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

Factions & Their Benefits

Choose your path in Morrowind by understanding faction benefits. Learn about joining groups like the Great Houses and their unique questlines and rewards.

Factions & Their Benefits

Morrowind is a land teeming with various organizations, each with its own agenda, allies, and enemies. Joining a faction can unlock unique questlines, provide access to valuable trainers, merchants, and even offer powerful artifacts. This section details the major factions, their entry requirements, and the tangible benefits you can reap from dedicating yourself to their cause.

Great Houses

The three Great Houses of Morrowind represent the dominant political and economic powers on Vvardenfell. You can only join ONE Great House per playthrough, so choose wisely as your allegiance will shape a significant portion of your adventure.

House Hlaalu

  • Philosophy: Pragmatism, trade, and diplomacy. Hlaalu favors alliances with the Empire and values wealth above all.
  • Skills Favored: Mercantile, Speechcraft, Light Armor, Short Blade, Marksman, Security.
  • Joining: Speak to Crassius Curio in the Hlaalu Canton Plaza, Vivec. He'll ask you to "entertain" him, which means raising his disposition to 70 or higher. A few well-placed bribes or successful persuasions (Admire is usually best) will do the trick.
  • Benefits:
    • Access to Hlaalu Strongholds: As you rise in rank, you'll be granted land and resources to construct your own stronghold. The Hlaalu stronghold, Rethan Manor, is located southwest of Balmora. It offers a spacious home, storage, and eventually, services like a smith and enchanter.
    • Financial Opportunities: Hlaalu quests often involve trade, smuggling, and political maneuvering, leading to significant gold rewards.
    • Imperial Connections: Being allied with Hlaalu generally means better relations with Imperial factions like the Legion and the Cult.
    • Unique Items: Completing certain quests will reward you with items such as the Helm of Oreyn Bearclaw (a powerful artifact offering Fortify Attack and Fortify Agility) and the Cuirass of the Savior's Hide (excellent magic resistance).
    • Trainers: Access to high-level trainers in their favored skills, often at reduced prices.

House Redoran

  • Philosophy: Honor, tradition, and martial prowess. Redoran upholds the ancient Dunmer ways and is fiercely independent.
  • Skills Favored: Long Blade, Heavy Armor, Athletics, Block, Armorer, Speechcraft.
  • Joining: Speak to Neminda in the Redoran Canton, Vivec. She will require you to prove your worth by performing a simple task, typically involving retrieving an item or delivering a message.
  • Benefits:
    • Access to Redoran Strongholds: Your stronghold, Bal Isra, is located north of Ald'ruhn. It's a fortified, traditional Dunmer dwelling, offering protection and services.
    • Combat Training: Redoran quests frequently involve battling dangerous creatures and hostile individuals, providing ample combat experience.
    • Daedric Artifacts: Several Redoran quests lead to encounters with Daedra and opportunities to acquire powerful Daedric artifacts, such as the Ebony Mail (a heavy cuirass with Resist Fire, Resist Magicka, and Shield enchantments).
    • Strong Armor and Weapons: Quests often reward you with high-quality heavy armor and long blades.
    • Trainers: Access to expert trainers in their favored combat and defensive skills.

House Telvanni

  • Philosophy: Individualism, mastery of magic, and pursuit of knowledge. Telvanni mages are eccentric and often isolated, valuing power above all else.
  • Skills Favored: Destruction, Alteration, Mysticism, Conjuration, Enchant, Unarmored.
  • Joining: Speak to Master Aryon in Tel Vos, or any other Telvanni Mouth (like Felisa Ulessen in the Telvanni Canton, Vivec). They will typically ask you to perform a task demonstrating your magical aptitude or willingness to delve into dangerous ruins.
  • Benefits:
    • Access to Telvanni Strongholds: Your stronghold, Tel Uvirith, is located in the Molag Amur region, east of Suran. It's a mushroom tower that grows and expands as you progress, eventually becoming a formidable magical base with unique services like a spellmaker and enchanter.
    • Powerful Spells and Enchantments: Telvanni quests are heavily magic-focused, often rewarding rare spells, enchanted items, and access to powerful enchanters and spellmakers.
    • Magical Artifacts: Opportunities to acquire some of the most potent magical artifacts in the game, such as the Staff of Magnus (Fortify Magicka, Absorb Spell) and the Amulet of Flesh Made Whole (Restore Health, Resist Common Disease).
    • High-Level Trainers: Unparalleled access to Master trainers in all magical disciplines.
    • Unique Resources: Many Telvanni quests involve exploring ancient ruins and acquiring rare alchemical ingredients or magical components.

Imperial Factions

These factions represent the interests of the Empire on Vvardenfell. You can join all of them if you wish, though some questlines may conflict with Great House allegiances.

