simtam Posted October 15, 2015 Share Posted October 15, 2015 . Link to comment Share on other sites More sharing options...
dc125 Posted October 15, 2015 Share Posted October 15, 2015 But seriously, new people being interested in an idea is just terrible, definitely. You seem to be opposed to this idea for some reason. Firstly, you incorrectly posted about the state of the High King mod and got corrected but you didn't have anything to say about that. Then you try to correct me on this thread, but I presented pretty clear evidence that the two threads were similar and since you couldn't argue that, you just said oh this is just thread necromancy. Not sure what your problem is, but if dislike the idea so much why post on the threads. Link to comment Share on other sites More sharing options...
Talonflight Posted October 16, 2015 Share Posted October 16, 2015 Just an idea to throw into this mess, seeing as its already up here. What if, hear me out, in order to make up for the lack of manpower on the Dragonborn's side (He obviously won't have the manpower that the Stormcloaks or Imperials have), he just says "Yo parthunaax, I've got an issue, I need like 10 dragons, stat" ? Link to comment Share on other sites More sharing options...
simtam Posted October 16, 2015 Share Posted October 16, 2015 @dc125 - the "thread necromancy" I mention is the thread on bethsoft forums I linked to, the one about Dragonborn Rebellion. You should see it, it's full of relevant details. Also, I do not intend to correct you whatsoever - I just continue the topic discussion without negating what you've posted. Link to comment Share on other sites More sharing options...
tnu Posted October 16, 2015 Share Posted October 16, 2015 maybe an option to gain the support of the vairous guilds and factions? Like in New Vegas? Rally the Companions, the Brotherhood, Thives Guild, College House Televani? maybe teven the blades and/or the Greybeards? Link to comment Share on other sites More sharing options...
dc125 Posted October 16, 2015 Share Posted October 16, 2015 I think both those options sound great. @simtam Seriously, you posted it here after being wrong about another thing but it didn't have anything to do with this thread. You don't intend to correct me because you've been wrong every time you've posted lol. There's no point in trying to have an intelligent discussion with you, so let's just be done with each other. Link to comment Share on other sites More sharing options...
simtam Posted October 16, 2015 Share Posted October 16, 2015 . Link to comment Share on other sites More sharing options...
Talonflight Posted October 17, 2015 Share Posted October 17, 2015 Imaging ousting Delphine from her role as Blades Leader, because of her hatred for Dragons. In return, you ally the Blades with the remaining Dragons, as well as whatever Guilds you hold. You can select 1 dragon, 3 guildmembers, and 6 Blades as people to field for each battle. (since in siege's, each side only has 10 people due to the 20 NPCs in combat restriction). After each battle, those members (assuming they survived) Go into a rest phase and you need to pick fresh warriors for your next battle. You could have a Companions member in charge of a fort in order to have better fighting abilities, or have a Dark Brotherhood member assassinate the leader of a nearby fort; Thieve's guild commanders could lead a team to rob enemy armories, leaving them with shitty iron equipment while your team wields ebony. A Mages Guild companion could offer magic training for your team, and replace some archers with heavy duty battlemages. you could have your headquarters in Whiterun after speaking to the Jarl, and he would believe you are the one to rule them all once the MQ is done. You could defend the city from both sieges, Imperial and Stormcloak. Fighting a two front war would be difficult, but worthwhile, Link to comment Share on other sites More sharing options...
Terrancephillips Posted October 18, 2015 Share Posted October 18, 2015 (edited) idk if someone already said this but it should use the blades and skyhaven temple Edited October 18, 2015 by Terrancephillips Link to comment Share on other sites More sharing options...
zippymcflippy Posted February 2, 2020 Share Posted February 2, 2020 I am working on a version of this concept. Call it the Libertarian third option way out of the civil war. In my scenario, you meet in taverns a number of unhappy nords and dark elf refugees, who don't really want to side with either the Imperials/Thalmore, nor want to side with Ulfric and the Nord Storm cloaks... LEAVE US OUT OF IT! So, with many small quests, you will gather a following, sign into a colonizaiton pact, and begin gathering supplies, materials and people along the northern shores. Several of these small quests can, but does not have to, align the colony effort with one or several Daedric Gods, who provide special magic options for establishing your colony ( more below ). But choosing this option has consequences, in that if you do so, you will bring in the ire of another opposing faction, the Vigilents of Stendar! You have to keep the build up hidden from the other factions, because they certainly do not want an unaligned third party! You will have the option of conceeding to align your colony with either the Imperials/Thalmore, or the StormCloaks. But that means that the other side is now totally out to destroy the colony efforts. So you build one or more ( player strategy choices that matter ) long ships. When all ready, you and your group of 10-100 colonist embark on a grand sea voyage. At this point the game becomes a fleet of long ships sailing through ice flows, surviving storms and battling Horker swarms and sea dragons.   If you survive the voyage, and depending on how much time you spend traveling into the north, you end up at one of three options: A] Short voyage to the North - Barren Ice and Rock Isle, with an ability to carve out a frozen rock fortress base for harvesting Fish, Horkers and Whales ( and their oil ) for sale to the southern holds. This is the Trader version, where maintaining good relations with at least one of the southern holds is needed, and avoid customs ships and pirates is the nature of the subsequent games.   B] Long voyage to the North - Over the polar cap ice flows and down into warmer climes on the far side of the world, onto a new, lush, warm, green Island where you can carve farms, fields, hunting grounds and grazing meadows out of a wilderness filled with fearsome beasts and Falmer tribes. This option means you leave all contact with the old holds of Skyrim and its civil war behind, to face life in the wildes of the new world. C] Medium voyage to the shores of the Polar continent, and a lengthy foot / riding trudge through extreme Ice and Rock to a Central Mountain Range of the North Pole. Here you find a Vast, Ice Filled, Glacier Cavern under the mountain. With the aid of the Daedric Gods magic, you can call up a lower cavern Lava Lake to melt the ice and warm the cavern.  In a separate quest, you will venture deep into the Falmer Underworld to retrieve one or more special magical crystal Sun-Stones, which can be blessed by the Daedric Gods into sources of plant growing light for your caverns.  Other quests allow the generation of rich soils and the calling forth of sweet water springs to flow winding creeks through your caverns. Still other quests allow you to retrieve magical standing stones which embue your cavern with seeds of trees, grass, shrubs, or a fauna version with springs to life trout, salmon, rabbits, goats, deer, elk, wolves and saber cats... Thus the third option allows you to make an underground microcosm Shangrila escape from the woes and conflicts of the civil war in skyrim, though the Stendars fanatics will try to destroy it, and the Falmer will not leave it in peace either.    Anyway, that is my plans for a new mod series similar to what you are describing. Link to comment Share on other sites More sharing options...
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