Sanctuaries

View previous topic View next topic Go down

Sanctuaries

Post  RightHandofSithis on Sat Jan 07, 2012 1:09 am

Dark Brotherhood

Dawnstar
Established in vanilla game. Deldyn Sadri becomes Speaker.

Riften

Entrance: Trap Door in the Ratway Warrens, hidden beneath a few planks of wood or something leads to a small room with corpses hanging from the ceiling and a Black Door, leading to the sanctuary proper.

Secret entrance: Just outside the city

Rooms: Main room. Torture room. Store Room. Training room. Living Quarters (6 beds, 5 assassins). Speakers Quarters

Personnel: Generic Assassins, unless some are created.

Speaker: Umbra Mortis

Markarth

Entrance: A former living space in the Warrens contains a Black Door. The Poor are often reminded to not mess with the Brotherhood.

Secret Entrance: Leads just outside the city

Rooms: Main Room, Store Room, Torture Room, Living Quarters (7 beds, 6 assassins), Speakers Quarters.

Personnel: Generic or named assassins.

Speaker: Evangeline Maria.



Solitude

Entrance: Black Door beneath Hall of the dead.

Secret entrance: Leads just outside the main gate of the city.

Rooms: Main room, store room, torture room, training room, living quarters (6 beds, 5 assassins), speakers quarters, extensive library (where the apeaker extensivly records the DBs history), Well (poisonable by the MT).

Personnel: Generic or named assassins.

Speaker: Sinistre Valtieri

Listener’s Sancturary

Entrance: Rock face on Velothi mountains south of Windhelm holds a black door.

Rooms: Main Room, Store Room, torture room, training room, living quarters (9 beds, 8 assassins), lavish listners quarters, library ( not as big as solitude's), meeting room for the Black Hand, Shrine for the Night Mother (this may be kept off limits to all except the Black hand and the Keeper) .

Personnel: Generic or named assassins

Listener: Player.



Morag Tong

Windhelm

Entrance: Trapdoor beneath New Gnisis Cornerclub.

Secret Entrance: Leads to the Docks

Rooms: Main room, storeroom, shrine to mephala, training room, living quarters (7 beds, 6 assassins), masters quarters, Library where the Master chrinicles the history and lore of the MT, well (poisonable by DB)

Personnel: Named or generic assassins

Master: Bradasou Hlaalu

ALREADY ESTABLISHED


Morthal

Entrance: Beneath the marshes of Hjaalmarch lies a cave.

Rooms: Main Room, Storeroom, shrine to mephala, training room, living quarters (6 beds, 5 assassins), Masters quarters.

Personnel: Named or generic assassins

Master: Llaala Sadri


Whiterun

Entrance: Beneath the Hall of the Dead.

Secret Entrance: Leads outside the city.

Rooms: Main room, storeroom, training room, living quarters (6 beds, 5 assassins), masters quarters.

Personnel: Generic or named assassins.

Master: Bradas Senoril



Winterhold

Entrance: Trap Door beneath a collapsed house in Winterhold leading to a cave.

Rooms: Main room, store room, shrine to mephala, training room, living quarters (6 beds, 5 assassins), masters quarters.

Personnel: Named or Generic assassins.

Master: Gordish gro-Kashug



Grandmaster’s Base

Entrance: West of northwatch Keep, large natural cavern.

Rooms: Main room, storeroom, shrine to mephala, training room, living quarters (9 beds, 8 assassins), lavish grandmasters quartersm meeting room for masters of the Morag Tong.



Last edited by RightHandofSithis on Fri Dec 21, 2012 12:56 pm; edited 5 times in total (Reason for editing : corrected title name)
avatar
RightHandofSithis
Admin

Posts : 91
Join date : 2012-01-04
Age : 22
Location : I will find you.

