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UESRPG Factions Ranks and Advancement

Starting factions are factions that players can choose to join, be Though the in-universe names for various ranks of a faction may
affiliated with, or in search of when they create their character. vary, the mechanical names for ranks in your faction follow the
Membership or status with a faction will have some level of standard rank names of Skills and Talents. See the table below
benefit; whether that be access to services, shops, training, or for faction ranks and the total favor required for advancing to
special work to be carried out for the faction. that rank in your chosen faction. In some cases, advancing
within a faction may sometimes require more than simply
NOTE: Given that factions are in various states of prominence gaining favor, so be sure to interact with your faction in
throughout their histories, it is important to note that this document was character when you’re ready to inquire about advancement.
originally written for a campaign set in 4e 140. If your game is set in a
different time/era, you might consider reviewing the prominence and Gaining a rank in a faction always grants the equivalent
description of each faction (including those not in this document) to suit Profession [Faction] Skill for that faction at the corresponding
your own game’s setting. rank. This skill represents knowledge of or ability to carry out
general operations within the faction. It also represents
Favor.....................................................................................1 knowledge of the faction’s history.
Ranks and Advancement........................................................ 1
Rank/Level Required Favor
Prominence...........................................................................1
Novice (0) 5
Factions................................................................................ 2
Apprentice (1) 10
Academic Guilds....................................................... 2
Journeyman (2) 20
Criminal Factions...................................................... 3
Adept (3) 35
Knightly Orders........................................................ 3
Expert (4) 55
Magical Guilds.......................................................... 4
Master (5) 80
Mercenary Guilds...................................................... 5
Military Factions....................................................... 5
Religious Factions......................................................5 Prominence
Morrowind Noble Houses............................................5
Faction Prominence is listed in bold directly under the faction’s
Starting Unaffiliated............................................................. 5
name and denotes how widely known a faction is to the
common people. It also determines how difficult it is for a

Favor Character to join the faction’s ranks and, in some cases, how
difficult it is to advance within that faction. There are four tiers
of prominence, listed here from the most prominent to the least:
Joining and/or advancing in factions requires Favor. Favor
represents a faction’s standing toward a character. It starts at 0
and can range from -100 to +100. Though favor is mainly used to
Prevalent
advance through a faction’s ranks, characters can gain (or lose) These factions are generally more frequently seen and
favor even while not being or seeking to become members of a recognized by the common populace.
faction.
Choosing a Prevalent faction as your starting faction grants
Characters with positive favor without membership in a faction your character the Novice Faction Rank with that faction.
might be able to gain limited access to some of the guild’s
services, depending on what connections the player might have Exclusive
with its members and on general GM discretion. These factions are less frequently seen and recognized by the
common populace and/or are selective in who they allow to join
Characters with negative favor will have difficulty in social their ranks.
situations with the faction’s members, and might even find
dealings with the faction to become outright hostile, depending Choosing an Exclusive faction as your starting faction grants
on any soured relationships with its members, personalities of your character an Affiliate status with the faction. Your
any involved members, and on general GM discretion.

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character must gain Favor with them to join the faction as a ● +2 Characteristic Advance to Int.
member. ● Novice Skill Rank for any one of the following skills:
Commerce, Investigate, Logic, Lore, Navigate, or
Secretive Survival.
These factions operate from the shadows. They are rarely seen, ● Either the Profession[Bureaucracy] (Int) Skill at
much less recognized, by the common populace. Novice Rank or a Race Language of your choice.

