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Factions and their agendas
10-03-2005, 02:07 AM,
#1
Factions and their agendas
This will give us all an idea about how quests should be... they should reflect the agenda of each factions, I am listing all, but those will a " * " will be in TES4 already.....
any factions, etc. you think should be in there let me know... I think its already a lot...

[seriously guys, this really needs to be updated, so don't take it as final]


current outlook:

if we maximize the cutting down of weight.... I mean factions :lol:

Joinable:
Ashlanders
Betmeri Guerillas
Nordic Colonists
Ordinators
Imperial Legion / Imperial Guilds
House Dagoth
House Hlaalu
House Redoran
House Telvanni
Arena*
Morag Tong
Dark Brotherhood
Cammona Tong
Vampire Hunters
House of Troubles
Clan Aundae
Clan Berne
Clan Quarra
Census and Excise

Unjoinable:
House Dres
House Indoril
Twin Lamps
Dissident Priests
Tribunal Temple
Nine Divines*
Buoyant Armigers
East Empire Company
Helseth's Royal Guard


truthfully, I think East Empire Company should be dropped... its not like they are colonizing Vvardenfell, they are just getting profits.... the only reason you are them in Bloodmoon is cause they had Raven Rock colony...
Helseth Royal Guards might have to do with the 2nd mini-main quest
most religions are too tied with quests... psshhaa!
House Indoril and Dres will be tied to Redoran quests
Buoyant Armigers... and Ordinators... still hotly debated, but it seems we are gonna either drop both or just Armigers.... :poorme:


Factions:
Ashlanders (harder for non-Dunmer to enter)
The Velothi want to see the outlanders driven off and are trying to get the Nerevarine to lead them to do that. They are in fierce competition with betmeri for hunting grounds and Nords for lands. Ahemmusa want to expand into the Sheogorad Isles since the mainland has become too dangerous for them. The Urshilaku are in conflict with Redoran. The Erabenimsun are still war-like, raiding Telvanni settlements and the Ascadian Isles on occasion, but they have become more reasonable and will trade with Telvanni. The Zainab have grown powerful and with the help of the Telvanni have subdued all other Grazeland tribes except the Ahemmusa whom they have a treaty with. The myriad other tribes all have their own agendas ranging from finding good pastures to the extermination of another tribe or town.
Ranks:
Clanfriend, Hearth Friend, Brother, Initiate, Clanholder, Guide, Champion, Gulakhan, Farseer, Ashkhan / Wise-woman
Betmeri Guerillas (only Argonians, Orcs, Khajits, (Dreugh, Goblins))
The Betmer of the Wrothgarian and Dragontail Mts. are being slowly driven from their best lands. The Argonians of the Black Marsh are migrating northwards to gradually reclaim their swamps in south Morrowind and small group travel as far north as the Bitter Coast and Vvardenfell. Many of these Betmer became raiders, outlaws, and guerillas. Many were also escaped slaves. These warriors compete fiercely with Ashlanders and Nords. The Telvanni hire them often as mercenaries. Their strongest hold is Valenvaryon, a sort of Orsinium of the East, and they also have hideouts in many places in the wilderness.
Ranks:
Fodder, Scavenger, Fang, Brave, Hunter, Skirmisher, Raider, Guerilla, Warchief, Troglodyte
Nordic Colonists (Nords, Bretons, Imperials)
The Nords are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel.Some dream of re-conquering Morrowind but for now they simply colonize and establish ties, and raid their enemies. They fight often with Telvanni, Ashlanders, and Beast-folk. They attempted to settle the West Gash but were driven off by Redoran. These Nords have grown friendly with the Imperial institutions and the Legion as well as Great House Hlaalu.
Ranks:
Stripling, Woodman, Meadsman, Yeoman, Seaman, Raider, Slayer, Honor Guard, Hersir, Battle King
Buoyant Armigers (hard for non-Dunmer)
The Buoyant Armigers were originally the lovers of Vivec, both male and female. These crusaders go through tough trials to imitate Vivec?s and are also some of the greatest warriors on Vvardenfell. They want to cleanse the land of Daedra, the Sixth House, and undead, and are on good terms with Ordinators and the Redoran.
Ranks:
Inspirant, Pilgrim, Initiate, Adventurer, Seasoned One, Trialed One, War Poet, Armiger Officer, Marshal, Grand Marshal
Ordinator Cohorts (hard for non-Dunmer, Redoran/Dres/Indoril get in easier)
Ordinators were founded by St. Olms and serve as Temple guards and holy warriors. Each cohort is led by a marshal and the grand commander is as of now in Ghostgate. Since nearly all Ordinators are Indoril and the Indoril army is made up of Ordinators, the general mood is anti-Hlaalu.
Ranks:
Inspirant, Humbled One, Holy Guard, Solemn One, Zealot, Seasoned One, Elite Ordinator, Cohort Officer, Commander*, Grand Commander*
*or you can switch from Officer into Inquisitor, then Grand Inquisitor
Imperial Legion
The Legions are re-enterring Morrowind, and most of the Dunmer don't like it. Therefore, the legion must use acts of honor and ruthless efficiency to crack down and control Morrowind. They are pro-Hlaalu. Recently the Legions have been returning to Morrowind causing great tensions and uproar.
Ranks:
Recruit, Spearman, Trooper, Agent, Champion, Knight Errant, Knight Bachelor, Knight Protector, Knight of the Garland, Knight of the Imperial Dragon

