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Factions - semi-final list & descriptions
05-14-2007, 02:02 AM,
#1
Factions - semi-final list & descriptions
this is a tentavie list... those factions that are underlined are joinable whereas those in (parenthesis) are not. Ambient factions are ones that don't do much but are there to define hostilities and help you know who's who and define the social landscape. This list is not complete, but damn near close. Some of these have limited membership, allowing you to technically join but only do a few quests. Some of them are also solely Main Quest related. Suggestions and comments welcome.

[/hr]

Black Marsh factions:

-----------------------------Political/Economic:-----------------------------

Ku?Pura Tribe
? Hatchling, Friend, Brother/Sister, Fire-keeper, Prowler, Guerilla, Warrior, Head-hunter, [Battle-Chief/Spirit-Chief/Peace-Chief]
A powerful tribe since ancient times, the Ku?Pura fought in all the wars in Argonia, but more recently the once fiercely independent and powerful Argonian tribe is in bad shape. They defeated the Blackwood Co. with support from the Lilmoth Royal Court. However in the process their Hist was taken. Their tribe was decimated and has taken up refugees and Naga to bolster their numbers. They are in need of a leader as their chief had been killed in battle; of course they distrust all non Argonians, but it is not impossible to join them. They need a new ancestor-Hist. They are one of the most respected tribes amongst the tribal Argonians.

Arnesian Velothi
? Initiate, Retainer, Oathman, Lawman, Kinsman, Clan Holder, House Brother, House Thane, Dres Khan, [Lord High Councilor]
These clans of Dunmer believe that the time has come for them to take the Arnesian lands, territory they consider to be rightfully theirs. Dres refugees who have left Great House Dres, disgusted with the abolishment of slavery and support of King Helseth, bolster their numbers. Their influx threatens the fragile stability in Black Marsh as they destroy northern Imperial-made outposts and enslave Argonians. They have taken Thorn and the Arnesian District is considered in rebellion by the Royal Court. They will accept help from those willing to convert to their ways, but non-Dunmer will find it harder to join them. They don?t necessary like their patronizing Dres cousins, but like them better than their scaly neighbors.

(Census & Excise) ? Tax Farmer, Accountant, Inspector, Grand Inspector
This organization in Black Marsh is essentially useless for the purpose it was meant to fulfill. However, it does manage taxes and keep a census of Imperials in Black Marsh. Thus they are able to increase taxes on natives and allow governors and favored citizens to go exempt. While the Morrowind Census & Excise may be inefficient, the Black Marsh branch is all but corrupt, unable to accurately account for populations and embezzling remorselessly.

(Imperial Legion) ? Watchman, Guard, Police, Trooper, Legionnaire, Officer, Commander, [Governing General]
The Legions in Black Marsh serve as both post-conquest and policing forces. Their main interest however has been the coasts, on Topal Bay Isle, providing security in Blackwood between Gideon and Stormhold, maintaining Blackrose and Portdon. Recently they have been conflicting with both Archeins, immigrant Dunmer, and tribal Argonians.

(East Empire Company) ? Underling, Clerk, Steward, Fixer, Agent, Negotiator, Officer, Deputy, Factor, [Grand Factor]
Supposedly in control of trade in Argonia. Because of mismanagement they have been ?invited? to Lilmoth where they are ?guests? to be ?educated? on how to manage the province. In reality the E.E.C. is controlled by the Royal Court, which is actually holding the leaders as hostages and making them sign documents.

(Archein Regime) ? Irregular, Militia Captain, Overseer, Officer, Kleptocrat, [High Archein]
This is a ruling class that developed from being advisors to Imperials and helping them conquer Black Marsh. These argonians are not only in a high social class, they have bred themselves to be grander looking. While they accept outside help, they keep their operations mostly to themselves, being army officers, entrepreneurs, and nobles. They exploit the land and tribal people (their own people!) and control the conquered rural areas. They are a kleptocracy, partially under the control of the Royal Court.

