Organizations of The Elder Scrolls
From Wikipedia, the free encyclopedia
This video game-related article may require cleanup to meet Wikipedia's quality standards or the Video Games project's guidelines. Video game-related articles should adhere to the Manual of Style and should not contain unverifiable information nor should it have gameplay instructions. This article has been tagged since May 2008. |
This is a list of organizations featured in the Elder Scrolls universe. The Elder Scrolls is a series of computer role playing games produced by Bethesda Softworks. For more information on the Elder Scrolls see the Elder Scrolls
Contents |
[edit] Imperial services
[edit] Blades
The Blades are a group of spies and commandos under the service of Emperor of Tamriel featured in The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion. They have secret branches across Tamriel, gathering intelligence on the Empire's enemies. Based in Cloud Ruler Temple in the northernmost region of Cyrodil, they take orders only from the Emperor himself and the Elder Council has no power over them. The Blades also serve publicly as the Emperor's bodyguards. The leader of the Blades in Morrowind was Caius Cosades until the Nerevarine was promoted to his place upon Caius' recall to Cyrodiil.Where as in The Elder Scrolls IV: Oblivion the grandmaster is Jauffrey, now a monk in Weynon Priory.
[edit] Imperial Legion
The Imperial Legion is the main military force of the Cyrodiilic Empire. Its headquarters are in the Imperial City's Prison District. The Legion in Vvardenfell accepts players into its ranks in the Morrowind game, but players in Oblivion cannot join this organization. The Imperial Legion can easily be compared to the legions of Ancient Rome.
The Imperial Legion is the main military force of the Empire, and provide most of the rank and file troops that the Septim Emperors use in battle against enemies, and to hold the Empire's various nations together. The Legion troops wear purpled steel, to represent the Imperial purple. The Knights that command the legions wear their own red and gold armor. The Legion, at this era of peace in the Empire, normally does not engage in any large scale combat, but in the resolution of domestic disputes.
In the Elder Scrolls III: Morrowind, there are a few forts where the legions are stationed. The headquarters of the Imperial Legion on the island of Vvardenfell is that the Imperial administration capital of Ebonheart. Here, the legion is controlled by the Knight of the Imperial Dragon. The legion is also present at six other forts on the island: Fort Hawkmoth, also in Ebonheart; Fort Moonmoth, outside of Balmora; Fort Buckmoth, outside of Ald'Ruhn; Wolverine Hall, outside of Sadrith Mora; Fort Pelagiad, in Pelagiad; and Fort Darius, outside of Gnisis. There are also other places for which the legion provides guards. In Morrowind, the only place that the Imperial Legion can be joined is at Fort Darius, by General Darius. Once the player has gone up the first few ranks, quests from other Knights in other forts become playable. In the end, the player can rise far enough to duel the current Knight of the Imperial Dragon, and reach that highest rank after defeating him in battle.
[edit] Guilds
[edit] Fighters' Guild
The Fighters' Guild is dedicated to combat arts and mercenary business, offering its services for a payment. It is sanctioned by the Empire and has multiple chapters throughout Tamriel. The Fighters' Guild is a joinable faction.
The guild is a joinable faction in the Elder Scrolls III: Morrowind. The guild has many chapterhouses in Vvardenfell, though the motherhouse is based in Vivec, in the Foreign Quarter Canton. Other branches include a chapterhouse in Balmora, one in Sadrith Mora at Wolverine Hall, and one in Ald'Ruhn. Most of the jobs that are done for the guild are mercenary work, such as bounties, animal control problems, and duties carrying items and packages for clients.
[edit] Mages' Guild
The Mages' Guild is dedicated to the study of the five schools of magic, alchemy, and often other sciences and their links to magic. Although the guild once accepted necromancy, the new Archmage hates necromancy and bans it, this causes some to leave the guild, but many Mages' Guild quests in the games are against necromancy. It is spread throughout Tamriel and is chartered by the Empire. The Morrowind section is headquartered in Vivec. In Cyrodiil, the Mages' guild's headquarters is the Arcane University, located in the Imperial City.
[edit] Thieves' Guild
The Thieves' Guild is an association of thieves and criminals. It has spread across Tamriel and established branches in most of the provinces. By its very nature, it is illicit and could be considered organized crime.
