Tamriel Empire (Longhouse Emperor Dynasty)
Factions Rules
- The Factions wishes to restore the power of The Empire. They can make all kind of deals with anyone to arhieve their goal.
- However, for as long as The Empire is runned by the Longhouse reachmen dynasty, the nords, orcs and bretons cant form an alliance with The Empire (unless forced/subjugated), although, they dont necessarily have to fight each other.
- Any member of The Longhouse Dynasty (Durcorach, Moricar, Leovic,...) can legalize Daedra worship at any point of the game (but if done so, it cannot be changed until death of the current FL). Doing that will allow the faction to recruit undead units from pre-built buildings across Tamriel . It should improve their relations with "undead" factions, but their relations with other factions would suffer...
- Unless the worship legalized, it is forbidden to hire the undead units.
Objectives
- Controlling/subjugating one of the major regions of Tamriel (High Rock, Valenwood, etc) would get the faction a new special character.
Special Characters
- Durcorach Black Drake - Can take any settlement with any piece of siege artillery (starting in his army) no matter the walls (once per turn)
- Leovic - A spy (starting the turn in his army) can open gates without restrictions.
Colovia and Nibenay (House Tharn and Aquilarios)
Factions Rules
- Starts as a vassal of Tamriel Empire. They can revolt only when when the longhouse dynasty is extinct, or when large part of Cyrodiil is controlled by other factions or when the emperor attempts to legalize daedra worship. Otherwise they must follow orders of the emperor.
- If the factions overthrows the reachmen (the FL becomes emperor), the same rules as for The Empire are applied to the faction (except the ones about daedra worship, unless Abnur Tharn becomes FL)
- If Abnur Tharn becomes an emperor, similarily as the reachmen, he can choose to leagalize daedra worship.
Objectives
- Controlling/subjugating one of the major regions of Tamriel (High Rock, Valenwood, etc) would get the faction a new special character.
- Overthrowing the Longhouse dynasty = becoming an emperor. Would give the faction a new special character.
Special Characters
- Varen Aquilarios - Can build one more fort in a region he is present in (assuming he is garrisoned in one of these forts)
- Abnur Tharn - A spy (starting the turn in his army) can open gates without restrictions.
Worm Cult
Factions Rules
- Necromacy is forbidden acros Tamriel, thus allying to the faction would mean you are its supporter, giving other factions ability to break any deals with factions supporting it. Although, they dont necessarily have to fight them, unless holding lands in their region (unless choosing to support the worm cult fully). Exception for that is Cyrodiil, where they can ignored by the reachmen, without political results. Colovian Estates can even ally to the undead without political restrictions, if Abnur Tharn is alive. Volkihar being held by the undead also doesnt bring political conseuqences to the nord factions.
Objectives
- Legalizing necromacy over Tamriel. For a whole region (High Rock, Valenwood, ... Cyrodiil already counts as one) supporting necromancy, or being forced to, the faction would get a new special character
Special Characters
- Mannimarco - Can exerminate any settlement (the same settlement only once) . A spy (starting the turn in his army) can open gates without restrictions. Can take any settlement with any piece of siege artillery no matter the walls (once per turn)
- Harcon - Can exerminate any settlement (the same settlement only once). A spy (starting the turn in his army) can open gates without restrictions.
Clan of Crowns
Factions Rules
- The redguard factions hate each other. They can make alliance only under threat of Hammerfell being subjugated to other factions (the reachmen invasion can be considered that), and only for as long as the threat endures.
- The Crowns follow the old ways, thus they are very intolerrant to anything against their traditions. They can never make alliance with any faction holding lands in Hammerfell (except the forebears in some cases) or with any factions supporting necromany/daedra worship in any way.
Objectives
- Destroying other redguard faction. Apart from a new trait given authomatically by game, the faction would get a new special character
Special Characters
- Sai Sahan - A piece of siege artillery (starting in his army) has one level lower requirements for walls (= a ballista can take what normally a catapult can, a catapult can take what a trebuchet normally can, a trebuchet can take what normally count be taken at all)
Clan of Forebears
Factions Rules
- The redguard factions hate each other. They can make alliance only under threat of Hammerfell being subjugated to other factions (the reachmen invasion can be considered that), and only for as long as the threat endures.
- The Forebears are less traditional than the Crowns. They would have no issue with other factions holding lands in Hammerfel (if by an agreement), nor making close alliances with other factions. However, samely as the Crowns, they cant make deals with any factions supporting necromancy/daedra worship
Objectives
- Destroying other redguard faction. Apart from a new trait given authomatically by game, the faction would get a new special character
Special Characters
- Fahara'jad al-Antyphillos - "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).
