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Hearthfire Stronghold (Orsimer only)


Wolfmanbear

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Greeting fellow nexunians

 

I would like to present the following idea, which consists a player home stronghold, in which starts off as a quest.

 

THE QUEST

 

The quest can only be started after obtaining the Voldendrug daedric artifact (Aka, the Big f*#@ing Hammer) and gaining Malacath's favor.

 

The quest could involve something of similar fashion, except you fight the dishonored chieftain to death for, well, chiefhood of the stronghold.

 

Another course the quest could took is the one which the stronghold is haunted by orc ghosts and skeletons, and you have to lift the curse somehow.

 

After you do solve the undying problem, Malacath decided that the stronghold, although in ruins, should not go to waste, and so he entrusted you to rebuild it however you see fit, aswell gathering a few other orsimers to serve your very own stronghold.

 

REBUILDING THE STRONGHOLD

 

The building process of the stronghold should take the same course as the woodland home, where you have the choice to stylize the stronghold however you like, whether coating the walls in dwemer plates, or have the longhouse looking daedric as heck (yeah, I found out you can't propely swear in nexus, as if everyone here is a child), or even modifying the very structures of each hut within the stronghold, it should be up to the player.

 

The interior decoration should be in traditional hearthfire fashion, whereas the player has to gather the necessary materials to build his own individual furniture.

 

Under the stronghold should be a mine, but, with the degradation of the ages, parts of it have collapsed, therefore you have to dedicate some amount of time to fix certain parts of the mine, and access a greater number of ore veins.

 

THE STAFF OF STRONGHOLD

 

The way you find orcs should be non scripted, be from hiring orcs from other strongholds, or some just appearing out of nowhere because they heard "there was a new stronghold being built, and they had nowhere else to go" (A better explanation could be formulated later).

After you gather the necessary "mer" to run and maintain a stronghold propely, you could ask some of them to hunt with you or for you, aswell as having your "forge-wife" craft and/or perfect several armor pieces at random, or at demand (but you have to make sure she adequadly has necessary resources for the tast at hand).

In the case you decide to stay in the stronghold for awhile, randomly generated events could start to break the pace. Said events could range from a random orc challeging for chiefdom for the stronghold, aswell as an invasion of groups of hostile npc's, ranging from giants, to bandits, to wild animals, to dragons, and the local orcs would abandon their duties to defend the stronghold, and if you decide to not participate in the battle, then your leadership of the stronghold will be questioned, increasing the chance of having to duel with orsimer and, if the opinion about you worsens, it would cause an attempt of expulsion from the stronghold, which should start a quest to retake back what is rightfully yours.

 

FINAL NOTES

 

The location of the stronghold can be dependent of the respective modder, but to keep things consistent, it should be close to the borders of Skyrim, as are the other strongholds, and if the modder has the resources for it, he could voice some of the orcs, aswell as getting snipets from the voiced lines of the vanilla game to make his own.

 

Finally, this should be a race specific mod, and it would not be activated if you play as any other race unless you are orsimer (Because being a chieftain as an argonian would be just awkward).

 

Thank you for your attention and dedication in reading my post, and would like to apologise in advance for any gramatical errors and misarticulation in my sentences (There is alot of noise in the house, so I can't think straight).

 

Have a good one.

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I had a similar idea to this, though my idea was a bit different.

 

 

 

If a War Chief has 2 sons. And the eldest is clearly in line for the right of succession, the idea of surpassing his father and becoming War Chief himself probably never even looked like a possibility. But the guy also is still a man with sexual desires and romantic asperations. Despite not having the strength to take the thrown, he was still raised with the mentality of a War Chief, that if he is strong enough, he should be allowed to get it. And what he wants is to be married to the woman he loves. So he uses his strengths, just like every Orc is taught to, only his strength is stealth, not combat, so he can't kill his father in open combat. So he waits, until one day, a lone Orc shows up at his Stronghold's gate. The Orcs look upon him with suspicion as he plots with his father to take back a lost Stronghold that was taken by Forsworn. He is a quiet, stealthy orc, a rare specimen among his race, and he listens in on the discussion. The strange Orc asks for men to help him in taking the keep, and a plan unfolds in his head, a loophole.

Malakath encouraged the strong, and though his body was weak, his mind was strong, and he prayed that Malakath would recognize his strength. He volunteers, using the excuse of wanting to prove his own strength in his tribe for once and to stand beyond his brother's shadows. These are half-truths. Hearing her beloved volunteer, his love also Volunteers, offering her Bow with his knife.

