I have mostly
played as a Redoran, but as I'm setting up one thief and
one mage now, I suspect the thief one 'should' be Hlaalu
and the mage one a Telvanni.
I'd
always say Telvanni at first, but right now I am trying
out Haouse Hlaalu with Rakiel the Bosmer and so far, it
is quite nice. Wait and see shall be my mantra from now
on, then...
I like Hlaalu
or Redoran best. Hlaalu is pretty fun, and there's no
character in all Morrowind quite like "uncle" Crassius
Curio. Redoran has some nice quests, but the characters
didn't seem quite as unique as those in
Hlaalu.
Telvanni always seemed too stuck up for
me. Not to mention that it's way too easy to get into
Telvanni, they're supposed to be the ones that hate
outlanders the most.
What I want is to get into
Indoril (after all, Nerevar was head of the house 3550
years ago), or infiltrate Dres and destroy the slave
trade from the inside!
I've mostly
played with the Great House Telvanni, so my answer will
be partial...
*Maeglin of Dunlostir, member of
the Great House Telvanni gets up and smiles to the young
lady:*
"Are you an independant or investigating
nature? Are you interested in the mighty Arcanes of
Magicka? Are dwemer devices more for you than 'stuff
which smoke from time to time? you should obviously join
the Telvanni. As you rightly said, Hlaalu are just a
bunch of well-dressed greedy thieves, and... well you've
worked for Redoran, didn't you? They're very nice
people, but... they're just mercenaries. Very useful to
keep things (they watch sandstorm like no one else), but
very limited when it comes to a more serious matter,
like thinking.
You shouldn't pay too much
attention to the inept comments of hlaalu footmen and
have instead a look at the "Affairs of Wizards". There
you'll see that if anyone of good will can join us, only
the more intelligent and hem! pragmatic people fit to
advancement. After all, scum and rabble can be of some
use to, let's say, carry alambics and clean laboratories
(there's a far better use for slaves: after all, they
cannot take an interesting part to your experiment and
then sweep up the place, can they?).
We know that
the following consideration is of little interest for
someone dedicated to knowledge, but if power means
something to you, you'll be glad to learn that our House
will provide you some of the mightiest artefacts of all
Morrowind, as reward for your services. I remember the
day my faithful Mouth 'Fast' Eddy (I admit he's a pretty
stupid name, but he is a resourceful fellow.) brought me
the Ring of Equity who was very useful when it comes to
spells with lichs, colleagues or mad wizards, sometimes
the three in one...
You've perhaps thought about
joining the Mages Guild? It could be interesting for you
to have a closer look at that lackeys of the Emperor,
more interested in eating four huge meals a day than in
investigating the Sphere of Mind. I advise you to enjoy
a little conversation with their current Arch-Mage,
Trebonius. He's a bright specimen of imperial mage. Then
come back here, and we'll speak about your first
duties."
I have played
all three Houses, and each has their own unique things
to offer. How you being a member affects how people all
over the land react to you. No one other than Telvanni
really like them, but for a Mage there is really no
other House. The quest are great, the benefits cool, the
lack of travel options a bit daunting, but then your a
Mage, duh, use your skills!!
Hlaalu is very cool for any stealth
related character, good benefits, bit of trouble for
those that are in the Thieves guild though, since you
have to deal with the whole Cammona Tong/Thieves Guild
thing, especially with what you might do to the people
in the Concil Club later on. The Hlaalu get a bit upset when you do that,
so might join the House -after- that, or just not do
that quest at all. Their quest are easily accessible and
have good travel to and from for one that is mostly a
walking character.
Redoran was interesting, very
noble House, or should I say a bit stuck up, all very
much for honour and combat, if you don't have a combat
character you might even find it hard to get in. The
quests are far flung but doable, the stronghold is well
basically out in the middle of no where.
There are mods out there for easier
travel and stronghold improvements, regardless of which
House you choose might try getting the upgraded versions
of those mods, makes playing them much more
fun.
And hey, there are mods out there that will
let you play ALL three Houses, so you might not have to
pick at all
But over all I would have to say I like
Telvanni and Hlaalu the best, depending on the
character, but I do not join them early in the game, I
wait and work on the Guild a bit first.
I kind of like the whole feel of aristocarcy
it gives.
Telvanni is weird, with their towers
and everything Hlallu is just plain idiotic and
insane. Dram Bero, Carrius Curio and that Nord councilor
(Half-Troll or something) are really wacko's
I kind of
like the whole feel of aristocarcy it
gives.
Telvanni is weird, with their towers and
everything Hlallu is just plain idiotic and insane.
Dram Bero, Carrius Curio and that Nord councilor
(Half-Troll or something) are really
wacko's
That´s what´s fun with them!
+best quests, easy to access all the
way!
Telvanni and Redoran are stuck up and
too arrogant with a few exceptions so no...Hlalluu all
the way!