Houses:
House Dagoth (hard for non-Dunmer)
This is a long lost House that is revived. The members are House Dagoth descendants, cultists, ash-folk, and outcast sorcerers. They aspire to drive out the Imperials and claim Vvardenfell as their own territory.
Ranks:
Hireling, Cultist, Oathman, Bloodbrother, Ritualist, Priest, Sacrificer, Cutthroat, Song-Mind, Dagoth
House Dres (hard for non-Dunmer)
-This House wishes to change the Imperial laws to suite their needs. Slave rebellions need to be quelled and mercenaries trained. They are allied with the Indoril and Redoran. They realize Hlaalu?s growing economic power may oust them from their traditional economic dominance and are looking at the Ascadian Isles as a possible way to thwart Hlaalu success and increase Dres crop yields.
Ranks:
Hireling, Retainer, Oathman, Lawman, Kinsman, Adept, Novitiates, Overseer, Vizier, Viceroy
House Hlaalu
This mercantile house has become extremely powerful. They have fortified their holdings on Vvardenfell and also are extremely influential within the Imperial politics of Morrowind. They are allied to the Nords and Imperials. The Hlaalu are now the dominant Great House as they are wealthier than the others and are supported by the Empire.
Ranks:
Hireling, Retainer, Oathman, Lawman, Kinsman, House Cousin, House Brother, House Father, Councilman, Grandmaster
House Indoril (hard for non-Dunmer)
House Indoril wishes to retake its title as greatest house and also hopes to drive out the Imperials. They are zealots and ready to endure any attack as long as their aim is fulfilled. One of their goals is to free the Temple lands of Vvardenfell from Imperials. They seek to establish influence on Vvardenfell to cause discord between the Great Houses as their own House recovers its strength.
Ranks:
Hireling, Retainer, Oathman, Lawman, Kinsman, House Cousin, House Brother, House Father, Councilman, Grand Duke
House Redoran
House Redoran prides itself on martial prowess and piousness. However, they plan to, for the second time, ally with Indoril and Dres to drive out the Imperials. It is in a dangerous position, though led by Venim's son, a great general and leader, but they have borders with both Nords and Hlaalu, meaning that they have more fronts to fight on.
Ranks:
Hireling, Retainer, Oathman, Lawman, Kinsman, House Cousin, House Brother, House Father, Councilman, Archmaster
House Telvanni
House Telvanni is trying to stay out of direct combat. They use mercenaries, train and supply the Betmeri-guerillas, and more rigorously train their own warriors. They seek to gain power by taking advantage of this potential war.
Ranks:
Hireling, Retainer, Oathman, Lawman, Mouth, Spellwright, Wizard, Master, Magister, Archmagister

