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Thread: Black Drake II TES HS Faction lore rulesets

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    Default Black Drake II TES HS Faction lore rulesets

    Black Drake II
    All factions HS

    WIP
    Faction rules, minor objectives and special characters

    (Took some liberties from lore, putting interesting events together that happened prior the alliances creation, while they mostly didnt happen in the same time, etc...)
    - You are expected to primarily play based on lore of the factions, or who is your faction leader, hence not based on the usual way of playing, where you simply do whats best for your faction, while often ignoring the realism or lore.
    - Whenever something interesting in your faction happens, lorewise/RPwise, such as death of your faction leader (or something else important to your factional lore rules or when you for example use some of the game events), you must mention in your turn post (in diplomacy-lore-rp), preferrably with some little RP or pics.
    - Each faction has listed some lore rule and objectives - Apart from the usual hotseat winning conditions in hotseat (becoming the most powerful faction/alliance), you should also seek to fulfill your lore objectivies, to be able to win the hotseat. (unless, other lore events made you unable to accomplish, such as your faction leader becoming a vampire and joning the "evil side" and so on)


    - Guild and Events rules -
    - If a faction accepts any events (Mannimarco and Vampire Script) or missions from "evil side" (Black Worm Guild), it will mean the faction have joined the evil side. (by joining evil side, you also lose access to Fighters Guild, Mages Guild and Religious Knight Orders). Whne you are on the evil side, you are not allowed to accept missions from Fighters and Mages Guild.
    - However, all of Tamriel traditionally mostly oppose the daedric worship and necromancy. Therefore you are not allowed to use the evil side with your faction, unless there is a lore/character precedent for this in your faction (but if you manage to use the events above, you join the evil side anyway).
    - By accepting and building up necromancers guild (lower levels) in your faction, you can get inclincationto the evil side, for example being allowed to tolerate it at least (unless your lore rules specifically forbids it)
    - Amongst the "evil side" counts Worm Cult faction (=Mannimarco's faction), Daedric Realms (= "the evil gods") and also House Dagoth.
    - If a faction leader becomes a necromancer, the faction must join the evil side.

    - All unique/merc armies events are included as well. See the guide to mod features to find more about them (link below), though if you browse the first turns, you should receive info scrolls for each of the ones available to your faction.
    - The details of the missions are in the guide, though I will just list them here based on their types, or basic requirements (as some were slightly modified to make them HS compatible):
    - Be the first to control a target settlement/area: Restless League, Skaal, Dawnguard
    - Control a target settlement and build a unique building: Rimmen, Garlas Malatar (Umaril from King nad Crusader DLC), Wild Hunt
    - Control an area, build a set of buildings, etc: Clockwork City, Order of the Nine (Pelinal from King and Crusader DLC)
    - Faction leader becoming a vampire: Vampire Clans event
    - Upgrading Necromancers Guild to max level: Mannimarco

    You can read details about the events in the TES GUIDE I made

    - If a player attempts to use events for his faction that clearly oppose each other (Dawnguard X Vampires, Order of the Nine x Mannimarco/Vampires, Order of the Nine x Umaril/Garlas Malathar,...), the player wouldnt be allowed to do so
    - And of course, if some of the events you accept have some RP/diplo implications for your or other factions, a player must take it into account, it cant be ignored. If for example a player accepts Vampires and other player accepts Dawnguard, they cannot be allies anymore, and would become hostile. Hence please carefuly read your events, I cant possibly list all of it here (see the bracket above for the the most important ones).


    Worm Cult
    Factions Rules
    (immortal faction)
    - Necromacy and Daedra worship (="evil factions") are in general 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 The Longhouse Dynasty, 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.
    - Any faction can join the "evil side" simply by their choice. (see the guild and events above)
    - If the faction loses all settlements and significant armies, it will be turned AI.

    Special Characters/Houses
    - Mannimarco - God of Worms, a (secret) servant to Daedric God Molag Bal. Even if he dies, his spirit would still be present and Planemeld can still happen...

    Objectives
    - Legalizing necromacy over Tamriel. For a whole region (High Rock, Valenwood, ... Cyrodiil already counts as one) supporting necromancy, or being forced to.
    - The Worm Cult's goal is to initiate Planemeld, i.e., opening gates into the Daedric Plane of Coldharbour, the realm of Molag Bal, God of Domination and Terror. The gates will spawn on the map, and allow players to travel in and out from the Coldharbour.
    - The exact details of how to initiate the Planemeld shall be given to the Worm Cult player, but will not be public.

    Daedric Realms
    Factions Rules
    (immortal faction)
    - A powerful faction, leader of the "evil side", residing in the Daedric Plane of Coldharbour (outside of the usual map), the realm of Molag Bal, God of Domination and Terror.
    - If the gates will spawn on the map, it allows players to travel in our out from the Coldharbour (including for the Daedra to enter the regular playable map)
    - The Objective of the faction is dominate and enslave all races, i.e., destroy or subjugate all non evil factions.

