered most of the stuff I feel is missing/would like, so this one's more on the wishful side of things. I really wish they'd let you actually play politics, at least to some extent, outside the negotiating table at High Hrothgar. Basically, I want another Great Hold/City added to the map, and the ability to rule it. Somehow.

Sadly this is a big enough wish that it'd probably need to be it's own DLC/a self contained mod, but it sounds damned entertaining to me. It'd be nice to actually run a city, and have the town guard answer to YOU for a fucking change. Set the code of law, behead dissidents, run businesses out of town, set your friends up with manor houses with nice views? The possibilities are endless.

As for explaining how a new city appeared on the map? City frozen in ice for centuries finally thaws. City that drifted off from the coastline aeons ago floats back into place. Is it really that important? It's a high fantasy setting, whole cities can literally appear out of thin air if you need them to :p
FUCKING THIS.

I was just thinking about this the other day during the Civil War questline. I would love to be able to actually take part in the politics, hell, they set you up for it. Being the Dragonborn practically BEGS for you to be able to start garnering power ala Tiber Septim, if even in a small way.

Still hoping that we see a DLC about this in the future.

As another I'd like to have a Werewolf hunting group, admittedly I love the Companions but I wish the ability was there to join the silver hand. (Especially since their name gives me WoW flashbacks)
 

mokes310

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Oct 13, 2008
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I always thought it would have been incredibly amusing if there were trade-unionists like Teamsters who would transport dungeon loot for you, but at a price...there could have been endless jokes and humor from characters like that (I'm thinking back to the episode of the Simpsons where Homer tried to out-lazy a Teamster).
 

Emiscary

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Sep 7, 2008
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Yes. Yes to the teamsters. I would love to have underpaid lackeys to do all my tedious adventuring related jobs for me.

(It's almost certainly what I would do personally if I had the money. Why the hell would I ever bother hauling my own shit around when I own a horse and can pay 5 people's worth of wages?)
 

tysonn101

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Mar 10, 2012
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i love the idea of a merchants guild thats legit, i always thought that would have been amazing in Oblivion, for example the start quests could be escorting caravans full of goods and defending them from bandits if they get attacked. this could work as well in other provinces, your on your caravan and it fades out and when it loads your in the high rock or the desert, a small area where ou fight then move on. the quest could also be done from the bandit side if you were a part of the thieves guild, little things like this would have been awesome!
 

Emiscary

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Sep 7, 2008
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Added one last one to my initial list. It's by far the weirdest (which also naturally makes it my favorite).