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  1. 1. What sort of quest's would you like to see the most?

    • Quests that introduces well written characters and well written stories.
    • Quests that have riddles and mysteries that you need to solve.
    • Stories that draws upon the Elder Scrolls Lore, and delves deep into many of the unanswered questions in the Elder Scrolls Universe. (Even though we know we're probably getting a biased answer, or probably not a complete answer)
    • Quests that will allow you to explore places you've never been before, or discover places where you thought there was nothing.
    • Quests pop out of nowhere and surprises you
    • I don't really care for stories, or concepts, or anything! I am the Dragonborn! Just point me in the general direction you want slashing!
  2. 2. Do you like the outfits created by this mod? Would you like to see more of these in the project?

    • I love it! Make as many as you can!
    • I think this one plain shirt with a few belt and color variations is enough.
    • I do not like what you have made.
      0
    • I think there are enough vanilla outfits in the game. Why create new ones?
    • I have no opinion on the matter.


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Here's a tutorial on generating Lod:

 

However he doesn't recommend generating Lod on the Skyrim worldspace, so I'm not sure if this will help at all.

Thank you for the video, sadly yeah, it cannot be used for Skyrim World space. :(

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I don't really think Thane is the right one either. A Thane can of course own land, but I don't think land comes with the title, it doesn't in the game, and I don't think it did in real world history either.

 

There are town halls in the capital cities of each respective Hold, the Jarl's of each Hold no longer lives in a Jarl's Longhouse. In Falkreath the Jarl resides within a great keep digging into the mountain, the Jarl of Dawnstar lives within a tower surrounded by a fort, and spends half his days within the White Hall which is now more of a mead hall for the warriors of Dawnstar. In Winterhold the Jarl resides in a castle, but there is no town hall (... Anymore), so here representatives for the "Architects Guild" (Leaning towards just calling it the Builders Guild), and the couriers message board is located within the Jarl's Castle, but the couriers themselves sleep at the inn. In Whiterun there is no town hall. There is a Bank and a courier headquarter though. The city of Riften has a town hall, the city of Windhelm has a city hall, and the city of Solitude has a town hall.

 

I'd have no problems changing the name of the building from Town Hall to something else, but I think it is somewhat appropriate when so many services are offered there.

 

I don't really think Thane is the right one either. A Thane can of course own land, but I don't think land comes with the title, it doesn't in the game, and I don't think it did in real world history either.

 

There are town halls in the capital cities of each respective Hold, the Jarl's of each Hold no longer lives in a Jarl's Longhouse. In Falkreath the Jarl resides within a great keep digging into the mountain, the Jarl of Dawnstar lives within a tower surrounded by a fort, and spends half his days within the White Hall which is now more of a mead hall for the warriors of Dawnstar. In Winterhold the Jarl resides in a castle, but there is no town hall (... Anymore), so here representatives for the "Architects Guild" (Leaning towards just calling it the Builders Guild), and the couriers message board is located within the Jarl's Castle, but the couriers themselves sleep at the inn. In Whiterun there is no town hall. There is a Bank and a courier headquarter though. The city of Riften has a town hall, the city of Windhelm has a city hall, and the city of Solitude has a town hall.

 

I'd have no problems changing the name of the building from Town Hall to something else, but I think it is somewhat appropriate when so many services are offered there.

 

Otherwise I agree with you. The Jarl's longhouse did cover civic matters in a typical Scandinavian viking age society, but with the changes that I've made to each respective capital, these cities are now no longer so simplistic. The outlying villages on the other hand like Amber Guard and so on are, and so there it would be the case as you said; The "Earl's" Hall is effectively a town hall.

 

I think the title of thane actually makes more sense than earl for the smaller settlements within a hold. For example, the jarl of Whiterun might appoint a thane to govern Riverwood. Historically, a thane was originally associated with the military, but later thanes took on many responsibilities, including tax collection, governing of a small settlement and local administration. Some certainly would have owned land, whereas others would have lived in a capital and acted as retainers to a king/jarl or took part in government. When the Normans conquered England, they replaced the Saxon thanes (thegns) with barons and knights which gives you an idea of their status.

 

Skyrim's interpretation of thanes is a bit vague. The player gets bugger all for being a thane, apart from a one time "get out of jail free card! and a housecarl. I think there is more than one thane at the Blue Palace in Solitude, which suggests that they have a role in government. The former jarl of Falkreath has been demoted to thane and can become jarl if the Stormcloaks take over, which again suggests that the thanes have some kind of actual authority - rather than just an honoury title. Anyway, ramble over! :laugh:

 

Convenient horses does have a feature that allows followers to fight on horseback. I think it works by assigning them a special weapon for mounted combat, but you'd have to ask someone with knowledge about modding for the technicalities.

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I don't really think Thane is the right one either. A Thane can of course own land, but I don't think land comes with the title, it doesn't in the game, and I don't think it did in real world history either.

 

There are town halls in the capital cities of each respective Hold, the Jarl's of each Hold no longer lives in a Jarl's Longhouse. In Falkreath the Jarl resides within a great keep digging into the mountain, the Jarl of Dawnstar lives within a tower surrounded by a fort, and spends half his days within the White Hall which is now more of a mead hall for the warriors of Dawnstar. In Winterhold the Jarl resides in a castle, but there is no town hall (... Anymore), so here representatives for the "Architects Guild" (Leaning towards just calling it the Builders Guild), and the couriers message board is located within the Jarl's Castle, but the couriers themselves sleep at the inn. In Whiterun there is no town hall. There is a Bank and a courier headquarter though. The city of Riften has a town hall, the city of Windhelm has a city hall, and the city of Solitude has a town hall.

 

I'd have no problems changing the name of the building from Town Hall to something else, but I think it is somewhat appropriate when so many services are offered there.

 

I don't really think Thane is the right one either. A Thane can of course own land, but I don't think land comes with the title, it doesn't in the game, and I don't think it did in real world history either.

 

There are town halls in the capital cities of each respective Hold, the Jarl's of each Hold no longer lives in a Jarl's Longhouse. In Falkreath the Jarl resides within a great keep digging into the mountain, the Jarl of Dawnstar lives within a tower surrounded by a fort, and spends half his days within the White Hall which is now more of a mead hall for the warriors of Dawnstar. In Winterhold the Jarl resides in a castle, but there is no town hall (... Anymore), so here representatives for the "Architects Guild" (Leaning towards just calling it the Builders Guild), and the couriers message board is located within the Jarl's Castle, but the couriers themselves sleep at the inn. In Whiterun there is no town hall. There is a Bank and a courier headquarter though. The city of Riften has a town hall, the city of Windhelm has a city hall, and the city of Solitude has a town hall.

