Board Thread:Lore Discussion/@comment-96.252.245.207-20130116060134/@comment-217.34.61.169-20141218143244

98.167.53.36 wrote:5) Regardless of location, there are changes I hope to see.  First, I want food and money to actually mean something after level 10.  I want race to play a bigger part in how NPC's interact with you.  I want an even deeper alchemy experience, though they've done a great job on that so far.  I want melee fighting to go beyond block-hack-hack or dual-wielding berserking.  And if I get married, I want my wife to take her freaking clothes off when she goes to bed!!!  Damn you, Senna. Building on this a bit, I'd like the option to create my own guild. It doesn't have to be a major one, but if they are selling property again I'd like the option to build a Alchemist's Guild base or a 'proper' Enchanter's Tower (something more elaborate than what you got in Hearthfire).

Say you have a decent level in Alchemy. You buy some land and apply with the local power to build a Guild. You start off with a small shack that contains an alchemy lab, some shelves and a small garden. As you wander the land/s of (insert ESVI location here) you come across other people with an interest in Alchemy. After gaining their favour you can ask them to join your Guild. They travel to your Guild and start making potions or tending the garden or whatever. As more people join you can improve the Guild and expand it (using the money made from selling the created potions/poisons) until you have a fairly large base with bedrooms, greenhouses, separate labs, etc.

You can also design your own Guild uniform (material, colour, patterns) and have different ranks. Guild members with high ranks make better potions that sell for more, or teach better poison recipies. Perhaps some members can harvest more ingredients from the greenhouses/garden than others, or can grow rarer ones.