The Elder Scrolls III: Morrowind
The Elder Scrolls III: Morrowind

Factions & Politics

Navigate Morrowind's complex political landscape. Understand the Great Houses, Imperial Empire, Temple, and Ashlander tribes to succeed in Vvardenfell.

Factions & Politics

Morrowind's political landscape is a complex tapestry woven from the ambitions of its Great Houses, the influence of the Imperial Empire, the spiritual authority of the Temple, and the ancient traditions of the Ashlander tribes. Understanding these factions and their intricate relationships is key to navigating the world of Vvardenfell.

The island is a melting pot of cultures and ideologies, where ancient Dunmer traditions clash with Imperial law, and religious dogma dictates much of daily life. Players will find themselves caught in the middle of these political currents, often forced to choose sides or play factions against each other.

The Great Houses:

The three Great Houses are the traditional rulers of the Dunmer people on Vvardenfell. Each house has its own distinct culture, political leanings, and sphere of influence:

  • House Hlaalu: Known for their pragmatism, diplomacy, and embrace of trade and Imperial influence. They are often seen as the most accommodating to outsiders and are prominent in business and politics.
  • House Redoran: Characterized by their honor, martial prowess, and adherence to traditional Dunmer values. They are deeply religious and often serve as warriors and protectors of Dunmer culture.
  • House Telvanni: Renowned for their powerful mages, isolationist tendencies, and pursuit of arcane knowledge. They are often arrogant and disregard Imperial law, preferring to operate from their mushroom towers.

You can join one of these houses and participate in their internal politics and external conflicts.

The Imperial Empire:

The Empire, led by the Emperor, maintains a strong presence on Vvardenfell, primarily through the Imperial Legion and the East Empire Company. While they grant the Great Houses a degree of autonomy, they also impose Imperial law and taxes, leading to underlying tension.

  • Imperial Legion: Responsible for law enforcement and military presence.
  • East Empire Company: A powerful trading conglomerate that rivals the Great Houses in economic influence.

The Temple:

The Temple is the dominant religious institution, venerating the Tribunal. It wields immense spiritual and political power, influencing social norms and actively combating heresy, particularly Daedra worship. The Ordinators are its militant arm.

The Ashlander Tribes:

These nomadic Dunmer reject the divinity of the Tribunal and adhere to ancient traditions. They are divided into several tribes, each with its own territory and customs. They often view the Great Houses and the Empire with suspicion.

The Sixth House:

A dangerous cult worshipping Dagoth Ur, the Sixth House is the primary antagonist. Their goal is to spread the Blight and overthrow both the Empire and the Tribunal, aiming for a unified, blighted Morrowind under Dagoth Ur's rule.

Political Dynamics:

The interplay between these factions creates a volatile political climate. The Great Houses often vie for influence, sometimes aling with or against the Empire and the Temple. The Ashlanders remain largely independent, holding onto their prophecies and traditions. The Sixth House operates in the shadows, its influence growing insidiously.

Your actions as You can sificantly impact these political dynamics, potentially shifting alliances, exacerbating conflicts, or even playing a role in the ultimate fate of Morrowind.