 

I'd have no problems changing the name of the building from Town Hall to something else, but I think it is somewhat appropriate when so many services are offered there.

 

Otherwise I agree with you. The Jarl's longhouse did cover civic matters in a typical Scandinavian viking age society, but with the changes that I've made to each respective capital, these cities are now no longer so simplistic. The outlying villages on the other hand like Amber Guard and so on are, and so there it would be the case as you said; The "Earl's" Hall is effectively a town hall.

 

I think the title of thane actually makes more sense than earl for the smaller settlements within a hold. For example, the jarl of Whiterun might appoint a thane to govern Riverwood. Historically, a thane was originally associated with the military, but later thanes took on many responsibilities, including tax collection, governing of a small settlement and local administration. Some certainly would have owned land, whereas others would have lived in a capital and acted as retainers to a king/jarl or took part in government. When the Normans conquered England, they replaced the Saxon thanes (thegns) with barons and knights which gives you an idea of their status.

 

Skyrim's interpretation of thanes is a bit vague. The player gets bugger all for being a thane, apart from a one time "get out of jail free card! and a housecarl. I think there is more than one thane at the Blue Palace in Solitude, which suggests that they have a role in government. The former jarl of Falkreath has been demoted to thane and can become jarl if the Stormcloaks take over, which again suggests that the thanes have some kind of actual authority - rather than just an honoury title. Anyway, ramble over! :laugh:

 

Convenient horses does have a feature that allows followers to fight on horseback. I think it works by assigning them a special weapon for mounted combat, but you'd have to ask someone with knowledge about modding for the technicalities.

 

Yeah! I used to play a lot with convenient horses. I've deactivated it in my load order for now because it adds certain things that for now are incompatible, but will be as soon as I optimize the Mod. I only ever saw it work for followers though.

 

Hm. Alright. Maybe I should change it to Thane. I am a bit scared it will make Players go "Whut" when they arrive and start wonder why the Jarl of Whiterun didn't offer up Rorikstead for example when you were promoted.

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Yeah! I used to play a lot with convenient horses. I've deactivated it in my load order for now because it adds certain things that for now are incompatible, but will be as soon as I optimize the Mod. I only ever saw it work for followers though.

 

Hm. Alright. Maybe I should change it to Thane. I am a bit scared it will make Players go "Whut" when they arrive and start wonder why the Jarl of Whiterun didn't offer up Rorikstead for example when you were promoted.

 

 

As far as I'm aware it only works for followers, but there must be a way of applying a similar system to NPCs.

 

Well, a Thane doesn't necessarily have to govern over a settlement and there is only so much land the jarls have to give away, which could be explained in dialogue. Also, the more trusted thanes are gonna get the land. Just got to make sure the player is aware that each hold has more than one thane.

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Update: I've fixed a few design issues, as well as added AI packages to every NPC in the mod. I'll now start finishing the sewer systems, and start writing book stories.

As of right now it looks like its a 6 to 1 on the topic of releasing the mod "prematurely". I will leave this question in the poll, in case opinions change over time.
The poll concerning being more open about the idea's I have for quests has an overwhelming 7 to 0. I will post a few idea's, but before I do so I want to ask the question of what you think of idea's that draw inspiration from various places. For instance, if I were to announce that I had an idea that takes inspiration from a movie that follows a similar plot, or has similar characters, what would you think about that? I'll add a poll above and will on Saturday the 17th of January take this into account when I announce my idea's. This is just generally for me to avoid a shitstorm. I have a great deal of idea's written down, but if you don't like idea's that has a great deal of inspiration from movies/books/stories/events then perhaps I am better off scratching those idea's out :smile:

Lastly. I just want to make it clear that when I do share my idea's, I don't want anyone stealing them, please ask for my permission. Considering that some of the idea's draw inspirations from movies, books etc.. ( That may be scratched out, depending on the poll ), those are pretty much for you to do with as you want, but I would appreciate asking for my permission if you wish to use the elements that I've added.

I will update the front page with some information regarding the guilds I want to announce, and describe in a bit more depth the system's that I want to implement later today.

Edited by Galandil
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Alright. I have added a lot of information on the guilds that I have planned, as well as the guild stories that I have planned. Do check them out and let me know what you think, and what that can be improved! Do note that not every single one is announced just yet!

I would appreciate it if you don't steal any of these ideas, but if you wish to do something similar I ask that you respect me enough to please ask for my permission first.

 

Guilds

 

 

 

 

The Crafters Guild;

 

 

The Crafters Guild is a guild that literally evolves around crafting. The guild comprises of the Armorer's Guild, Cook's Guild, and the Tailor's Guild, who all share the Skyrim's guildhall and resources.
Essentially the Dragonborn is able to join all of the guilds and complete each various quest lines. These quests are very similar to one another and what you say and do will have a great impact on your success. You can join all of them, you can become head of each guild at once, but do note that being part of more then one will effect the opinions of the other members. It should also be noted that this opinion will just sink lower and lower as you gain rank and responsibilities making it nearly impossible, but with that said; It -IS- possible.

It be pointed out that there are a great way of cheating your way to the top. Killing others, sabotage, blackmailing, stealing, spying, lying, cheating, seducing, persuading, and even boasting, but all of these will have possible consequences. Being caught doing any of these things will effect peoples opinion of you greatly and can even get you expelled if it is bad enough. Making it public knowledge that you are a thane, will have good results with some of the members, and for some it will sink, some people worship the upper class while some despise them. Same can be said about making it public that you are the Dragonborn, it will actually have more bad results then good. While people will respect you, they are less inclined to vote for you and will quite openly state it is because they believe that the Dragonborn has other duties to attend and they want someone who can actually focus on the responsibilities of being on the council. Doing quests and favors for people who have some connection to the guild, or know someone who is in the guild or so on will naturally have a good effect on your chances of being liked and voted for, but again, what you say, do and how you do it matters the most. Killing off members is a great way of getting rid of bad opinionated dorks, but killing even one of them will lead to the Guards doing investigations and depending on where and how you carried out the deed could lead back to you, thereby loosing you your place in the guild, as well as serving jail time. If more then three members are killed, the guild will actually close down, making it impossible to climb any further, you will still have your bed, and access to the resources, but there will no longer be elections or anything, and the guards will be hanging over the place like vultures, it is therefor wise to use your mind and not try to rush through like a gorilla.