Remember
this motto to live by: "Life should NOT be a journey to
the grave with the intention of arriving safely in an
attractive and well preserved body, but rather to skid
in sideways, chocolate in one hand, martini in the
other, body thoroughly used up, totally worn out and
screaming "WOO- HOO what a ride!"
Remember
this motto to live by: "Life should NOT be a journey to
the grave with the intention of arriving safely in an
attractive and well preserved body, but rather to skid
in sideways, chocolate in one hand, martini in the
other, body thoroughly used up, totally worn out and
screaming "WOO- HOO what a ride!"
I'm with
Sterling. Hlaalu is the most fun because it has the most
eccentric characters. Yes, it's easy to get into, but
it's supposed to be the house most open to outlanders.
They also have some interesting quests (I like quests
that use skill and brains instead of combat).
And
I would have run Curio through with Trueflame if he had
ever touched my character also. Good thing for him that
he has some restraint.
Only Redoran so
far. But I've created a mage and a thief, later
on they will enter Telvanni respectiveley
Hlaalu. Just to satisfiy my curiosity of these
houses.
Remember
this motto to live by: "Life should NOT be a journey to
the grave with the intention of arriving safely in an
attractive and well preserved body, but rather to skid
in sideways, chocolate in one hand, martini in the
other, body thoroughly used up, totally worn out and
screaming "WOO- HOO what a ride!"
At the moment, I play the Legion
missions with Lucretia the Legionnaire (Surprise!
) and have played some of them before with
Zargoth-Yar, my Dunmer Paladin. I have enjoyed
them quite a bit so far, but one has to keep in mind
that most are fairly straightforward and aimed at
fighter characters. I most liked the missions, Darius
gives you in Gnisis. Aqcuiring a land deed from a dunmer
widow (by force or not? ) and uncovering a plot by anti-imperialist
guards who formed a secret society was great fun. I'll
see how it develops in the other forts - so far: I can
recommend the missions, if you have the right staunchly
pro-imperial character. ...
Concerning the armor, I was also very
irritated by that, as I so much wanted to use Jeremy's
beautiful creations on this one. Luckily, there is a mod
named "Signet Ring" that is worn in addition to every
armor you deem to be fitting for your character. If you
wear this ring while talking to Imperial officers, they
will treat you as if you were wearing the required "duty
uniform"! Imho a must-have if you want to be an Imperial
Crony (TM) but still make your own design chioces...
I'm not so much
irritated over that I actually have to wear that
armor... It's more that I get sooooooo
aaaaaaaarrgghhh.... mad when that idiot who is supposed
to be my boss interferes with how I'm dressed. It makes
me want to beat him up, but I reckon it's not a good
idea to beat up ones bosses, not even in Morrowind :p
I think I'll add companion sharing to
the guy, and then I dress him up in harem-trousers, just
to get my revenge!
The plot do sound fun, though...
although I do have a problem with the 'pro-imperial'
part
I liked the
Morag Tong, was the first Guild I actually played all
the way though, yes it is a lot of running around
killing people, but it's not always that simple,
especially all the side quests the GM sends you on, very
cool, though kinda hard with all the shrines you have to
go play in to get the pieces. There is also a mod out
there so that you can actually finish that quest,
haven't tried it yet, but I was always curious exactly
what all those things were for
The plot do sound fun, though...
although I do have a problem with the 'pro-imperial'
part
I thought so. That was the
reason I didn't finish the missions with the Dunmer and
had to invent a new character -Lucretia- to have someone
who really cared for the Empire and wanted to further
their goals in Morrowind...to be honest, even now, I
have some doubts from quest to quest - I have to admit that I simply am more
sympathetically inclined toward the Dunmer Culture and
their plight...
I liked the Morag Tong, was the first
Guild I actually played all the way though, yes it is a
lot of running around killing people, but it's not
always that simple, especially all the side quests the
GM sends you on, very cool, though kinda hard with all
the shrines you have to go play in to get the pieces.
There is also a mod out there so that you can actually
finish that quest, haven't tried it yet, but I was
always curious exactly what all those things were for
You know, and
the funny things is, the first time I tried Hlaalu and
had to get naked for Curio wasn't fun, but coming back
the next time and him not talking to me, I thought ok,
he wants me to strip again *mutter* But when I did he
goes "Ewww, your naked!" I about killed the
guy.
And no, outlanders can't, least not that I
have found, I would like to, just to try it
Remember
this motto to live by: "Life should NOT be a journey to
the grave with the intention of arriving safely in an
attractive and well preserved body, but rather to skid
in sideways, chocolate in one hand, martini in the
other, body thoroughly used up, totally worn out and
screaming "WOO- HOO what a ride!"
You know, and the funny things is, the
first time I tried Hlaalu and had to get naked for Curio
wasn't fun, but coming back the next time and him not
talking to me, I thought ok, he wants me to strip again
*mutter* But when I did he goes "Ewww, your naked!" I
about killed the guy.
