I'm sure threads like this already exist, but I've been dicking around with Skyrim again in light of the new DLC, and I've found myself musing about the game, and I wanna chat.
So, here are some factions/archetypes I feel the game could use/has room for:
1) An at least semi-legit business. (The East Empire company maybe?)
I enjoyed the Thieves Guild/Dark Brotherhood questlines quite a lot, don't get me wrong, but I was a bit sad that there were no factions that focused primarily on making money that weren't also stealth based. I'm sure it makes me impatient, but I wish there was a faction available that let me make huge amounts of cash *without* forcing me to skulk around in the dark for it.
I'd love to say -I dunno- clear out a haunted glade of enchanted trees, fork up a few grand to hire some workers and start up a logging company. I picture it being something like what it was like owning a mine in Dragon Age 2, but y'know- better executed.
2) An Artificer's Guild.
I know the Mages Guild has a couple quests relating to enchantment, but in this instance I'm thinking more about the clockwork kind of artifice than the magical kind.
Put it to you this way: it's a massive tease that they filled the game to the brim with shiny geared Dwemer toys but refuse to let you take them apart. There's definitely room for metal-obsessed handymen in Skyrim.
3) The Greybeards.
Hear me out. The Greybeards "guide you" automatically through the game, and they're perfectly happy to talk at you about the way of the voice, but they don't really give you much of an opportunity to follow it. To complete the main questline you automatically have to ignore their teachings and deal with The Blades (not a big issue for me since I hate their pseudo-religious pacifist B.S.), and that seems weird to me. The whole game seems to be about the dangers of the abuse of power, so why not give people an opportunity to hold back?
I can imagine it being fun to actually try being a pacifist for a change of pace, so why not let the Dragonborn actually take the high road instead of just showing it to him? As for suggestions on how to make it work: give anybody who actually commits to being a wuss (good person) a unique shout that works like Kyne's Peace but modified to work on humanoids. "Pacify" maybe? The third word could be something like "Reform", and instead of temporarily making bandits not-hostile it could show them the error of their ways and convert them into honest workers
4) Survivalists.
This one irks me more than most of the other ones I've mentioned. There are multiple races of beastmen in Skyrim, and more than one deity associated with the natural world (Hircine, Kynareth, Kyne, etc.), so why isn't there a faction of (for lack of a better term) "wild men"? Some aloof group of tree huggers huddled up on an idyllic patch of dirt who want nothing to do with all that civilization nonsense. Really feels like this is something that should be in the game already.
5) PIRATES.
This is the only one that tops out #4 in terms of needing to be in the game already. They let me kill pirates, they let me steal from pirates, they let me buy crystal-dragon-heroin from pirates, but they won't let me be one. Cruel.
6) Your Own Hold to Rule.
I've already covered most of the stuff I feel is missing/would like, so this one's more on the wishful side of things. I really wish they'd let you actually play politics, at least to some extent, outside the negotiating table at High Hrothgar. Basically, I want another Great Hold/City added to the map, and the ability to rule it. Somehow.
Sadly this is a big enough wish that it'd probably need to be it's own DLC/a self contained mod, but it sounds damned entertaining to me. It'd be nice to actually run a city, and have the town guard answer to YOU for a fucking change. Set the code of law, behead dissidents, run businesses out of town, set your friends up with manor houses with nice views? The possibilities are endless.
As for explaining how a new city appeared on the map? City frozen in ice for centuries finally thaws. City that drifted off from the coastline aeons ago floats back into place. Is it really that important? It's a high fantasy setting, whole cities can literally appear out of thin air if you need them to
7) Drug Runners.
(I didn't think of this one till tonight, so here it is.)
I'm a big fan of Breaking Bad, and I feel like the alchemy skill desperately needs some loving. So my proposition would be this: introduce a faction of brilliant sociopaths strapped for cash with a knack for mixing up illicit substances.
Balmora Blue for instance?
You could hunt down exotic ingredients (hint: plant/fungi monsters, beautifully rendered flowers in hellhole caves, blood samples drawn from nobles wacked out on sleeping tree sap maybe?), run from the law, mercilessly exploit the desperate and foolish, eliminate competitors- you name it!