The Armorer's Guild;

 

The guild is in large part inspired by the book "The Armorer's Challenge", where the blacksmith Sirollus Saccus is competing against the Argonian blacksmith Hazadir. The challenge is simple, create the best set of armor for your champion who is equal in skill and strength of the opponent's champion, and watch the fight. Like all of the Crafters Guild's, there are three ranks. Member, Councillor, and Head (In this case; Head Smith). After paying the joining fee, you are given a place to sleep as well as access to a forge, and the resources made available at the guildhall. How you spend your time is up to you, there will be a few quests with various rewards which involve fetching resources, finding certain things, typical miscellaneous quests, these have no effect on your ranking progress but will have a potential effect on how people in the guildhall respect your character. Since the quests in this mod have a possibility of failure, what you say in a conversation has a consequence and how you progress through a quest has a consequence. There will be times where people can weight in as a favor and that will greatly depend on your standing not only with the guild, but them as individual people.

Gaining the Councillor rank is a very good example of a time where it is important to have people on your side. It is done through a vote, and this only happens once a month. If you fail the quests, means quite literally that you have to wait a month to try again, yes there are harsh and annoying consequences for failing. Upon a certain week in the month you will have the option to write your name upon the list of candidates and will then have to compete with the other candidates for votes within the respective guild. This is a bit more tedious then just completing a favor or a quest and they will vote for you, you have to be smart about what you say, and not just what you do, but how you do it. How you dress can also effect the potential voters opinion on you as a candidate, being the Councillor after all is a great responsibility. In other words, to achieve this rank, you need to think like a sleazy politician. After achieving this rank you will be given certain perks at the guildhall, you can order people around and you get to make decisions on what resources the Guildhall should order, how the money in the guildhall should be spent on various luxuries, and what challenges the guild will face the rest of the month. The only real block in the road is that you are not alone in making these decisions, this is put to a automotive vote between yourself, and the other Councillor's, one for each guild, plus their guild leaders. Do note that after a month, you will have to compete for this rank again in the same quest you had just completed, only that after serving a full term you will have had a very influential opportunity to sway people to vote for you, mock up and you cannot hope to win.

The next and final rank, which will release you from this tedious repetitive political game is the Head Smith rank. Achieving this rank can be done in numerous ways, and you can be very creative about it. You are already a Councillor, so you are next in line to take over, if said Head Smith retired, or was removed; one way or the other. If you are too morally inclined to not do the foul deed yourself, you can hire others to take him out for you, but if you prefer to do this by the Guild's rules, you will have to challenge his position. This is where the inspirational book kicks in, and your chances of success depends completely on your skill as a crafter, and your ability to listen to what people are telling you and using your head. If you challenge the Head Smith he will tell you to meet him in the amphitheater outside the Bard's College one day after you challenged him. He will meet you there accompanied by two knights and a nobleman. The challenge is as followed:

-The challenger will have the privilege of choosing their champion and will in one week have his or her champion fight the other champion in the amphitheater. Whoever's challenger win's will gain the position of Head Smith, it is therefor extremely important to spend that time well. It is also wise to listen to what the knights are saying before choosing as they will give subtle hints to their strengths and weaknesses. You do have the option to ask your own champion all matter of questions, but it is wise to take notes as each champion is equally balanced to their counterpart, but very different in choice of weapon, armor, and so on. If you decide to do nothing during this time, the champion will quite literally face the other champion barehanded, to which the tournament will be canceled and you will gain a notoriously embarrassing reputation among the other guild mates. If you decide to do nothing and not even show up at the amphitheater people will not take you seriously and you will gain a very different reputation which will make it next to impossible to keep the Councillor rank, or gain it again, it will be very hard to recover from such a blow. You may also want to learn a thing or two about the Head Smith's tactics for winning, what is he crafting, who is his champion etc... The weapons and armor of the champion is yours to craft, you will also have the opportunity to give them tips and tricks, and if your extra sleazy you can try to sabotage your opponent's champion.-

Should be noted though that if you are caught trying to sabotage your opponent, your caught trying to assassinate your opponent, or cheating or any of the likes you will risk being expelled, loosing your rank, gaining notoriously bad reputation among the other members or even serving jail time. If you lose the challenge you can try again after you've been elected as Councillor once again. You are not allowed to enchant the weapons or the armor, give poisons or potions, or anything which truly makes this a challenge of craft, over handing your champion a weapon you have in your inventory from some dungeon or something.

If you win, you will no longer have to worry about Councillor elections. Your will holds a greater sway over the council and you will have certain other perks at the guildhall. You are not completely free of annoyances though as other Councillors will be able to challenge you and if you refuse; you forfeit your rank. Luckily there are a plethora of ways of avoiding being challenged, like being well liked... making challengers disappear, or avoiding the other guild members at all times.

 

 

 

 

The Cook's Guild;

 

The Cook's Guild operates the exact same way as the Armorer's Guild. You have to gain and maintain a good reputation with the other chefs, and there are only three ranks. You have the Chef rank, the Councillor rank, and the Head Chef rank. After paying the joining fee you are given a place to sleep as well as access to the Guild resources. Every month there is an election for the rank of Councillor and it is therefor important that the Dragonborn uses his time well. Miscellaneous quests and favors can include everything from fetching something to crafting something. What you say, what you do, how you do it all have a large impact on the various individual's opinion on you as a potential candidate for the rank of Councillor. Even what you wear can have a swaying effect on the other members opinion of you. If elected you will be given certain perks and a voice at the Councillor table. However, every month there is a new election and you are in danger of loosing your rank. The last rank would be the Head Chef rank, which you will have to compete for. You can also make the present Head Chef "Disappear", but if you are inclined to play by the guilds rules there is a tasting contest that you have to win. If you loose you will have to win another another election to challenge him or her again.

 

The tasting contest is everything but simple. Since there is no cooking skill line in the game and you are capable of crafting just about anything, the challenge is a little different from what you'd expect. To begin with you are told that one week after the challenge is commenced you will serve an exotic dish to nobleman who will act as a judge, and he will judge who becomes the next head chef. It is therefor wise to gain as much information as you can both about the nobleman as a person, his tastes and likes, as well as your opponents choice of dish. What you can reasonably assume is that you will have to cook up something that requires a great deal of hard earned ingredients. There are plenty of ways of winning this contest though, you could always try to bribe the judge, with varying success which depends on more then just your speech craft level but also on how you initiate the bribe, a failure can get you expelled. You can also try to sabotage for your opponent by poisoning his dish, making it foul by for example mixing a giants toe in the mix, or playing with the Head Chef's head making him or her loose focus on what he was going to make. If you win you will be named Head Chef and will hold greater sway over the council, as well as other perks. Do note though that while you are free from the Councillor elections you can still be challenged by the chef Councillor for your rank, and declining a challenge means the forfeiting of your rank.

