Morrowind guilds and factions

 

Contents:

Original game factions

Factions added in Tribunal and Bloodmoon

Factions' attitude towards each other

Morrowind Faction Map

See also: Morrowind faction ranks

Quests that you complete, your reputations and prestige, attitude of other game characters towards you and many other things depend on what factions you join. That's why choice of factions is nearly as important as initial character setting up.

 

Original game factions

 

Faction

Favored
Attributes

Favored
Skills

Notes

1. Ashlanders

Endurance
Agility

Marksman
Light armor
Mysticism
Alteration
Spear
Medium armor

Joined automatically during the main quest

2. Blades

Intelligence
Personality

Speechcraft
Marksman
Light armor
Sneak
Restoration
Long Blade

Joined automatically during the main quest

3. Camonna Tong

Strength
Agility

Marksman
Light armor
Acrobatics
Sneak
Long Blade
Blunt Weapon

Not joinable

4. Census and Excise

Intelligence
Personality

Speechcraft
Mercantile
Marksman
Light armor
Sneak
Long Blade

Not joinable and only a few related quests.

5. Clan Aundae

Willpower
Intelligence

Acrobatics
Unarmored
Mysticism
Conjuration
Illusion
Athletics

Vampire clan, Joinable if you are a vampire

6. Clan Berne

Willpower
Speed

Marksman
Short Blade
Acrobatics
Sneak
Unarmored
Athletics

Vampire clan, Joinable if you are a vampire

7. Clan Quarra

Strength
Endurance

Hand-to-Hand
Acrobatics
Unarmored
Destruction
Athletics
Long Blade

Vampire clan, Joinable if you are a vampire

8. Fighters Guild

Strength
Endurance

Axe
Long Blade
Blunt Weapon
Heavy armor
Armorer
Block

Joinable

9. Hlaalu

Speed
Agility

Speechcraft
Mercantile
Marksman
Short Blade
Light armor
Security

Joinable, Great House. Best for thieves, traders, agents etc.

10. Imperial Cult

Personality
Willpower

Speechcraft
Unarmored
Restoration
Mysticism
Conjuration
Enchant
Blunt Weapon

Joinable

11. Imperial Knights

Endurance
Personality

Athletics
Long Blade
Blunt Weapon
Heavy armor
armorer
Block

Not Joinable

12. Imperial Legion

Endurance
Personality

Athletics
Spear
Long Blade
Blunt Weapon
Heavy armor
Block

Joinable. Good Legion armor as quest rewards.

13. Mages Guild

Intelligence
Willpower

Alchemy
Mysticism
Illusion
Alteration
Destruction
Enchant

Joinable

14. Morag Tong

Speed
Agility

Marksman
Short Blade
Light armor
Acrobatics
Sneak
Illusion

Joinable, though only Dunmer accepted

15. Nerevarine

Personality
Luck

Speechcraft
Marksman
Restoration
Mysticism
Spear
Block

Hidden from the Character but joined automatically during the main quest.

16. Redoran

Endurance
Strength

Athletics
Spear
Long Blade
Heavy armor
Medium armor
armorer

Joinable, Great House. Best for warrior characters.

17. Sixth House

None

None

Not Joinable

18. Talos Cult

None

Athletics
Spear
Long Blade
Blunt Weapon
Heavy armor
Block

Not Joinable, found in Gnisis. No reaction settings available.

19. Telvanni

Willpower
Intelligence

Mysticism
Conjuration
Illusion
Alteration
Destruction
Enchant

Joinable, Great House. Best for mage characters.

20. Temple

Personality
Intelligence

Unarmored
Alchemy
Restoration
Mysticism
Conjuration
Blunt Weapon

Joinable, probably the best faction. Many unique items can be obtained through Temple quests.

21. Thieves Guild

Agility
Personality

Marksman
Short Blade
Light armor
Acrobatics
Sneak
Security

Joinable

22. Twin Lamps

Speed
Intelligence

Speechcraft
Sneak
Security
Unarmored
Athletics

Not Joinable, related quests from Ilmeni Dren (Vivec) when you free more than 20 slaves.

 

Factions added in Tribunal and Bloodmoon

Faction

Favored attributes

Favored skills

Notes

23. Dark Brotherhood
(Tribunal)

Agility
Speed

Marksman
Short Blade
Light Armor
Acrobatics
Alchemy

Hidden from the character, not joinable. No reaction settings available.

24. East Empire Company
(Bloodmoon)

Personality
Willpower

Speechcraft
Mercantile
Security
Long Blade
Medium Armor

The only joinable faction in Solstheim

25. Hands of Almalexia
(Tribunal)

Strength
Endurance

Security
Athletics
Long Blade
Heavy Armor
Block

Not joinable. No reaction settings available.

26. Royal Guard
(Tribunal)

Strength
Agility

None

Not joinable

27. Skaal
(Bloodmoon)

Strength
Willpower

Conjuration
Athletics
Axe
Heavy Armor
Block

Hidden from the character, not joinable. No reaction settings available.

 

 

 

 

Factions' attitude towards each other

The reaction values are used to calculate the disposition (based on a 0 to 100 scale) adjustment on the following formula:

Disposition Adjustment = (Reaction * fDispFactionMod ) * (fDispFactionRankBase + (FactionRank * fDispFactionRankMult))

In TES Construction Set you can not only change the disposition adjustment numbers, but also variables in the formula above. Default game settings are: fDispFactionMod = 3 ; fDispFactionRankBase = 1 ; fDispFactionRankMult = 0.5, now we get more understandable formula:

Disposition Adjustment = (Reaction * 3) * (1 + (FactionRank * 0.5))

Reaction is the value from the table, FactionRank - your rank. Disposition adjustment is what we need, it can be positive or negative depending on Reaction.

