Hunting down the bandits - lates rumours around Karthgad would inform player that thane is tired of bandits preying in Vorndgad forest and delegated his huscarl to take care of it. Huscarl's been looking for bounty hunters ever since. This would trigger the first of only three journal entries I imagined for this "radiant quest" - second one being "Huscarl told me about bounties appointed for the bandits lurking in Vorndgad Forest. I shall return to him to collect a bounty whenever I manage to kill a bandit", and the last one "All bandits in Vorndgad forest are dead"; killing all bandits would result in an extra reward. Next to the huscarl, in thane's lodge, there would be a board with bounties nailed to it, they would however only serve informative and RPing purposes (you wouldn't need to have read the bounty for bandits to appear), describing each bandits' group and loosely their whereabouts, for example something like
describing the group in -107, 15. Each bandit would have a script assigned to him/her, and after his or her death player would be entitled to gather the reward (100-200 Septims per bandit?). I should be able to get the scripts done, I know the bounty system was done before, in Indy Bank I think, so I think I would be able to mimic it for SHotN.To all fair citizen of the Empire!
Let it be known, that:
were sentenced to the death for their crimes of banditry, with the bounty estabilished at 200 Septims each. Any woman or man is free to kill them and collect the reward in Karthgad.
- Orc named Bugdul
- Breton going by the name Ylbent Bovkinna
- unknown Nord, accompanying them
- unknown Orc woman, accompanying them
They were last seen marauding by the Falkirstad - Dragonstar road. Beware, for they all are armed and highly dangerous.(...)
Earning a player's house from one of renovated RG ruins - for some service to the authorities of Karthwasten, the player would be rewarded with a house (or just a possibility to buy one?) What would add some flavour to this, is that in order to strenghten Skyrim's position in this area, the idea is to get one of ruined Redguard houses rebuilt, and then have a loyal servant to the jarl (ie. the player) settled in. The player would then be informed about some possible locations (for example the lonely house by the forest, the house in docks, one of the houses on the Karthwasten's outskirts, where Red Quarter used to be, and maybe the ruined house on Wilbur's mesa too?), and be left with a possibility to check all of them before making up his mind. And then, after some days, the player would have a house in the place selected himself.
TES V style fishes - you activate the fish, it disappears with some bubbles appearing, and there's a random chance you find some meat and/or scales. I overall think battling these cute fishes to their deaths and then looting their corpses would be quite goofy. Plus it has this nice trapper vibe to it, that I think goes well with SHotN. I could get the scripting part done for that.
Craftable wormmouth armor - I really didn't like how crafting custom armors (adamantium) was settled in Tribunal, Bloodmoon however did much better job with that, both in regards to Stalhrim and bear/wolf sets. I think copying the solution used for the latter would be a nice feature; basically bring some wormmouth hides and gold, to receive some armor pieces. The crafter could live in Haimtir, or maybe Muspila's canyon?
Tribunal style blades to hire - another concept that had flawed execution in Tribunal, but opens some nice possibilites for us: mercenary companions. There's really little work required here, if we decide to include this indea: just take Tribunal's dialogue, expanded with few selected dialogue and script entries by Grumpy and add some unique dialogues, and voila, it's done.