 

 

 

 

The Tailor's Guild;

 

The Tailor's Guild follows a similar pattern. You will be able to create clothes and that is really what it is all about, crafting. Like the other guilds you have three ranks, Tailor, Councillor and Head Tailor. You will need to gain popularity among your fellow guild mates to have a shred of hope of being elected as the Councillor. The Councillor rank operates the same way as the other Councillor ranks. To achieve the Head Tailor rank you will need to challenge the head tailor who will initiate a challenge where you will have to make a fashionable outfit for yourself and show yourself off at a sort of "Fashion suite". Here the popularity among your guild mates matters more then ever. Not only among your fellow tailors but the entire guild hall. Everything is handled through a vote, and each individual member will have a certain opinion on what you should wear, so to put it bluntly, do as well as you can as a fashion designer and depend heavily on making friends. If you loose you will have to try again after winning the Councillor election once again. You can win by other means, such as sabotage which can have a variation of results, or making him or her disappear. If you become Head Tailor you will no longer have to worry about elections, but is not entirely off the hook either as you can still be challenged by other members, and like before, this contest is all about popularity and not about your skill as a crafter necessarily.

 

 

 

 

 

 

 

The Architects Guild;

 

 

Imagine a guild devoted to changing the looks of the various cities of Skyrim, a guild that gives you the ability to effect the looks and general happiness of a city. This guilds inspiration came from the Hearthfire DLC which gave you the option of building your own home, this works similarly but instead of working on your house, you will be working on cities.

Gaining access to these features is everything but easy, first you need to be invited into the guild, not just anyone is welcome to join, and truth be told, it is easier to join this guild after the civil war (no matter who wins), then it is prior. The chores you will have to complete in order to gain access to the crafting stations will involve gathering resources, many resources, paying gold, being treated like a washing mop, as well as winning over other guild members. At some point you will be asked to help build a statue in Solitude, and at this point your words will make or break you. You need to think like an architect, and a designer, find a suitable location and a suitable design. You need to listen to what the other architects are saying, their opinions, and show that you are cut out for the job, only then can you hope to be promoted from errand boy to Builder. This is still not the point where you are free to go rapid on building things into the various cities, you will be given specific tasks and if you choose to use the resources differently will lead to consequences.

Eventually you will be promoted to Architect, with all the perks that comes along. You will now have to gather and spend resources yourself, and complete a variety of requests by the local Jarl's, but you are free to build as you see fit. Ignoring requests can actually loose you your rank, and building things that the cities denizens do not approve of can lead to certain surprises with everything from attacks to bad remarks. At any point, this guild will give you the opportunity to twist and turn each major city to your liking, and while the crafting choices and locations may be limited, how you choose to use them is up to you.

 

 

 

 

 

The Mining Guild;

 

 

The Mining Guild is exactly what it sounds like, a guild for miners. The Mining Guild doesn't have any local guild halls, instead various members offers their home for both shelter and guild planning. Becoming a member really only requires you to ask, pay a fee, and fetch a pickaxe. You would be surprised to hear that this guild is not all about mining iron ore, it is heavily story driven and revolves around a group of miners who ventures to various mines in search of wealth. Eventually you are asked to accompany an excavation and the mine collapses. You and your team has to make it out. Getting out is trickier then you might think and will require you to use your pickaxe on multiple occasions. You are however not alone in this, your part of a team, and you can and should try to take command early on and tell people what to do and where to go. But beware that saying the wrong things can have consequences on more then just your popularity, you are in a pinch, and mistakes can be lethal to both you and your fellow miners.

 

There are no possibilities of attaining the leader rank in this guild, as there literally is no leader. You can only gain perks by befriending the members, doing favors and accompanying them on excavations.

 

 

 

 

The Hunters Guild;

 

 

The Hunter's Guild is situated in Falkreath, and are in reality a bunch of poachers. The deer in Skyrim is property of the Jarl, but this does not stop the guild from hunting them. This guild evolves around the story of a guild that is breaking a part, and struggling to keep itself together while struggling meanwhile against the unfair laws of the Jarl. While all of this is going on, a challenge is issued to hunt down various unique beasts and display their heads in the hall, while participating in this challenge the Dragonborn will have a chance to befriend the various members of the guild, or make them hate you. Popularity has a great weight in whether you are welcome in the guild or not, as you start out as not really a member but a potential errant boy. Eventually when returning from a hunt you learn that the leader of the Guild and his crew had been attacked by a Dragon over in Eastmarch, and so the hunt begins to take this particular dragon down. Making it common knowledge to the other hunters that you are Dragonborn is a benefit when you reach this point, making you in everything but name, the head-hunter. Making it known that you are a Thane, or a guard, or anything at the likes will make them deeply distrust you, and could potentially depending on your choices and actions lead to your expulsion. As hunts come and go, and the hall is filled with various trophies of the hunt the quests continue with the Jarl trying to close you down, and there are a plethora of ways to go around this, even working for the Jarl could have its rewards. Should the guild survive, as well as the head hunter, you will have to challenge the head hunter to a contest. Bring back the biggest trophy with certain parameters. Win and you will be named head hunter, and if you fail you can try again one week later. If the head hunter should die, or killed by your own hand you can automatically be named head hunter by popular vote. You can sabotage, use your wits, show off your skills, boast, and so on to gain rank, but make no mistake, if your not good at hunting you are not going to get far.