In Morrowind, the guild center is in Balmora and is more publicly talked about. You can walk into any headquarters, join, and no one seems to care. The only time the player's actions become known is throughout the later missions where stealing is bad.
In Oblivion, however, the Thieves' Guild is much more secretive. Being admitted involves anything from being thrown into jail, asking the homeless about the Gray Fox, and others. The Gray Fox is, supposedly, a "myth-man" who has lived through many centuries wearing a mask taken from Nocturnal, the deity of shadows in Cyrodiil. The player has a chance to become the Gray Fox, but it is spoken of as a curse, for once you put on the Gray Cowl of Nocturnal, your former identity is forgotten until the cowl is taken off.
[edit] Religious organizations
[edit] Imperial Cult
The Imperial Cult is a religious organization devoted to worshipping the Eight Divines and the Emperor Tiber Septim, who became the Ninth Divine, Talos. As the Imperials of Morrowind and their architecture are based on the Roman Empire, the Imperial Cult bears many similarities to the Roman Imperial Cult, as well as their religion as a whole. However, the Cult's temples in Cyrodil resemble Roman Catholic Cathedrals.
[edit] Mythic Dawn
The Mythic Dawn is a daedra-worshiping cult that features prominently in The Elder Scrolls IV: Oblivion. Led by Mankar Camoran, these cultists attempt to destroy Tamriel and allow Mehrunes Dagon, the daedric prince of destruction, to rule it. Until the end of the Third Era, members would identify themselves to one another by code-phrases. One would say "Dawn is breaking." If the one addressed was a fellow cultist, he would respond "Greet the new day." Agents of the Septims eventually learned this code-phrase and used to infiltrate the cult. To get in after being figured out, they put out 4 books of commentaries with a secret message. Only those who could figure it out would become a member.
[edit] Tribunal Temple
The Tribunal Temple is dedicated to the worship of the three god-kings of Morrowind, the goddess Almalexia, the god-poet Vivec, and Sotha Sil The Tinkerer; together the three are mentioned as making up ALMSIVI in Temple literature, but this doesn't appear to be present outside of in-game books. It is the dominant religion in the province of Morrowind. With their Trinitarial style, veneration of saints, and use of icons and shrines, it would probably most closely resemble Eastern Orthodoxy, if it were to be compared with a real religion.
[edit] Ordinators
The Ordinators are a highly trained group of soldier guardsmen who work for the Tribunal Temple. They are the military arm of the church, and they are subordinate to the Archcanon of the Tribunal Temple, and directly subordinate to the Office of the Watch. They feature prominently in The Elder Scrolls III: Morrowind, and their headquarters can be found in Vivec, in the Temple District.
There is another group of Ordinators that are also present in the game series, in The Elder Scrolls III: Tribunal. The High Ordinators are the military arm of the Tribunal Temple situated in Mournhold, capital of the province of Morrowind. The temple there is headed by one of the other gods of the Tribunal, Almalexia. The High ordinators can be distingiushed by their white and silver armor, as compared to the blue and gold Indoril armor that the Ordinators wear in Morrowind.
The main task of all the Ordinators is the security of the various temples and shrines across Morrowind. They also provide security to the pilgrims that visit these shrines. The Ordinators are the muscle of the Tribunal Temple, and are often the ones that repress heresy within the Temple. Their military power is also at times used to go against the wishes of the Imperial government.
[edit] Buoyant Armigers
Unlike their counterparts, the Ordinators, the Buoyant Armigers do not serve the Tribunal Temple, but answer only to Vivec himself. Also unlike the Ordinators, who are uniformly grave and serious, Buoyant Armigers are typically lighthearted and jovial.
[edit] Organized crime
[edit] Camonna Tong
The Camonna Tong is the native crime syndicate in the province of Morrowind. They play a major role in The Elder Scrolls III: Morrowind and are joinable by the player. They have a hatred of foreigners, and they are often at the heart of any resistance to the rule of the Imperial government. Because they are a crime syndiacte native to Morrowind, they are in competition with the newer crime syndicate to the area, the Thieves' Guild. This competition can be seen in many places, especially by anyone that joins the Thieves' Guild and rises through the ranks.