(Lilmoth Royal Court) ? Retainer, Noble, Royal Clansman, King of Argonia
This is the current ruling group in Black Marsh. They hold sway over the Archeins with agents, regulate trade by ?managing? the E.E.C., and have a sort of utopian regime in Lilmoth. The Court is headed by the Royal Clan, which is the clan of the King of Black Marsh.

(Royal Army) ? Soldier, Captain, Lilmoth Guard, Royal Guard, Marshall, Royal General
The most powerful soldiers in Black Marsh are in the Royal Army. They fulfill the role of guards for Lilmoth and the Royal Clan, as well as a powerful, but small elite strike force. They are armed to the teeth with crossbows, broadswords, and pikes.

(Royal Agency) ? Snoop, Agent, Silencer, Manager, Washer, Royal Guardian
The secret police of the Royal Court. They track people down, silence them if necessary, and also work out deals with the Dark Brotherhood. However their main reach is limited to Lilmoth, and so rely on others to do things in other parts of Black Marsh.

(Dres Julan) ? Molagmer, Gah-jakesh
This is the extremist soldiery of the leader of the Dres Exodus. They are fanatical and skilled to the extreme. They use fire and steel to instill fear in their enemies and excel at the woodland warfare of Arnesia. They will become important in the Main Quest.

(People of the Root) ? Agaceph, Hakhan, Julukar, Waskeechee, Tsulasgi, Zabasi, Ku?Pura, Vyura Fisi, Kakshi?x?, Masulu, Taansha Naga
A general faction representing all the tribes of Argonia. Ranks represent tribes.


-----------------------------Guild Association:-----------------------------

Black Marsh Arena
? Boxer, Duelist, Survivor, Gladiator, Champion, [Grand Champion]
One of the most vicious and dangerous Arenas on Tamriel is this Arena association. The pay is extremely high later on but there is little value on the life of the fighter. Known for having unarmed tournaments.

*Fighters Guild ? Continued from Cyrodiil
Often provides security in rural areas, still within civilization but further from the cities. Is well-received by ?civilized? Argonians for their high standards, and is hired to weed out the many criminals in the Marsh.

Argonia Mages Guild
? Student, Apprentice, Errant-mage, Alchemist, Evoker, Conjurer, Magician, Warlock, Wizard, Arch-Mage
The Argonian Mages Guild is the most successful foreign Guild, legal or illegal in Black Marsh. It provides education and magical training for many of the naturally adept Argonians who forsake their old ways for the Mages Guild. Many have gone on to go to Morrowind and Cyrodiil to visit expatriates and ex-slaves. They are at odds with the Circle of Sages, the Argonian shamanistic society.

-----------------------------Religious/Mystical:-----------------------------

Circle of Sages
? Initiate, Dancer, Ritualist, Medicine Man, Witch Doctor, Shaman, Oracle, Sage, [Priest-king]
This is a shamanistic society. The shamans of every Argonian tribe are part of the great Hist-worship. While it does not mean they are actually a closely-knit faction, they do uphold the spiritual and traditional paths of tribal Argonians. No outsider has ever joined them before, and it would require an extraordinary occurrence or sign for them to initiate a foreigner. At one point a Priest-king DID hold political power. They dislike the Mages Guild especially for drawing away youths and teaching them magicks that do not balance with nature.

(Seth Cult) ? Cultist, Speaker
Argonian Dark Brotherhood is part of this cult.

(Nine Divines Mission) ? Bishop, Archbishop
Dedicated to educating and reforming Argonians as well as converting them to worshipping the Nine Divines. They automatically provide services to the Legion and all Imperials as it?s their donations that keep the Mission running. While helping the mission is possible, joining is prohibited as they are technically a closed-door society, they do not take new members until one of the Head-missionaries has retired.

(Order of the Scarlet Jewel?) ? ?
Devoted to purging the Black Marsh of its evils. They also want to conquer the place and convert the natives. However they have a secret motive, of finding a mythical powering the interior. They are also a small order, and cultish.