 

 

 

 

Knights of the Circle;

 

 

Located at the chapel of Falkreath lies a chapter of the Knights of the circle. Originally an order with chapters in High Rock and Cheydinhall, the order has also moved in to Falkreath. The order revolves around worshiping Arkay and defending the sleeping dead from the vile necromancers. This guild is heavily story driven, and the Dragonborn will have an easier time joining if he or she has attained the rank of Thane in Falkreath, and helped priests in Falkreath. The first challenge is to see your commitment to the cause, you are named knight-errant and you are challenged to survive alone time with the Order's elder, a terribly old and boring old man. Sitting alone in a room listening to his stories can be the funniest experience in your life if you are a complete R-tard, or the most grotesquely painful experience in your life if you are anything but a full retard. While locked in a room listening to this fossil talk, you can actually sneak away, or try to at least, but note that while he is old, he can still hear you so you will need to be careful. After a while you will be let out and welcomed aboard, that is unless of course you are caught sneaking off, they open the door and you are not there, or even worse, you sneak out of the room, this will not loose you your place in the guild, but they will not respect you, in fact they will place you in the booth of a class clown and not take you seriously. You will be given following up tasks depending on how they respect you, but after X number of quests you will be tasked with watching the graveyard at night, to which you will pay witness to the necromancers trying to raise the dead. This leads down into a long struggle against the necromancers and finding their base of operations, and cutting the head off of the snake. Like all guilds, what you say, what you do, and how you do it effects peoples opinions of you, but there are no negative consequences for being unpopular in ranking terms or quest progression. The great irony of this story is that you will be faced with multiple opportunities to switch sides. While you don't necessarily need to join the Knights of the Circle first to join the Order of the Black Worm, you can switch sides if it fits your fancy. Switching back and forth however will have terrible consequences for you, and should not hit you as something that would be realistic and totally acceptable by either the Necromancers nor the Knights of the Circle. What should be clarified though, is that the struggle between these two guilds is shared between each guild, and in the end one guild will outlast the other. Destroying one or the other will do just that, destroy it, it won't exist anymore, the members will be killed off and will not be around anymore. In order to become the leader of the Knights of the Circle, you will need to destroy the enemy guild, and the promotion after that will depend on your popularity, you could be promoted voluntarily by the leader, or you will have to challenge him, or forcefully remove him. There are multiple ways to do this, but do note that the challenge is initially seen as an honorable request, and a duel between two knights for the position of leadership. The winner takes the crown one might say, and the other will have to accept their new rank. This can be done as many times as you like, but for each failure your popularity will decrease, and if there is one persons popularity that matters in this case it is the leader who could grow tired of you and kick you out of the guild.

 

 

 

 

The Order Of the Black Worm;

 

 

The Order Of The Black Worm was technically driven extinct at the end of the third era, when it tried to destroy the Mages Guild and their leader the King of Worms, Mannimarco was killed. The great irony is that while the necromancers order was disbanded, the necromancers remained and were scattered. Multiple attempts after this was made to try and revive the order, but none had been fruitful at the scale of its prior position. This group is no better, calling themselves the Order of the Black Worm, doesn't mean that they necessarily are the only order of Necromancers calling themselves such, and they do have rivals contesting them for their position, and access to fresh corpses.

Joining the Order Of The Black Worm is a little difficult. For one you will have to find them, which is not easy. They reside within the Falkreath catacombs, within a secret part of the ancient catacombs quite far into it. They will initially be aggressive, and it will take some tact and a demonstration of strength to find a way to get them to talk, and to win them over. Otherwise you can always join the Order of the Circle and accept the various opportunities you will be given to join the other side. You can also be invited directly if you have completed certain quests around Skyrim that can have one thing or the other to do with Necromancy, it will of course depend heavily on your choices. You can also be tasked with infiltrating this order by the Falkreath guard chain quest, these two guilds do not compete however and therefor will not destroy one another unless you choose to do so. You will have the freedom to report back whatever you want, and can easily turn on the guards, but you cannot destroy them.

The Order Of The Black Worm is at war with the Order of the Circle, while in the guild you will face opportunities to join the other side. Moving back and forth is not a good idea in any realistic manner and can get you thrown out of both. The perks you get for being part of the Order of the Black Worm is necromancy training, powers, magical spells, and plenty of quests that involve raising the dead and causing deliciously evil chaos all over Skyrim. It should however be noted that the main story here; Is the struggle over the buried dead of Falkreath, the Order Of The Circle who believe the dead should be left to rest, and the Necromancers who see this as the greatest graveyard in the north and too big of a prize to pass up. Do note that the choices you make here can have a devastating effect on your character in both the guild, and Falkreath. For one you can be given a pretty horrible bounty if your caught as a member, you can gain a very horrible reputation if your caught, and you can open up certain radiant events that involve people hating on you, or hunting you. Yes, there are consequences for being evil, and as the saying goes; "The Evildoers who everybody know, last not long. The Evildoers nobody knows, lasts."

 

The struggle between the two guilds will have you infiltrating the chapel, killing knights in a manner that suits your tastes, raising an army of the dead, and worshiping a Bone Finger, that once belonged the Mannimarco (or so they believe). Essentially your with a bunch of loonies. To gain the "Head Necromancer" rank you will need to get rid of the current leader, which is pretty simple, challenge him and destroy him, a battle to the death. Failing this means literally dying. Once he is dead you will ceremoniously raise him as your own summonable worm thrall. This can of course only be done first after you've defeated the Order of the Circle.

So the question then remains, you've guaranteed free access to the graveyard during the night, with little to no one but a few radiantly evented peasants who might take up the mantle to protect the graveyard. No one stands in your way. This story may very well be expanded upon later.

 

 

 

 

Nightblade;

 

 

A Nightblade is essentially a sword for hire, an assassin, hired to take a life, or rough up a certain lot. Unlike the Dark Brotherhood there is no religious affiliation, it is all about gold, and the job. Essentially you have a variety of ways of gaining access to this network of killers, because this is indeed a network, not a traditional guild. There are certain parameters you will need to meet, and certain quests and choices you will have to have made to become an interesting enough candidate for the guild. You will be contacted and invited to meet with a man who speaks for the leader of the organisation. He will give you the opportunity to join, and if you refuse he has orders to try and poison you with a drink. Drinking the poison will kill you if you can't get an antidote fast enough, you will not be able to outlast it, or heal yourself. If you don't drink he will send assassins after you till you come after him and kill him yourself, be warned though, this one moves between cities and is almost always on the move. If you accept you will be given tasks all over Skyrim, killing certain individuals in certain ways dictated by the customer. As you fulfill contracts you will rise in rank and eventually become trusted enough to meet with other Nightblades. You will here have a chance to forge a name for yourself in joint assassination missions, and other forms of show off's. You will also effect people as always with your words, choices and actions. As you progress through the quest you will eventually get messages directly from the organisation leader, a mysterious anonymous fellow who will send you to kill various people all over Skyrim as always. Eventually you will contracts on people your working with, various twists to the assassinations, and if you cannot see through the net of lies and solve the riddle of who this man is, and take him out yourself, you will eventually be bound to be assassinated yourself. Essentially the leader of this organisation has gotten greedy and uses the Nightblades to kill for his own personal profit, not necessarily because it is contracted by anyone, or for that matter the right thing to do, though morals is in short supply in this organisation to begin with. For each mission there are clues, put together, and put into the context of absolutely everything you have done up to this point, you will be able to solve the riddle and kill the leader, and take over as the organizer, capable of sending assassins to task and so on. What is ironic like I said, is that you are yourself expendable, and while your choices and words can delay this from happening, you will eventually get ambushed and have a very very very very very hard time walking away alive. Even if you survive there are no letters with everything you need to know, no map markers, you need to use your head, or you are bound to get attacked again, and again, and for each time it gets harder until it gets unbearable. The concept here is for the player to use his head, be critical of everyone, and rise to prominence. There is no guild hall in this organisation, everything is handled from a variety of meeting places; Everything from Inn's, homes, dungeons, middle of nowhere, and so on.

