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Faction ideas by KuKulZa (Dead)
03-26-2006, 09:01 PM,
#1
Faction ideas by KuKulZa (Dead)
Here are my ideas for Black Marsh factions...

Imperial Factions:
Imperial Legion
Not joinable, only represents the guards that can be found here and there in the "roads" or more likely lying around in the cities.
Imperial Commision
Sort of like the East Empire Company, but this company is for Argonia right now and hopes to establish a lumber industry. You can join and get rich.
Fighters Guild
Much the same as in Cyrodiil, but I guess most quests will be to kill an Argonian bandit or Naga thug, or maybe to help defend a caravan.
Mages Guild
These guys can only be found in the cities but as they are mostly Argonian there is little conflict. Their main goal will probably be the exploration of Kothringi ruins and the preservation of Hist forests. They will also most likely have some sort of rival or enemy, like necromancers.
Thieves Guild
Very little to do here, but you can steal from people in cities... truly boring for a thief in Argonia
Arena
The major cities of Argonia have arenas, these are all the imperial cities though, but most of these Imperial cities are populated by at least a 50% Argonian population. It will be pretty much the same as in Cyrodiil, but different opponents

Dunmer Factions:
Great House Dres
a few presences of the House Dres will be in Argonia as the Argonians and Dres have territorial disputes and until recently the Dres would get slaves from the Black Marsh. No doubt their presence is still in the northern marshes. Easier for Dunmer to join.
Morrowind Pirates
I am thinking these guys would be smuggler/pirate/etc. and be from Morrowind. They will raid villages and it is an illegal faction. However, it is rewarding to say the least and gets you the hatred of most Argonians and a slight admiration from the Dres.

Argonia-based Factions:
Naga Tribes
These are the naga tribes... if we do decide to have them as a playable race, it helps to have at least one faction that likes you... as your personality is very low considering you are a naga... joinable only for naga.
Argonian Tribes
These guys are the Argonian tribesmen, not the city-dwellers. Most of the Argonian are these tribesmen. hard for non-Argonians to join.
Sload necromancers
The sload along the coasts (many of which are necromancers) are a small but distinct threat. They hate the Mages Guild which takes away money that they used to control having a monopoly over the darker magics in the region. They are unjoinable.
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04-02-2006, 04:51 PM,
#2
kleptocrats and slave farms
around Gideon, the largest city of Argonia, are large plantations ruled by Imperialized Argonians. The locals who are educated enough call them kleptocrats.... (kleptomaniacs are people with a stealing compulsion and so kleptocrats are rulers who take from their people).... the local Argonians hates kleptocrats who basically are plantation owners, very wealthy, and able to hold many serfs to their lands. They probably sold slaves to Dunmer and such back when slavery was legal...

so perhaps these guys can be a faction? Like the Kleptocrats of Gideon? maybe a small limited faction and you end up rising up and getting a large state and most of the local argonians' hatred
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04-10-2006, 01:17 AM,
#3
 
Just a funny thought. In German, the literal translation of Helstrom is "Light Stream".
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04-10-2006, 01:34 AM,
#4
 
the central Argonia has lots of slow rivers gowing down to the SE coast near lilmoth...
so I think Helstrom is well named... a city close to the light rivers....
unless you mean light like sun light
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04-13-2006, 02:34 AM,
#5
 
here is an updated version of the factions

[/hr]

Imperial Factions:
Imperial Legion
Not joinable, only represents the guards that can be found here and there in the "roads" or more likely lying around in the cities.
Imperial Commision
Sort of like the East Empire Company, but this company is for Argonia right now and hopes to establish a lumber industry. You can join and get rich.
Fighters Guild
Much the same as in Cyrodiil, but I guess most quests will be to kill an Argonian bandit or Naga thug, or maybe to help defend a caravan.
Mages Guild
These guys can only be found in the cities but as they are mostly Argonian there is little conflict. Their main goal will probably be the exploration of Kothringi ruins and the preservation of Hist forests. They will also most likely have some sort of rival or enemy, like necromancers.
Thieves Guild
Very little to do here, but you can steal from people in cities... truly boring for a thief in Argonia
Arena
The major cities of Argonia have arenas, these are all the imperial cities though, but most of these Imperial cities are populated by at least a 50% Argonian population. It will be pretty much the same as in Cyrodiil, but different opponents
Dark Brotherhood
some assassinations going on here, mostly closer to the cities... but when tracking down someone in the Marshes, the darkscales are used... shows promise for some interesting DarkBrother quests

