Utilizador:Mrdude98/Roleplaying Ideas

A UESPWiki – Sua fonte de The Elder Scrolls desde 1995

Mrdude98: Roleplaying Ideas

Please note that this is my first contribution. Constructive criticism is greatly appreciated.

Hunter

(Wilderness Dweller-type Roleplaying)


Make your living by hunting monsters and animals. Capture a campsite of your choosing and live there, and wear clothes that match your profession, such as Huntsman Leather Pants and a Huntsman Vest. Light armor can also be worn. Use a bow when hunting, and have a dagger or shortsword as a back up weapon.

You should take the following into consideration when selecting your base of operations.

  • Many campsites contain bandits. You will have to kill the rogue occupants of the campsite before you can call it home. Bandit-occupied camps may not be ideal choices, as the bandits will respawn given enough time. However, some players may find this an even better roleplaying experience; every so often, a group of bandits raids your camp to take your belongings.
  • Make sure that there is an ample amount of creatures to hunt when choosing a campsite. It may be wise to scout the area around the camp so that you can get an idea of the amount and types of creatures that are in the area. Click here for a map of the locations of the outdoor creatures in Cryodiil.
  • A campsite with containers can be tempting choices for a base, but be cautious when using the containers as they may reset, which will result in you losing your items. Click here for a list of safe containers that do not reset. Also, the horse Shadowmere, obtained through the Dark Brotherhood questline, can be knocked unconscious (she is always essential) and then used as a safe storage container.

Once you have selected a campsite to use, it is time to start hunting. Explore the area around your camp, looking for creatures to kill. Always walk in sneak mode, so that nearby creatures wont detect you. Hunt at night, and use chameleon spells, enchantments, and potions to make you even less conspicuous. Night-eye effects may also be of use.

Most animals and monsters will attack you on sight, meaning that unless you are a quick shot you will have to switch to a back up melee weapon. There are a few exceptions to this, such as sheep, deer, and some dogs, and killing a sheep or a non-hostile dog will incur a bounty of 5 gold.

Another way to hunt is to go dungeon-crawling in nearby caves and ruins. Depending on your character and playing style, this type of hunting may be easier. You can usually find an ample amount of foes, which you can loot along with other chests which may hold valuable treasure that you can use or sell.

After you are done hunting for the time being, return to a nearby city to sell your loot and resupply if needed. For more realism, forgo the use of fast travel. This also serves another purpose: if you wait long enough, usually around 3 game days, the cell will reset and any creatures that were killed in the area will respawn. By traveling on foot, you will have to use the wait feature less, thus adding to the realism. Be careful if you wait in a city when the cell that your camp is in resets; if you had any items stored in unsafe containers there, they will be gone and any bandits that previously occupied the camp will respawn.

Bandit

(Criminal-type Roleplaying)


First, you should get access to the Thieves Guild. This will allow you to contact the guild Doyens, who can pay off your fines and bounty for half of what you would normally pay a guard, which becomes vital as you play the role of the bandit and accrue large bounties. Thieves Guild Fences will also become available, who will buy stolen goods.

  • If you use the Gray Cowl of Nocturnal(obtained through the Thieves Guild questline), the bounties will be associated with The Gray Fox, not you. This can be especially useful if you don't have a lot of money with which to pay your bounties.

Set up a base of operations in any town or city. The free house in Aleswell, The White Stallion Lodge, and the shack in the Imperial City Waterfront are excellent places to set up shop for your bandit group, although any town or house can be used.

  • Note that both Aleswell and the White Stallion Lodge require you to complete a related quest in order for you to gain access to them, and the shack for sale in the Imperial City costs 2000 gold.
  • Click here for the Aleswell quest.
  • Click here for the White Stallion Lodge quest.

The advantages of using these as a base are:

  • All of the containers in all of the houses are safe for storage.
  • In Aleswell and The White Stallion Lodge, there are no guards, meaning that you will not be pursued there.
  • The shack in the Imperial City is very close to the Garden of Dareloth, where the Thieves Guild Doyen Armand Christophe goes at midnight. If you are in the Thieves Guild, he can pay off your bounties for half of the normal price.

After setting up a base, gather up some followers. Stock up on equipment, and choose a target for a raid. It can be any place in Cyrodiil, but if you wish to be a true bandit you may want to consider towns and cities. Note that cities are much higher risk targets than small towns, due to a higher amount of NPCs (especially guards). Also, try to choose a target only if it is not involved with any quests, or you have completed all of the related quests for the target.

Once you are ready, tell all of your followers to follow you. Travel to your target (travel on foot or horse for more realism) and begin the raid. Attack the townspeople (and resist arrest from the guards if you are in a city) and loot the corpses. Take house keys and steal items from the houses. Your followers can help quite a bit with combat. Be careful not to kill any store owners or people in any guilds that you are associated with.

  • If you have the Jemane brothers following you, Reynald may side with the townspeople and fight against you. Because he is essential while following you, it is impossible to kill him and if his disposition is low enough he will not accept your yields.