Whet Fang Clan
? Leech, Monster, Ensnarer, Elder, Ancient
The only Vampire clan in Black Marsh, known for powerful magics. They paralyze victims and magically sustain them, hanging them in their abodes so that they will always have a fresh supply of blood. Theirs is the most peculiar of all vampirism as without blood, they begin to turn into hulking, mindless beasts, covered in moss and muck, and though great ambushers, require quite some time before intelligence and normal features can be regained (via blood) if the beast-stage is entered. While sometimes Whet Fang vampires can go undetected (if well-fed), the monstrosities are recognized by all and hunted down by guards.

-----------------------------Criminal:-----------------------------

Argonia Thieves Guild
? Newt, Skulk, Gutterling, Cats Shadow, Jewel-scale, Sticky Hands, Heistmaster
Only truly successful in the cities, but find good jobs working for Archeins and Governors who envy and covet each others property. Is nearly nonexistent in Lilmoth, and has no influence whatsoever in the countryside. Has trouble with the Sotho Tren.

Sotho Tren
? Toad, Glutton, Viper, Brawler, Beater, Thug, Corsair, Caiman, Python, [Sotho]
The largest criminal syndicate in Black Marsh, an equivalent of Morrowind?s Camonna Tong. It is actually a merge of two distinct gangs, the Nodo Tren (specializes in armed robbery) and the Foghi Tren (smuggling), but under one mysterious boss known as Sotho. [/COLOR]

(Blackwood Company) ? Probationary Member, Company Member, Warmonger, Vindicator, Company Keeper
A rebel group devoted to bringing Black Marsh under Cyrodiilic control; it has failed, having been defeated by the Ku?Pura tribe, but the remnants persist. They are still very dangerous as the most seasoned and stubborn rebel force in Black Marsh. They are also the smallest, and least liked by the people.

(Knahaten Liberation Army) ? Agent, Saboteur, Poisoner, Liberator
A terrorist group that aims to wipe out every foreigner and friend of a foreigner in Black Marsh. They are known for sabotage and poisoning targets. They take their name after the Knahaten Flu, and intend to poison out the foreigners. They are thinly spread throughout the province but keeps well connected.

(Tribal Independence Army) ? Militia, Rebel, Skirmisher, Warmaster
A guerilla group that hopes to drive out foreigners and end the Archein-regime. They emphasize the use of ranged weaponry, as it allows the some leverage when against better-equipped opponents. They come from the poor village argonians and tribal groups who have been displaced by the exploitation of land. They are limited to the Parchlands region.

(Communalist Cadres) ? Soldier, Cadre Captain, Visionary
A rebel faction that seeks to bring all Black Marsh into ?one great communal tribe, with one great Hist, and ruled not by Chiefs or Kings or kleptocrats but by the people themselves?. They are known for disciplined training in anti-conventional tactics (though not necessarily guerilla) and also for their charity towards the poor and disillusioned. They are focused near Seafalls at Armanias.

*Dark Brotherhood ? (Shadowscale) Continued from Cyrodiil.
In Black Marsh this society evolved as the protectors of the Seth Cult, which specially picked and trained Shadowscale argonian youths kidnapped from villages. Merged overtime with the Dark Brotherhood but retains the old customs. Their main customer is the Royal Agency that hires the Shadowscales to silence rebels and dissidents.

-----------------------------( Ambient Factions: )-----------------------------

Topal Bay Pirates ? Buccaneer, Captain
pirates in the western sense. They have light caravels or galleons and raid the coasts. However Soulrest is their safe zone where if they pay a high fee, the Archeins will overlook them, much to the frustration of the Legion and Navy. However long stay in Soulrest makes them complacent. They are not as powerful as they once were and prey on EEC shipments.