    Special Characters/Houses
    - Daedric God Molag Bal - if Molag Bal dies, the Daedric faction will be destroyed.

    Objectives
    - Conquer and subjugate all the races, i.e., see the Worm Cult above.


    Empire of Tamriel (Longhouse Dynasty)
    Factional Rules

    - The Factions wishes to restore the power of The Empire, by defeating any factions that oppose it, and by making all the provinces to swear fealty to the Empire. They can make all kind of deals with anyone to archieve that goal. But any other faction/alliance that claim to rule Tamriel or create their own "empire"/alliance (Covenant, Dominion, Pact) is the enemy of the Empire.
    - If the faction chooses the "evil side", it will not be allowed to use Order of the Nine event, or missions/bonuses from Religious Orders Guild.

    Special Characters/Houses
    - The Longhouse Dynasty -
    (Durcorach the Black Drake, Moricar, Leovic and their possible future members in the family tree)
    - The dynasty is a reachmen house, therefore they follow the Daedra worship, and have less issues with necromancy (=Worm Cult), and thus the faction is allowed to have an in game alliance with Clans of the Reach (AI faction). The Dynasty cant change their religion or customs. The Imperials (inhabitants of Cyrodiil) are however opposed to these customs (as all other races).
    - For as long as the Empire is run by the Longhouse dynasty, the nords, orcs and bretons cant form an alliance with The Empire (unless forced/subjugated). As they are reachmen, the dynasty also considers Markarth, Falkreath and the Reach to be the lands of the reachmen (doesnt matter if its held by The Empire or the reachmen faction)
    - The Longhouse emperors can legalize Daedra worship across The Empire 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 trigger the Mannimarco event immediately (admin shall spawn the 3rd level of the Cult of the Black Worm Guild, which triggers it). The event gives the faction an elite undead army, and allows to recruit powerful undead units across the Empire (the event is accessible for other factions as well, but would need to spend time improving their Cult of the Black Worm guild).

    Objectives
    - Adding all provinces of Tamriel (High Rock, Valenwood, etc) into The Empire, be it by making the local factions swear fealty, or defeating them.
    - Bosmers/Altmers should not be allowed to trigger Umaril event in Anvil, and in case they succeed, then Umaril must be killed.

    Kingsom of Cyrodiil (House Aquilarios and Tharn)
    Factions Rules
    (shadow faction to the Empire)
    - 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 (i.e., the emperor is weak) or when the emperor attempts to legalize daedra worship (or his affiliation to it becomes too obvious). Otherwise they must follow orders of the emperor.
    - If the factions overthrows the emperor, the FL of Cyrodiil automatically becomes the emperor himselg, and hence the same rules and objectives as for The Empire are applied to the faction (except the ones specifically applying to a specific of course).
    - If the faction chooses the "evil side", it will not be allowed to use Order of the Nine event, or missions/bonuses from Religious Orders Guild.
    - The faction represent the traditional imperial houses. The imperials are unhappy with the imperials rule, but the might of Durcorach dynasty keeps the realm in peace.

    Special Characters/Houses
    - House Aquilarios -
    (Varen, Carolus and their possible future members in the family tree)
    - House Aquilarios is a powerful house from Colovia, it has a hostility towards the bosmer, their ambition is to control Valenwood.
    - Varen Aquilarios - If he is the faction leader, he can revolt against The Empire any time, if Leovic is the emperor

    - House Tharn -
    (Abnur Tharn, Euraxia, Javad, Clivia, (and many more).... and their possible future members in the family tree)
    - The most powerful imperial house, traditional rulers of Nibenay. Head of the house, Abnur Tharn, holds the title of High Chancellor of Elder Council, the second most powerful position in the Empire, as well as a powerful mage
    - The house has a tendency to work with the Worm Cult. Therefore, if a Tharn member becomes a faction leader of the faction, the faction can join evil side.
    - Several members of House Tharn (Euraxia, Javad,...) lay a claim to Rimmen, and in its extension, to all of Elsweyr.

    Objectives
    - Fulfilling the ambitions of the houses in Elsweyr and Valenwood. If the faction becomes the Empire, then also their objectives apply.
    - Ensuring that the Eight (Nine in the game) Divines remains dominant in Cyrodiil. In case the reachmen attempt to legalize the daedra worship, the imperial houses should oppose it. (unless house Tharn becomes become rulers)
    - Bosmers/Altmers should not be allowed to trigger Umaril event in Anvil, and in case they succeed, then Umaril must be killed.