Guilds:
Arena*
This group fights in the arenas throughout Morrowind and all provinces. This group serves as entertainment and a good source of mercenaries. It is closely tied with the Fighters Guild in Morrowind.
Census and Excise (easier for non-Dunmer)
-This instituation seeks to catalogue all the "citizens" of Morrowind and also is the manager of taxes. You will report to Duke Vedam Dren or Socucius Ergalla and you visit Dunmer to convince them to pay taxes. A bodyguard is specially assigned to protect you. The art of speech is a requirement in this faction.
Ranks:
Novice, Apprentice, Clerk, Taxman, Taxtaker, Operative, Agent, Excise Officer, Inspector, Grand Inspector
East Empire Company
This monopolistic company is based in Ebonheart. They stamp out all native economical threats and do business. This company values speechcraft mercantilism and uses subtle ways to enforce will. They seek to begin trade in the eastern section of Vvardenfell, an area untouched by their monopoly.
Ranks:
Underling, Clerk, Steward, Fixer, Agent, Negotiator, Officer, Deputy, Factor, Grand Administrator
Mages Guild*
-This guild has two main objectives. It hopes to survive attacks by Telvanni warrior-mages, and two it hopes to unravel the mystery of the Dwemer. Basically they want to stay neutral in hopes of survival and use their lower ranking and more belligerent spellswords and battle-mages to defend if necessary.
Ranks:
Associate, Apprentice, Journeyman, Evoker, Conjurer, Magician, Warlock, Wizard, Master Wizard, Arch-Mage
Fighters Guild*
Closely tied with the Arena, the Fighters Guild is a source of mercenaries and guards. However, of recent, corrupt leaders have led the Guild to ally with the Cammona Tong, only to discover that the Tong wishes to kill off ALL outlanders. Now it has freed itself from Cammona Tong manipulation and is once again an influential military service.
Ranks:
Associate, Apprentice, Journeyman, Swordsman, Protector, Defender, Warder, Guardian, Champion, Master
Thieves Guild*
This guild hopes to survive in Morrowind. It competes in bloody gang wars with the Cammona Tong for control of the black market and city slums. It has few allies and many enemies on Vvardenfell and Morrowind.
Morag Tong
This faction is opposed to the Dark Brotherhood traitors. This guild seeks to assassinate one by one the leaders of the Dark Brotherhood in Morrowind to destroy the Brotherhood. They are also followers of Mephala and seek to ritually kill the unwanted of this world.
Ranks:
Associate, Blind Thrall, Thrall, White Thrall, Thinker, Brother, Knower, Master, Exalted Master, Grandmaster
Dark Brotherhood*
This group seeks to destroy the Morag Tong, the older and gradually victorious guild. This guild is not opposed to illegal murder and assassination and isn't honor bound like the Morag Tong. However, though the Dark Brotherhood is paid well, they have no writs and are criminals in the eyes of the law.
Cammona Tong (mostly Dunmer)
This arch-nemesis of the Thieves guild is the native Dunmer criminal organization. It is now engaged in fierce gang wars with the Thieves Guild and Fighters Guild. It hopes to kill off Imperial institutions.
Ranks:
Bully, Tough, Thug, Brute, Lifetaker, Chiller, Hammer, Old Man, Strongman, Kingpin
Disposition:
+ Arena, Temple, all Houses
- all Imperial, Thieves Guild
Twin Lamps (limited)
This peaceful organization brings slaves to freedom. It biggest aim is
to sneak slaves out of Dres territory. As tensions increase, the Twin Lamps conceal themselves so as not to be found. They are partial to Imperials but remain neutral.
Ranks:
Hearth, Twin Lamp, Beacon
Vampire Hunters
This is a Guild devoted to the killing of vampires. Because of the disarray of the Temple soldiers, Vampires have grown more powerful. Now the ancient tradition of Vampire Hunting is open to all willing and capable. However, if you yourself become a Vampire, you must be cured or else the Vampire Hunters will be after you! This guild is affiliated with the Redoran and consequently their allies and also the Temple. This is a very small traditional Redoran group but members of all Houses are welcome.
Ranks:

Helseth's Royal Guard (not joinable, can recieve quests)
This outlanders are King Helseth's Royal Guards. They are stalwart and doughty and very strong warriors. They are extremely loyal to Helseth but have recently become slightly disenfranchised with Helseth's set backs and news of the goblin army's defeat. However, they are great warriors and their commander, Tienius Delitian, is very loyal to Helseth. They hope to exert more control over Mournhold as the Tribunal is severly weakened.
Ranks:
Novice, Oathman, Man-at-Arms, Gate Watch, Guard, Palace Watch, Royal Guard, Squad Leader, Captain, Commander

Religious:
Dissident Priests (not joinable, quests given)
This old monastic order is devoted to the worship of Azura and researches and discovers hidden secrets of the Tribunal Temple. They were once outlaw Temple Priests but Vivec has ended the persecution. Nevertheless, the Ordinators hate them but will not kill them or capture any due to Vivec's decree.
House of Troubles
You can worship Molag Bal, Mehrunes Dagon, Sheogorad, and Malacath of the House of Troubles and expand their power on Vvardenfell by fulfilling their quests and taking out their enemies.
Tribunal Temple (join in main quest tied)
Though of theTribunal gods only Vivec remains, the faith continues. Now to the Temple is devoted to the helping of the poor, the sick, and the war-torn people of Morrowind. They also purge the land of necromancy, heretics, and the Sixth House, and have many affiliate groups such as Buoyant Armigers and Vampire Hunters.

Nine Divines* (rumored unjoinable)
This group in Morrowind is devoted to the conversion of natives, almsgiving, and spreading Imperial customs and influence.
Atronach Cult (not joinable, main quest tied)
The Atronachs are Daedra unaligned and without sphere. However, there is among them a Daedra willing to fight the Daedric Princes to become a Daedric "god" itself. It gathers Atronachs and other Daedra as well as cultists to help it. It draws support from small groups in Skyrim, High Rock, and Morrowind.

Vampire:
Ranks:
Cattle, Neonate, Minion, Servant, Stalker, Bloodkin, Reaver, Lord, Elder, Ancient
Clan Aundae
This group seeks to destroy the other Clans. The Aundae also want to kill local Nords who have been encroaching on their territory.
Clan Berne
This clan seeks to not only destroy the other clans but assassinating Temple officials to reduce the power of the Temple on Vvardenfell.
Clan Quarra
This clan wants to see the others dead (wow, they are so mutual), but they are also in competition for territory with Betmeri. Interestingly, the Quarra seem to be sympathetic to the Nords because most of the Quarra are Nords.
10-03-2005, 02:34 AM,
#2
RE: Factions and their agendas
Agenda of the mages guild should probably be to stay neutral on all fronts, but will hire mercenaries and use lower ranked mages and spellswords to fight in areas where they would be hurt by allowing it to change control (im not sure what the mage's guild lore is, so i dont know who they support and whatnot)



EDIT: Oh, i posted this before you had the agenda up. maybe merge the two?
10-03-2005, 02:39 AM,
#3
RE: Factions and their agendas
You forgot the Imperal Cult...
10-03-2005, 02:44 AM,
#4
 
I believe it was changed to Nine Divines... but I'm not too sure...
10-03-2005, 02:48 AM,
#5
 
I never did get the imperal cult....
10-03-2005, 02:48 AM,
#6
 
hehe, with the new explanation you should rmove the "all in all, they just want to survice", since you have "basically,...." right after taht. Just a suggestion Wink
10-03-2005, 06:32 PM,
#7
 
yep
10-07-2005, 01:07 AM,
#8
 
(I gotta go...to be finished later!)