Secretive factions are difficult to find, and choosing one as your


The Bards College
starting faction grants your character a Lead on how they might
Prevalent
track them down.
The Bards College is an institute centered in the city of Solitude in the
Dormant province of Skyrim. They are well-known throughout Tamriel as a
A dormant faction is one that is all but completely dissolved for prominent institute of music and history for the aspiring bard (skald, as
any number of reasons. Joining a Dormant faction is possible, they are known in Skyrim). The central college is marked by the Flame of
but similar to Secretive factions, must be found before joining. Callisos, which is found at the entrance. It is said that as long as the
flame remains lit, the College will stand.
Choosing a Dormant faction as your starting faction grants your
character a Lead on how they might find them. Characters who start with The Bards College as their starting
faction gain the following at no cost:
Favor with a Dormant faction represents something slightly
different than other prevalence levels, but it has the same overall ● +2 Characteristic Advance to Prs.
effect for the player. When you’re earning Favor “with” a ● Novice Skill Rank for any one of the following skills:
Dormant faction, this represents that faction’s renown and Acrobatics, Command, Deceive, Logic, or Persuade.
favor with prospective recruits. This results in faction services ● Novice Skill Rank for one of the following Profession
being gained (and made accessible to the player) within the Skills: Profession[Acting] (Prs), Profession[Art] (Prs),
faction rather than existing services being granted. Profession[Linguistics] (Int) or
Profession[Musicianship] (Int).

Factions Imperial University


Prevalent
The factions listed in this section are organized by Faction Type.
Faction Types denote what kind of work or activity the faction is The Imperial University is an academy based in the Imperial City in
organized around. They determine what quests and services are Cyrodiil and has several smaller research facilities throughout Tamriel.
available and how to gain Favor with the faction. They are well known for producing researchers and academics that go on
to write some of the most influential academic tomes known to the
Academic Guilds Tamrielic Empire.

Characters who start with the Imperial University as their


Imperial Geographic Society starting faction gain the following at no cost:
Prevalent
● +2 Characteristic Advance to Int.
The Imperial Geographic Society is a long-standing Empire sanctioned ● Novice Skill Rank for any one of the following skills:
outfit charged with traveling Empire lands and recording useful Investigate, Logic, Lore, Observe, or Restoration.
geographic information, geopolitical information, and historical ● Novice Skill Rank for one of the following Profession
accounts. They then publish that information both to the citizens of the Skills: Profession[Academia]
greater Tamrielic Empire and as intelligence to the Empire itself. The (Int),Profession[Engineering] (Int),
Imperial Geographic Society is best known for their publishing and Profession[Linguistics] (Int), or Profession[Medicine]
distribution of the useful, if sometimes propagandist, Pocket Guide to (Int)
the Empire series of guidebooks.

Characters who start with the Imperial Geographic Society as


their starting faction gain the following at no cost:

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Criminal Factions the business potential of working with foreigners has outweighed their
strong distaste for them.

Thieves Guild Characters who start with the Camonna Tong as their starting
faction gain the following at no cost:
Exclusive
● +2 Characteristic Advance to Ag, Int, or Wp.
The Thieves Guild are an organization comprised of burglars, robbers,
● Novice Skill rank for any one of the following skills:
pickpockets, smugglers, and other enterprising operators. The Thieves
Acrobatics, Athletics, Deceive, Evade, Stealth, and
Guild is not a single organization, but rather a loosely affiliated set of
Subterfuge.
provincial organizations all operating under the same goal; to maintain
● Novice Skill rank in Alchemy or two weapons of your
sole control of the organized crime in their area, and to keep profits high
choice as trained weapons in your Combat Style.
and arrests low for their members.

