Dawnguard
- Ability to recruit Dawnguard units, an order of vampire hunters.
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Includes 3 units: Dawnguard Swordsmen, Crossbowmen and Armored Trolls. You also receive a new army and a lore general with a unique battle model.
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Requirements: Conquering Dawnguard (In some scenarios called Fullhelm Fort). You can recruit the Dawnguard units from the barracks
- If you lose the settlement, or an AI faction takes it first, your dawnguard units are removed, and eventhough you retake it, you are not able to restrore the recruitment. Therefore, you mustnt lose the settlement.
- If you become a vampire (see the Vampire event), the recruitment is also disabled.
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Availible to: Haafingar, Eastmarch, Empire, Redoran
- Included in a similar form in TES TW
Skaal
- Ability to recruit local Solstheim light units, from Skaal tribes.
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Includes 2 units: Skaal Warriors and Skaal Hunters. You also receive a new army and a lore general with a unique model.
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Requirements: Conquering Skaal village. You can recruit Skaal units from the barracks
- If you lose the settlement, or an AI faction takes it first, your dawnguard units are removed, and eventhough you retake it, you are not able to restore the recruitment. Therefore, you mustnt lose the settlement.
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Availible to: Haafingar, Eastmarch, Empire, Redoran, Tribunal, Hlaalu, Telvanni, Tribunal
- Included in a similar form in TES TW
Restless League
- Ability to recruit Restless League, redguard pirates operating in Stros M'Kai and The Chain
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Includes 2 units: Restless League swordsmen and archers. You also receive a new army and general with a unique model.
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Requirement: Conquering Stros M'Kai and and Herne. You can recruit the pirates from the barracks.
- If you loose the settlement, or an AI faction takes it first, your dawnguard units are removed, and eventhough you retake it, you are not able to restore the recruitment. Therefore, you mustnt loose the settlement
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Availible to: Haafingar: Crowns, Forebears, Daggerfall, Sharnhelm, Evermore, Wayrest
- Included in a similar form in TES TW
Clockwork City
- Ability to recruit soldiers from the realm of Sotha Sil, semi mechanical warriors and mages
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Includes 4 units: Factotum Adjudictors, Factotum Arbalests, Factotum Conduits and powerful Imperfects. You also receive powerful mage characters with unique battle models.
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Requirements: Building a Clockwork portal in either of the dunmer capitals - Narsis, Vivec, Thir, Blacklight, Port Telvannis, Dagoth Ur. The building is availible only once you control at least 15 settlements (20 for Dagoth)
- Once the portal is built, you will receive a yes/no scroll, where you can accept to help Sotha Sil defeat Dagoth Ur (or vice versa, if you play Dagoth). In the Fourth Era, its Galyn vs Mecinar.
- If you accept, you will fight an epic battle controlling one of the forces (depending on your side) in Clockwork realm, using a custom battlefield. The battle must be fought the same turn (the battle is enforced, but in case it doesnt work for whatever reason, definitely attack the army).
- If you win the battle and kill the enemy general, you will receive the unique army in your lands. And once you build a new portal from Clockwork realm, you will be able to recruit Clockwork Factotums. Dagoth will also receive a Brass God (Akulahan unit)
- Failing/rejecting the mission allows recruitment of your opponent faction. If all the dunmers are AI, Tribunal can recruit Factotums
- Two variants based on if the event takes after or before the Oblivion Crisis (using different characters, as Sotha Sil and Dagoth Ur eventually died).
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Availible to: Tribunal Temple, Hlaalu, Redoran, Dres, Telvanni, Dagoth
- Included in a similar form in TES TW
- You can see
official preview by TES TW for this event
Rimmen Akaviri
- Ability to recruit powerful Tsaesci Akaviri descedants in Rimmen
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Includes 3 units: Syffim with Naginaas, Syffi with Yumi, Syffim with Nodachi. You also receive a new army with a unique akaviri general.
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Requirements: Conquering Rimmen, and building anctient akaviri temple, Tonenaka (requires large city). You can then recruit akaviri units from the temple. The temple however converts the population to akaviri religion (or daedric cultsin non EOP version)
- Once you build, you will receive a yes/no event, where choosing yes will spawn you the akaviri general and enable the recruitment
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Availible to: Empire, Cyrodiil, Summerset, Thalmor, Valenwood, Pelletine, Anequina, Blackmarsh
- Included in a similar form in TES TW
Wild Hunt
- Ability to summon Wild Hunt, giving you powerful Wild hunt units, led by avatar of Hircine, Daedric God of Hunt.