Keep the raids small so that you don't get too large of a bounty. Contact a Thieves Guild Doyen and pay off your bounty. This can be difficult if you fast travel to the Waterfront, where the first guild Doyen is located. You will end up right the middle of the district, making it easy for the guards to get to you. Approach the area from the lake behind it, putting you right in the village and away from the guards. Note that if you don't arrive close to midnight or between midnight and 1 am, it may be difficult to get to the Doyen.

Once you have paid your bounty, head to one of the fences to sell any stolen goods. You can sell things you looted from dead bodies to any shop, because the items aren't considered stolen.

  • You MUST pay your bounty before going to a fence, otherwise the city guards will apprehend you.

Commander

(Lifestyles-type Roleplaying)


As the name implies, this type of roleplay demands that you command a group of soldiers. The soldiers can be followers or people that you have used a command spell on. It really doesn't matter what type of character you are - you can always get your troops to do your bidding for you. However, you should always be ready to do a little fighting of your own in case your soldiers are bested by your enemies. Use targeted restoration spells to heal your soldiers, and occasionally conjure up creatures to help in the fight. Or, fight alongside your soldiers to show them that you are without fear and are willing to die alongside them.

You should try to separate yourself from your men and/or women. Use the Imperial Dragon Armor from the main quest, or if you are on the PC you can use the console to add Imperial Watch Armor to your inventory. Enchant your armor and weapons with names such as "Sword of the Commander" "Leader's Helm" and things of that nature. Reverse pickpocket permanent bound items onto your troops to give them a uniform of sorts, or you just use command spells on the guards of one specific city.

Once you have gathered up your soldiers, it is time to set up a home base of sorts. Any house or lodge will do, such as the Rosethorn Hall or Priory of the Nine. Summitmist Manor should NOT be used, because of a script that keeps NPCs from leaving the building. If you have installed the Fighter's Stronghold plugin, Battlehorn Castle makes for an excellent base. After each battle, use the bribe feature to pay your soldiers. Decorate your base with your treasures and spoils from battles that have been won. Heal the troops with targeted restoration spells, and rest up at the base for the next day of adventure and glory.

Dedicate a section of your base as a memorial of sorts, and leave the armor and weapons of fallen soldiers there. Or, hold a ceremony/funeral for your slain comrades at your base. Take the other troops that survived the battle, drop their armor outside, and set a few burning torches on it as a "funeral pyre". Wait an hour or two to show that time has passed while you were mourning. You could also place their equipment on an altar, and cast a custom spell named "Mourn" or something of the sort.

Say you are unhappy with a particular soldier for any particular reason. Maybe they didn't do their job during a battle. Do what any decent commander would do: Punish them!

  • The simplest form of punishment is execution. Round up your entire army, a bring them all to an area where there are many people, such as the Imperial City. Tell all of your followers to wait, except for the person you are going to execute. Bring that person away from your army, draw your weapon, enter sneak mode, and cast a Chameleon on self spell. Strike the person to execute. Because of the Chameleon spell, you should get the critical attack. Take the soldier's equipment and cast it into a body of water, and leave it to rust. Use them as an example to your other troops of what you are capable of doing to those who displease you.
  • Imprisonment is another form of punishment. Take the troop into a room with a single door, strip the room of any furnishings, an pickpocket any valuable items from them. Tell them to wait and close the door. Mark the room with another follower; tell them to wait by the door as a guard.
  • Try to think of your own unique ways to punish your men should they make you angry.

Make your army noticed by the people of Cryodiil by taking them on crusades. Close any Oblivion Gates that you find, complete Fighter's Guild quests, and perform regular raids on bandit and marauder camps. Do miscellaneous quests to help the townsfolk, and ultimately save Cyrodiil by stopping Mehrunes Dagon and completing the main questline.

If you use soldiers exclusively from one city, have set up your home base in a city, or if you just have the desire to, you can go to war with another town if you please. Gather up some troops, march up to the enemy gate, and release the dogs of war! Either strike a guard and resist arrest, or cast an area of affect frenzy spell to get the ball rolling. Make sure to be careful of the following:

  • If you kill someone that didn't attack you first, it will count as murder.
  • If you get a bounty during one of these battles, you wont be able to use guards as your soldiers until you pay the fines. You also wont be able to enter any cities without being pursued.
  • Be careful not to kill people in any of the guilds that you are in, as you will be expelled.
  • If you kill any shop owners, it may be difficult to sell the items that you gather as a reward because you will have to travel between towns to sell all of it if you cannot carry many things.

After these battles, take what you want from the fallen enemies. If you did not kill the store owners, it will be easier to sell them. As stated above, if any of your men fell in battle you might want to gather their equipment and hold a ceremony at your base for them. Pay your surviving soldiers by bribing them, and bring them to the castle of the city that you fought for to tell of your victory. Have a dinner with the count/countess and your soldiers to discuss other matters of the war such as supplies for your troops, better equipment, and payment for your deeds.

After you're done with the adventures of the day, or after you have dealt with the matters involved in war, return to your base for some probably much needed R&R.

  • Don't forget to put a guard outside your door, in case your enemies attempt assassination.