Characters who start with the Thieves Guild as their starting Morag Tong
faction gain the following at no cost:
Secretive
● +2 Characteristic Advance to Ag, Prc, or Prs.
An ancient guild of assassins based in Morrowind, and who celebrate
● Novice Skill Rank for any one of the following skills:
murder in the name of Mephala. Due to Mephala’s status as one of the
Acrobatics, Commerce, Deceive, Evade, Stealth, or
“Good Daedra” in Dunmer culture, the Morag Tong is a rare case of an
Subterfuge.
assassin’s guild being sanctioned by their government. This is because of
● Shadowmarks as a Language. Shadowmarks
the Morag Tong’s role of carrying out assassinations seen by the
implement coded symbology as a method for
Morrowind houses as enemies of the Morrowind state.
communication through physical marks throughout
the environment in their operating areas. Characters who start with the Morag Tong as their starting
faction gain the following at no cost:
The Dark Brotherhood ● +2 Characteristic Advance to Str, Ag, or Prc.
Secretive ● Novice Skill Rank for any one of the following skills:
Acrobatics, Athletics, Deceive, Evade, Illusion,
The Dark Brotherhood is an infamous faction of assassins spread across
Stealth, or Subterfuge.
all of Tamriel. Only some know of its existence; and those who do
● Novice Skill Rank in Alchemy or two weapons of your
reluctantly tolerate them, as their reputation is shrouded by abject fear.
choice as trained weapons in your Combat Style.
Those who seek to hire the Brotherhood must perform the Black
Sacrament to summon one of their members. This ritual is known only to
very few. Knightly Orders
Characters who start with The Dark Brotherhood as their
starting faction gain the following at no cost: Vigil of Stendarr
Prevalent
● +2 Characteristic Advance to Str, Ag, or Prc.
● Novice Skill Rank for any one of the following skills: The Vigil of Stendarr is a renowned faction of warrior-priests and
Acrobatics, Athletics, Deceive, Evade, Illusion, nomads devoted to the worship of Stendarr, the god of Mercy. With
Stealth, or Subterfuge. unwavering dedication, they tirelessly patrol the lands surrounding
● Novice Skill rank in Alchemy or two weapons of your their sacred Halls, striving to cleanse it of vile scourges like the undead,
choice as trained weapons in your Combat Style. daedra, vampires, and lycanthropes.

Characters who start with The Vigil of Stendarr as their starting


Camonna Tong faction gain the following at no cost:
Exclusive
● +2 Characteristic Advance to Str, Wp, Prc.
The Camonna Tong is a large Dunmer criminal syndicate hailing from ● Novice Skill Rank for any one of the following skills:
Morrowind. They’re known for their fierce opposition to foreign Combat Style, Command, Investigate, Navigate,
incursion into Morrowind and for taking pride in their sordid history Restoration, or Survival.
with interactions with other races. However, on a handful of occasions,

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● Novice Skill Rank in either Profession[Medicine](Int) the Blades. In their contemporary operations, only a select few are
or Profession[Priesthood](Wp). appointed as diplomats and bodyguards; the majority of the Blades act
covertly as couriers and spies.

Knights of the Nine Characters who start with the Blades as their starting faction
Exclusive gain the following at no cost:

The Knights of the Nine is a renowned faction throughout Tamriel, ● +2 Characteristic Advance to one of: Ag, Int, Prs.
known for their noble pursuit of righteousness and their devotion to the ● Novice Skill Rank for any one of the following skills:
Divines. Founded during the Third Era, the order was inspired by the Command, Investigate, Logic, Observe, Persuade,
legends of the ancient Crusader; namely Pelinal Whitestrake, champion Ride, Stealth, or Subterfuge.
of Saint Alessia. The Knights of the Nine are known for their distinctive ● Novice Skill Rank in Profession[Bureaucracy] (Int),
armor and weapons, which are said to have been blessed by the Divines Profession[Linguistics] (Int), or Profession[Medicine]
themselves. They follow a strict code of honor, valuing virtues such as (Int).
courage, self-sacrifice, and humility. The order seeks to safeguard the
sacred relics of the Divines and defend the innocent from the forces of Magical Guilds
darkness.