Kingdom of Daggerfall
Factions Rules
- The bretons mus fight the orcs, if they hold New Orsinum, unless allowed by the high king (via Orsimer factions rules)
- To become a ruler of High Rock is possible only if the breton faction is independent (not subjugated by The Empire etc). If the Black Drake is defeated, the FL of a breton faction that killed him becomes High King of High Rock (or won the decisive battle, Admin would decide if needed). Other breton factions should follow his lead. The reason for revolt might be an alliance with the orcs or the redguards. If any breton faction controls at least two of major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries.
Objectives
- Defeating reachmen invasion into High Rock led by Durcorach the Black Drake = The FL might become the high king
- Become the high king. The FL would receive a new ancillary, rule over other breton factions and the faction would receive a new special character
Special Characters
- Dortene - Prevents enemy from taking a settlement/fort she is present in with a spy.
Kingdom of Shornhelm
Factions Rules
- The bretons must fight the orcs, if they hold New Orsinum, unless allowed by the high king (via Orsimer factions rules)
- To become a ruler of High Rock is possible only if the breton faction is independent (not subjugated by The Empire etc). If the Black Drake is defeated, the FL of a breton faction that killed him becomes High King of High Rock (or won the decisive battle, Admin would decide if needed). Other breton factions should follow his lead. The reason for revolt might be an alliance with the orcs or the redguards. If any breton faction controls at least two of major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries.
- If Ranser Branquette becomes ruler of Shornhelm, he can self proclaim himself High King any time.
Objectives
- Defeating reachmen invasion into High Rock led by Durcorach the Black Drake = The FL might become the high king
- Become the high king. The FL would receive a new ancillary, rule over other breton factions and the faction would receive a new special character
Special Characters
- Ranser Branquette - A spy (starting the turn in his army) can open gates without restrictions.
Kingdom of Wayrest
Factions Rules
- The bretons must fight the orcs, if they hold New Orsinum, unless allowed by the high king (via Orsimer factions rules)
- To become a ruler of High Rock is possible only if the breton faction is independent (not subjugated by The Empire etc). If the Black Drake is defeated, the FL of a breton faction that killed him becomes High King of High Rock (or won the decisive battle, Admin would decide if needed). Other breton factions should follow his lead. The reason for revolt might be an alliance with the orcs or the redguards. If any breton faction controls at least two of major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries.
Objectives
- Defeating reachmen invasion into High Rock led by Durcorach the Black Drake = The FL might become the high king
- Become the high king. The FL would receive a new ancillary, rule over other breton factions and the faction would receive a new special character
Special Characters
- Emeric Cumberland - Can build one more fort in a region he is present in (assuming he is garrisoned in one of these forts)
Kingdom of Wrothgar
Factions Rules
- Holding/taking New Orsinium would force other breton factons declare war upon the orsimer. However, a ruler of High Rock (either factual or self-proclaimed), can allow the orcs rebuild Orsinium, in exchange for alliance (or entering Daggerfall Covenant).
Objectives
- Restore New Orsinium. The settlement would receive upgrade to its buildings and the faction would get a new special character.
Special Characters
- Kurog gro-Bagrakh - "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).
Kingdom of Western Skyrim
Factions Rules
- After death of Skyrim High King Logrolf both Solitude and Windhelm crowned their own High King, dividing Skyrim into two.
- Kingdoms of Western and Eastern Skyrim can never make any deal with each other (although they dont necessarily have to fight each other)
- Only deal that can be made is subjugation of one of these factions to the other faction.
- The Faction can never make any kind of deal with The Empire, if its run by the reachmen. If the reachmen controlls any nordic settlements, it woluld be a reason for war.
Objectives
- Destroying/subjgating the other nord faction would get the faction a new special character
Special Characters
- Svargrim - A spy (starting the turn in his army) can open gates without restrictions.
Kingdom of Eastern Skyrim
Factions Rules
- After death of Skyrim High King Logrolf both Solitude and Windhelm crowned their own High King, dividing Skyrim into two.
- Kingdoms of Western and Eastern Skyrim can never make any deal with each other (although they dont necessarily have to fight each other)
- Only deal that can be made is subjugation of one of these factions to the other faction.
Objectives
- Destroying/subjgating the other nord faction would get the faction a new special character
Special Characters
- Jorunn The Skald-King - Can build one more fort in a region he is present in (assuming he is garrisoned in one of these forts).
Tribunal Temple
Factions Rules
- Three mortal gods of Morrowind rule Morrowind, other dunmer factions (except the ashlanders) should follow their decision. Opposing the temple or supporting in any way Great House Dagoth can result in "excommunication"
- If all the three gods died, it would "free" the dunmer factions.
- They can choose to abolish slavery, in order to make an alliance with the Argonians.
