![]() By placing weapons, armour and healing items in a master chest within the stronghold, the player helps to strengthen their faction. The player is assigned a quarters in the base of any group they join. Most factions will set target attributes for the player or initiation quests. Naturally, they are enemies of the law and of civilisation. They take residence in a particular cave or stronghold. War Profiteers: Bandits by another name, these ragtag groups ambush travellers on the road and even sack small settlements. A seedier, less honourable and more violent version of Warrior militia. ![]() Pit Fighters: They turn captured slaves and political prisoners into battle-hardened fighters in underground arenas and often sell to the highest bidder. They have a powerful influence in the subterfuge of this war. Thieves: They steal assets and information to aid their cause. Some groups offer bonuses to agents who rely on stealth and speech over violence.Īssassins: adapted from the tenets of Sithis, they perform assassinations of key political figures. Tend to align themselves with the Dominion. These largely southern groups have a strong Alfiq presence. Mages: Battle mages who use their mastery over the arcane to help their cause. As these groups are usually found in the northern kingdom of Anequina, they tend to align themselves with the Empire. Warriors: Those who train only the strongest into warriors for the War effort. The player may join the following factions: Other groups are less interested in the war, and operate out of self interest. The player needs to gradually turn the south against their Elven masters. Those in the south largely fight for the Dominion and will act as antagonists to the player. ![]() The northern militia ( especially those in the north east) are increasingly in alignment with the Empire, believing the Void Nights and the assassination of the Mane to be the Dominion's doing. These factions vary in their ideologies and their methodologies. ![]() The traditional Guilds ( Fighters, Mages, Thieves) have no presence as such in Anequina & Pelletine, but there do exist a number of militant factions, all with their own quests that contribute to the War. It should also be less reliable than in text format as it falls victim to "Khajiit whispers". The lore should be more organically woven into the events of the game through quests and knowledgeable characters. Relegating most of Tamriel's fantastic lore to short stories that many players will allow to gather digital dust on their bookshelves, does it something of a disservice, and is contrary to the Khajiit culture which relies on word of mouth and observation. Refer MAIN QUEST for proposed main quest line. ![]()
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