Dres Pirates ? Pirate, Slave-raider, Pirate Lord
The sea-faring slave-raiders of the Dres now find new opportunities smuggling slaves and as pirates. They can no longer make large profits off slavery, but a little slave-smuggling augments their piracy. They are fierce and sail on light chitin skiffs and on slightly larger scuttlers.

Sahi Tren ? Mudskipper, Skipper King
A recently attacked gang from Thorn, they have few survivors. They used to run deals with the Camonna Tong regarding the smuggling of good across the northern Black Marsh border. The Merethi Gang has displaced them. Their old source of recruits was escaped slaves whom they harbored.

Jongso Tren ? Gecko, Monitor, Dragon
This new gang has risen in Gideon. It has evaded guard notice for now, but I will probably be rooted out soon. It finds popularity in the poor wards of Gideon and thrives off the people?s poverty and need for protection.

Merethi Gang ? Merethi Thug, Gang Lord
This is a gang headed by Briras Merethi. It is affiliated with the Camonna Tong, but not actually controlled by it. However, it now handles underground business in Thorn having killed off the Mahi Tren.

Conclave of Baal - Oligarch
There is rumored to be a small but powerful Baal cult in the Black Marsh. They are a secret society but without political views. However they are devoted to empowering themselves and finding valuable secrets. They are all old and powerful. The group consists of G?lusta (sload), Ranom Faryon (Dunmer), Cassius Norinius (Imperial), Aleman Ogre-Fist (Nord), Ramayin of Alinor, M?kassim, and Dhotub II (redguard). They are secret manipulators of money. The name is simply a cover-up, Baal worship is only still practiced by a few natives.

Archeology Guild ? Digger, Finder, Historian, Foreman
A guild devoted to recovering what is left of the lost civilizations, in particular the Kothringi. They have a modest stipend from the government, which they greatly appreciate. They resent the Mages Guild?s demand that archeological sites be explored and claimed by Guild-Mages who are ?much more civilized and educated about such matters?, however the Archeologists are fully qualified. They hire guards to help deal with looters.

Black Marsh Peace Party ? Pacifist, Peace Keeper
This is a peaceful political faction advocating Argonian-rights, the restraint of Archeins, and the disarming of the Legions. They have several skilled mediators who help diffuse conflict, however as they have mediated between the government and rebel groups for peace, many are beginning to see them as protecting the rebels from being rooted out.

Cyrodiilic Monarchy Party ? Loyalist, Orator
This is a small group of Cyrodiilics who wish to see the return of Imperial kings to the land. They are often unnoticed, but are more popular in Blackrose, Gideon, and Stormhold, while very unpopular in Soulrest, Lilmoth, Archon, and Thorn.

Priest-King Party ? Nostalgic
This loosely affiliated group believes in the return of the Priest-King to politics. They try to keep in touch with the Sages Circle to coax the Priest-King to push for a resuming of native rule. They accept the Cyrodiilic Empire but feel that they only ones who can truly mediate between the Argonians and Imperials are the shamans who are connected the people, the land, and the Hist, and thus will not make corrupt representatives.


[/hr]

Basic outline, Joinable Factions:

Ku'Pura Tribe - excludes Arnesian Velothi
Arnesian Velothi - excludes Ku'Pura Trbe
Black Marsh Arena - separate from Cyrodiil's Arena
Fighters Guild* - excludes Sotho Tren
Argonia Thieves Guild - excludes Sotho Tren and maybe Fighters Guild
Sotho Tren - excludes Thieves Guild and Fighters
Argonia Mages Guild - excludes Circle of Sages
Circle of Sages - excludes Mages Guild
Whet Fang Clan - get banned from clan and all factions if discovered as a Vampire
Dark Brotherhood* - join Seth cult to continue Black Marsh DBhood quests