- As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh
Objectives
- Destroying Great House Dagoth for good would get the faction a new special character.
Special Characters
- Vivec - A settlement he is present in is immune siege artillery.
- Almalexia - Prevents enemy from taking any settlement/fort in a region she is present in with a spy, and prevents assassins from taking any action in the region.
- Sotha-Sil - Can build two more fort in a region he is present in (assuming he is garrisoned in one of these forts).
Great House Redoran
Factions Rules
- The Faction should obey The Tibunal (via the tribuna rules above.).
- The Faction can choose to abandon slavery.
- As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh.
- The faction cant make any alliance with The Ashlanders, or be part of any alliance that is allied to them.
They wish to take north/western Vvardenfel for themselves
Objectives
- For destroying another dunmer great house (not counting Dagoth), or overthrowing the tribunal=becoming king of Morrowind, the faction would get a new special character.
Special Characters
- Zimmeron - "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).
Great House Telvanni
Factions Rules
- The Faction should obey The Tibunal (via the tribunal rules above).
- The faction can never abandon slavery, or be part of any alliance that forbids it.
- As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh
Objectives
- For destroying another dunmer great house (not counting Dagoth), or overthrowing the tribunal=becoming king of Morrowind, the faction would get a new special character.
Special Characters
- Divayth Fyr - A piece of siege artillery (starting in his army) has one level lower requirements for walls (= a ballista can take what normally a catapult can, a catapult can take what a trebuchet normally can, a trebuchet can take what normally count be taken at all)
Great House Hlaalu
Factions Rules
- The Faction should obey The Tibunal (via the tribuna rules above).
- The Faction cant abandon slavery, unless being forced by The Tribunal.
- As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh
Objectives
- For destroying another dunmer great house (not counting Dagoth), or overthrowing the tribunal=becoming king of Morrowind, the faction would get a new special character.
Special Characters
- Diiril Hlaalu - Prevents enemy from taking a settlement/fort she is present in with a spy.
Great House Dres
Factions Rules
- The Faction should obey The Tibunal (via the tribuna rules above).
- The faction cant abandon slavery under normal circumstances, unless forced by The Tribunal. In that case, they would have to destroy all slave camps buildings.
- As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh
Objectives
- For destroying another dunmer great house (not counting Dagoth), or overthrowing the tribunal=becoming king of Morrowind, the faction would get a new special character.
Special Characters
- Aldryn Dres - A spy (starting the turn in his army) can open gates without restrictions.
Great House Dagoth
Factions Rules
- Similar relationship/alliance rules as for the Worm Cult applies.
- The faction can never make an alliance with The Tribunal, and it can never stop its war against The Tribunal.
Objectives
- For every great house brought under the banner of Dagoth, or for destroying the Tribunal Temple (the three mortal gods), they faction would get a new special character
Special Characters
- Dagoth Ur - Forces enemies to leave all forts in a region he is present to (if he stays in the region for at least a turn). Can take any settlement with any piece of siege artillery (starting in his army) no matter the walls (once per turn). Can exterminate any settlement with more than 25% dunmer religion.
Tribes of Ashlanders
Factions Rules
- Nomadic tribes of ashlanders are independent, and have daedric worship. They are free to move their camps across Morrowind without political consequnces from the Tribunal
- They can choose to ignore great House Dagoth, although they cant make an alliance with them.
Objectives
- Control all of Vardenfell (without Dagoth lands) would get the faction a new special character
- Destroying Tribunal would get the faction a new special character
Special Characters
- Ziddak Dunhaki - Can build one more fort in a region he is present in (assuming he is garrisoned in one of these forts). A spy (starting the turn in his army) can open gates without restrictions.
Tribes of Blackmarsh
Factions Rules
- The Faction cant make an alliance with any faction allowing slavery.
Objectives
- Making a del with the Tribunal that would abolish slavery, or destroying a faction supporting slavery, or uniting all of Black Marsh would get the faction a new special character.
Special Characters
- Heita-Meen - Prevents enemy from taking a settlement she is present in with a spy. "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).
Kingdom of Pelletine
Factions Rules
- Elsweyr is ruled by its spiritual ruler Mane Akkhuz-ri (Anequina), the lunar champions (=his heirs) are Shazah and Khali (each faction have one). The Mane (Anequina) decides about outside policy of the khajiit, which both factions must follow.
- Only way to change this is internally, if the khajiit factions fight each other (while in the same time they stil should follow deals with other races done by The Mane). In such war, the mane, nor the lunar champions can be killed, or participate in it anyhow. Only if one side decisively wins (the other faction has one settlement left etc), they can destroy the faction (while the mane/lunar champions of the faction would be still alive lore wise), or let the faction alive, but the control of the mane and foreign policy would be given to the winner.