Imperial Legion

  • Philosophy: Law, order, and the protection of Imperial citizens and interests.
  • Skills Favored: Long Blade, Heavy Armor, Athletics, Block, Marksman, Speechcraft.
  • Joining: Speak to Radd Hard-Heart at Fort Pelagiad, or General Darius at Fort Darius in Gnisis. You'll need to prove your loyalty, usually by performing a simple task like delivering a message or clearing out a small bandit camp.
  • Benefits:
    • Legion Armor & Weapons: As you rank up, you'll gain access to free Imperial armor and weapons from quartermasters in various forts (e.g., Fort Pelagiad, Fort Frostmoth in Bloodmoon).
    • Law Enforcement: Quests often involve hunting down criminals, bandits, and hostile creatures, providing combat experience and bounties.
    • Access to Fort Services: Free beds in Legion forts, access to Legion healers, and sometimes unique merchants.
    • Unique Items: Rewards include items like the Helm of the Old Gods (Fortify Willpower, Fortify Endurance) and the Cuirass of the Saviors Hide (if not obtained through Redoran).
    • Trainers: Access to trainers in combat and defensive skills.

Imperial Cult

  • Philosophy: Spreading the worship of the Nine Divines and providing spiritual and charitable services.
  • Skills Favored: Restoration, Mysticism, Conjuration, Speechcraft, Mercantile, Alchemy.
  • Joining: Speak to Synnolian Tunifus at the Imperial Chapels in Ebonheart. You'll be asked to make a small donation or perform a minor service.
  • Benefits:
    • Healing & Cures: Access to free healing and disease cures from priests in Imperial Chapels.
    • Charitable Quests: Many quests involve helping the less fortunate or recovering stolen religious artifacts, often rewarding valuable enchanted items or gold.
    • Alchemical Ingredients: Quests sometimes involve gathering rare alchemical ingredients.
    • Unique Items: Rewards can include items like the Ring of the Hortator (Fortify Personality, Fortify Speechcraft) or powerful enchanted robes.
    • Trainers: Access to trainers in magical and social skills.

East Empire Company

  • Philosophy: Commerce, resource extraction, and expanding Imperial economic influence.
  • Skills Favored: Mercantile, Speechcraft, Security, Athletics, Short Blade, Light Armor.
  • Joining: Speak to Canctunian Jodoin at the East Empire Company offices in Ebonheart. You'll need to demonstrate a knack for business or a willingness to undertake dangerous expeditions.
  • Benefits:
    • Financial Rewards: Quests often involve trade, securing resources, and dealing with competitors, leading to substantial gold rewards.
    • Mining Opportunities: Access to mining contracts and opportunities to acquire valuable raw materials like raw ebony or glass.
    • Unique Items: Rewards include specialized tools and equipment, and sometimes unique enchanted items related to trade or exploration.
    • Stronghold Development (Bloodmoon Expansion): In the Bloodmoon expansion, joining the East Empire Company is crucial for developing your own colony on Solstheim, providing a steady income and unique resources.
    • Trainers: Access to trainers in mercantile and security skills.

Guilds

The various guilds offer specialized training and questlines for specific character archetypes. You can join all of them if you meet the requirements.

Mages Guild

  • Philosophy: The study and application of magic, providing magical services to the Empire.
  • Skills Favored: All magical skills (Destruction, Restoration, Mysticism, Alteration, Illusion, Conjuration, Enchant), Alchemy.
  • Joining: Speak to any Guild Guide in a Mages Guild hall (e.g., Ajira in Balmora). You'll need to have at least one magical skill at 30 or higher, or pay a small fee.
  • Benefits:
    • Spellmaking & Enchanting: Access to spellmaking and enchanting services in Mages Guild halls, often at a discount for members.
    • Guild Guides: Fast travel services between Mages Guild halls for a small fee.
    • Free Potions & Ingredients: Lower-ranked members can often take free potions and ingredients from supply chests.
    • Magical Artifacts: Quests often lead to the discovery of powerful magical artifacts, such as the Staff of Magnus (if not obtained via Telvanni) or the Ring of the Mentor (Fortify Intelligence, Fortify Willpower).
    • Trainers: Access to high-level trainers in all magical skills.

Fighters Guild

  • Philosophy: Providing mercenary services, protecting merchants, and enforcing justice (for a fee).
  • Skills Favored: Long Blade, Axe, Blunt Weapon, Heavy Armor, Block, Athletics.
  • Joining: Speak to Eydis Fire-Eye in the Balmora Fighters Guild. You'll need to have at least one combat skill at 30 or higher, or pay a small fee.
  • Benefits:
    • Combat Training: Quests involve clearing out dangerous dungeons, hunting monsters, and eliminating bandits, providing ample combat experience and gold rewards.
    • Free Weapons & Armor: Lower-ranked members can often take free weapons and armor from supply chests in guild halls.
    • Unique Items: Rewards include powerful weapons and armor, such as the Ice Blade of the Monarch (a powerful long blade with Frost Damage).
    • Trainers: Access to high-level trainers in all combat and defensive skills.
    • Stronghold (Tribunal Expansion): In the Tribunal expansion, completing the Fighters Guild questline eventually grants you control of the Old Mournhold Palace, offering a lavish home and services.