    Clan of Forebears (Kingdom of Sentinel)
    Factions Rules
    - The forebears Phyllocid dynasty seated in Kingdom of Sentinel rules Hammerfall as high kings, meaning, they rule both, Forebears and the Crowns. However, the authority of the dynasty has begun to crumble, especially under the current high king, Ramzi the Distrait. Therefore the disputes between Forebears and Crowns may begin anew.
    - There is a hostility between Forebears and the Crowns, recently an unstable peace between the factions has been possible only due to the authority of the high kings.
    - 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, as the redguard culture worships their ancestors.
    - In case a civil war between the redguards begin anew, they can still work together against the threat of Hammerfell being subjugated to other factions (the reachmen invasion can be considered that, as they control eastern Hammerfall), and only for as long as the threat endures.
    - Hallin's Stand is claimed by Evermore, eventhough the redguards consider it to be part of Hammerfall. Under certain circumstances, Forebears can accept the settlement being held by Evemore, for example in order to form a greater alliance with the bretons...

    Special Characters/Houses
    - Phyllocid Dynasty -
    (Ramzi, Fahara'jad, Azah and their possible future members in the family tree)
    - Fahara'jad Phyllocid - has a higher authority than his father Ramzi, if he manages to inherit the throne, he will be able to sustain peace between the Clans. (Of course an exception would be, if Forebears do something thats directly against the rules of the Crowns). Fahara'jad is a friend to Emeric Cumberland.

    Objectives
    - Restoring the authority of Phyllocid dynasty over all of Hammerfall and retaking all parts of Hammerfall held by other factions.
    - Keeping the capital of Hammerfall in Taneth.
    - Ensuring no necromants are in Hammerfall, or near to it.
    - Not letting Restless League fall to the hands of bretons.


    Clan of Crowns
    Factions Rules
    - The faction starts as vassal to Phyllocid dynasty (= Forebears), see above.
    - In case a civil war between the redguards begin anew, they can still work together against the threat of Hammerfell being subjugated to other factions (the reachmen invasion can be considered that, as they control eastern Hammerfall), 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 approve of any faction holding lands in Hammerfell (except the forebears in some cases) or of any factions supporting necromany/daedra worship in any way (hence are very hostile against the Longhuose Dynasty), as the redguard culture worships their ancestors.
    - Hallin's Stand is claimed by Evermore, eventhough the redguards consider it to be part of Hammerfall. Unlike the Forebears, the Crowns will always oppose the settlement being held by Evemore.

    Special Characters/Houses
    - al-Antiphyllos Dynasty -
    (Zizzeen, Satameh, and other possible future members)
    - The dynasty is a distant relative to Phyllocid dynasty, therefore they have a weak claim to the high kinghship.
    - Zizzeen al-Antiphyllos - His ambition is to overthrow the Forebear rule over Hammerfel. When the faction is lead by him, he can start the civil war at slightest inconvenience.

    Objectives
    - Either ensure that Crowns claims and traditions are upheld in all of Hammerfall by the high king and Forebears, or destroying the Forebears in case in the civil war breaks out
    - Moving the capital of Hammerfall back to its traditional location in Hegathe, instead of Sentinel.
    - Ensuring no necromants are in Hammerfall, or near to it.
    - Not letting Restless League fall to the hands of bretons.

    Kingdom of Wayrest
    Factions Rules
    - The bretons traditionally despise the orsimers, and must fight them, if they hold New Orsinum, unless allowed by the high king (via Orsimer factions rules).
    - Similarily, the bretons also despise the reachmen, so will never accept their rule over High Rock, unless they are forced to surrender.
    - The bretons also have a traditional hostility towards the redguards, though that is much lower than towards the orsimer and bretons.

    - High Kingship of High Rock -
    (ruler of all breton kingdoms ... the same rule applies to all the breton factions)
    - 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 there is no high king, any breton faction that controls at least three of the major High Rock settlements (Daggerfall, Camlorn, Shornhelm, Wayrest, Evermore) by having its ancillaries, can proclaim its FL a high king.
    - If there are two (or more) high kings, they have to fight each other.

    - Religious Knigh Orders Guild -
    - The guild provides crusader missions for the bretons, against the Orsimer (amongst other things, it also allows the factions to recruit some unique AoR units and so on).
    - The spawned character (and units, if any) can be used only against the orsimers, and cannot be attacked by anyone for a turn (until the owner moves it)
    - If there is an alliance with the orsimers, the mission is not given out anymore. If there was an ongoing crusade before the peace was made, the character needs to wait for the end of the mission.