Morag Tong - is
my favorite guild. There's the fact that it's very up
front about sending you off to kill people (not telling
you to convert them or get money from them when they
really only want them dead.) Plus, playing through that
guild I've seen more of Morrowind then I would have
otherwise
As for the houses - which house you
choose also depends on your character. For example
vampires are readily accepted in Telvanni but they have
problem with people from the mages guild.
Has anyone
tried the Temple? They always seemed a bit too fanatical
for my taste (in the same way that the Legion is a bit
fanatical about the Empire), but I can see how they
might have some good quests.
I'm really going to
have to make a save game where I can go and join each
faction, complete their quests, then reload to the old
save.
Has anyone tried the Temple? They
always seemed a bit too fanatical for my taste (in the
same way that the Legion is a bit fanatical about the
Empire), but I can see how they might have some good
quests.
I love the Temple. I've never
considered the quests particularly fanatical. You
make some pilgrimages, heal a few people, convince a few
others to change their behavior, recover some artifacts,
kill some daedra worshipers and vampires, and eventually
do a little daedra worshipping of your own.
The MT is good
for the webspinner quest ... I became the GM for it and
the writ just stop.. I've read somewhere that they do
have writ for the good captain in Moonmoth.. and I just
stop joining it in my later char
Has anyone tried the Temple? They
always seemed a bit too fanatical for my taste (in the
same way that the Legion is a bit fanatical about the
Empire), but I can see how they might have some good
quests.
I'm really going to have to make a save
game where I can go and join each faction, complete
their quests, then reload to the old
save.
I'm the archmaster of the Temple!
Apart from the annoyiing first Pilgrim quest, and
the arrogant way people treated me from start, i liked
these quest a lot, and they also had some good rewards.
Best reward is that the Ordinators sounds so funny when
they try to be humble and admiring towards my character
Has anyone tried the Temple? They
always seemed a bit too fanatical for my taste (in the
same way that the Legion is a bit fanatical about the
Empire), but I can see how they might have some good
quests.
I'm really going to have to make a save
game where I can go and join each faction, complete
their quests, then reload to the old
save.
Ebony Mail
The temple is really nice to play. It
has really diverse quests. From curing the sick, to
artifact hunting to cleansing out a ruin full of
vampires
«
Last Edit: Feb 02, 2006, 06:54 am by
Apophis2412 »
Regardless of
which House or Guild you choose I hate that is all just
stops when you get the top rank, I mean you should be
getting orders to pass around to the lower people or
something at least, a journal update every week or so
with a new writ, or some trouble within the House, or a
new contract for the Fighters or Mage's guild, SOMETHING
:(
Well...
actually, Azura does. Way back when she cursed the
Tribunal for using Kagrenac's Tools on the Heart of
Lokham, and prophesised that one day Nerevar would
return to punish the Triune. Which happens – by the end
of the game Alamaxia is dead, and Vivec is slowly losing
his powers, and the power of the Temple (from both
within and without) is in upheaval.
For me it all
depends on the character. I tend to create
battle+mage type characters (the most recent is a Ranger
but really only in name as he lives in a house), I
usually associate to fighter magic sort of guilds and
houses. I usually go the route of Redoran/Mage's
Guild as it seems its one of the most common routes but
I think the next battle+mage character will go Fighter's
Guild/Telvanni route.
Temple would be
great for a monk but I have this thing about the
Tribunal main quest. Basically that going against
the gods of the temple while rising in the temple (which
implies believing in their gods) to be a conflict of
interest. I may just say it couldn't be helped as
it is Amalexia's plan and not yours that gets her killed
(who knows).
However, my real interest in
the next character is Assassin type, not just for hire
but one who feels killing sometimes is necessary to get
things done. If so then I do not expect the
character to become the head of any of the Great Houses
since no assanssin wants to be famous but only
infamous. Morag Tong and Thieve's guild are the
only guilds I can see with one possibility being Hlaalu
via the backdoor way of Duke Dren (asking after becoming
Hortator) under the ussumption that only Dren really
knows who heads Hlaalu. This character of course
will not use the strongholds or get any house mod
(possibly a cave mod) and no Lokken quest (too visible
again after completing quest) but possibly Constance as
the companion (or make your own using the companion
project). He does get to kill anyone he pleases
though.
Temple would be great for a monk but I
have this thing about the Tribunal main quest.
Basically that going against the gods of the temple
while rising in the temple (which implies believing in
their gods) to be a conflict of interest. I may
just say it couldn't be helped as it is Amalexia's plan
and not yours that gets her killed (who knows).
When I first started playing I joined the
imperial cult. Very early in the main quest I
began to suspect that the Temple might have a larger
role. I figured that if I join the Temple I might
gain some useful insights–little did I know at the
time. In retrospect, it seems natural to
infiltrate the Temple to advance the Blades agenda, so
in that light joining the Temple is not a conflict of
interest–it’s a means to an end.
