Gameplay:Factions

## Imperial Factions

The Imperial factions are all establishments relating to Imperial traditions and politics. Most such factions originate from Cyrodiil and have made their way to the rest of Tamriel.

### Imperial Government

* Personality

* Blade
* Light Armor
* Marksman
* Restoration
* Sneak
* Speechcraft
* Joinable during the Main Quest if you start in 3E 433 or 4E 201.
 Census and Excise | * Intelligence
* Personality

* Blade
* Light Armor
* Marksman
* Mercantile
* Sneak
* Speechcraft
 Imperial Knights | * Endurance
* Personality

* Athletics
* Blade
* Block
* Blunt
* Heavy Armor
* Smithing
 Imperial Legion | * Endurance
* Personality

* Athletics
* Blade
* Block
* Blunt
* Heavy Armor
* Spear
 Imperial Navy | * Endurance
* Personality

* Athletics
* Blade
* Block
* Blunt
* Light Armor
* Spear
* The Navy of the Empire, and its principal anti-piracy force.

**Notes:**

**\*** *You can only join the Legion **or** Navy.*
### Imperial Guilds

* Speed

* Acrobatics
* Alchemy
* Blade
* Light Armor
* Marksman
 Fighters Guild | * Strength
* Endurance

* Axe
* Blade
* Block
* Blunt
* Heavy Armor
* Smithing
 Mages Guild | * Intelligence
* Willpower

* Alchemy
* Alteration
* Destruction
* Enchanting
* Illusion
* Mysticism
* Restoration
* Thaumaturgy
 Thieves Guild | * Agility
* Personality

* Acrobatics
* Light Armor
* Pickpocket
* Security
* Sneak
* Speechcraft
* Specialists in the procurement of desirable things without direct confrontation, be it outright larceny or recovery of previously stolen goods. Tolerated by Imperial forces to a degree, and locked in a turf war with the Camonna Tong within Morrowind.

### Imperial Academia

* Willpower

* Blade
* Medium Armor
* Mercantile
* Security
* Speechcraft
 Imperial Geographical Society | * Personality
* Willpower

* Blade
* Medium Armor
* Mercantile
* Security
* Speechcraft
* This scholarly organization is a long-standing outfit responsible for the outlining and preservation of historical accounts within the whole of the Empire.

### Imperial Mercantile

* Willpower

* Blade
* Medium Armor
* Mercantile
* Security
* Speechcraft
* This crown-chartered company is a monopolistic mercantile operation.

## Hammerfell

### Vampire Clans of Hammerfell

* Bloodline Gift of a Free Action spell.

* Bloodline Gift of a Resist Frost, Resist Fire, & Resist Shock spell.

**Notes:**

**\*** *Automatic after becoming infected by a member of the clan. However, you are not truly a member of the clan – while it's possible to use their services and feed from their "cattle", the clan will not appear in the faction list.*
## High Rock

### Vampire Clans of High Rock

* Bloodline Gift of a Free Action spell.

* Bloodline Gift of a Fortify Agility spell.

**Notes:**

**\*** *Automatic after becoming infected by a member of the clan. However, you are not truly a member of the clan – while it's possible to use their services and feed from their "cattle", the clan will not appear in the faction list.*
## Morrowind

### Great Houses

The Great Houses are the large establishments, throughout the Morrowind province, of extended lineages of "civilized" Dunmer, with many non-Dunmer retainers (and sometimes officers). The Great Houses' traditions derive from ancient Dunmer clans and tribes, but they now function something like political parties.