Maybe I'm just twisted, but it sounds like a hell of alot of fun to me. Scrambling to tear down your lab as guards pound on your front door, nervously sampling your own product to see the effects, cutting your goods with filler to increase your profits- reminds me of Goodfellas. Good shit.
8) Homunculi.
This is the last one I plan to elaborate on, and it's by far the weirdest, so let's get this over with.
So, when I say Homunculi, I mean a faction of (for lack of a better term) "Frankenstein's Monsters". A group of intelligent humanoids that were either magically reconstructed from spare parts, or created artificially from scratch.
Why? Because one of the most spectacular things that magic can do in settings like TES is create life. But they rarely take time to explore what the limitations of such a process might be. And if there was a backable/joinable faction of them, it'd give you a wonderful opportunity to examine the issue. Do they have true souls? If so, which aedra/daedra will accept them? Are they morally blank slates, or is there some carryover from their creator/unwilling donor(s)? That kinda thing.
As for how you come to be associated with a collection of whipstitched freaks that may not really be human? I'm guessing it'd involve a freak accident of some sort resulting in your being rebuilt/reborn as one. Striking oil with a fire-enchanted pickaxe, then being stitched back together by a wandering lunatic? Stepping into a magical vortex and being disintegrated, only to have your soul drawn into the artificial body being built by a local madman? Who knows.
What kind of activities would you do as part of such a faction? Good question. Collecting specific body parts from townsfolk to add to yours? Fighting off priests of Arkay obsessed with dictating the lifespan of others? Searching for arcane lore that could make you whole again? I imagine the end of the questline would involve choosing to either accept your new (admittedly bizarre and repulsive, but likely useful) form, or choosing to restore yourself to your original one.
I'm well aware that what I just proposed isn't for everyone. Most people don't long to be ripped to shreds and stitched back together to get a better understanding of what it means to be alive- but fuck most people. Most people are boring plebs who breathe too loud
Besides which, the game already allows me to become the following things:
A cannibal.
A torturer.
An unliving bat-monster that can telekinetically manipulate blood.
A talking 6 ft bipedal lizard that can freely transform into a 9 ft bipedal wolf with the strength to throw a full grown man wearing 100 lbs of armor 55 ft with one hand. BACKHANDED.
So it's really not that much of a stretch, is it?
So, here are some factions/archetypes I feel the game could use/has room for:
1) An at least semi-legit business. (The East Empire company maybe?)
I enjoyed the Thieves Guild/Dark Brotherhood questlines quite a lot, don't get me wrong, but I was a bit sad that there were no factions that focused primarily on making money that weren't also stealth based. I'm sure it makes me impatient, but I wish there was a faction available that let me make huge amounts of cash *without* forcing me to skulk around in the dark for it.
I'd love to say -I dunno- clear out a haunted glade of enchanted trees, fork up a few grand to hire some workers and start up a logging company. I picture it being something like what it was like owning a mine in Dragon Age 2, but y'know- better executed.
2) An Artificer's Guild.
I know the Mages Guild has a couple quests relating to enchantment, but in this instance I'm thinking more about the clockwork kind of artifice than the magical kind.
Put it to you this way: it's a massive tease that they filled the game to the brim with shiny geared Dwemer toys but refuse to let you take them apart. There's definitely room for metal-obsessed handymen in Skyrim.
3) The Greybeards.
Hear me out. The Greybeards "guide you" automatically through the game, and they're perfectly happy to talk at you about the way of the voice, but they don't really give you much of an opportunity to follow it. To complete the main questline you automatically have to ignore their teachings and deal with The Blades (not a big issue for me since I hate their pseudo-religious pacifist B.S.), and that seems weird to me. The whole game seems to be about the dangers of the abuse of power, so why not give people an opportunity to hold back?
I can imagine it being fun to actually try being a pacifist for a change of pace, so why not let the Dragonborn actually take the high road instead of just showing it to him? As for suggestions on how to make it work: give anybody who actually commits to being a wuss (good person) a unique shout that works like Kyne's Peace but modified to work on humanoids. "Pacify" maybe? The third word could be something like "Reform", and instead of temporarily making bandits not-hostile it could show them the error of their ways and convert them into honest workers
4) Survivalists.