    Special Characters/Houses
    - House Cumberland -
    (Emeric, Nathaniel, and their possible future members in the family tree)
    - The current king of Wayrest is of Gardner dynasty, not of Cumberland dynasty, but as his dynasty has no heirs, house Cumberland shall inherit the throne, being the most prominent house. The other lesser houses (than Gardner and Cumberland) are not of royal lineage, therefore should they become leaders of the faction, the faction cannot claim the high kinghship anymore (unless they are elevated to a royal status by some other RP means)
    - Emeric Cumberland - If he becomes the high king of bretons (and king of Wayrest firstly), due to his diplomatic skills he would be able to convince other breton kingdoms to for example unite, and partially ignore some more radial part of their rules, such as hatred towards the orsimer or redguards. He considers Fahara'jad Phyllocid and Kurog gro-Bagkrakh as his friends, and henceforth can potentioanlly also become friendly to their realms.


    Objectives
    - Defeating reachmen invasion into High Rock led by Durcorach the Black Drake (The FL might become the high king) and driving the reachmen out of High Rock (unless forced to surrender)
    - Become the high king of High Rock (unless they lose the royal status)

    Kingdom of Daggerfall
    Factions Rules
    - The bretons traditionally despite the orsimers, and must fight them, if they hold New Orsinum, unless allowed by the high king (via Orsimer factions rules).
    - Similarily, the bretons also despise the reachmen, so will never accept their rule over High Rock, unless they are forced to surrender
    - Through many previous conflicts, bretons of Daggerfall have a hostility towards Kingdom of Sentinel (Forebears), greater than other bretons do.
    - High kingship ruler as written under Wayrest applies.

    - Religious Knigh Orders Guild -
    - see the Wayrest section

    Special Characters/Houses
    - House Deleyn -
    (Bergamot, Casimir, Fulvert and their possible future members in the family tree)
    - the traditional royal dynasty of Daggerfall. The other lesser houses are not of royal lineage, therefore should they become leaders of the faction, the faction cannot claim the high kinghship anymore (unless they are elevated to a royal status by some other RP means)

    Objectives
    - Defeating reachmen invasion into High Rock led by Durcorach the Black Drake (The FL might become the high king) and driving the reachmen out of High Rock (unless forced to surrender)
    - Become the high king of High Rock (unless they lose the royal status)
    - Ensuring that the redguards are no threat to Daggerfall


    Kingdom of Sharnhelm
    Factions Rules
    - The bretons traditionally despite the orsimers, and must fight them, if they hold New Orsinum. The bretons of Sharnhelm/Rivenspire are even more hostile towards the orsimer than other bretons. They will never accept any deal with them, and cannot be part of the same realm as them, although they dont necessarily have to fight them.
    - Similarily, the bretons also despise the reachmen, so will never accept their rule over High Rock, unless they are forced to surrender
    - The bretons also have a traditional hostility towards the redguards, though that is much lower than towards the orsimer and bretons.
    - High kingship ruler as written under Wayrest applies.

    - Religious Knigh Orders Guild -
    - see the Wayrest section

    Special Characters/Houses
    - House Branquette -
    (Hurlburt, Ranser, Phylgeon and their possible future members in the family tree)
    - Traditional kings of Rivenspire, ruling all the other houses (Montclair, Tamrith, Dorell). The other lesser houses are not of royal lineage, therefore should they become leaders of the faction, the faction cannot claim the high kinghship anymore (unless they are elevated to a royal status by some other RP means)
    - Ranser Branquette (current FH) - if he becomes ruler of Shornhelm, he can self proclaim himself High King any time.

    - House Montclair -
    - House Montclair - if any member of the house becomes a king of Sharnhelm, the faction can trigger the Vampire script immediately (the admin would grant a vampire trait to the FL). Wylon can claim his royal lineage to Branquette dynasty.

    Objectives
    - Defeating reachmen invasion into High Rock led by Durcorach the Black Drake (The FL might become the high king) and driving the reachmen out of High Rock (unless forced to surrender)
    - Become the high king of High Rock (unless they lose the royal status)
    - Ensuring the orsimer are no danger to Sharnhelm

    Kingdom of Evermore
    Factions Rules
    - The bretons traditionally despite the orsimers, and must fight them, if they hold New Orsinum, unless allowed by the high king (via Orsimer factions rules).
    - Bretons of Evermore have stronger religious traditions, through their patron Saint Pelin, therefore are even more hostile towards the reachmen (and all other "evil" factions) than other bretons, they will never accept any kind of deal with the reachmen, and hence also the Empire, if run by the Longhouse Dynasty. If the reachmen hold any lands in High Rock or Hammerfell, Evermore will fight to drive them out.
    - The bretons also have a traditional hostility towards the redguards, though that is much lower than towards the orsimer and bretons.
    - Kingdom of Evemore claims Hallin's Stand as its de iure land, although the redguards consider to be de iure part of Hammerfel
    - High kingship ruler as written under Wayrest applies.

    - Religious Knigh Orders Guild -
    - see the Wayrest section

    Special Characters/Houses
    - House Guimard -
    (Blaise, Eamond, Adrien and their possible future members in the family tree)
    - new royal rulers of Bangkorai/Evermore region, after the death of Moile Dynasty. The other lesser houses are not of royal lineage, therefore should they become leaders of the faction, the faction cannot claim the high kinghship anymore (unless they are elevated to a royal status by some other RP means)
    - The house has good relations with house Cumberland through a marriage, therefore in case the Cumberlands rule Wayrest, or the whole High Rock, the house can be convinced to abandon some of their more radical goals for a time, such as the Hallins Stand claim, or the hostility towards the orsimer.

    Objectives
    - Defeating reachmen invasion into High Rock led by Durcorach the Black Drake (The FL might become the high king) and driving the reachmen out of High Rock (unless forces to surrender) and Hammerfall
    - Become the high king of High Rock (unless they lose the royal status)


    Kingdom of Wrothgar (Orsinium)
    Factions Rules
    (can become a horde faction)
    - The Orsimer have suffered at the hands of bretons, redguards, and other races... Many times the orsimer built a kingdom of Orsinium, but each time it was destroyed by its enemies.
    - 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 to rebuild Orsinium, in exchange for alliance (or entering Daggerfall Covenant).
    - The reachmen clan Winterborn was given Wrothgar to rule from emperor Durcorach, therefore the orsimer clans wish to reclaim their reign in Wrothgar.
    - The Orsimer traditionally lean to the worship of Malacath (one of the daedric gods). However, a cult of Trinimac (one of the Aedra) is also becoming prominent, within the more progressive clans. Therefore, in case the cult of Malacath remains prominent, the orsimer can be neutral towards the "evil side" (not joining it, unless they want to), although if the worship of Trinimac becomes prominent, they the "evil side" would be considered hostile.

    Objectives
    - Rebuilding the orsimer kingdom of New Orsinium (by retaking New Orsinium and all of the traditional orsimer lands) and slaying all Winterborn clan members of the reahmen
    - Rebuilding Yashnag gro-Yazgu's kingdom in Falkreath
    - Wood clans control the disputed lands in Valenwood, Barkbite Stronghold and Jathsogur

    Special Characters/Houses
    - Bolazgar gro-Baghrakh - the current most powerful orsimer chieftain. However, due to his age, he is losing his authority quickly, and thus younger chieftains are preparing to clash for who shall lead the orsimers next.
    - Kurog gro-Bagrakh - If Kurog becomes the faction leader, he would be able to convince some of the orsimer and bretons to put aside the hostility, through his friendship to Emeric Cumberland. He supports the worship of Trinimac
    Bazrag gro-Fharrun - If he becomes the faction leader he would follow more traditional ways of the orsimer, i.e., worship of Malacath (one of the daedric gods), and would be mostly opposed to alliances with bretons and other hostile races.
    (Note: The Orsimer use teutonic heritance system, therefore the next faction leader is picked based on the best attributes, such as authority)


    Hold of Haafingar (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), for as long as the claim of both sides persists, through their royal lineages. In case both sides lose their claim, a Moot to select a new high king would be held. Whoever would control the most historical nordic holds, would win.
    - Only deal that can be made is subjugation of one of these factions to the other faction, unless the claim is lost by one of the sides.
    - 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 would be a reason for war.

    Objectives
    - Destroying/subjugating the other nordic faction, and hence become a true high king of Skyrim
    - Reclaiming holds in Skyrim held by the reachmen (Markarth, Falkreath) and driving the reachmen out of Skyim

    Special Characters/Houses
    - Svartr's royal line -
    (Svartr, Svargrim and their possible future members in the family tree)- Svartr created the kingdom of Western Skyrim after the death of Logrolf. The claim to the high crown is in his blood, therefore should his line end, Hold of Haafingar loses its claim.
    - Svargrim - If he becomes a faction leader, he can choose to become a vampire any time (admin would grant him the trait).
    - Fildgor Orcthane - a brother of Jorunn claiming to be the next to rule Eastmarch. He was exiled and is supported by Haafingar. Haafingar can use him to install him as a jarl of Eastmarch and thus resolve the civil war.

    Hold of Eastmarch (Kingdom of Eastern Skyrim)
    Factions Rules
    (shadow faction to Haafingar)
    - The High king and reachmen rules as written above for Haafingar applies.
    - The faction has a slight hostility towards the dunmers, through many historical conflicts.

    Objectives
    - Destroying/subjugating the other nordic faction, and hence become a true high king of Skyrim
    - Driving the reachmen out of Skyrim and keeping the control of Solstheim.

    Special Characters/Houses
    - Freydis's royal line -
    (Maabjarn, Jorunn the Skald-King, Fildgor Orcthane and their possible future members in the family tree)
    - Freydis was selected as a new High Queen after the death of Logrolf, although the western holds chose Svartr in a partial Moot. The claim to the high crown is in blood of her descedants, therefore should her line end, Hold of Eastmarch loses its claim.
    - Jorunn the Skald-King - If he becomes the faction leader of Eastmarch, he would be able to convinnce the nords to put their hostility towards dunmers aside
    - Fildgor Orcthane - a brother of Jorunn claiming to rule, see Haafingar characters.