 

 

 

 

Independent Thievery;

 

 

This is not really a guild, you do not join anything really. You are able to find a variety of thieves in every major city in Skyrim, and able to work for them. Being a member or leader of the Thieves Guild can have positive as well as negative consequences here, as you will; Depending on who you are working for; Be seen as a rival, spy, or in positive circumstances; Seen as a professional thief and therefor warranted better pay.

The tasks you will get are all both story driven, as well as miscellaneous quests.

 

Dawnstar;

 

 

This particular story line will be depend on who rules Dawnstar as Jarl, this is for story purposes.

 

Skald the Elder;

 

 

Skald the Elder rules Dawnstar by an old Pale custom which involves a hierarchy system with the nobles and warriors on the top, and the rest below. As a result the people of Dawnstar are heavily taxed and harassed by the upper class and soldiers of the city, while the warriors and nobles drink and eat merrily at the expense of the people. This is the sort of work your put into, a bit of Robin Hood, steal from the rich and give to the poor. Your tasked with stealing from tax collectors, rooting out spies and other people among the peasantry who work for the upper class, blackmailing, and emptying vaults. As you do more and more damage to the upper class they will react by increasing their numbers in the cities in an attempt of rooting you out. You will try to send a message back and by your choices risk exposing yourself and your client. The story here does not end with Dawnstar's wealth being evenly distributed exactly but with the possibility of utter failure where your client with or without you as well is arrested, or possibly killed. It can also end with you keeping up the fight and running out of story driven tasks and ending up with only miscellaneous tasks left. Point of matter being, the struggle doesn't end.

 

 

 

 

 

Brina Merilis;

 

 

Brina Merilis rules Dawnstar with a much softer hand, she will have reformed Skald's political system with a more modern and redeemable imperial custom where while the nobles stand above the common peasantry, the people are no longer oppressed as much as before. You will be offered work by the same client as before, but because of these changes, the client is more interested in personal wealth rather then the peoples. This begs the question of how much this man could have been trusted before, or whether we put too much emphasis on his morally almost obligated tasks while Skald is the leader, over the ones he gives when Skald is gone. This should send the message that no matter how much good you can do in times that are bad, you will always naturally slide back towards your egotistical nature when these moral dilemma's are taken care of.

Now its all about robbing merchant ships, warehouses, still a lot of vaults to empty from the noblemen, but this is about personal gain this time, and can as always lead to more guard presence, and the probable arrest of your client, and possibly yourself.

 

 

 

 

 

 

Falkreath;

 

 

You will be hired by a client who hates the upper class, to steal and wittily make fools out of the nobility of Falkreath. The irony here is as the story plays along you will eventually be able to learn that the client is a nobleman's son himself and a bit of a self-loafing toad. You will do everything from stealing from the castle, stealing from estates, sabotage, spying, blackmailing, and even tricking certain people into giving you what you want. The story really starts when the client asks you to steal a certain gem from an estate called Farrfalk manor. The manor is well guarded, and while it may seem inconvenient to look around, it will pay off. This is after all, no ordinary gem your sent to fetch. The gem itself was originally stolen from a Redguard nobleman in Hammerfell, and he has offered a boatload of gold to get it back. When you return this gem to the client you will experience much investigation after the identity of the thieves, whoever wants this back, wants it bad. Eventually the client will ask that you accompany him to make the exchange which will take place at a cozy roadside inn by the border to Hammerfell known as Border Lodge. Outside the inn the redguard nobleman will stand alongside a group of redguard mercenaries, a crew known as the Golden Company. You will have the options to effect how this exchange of gold and gem will go down, but regardless of how it goes down, it will end with the Golden Company killing their patron. If you've sent your client ahead, or been sent ahead and the gem is not at the exchange point they will demand it and take hostages, which could include the client, but most certainly the people of Border Lodge. If you just walk away and do nothing, then no more then two days later the inn will be burned down and you will eventually be ambushed by them somewhere as a radiant event. If you give them the gem they will tell you to leave, and if you really do leave and don't return within 2 days, then the end result will be the same, the inn is burned to the ground and the people killed, which could include your client as they have no intention of giving him up. You can fight them, they are well trained but if you defeat them you can get the gem back as well as save everyone, though some can be killed, this is after all; a hostage situation. The client will be very grateful if he survives and ask that you hand the gem to him, if you refuse you will not only never be able to work for him again, but also have made an enemy. He will send thugs after you indefinitely till you kill him, or give him the gem for free, but now its too late and you cannot work for him anymore, but there will also be thugs sent by the owner of Farrfalk Manor sent after you, trying to retrieve the gem. The gem itself can be stolen back if you hand it over, maybe even sold, but it is involved in another quest, like I said, it is wise to snoop around the manor when your looking for it for information, because this will be expanded upon.

