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Witchhunter's (And Arcane Archers) Guild


Lives2DieAgain

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So, after downloading the Immersive Patrols mod a long while back, I had noticed a plugin for Witchhunter's. This got me thinking. 'What if there a guild for these Witchhunters'. Using the same mechanics from Oblivion style Witchhunters, and modern day Witchhunters (Uses magic but only the pure kind, like healing opposed to necromancy).


You could join up and be sent on missions to hunt down spawned NPCs of various types placed within dungeons. It could also have a quest line or two, like where you can join up with the Dawnguard, (For Dawnguar users) the SilverHand and Vigilants of Stendarr (not at the same time, just recruit them or do missions with them.) The main aspects of the quests is that there is a group of highly trained, and deadly group of necromancers, lead by several heads called "Viper's Fang" who use poison, poison magic, and conjuration. (Poison can be used as a darker part of Restoration.) These people are planning to take down all the thanes of Skyrim, replace them with high ranking members, and place their leader as king. Within their ranks, there are Vampires, Werewolves necromancers, normal necromancers of many different rankings, and Daedric worshipers. The three highest ranking members, those who have moved passed the others are a Necrowolf, an undead werewolf and ex-general of the Imperial Legion who left because he got too bloodthirsty and forgot his oath to the people and the Emperor, a Thousand Year Vampire, having been around for a thousand years (give or take some years) this vampire has mastered all that he could with his 'tainted blood' not being a proper vampire, having been given the disease instead of made a proper way, and the highest of Daedric worshipers, the champion of Mehrunes Dagon, carrying with him/her the book Mysterium Xarxes. This can be turned in to the Vigilants of Stendarr, or if read allows the player to summon his old champion wielding his razor. (The champion is like a ghost, so ethereal.) Because the champion of Mehrunes is here, the Mythic Dawn shall be reborn. After killing the three generals, the player has a chance to go up against the big man/woman his/herself. They main enemy will be an Arch Necrolich. Already undead, they can use the spells of necromancy and bone. Bone spells are new spells added to the conjuration class. When nearing death the Arch Necrolich turns into an hulking, floating skeleton. Using powerful bone and poison spells, (as well as cloaked in the mist from Boethiahs armor without the poison) they summon corrupted shades archers, warriors and mages. When finally killed, they drop one of each tome. Again, you can turn these in or learn them. You have the final option to become guild high ranking guild member or leader.


The player, also has a chance to join the other side, A new group of guilds shall be added in. The Mythic Dawn for one. The next is a unique group of vampires specializing in blood magics. They shall be known as 'The Tainted'. The last is the undead werewolves that use necromancy in their human form, but turn into undead werebeasts when they lose enough health. They are known as the Canis Mortis, a group of Necrowolves founded in Cyrodiil. The last faction of the "Viper's Fang" is the necromancers guild; a group of people who use the bodies of their enemies to fight on their behalf. If choosing to join this side, you cannot join the other side and vice versa. In this, you start off with only the necromancers. You must recruit the others to you guild. Each time you start recruiting, you gain more enemies. You start off with only the Witchhunters guild after you but as you progress you gain the Silverhand, the Dawnguard and finally the Vigilants of Stendarr. (Or the werewolf hunters, the vampire hunters and the demon hunters.) Your job here would also be to gain power over the holds, seeing as you cannot take the jarls on yourself, you go for their military commanders (New NPCs added to further the quest) these commanders, once killed must have a spell, potion or something hit them to bring them back to 'life' they will return to their post and your job shall be complete. there will be skirmishes where you and the Witchhunters guild fight it out. A main part of the quest will also be to wipe out the Witchhunters headquarters. Some side quests might be to wipe out resistance or kill a Witchhunter making too much of a name for themselves. At the final quest, the leader of your guild and the leader of the enemy guild shall fight. As you help the Vipers leader out, all he/she will do is support from the side lines. Once the battle (relatively easy, because it is not the final battle) is over, the leader will talk to you. all options lead to the same thing. You have to fight the leader. Once you fight (same as above,) and win, you can either become new guild leader or disband the guild. Disbanding the guild causes a clash for power, making all factions hostile to each other. They will also hate you and attack on sight.


Some new spells shall be added as well as some armors and weapons.


Hopeful i can add them in when i come back. This was all rushed as i had to leave. I will edit this soon. Anyone willing to take such a shortly though out idea has my sincere gratitude and any ideas that come from you all will be greatly appreciated. Also, I'm not very creative at naming.

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