Characters who start with the Knights of the Nine as their The Synod
starting faction gain the following at no cost: Prevalent
● +2 Characteristic Advance to Str, End, or Wp. An institution that, along with the College of Whispers, split off from the
● Novice Skill rank for any one of the following skills: Mages Guild after its dissolution at the end of the 3rd era. Though The
Athletics, Combat Style, Command, Lore, or Ride. College of Whispers is equally sanctioned by the Empire, the Synod
● Novice Skill Rank in Profession[Smithing](Str) or considers themselves the imperial authority on magic. They have banned
Heavy Armor as a trained armor type in your Combat the research of Conjuration and Necromancy, putting them in a direct
Style. rivalry with The College of Whispers. They meet in Synod Conclaves
throughout Cyrodiil, though members are known to travel and have
Dawnguard impromptu meetings abroad.
Dormant
Characters who start with The Synod as their starting faction
The Dawnguard were a faction of devout vampire hunters based out of gain the following at no cost:
Fort Dawnguard in Skyrim. They were active in the Second Era, and
● +2 Characteristic Advance to either Int or Wp.
their history is marred by stories of their abuse of power and raiding of
● Novice Skill Rank for any one of the following skills:
innocent villages throughout their home region.
Alchemy, Alteration, Destruction, Enchant, Illusion,
Characters who start with the Dawnguard as their starting Mysticism, or Restoration.
faction gain the following at no cost: ● Profession[Bureaucracy] (Int) skill at Novice Rank.

● +2 Characteristic Advance to one of: Str, End, or Int.


● Novice Skill Rank for any one of the following skills:
College of Whispers
Prevalent
Alchemy, Athletics, Investigate, Restoration,
Navigate, or Survival. This faction is one of two Imperial sanctioned magical institutions
● Novice Skill Rank in Lore or Profession[Smithing] operating out of Cyrodiil. Contrary to their rivals, The College of
(Str). Whispers does not restrict magical research. They believe that, by
understanding all aspects of magic, they can learn to guard against
The Blades those who might use the more dangerous magics with ill intent, and they
Exclusive can use it to better understand the world at large. Members generally
meet in locations in Cyrodiil known as Cynosures, though members are
The Blades are members of an elite Imperial order dedicated to the known to travel and have impromptu meetings abroad.
protection and service of the dragonborn emperors of Tamriel. During
their many years of operation, they have gone by many names: the Characters who start with the College of Whispers as their
Imperial Intelligence Service, the Arms of the Throne, and the Order of starting faction gain the following at no cost:

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● +2 Characteristic Advance to either Int or Wp. skilled warriors in Tamriel. As the Fighters Guild will accept almost any
● Novice Skill Rank for any one of the following skills: contract, they are contracted by folk from all walks of life for combat
Alteration, Destruction, Illusion, Mysticism, assistance and protection.
Restoration, Conjuration, or Necromancy.
● Profession[Bureaucracy] (Int) Skill at Novice Rank. Characters who start with the Fighters Guild as their starting
faction gain the following at no cost:

The College of Winterhold ● +2 Characteristic Advance to Str, Ag, or End.


Exclusive ● Novice Skill Rank for any one of the following skills:
Athletics, Combat Style, Destruction, or Ride.
Even under Imperial rule, the College of Winterhold once stood as a ● One armor type, one shield type, and one weapon
beacon of Skyrim’s independence. However, in an event known as the added to your combat style.
Great Collapse which occurred in 4e 122, most of the city of Winterhold
collapsed into the Sea of Ghosts. The college was left almost entirely
untouched, sparking rumors of their involvement in the collapse and The Companions
resulting in great distrust among the populace. Now, membership to the Exclusive
college is exclusive and entry to the college grounds is forbidden to
The Companions are the warriors guild of Skyrim. They serve a similar
outsiders.
function to the Fighters Guild, yet are not officially sanctioned by the
Characters who start with the College of Winterhold as their empire. They serve as direct competition to the Fighters Guild and will
starting faction gain the following at no cost: always provide a deal for services rendered to their own country folk.