Thieves Guild

  • Philosophy: Organized crime, larceny, and undermining the corrupt authorities.
  • Skills Favored: Security, Sneak, Marksman, Short Blade, Light Armor, Acrobatics, Speechcraft, Mercantile.
  • Joining: Speak to Sugar-Lips Habasi in the South Wall Cornerclub, Balmora. You'll need to demonstrate your thieving prowess by stealing a specific item (e.g., the Diamond from the Balmora Temple).
  • Benefits:
    • Fences: Access to fences who will buy stolen goods at a better price than regular merchants.
    • Security Training: Quests often involve lockpicking, sneaking, and pickpocketing, providing excellent practice and rewards.
    • Unique Items: Rewards include specialized tools for thievery, powerful enchanted rings, and sometimes unique light armor.
    • Trainers: Access to high-level trainers in all stealth and social skills.
    • Shadowy Contacts: Gain valuable information and connections within the criminal underworld.

Morag Tong

  • Philosophy: Legally sanctioned assassination, operating under the writ of the Grandmaster.
  • Skills Favored: Short Blade, Marksman, Sneak, Light Armor, Acrobatics, Security.
  • Joining: Speak to Ethasi Rilvayn in the Morag Tong Guildhall in Vivec's Arena Canton. You'll need to prove your discretion and skill by performing a minor assassination.
  • Benefits:
    • Unique Weapons: Access to unique short blades, often enchanted with paralyzing or poisonous effects, such as the Journeyman's Blade.
    • Stealth & Combat Training: Quests involve executing precise assassinations, demanding mastery of stealth and combat.
    • Legal Protection: As long as you operate under a writ, your assassinations are considered legal, and you won't incur bounties.
    • Unique Items: Rewards include specialized Morag Tong armor and powerful enchanted rings.
    • Trainers: Access to high-level trainers in stealth and short blade skills.

Vampire Clans

Becoming a vampire is a unique and challenging path, offering immense power at a significant cost. There are three main vampire clans in Morrowind.

Aundae Clan

  • Philosophy: Mastery of magic, particularly Illusion and Mysticism.
  • Skills Favored: Mysticism, Illusion, Short Blade, Hand-to-Hand, Unarmored.
  • Joining: Contract Porphyric Hemophilia from an Aundae vampire (e.g., in Ashmelech, west of Gnisis) and allow it to progress for three days without curing.
  • Benefits:
    • Attribute Bonuses: +20 to Strength, Willpower, Speed.
    • Skill Bonuses: +20 to Mysticism, Illusion, Athletics, Acrobatics, Hand-to-Hand, Short Blade, Unarmored.
    • Resistances: 100% Resist Common Disease, 100% Resist Paralysis, 50% Resist Normal Weapons.
    • Powers: Vampire's Kiss (Absorb Health), Embrace of Shadows (Invisibility, Night-Eye).
    • Weaknesses: 100% Weakness to Fire, constant Health drain in sunlight, NPCs will be hostile unless your Blood Scion rank is high enough.
    • Unique Quests: Aundae-specific quests from their leader, Mistress Dratha, often involving magical artifacts.

Berne Clan

  • Philosophy: Stealth, agility, and cunning.
  • Skills Favored: Sneak, Security, Marksman, Acrobatics, Short Blade.
  • Joining: Contract Porphyric Hemophilia from a Berne vampire (e.g., in Galom Daeus, east of Vos) and allow it to progress for three days without curing.
  • Benefits:
    • Attribute Bonuses: +20 to Strength, Agility, Speed.
    • Skill Bonuses: +20 to Sneak, Security, Marksman, Acrobatics, Short Blade, Hand-to-Hand, Unarmored.
    • Resistances: 100% Resist Common Disease, 100% Resist Paralysis, 50% Resist Normal Weapons.
    • Powers: Vampire's Kiss (Absorb Health), Embrace of Shadows (Invisibility, Night-Eye).
    • Weaknesses: 100% Weakness to Fire, constant Health drain in sunlight, NPCs will be hostile unless your Blood Scion rank is high enough.
    • Unique Quests: Berne-specific quests from their leader, Raxle Berne, often involving espionage and thievery.

Quarra Clan

  • Philosophy: Brute force, direct combat, and martial dominance.
  • Skills Favored: Long Blade, Axe, Blunt Weapon, Heavy Armor, Athletics.
  • Joining: Contract Porphyric Hemophilia from a Quarra vampire (e.g., in Druscashti, northwest of Maar Gan) and allow it to progress for three days without curing.
  • Benefits:
    • Attribute Bonuses: +40 to Strength, +20 to Endurance, Speed.
    • Skill Bonuses: +20 to Long Blade, Axe, Blunt Weapon, Heavy Armor, Athletics, Hand-to-Hand, Unarmored.
    • Resistances: 100% Resist Common Disease, 100% Resist Paralysis, 50% Resist Normal Weapons.
    • Powers: Vampire's Kiss (Absorb Health), Embrace of Shadows (Invisibility, Night-Eye).
    • Weaknesses: 100% Weakness to Fire, constant Health drain in sunlight, NPCs will be hostile unless your Blood Scion rank is high enough.
    • Unique Quests: Quarra-specific quests from their leader, Volrina Quarra, often involving direct confrontation and intimidation.

Remember that becoming a vampire severely limits your interaction with most NPCs, making it a challenging but rewarding path for experienced players seeking a unique playthrough.