[edit] Dark Brotherhood
The Dark Brotherhood is an assassins guild that split off from the Morag Tong. They do not follow the customs of the Morag Tong and are illegal throughout the empire. They worship their "Dread Father, Sithis". Rather than kill people within Writs of Honorable Execution, much like the Morag Tong does, the Dark Brotherhood kills for a more diverse set of reasons: profit, tribute to Sithis, pleasure, and others. They feature most prominently in The Elder Scrolls IV: Oblivion but also appear in The Elder Scrolls III: Tribunal as the player gets attacked by an assassin.
[edit] Morag Tong
The Morag Tong is a secretive group that carries out legally sanctioned assassinations called "Writs" within the province of Morrowind. The organiztion is so secretive that joining the guild itself is a task. The only one that can induct people into the guild is Eno Hlaalu, the grandmaster of the order. The guild takes a while to find; while the chapterhouses are open to the public, the primary guildhouse can only be accessed from a storage room under the Arena in Vivec. The player may join the Morag Tong and complete writs to eventually be promoted to GrandMaster. Even after all the basic writs are completed, there are certain "Grandmaster Writs" to be completed that yield great challenges and great rewards.
[edit] Knightly Orders
[edit] The Order of the Dragon
Originally founded by Tiber Septim, they are the Champions of Cyrodiil. The Champions are the wearers of Imperial Dragon Armor, which usually only the emperor wears. After completing the main quest, this status, which has only been endowed upon 6 other people in the history of the Empire, is bestowed on the player by High Chancellor Ocatto.
[edit] The Knights of the White Stallion
The Knights of the White Stallion is based in and around Leyawiin, the southernmost city of Cyrodiil, and is chartered by the Count of Leyawiin. The organization was founded to help protect the city and its residents from the dangerous Black Bow Bandits. The Count handpicks the members of the order and grants 100 gold for every black bow brought in as a proof of Black Bow members killed.
The player character and an Orc named Mazoga kill Black Brugo, leader of the Black Bow Bandits, during the course of the game. Both are made Knight-Errants of the Order and granted access to White Stallion lodge.
[edit] The Order of the Virtuous Blood
The Order of the Virtuous Blood is dedicated to ridding Tamriel of vampires, and compensates or hires people to hunt them. Their headquarters is in the Temple District of the Imperial City. The group pays a bounty of 250 septims for each vampire killed and membership is open to anyone who promises to help rid Tamriel of vampires. The organization was founded by the vampire Seridur as a ploy to misdirect vampire hunters and to use the group as a weapon against those who might discover his true identity. You have a choice to kill him. If you do in return you will become a member of The Virtuous Blood.
[edit] Order of Diagna
The Order of Diagna's major achievement was leading the siege of Orsinium. In fact their initiation ceremony is reinacting that siege[1]. The most famous member of the Order of Diagna was also the founder of the Imperial City's Arena Gaiden Shinji, who died in the siege of Orsinium.
[edit] The Knights of the Thorn
The Knights of the Thorn are a group of knights that supposedly serve the needs of Cheydinhal County in Cyrodiil. In reality this Order has a reputation for doing little more than sitting in taverns and hassling the Cheydinhal Guard. There is only one known instance of The Knights of the Thorn taking part in serious combat: during the Oblivion crisis, Farwil Indarys led them on an expedition into an Oblivion gate. Most of the Order was killed during this mission, and unless the player manages to save Farwil and the other Knight, the only two survivors of the group, they are wiped out by the time the gate is closed. (In the expansion to Oblivion called The Shivering Isles there is another member living in one of the towns.)
[edit] Knights of the Nine
The Knights of the Nine are a group of nine knights in Cyrodiil introduced in Knights of the Nine who have dedicated their lives to retrieve and protect the "Relics of the Crusader;" powerful armor and weapons wielded by the Divine Crusader who defeated the evil Umaril the Unfeathered. However, in the beginning of the quest, it becomes apparent that Umaril has returned and will create chaos unless he is stopped. It is up to the player to retrieve the relics and stop Umaril once and for all.
[edit] Knights of Stendarr
An order of knights who serve in the name of Stendarr. They are often referred to as Paladins of Stendarr. They have many bases, most in temples, in the provinces of High Rock and Hammerfell.