    Tribunal Temple (House Indoril)
    Factions Rules
    - Three mortal gods of Morrowind rule Morrowind, other dunmer factions (except the ashlanders) have to follow their decision. Opposing the temple or supporting in any way Great House Dagoth or the Daedric worship can result in "excommunication"
    - If all the three gods died, it would "free" the dunmer factions. In that case, the dunmer houses could return to the worship of Daedric Gods of Mephala, Azura and Boethiah (then they could be neutral towards the "evil side"). Or, they could also choose to return to the worship of the House of Troubles (more daedric gods, including Mehrunes Dagon, therefore they would have joined the "evil side").
    - 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.

    - Slavers Guild -
    - The guild provides slaver raids for the dunmers, against the argonians.
    - The spawned character (and units, if any) can be used only against the argonians, and cannot be attacked by anyone for a turn (until the owner moves it)
    - If the faction has an alliance with the argonians, the mission is not given out anymore. If there was an ongoing raid before the peace was made, the character needs to wait for the end of the mission.
    - If a slavery is abolished by the faction, all the guilds needs to be demolished.

    - Clockwork City -
    - Clockwork City is the mechanical realm of Sotha-Sil. All dunmer factions can build a portal to it in its lore capital.
    - The realm was discovered by ungodly creatures of Sharmat, and is in danger of falling into the hands of Dagoth Ur. In order to resume a connection to the Clockwork City, the Clockwork rebels aligned to Dagoth Ur led by Mecinar (a rebel army close to Red Mountain... lets pretend its inside Clockwork realm) must be defeated personally by Sotha-Sil, and he must survive. This will complete the mission, and dunmer factions will be able to recruit Clockwork units from the portalts (it is recommended you build the portals only once Mecinar is dead, so that the recruit pools start at a full unit, otherwise you would have to wait for it to replenish.). However, should Sotha-Sil fail to accomplish this in 25 turns, the Dagoth plot succeeds and Sotha-Sil would die.
    - However, should Sotha-Sil fail, Dagoth Ur would be able to complete his ungodly creation, Akulakhan.

    Objectives
    - Destroying Great House Dagoth.
    - Ensuring the mortal gods stay alive.
    - Ensuring the Tribunal worship becomes dominant in Morrowind.
    - Saving the Clockwork City by defeating Mecinar and ending the Dagoth plot.

    Special Characters/Houses
    - The Mortal Gods of Morrowind -
    (Vivec, Almalexia, Sotha-Sil)
    - See the Tribunal worship rules above.
    Vivec - If he dies before Dagoth, it would allow some dunmer houses to abandon Tribunal worship right away
    - Almalexia - Would be able to convince houses to temporarily put aside their hostility towards argonians or nords.
    - Sotha-Sil - Clockwork city even is possible only if he is alive, and he must succeed it in 25 turns, in order to survive.

    Great House Redoran
    Factions Rules
    - The Faction has to obey The Tibunal (via the tribuna rules above.) and is tradionally the most loyal house to the Tribunal (after house Indoril of course)
    - The Faction can choose to abandon slavery (if the Tribunal commands it)
    - 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.
    - Through many historical conflicts, Redoran resents the nords, and will advocate against any deals with them.

    - Slavers Guild -
    - See The Tribunal section

    - Clockwork City -
    - Can build portal to Clockwork City in Blacklight
    - See the Tribunal section for more details

    Objectives
    - Becoming the most dominant house in Morrowind, and acquiring kingship of Morrowind (the faction needs to control Mounrhold).
    - Become the most dominant house in Vvardenfell (except House Indoril/Temple)

    Special Characters/Houses
    - High Councillor Meriath Redoran (current FL) - Meriath has good relations with house Hlaalu, and considers them allies, eventhough some disputes are beginning to arise in Vvardenfell, where Hlaalu try to stake their claim as well.

    Great House Telvanni
    Factions Rules
    - The Faction has to obey The Tibunal (via the tribunal rules above).
    - The faction is the most traditional dunmer house, it can never abandon slavery, or be part of any alliance that forbids it. Therefore for example in case Tribunal would forbid it, then the faction would either have to rebel, or (temporarily) "leave" Kingdom of Morrowind.
    - As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh.
    - The house is mainly interesting in increasing its magical knowledge, although they are also actively partake in the politics of the houses of Morrowind.

    Slavers Guild -
    - See The Tribunal section
    - Exception: As written above, this faction cant abolish slavery

    - Clockwork City -
    - Can build portal to Clockwork City in Telvannis port
    - See the Tribunal section for more details. Exception, can continue use the portal even if Sotha Sil dies (but Mecinar fails)

    Objectives
    - Becoming the most dominant house in Morrowind, and acquiring kingship of Morrowind (the faction needs to control Mounrhold).

    Special Characters/Houses
    - Divayth Fyr - One of the most powerful mages in Tamriel. Through his research, house Telvanni can more easily access Clockwork City event than other houses, and even if Sotha-Sil dies.

    Great House Hlaalu
    Factions Rules
    - The Faction has 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.
    - House Hlaalu is rival to house Dres.
    - House Hlaalu is the most progressive houses in Morrowind, their main priorities being trade and and bussiness

    Slavers Guild -
    - See The Tribunal section

    - Clockwork City -
    - Can build portal to Clockwork City in Narsis
    - See the Tribunal section for more details

    Objectives
    - Becoming the most dominant house in Morrowind, and acquiring kingship of Morrowind (the faction needs to control Mounrhold).
    - Become the most dominant house in Vvardenfell.

    Special Characters/Houses
    - Grandmaster Ralden Hlaalu - head of the Hlaalu, has an alliance with High Councillor Meriath Redoran

    Great House Dres
    Factions Rules
    - The Faction has to obey The Tibunal (via the tribunal rules above).
    - The faction cant abandon slavery under normal circumstances, unless forced by The Tribunal.
    - As long as the slavery lasts, the dunmer are free to fight or take any settlements in Black Marsh.
    - House Dres is rival to house Hlaalu

    Slavers Guild -
    - See The Tribunal section

    - Clockwork City -
    - Can build portal to Clockwork City in Thir
    - See the Tribunal section for more details

    Objectives
    - Becoming the most dominant house in Morrowind, and acquiring kingship of Morrowind (the faction needs to control Mounrhold).
    - Ensure the slavery remains allowed, and controlling the most of Black marsh compared to other houses.

    Special Characters/Houses
    - Glathis Dres - If he becomes faction leader of house Dres, he would be decisively against abolishing slavery, therefore the faction wouldnt be able to be part of any alliance that forbids it. Therefore for example in case Tribunal would forbid it, then the faction would either have to rebel, or (temporarily) "leave" Kingdom of Morrowind.

    Great House Dagoth
    Factions Rules
    - Similar relationship/alliance rules as for the Worm Cult applies, but applied Morrowind wise.
    - The faction can never make an alliance with The Tribunal, and it can never stop its war against it.

    - Clockwork City -
    - Can build portal to Clockwork City in Dagoth Ur.
    - See the Tribunal section for more details
    - Can recruit Clockwork units as well, if Sotha-Sil fails. Furthermore, in such case Dagoth faction would also be able to summon the Brass god Akulakhan (a new spawned army), by building the unique building that becomes available.

    Objectives
    - Destroying the Tribunal and converting other dunmer houses under its reign.

    Special Characters/Houses
    - Dagoth Ur - Immortal god like head of House Dagoth, he is the enemy of the Tribunal. He seeks to destroy the Tribunal.

    Tribes of Ashlanders
    Factions Rules
    (tcan become a horde faction)
    - Nomadic tribes of ashlanders are independent, and worship the daedric gods Azura, Mephala and Boethiah (henceforth, they are neutral towards the "evil side"). They can never convert to Tribunal Temple.
    - 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
    - Retaking all of Vardenfell (without Dagoth lands) for the ashlanders.
    - Convincing some of the houses to abandon the Tribunal, and instead follow the old ways, worship the daedric gods Azura, Mephala and Boethiah.

    Special Characters/Houses


    Tribes of Blackmarsh
    Factions Rules
    (can become a horde faction)
    - The Faction cant make an alliance with any faction allowing slavery.

    Objectives
    - Uniting all argonians under one faction, hence controlling all of Blackmarsh.
    - Destroying all the factions allowing slavery.

    Special Characters/Houses
    - Heita-Meen - an argonian seer guided by Hist. She would be able to convince the argonians to put aside their hatred towards the dunmers (in case they abolish slavery)

    Kingdom of Pelletine
    Factions Rules
    - Elsweyr is ruled by its spiritual ruler Mane Akkhuz-ri (Pelletine), the lunar champions (=his heirs) are Shazah and Khali (each faction have one). The Mane 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. Pelletine becoming the dominant power in Elsweyr

    Special Characters/Houses
    - Akkhuz-ri - the current mane of Elsweyr, leader figure of khajiit religion of Ja'hakay. The Mane must stay in Elsweyr.
    Gharesh-ri - Speaker of the Mane. He takes care of foreign diplomacy and wars.
    Khali - one of the current Lunar Champions

    Kingdom of Aneqina
    Factions Rules
    - The same rules as for the Pelletine applies.