View user profile

Back to top Go down

Re: Sanctuaries

Post  SunnyDayCloud on Tue Feb 07, 2012 4:57 am

Do like, i am REALLLY looking forward to playing this mod =)

avatar
SunnyDayCloud
Admin

Posts : 21
Join date : 2012-01-03

View user profile http://sdbm.userboard.net

Back to top Go down

Re: Sanctuaries

Post  RightHandofSithis on Tue Feb 07, 2012 12:47 pm

Yes sunny, I agree. Playing this mod will be brilliant (However, you have stated we will know whats happening, which is a bit of a let down)

I've actually found it hard to create an Assassin character because I knew Skyrim doesn't have this mod yet.
avatar
RightHandofSithis
Admin

Posts : 91
Join date : 2012-01-04
Age : 22
Location : I will find you.

View user profile

Back to top Go down

Morag Tong Sactuaries

Post  NightStalker13 on Sat Jul 28, 2012 12:38 pm

Say you were with the db and killed the Mt. What will the brotherhood do with the empty Mt sanctuaries? Can a speaker rule over two sanctuaries and the listener (because solitudd needs to control the grandmaster hideout so winterhold needs to be protdcted as well as the windhelm mt well if it plays out that way). Are we just going to level them empty or turn them into proper brotherhood homes after the grandmaster is dead. I mean think about it you'd rather have your home destroyed than ruled by your enemy. The speakers still stay at the main db sancyuary but the other ones can hold more assassins and in this case bigger is better. This would also work the other way w Laughing Laughing ith the Mt but the grandmaster will control 3 sanctuaries. Is this stupid or not? Please tell me!
avatar
NightStalker13

Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!

View user profile

Back to top Go down

Re: Sanctuaries

Post  RightHandofSithis on Sat Jul 28, 2012 12:49 pm

I like your idea, and I was thinking of doing something similar.

Originally, as sanctuaries were cleansed, they would be occupied by the DB or MT (whoever cleansed them). However, I decided against that, because this way, we have a sanctuary in all the major cities. As each sanctuary in a major city will have a secret tunnel, it would provide a way for characters to secretly enter said city.

However, I don't think we will have speakers owning 2 sanctuaries at once. We are trying to make this as lore-friendly as possible, and while it is never said that a speaker cannot rule 2 sanctuaries, we are just playing on the safe side. Beside, I'd personally find that a bit overpowering.
avatar
RightHandofSithis
Admin

Posts : 91
Join date : 2012-01-04
Age : 22
Location : I will find you.

View user profile

Back to top Go down

Cleansed Sanctuaries

Post  NightStalker13 on Sun Jul 29, 2012 5:37 am

But Dawnstar is not a main city yet Whiterun is besides the Mt could run back to these places if left empty.
avatar
NightStalker13

Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!

View user profile

Back to top Go down

Re: Sanctuaries

Post  RightHandofSithis on Sun Jul 29, 2012 12:31 pm

I didn't mean we only occupied main cities, I meant we include the main cities.

And the idea for assaulting the players opponent (weather it be DB or MT) is to try and blitz them. Hit them hard and fast, and they can't respond effectively.
avatar
RightHandofSithis
Admin

Posts : 91
Join date : 2012-01-04
Age : 22
Location : I will find you.

View user profile

Back to top Go down

Mt sanctuaries

Post  NightStalker13 on Sun Jul 29, 2012 1:32 pm

Sorry. I just wanted that because (as I have told you) I like as many assassins as possible and more sanctuaries means more room for more assassins.
avatar
NightStalker13

Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!

View user profile

Back to top Go down

Re: Sanctuaries

Post  RightHandofSithis on Sun Jul 29, 2012 1:41 pm

I understand that.

The issue is, I don't want to overpower it.
avatar
RightHandofSithis
Admin

Posts : 91
Join date : 2012-01-04
Age : 22
Location : I will find you.

View user profile

Back to top Go down

Re: Sanctuaries

Post  NightStalker13 on Sun Jul 29, 2012 2:11 pm

RightHandofSithis wrote:I understand that.

The issue is, I don't want to overpower it.
Very true!
avatar
NightStalker13

Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!

View user profile

Back to top Go down

Re: Sanctuaries

Post  Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum