PestMastah Posted April 24, 2012 Share Posted April 24, 2012 When you begin Skyrim you are given a choice to follow an Imperial or follow a Nord. Choosing either option opens different pathways for a secondary quest line (the civil war quest line) Although.. its not strictly kept as with some other games past... the option to choose a path should be explored a bit further. Going to Whiterun to warn the Yarl there about the Dragons you happen across a group of fighters called: "The Companions" Now, (not to ruin ANY subplot here) these guys are basically the Nord version of the old "Fighter's Guilds" that we have seen before in both Morrowind and Oblivion, with the obvious exception related to a certain special -something-something- (which I won't spoil)... (if you've joined the Companions you know what I mean. and you know their secret) Also, later on they reveal the guild's mortal enemy... "The Silverhand" I was thinking the other day... that somehow this could have easily been the other way around. One could have been persuaded to join the Silverhand guild and end up fighting Companion-related forts/lairs and their breathren. So why not merge the choice of OPTION into the mix? My mod idea is based on this idea: If player choose to follow the Imperial Guard at the begining... this opens up the door to join the Silverhands. SIlverhand would be based in Markarth (same city as the Silver-Bloods) and like the Companions they'll be outside (at night this time) killing a "you know what" (dont want to spoil it) during a bright moonlit night (cough) Both instances will still occur for the player... (the incident with the giant outside Whiterun will still occur the first time you show up .. unless...) The player outright joins the SilverHands first... it will cancel (quietly fail) the "Join the Companions" quest... (and vice-versa) If either guild is joined first... and their respective incidents... (the giant in front of whiterun.. and the "you know what" at night near Markarth) will not occur for the player. This mod will require careful management of both quest lines to ensure no companion quests suddenly pop up out of nowhere.... and to go further and to actually make Silverhands across the land suddenly "friendly" to the player upon joining. Its quite obvious what the Silverhand's quest lines would be... I dont have to say it. Kinda like the Stendarr Vigilants only they dont hunt Daedra... but "you know what" I hope someone does this mod idea... I think it should have already been in the game ... I realize it'll take some tweaking to get the companion quest to basically.. "be quiet" should the Silverhands be joined. But it might be worth it in the end. Link to comment Share on other sites More sharing options...
eschaeon Posted April 24, 2012 Share Posted April 24, 2012 It would be cool but my suggestion is that while going Imperial in the beginning opens up the SilverHand, it shouldn't be necessary. You should be able to go Imperial/Stormcloak regardless if you want to go SilverHand/Companions since the two aren't related. Trying to be spoiler free is appreciated but you drop too many hints which makes it pointless. Link to comment Share on other sites More sharing options...
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