    Objectives
    - No other races can control any settlements in Elsweyr. Anequina becoming the dominant power in Elsweyr.
    - Rimmen is held by Anequina

    Special Characters/Houses
    - Shazah - one of the lunar champions
    - Hemakar - Aran of Anequina, rules Rimmen as well, and have good relations with the akaviri refugees in there. His daighter Khamira can continue the royal lineage.

    Kingdom of Valenwood
    Factions Rules
    - Government in Valenwood is destabilized, due to Camoran dynasty being divided, and due to other seats of power present. Therefore the Camoran dynasty desires to unite all bosmers under its rule once again, and to destroy the rebelling Camoran members (Blacksap Rebellion) in Cormount.
    - If there are no characters within the factions with these ancillaries: Wilderking (acquired in Greenheart), The Silvenar (acquired in Silvenar) and Elden Root King, the faction cant make any important political decisions or expand out of Valenwood (unless self defence of course), as the FL is not considered a true king of Valenwood.
    - 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, not Jathsogur).
    - Summerset Isles (considered allies at this point) had sent the Jade Dragoons (under Endare of Council of Thalmor) to deal with The Rebellion themselves. Valenwood can choose whether it is considered help or an enemy act.

    Objectives
    - Stabilize the situation in Valenwood by ending Blacksap Rebellion (based in Cormount), by pushing The Empire out of Valenwood and controlling the 3 seats of power.
    - Ensuring The Green Pact is upheld in all of Valenwood.

    Special Characters/Houses
    - Camoran Dynasty -
    (Aeradan and possible future members in the family tree... and the Camoran rebels in Cormount)
    - Traditional kings of Elden Root, at some times ruling all of Valenwood as well.

    - The Silvenar - An important political figure for Valenwood. Any character ruling Silvenar settlement can become one via ancillary (the current one is Edhelorn)
    - The Green King - An important religious figure for Valenwood. Any character ruling Greenheart settlement can become one via ancillary.

    High Kingdom of Summerset Isles
    Factions Rules
    - Starts with Veiled Heritance (Council of Thalmor) movement as their vassal. Unlike them, this faction has less issues with acknowledging other races to be equal to the mer, however they still believe that the altmers deserve a respected position in Tamriel.
    - Princess Ayrenn is heir to the throne. However, her twin younger brother Naemon is married to High Kinlady Estre Errinorne (FL of Council of Thalmor). Therefore when High King Hidelith dies, there could be disputes about succesion...

    Objectives
    - Restore the might of the altmers, for example via Aldmeri Dominion.
    - Making sure other lesser races (men) do not manage to form a realm that would threaten the mer.

    Special Characters/Houses
    - Ayrenn - a rightful heir to High King Hidelith, but her heritage could be possibly opposed by High Kinlady Estre Errinorne, through her marriage to Ayren's yuonger borther Naemon.

    Council of Thalmor (Veiled Heritance)
    Factions Rules
    (shadow faction to Summerset)
    - 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 and khajiits)
    - If their liege (High King of Summerset Isles) makes such deals, it would be a valid reason for The Veiled Heritance to overthrow him.
    - High Kinlady Estre Errinorne has a claim to high kingdom of Summerset Isles via Naemon, see the Summerset rules.

    Objectives
    - Restore Aldmeri Dominion (where the altmer is superior race, not equal to other races).
    - Making sure other lesser races (men) do not manage to form a realm that would threaten the mer.
    - Summing Umaril in Garlas Malatar by the Thalmor, or other other altmer/bosmer faction.

    Special Characters/Houses
    - High Kinlady Estre Errinorne (and her possible future children) - has a claim to Summerset Isles, see the lore rules.
    - Prince Naemon - brother of princess Ayrenn, married to Estre



    Forming greater alliances
    A player can be part of only one such alliance, or The Empire
    - Being part of such alliance puts you into war with the Empire or other alliances.
    - For creating such an alliance gives the alliance leaders a special acillary, that triggers several other ancillaries (Dominion General, Ring of Daggers etc)


    Aldmeri Dominion
    - At least one altmer, bosmer, and khajiit factions required. Lore wise, the agreement can be made only by altmer high king, Valenwood king and the mane.

    Daggerfall Covenant
    - At least one breton, redguard and orsimer factions required. Lorewise, the agreement can be made only by breton High King (legal), King of New Orsinium (meaning he holds New Orsinium) and high king of Hammerfell

    Ebonheart Pact
    - At least one nord, dunmer (not ashlanders or dagoth) and argonian factions required. Lorewise, the agreement can be made only by nordic High King (self proclaimed enough), The Tribunal (the mortal gods) and argonian Archcanon (assuming slavery is abolished)



    If you are interested in further details of some characters, factions and so on, you can always just look it up in TES Wiki.
    You can also find lot of info on lot of special features of the mod in my new TES guide.

    Last edited by Jadli; August 12, 2022 at 07:55 AM. Reason: update

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