- If the mane Akkhuz dies, one of the lunar champions shall become the mane, based on agreement betwen the factions. The faction the new mane would be belonging to would have control of all his powers. This cannot be a subject of war (as Shazah and Khali would never fight each other). If the factions would be unable to reach an agreement on this, the admin would decide (based on amount of settlements each factions controls in Elsweyr etc...).
Objectives
No other races can control any settlement in Elsweyr. Destroying/subjugating the other khajiit faction would get the fation a new special character
Special Characters
- Razum-dar - A spy (starting the turn in his army) can open gates without restrictions.
Kingdom of Aneqina
Factions Rules
- Elsweyr is ruled by its spiritual ruler Mane Akkhuz-ri (Anequina), the lunar champions (=his heirs) are Shazah and Khali (each faction have one). The Mane (Anequina) decides about outside policy of the khajiit, which both factions must follow.
- Only way to change this is internally, if the khajiit factions fight each other (while in the same time they stil should follow deals with other races done by The Mane). In such war, the mane, nor the lunar champions can be killed, or participate in it anyhow. Only if one side decisively wins (the other faction has one settlement left etc), they can destroy the faction (while the mane/lunar champions of the faction would be still alive lore wise), or let the faction alive, but the control of the mane and foreign policy would be given to the winner.
- If the mane Akkhuz dies, one of the lunar champions shall become the mane, based on agreement betwen the factions. The faction the new mane would be belonging to would have control of all his powers. This cannot be a subject of war (as Shazah and Khali would never fight each other). If the factions would be unable to reach an agreement on this, the admin would decide (based on amount of settlements each factions controls in Elsweyr etc...).
Objectives
- No other races can control any settlement in Elsweyr. Destroying/subjugating the other khajiit faction would get the fation a new special character
Special Characters
- Gharesh-ri - "Increases" the level of walls of a settlement he is in. Thus, enemy siege artillery requirements are increased (a ballista cant take anything, a catapult for wooden walls, a trebuchet for base stone walls).
Kingdom of Valenwood
Factions Rules
Government in Valenwood is destabilized, due to Camoran dynasty being divided, and due to other seats of power present. If there are no characters within the factions with these ancillaries: Wilderking, The Silvenar and Elden Root King, the faction cant make any important political decisions.
Objectives
Stabilize the situation in Valenwood by ending Blacksap Rebellion (based in Cormount), and by pushing The Empire out of Valenwood. As long as Blacksap Rebellion is not ended, they cant make any important political decision (as the three ancillaries), and the FL is not considered true king of Valenwood. Summerset Isles (considered allies in this point) had sent the Jade Dragoons to deal with The Rebellion themselves. Valenwood can choose whether it is considered help or an enemy act.
- Furthermore, any actions considered to be against The Green Pact can Valenwood use as a reason for war, and peace cannot be made with such factions. Against the Green Pact also is if foreign races hold lands in Valenwood. Exceptions: the altmer (if allies), the khajiit (if the factions are part of a newly created Aldmeri Dominion), the wood orcs (if they control only Barkbite Stronghold in Valenwood).
- For controlling all of Valenwood the faction would get a new special character.
Special Characters
- Edheleron (The Silvenar) - Prevents enemy from taking a settlement/fort she is present in with a spy.
High Kingdom of Summerset Isles
Factions Rules
Starts with Veiled Heritance movement as their vassal. Unlike them, this faction has less issues with acknowledging other races to be equal to the mer.
Objectives
Restore Aldmeri Dominion, the faction would get a new special character for that
Special Characters
- Ayrenn - Can build one more fort in a region she is present in (assuming she is garrisoned in one of these forts)
Veiled Heritance
Factions Rules
- The Veiled Heritance are a group of altmeri nationalists, starting as a vassal of High Kingdom of Summerset Isles
- They believe in the racial superiority of the mer over other races, thus they will not accept any deal with other race (unless enforced by the other race), if it puts such race into equal position towards the mer - alliances with other races, being in a realm where the mer would be equal to other race (example: High King of the Altmer makes a joint kingdom/alliance with the bosmer)
- If their liege (High King of Summerset Isles) makes such deals, it would be a valid reason for The Veiled Heritance to overthrow him.
Objectives
- Restore Aldmeri Dominion (where the altmer is superior race, not equal to other races), the faction would get a point for it
Special Characters
- Estre - Can exterminate foreign settlements, that have less than 10% of Au-riel followers (the same settlement only once per 10 turns). A piece of siege artillery (starting in her army) has one level lower requirements for walls (= a ballista can take what normally a catapult can, a catapult can take what a trebuchet normally can, a trebuchet can take what normally count be taken at all)