This one irks me more than most of the other ones I've mentioned. There are multiple races of beastmen in Skyrim, and more than one deity associated with the natural world (Hircine, Kynareth, Kyne, etc.), so why isn't there a faction of (for lack of a better term) "wild men"? Some aloof group of tree huggers huddled up on an idyllic patch of dirt who want nothing to do with all that civilization nonsense. Really feels like this is something that should be in the game already.
5) PIRATES.
This is the only one that tops out #4 in terms of needing to be in the game already. They let me kill pirates, they let me steal from pirates, they let me buy crystal-dragon-heroin from pirates, but they won't let me be one. Cruel.
6) Your Own Hold to Rule.
I've already covered most of the stuff I feel is missing/would like, so this one's more on the wishful side of things. I really wish they'd let you actually play politics, at least to some extent, outside the negotiating table at High Hrothgar. Basically, I want another Great Hold/City added to the map, and the ability to rule it. Somehow.
Sadly this is a big enough wish that it'd probably need to be it's own DLC/a self contained mod, but it sounds damned entertaining to me. It'd be nice to actually run a city, and have the town guard answer to YOU for a fucking change. Set the code of law, behead dissidents, run businesses out of town, set your friends up with manor houses with nice views? The possibilities are endless.
As for explaining how a new city appeared on the map? City frozen in ice for centuries finally thaws. City that drifted off from the coastline aeons ago floats back into place. Is it really that important? It's a high fantasy setting, whole cities can literally appear out of thin air if you need them to
7) Drug Runners.
(I didn't think of this one till tonight, so here it is.)
I'm a big fan of Breaking Bad, and I feel like the alchemy skill desperately needs some loving. So my proposition would be this: introduce a faction of brilliant sociopaths strapped for cash with a knack for mixing up illicit substances.
Balmora Blue for instance?
You could hunt down exotic ingredients (hint: plant/fungi monsters, beautifully rendered flowers in hellhole caves, blood samples drawn from nobles wacked out on sleeping tree sap maybe?), run from the law, mercilessly exploit the desperate and foolish, eliminate competitors- you name it!
Maybe I'm just twisted, but it sounds like a hell of alot of fun to me. Scrambling to tear down your lab as guards pound on your front door, nervously sampling your own product to see the effects, cutting your goods with filler to increase your profits- reminds me of Goodfellas. Good shit.
8) Homunculi.
This is the last one I plan to elaborate on, and it's by far the weirdest, so let's get this over with.
So, when I say Homunculi, I mean a faction of (for lack of a better term) "Frankenstein's Monsters". A group of intelligent humanoids that were either magically reconstructed from spare parts, or created artificially from scratch.
Why? Because one of the most spectacular things that magic can do in settings like TES is create life. But they rarely take time to explore what the limitations of such a process might be. And if there was a backable/joinable faction of them, it'd give you a wonderful opportunity to examine the issue. Do they have true souls? If so, which aedra/daedra will accept them? Are they morally blank slates, or is there some carryover from their creator/unwilling donor(s)? That kinda thing.
As for how you come to be associated with a collection of whipstitched freaks that may not really be human? I'm guessing it'd involve a freak accident of some sort resulting in your being rebuilt/reborn as one. Striking oil with a fire-enchanted pickaxe, then being stitched back together by a wandering lunatic? Stepping into a magical vortex and being disintegrated, only to have your soul drawn into the artificial body being built by a local madman? Who knows.
What kind of activities would you do as part of such a faction? Good question. Collecting specific body parts from townsfolk to add to yours? Fighting off priests of Arkay obsessed with dictating the lifespan of others? Searching for arcane lore that could make you whole again? I imagine the end of the questline would involve choosing to either accept your new (admittedly bizarre and repulsive, but likely useful) form, or choosing to restore yourself to your original one.
I'm well aware that what I just proposed isn't for everyone. Most people don't long to be ripped to shreds and stitched back together to get a better understanding of what it means to be alive- but fuck most people. Most people are boring plebs who breathe too loud
Besides which, the game already allows me to become the following things:
A cannibal.
A torturer.
An unliving bat-monster that can telekinetically manipulate blood.
A talking 6 ft bipedal lizard that can freely transform into a 9 ft bipedal wolf with the strength to throw a full grown man wearing 100 lbs of armor 55 ft with one hand. BACKHANDED.
So it's really not that much of a stretch, is it?