Wednesday, 21 January 2015

The Elder Scrolls Conversion Project; Backgrounds

There are some specific backgrounds in the world of Elder Scrolls that needed covering, and also, some other backgrounds needed some changes and tweaking.

This is the first post, many other backgrounds will follow later on.

First of all, we need to take the Religion skill apart. From now on, it will be two different skills called Daedric Lore and Aedric Lore. Daedric lore will provide information about the Daedric princes as well as other daedra, while Aedric Lore will provide information about the Divines.

This will have two options, either Acolyte of the Divines, serving in one of the churces, or Daedric Acolyte, serving in one of the Daedric Shrines. The changes are the following:
Skill proficiencies: Insight and either Aedric lore, or Daedric lore

The same as above. During your months or years of solitude you either studied the Divines or the Daedra. The changes are the following:
Skill proficiencies: Medicine and either Aedric lore, or Daedric lore

Criminal = Thieves Guild Member
The name is changed to Thieves Guild Member. The feature is also changed to:

Feature: Beggars
You have access to a network of reliable and trustworthy contacts, the beggars. They are willing to share their information about anything they have seen or heard for a few septims.
You also have access to Guild Fences and Doyens, who are willing to buy your obviously stolen goods and they can ease your problems with the Watch.

Soldier = Legionnaire
The name will change to Legionnaire as they are the most prominent standing army in the history of Tamriel.
Changes: none

And now the new backgrounds

Mages Guild Member
(Alternatively: Synod Member, College of Winterhold Member, College of Whisperers Member)
You are a member in the Mages Guild. You are likely a skilled mage, alchemist or an enchanter, and your colleagues might ask for your help in their research. You have the neccesary skills for researching.

Skill proficiencies: Arcana, Daedric lore
Languages: One of your choice (can be ancient)
Tools: Enchanting Altar, Spellmaking Altar
Equipment: A set of common robes with the symbol of your organization on it, pouch with alchemical components, a silver dagger, a pouch with 10 septims.

Feature: Arcane Access
You have access to the Arcane University in the Imperial City (or the Headquarters of another guild if you chose a different guild) where you have access to free bed, one of the best libraries in the world, containing information just about anything. Some ancient tomes might be restricted to high ranking members of the Guild.
Apart from the Arcane University, you also have access to the local Mages Guild guild houses in most cities.
You also have access to a limited amount of alchemical ingredients, as well as your fellow guildmembers will provide their services at a discount price.You can use the enchanting and spell making altar as well.
This is not for free however. At least once a month you need to run an errand for the guild, help in some research, or something similar, and also, any research you do, you have to share with the Guild.

Fighters Guild Member
(Alternatively Companions Member, Blackwood Company member etc.)
You are a mercenary, a trained fighter working for one of the best network of like-minded people. You are a respected member of the society, and someone who can be called upon for help... Not for free of course.

Skill proficiencies: Athletics, Acrobatics
Tool proficiencies: One type of gaming set, smithing tools
Equipment: Set of common clothes, a letter of recommendation proving your identity, pouch containing 15 septims.

Feature: Mercenary for hire
Your guild can provide you with a steady flow of mercenary jobs, killing dangerous animals, guarding objects and people of importance, etc. for a modest amount of septims.
Also you have access to free bed in any of your guild's guild halls. If you are willing to share the gold, your fellow guildmembers might tag along on one of your adventures.

Dark Brotherhood Member
You are the member of the secretive guild of assassins, the Dark Brotherhood. You are a shady individual, always lurking about. The 5 Tenets of the Dark Brotherhood are the only laws you respect.

Skill poficiencies: Stealth, Acrobatics
Tool proficiencies: Poisoner's kit, Disguise kit
Equipment: Black and crimson studded leather armor with the symbol of the guild on it, complete with mask and cowl, a phial of poison, a trinket from your latest hit, a pouch with 10 septims.

Feature: "You won't find this stuff at your local general store"
As a Member of the Dark Brotherhood you have access to special merchants selling illegal, hard to acquire materials and items. Banned magical weapons, dangerous and secret spells, deadly poisons, and other speciality gear.
Also, you have access to one Sanctuary, the one you were initated in. Here you have basic shelter, and food, but you cannot reveal the location to anyone, to do so, is to invoke the wrath of Sithis.
You must however keep the 5 Tenets of the Dark Brotherhood, and if you break any of them, you are as good as a dead man. You also have to complete 1 hit every month. These are dangerous and hard assassinations, often to be resolved one specific way. The 5 tenets are:

Tenet 1: Never dishonor the Night Mother. To do so is to invoke the Wrath of Sithis. 
Tenet 2: Never betray the Dark Brotherhood or its secrets. To do so is to invoke the Wrath of Sithis. 
Tenet 3: Never disobey or refuse to carry out an order from a Dark Brotherhood superior. To do so is to invoke the Wrath of Sithis. 
Tenet 4: Never steal the possessions of a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis. 
Tenet 5: Never kill a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.

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