Factions: Tribunal Temple (Great House Indoril), Great House Hlaalu, Great House Telvanni, Great House Redoran, Great House Dres
Religion: Tribunal Temple
Joint Features
Advantages
- Solid economy, assuming the houses are not fighting each other. United Morrowind can be very powerful. However, in 4th era their economy is damaged,
- Solid roster, mostly foot units.
- Access to many elite unique units.
- Dunmer ratial trait improves their command when defending and when using mages. Also increase in trade and piety
- Has access to a whole new roster of House Sadras units in Fourth Era, in Southern Morrowind
- Has Slavers Guild, Ordinators Guild and Morag Tong Guild. Due to Slavers Guild, the factions receive Slaver's Raids missions against Blackmarsh
- Their main enemies are usually not every expansive, such as Blackmarsh and Dagoth.
- As the time goes, the power of the dunmers grow, while the ashlanders are weaker.
Disadvantages
- Dunmer ratial traits have small negative effects on farming and fertility.
- Due to The Inner Sea, and general proximity of all factions to each other, wars can end very quickly here.
- Most of faction has no, or a very little access to factional mage units (except Telvanni)
- Dunmer Guar cavalry is much weaker than other factions' cavalries.
- Ashlanders tribes can often pose a threat when they turn horde, while in The Fourt Era southern Morrowind is conquered by the argonians, severaly damaging Morrowind.
- May be target of akaviri invasions.
Recruitment Events: Clockwork City, Skall (all factions except Dres), Dawnguard (Redoran)
Tribunal Temple (Great House Indoril)
- Some of the most powerful generals in game (semi gods), except The Fourth Era. One of the strongest units, Hands of Almalexia
- Also has acess to some other exceptionally strong units - Necrom Ordinators, High Ordinators and Buyont Armigers. Their Ordinator roster has a good morale.
- Often starts with Ordinators Guild
- If all the dunmers are AI, it has access to Clockwork roster by default
- Starts in the middle of Morrowind, so can often be attacked by other dunmers, and also have little space where to expand.
- Tribunal usually rules over other houses to a certain extent, especially in Second Era. During the Third Era the power over Morrowind was partially held by the kings. By the end of Third Era, their power dimished with Nerevarine, and in the Fourth Era the faction represents just Great House Indoril, the weakest of dunmer great houses at the time.
Great House Hlaalu
- They are the least isolationist and most opportunist faction, therfore their roster has a varietty of good units of all types, including pikemen and horse archers. They field royal guard units.
- Have a better position compared to other dunmers, although less so in case of war with The Empire. Can expand to Blackmarsh. Their holdings are often fractured.
- Helseth Hlaalu Rules Morrowind in Third Era. They were one of the weaker houses in Second era, often clashing with House Dres. They were destroyed by the argonians during Ascension War, therefore they are not present in Fourth Era.
Great House Redoran
- Strong miliary culture due to often having to defend Morrowind from the nords, as well as clashing with the ashlanders. Strong heavy infantry roster, and a large variety of cavalry that is stronger than the cavalry of other houses. Less Archers
- Loyal to The Tribunal, has access to some of their unique units as well, such as Buyont Armigers.
- Worse position, as they are often attacked by the nords of Skyrim, while their holdings in Vvardenfell are often targer of Ashlanders and Dagoth. Their holdings are often fractured.
- Due to their friendship with Tribunal, they got to colonize lof of lands in Vvardenfell, their power have steadily grown, and eventually in Fourth Era they are the most powerful house in Morrowind, claiming the kingship
Great House Dres
- Worse roster than other dunmer faction, however has some additional missile units, as well as a cavalry and a mage unit.
- The best position to attack Blackmarsh from the sea, while their position towards Blackmarsh is well defendable
- Almost always starts with the Slavers Guild, therefore it has early access to Slaver Raids and can recruit slave units and grow its trade
- Less focused at clashes with other houses, as their land is also mostly separate from most of them. In Second Era, they had several holdings across Morrowind, however by the Third Era they controlled mostly only their home regions. In Fourth Era, their home regions were destroyed by the argonians, and their holdings have mostly moved to the north.
Great House Telvanni
- Fields one of the most powerful mage rosters, as well as several unique generals whose bodyguards are also mages. Good infantry.
- They have the safest and isolated position in Morrowind, they are usually secure from all the threads. However, might be under thread when the Akaviri invade. Their lands are usuallly all together. Can choose where to expand.
- Often start with Slavers Guild
- Usually not participating in clashes with other houses, and rather tending to magic and knowledge. In Fourth Era their homeland was destroyed and most of their power and knowledge was lost. At one point they had only a very few lands left. Eventhough Morrowind was reclaimed, lot of their land went to the ashlanders and Dres.
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