 

 

 

 

Markarth;

To be announced

 

 

 

Morthal;

To be announced


 

Solitude;

To be announced




Whiterun;

To be announced




Windhelm;

To be announced

 

 

 

 

 

 

 

The Silver Hand;

 

 

Sound familiar doesn't it. The werewolf hunters who also operate as bandits, only interested in planting their name in a story, or... so it goes. Essentially though to anyone with a brain they are obviously just a band of ruffians, riffraff, and any other funny name for social outcasts and bandits. If you have joined the Companion's, and have not yet reached the point where your tasked with recovering the shard of Ysgramor's axe; You may be invited to the organisation but kept at arms length. You will be tasked with keeping an eye on them. You can gain their trust by doing as your told and choosing your words and actions wisely. If your beyond the point and have joined the circle, your chances are next to null. Your a werewolf, it is as simple as that. You can try to deny your involvement with the organisation and try to lie your way in, but you will not get very far, very shortly afterwords they will learn the truth and turn on you. If your the Harbringer, and the Silver Hand is technically destroyed, you may still join them; And before you poke your eyes out in anger, allow me to explain how and why. The Silver Hand is by then reduced to a shadow of its former self, and you can only join them if you've systematically cured yourself and the other members of the Silver Hand of lycantrophy. Having demonstrated your strength, you might turn everything on the head and join them. However, on what part of the Companion's quest line you've decided to join this group of bandits, will effect what story your following in a very significant way. Do note that the contact person for the guild is still the same old, a certain ruffian living at an inn in Dawnstar recruiting. It should also be noted that if you become a werewolf by any other manner then the companion's guild, like an infection or join one of the werewolf clan's, this will not stop you from joining the Silver Hand as long as you don't transform yourself in their immediate area. Reason for this is, how the hell would they know if you don't tell them or show them?

 

Before joining the Companion's;

 

 

Since you have no connection to the Companion's, you are as welcome as can be. The story in this version is simple, hunt werewolves, and take out the Companion's guild. If you succeed you will take part in burning Jorrvasskr down, which will be excused when you show them the werewolf heads. However it will decrease your reputation among the citizens of Whiterun, and the rest of Skyrim. There is one new quest which will be accessible which will involve hunting down the werewolves who are part of clan Hjal and clan Dunmeth. However it will only be possible if the Dragonborn makes contact with them and reports their location back.

 

 

 

As a lowly member of the Companion's;

 

 

They will have a hard time trusting you, not revealing their headquarters and giving you tasks through couriers, you are not respected, and gaining their trust is a lengthy and tiresome process. As nothing more then a messenger you will eventually gain their trust and take part in burning down Jorrvasskr. There is one new quest which will be accessible which will involve hunting down the werewolves who are part of clan Hjal and clan Dunmeth. However it will only be possible if the Dragonborn makes contact with them and reports their location back.

 

 

 

As a member of the Companion's Circle;

 

 

They will not trust you, deny you, if you talk your way in through some sick speech craft skill and speech options... But it will amount to nothing, eventually you will be found out and kicked out. You will not loose your place in the Companions as a result as there was no way they would find out.

 

 

 

As the Harbringer of the Companion's;

 

 

Unless you cure everyone in the Companion's of lycantrophy and use a lot of persuasion, you will not be permitted to join. If you had tried to join before but ended up siding with the Companion's instead, you can still join them at this point. Now its all about hunting werewolves, and mostly miscellaneous quests. There is one new quest which will be accessible which will involve hunting down the werewolves who are part of clan Hjal and clan Dunmeth. However it will only be possible if the Dragonborn makes contact with them and reports their location back.

 

 

 

 

 

 

 

The Dunmeth Clan;

 

 

The Dunmeth Clan is a pack of Werewolves who will go to war against a rival werewolf clan known as the Hjal. To join this werewolf clan you have to be infected by the lycantrophe decease and talk with a certain traveler who travels to Shor's Stone once every second week. You will be invited to just on the account of him sensing that your a werewolf, and he will hand you the location of their nest. Ironically this can be used against them, you can sell this information to the Hjal Clan, to the Silver Hand, or go kill them yourself. Anyhow, if you do go there, don't fight them and join, you will be given access to a bunch of miscellaneous quests, and eventually asked to accompany the pack as they make an almost religious journey to what is supposedly a werewolf shrine. This shrine is surprisingly the Shor's Stone, in, you guessed it, Shor's Stone. There you will pay witness to a short ritual before the stone. The Thane of Shor's Stone will not object and is quite clearly afraid of them. This is when the Hjal Clan arrive and things quickly grows tense. After a short exchange of words, you take your leave. Sometime later you will be asked to accompany an ambush upon the Hjal Clan and so the war begins. There are many clashes before eventually one side destroys the other. Quite like any other guild like this, you are given the alternative to change sides, betray both, and your actions, your words, and your choices will have a deep effect on your standing in the guild. To become the pack leader you need to kill the leader of the pack, this is quite literally how it goes. You will challenge him, or maybe assassinate him, but there is no other way to take this mantle.

 

 

 

 

The Hjal Clan;

 

 

The Hjal Clan is a pack of Werewolves who will go to war against a rival werewolf clan known as the Dunmeth Clan. To join this werewolf clan you have many options. For one, if you are a werewolf yourself, and have gained a number of werewolf perks you will be invited by a werewolf messenger. If you start a certain quest for a vigilant of Stendarr to uproot worshipers of Hircine in Falkreath, you will run into some of the members, who can if you pay your cards right, offer you a place in the pack. Once you learn the location, like with the Dunmeth clan, you can betray them, give the information to the Silver Hand, or to the rival clan, or of course, drive them extinct yourself. However if you wish to join them then you need only go there, kill no one and join the pack. You will be given a great deal of miscellaneous quests and will eventually be asked to accompany the pack to Shor's Stone to visit an apparent werewolf shrine. The shrine is surprisingly Shor's Stone, located in you guessed it; Shor's Stone. As you arrive there are already people worshiping it, and the Thane who rules Shor's Stone is silently absent. The other worshipers are from the Dunmeth Clan and will regard you coldly, before leaving. After worshiping the shrine you will be sent on a few more tasks, one of these will lead to being ambushed by the Dunmeth Clan. You are at this point given multiple opportunities to join the Dunmeth Clan as this plays out. The two clans are now at war, and after multiple clashes one side will destroy the other. To become the leader of the pack you literally have to challenge the original leader and duel him. It is a fight to the death, and the victor takes his place as pack leader. There is no other way then his death to take the mantle from him.

 

 

 

 

The Courier's Guild;

The guild concept is in large part inspired by the Gold Horse Courier quest found in Better Cities Oblivion. After playing that quest line it really began to bother me, why is there nothing like this in Skyrim, couriers are everywhere!

The guild is easily enough joined and revolves around delivering letters, there is no complex conspiracy, just a chance for the Dragonborn to preform tasks he would not normally do. Feel what its like to be the courier for a change. I have yet to announce any great story revolving this faction. By joining however you get access to a lot of "secrets", at least if you decide to read the letters as you deliver them, and you get a bed to sleep in, in every courier headquarter that is spread around Skyrim.