[edit] The Great Houses of Morrowind
[edit] House Dagoth
House Dagoth, was one of the seven Great Houses of Morrowind (other than House Sotha).
House Dagoth, also known as the Sixth House, is a political organization in The Elder Scrolls series of games.
House Dagoth was one of the seven Chimer Great Houses of Morrowind. The members of the House were known as brave warriors and powerful enchanters. Voryn Dagoth, the leader of the House, allied himself with the young Nerevar, offering his wisdom, strength, and friendship to the future ruler. Over time, he became Nerevar's senior and most-trusted advisor.
House Dagoth's fall occurred at the Battle of Red Mountain. Extremely loyal to his friend Nerevar, Voryn Dagoth (the future Dagoth Ur) fought beside him within the Dwemer fortress, and was ordered to defend the profane tools which caused the Dwemer people to vanish from reality. At the time, Voryn suggested that the tools be destroyed to prevent damage to the Chimer. Nerevar, wounded and forlorn due to the war, rejected the notion, and left to confer with his friends Vivec, Almalexia, and Sotha Sil, ordering him to protect them until his return.
After some time, Nerevar decided along with his council to confiscate the tools and keep them safe from evil hands, but Dagoth Ur refused to give up the tools, insisting he was ordered by Nerevar not to give them up. The Almsivi, or the Tribunal Temple, states that he had been corrupted by the Heart of Lorkhan and Nerevar fought Dagoth Ur for possession of the tools and defeated him.
The House was not dead, however - Dagoth Ur and seven of his blood brothers fled deeper into Red Mountain, and the children of his House were adopted by others. Over three millennia, Dagoth Ur and his brothers lay in a state of near-death deep below the Mountain. During this time, Dagoth Ur's mind explored the enchantments of the Profane Tools and their links to the Heart of Lorkhan. When he awoke near the end of the Second Era, little remained of Nerevar's friend as he was, but a creature existed who believed himself to have been betrayed by Nerevar and the Tribunal. These feelings incubated over time, pulling him farther into madness.
Using rituals, Dagoth Ur bound himself and his brothers directly to the Heart of Lorkhan, drawing directly on the immense power it possessed. Dagoth Ur saw this power as the birthright of his people, a divine right stolen long ago. His goal was to spread this gift to the Dunmer and possibly other people of Tamriel. To do so, he created a carrier disease, Corprus. He sent out a call to the remains of House Dagoth, creating Sleepers from those Dunmer whose ancestors had been adopted into other Houses. They soon became Dreamers and joined the Sixth House Cult, where the ultimate glory was to partake of the "Divine Disease" and be changed by Corprus.
It might be safe to say that, with the Heart of Lorkhan being released and the death of Dagoth Ur, House Dagoth was effectively destroyed at the hands of the Nerevarine. With not only the loss of the Heart of Lorkhan, which provided Dagoth Ur and his lieutenants with most of their power, and with the death of its leader, its demise is highly plausible.
The in-game book series, Poison Song, concerns a lost heir of House Dagoth, and his descent into the madness of a killing frenzy. It is not clear if the book is considered fiction or fact within the game.
[edit] House Dres
House Dres is one of the Great Houses of Morrowind. The house concentrates on agriculture and the slave trade and is located in the south-eastern part of Morrowind. Its influence on Morrowind politics has weakened considerably since Morrowind's surrender to the Tamrielic Empire. As it uses slave labour to keep its farms going and is particularly opposed to Imperial power and other races of Tamriel, it is greatly at odds with the values of the Empire (which forbids slave trade).
House Dres is the most conservative of Morrowind’s Great Houses, to the extent that the Daedra worship of the Chimer is still commonly practiced by its members. During the war in which Morrowind became a province of the Empire of Tiber Septim, it was one of the Houses, along with House Indoril and House Redoran, to resist Imperial forces.
More recently, after the events of Morrowind, House Dres has apparently undergone some significant changes. Since then, King Hlaalu Helseth has outlawed slavery in Morrowind, but Dres has allied with Helseth and is apparently finally accepting Imperial rule. Currently, the reasons and motivations for this change, as well as the effect of the outlaw of slavery on House Dres, are unknown.