*continued from Cyrodiil
Reply
08-06-2007, 05:19 PM,
#2
 
I think the People of the Root should be able to be joined. Make it where once you become the highest rank in one of the tribes, then you can join the Peopl of the Root.
Also the Order of the Scarlet Jewels, but I think you should make it where they are always in war with the Archein Regime, (kinda like Mythic Dawn), with the indirect, and direct combat.
Just suggestions.
Royal Argonian Shaman - Deputy Leader! hahahaha
Reply
08-06-2007, 05:55 PM,
#3
 
Yeah, and necromancer's Guild should be there, not joinable thought. But they aren't enemy to Mage's Guild either.
Reply
08-17-2007, 11:34 AM,
#4
 
I think his original idea was to develop a separate story all together, so if it becomes fitting somewhere to add a cult like the Dawn, it can be done easily. However, how I imagine the OotSJ is that they have a direct desire to find the hist and become one with it. Infact, it may be that the story teller in my lore is a ancestor of those who founded the cult, for he himself found it very precious, even unto death.

If anyone was fighting with them, it would be those who try to adapt the hist to common albeit practical, in the order's eyes, heretical usages, such that who are recipients of the name blighter, and desolater. Any who do this are against the will of the Order and would be sought to be removed or otherwise disabled from committing these atrocities.

However all this talk is subject to change upon KuKulza's whims so =)
Reply
08-17-2007, 01:20 PM,
#5
 
Yeah true.
Its all KuKulzA's power :bow: :lmao:

I made something like the Scarlet jewel in game. I used the Amulet of kings, and Toaster says share mod, and made a guild where everyone wears one. lol.
Its pretty cool, to have your own guild, but...whatever.
I dl, and played the Order of the Nibenay mod yesterday, and the concept of expanding the guid as you see fit, and it making a source of income is great.

I liek the idea of killing people off, as heretics. In fact, you could even make a writ system, because the OotSJ should be high ranking officials, and you can assassinate the person who is descerating(grrr) the Hist.
It'd be a fun idea, if we just keep thinking of ways to make it better.
Thanks for your input Cruxvader, and you too Luka.
Royal Argonian Shaman - Deputy Leader! hahahaha
Reply
08-17-2007, 03:03 PM,
#6
 
I think personally that they would function much like the spainish inquisiton in many ways =) I know it's a popular idea to slap the connotation on the game, but even moreso in a sutble way can we incorporate it. That means inquistors (they'll be called something more fitting) would go out to the locations of where these hist gatherers are, interrogate them and root them out. Furthermore, if any large force is spotted, then a sort of small crusade or jihad if you will is assembled to destroy them from harvesting the hist. The main difference between them and the order would be that the order would be very tribal in it's cleansing, as opposed to the tact of the crusades

They would have their headquarters very close if not within the hist as well
Reply
08-17-2007, 03:58 PM,
#7
 
I like that idea.
Being an inquisitor can be fun, but it makes me feel bad, until I remember they aren't real. Big Grin
So you'd be like the grand inquisitor in SI, that was fun. I could get anything out of anyone.lol.
I have an idea, instead of making teh OotSJ a seperate faction make it the elites of the OotH. Then tehy are the ones who go cleansing, and fight, while the OotH is the ones who are protecting.

Make the OotSJ something like elders, and they want to keep their Order, and the Hist alive as long as possible.
Oh, and It'd be cool to make the elders, be argonians, but add stuff to them, so they start looking like trees. They could be holy half-Hist.
That'd look pretty cool.
Royal Argonian Shaman - Deputy Leader! hahahaha
Reply
10-20-2007, 07:57 AM,
#8
 
The ambient factions are unjoinable, but maybe make it so that you can do one or two quests for some of them? Like getting some artefact for the archeologists and doing some summling for the pirates? Maybe make the archeologists joinable ?
Reply
10-20-2007, 06:45 PM,
#9
 
Yeah, I get where you are coming from. :yes:

I dont agree with most of KK's faction ideas, so I plan to revamp alot of it.
I think your idea for doing a couple quests is valid, and it should be incorporated.
Royal Argonian Shaman - Deputy Leader! hahahaha
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