* Endurance

* Athletics
* Light Armor
* Marksman
* Medium Armor
* Mercantile
* Spear
 House Hlaalu | * Speed
* Agility

* Blade
* Light Armor
* Marksman
* Mercantile
* Security
* Speechcraft
 House Indoril | * Willpower
* Personality

* Athletics
* Block
* Blade
* Blunt
* Medium Armor
* Mysticism
 House Redoran | * Endurance
* Strength

* Athletics
* Blade
* Heavy Armor
* Medium Armor
* Smithing
* Spear
 House Telvanni | * Willpower
* Intelligence

* Alteration
* Destruction
* Enchanting
* Illusion
* Mysticism
* Restoration
* Thaumaturgy
 Sixth House | * Endurance
* Strength

No favored skills
* Disgraced an age ago, and long thought to have been utterly destroyed, this ancient House is rebuilding itself and is allied directly with Dagoth Ur and the Daedra. It recruits necromancers and mercenaries to take control of Daedric Shrines and other abandoned sites that can be defended, including underneath established cities. The Sixth House has mutual antipathy with most other factions in the game, and no allied factions.

**Notes:**

*You can only join one of the five Great Houses.*
### Minor Factions of Morrowind

These factions are mostly establishments with long-standing regional Dunmer traditions, and usually have to do with reclaiming Morrowind for the Dunmer, and resisting the colonial Imperial culture. There are some internecine conflicts among these native factions (e.g., between the Ashlanders of Vvardenfell and the Tribunal Temple, and enmity between Ashlander tribes). The real odd one out is Twin Lamps, which is recent, comprised primarily of non-Dunmer in the region, and opposed to a particular Dunmer practice. Of Morrowind's endemic factions, only the Morag Tong has the character of a guild, and of them it is the only one with a history and presence outside Vvardenfell.

* Endurance

* Alteration
* Light Armor
* Marksman
* Medium Armor
* Mysticism
* Spear
 Camonna Tong | * Strength
* Agility

* Acrobatics
* Blade
* Blunt
* Light Armor
* Marksman
* Sneak
 Erabenimsun | * Agility
* Endurance

* Alteration
* Light Armor
* Marksman
* Medium Armor
* Mysticism
* Spear
 Morag Tong | * Speed
* Agility

* Acrobatics
* Blade
* Illusion
* Light Armor
* Marksman
* Sneak
 Nerevarine Cult | * Personality
* Luck

* Block
* Marksman
* Mysticism
* Restoration
* Spear
* Speechcraft
 Tribunal Temple | * Intelligence
* Personality

* Alchemy
* Blunt
* Conjuration
* Mysticism
* Restoration
* Unarmored
 Twin Lamps | * Intelligence
* Speed

* Athletics
* Security
* Sneak
* Speechcraft
* Unarmored
 Urshilaku | * Agility
* Endurance

* Alteration
* Light Armor
* Marksman
* Medium Armor
* Mysticism
* Spear
 Zainab | * Agility
* Endurance

* Alteration
* Light Armor
* Marksman
* Medium Armor
* Mysticism
* Spear
* An Ashlander Tribe; one of the traditionalist, rural, nominally migratory native tribes of the Dunmer of Vvardenfell, who are opposed to outlanders' influence, and to that of the comparatively recent and Morrowind-wide Tribunal Temple. In the Ashlander view, even the "settled Dunmer" of the Great Houses are outlanders and are usurpers of native land and resources, as well as worshipers of false gods, the Tribunal.

### Vampire Clans of Morrowind

Vampires are reestablishing themselves more openly in the High Kingdom of Morrowind, after a long period of near-extinction and hiding. Each is dominated by a particular race, though with a mixed group of minions. The Vampire clans have no faction allies, not even other Vampire clans. There are three clans of Vampires that have made the greatest progress in staking out territory:

* Intelligence

* Acrobatics
* Athletics
* Conjuration
* Illusion
* Mysticism
* Unarmored
 Berne Clan | * Willpower
* Speed

* Acrobatics
* Athletics
* Marksman
* One Handed
* Sneak
* Unarmored
 Quarra Clan | * Strength
* Endurance

* Acrobatics
* Athletics
* Destruction
* Hand to Hand
* Two Handed
* Unarmored
* This brute-force warrior clan is the least secretive, and is dominated by Nords, though founded by an Imperial.

**Notes:**

**\*** *Automatic after becoming infected by a member of the clan. However, you are not truly a member of the clan – while it's possible to use their services and feed from their "cattle", the clan will not appear in the faction list.*