 

 

 

The Ring;

A rather crude organisation of thieves and cutthroats operating in Falkreath. Striking at night, completely merciless and fanatic. The organisation is made up of Daedra worshipers who worship a particular Daedra who is summoned on a repetitive measure to give orders and inspire chaos. To join this organisation is everything but easy. For one, if your attacked by them at night you do not get the option to sway them to let you join them, you cannot track down their secret hideout without already knowing its location, and no one in Falkreath dares to speak of them. It is a menacing terror to the people that rises and falls from time to time. After gaining access to Falkreath you need to watch what you say, what you do, and there is a slight chance you will be given a chance to join them. They will send a courier and he will test you by asking you to take a specific life. Take this life and you will be given the secret to their shrine. Now you have the choice of betraying them to the Falkreath Guard Faction, or joining them. You can always betray them later if that is what you wish. Joining is a bit like the thieves guild, your asked to rough up a few notable people around Falkreath, and then your asked to take part in a few night attacks. Your asked to rescue a prisoner who is going to be executed and eventually your welcomed into the inner cult. When you realize that they are worshiping a Daedra from the realm of Mehrunes Dagons Deadlands you need to start watching your words. There is very little distance between overzealous worship and blaspheme to these guys. As you complete tasks you unlock various unique rewards like a summonable mount and very destructive spells. There is absolutely no way to take the leadership mantle in this guild, you can get rid of the right hand of the leader, the head conjurer. The head conjurer is the one who takes his or her orders directly from the Daedra himself, and the only way to do this is to part take in a political scheme. When your ranked high enough to join the Council of Fire you can use your persuasive skills to turn people against one another, do take care as others will seek to do the same to you, after all, these people worship a Daedric avatar of Mehrunes Dagon and therefor indirectly worships the Daedric Lord of Chaos. Being the lackey of this Daedra may not be to your liking, but killing off the Daedra, will effectively turn all of the loonies against you, and if you survive you will have effectively destroyed the organisation.

 

 

 

 

The Windhelm Pit's;

 

 

The Dark Shadow's

The Bear Clan

Arena team, to be announced

 

 

 

Guard Faction;

 

 

 

 

Joining a guard faction is a lot easier if you've achieved the rank of Thane, without it it will require a lot of persuasion as well as starting off at a lower rank doing a lot of dirt work. It should also be noted that if the Civil War still rages on, and your a thane or a guard of a Hold that is not on the same side in the civil war, you can still join the guard faction - for a while - until they find out about this and attempts to arrest you for "Spying for the enemy". Sad but true, but that is realistic. If you finish the civil war for either side, then you can freely do whatever you want. If it is discovered that you are part of the necromancy cult, or any other criminal organisations you will have a very hard time joining, even if you serve your time. If you are the head of any of these criminal organisations and it is made known then you can forget about joining the guards guild until you decide to help them eradicate them by destroying it from within.

 

 

Dawnstar;

 

 

To be announced

 

 

 

Falkreath;

 

 

To be announced

 

 

 

Markarth;

To be announced

 

 

 

Morthal;

To be announced




Riften;

To be announced

 

 

 

Solitude;

To be announced




Whiterun;

The Whiterun Guard is divided into two factions, you can join both of them. Being part of both will lead to a difficulty gaining respect depending on your rank in the "other" guard faction. If your a Thane you will not have to worry about this, as well as have an easier time joining.

 

 

Whiterun Guard;

 

 

To be announced.

 

 

 

 

The Whiterun Cavalry;

 

 

The Whiterun Cavalry has a small lodge outside the city gates. To join you have to speak with the leader of the group who resides within. You will also notice that there are a lot of cavalry guards patrolling the outskirts of Whiterun who can help you find the way. If you are not made Thane you will not be taken seriously and will be tested, the test involves doing a plethora of tasks which can be straining. If your already a member of the Guards Guild and hold a above average rank you will not have to deal with that. This quest chain is heavily story driven and starts out with you being sent with a fellow cavalier to Rorikstead to investigate a rumor that you are not filled in on. When you arrive everything seems normal but an informant at the inn will pass a message to your fellow cavalier and you will start making your way back. On the way you are ambushed by a bunch of bandits and after finally making it back to Whiterun you are filled in on the story. Apparently there is an uprising led by an Orcish criminal who is well known as a brutal and tall foe. You are given a few measly tasks for a while before returning to the lodge to find it under attack by bandits. After dispatching them you set off with your fellow cavaliers to confront the threat and your lured into a trap. The Orc takes the brother of the leader hostage and demands that they surrender, after doing so in exchange for the brothers life, the brother is thrown off a cliff, showing the ruthlessness of this orc. You are either captured here and forced to make an escape, this choice will lead to the deaths of half of the men you brought with you, or you fight your way out in which case whoever dies, dies.

After making it back to Whiterun you prepare yourself for war and after a few other tasks you ride out once again to face the enemy in the field. You ride them down and if the orc is able to unless he is killed of course, he will retreat back to those cliffs, you can then chase him down and kill him. If the leader of the cavaliers dies then you will inherit his rank, if he doesn't, then you will do a few more measly tasks before he will offer it to you freely.

 

 

 




Windhelm;

To be announced




Winterhold;

To be announced

 

 

 

 

 

 

 

 

 

Edited by Galandil
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:sweat: I have been invited to join the Beyond Skyrim Project Cyrodiil, and offered to get to work on a small village in the Great Forest known as Brindle Home. This village is also present in the Elder Scrolls Oblivion, and is where you preform a deliciously evil quest for the Daedric Prince Molag Bal. I will still be working hard on my own project, creating a village is not such a hazzle, I have even been given a map and certain instruction on how it is supposed to look, meaning that its all about just doing it. I think this will be a nice chance for me to work together with more experienced and talented modders, to learn from them and to be open for new idea's, it will also give me a break here and then from working on the same project day in and day out, which is a nice change. It does not mean that this project will be slowed down, it means that I will be more refreshed when I start working on it.

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:sweat: I have been invited to join the Beyond Skyrim Project Cyrodiil, and offered to get to work on a small village in the Great Forest known as Brindle Home. This village is also present in the Elder Scrolls Oblivion, and is where you preform a deliciously evil quest for the Daedric Prince Molag Bal. I will still be working hard on my own project, creating a village is not such a hazzle, I have even been given a map and certain instruction on how it is supposed to look, meaning that its all about just doing it. I think this will be a nice chance for me to work together with more experienced and talented modders, to learn from them and to be open for new idea's, it will also give me a break here and then from working on the same project day in and day out, which is a nice change. It does not mean that this project will be slowed down, it means that I will be more refreshed when I start working on it.

:thumbsup:

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