House Dres holds no territory on the island Vvardenfell. Its territory is all located on the mainland of Morrowind, along the southern border with Black Marsh. The capital of House Dres is Tear.
[edit] House Dwemer
House Dwemer was once a Great House of Morrowind, before their mysterious disappearance during the Battle for Red Mountain. Little is known of their society, but it is known that their craftsmen forged excellent equipment, nad their ruins arre found in Cyrodiil, Morrowind (mostly on the island of Vvardenfell) and Hammerfell.
[edit] House Hlaalu
House Hlaalu is one of the seven Great Houses and a joinable faction in the game Morrowind.
It has adopted many Imperial customs and is centered on trade. It is generally more tolerant than the other houses. In the Elder Scrolls III: Morrowind, House Hlaalu is based in Balmora. Most of the holdings of House Hlaalu are in the Bitter Coast, West Gash, and Ascadian Isles regions of Vvardenfell.
[edit] House Indoril
House Indoril is one of the Great Houses of Vvardenfell. The great Chimer hero Nerevar was the head of this House during the early First Era. House Indoril is a staunch supporter of the Tribunal Temple, many of the Temple Ordinators and other Temple heroes are members of this House. This connection has given it a big influence on all political decisions in Morrowind.
Prior to Imperial conquest, House Indoril had been the dominant Great House throughout Morrowind’s history. During the war with Tiber Septim’s Empire, House Indoril was strongly against Imperial occupation. When Septim incorporated Morrowind into his Empire, Indoril refused to submit to Imperial rule. At the time the Lord High Councilor of the Grand Council, a council comprised of the heads of the Great Houses, was an Indoril and would not accept the treaty or step down, so he was assassinated and replaced with a member of House Hlaalu. More power struggles went on between the two Great Houses, with House Hlaalu, in support of Imperial accommodation, coming out the victor. Still unwilling to accept membership within the Empire, many Indoril nobles committed suicide, weakening the House.
In the game Oblivion, citizens of Cyrodiil speak of House Indoril being in ruins as the result of machinations of the new king, Hlaalu Helseth, and his House Hlaalu and House Dres allies.
Currently, House Indoril has no territorial holdings on the island of Vvardenfell, all of its territory is located on mainland Morrowind. Its capital is Mournhold, also the capital of Morrowind itself. Also, the city of Necromunda, in eastern Morrowind, is one of their major cities.
[edit] House Redoran
House Redoran, is one of the seven Great Houses of Morrowind. It is a joinable faction in the game Morrowind.
House Redoran, also known as Great House Redoran, is a political organization in the The Elder Scrolls series of computer and video games.
The Dunmer founded-and-dominated House Redoran is one of the six Great Houses of Morrowind. The house is made up of seasoned warriors who protect western Morrowind in the Velothi Mountains from Nord invaders from the province of Skyrim. Their holdings in the mainland of Morrowind include a large portion of the Western Mountains, the Northwestern Highlands and the Great Valley.
In the computer game Morrowind the Council Seat of House Redoran in the district of Vvardenfell is situated in Ald'ruhn. Their main capital in the province of Morrowind is Blacklight.
The House Redoran prizes the three virtues of duty, gravity, and piety. Duty is to one's honour, and to one's family, and to one's clan. Gravity is the essential seriousness of life. Life is hard and events must be endured and reflected upon with care and earnest. This does not mean that life cannot be enjoyed; it simply means that it is important for one to recognise the fundamental value and import of the lives of oneself and others. Piety is respect to the gods and the virtues they represent. A light careless life is not worth living. An act against these is treason and may result in expulsion from the house, depending greatly on the degree of the offense. Murder is an extremely dishonourable act but an honourable duel is acceptable and even common within the house. These traits of House Redoran are strongly reminiscent of feudal-era Japanese Samurai who lived according to Bushido, a code of conduct which demanded great seriousness and adherence to certain rules of honor and family, as well as devotion to Shinto and Buddha.