Guild/Faction/Religion Leaders:
Ashlanders

Betmeri Guerillas
-Eleedal-Lei, Umug gro-Mashnar, Warchief Ulug, Ma?Khar, Urul gro-Ghorak, Huzei, Shuzug gro-Bug
Nordic Colonists
-
Buoyant Armigers
-
Ordinator Cohorts
-Lord High Archordinator Berel Sala
Imperial Legion


Houses:
House Dagoth
-Missun Akin, Dagoth Velos,
House Dres
-
House Hlaalu
-Velanda Omani, Dram Bero, Crassius Curio, Yngling Half-Troll, Nevena Ules
House Indoril
-
House Redoran
-Miner Arobar, Hlaren Ramoran, Brara Morvayn, Athyn Sarethi, Garisa Llethri, ___ Venim
House Telvanni
-Aryon, Dratha, Therana, Neloth, Uvirith

Guilds:
Arena*

Mages Guild*

Fighters Guild*
Eydis Fire-Eye, Percius Mercius, Hrundi,
Thieves Guild*
-Gentleman Jim stacey
Morag Tong

Dark Brotherhood*

Cammona Tong

Twin Lamps
-Im-Kalaya,
Vampire Hunters


Religious:
Daedra Worship

Tribunal Temple
-Tholer Saryoni
Nine Divines*

Vampire:
Clan Aundae

Clan Berne

Clan Quarra
10-07-2005, 01:26 PM,
#9
 
I think that the Betmeri Guerillas shouldn't have ape-folk, dreugh and Daedra to stay lore correct. And there are maybe a little too much re-entering groups. de Betmeri Guerillas; The Nordic Colonists; Imperial Legion (Did they ever move out?); House Dagoth etc.

Why should there be Nordic Colonists? the have whole Solstheim. And they
should be busy whith keeping Raven Rock from growing too large.

Rregarding house Dagoth, This revived House came back with Dagoth Ur. Maybe some followers of the "true" House are alive somewhere, but they wouldn't show their faces for like 100 years because of what happened.

House Indoril has no base on vvardenfell, so their goal as to drive out the imperials is a bit weird.


fighers guild
It's possible that Eydis Fire-Eye is killed in TES3, it is a quest from Percius Mercius that you get if you haven't convinced her to leave the cammona tong earlier.
And why would it be neccesary for the fighters guild to become allies with the mages guild and the thieves guild. I think it's probably Percius Mercius who's the new Guildmaster and he's someone who is against crime, the thieves guild was a recent enemy of the fighters guild, so soon after all that they will be still suspicious.
10-07-2005, 03:31 PM,
#10
 
well... lots of beast-folk go to less-inhabited areas to live... I'd say Vvardenfell would be great for them except that now all the Dunmer are jumping in... about Daedra... that was a mistake... sorry...
ape-folk... I dunno... its possible they'd migrate to Morrowind right? but there isn't mention in the lore.... what about Dreugh... if they can talk to someone... they'd probably rather be with beast-folk than dunmer... but thats anyone's guess....

Nordic Colonists... not Skaal... but Nords from Skyrim... not reserved and pious warriors but loud and drunken warriors..... and there is NO solstheim in this mod... but in Dagon Fell Nords were coming back to Morrowind on a larger scale... and I feel that in would be cool if they made Sheogorad a colony area... of course the Dunmer wouldn't like it... but who is there up there? monks, rogues, a Telvanni necromancer...

if you read up on the planned storyline... the 1st part begins with Indoril-Dres-Redoran making their 2nd triple alliance to try to drive out the imperials, since after TES4 Oblivion, the legions will try to come back....
so the imperial institutions will be left with little protection, only Imperial Guards (fewer now), Hlaalu guards, and each other can protect each other... plus being in a cease-fre between Fighters and Thieves guild doesn't mean their friends... just means they both understand Cammona Tong wants ALL outlanders dead.... they try to use the Fighters Guild to help them... but they'd probably stab 'em in the back later....



and no, Although Indoril have no actuall HOLDINGS on Vvardenfell... look at the landmass that we are doings after the Vvardenfell.... and also ....according to lore... Indoril-Redoran-Dres allied to drive otu Imperials when they 1st entered Morrowind... and whenthe legions re-enter Morrowind... guess what they'd like to do?



and thanks for your comments... I'll have to take them into serious consideration, but remember, nothing is in concrete, we can change things as we go... a lot of things at least Big Grin


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