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- bandit mod ideas, do not seriously consider these
- ---- PLACES --------
- Volskygge - (MINOR CHANGES)
- Claimed by Durgan Free Company, guild of prospective looters.
- Alterations would be to add someone to the door who tells you to leave them, and tells you of the Company.
- If you're a member of the Company, then you're allowed in. Or, you can bribe the guy at the front.
- There's another Free Company speaker deeper in by the first puzzle gate that seperates the bandits from the draugr section.
- Speaker says "Those amateurs can't figure anything out. The good stuff is past this locked gate." and talks to you a bit about the operation.
- He tells you to go on ahead, or maybe accompanies you or tells you to report back after you clear the place out.
- Swindler's Den - (MAJOR CHANGES)
- Meeting place of Battle Clans, nobility, thieves foreign and domestic. Has speakers for Durgan, Martin, and the other Companies.
- --- PEOPLE ------
- Martin - A priest with delusions of godhood. With the return of dragons, validates belief in himself as the reincarnation of Saint Martin. Knows Dragon Shouts.
- Believes he must understand "the truth", and helps smugglers and Free Companies to know what's going on in the land.
- His false identity is a keystone to his actions.
- Jaradol - Mentally unhinge bosmer who takes cruel, sadistic joy in practicing Valenwood's tradition of victorious cannibalism. Exiled from his homeland. Skooma.
- Leads an army of drug-addicts and has an elf harem.
- Fargo - Would be incorporated into Durgan's company somehow. He sells Nordic stuff, and also other salvaged gear. Has ties with thieves.
- --- FACTIONS -----
- Durgan Free Company - Guild of prospective looters led by Durgan, Nord entrepenuer based out of the Solitude docks.
- Clan Lastsong - Jaradol's 'cult of personality'. Legit crazy bandits who dance and shit until they see you, notice you're not one of them, and go HAM on you.
- Generic Bandits - Crazy bandits who aren't Jaradol's merry band. Either removed or w/e.
- ------------------
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