But to address
the topic, the best great house to join is that which
consistent with your character’s development. Mine
is an honorable warrior type, so Redoran seemed
appropriate. Considering the positive relationship
between that house and the Temple, it makes joining the
latter seem logical. And yes, I like the variety
of quests offered by the Temple.
Temple would be great for a monk but I
have this thing about the Tribunal main quest.
Basically that going against the gods of the temple
while rising in the temple (which implies believing in
their gods) to be a conflict of interest. I may just
say it couldn't be helped as it is Amalexia's plan and
not yours that gets her killed (who knows).
When I first started playing I joined the
imperial cult. Very early in the main quest I began to
suspect that the Temple might have a larger role. I
figured that if I join the Temple I might gain some
useful insights僕ittle did I know at the time. In
retrospect, it seems natural to infiltrate the Temple to
advance the Blades agenda, so in that light joining the
Temple is not a conflict of interest吠t痴 a means to an
end.
But to address the topic, the best great
house to join is that which consistent with your
character痴 development. Mine is an honorable warrior
type, so Redoran seemed appropriate. Considering the
positive relationship between that house and the Temple,
it makes joining the latter seem logical. And yes, I
like the variety of quests offered by the
Temple.
Good point, a belief or loyalty
to a faction doesn't have to be the only reason to join
a faction. In fact if it was the Assassin
character I was thinking, infiltration would be the only
reason for him to join the temple. Join a faction,
see the world, get to know people...and kill
them.
Yes, that's
also an interesting aspect... joining a faction simply
to infiltrate it . I think I will roleplay that next time,
instead of being as honorable as I tend to be in
Morrowind. After all, I have Constance as a companion
now...
I'm a proud
follower of Redoran. Yes, they do have a touch of
fanatical religeousness to them, and for some reason
believe the only good life is a hard life, which
conflicts directly with my ethics.
But I cannot -
and I mean cannot- stand fact that honour is measured in
gold in House Hlaalu, and as for Telvanni... they just
creep me out. The Redoran quests are really fun with my
new Fighter/Mage character, and the stronghold is great
in that it is situated in a remote location, making it
useful as a resting and resupplying depot when I am
travelling overland on foot.
And I really like
the last quest for House Redoran- spitting that accursed
xenophobe Bolvyn Venim on my spear!
I've tried them
all,my favs are the Hlaalu though, then the Redoran.
Despite my favorite type of characters being
mages.
The two constants in my characters have
been loyalty to the Empire and anti-slavery
militantism.
for the Imperial Legion, the guards
are annoying when they say "Where is your uniform"
constantly ; but at least when you outrank them they
stop commenting on your clothings. BTW I recommend this because the standard
female body part for it is ugly IMO.
Yes,
of course! Now, be gone, lowly Leader of the
Temple! ........... --------------- No, really - I
completely forgot about this one. Emma actually reminded
me of it again, which prompted me to take a look and
remember...
Hm, I tried all
houses as well, but never progressed in Hlaalu due to
some bug in my save game.
Imho, Redoran people
are too uptight I prefer Telvanni. I play mostly variations of
the nightblade archetype (i.e. sneaky magic user =P), so
Telvanni seem to work best, with their variable morals
and all
I just love the way they state their
rules... "If you stole from a member and survived, you
deserve the item you stole" sounds amoral enough for my
chars
As for MT, I actually find them to be
among the most honorable guilds, even though they are a
guild of hired killers... Their lawful, upfront approach
to the business seems to appeal to me.
I like House
Hlaalu as you could probably guess from the mod I am
working on, House Hlaalu Adoption, but I am interested
in joining House Telvanni as well. I know that there are
mods which allow you to joiin both houses(or all three).
The trouble is that they are not very pure as far as
lore goes. After all, Hlaalu and Telvanni are fighting
each other, so they would not be very likely to let you
be a member of both houses.
Then I started
thinking that House Hlaalu is known for being rather
sneaky and underhanded at times. Crasius gives you a
quest that has you working undercover. Now, if you prove
yourself to him at that point and you are skilled at
magixc, it is possible that he would want you to
infiltrate House Telvanni
I am thinking of making a mod were you
join House Hlaalu, work your way up to Kinsman, then
Crasius tells you he is considering you for a special
assignment. Once you complete the first regular job for
him as a Kinsman, the one involving spying, he asks you
to infiltrate House Telvanni and report back to him
about each quest you are given. Most of the quests he
will tell you to go ahead and complete for the Telvanni,
but some of them he will have other instructions for you
to carry out.
Some of the restrictions in this
mod are that you will not advance any higher than
Kinsman in House Hlaalu, you will not be able to become
Magistar or Archmagistar in House Telvani without
angering all of House Hlaalu, and you will only be able
to build the Telvanni stronghold. Also, the Mages Guild
will probably not be too thrilled by your
actions.
Does this sounjd like something people
would be interested in? Also, does it sound reasonable
from a lore perspective?
Personally, I have every house covered
with one extra crafted PC who fits it and, being quite
the Telvanni "sympathizer" (at least Cincaid does,
albeit is more open-minded...), I perhaps wouldn't use
such a mod - but, do not mistake my meaning, I think
that this idea is quite interesting for a
mod...especially for those players who do not have a
problem working with Uncle Crassuis...
If you would do a mod like this,
however, maybe some thoughts should go into the actions
of the Telvanni as well, I think they are quite
knowledgeable and powerful (and unscrupulous... ), so they would perhaps have ways to find out
such a major intrusion in their ranks, especially by an
outlander, where they might be suspicious about his
loyalties from the start...many high-ranking Telvanni
seem QUITE paranoid about such things...
So, if this would not be a "let's take
on the evil but blind Telvanni", I would be all for it,
even it if would not fit one of my PCs, I can imagine,
there might be many players out there who would be very
interested in this...
I like House Hlaalu as you could
probably guess from the mod I am working on, House
Hlaalu Adoption, but I am interested in joining House
Telvanni as well. I know that there are mods which allow
you to joiin both houses(or all three). The trouble is
that they are not very pure as far as lore goes. After
all, Hlaalu and Telvanni are fighting each other, so
they would not be very likely to let you be a member of
both houses.
Then I started thinking that House
Hlaalu is known for being rather sneaky and underhanded
at times. Crasius gives you a quest that has you working
undercover. Now, if you prove yourself to him at that
point and you are skilled at magixc, it is possible that
he would want you to infiltrate House Telvanni
I am thinking of making a mod were you
join House Hlaalu, work your way up to Kinsman, then
Crasius tells you he is considering you for a special
assignment. Once you complete the first regular job for
him as a Kinsman, the one involving spying, he asks you
to infiltrate House Telvanni and report back to him
about each quest you are given. Most of the quests he
will tell you to go ahead and complete for the Telvanni,
but some of them he will have other instructions for you
to carry out.
Some of the restrictions in this
mod are that you will not advance any higher than
Kinsman in House Hlaalu, you will not be able to become
Magistar or Archmagistar in House Telvani without
angering all of House Hlaalu, and you will only be able
to build the Telvanni stronghold. Also, the Mages Guild
will probably not be too thrilled by your
actions.
Does this sounjd like something people
would be interested in? Also, does it sound reasonable
from a lore perspective?
Being a Hlaalu
player who's very interested in the Telvanni as well,
that concept sounds very intriguing to me!
(Especially as I, too, am not too fond
of using cheats to join more than one Great House ...
Too much of a Lore Hound, I guess. )
The worst trouble spots I can see so
far would be
1. The
building of a second stronghold (especially as the
strongholds are automatically built at the exact same
time, aren't they?) and the following quest to kill
both masters of the "rival" strongholds ... which
would then include suicide ...
2. The Telvanni
Hortator ques... wait, on second thought, that
shouldn't be a problem, story-wise, should it? The
Telvanni don't react differently to a Hortator
wannabe, just because he/she's from another Great
House - except maybe for a wannabe who's their own
Archmagister at the same time. Right?
So only
the first trouble spot remains - and I guess it's a
purely technical problem that is quite solvable. (At
least I hope that! )
Well, I would say that with some
skillful storytelling, this could become a very good
mod! Seeker's point about not depicting the Telvanni as
dumb fools is valid, of course ... but that's just one
of the spots where skillful storytelling comes in!
And after all, you yourself wrote
...
Thanks for the
suggestions and encouragement. As far as your
concerns...
1) The Telvanni will be suspicious,
since they will know that you are a former member of
House Hlaalu. They will belive that you have been
expelled from House Hlaalu, as will most members of
House Hlaalu. There will be a way for you to let Hlaalu
people know you are undercover, perhaps a signet ring
given to you by Crassius. You should not wear the ring
around the Telvanni or the Camona Tong. You will have to
do several quests to prove your loyalty to the Telvanni,
but they like the idea of getting someone who knows the
workings of House Hlaalu. If you betray House Hlaalu by
becoming the Archmagistar of House Telvanni, the
Telvanni are likely to get an annonymous message
informing them you are an Hlaalu spy. That could be
akward
2) As far as the two strongholds, they
are built at the same time, but being in two houses
would not make any difference. You would need to have
both sets of journal entries (HH_Stronghold &
HT_Stronghold) in order to have possession of both
strongholds. You will not have both strongholds. Since
you are trying to portray yourself as a disgraced former
member of House Hlaalu, having the Hlaalu stronghold
would not be appropriate. I will disable the ability to
build the Hlaalu stronghold through dialog so that the
only one you can build is the Telvanni
stronghold.
3) This should not affect the
Hortator quest, although I will look into that. Telvani
should not have a problem with a member of their house
becoming Hortator, but Hlaalu may have a problem with an
expelled member becoming Hortator. Crassius will not
trust most of the other council members enough to let
them in on his scheme, although he may have you inform
one of them(the hidden one, Bram Dero?). The regular
story line has a way to work around the objections of
the other council members, so that won't be a
problem.
4) There are several quests for the
Telvanni that involve attacking House Hlaalu. I will
make alternate outcomes for these which will satisfy the
Telvani and allow you to complete the
quests.
Finally, yes you will get lots of new and
exciting interactions with Uncle Crassius
Now, THAT definitely sounds good to
me! I like the way Hlaalu and Telvanni conduct
themselves in their little schemes in your mod - your
ideas are spot on and fitting the premise, IMHO! Not
having both strongholds is a necessity, given the
quasi-expelled status of the PC... Sounds so good in fact, that I am thinking
about creating a new PC just to test it with... I am looking forward to what you are doing
with it, the story itself is great this way - I would be
thrilled to know how it ends, when you've risen enough
in the ranks of the Telvanni, because you can't rise to
Archmage or Grandmaster, can you? Anyway, I see the
makings of a great story! And more interaction with Uncle
Crassius...erm...spiffy... !
I've always
been a Great House Hlaalu guy, because I started out in
Balmora and when I first played Morrowind I wasn't aware
that there were any other houses. For some reason,
Telvanni creeps me out, and it's too far away from my
preferred part of Vardenfell. Same could be said
of Ald'ruhn with the ugly grey landscape and millions of
annoying cliff racers/ash storms. Why anyone would
want a Stronghold in that god-forsaken wasteland is
beyond me. Anyway, Hlaalu is the most civilized
and open minded of the Great Houses, and the 1 I
prefer. And as for dear old Uncle Crassius, he's
charming if you take the time to understand him - and
lonely. I feel sorry for the guy. I'd love
to be able to go and visit him, after becoming
Grandmaster and Hortator, just knowing that it would
make his day.
Hlaalu is the most civilized and open
minded of the Great Houses,
What? if 'civilised' means corrupt,
avaricious and amoral then yes... Honestly though, Hlaalu is only open minded
because they can make a profit from it. If living a
strict, honourable life made money for them, they would
do just that. They don't even bother to adhere to their
own culture... and they not only support but work hand
in hand with that evil, twisted organisation, the
Camonna Tong. NO, I wouldn't call Hlaalu civilised. They
just hide behind the mask of the Empire so that the rest
of the world doesn't see them for the scumbags they are.
is the most civilized and open minded
of the Great Houses, and the 1 I prefer. And as for dear
old Uncle Crassius, he's charming if you take the time
to understand him - and lonely. I feel sorry for the
guy. I'd love to be able to go and visit him, after
becoming Grandmaster and Hortator, just knowing that it
would make his day.
Having played
in all the Houses and gotten to the top of all of them,
I have to say it really just depends on your PC at the
time.
Some of mine of honourable fighters, that
find the bribed and backstabbing in Hlaalu degrading,
and the oddities of the Telvanni just to weird to think
about, so they go Redoran.
Others find the
haughty rightousness of Redoran to much, when things
need to get done you do them, and you coming out on top
is always at the top of your list of priorities, and
lack all magical talent,so they go Hlaalu.
My
mages love Telvanni, they just play the house in
whatever way they work, if they are evil near
necromancers they do anything they can by any means to
get it done. If they are good kind mages they find other
ways to complete tasks.
So as you can see it
really all depends on who the PC is!
So as you can see it really all depends
on who the PC is!
You know, for the life of me I
only seem to enjoy playing the same character type -
over and over again - the male Nord|Warrior|Battlemage
type... Hlaalu, Fighters' Guild. Wonder if that's
a reflection of my actual persona? Hmmm...
I am thinking of making a mod were you
join House Hlaalu, work your way up to Kinsman, then
Crasius tells you he is considering you for a special
assignment. Once you complete the first regular job for
him as a Kinsman, the one involving spying, he asks you
to infiltrate House Telvanni and report back to him
about each quest you are given. Most of the quests he
will tell you to go ahead and complete for the Telvanni,
but some of them he will have other instructions for you
to carry out.
Some of the restrictions in this
mod are that you will not advance any higher than
Kinsman in House Hlaalu, you will not be able to become
Magistar or Archmagistar in House Telvani without
angering all of House Hlaalu, and you will only be able
to build the Telvanni stronghold. Also, the Mages Guild
will probably not be too thrilled by your
actions.
Does this sounjd like something people
would be interested in? Also, does it sound reasonable
from a lore perspective?
I think that this
is a very promising idea for a mod and encourage you to
pursue it. There can be some conflicts between
Hlaalu and Telvanni quests, but since those are
predictable I believe that the obstacles could be
circumvented with surreptitious journal entry settings
and judicious disabling of NPCs.