I hope no one will use this table to calculate disposition of every NPC he's going to talk to. However it is very useful in choosing what faction or great house is better to join. Numbers are quite small, but the formula above shows that actual game disposition adjustment depends on faction rank. The higher is your rank, the bigger is adjustment number.

If you joined a faction and wish to know disposition towards you, find your faction in the top row and match it with desired faction from the left column.

 

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Ashlanders

+3

-1

-1

0

-3

-3

-3

-1

-2

-2

-1

0

-2

-1

0

0

-2

-1

-3

-1

-1

-2

0

Blades

-1

+3

-2

0

-2

-2

-2

+2

0

0

+2

0

+2

0

0

0

0

+2

-3

0

-1

0

0

Camonna Tong

-1

-2

+3

0

0

0

0

0

-1

+1

-1

0

-2

-1

0

0

-1

0

-1

0

-1

-3

0

Census and Excise

-3

+2

-1

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

Clan Aundae

-3

-2

0

0

+3

-3

-3

-2

-2

-2

-2

-2

-2

-1

0

0

-2

0

-3

0

-3

-1

0

Clan Berne

-3

-2

0

0

-3

+3

0

-2

-2

-2

-2

-2

-2

-1

0

0

-2

0

-3

0

-3

-1

0

Clan Quarra

-3

-2

0

0

-3

-3

+3

-2

-2

-2

-2

-2

-2

-1

0

0

-2

0

-3

0

-3

-1

0

East Empire Company

0

0

0

0

0

0

0

+3

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

Fighters Guild

-2

0

-1

0

-2

-2

-2

+1

+3

+1

+1

0

+2

+1

0

0

+1

+1

-3

0

-1

0

0

Hlaalu

-2

0

+1

0

-2

-2

-2

+2

+1

+3

+1

0

+1

+1

0

0

-1

+2

-3

-1

+1

-1

0

Imperial Cult

-1

+2

-1

0

-2

-2

-2

+2

+1

+1

+3

+2

0

+1

0

0

0

+2

-3

-1

-2

+1

0

Imperial Knights

-2

+2

-1

0

-2

-2

-2

0

+1

+1

+2

+3

+2

+1

0

0

+1

0

-3

-1

-2

-1

0

Imperial Legion

-2

+2

-2

0

-2

-2

-2

+2

+2

+1

+2

0

+3

+1

0

0

+1

+2

-3

-1

-1

-1

0

Mages Guild

-1

0

-1

-1

-1

-1

0

+1

+1

+1

+1

0

+1

+3

0

0

-1

+1

-3

-3

-2

+1

0

Morag Tong

0

0

0

0

0

0

0

0

0

0

0

0

0

0

+3

0

0

0

0

0

0

0

0

Nerevarine

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

Redoran

-2

0

-1

0

-2

-2

-2

+1

+1

-1

0

0

+1

-1

0

-4

+3

-1

0

-1

+2

-1

0

Royal Guard

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

+3

0

0

0

0

0

Sixth House

-3

-3

-1

0

-3

-3

-3

-3

-3

-3

-3

0

-3

-3

0

0

-3

0

+3

-3

-3

-3

0

Telvanni

-1

0

0

0

-1

-1

-1

-1

0

-1

-1

0

-1

-3

0

0

-1

-1

-3

+3

-1

0

0

Temple

-1

-1

0

0

-3

-3

-3

0

-1

+1

-2

0

-1

-2

0

-8

+2

-2

-3

-1

+3

-1

0

Thieves Guild

-2

0

-3

-1

-1

-1

0

0

0

-1

+1

0

-1

+1

0

0

-1

-1

-3

0

-1

+3

0

Twin Lamps

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

0

-3

0

0

0

Green numbers indicate positive attitude, red - negative.

The adjustments are not always reversible. Telvanni are neutral towards Twin Lamps, but Twin Lamps hate Telvanni (for obvious reasons).

Note that all joinable factions have +3 attitude towards themselves, so when you rise up to high ranks everyone from your faction will admire you.

As you can see, Morrowind is full of antagonisms and hostility - red cells prevail. The most friendly are the three guilds (Fighters, Thieves, Mages), Imperial factions and House Hlaalu. All the others consider most factions as rivals (unless they are neutral). Telvanni, vampires, Sixth house and ashlanders dislike everyone except for themselves. Non-joinable factions are mostly neutral, as well as Morag Tong. These guys kill everyone they must kill and don't care about personal likes or dislikes.

Factions that have no reaction settings, in other words all zero, not included in the table. These are: Talos cult, Hands of Almalexia, Dark Brotherhood, Skaal.

Table based on UESP materials, statistics can be found in TES CS: Character -> Faction menu item.

 

Morrowind Faction Map

Map where locations of most important guilds and factions are shown.

 - Fighters guild

 - Mages guild

 - Thieves guild

 - Morag Tong

 - Legion forts

 - Tribunal Temples

 - Imperial Cult

 - Tribunal sacred places (Pilgrim's Path)

 

 

Download .tga version (650 kb)

 

 

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