Dunmer Factions:
Great House Dres
a few presences of the House Dres will be in Argonia as the Argonians and Dres have territorial disputes and until recently the Dres would get slaves from the Black Marsh. No doubt their presence is still in the northern marshes. Easier for Dunmer to join.
Morrowind Pirates
I am thinking these guys would be smuggler/pirate/etc. and be from Morrowind. They will raid villages and it is an illegal faction. However, it is rewarding to say the least and gets you the hatred of most Argonians and a slight admiration from the Dres.

Argonia-based Factions:
Naga Tribes
These are the naga tribes... if we do decide to have them as a playable race, it helps to have at least one faction that likes you... as your personality is very low considering you are a naga... joinable only for naga.
Argonian Tribes
These guys are the Argonian tribesmen, not the city-dwellers. Most of the Argonian are these tribesmen. hard for non-Argonians to join.
Southwestern Fiefdoms
here you can joint the more mercantile kleptocrats, a sort of political power, good deals and such, but sometimes you need to use forceful persuasion make business deals work out
Central-East Fiefdoms
here you can join the more militaristic kleptocrats, a sort of political power.... obviously more of the quelling of rebellions
Sload necromancers
The sload along the coasts (many of which are necromancers) are a small but distinct threat. They hate the Mages Guild which takes away money that they used to control having a monopoly over the darker magics in the region. They are unjoinable.
Blackwood Co.
a company once devoted to bringing Argonia back to the Empire, they now run a sort of Fighters Guild except instead of noble goals, they adopted the cruel experiences they had in the BlackMarsh... they now help kleptocrats maintain control by supplying mercenaries while the kleptocrats help them recruit more Argonians. It is like the Cammona Tong except of Argonia. The Argonian branch of the Blackwood Co. has close relations with the Fiefdoms of the center and eastern areas where militarism is strong.
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04-13-2006, 02:44 AM,
#6
 
here is an updated version of the factions

[/hr]

Imperial Factions:
Imperial Legion (unjoinable)
Not joinable, only represents the guards that can be found here and there in the "roads" or more likely lying around in the cities.
Imperial Commision
Sort of like the East Empire Company, but this company is for Argonia right now and hopes to establish a lumber industry. You can join and get rich.
Fighters Guild
Much the same as in Cyrodiil, but I guess most quests will be to kill an Argonian bandit or Naga thug, or maybe to help defend a caravan.
Mages Guild
These guys can only be found in the cities but as they are mostly Argonian there is little conflict. Their main goal will probably be the exploration of Kothringi ruins and the preservation of Hist forests. They will also most likely have some sort of rival or enemy, like necromancers.
Thieves Guild (illegal)
Very little to do here, but you can steal from people in cities... truly boring for a thief in Argonia.... although stealing from wealthy Imperial clerks and Argonian kleptocrats could be ok. The Thieves Guild here is not suffering as much as others in other Provinces cause they cause little trouble here and aren't very big.
Arena
The major cities of Argonia have arenas, these are all the imperial cities though, but most of these Imperial cities are populated by at least a 50% Argonian population. It will be pretty much the same as in Cyrodiil, but different opponents
Dark Brotherhood (illegal)
some assassinations going on here, mostly closer to the cities... but when tracking down someone in the Marshes, the darkscales are used... shows promise for some interesting DarkBrother quests

Dunmer Factions:
Great House Dres
a few presences of the House Dres will be in Argonia as the Argonians and Dres have territorial disputes and until recently the Dres would get slaves from the Black Marsh. No doubt their presence is still in the northern marshes. Easier for Dunmer to join.
Morrowind Pirates (illegal)
I am thinking these guys would be smuggler/pirate/etc. and be from Morrowind. They will raid villages and it is an illegal faction. However, it is rewarding to say the least and gets you the hatred of most Argonians and a slight admiration from the Dres.