So as you can see it really all depends
on who the PC is!
You know, for the life of me I
only seem to enjoy playing the same character type -
over and over again - the male Nord|Warrior|Battlemage
type... Hlaalu, Fighters' Guild. Wonder if that's a
reflection of my actual persona? Hmmm...
Yes, your alignment in Morrowind
politics does depend on your carachter, doesn't it. And
seeing as I always play as 'myself' (ie. acting as close
to my own personality as possible), I am rather attached
to the House Redoran. Especially since it is the only
house where you can actually trust your fellows. I would
hate to be in Hlaalu or Telvanni, always having to watch
my back...(I may be paranoid, but it doesn't mean people
aren't following me... )
And anyway, Great House Redoran
is the only house whose actions are morally defensible.
And anyway, Great House Redoran is the
only house whose actions are morally defensible.
Depends. The Redoran insist more on
honor, but that doesn't prevent them from being
sometimes wicked (e.g., Bolvyn Venim, who practice
kidnapping and blackmail). Hlaalu are opportunistic, but
they do have their noble souls (e.g., Ilmeni Dren who
helps the Twin Lamps), and the Telvanni are ruthless
competing for power but they also have some members
disinterested in these futile power plays (e.g., Divayth
Fyr who created the Corprusarium in an attempt to find a
cure to the vile corprus disease).
The last two
posts bring it home to me that every house has it's
light and dark sides, ethically - and even if the
Telvanni are generally considered Evil & Scheming
(TM), my open-minded outlander archmage is glad for
every exception...
Let us not
forget that most of us are the HEADS of our respective
houses, and it's up to US to allow or deny corruption
and extortion within our beloved House. Just a
thought.
As much as I
like all the intrigue, deception, backstabbing, and
power plays that goes on in each house, guild and
faction (it’s politics, and politics is dirty business),
I always found it unrealistic how quickly you can make
it from a “nobody” to the head of the faction.
In
that respect I think Bloodmoon did it better. You don’t
become head of the ENTIRE faction, just a small division
of it. (although I’ve never finished that part of
Bloodmoon because I always sympathized with the people
who wanted to kick the jerks who were raping the land
off the island. If BM allowed a choice, I’d work against
Ravenrock. Hehe)
While sketching
a profile for Tiram Gadar, the Telvanni spy embedded in
the Mages Guild of Vivec, with Seeker who has agreed to
develop Tiram for the LGNPC Project I have formed an
idea for a quest mod along the lines Zylox is
developing. Inspired by the open discussion of
ruthless House politics in this thread, I decided it
would be great fun to make Tiram a quest-giver on behalf
of House Telvanni to send the player on sabotage
missions against the Mages Guild. The player will
have to be a member of Telvanni, but will only join the
Mages Guild in order to gain access and foil Guild
business. This will absolutely conflict with the
normal execution of official Mages Guild quests!
When the player is given the quest to escort the scholar
to Pelagiad and acquire his research, the player has the
option to deliver it to Tiram (and therefore Telvanni)
instead. Dialog will be added to allow the player
a pretense for his/her failure to complete the Mages
Guild quest so the next will be offered. Virtually
every Mages Guild quest could be corrupted in some
fashion…such fun! While it will be some time
before I can begin on this project, I thought a hint of
what is in the works would be appropriate in this
thread.
Cyrano, I like
your idea about corrupting the mage guild quests. I have
a couple of suggestions for your mod.
First, you
may want to make it possible for an existing member of
the mages guild who joins the Telvanni to do these
quests since I suspect that most people are likely to
join the Mages Guild long before they get anywhere near
Sadrith Mora.
Second, probably not all of the
Mage Guild quests would be subverted. Some of them the
Telvanni just would not care about, for wxample getting
a ceramic bowl for Ajira.
Third, the example you
gave of giving the notes to the Telvanni could be
altered so that the Telvanni copy the notes, then you
give the originals back to the person who gave you the
original quest. This is how I am going to run the
"deliver the coded message" quest given by the
Telvanni.
Fourth, the Telvanni probably do not
want you to become Archmage of the Mages Guild. They
already have a tame Archmage in power who they can
control. Also, if you become Archmage they may be
concerned that you are too likely to start running the
Mages Guild for your self rather than representing
Telvanni interests.
I first
intended the mod will be advertised from the beginning
that it is intended to run afoul of the Mages Guild
quests. Players that will use it will know that
they are Telvanni agents that have infiltrated the Mages
guild. However, since that restricts the use of
the mod for new games, I can introduce a provision that
the player be recruited by the Telvanni to become a mole
in the Mages Guild for those that already belong to the
Guild.
Certainly some quests are beneath the
notice of Great House Telvanni. Allowing the
player to complete some of the Mages Guild quests is
necessary for the player to advance a little in the
Guild as well as maintain some level of credibility with
the Guild stewards.