The House Redoran is ruled by an Arch-master, who is supported by his councillors. This house believes itself to be beyond most of the other houses due to their honor and martial prowess. They hate the Ashlanders, considering them to be heretics against the Tribunal. Some segments of House Redoran believe they should be removed as well as the blasphemous vampire clans. They hate the murderers and thieves of the Camonna Tong and the Thieves Guild. They are allied with the Tribunal Temple. Though not exactly friendly, House Redoran has a great amount of respect for those with martial prowess such as the Imperial Legion and Fighter's Guild. While not priests or holy crusaders like House Indoril, the Redoran are nevertheless driven by firm religious convictions.
In-game books involving House Redoran include non-fiction informative books and fiction. The non-fiction includes the Red Book of 3E426 (A directory to Redoran councillors and council affairs), The True Noble's Code (An informative recruiting book for House Redoran), and Redoran Cooking Secrets (A book on Redoran cooking). Redoran fiction includes the novel The Hope of The Redoran, a tale of irony of a seemingly impossible victory by a Redoran housemember against his cousin who seems to be chosen by fate.
Favoured skills of this Great House are:
* Athletics * Spear * Long Blade * Heavy Armour * Medium Armour * Armourer
"Great House Redoran praises all the skills of war. Not because we believe war is good or honourable in it’s own right, but because this knowledge is necessary to perform one's duty. House Redoran's warrior fight with a long blade and a shield or with a spear. A noble of House Redoran must also learn to use a bow and must be athletic enough for the long marches to battle. A Redoran wears heavy or medium armour depending on rank and strategy. A noble of House Redoran is expected to know how to repair and maintain his own armour." - The True Noble's Code
Ranks of this Great House are:
* Hireling * Retainer * Oathman * Lawman * Kinsman * House Cousin * House Brother * House Father * Councilman * Arch-master
Once a member of House Redoran has reached the rank of Lawman, in order to advance further said Lawman must gain the sponsorship of a Redoran Councilman. In order to rise to the rank of Arch-master, a Councilman must have a suitable base of operations and unanimous support from the other Councilmen.
Great House Redoran is most suited to a character built around the skills of a warrior.
After the events of the game Morrowind and during the disappearance of the Nerevarine, Ald'Ruhn is said to have been destroyed when a large Daedric force attacked the city. The councilmembers were forced to resurrect the dread emperor crab Ald'skar whose shell they had made their home in. Even this was apparently not enough and the city was destroyed while the Daedra prepared to assault the Ghostgate itself. It is believed that what remains of the Redoran leadership has since returned to the old capital at Blacklight on the provincial mainland.
See the following links provided by the Imperial Library for Citation and sources. The Grey Wizard (talk)
The Story of Morrowind; Redoran http://www.imperial-library.info/tsomw/mw_12.shtml The True Noble Code; http://www.imperial-library.info/mwbooks/truenoblescode.shtml
More revision of this article for better comprehension will be developed. The Grey Wizard (talk)
[edit] House Sotha
House Sotha was one of the minor Houses of Vvardenfell until its destruction by Mehruhnes Dagon in the times of Indoril Nerevar.
Apparently House Sotha had ties to the Great House of Indoril since their main stronghold, Ald Sotha, was located not far from Vivec, the largest holding of Indoril. The only one who survived the destruction of the House by Dagon was Sotha Sil, who was rescued by Indoril Nerevar and later became one of his most trusted advisors.
[edit] House Telvanni
House Telvanni is one of the seven Great Houses of Morrowind Province. It is a joinable faction in the computer game The Elder Scrolls III: Morrowind. It prizes most those who are highly skilled at magic. It is secretive and unfriendly to non-natives or outlanders. Members of House Telvanni value independence more than rank, and because of this, many members stay in isolated towers practicing magic. Members also believe there is nothing wrong with assassination for political reasons. House Telvanni plays an important role in the slave trade.