Argonia-based Factions:
Naga Tribes
These are the naga tribes... if we do decide to have them as a playable race, it helps to have at least one faction that likes you... as your personality is very low considering you are a naga... joinable only for naga.
Paatru Tribes
These are Paatru tribes, frog-men, if we have them as playable race, this will be the faction that is open only to them and probably the only one that likes you (Paatru).
Knahaten Cadre (illegal, unjoinable)
a small group of zealous Argonian shamans who have a small village deep in Argonia's Hist-forest. They hope to revive the Knahaten Flu but of course do not know how it was originally spread. They are trying to free Argonia, but in a very genocidal way. They have estranged themselves from the more peaceful tribes as they occasionally war of other tribes as is normal however mostly because of their fanatacism. They kidnap Imperials and test their experiments on them. The foreigners are not seen again.
Argonian Tribes
These guys are the Argonian tribesmen, not the city-dwellers. Most of the Argonian are these tribesmen and will occasionally make war on one another. hard for non-Argonians to join.
Archein Kleptocracy
here you can joint the more mercantile kleptocrats, a sort of political power, good deals and such, but sometimes you need to use forceful persuasion make business deals work out. The Archein of Gideon is the head of this kleptocracy.
Ju-Meeush Kleptocracy
here you can join the more militaristic kleptocrats, a sort of political power.... obviously more of the quelling of rebellions. The Ju-Meesh at Helstrom is the head of this kleptocracy.
Sload necromancers (illegal, unjoinable)
The sload along the coasts (many of which are necromancers) are a small but distinct threat. They hate the Mages Guild which takes away money that they used to control having a monopoly over the darker magics in the region. They are unjoinable.
Blackwood Co.
a company once devoted to bringing Argonia back to the Empire, they now run a sort of Fighters Guild except instead of noble goals, they adopted the cruel experiences they had in the BlackMarsh... they now help kleptocrats maintain control by supplying mercenaries while the kleptocrats help them recruit more Argonians. It is like the Cammona Tong except of Argonia. The Argonian branch of the Blackwood Co. has close relations with the Fiefdoms of the center and eastern areas where militarism is strong. They compete with the Fighters Guild here.
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04-23-2006, 07:20 PM,
#7
 
well see, the kleptocrats (more like a nickname) were give their positions from Imperials. Like in Morrowind, the society began more like clans... bu since the Imperials came in, they put in locals as Dukes and Kings, now the Argonians that have noble positions want to keep them but don't want to be pawns of the Empire, just like in Morrowind Helseth is certainly using his power for his own purposes.....
they are the government so they could order the Legions a little bit but the Legions were mostly called into Cyrodiil so most of the cities and forts would be maned by mercenaries and Argonian soldiers hired by the nobles (kleptocrats) but mostly not Imperials or tribesmen. There probably are Imperial guards though, just like on Vvardenfell Duke Vedam Dren had a Duke's Guard, the Dukes in Argonia probably do too, but these aren'r legions so the Empire doesn't mind having s few hundred top soldiers in those provinces as long as they keep these nobles safe. The King, like in Morrowind, probably has his own guards... still coming up with some ideas for those an the Argonian court.
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05-13-2006, 01:57 AM,
#8
 
okay, these were my thoughts on the Knahaten Liberation when I first thought of them and now...

the Knahaten liberation is a radical Argonian group. Although it is led by vengeful and fanatical shamans, it is carried out by agents, guerillas, etc. The Knahaten has four goals. The first is to drive out all imperials. The second is to wipe out the aristocratic Royal Court and kleptocrats. The Third is to spread their extremist Hist-cult to control the Argonian tribes. And the last is to wage war on Morrowind and Elsewyr to retake southern Morrowind lands as well as the mouth of the Nibenay and Blackwood.
They use agents and guerillas to counter Imperials, Dunmer and royalist argonians but hav been very quiet. They are extremist, keep that in mind. They believe that they must fulfill their four goals in any way they can. They envision a great utopia under this cult.

and to tie in with my idea of a vengful Hist in central Argonia....