I have a variation on the
research papers quests (although it would not be
appropriate with the coded message quests) where the
player returns to the Mages Guild with papers that have
been forged to provide useless or misleading information
to further confound the Guild.
And yes, I agree
that the player’s advancement in the Mages guild should
be restricted–in fact, it would be rather stunted
already by the players ‘inability’ to complete official
quests.
Edit: Even more fun–when the player is
assigned the quest to uncover the Telvanni spy (Tiram)
he plants false evidence to condemn another member of
the guild and preserve the cover of Tiram. Of
course, it is a bit implausible that the Guild would
entrust that particular quest with someone as
‘incompetent’ as the player.
There should
also be a mod that sends a Mage's Guild member to
infiltrate the Telvanni.
And, just to make it
even more fun, it should work with the other
mod... so if you REALLY wanted to, you could play both
sides against each other (and get them both seriously
P.O'd at you if they find out!)
Candyman, I am
leaning toward including the idea of spying for the
Mages Guild into my Hlaalu Spy mod. You might want to
check out my WIP thread here in Emma's WIP forum. I
don't know that my mod will be compatible with the one
Cyrano is thinking of making. Your character will have
completly different motivations for the two mods. In
mine, you are a loyal Hlaalu and perhaps Mage Guild
member and in his you are a loyal Telvanni. If you
combine the two and anyone finds out about you, you
could accomplish something that no one ever thought was
possible: an alliance of the Mages Guild, Telvanni, and
Hlaalu for the purpose of hunting you down and killing
you
There are also practical problems with
having our two mods(and possibley a third) compatible.
In order to have the mods work on there own, they will
each change several quests given by each of the
factions. This will cause built in conflicts between the
mods. While my mod will probably only affect one of the
Mages Guild quests, namely the Telvanni Spy quest, it
sounds like Cyrano is likely to go in a different
direction with his version of the quest than I am.
Cyrano sounds like he will have the spy give you
assignments, and I am likely to have him die or at least
go into hiding, so right there is a major conflict
between the mods.
It might be possible for each
of us to set up an option for the player to become a
double agent, but that would be more
complex...
And anyway, Great House Redoran is the
only house whose actions are morally defensible.
Depends. The Redoran insist more on
honor, but that doesn't prevent them from being
sometimes wicked (e.g., Bolvyn Venim, who practice
kidnapping and blackmail). Hlaalu are opportunistic, but
they do have their noble souls (e.g., Ilmeni Dren who
helps the Twin Lamps), and the Telvanni are ruthless
competing for power but they also have some members
disinterested in these futile power plays (e.g., Divayth
Fyr who created the Corprusarium in an attempt to find a
cure to the vile corprus disease).
You're
right, but you notice that Redoran has a bad exception
while Hlaalu and Telvanni have good exeptions. I'm not
saying Redoran are perfect, (I hate those fool who let
religion govern their lives) but then again, Bolvyn
Venim is not a good Redoran. In fact, he is constantly
working against you, and uses the aforementioned
kidnapping and blackmail to keep control of House
Redoran in a very Hlaalu-Like way...
You're right, but you notice that
Redoran has a bad exception while Hlaalu and Telvanni
have good exeptions. I'm not saying Redoran are perfect,
(I hate those fool who let religion govern their lives)
but then again, Bolvyn Venim is not a good Redoran. In
fact, he is constantly working against you, and uses the
aforementioned kidnapping and blackmail to keep control
of House Redoran in a very Hlaalu-Like way...
He's also the leader. (And by the
way, the one who decided to move the Redoran
Headquarters to Vvardenfell. Balmora and Sadrith Mora
are just regional HQs, with the real HQs at Narsis and
Port Telvannis. Venim is the leader of ALL of
House Redoran, while Gothren and Orvas Dren are only in
charge of the Vvardenfell district of their
houses.)
You're right, but you notice that
Redoran has a bad exception while Hlaalu and Telvanni
have good exeptions. I'm not saying Redoran are perfect,
(I hate those fool who let religion govern their lives)
but then again, Bolvyn Venim is not a good Redoran. In
fact, he is constantly working against you, and uses the
aforementioned kidnapping and blackmail to keep control
of House Redoran in a very Hlaalu-Like way...
He's also the leader. (And by the
way, the one who decided to move the Redoran
Headquarters to Vvardenfell. Balmora and Sadrith Mora
are just regional HQs, with the real HQs at Narsis and
Port Telvannis. Venim is the leader of ALL of
House Redoran, while Gothren and Orvas Dren are only in
charge of the Vvardenfell district of their
houses.)
Correct. But lets take a look
at a real life example. In a similar manner,
George.W.Bush is president of the USA. If he were an
example of the average American, then the people of the
largest economic power in the world would be
hyper-religious, warlike, and have a combined IQ lower
than the average room temperature. Thankfully this is
not the case. This shows that leaders often do not
actually represent the people. (sorry for getting
political, but I needed an example)