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Includes 1 unit: Wild Hunt missile cavalry
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Requirements: Controlling all of Valenwood and building altar of Hircine (availible in the most important settlements)
- Once that is accoplished, you will receive Hircine with Wild Hunt units, money and the recruitment will be enabled in the altar. Rejecting the mission gives Hircine to opposing faction and enables the recruitment for them
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Availible to: Valenwood, Summerset, Thalmor
- Included in a similar for in TESTW
Garlas Malatar - Ayleid
- Ability to field powerful ancient ayleid armies, led by Umaril the Unfeathered
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Includes 4 units: Aurorans, Ayleid Wardens, Ayleid Guardians and Ayleid Liches. Unique custom model for Umaril
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Requirements: Conquering Anvil, and restoring the ancient ayleid Garlas Malatar ruins in the region, so that Umaril could summon the ancient armies
- Once that is almost done, Knights of the Nine, a religious Nine Divines order, however attacks Garlas Malatar, to stop this. You receive a yes/no event, where you can choose to hel Umaril defend. You will control his army and an epic battle against the Knights of The Nine (controlled by The Empire) in a custom battlefield of Garlas Malatar. The battle must be fought right away (if it for whatever reason doesnt happen automatically, you must attack the army yourself manually)
- If you win the battle, you will receive Umaril and his army, and you will be able to recruit the mighty ayleid units from Garlas Malatar building. Loosing the battle/rejecting event enables the recruitment for The Empire
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Availible to: Summerset, Thalmor, Valenwood (only in Third Era)
- Included in a similar form in TESTW
Knights of The Nine
- Ability to field a mighty fanatical knight order of Knights of The Nine, led by the Divine Crusader Pelinal Whitestrike
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Includes 3 units: Sergeants of the Nine, Knights of The Nine, Pilgrims of The Nine (mages), as well as a unique custom general
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Requirements: First you have to build wayshrines in the important settlement of your region. In Anvil, Kvatch, Skingrad, Chorrol, Bruma, Cheydinhal, Bravil and Leyaviin as the Empire/Cyrodiil. In Taneth, Verkarth, Skaven/Hallins Stand, Hegathe and Rihad as The Crowns. In Taneth, Sentinel, Skaven, Vulnim/Kozanset and in Lainlyn as the Forebears
- Afterwards, you have to build the crusader chappel in Skingrad/Taneth (large city required). That triggers the battle against the ayleid king Umaril The Unfeathered
- You will control Pelinal and his army in the epic battle against Umaril in the ruins of Garlas Malatar. The battle should trigger automatically (it it for whatever reason doesnt, attack Umaril with Pelinal)
- If you win the battle, you will receive custom general Pelinal and his army, while the recruitment of Knights of The Nine will be enabled in the crusader chappel.
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Availible to: Empire, Cyrodiil, Crowns, Forebears (Third Era only)
- Included in a similar form in TES TW
- You can check out
official preview by TESTW for KOTN and Garlas Malatar events
Vampire Clans
- If your facton leader becomes a vampire, you will receive an event, where you can choose to create a vampire kingdom, which would be a safe heaven for all vampires from all of Tamriel, and hence varous vampire clans would join your army, or you can choose to stay hidden, hoping that your curse doesnt get revealed... (in that case, the event doesnt happen)
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Includes 10 powerful units: Vraseth Blood Knights, Garlythi, Lyrezzi, Montalion, Selenu, Khulari, Thrafey Volkihar Swordsmen, Volkihar Mages and Vampire Lords, as well as a unique general
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Requirement: Your leader becoming a vampire. That can happen through various means (see the trait section). Though, if you take Volkihar and leave your leader/generals inside, they will turn vampire.
- Then you receive the yes/no event, where you can choose to reveal yourself. That will give you a mighty vampire army led by a unique general, and will also form an alliance with Undead, putting you at war with other factions. It will also destroy all your Fighters and Mages guild buildings, and remove all the guild poins that you had with those guilds. You will also receive a small increase to your kings purse
- Recruitment will be enabled through Vampire Castle building, that you can build in castles. Volkihar units (and Vampire Lords) can be recruited only in Volkihar via other unique building. The building converts the religion to the daedric cults (15% required for the vampire units), along with other negative effects (in future, this will convert your faction to the daedric cult religion)
- Rejecting puts you at war with the undead, and increases their kings purse
- If a leader of an AI faction becomes a vampire, the event will happen for the faction as well
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Availible to: All factions (except the undead/daedra, as they an recruit those units without the event)
- Preview:
Joining Mannimarco
- If you choose the dark path of necromancy and upgrade your necromancers guild to the max level, Mannimarco, God of Worms, will offer to guide you, and provide you with necromancer resources
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Includes 9 units: Skeletons, Skeleton Archers, Draugr Archers, Draugr Infantry, Draugr Spearmen, Liches, Worm Cult Necromancers, Zombies and Gloom Wraiths (large part of the undead roster, but not all of it), as well as a mighty general, an avatar of Mannimarco himself.
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Requirement: The highest level of the Necromancers Guild (hence, based on guilds mechancis described in the other section, there can be only one in the whole map.), therefore you need to accumulate things. How to do is described in the guilds article ( basically, you need to do "evil" things and displease the "good" guilds). The Skeleto and zombie units are already availible from the 2nd tier of the guild (without the event)
- Once you accomplish to build the guild, Mannimarco's Lair, you will receive the event, where you can choose to accept his guidance, or reject it
- If you accept, you will receive his mighty army with a unique general model. However, that will declare war on all other factions, and you will also lose all the good guilds, as well most factional guilds (the religious ones). You will receive a bonus to your kings purse. It will also enable the recruitment of the units, via Excavation of Graves of buildings, that converts population to the daedric cults and has several other negative buildings. (in a future version, your faction would be converted to the daedric cults)
- Rejecting will result in a war with the undead, giving a massive increase to kings purse of the Undead
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Availible to: All factions (except The Undead, as they dont need this event to be able to recruit the units)
- There are two/three more events from TES TW that are not featured in the UP:
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Maormer recruitment - After building a maormer port, you were able to recruit maormer units, and you received custom general Serpent King Orgnum. Not included because the maormer are a new unplayable emergent faction, led by Orgnum. (Sea Vipers can be still hired as mercenaries though)
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Reachmen recruitment - After building a reachmen camp in The Reach, you were able to recruit reachmen units, as well as custom models of chieftains Madanach and Bran. Not included, because the the reachmen are a new unplayable faction that is present in every campaign (you can still recruit some of the units as mercs)
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Volkihar recruitment - After taking Volkihar, you were able to recruit Volkihar units in it, and you received Harkon custom general. Not included, because its part of the larger Vampire event. And lord Harkon is a part of the undead faction)