this all started when extremist Argonian shamans began gathering. They decided to seek advice from the Hist, but there was one whom they found agreeing their thoughts. One Hist, old and vengeful, grows deep in the central argonia. Its heart is dark and it is malicious after years of watching Argonia suffer, and so has become radical. THese shamans were lured in by the dark-hist tree and soon taken by the vision of a great uprising and cult. The Hist tree alters its innards to produce chemicals and ichor to "help" its cult like a witch doctor.... except by giving them hallucinations, by enboldening them, or by driving them insane enough to cary out terrorist actions.


the cult will be very Argonian-central but has Nagas and Paatru and Sarpa do the dirty work. The dark-Hist, knowing the Argonian to be the more intelligent and reverent of the Argonian races, has lured them in, and as his anger clouds his vision, is willing to sacrifice the balance and righteousness of nature for to drive the outlanders out of Argonia and to control it...

of course other Hist do not agree, but what can they do?
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06-12-2006, 03:37 AM,
#9
 
this is the list so far right?

[/hr]
Imperial Factions:
Imperial Legion
(ranks: Recruit, Auxiliary, Legionaire, Centurion, General)
Imperial Commision
(ranks: Clerk, Free Trader, Caravaner, Merchant, Supplier, Prospect, Comissioner, Grand Comissioner)
Fighters Guild
(ranks like in Cyrodiil)
Mages Guild
(ranks like in Cyrodiil)
Thieves Guild
(ranks like in Cyrodiil)
Black Marsh Arena
(ranks like in Cyrodiil)
Dark Brotherhood
(ranks like in Cyrodiil)
(special opportunity if you are born under serpent and an Argonian to be Shadowscale?)


Dunmer Factions:
Arnesian House Dres
(ranks: Hireling, Forester, Kinsman,
Morrowind Pirates
(ranks: Fetcher, Nix-eyes, Sea Dog, Dreugh-jigger, Foot-raider, Corsair, Marauder, Captain, Navigator, Pirate King)

Argonia-based Factions:
Naga Tribes
(ranks: Fodder, Forager, Swamp-eyes, Tracker, Thug, Lurker, Hunter-killer, Bog-chief)
[Argonian Tribes]
(see below)
Knahaten Liberation
(ranks: Insurgent, Terrorist, Purger, Fanatic, Priest)
Sload necromancers

[/hr]

I think we should add:

Coastal Tribes
(ranks: Youngling/Adopted, Sand-Walker, Swimmer, Canoe-maker, Fishmonger, Village Guard, Raider, Sea-Walker, Headman, (Shaman))
Marsh Tribes
(ranks: Youngling/Adopted, Way-walker, Gatherer, Seeder, Farm-ward, Grove Guard, Warrior, Village Lawman, Chieftain, (Wise-man))
Jungle Tribes
(ranks: Youngling/Adopted, Trail-walker, Climber, Hunter, Trapper, Canopy-Eyes, War-Runner, Warden, Jungle-King, (Medicine-man))
Arnesian Guerillas
(ranks: Militia, Irregulars, Pillager, Skirmisher, Footsoldier, Elite Fighter, Vanguard, Arnesian Chief)
Archein Regime (Kleptocrats)
(ranks: Overseer, Land-holder, Estate-Lord, Counselor, War Minister, Conquerer, Magnate, Archein, Archein Senator, Grand Minister)
Royal Court
(ranks: Courtier, Retainer, Noble-guard, Minister, Royal Clansman, Royal Heir, King of Argonia)



what do you guys think?
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06-12-2006, 04:25 PM,
#10
 
Quote:Thieves Guild
Very little to do here, but you can steal from people in cities... truly boring for a thief in Argonia

I had an idea about the Thieves, what if Imperial Nobles made contracts to the guild to steal from the various ruins in the province; thus stealing Argonia's antiquities. Naturally the Argonians would reject to this...

Another thing i just thought of, what if there was a Necromancy group in Argonia? Obviously the corpses would rot rather fast, but what if the Necromancers found a way to use 'altered' Hist resin sap to perserve their corpses? Hehehe, and you thought Dunmer hated the threat of Necromancy. Big Grin
Mahta agea ry sou macil, ana maka na sinyamer.
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