[edit] Other
[edit] Blackwood Company
The Blackwood Company is a mercenary organization featured in The Elder Scrolls IV: Oblivion. It was founded by Argonians who where sent back to Black Marsh on an Imperial contract. After unsuccessfully ending the contract, they decided to set up shop in the City of Leyawiin in Cyrodiil. Their headquarters in Leyawiin is located on Guild Plaza, directly opposite of the local Fighters' Guild chapter, further annoying the heads of this ancient Imperial organization. The Company has established itself as the primary competitor to the Fighters' Guild regarding mercenary services, as they are known to take on any contract, even those that the Fighters' Guild refuses. This leads to a hot rivalry that develops between the Fighters' Guild and the Blackwood Company that will expand during the protagonist's journey through the Fighters' Guild questline. The name of the company is possibly a reference to the US military contractor Blackwater USA. There is also the possibility of the name referring to the elite mercenary group in Glen Cook's The Black Company, the mercenary company the Black Band, the Franconian mercenary group The Black Company who fought in the peasant revolt of the 1520s in Germany, or to Sir John Hawkwood's White Company who served many Italian kings in the 14th century. In game, the name is most likely derived from the Blackwood; the name of the wooded area around Leyawiin.
[edit] Twin Lamps
The Twin Lamps are an abolitionist group in Morrowind. The terms of the treaty by which Morrowind was annexed into Tamriel allowed Morrowind to maintain its laws and culture which includes the legality of slavery. While the Imperials frown upon slavery, they are forced by the terms of the treaty to tolerate it within Morrowind. The Twin Lamps, which existed before the Imperials' rule of Morrowind, found aid in the form of the Imperial Thieves' Guild and specifically their leader, Gentleman Jim Stacey, who will often give players missions that aid the Lamps' goals. In addition, if players gain the keys to the slaves' bracers, they can free them, aiding the Twin Lamps significantly.
The player is not directly able to join the faction, but players may stumble across the opportunity to do several freeform quests for members of the guild as they progress through the game. To discover this opportunity the player has to have freed a certain number of slaves from custody. There are several user-made mods for Morrowind which add the Twin Lamps as a fully joinable faction offering a multitude of quests, similar to the standard guilds already in the game.
[edit] East Empire Company
Company Ranks |
---|
Underling |
Clerk |
Stewart |
Fixer |
Agent |
Negotiator |
Officer |
Deputy |
Factor |
The East Empire Company is a massive "monopolistic mercantilist" trading company with holdings in many eastern territories of the Cyrodillic Empire, such as Morrowind or Solstheim. It is likely inspired by the real world 'East India Company'. It has a monopoly over trade in the Eastern Provinces, this is primarily due to the fact that the company is chartered (and probably funded) by the Emperor of Tamriel.
A chance to join the Company is provided in Fort Frostmoth on the frozen island of Solstheim in the Bloodmoon expansion of Morrowind. Numerous decisions and challenges await a player who decides to take up the East Empire Company quest.
Many senior ranking officers in the company are seen as corrupt and resented by some people in the provinces who see the businessmen as Imperial fatcats who rob the local natural resources. Otherwise, the East Empire Company does what it can to provide employment and financial stability for the Empire. House Hlaalu has ties with the Caldera Mining Company (an offshoot of the East Empire Company) in the ebony mining town of Caldera due to Hlaalu's acceptance of the Empire.
The East Empire Company has offices in Ebonheart, Caldera, Fort Frostmoth and the new ebony mining colony on Solstheim, Raven Rock. It is headquartered in the Imperial City in Cyrodiil and has large warehouses in the Waterfront District of the city. The East Empire Company may also control the trade of kwama, Telvanni bug musk, mazte, sujamma and other local products of Morrowind as well as imports like flin and Cyrodiilic Brandy. The high price of imports like flin may be attributed to the East Empire Company's complete control on price, due to lack of major competition. One of the possible reasons the East Empire Company flourishes in Morrowind is the legality of slavery in the mines and plantations in the province.
Every company chapter is headed by a Factor who directs and controls the affairs of the company in his area of influence. As a high-ranking official of the company, he has the right to construct an estate on the company premises. For instance, there is a large Factor Estate adjacent to the company's ebony mine in Raven Rock, Solstheim.
[edit] Census and Excise
The Census and Excise is an organisation operated by the Empire in an attempt to manage census counting and for tax/excise purposes. Imperial taxes are based on head counts of citizens; Census and Excise is responsible for both head counts and tax assessment and collection. Census and Excise officers also administer many Imperial licenses, e.g. importation, mercenary company incorporation.
They are typically found in many major ports across Tamriel, such as Seyda Neen in Vvardenfell. This faction is not joinable and has very little representation.
|