● +2 Characteristic Advance to either Int or Wp. Characters who start with the Companions as their starting
● Novice Skill Rank for any one of the following skills: faction gain the following at no cost:
Alchemy, Alteration, Destruction, Enchant, Illusion,
● +2 Characteristic Advance to Str, Ag, or End.
Mysticism, or Restoration.
● Novice Skill Rank for any one of the following skills:
● Novice Skill Rank in Lore or Logic.
Athletics, Combat Style, Ride, or Survival.
● One armor type, one shield type, and one weapon
The Psijic Order added to your combat style.
Secretive
Military Factions
An ancient order and the progenitor to the Mages Guild headquartered
on the island of Artaeum. They were said to have been indirectly
responsible for the development of Mysticism, long before it was even The Imperial Legion
named. For the second time in its history, the Psijics are said to have sent Prevalent
Artaeum away from Tamriel, and themselves along with it, in 4e 100.
The Psijics are known to be legendarily wise and hold many secrets of the The Imperial Legion is the standing army of the Septim Empire. It was
world which they keep hidden from outsiders. founded by Tiber Septim, the first Emperor of Tamriel, and has been the
Empire's primary military force ever since. The Legion is made up of
Characters who start with the Psijic Order as their starting professional soldiers from all over the Empire, and is known for its
faction gain the following at no cost: discipline, training, and loyalty to the Emperor.

● +2 Characteristic Advance to either Int or Wp. Characters who start with the Imperial Legion as their starting
● Apprentice Skill Rank in Mysticism. faction gain the following at no cost:
● A mysterious ancient magical artifact.
● +2 Characteristic Advance to Str, End, or Prs.
Mercenary Guilds ● Novice Skill Rank for any one of the following skills:
Athletics, Combat Style, Command, or Ride.
● Novice Skill Rank for either Profession[Engineering]
The Fighters Guild or Profession[Medicine].
Prevalent

The Fighters Guild is a professional organization chartered by the


Empire in order to regulate the hiring and training of mercenaries and
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Town/City Guard ● Novice Skill Rank for one of the following skills: Logic,
Lore, Persuade, or Restoration.
Prevalent
● Novice Skill Rank for Profession[Calligraphy],
Town/City guards can range from martial fighters to mages. They exist Profession[Medicine], or Profession [Musicianship].
to keep the peace, uphold the law, and protect the interests of their
settlement’s government. The Great Houses of Morrowind
The Houses of Morrowind are noble houses composed almost
When taking Town/City Guard as a starting faction, choose a
entirely of Dunmer; people of other races are considered
city or town.
outsiders. Non-Dunmer characters treat houses tagged as
Characters who start with a town or city guard as their starting Prevalent as if they were Exclusive.
faction gain the following at no cost:
House Dres
● +2 Characteristic Advance to Str, End, or Wp.
Prevalent
● Novice Skill Rank for any one of the following skills:
Combat Style, Command, Investigate, or Observe. Great House Dres focuses itself on agriculture, which provides them with
● Novice Skill Rank for Profession[Bureaucracy] or both a steady source of income and what little political influence they
Profession[Medicine]. have left. House Hlaalu notes that House Dres knows how to make
money, but also points out how it does not know how not to make
Religious Factions enemies. As traditionalists, they are vehemently opposed to imperial rule
and influence and oppose the Empire at any opportune moment.

Cult of the Ancestor Moth Characters who start with House Dres as their starting faction
Prevalent gain the following at no cost:

"Only our order is able to read the Elder Scrolls. All that is known of ● +2 Characteristic Advance to Int, Wp, or Prs.
them comes from our augurs, whose readings are rewarded with flashes ● Novice Skill Rank for any one of the following skills:
of insight into the scrolls' prophecies. Each reading exacts a price, Alchemy, Command, Commerce, or Deceive.
eventually rendering the augur blind." ―Crassius Viria ● Novice Skill Rank for Profession[Bureaucracy] or
Profession[Agriculture].
● +2 Characteristic Advance to Int, Wp, or Prc.
● Novice Skill Rank for any one of the following skills:
Logic, Lore, Observe, or Restoration. House Hlaalu
● Novice Skill Rank for Profession[Linguistics] or Prevalent
Profession[Medicine]
The patron saint of House Hlaalu is the Saint Veloth of old and their
symbol is that of a scale, representing balance, trade, and compromise.
Clergy They are led by traders and merchant princes and often use imperials
Prevalent and redguards as mercenaries for protection. House Redoran considers
them to be liars and untrustworthy.
There are many religious organizations throughout Tamriel. While the
majority in the empire serve the Eight Divines, there are some who Characters who start with House Hlaalu as their starting faction
worship other pantheons; even daedra. gain the following at no cost:

When taking Clergy as a starting faction, choose a deity or ● +2 Characteristic Advance to Int, Wp, or Prs.
pantheon. Consult with your GM regarding which deity or ● Novice Skill Rank for any one of the following skills:
pantheon and how that might relate to the choices available Commerce, Drive, Logic, Observe, or Persuade.
below. ● Novice Skill Rank for Profession[Bureaucracy] or
Profession[Linguistics].
Characters who start with Clergy as a starting faction gain the
following at no cost:

● +2 Characteristic Advance to any one Characteristic


which is relevant to the chosen religion.

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House Indoril House Telvanni
Prevalent Prevalent

In the wake of the Red Year, House Indoril has lost all territorial The Telvanna are a house of wizard-lords who have mastered the arcane
holdings on the island of Vvardenfell, being pushed out by the eruption arts. They are generally opposed to both the empire and to the other
of Red Mountain and the events that followed. They are another house houses. Vivec once described the Telvanni as being “similar to Sotha Sil”
who oppose Imperial rule and influence, and were betrayed by House in that they are “iconoclastic, profane, [and] unconventional. They are
Hlaalu in the third era; thus losing their hold as the most powerful house the only known people with the power to raise life from ash and are
and allowing Morrowind to cede to the empire. considered masters of enchanting in Morrowind.

Characters who start with House Indoril as their starting Characters who start with House Telvanni as their starting
faction gain the following at no cost: faction gain the following at no cost:

● +2 Characteristic Advance to Int, Wp, or Prs. ● +2 Characteristic Advance to Int, Wp, or Prc.
● Novice Skill Rank for any one of the following skills: ● Novice Skill Rank for any one of the following skills:
Deceive, Illusion, Investigate, Persuade, or Destruction, Enchant, Illusion, Mysticism, or
Subterfuge. Necromancy.
● Novice Skill Rank for Profession[Bureaucracy] or ● Novice Skill Rank for Profession[Bureaucracy] or
Profession[Engineering]. Profession[Engineering].

House Redoran
Prevalent Starting Unaffiliated
House Redoran is led by an aristocracy of noble warriors and consider Some players may want to create characters who gain fame or
themselves the hereditary defenders of Morrowind. They revere both the notoriety in their own right, rather than through advancement
Aedra and the Daedra, and the patron saint is Saint Nerevar, also in a faction. These characters have more choice and a slight
known as the “Captain”. They hold the western portion of Morrowind. boost in what they gain starting out, but must work harder to
gain perks as they “advance” in society. Gaining favor with the
Characters who start with House Redoran as their starting general populace is much more difficult than gaining favor with
faction gain the following at no cost: a particular faction, as they cannot rely on the name of a faction
to boost their own.
● +2 Characteristic Advance to Str, Ag, or Wp.
● Novice Skill Rank for any one of the following skills: Characters who start unaffiliated gain the following at no cost:
Combat Style, Command, Destruction, or Observe.
● Novice Skill Rank for Profession[Bureaucracy] or ● +2 Characteristic Advance to any one Characteristic.
Profession[Medicine]. ● Any one Skill at Novice Rank.
● One non-spellcasting, non-combat skill at Novice
Rank.
House Sotha ● Any one Profession at Novice Rank.
Dormant

House Sotha was a once influential house of Morrowind until its


destruction by Mehrunes Dagon in the times of Indoril Nerevar. The only
member who survived this destruction was Sotha Sil, who afterward
became a trusted advisor to Indoril Nerevar and eventually became one
of the Tribunal.

Characters who start with House Sotha as their starting faction


gain the following at no cost:

● +2 Characteristic advance to Int, Wp, or Prc.


● Novice Skill Rank for any one of the following Skills:
Enchant, Logic, Lore, Mysticism, or Observe.
● Novice Skill Rank for Profession[Engineering].
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