The strange Orc accepts their offer, his father, proud of his son's bravery, decides to hold a feast in their honor, in case this may be their last. The next day, he leaves, his secret beloved beside him, and the Strange Orc before him. They make their way to the Stronghold, it is quite well defended, but he are not without his brains. He inform the Strange Orc that before this Stronghold was taken, his father and he would do trade here, and he would often go exploring in the dark mines. He remembers a small portion of the mine had nearly collapsed on him, with light poking from the outside. There was another entrance they could take, from behind, in the shadows.

They slowly uncovered the secret entrance to the Mine, making their way in and slaughtering the Forsworn as they advanced, keeping to the shadows. The Strange Orc is a master fighter, taking down many of the Forsworn by himself, while his beloved assists with her bow, and he with his knife. But then the true trial came to them. They had managed to take out a large percentage of the Forsworn because the caves were so narrow and dark, but the entrance was coming up, and whatever was left of the Forsworn would all be waiting for them, along with their leader.

But to his surprise, they held their own, the Strange Orc unleashing a power he had never seen before and Fought evenly with their Leader. He was incredibly powerful, using magic and trickery to his advantage, but the Strange Orc eventually overwhelmed him, slicing his head off and removing his heart, the trophy his father wanted for their victory.

When the battle finally ended, he approached the Strange Orc, wondering if he wanted to continue working with them after this. The Strange Orc seemed to enjoy the idea of having them around and so he requested something very personal. He asked, if he were to join the Strange Orc's Stronghold, he would permit him to marry. The Strange Orc looked at him with suspicion, or was it confusion, sometimes it is hard to tell which an Orc is feeling. He ultimately gave his blessing, and the betrothal was kept secret from his father, who held a second celebration in honor of their grand victory.

But the trial was not over with yet. For Malakath would not have this go unanswered. That night, he felt the urge to go out and new that Malakath was calling to him. The Strange Orc had noticed him leave and had followed, but Malakath seemed to want this, as the Strange Orc was the one to allow his affair to go rewarded.

But it seemed Malakath enjoyed a clever Orc for once. Yes he prided himself on the honor and strength of the Orcs that worshipped him, but he was the Deadra of Oaths and curses, and new Oaths can be made before him, as he is their Deadra, and he is their all-father. He sends you both on a quest to recover an ancient weapon, powerless now, but will serve as a symbol of their devotion to him. The weapon is guarded in a deep cavern filled with the worst of Skyrim, guarded by the lands greatest nightmares. The Deadra of Curses expects no less of them.

So, while his beloved starts preparing the Stronghold for their return, the two of them venture forth into parts unknown, to prove their devotion to the Deadra.

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@Deathbymanga:

 

 

I liked the story, but I feel that if it was an actual quest, it would limit the player to use a singular playstyle (that being of stealth), but from this also opens up a ton of possibilities, and questions such as this: What if the player woulldn't want to be a warrior, but a mage instead? How would the player take over the stronghold? Would he poison the supplies, or simply use illusion spells to demoralize the enemies? I was hoping that the mod would be built with the same idea as the vanilla game itself, that of being the freedom of roleplaying.

 

As for who the enemies are, i think the forsworn limits the stronghold location to the reach, since there is a stronghold already present in the hold. It would be funny to see a stronghold hidden in the north, all coated in snow and stuff, though i also acknowledge this wouldn't be lore friendly, since it isn't nowhere near Orsinium nor it is a suitable place to live.

 

Anyway thank you for sharing your thoughts on this

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The story could be played as a warrior or as a Stealth-fighter. I specifically stated that the ending fight would take place out in the open in the center of the strong hold.

 

I was more thinking of it being like the Treva's Watch quest, where you try to take a keep by sneaking in through the back. You can choose to go in like a savage, swinging your sword and whatnot, or whatever, but the Stealth-based Follower is there to encourage a more stealth-like approach.

 

This is also more of a story about the Followers, with your character acting more like the actual Follower, going on their quests and such

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Well, yes, but I was thinking a more "Deus Ex" approach to level design (you know, that game about cyborgs), where you could take a route of a wizard, warrior or thief and people around you would react differently, incorporating in the dungeon, aswell as in dialog choices (although, it would be a nice touch that certain portions of the dialog are only unlocked depending on the player's skill in one of the branches, kinda like fallout). And having the player being the follower? I think we have enough errand boy quests to make the player feel like he's secondary to the main role. Though this may differ radically from your story, It'd be best if it was the player to take things into his own hands, to take the weight and responsability of his own actions, and not having somebody else take the glory and the loss.

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