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FACTIONS

Below are the factions holding influence upon the Gold Coast at the end of the Third Era, that Narration seeks to put a spotlight on for this season. These are political entities with a firm agenda, who seek to further their authority and achieve their goals. You do not have to join any of them. Membership is optional, though they do come with boons, as you will be subject to conflict more than a character who is unaffiliated.

 

You may only belong to one faction publicly at a time, though infiltration, deception, and secretive membership is possible. Each faction has five ranks that can be achieved, and ascension to the next rank is based off how high your Reputation is within that faction. Reputation is earned by performing faction related quests, participating in faction related events, and hunting down the enemies of your faction. Upon reaching the highest rank, you will receive an ability unique to your faction.

THE CITY
OF KVATCH

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+1 Speechcraft

Whether a common citizen seeking safety and fortune, a petty noble vying for influence, or a guard dedicating your life to protecting your fellow city folk, you may find purpose and opportunity within the walls of the City of Akatosh. Shadows close in around the bastion, however, seeking to topple it.

 

Can you help defend Kvatch and its prosperity?

THE IMPERIAL
LEGION

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+1 Athletics

The primary fighting force of the Empire, the Ruby Ranks operate under the authority of the Emperor himself. They are considered one of the greatest armies ever assembled ― impressive in both their numbers and the quality of their training and discipline. Their main charge is to preserve the peace and rule of law, standing as a garrison against any and all threats against Imperial well-being.

 

Do you have what it takes to be a legionnaire?

THE IMPERIAL
CULT

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Known mostly as The Church within Cyrodiil, the Imperial Cult reveres and carries forth the will of The Nine Divines, bringing divine inspiration and consolation to as many as they can. While not preoccupied with preaching and worship, they take pride in rooting out the heretics of their faith: daedra, undead, and lycanthropes. The most prevalent of these militant forces on the Gold Coast is the Order of the Hour.

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Will you spread the good word of The Nine?

+1 Faith

THE
MYTHIC DAWN

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+1 Potential

Worshipers of the Daedric Prince of Destruction, Mehrunes Dagon, the Mythic Dawn is a secretive and violent cult that seeks to liberate Tamriel from the rule of the Aedra, whom they believe were the original betrayers and usurpers of the late Lorkhan.

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Do you see the lies that the Empire, and the very gods, are built upon? Do you have the cunning and determination to carry forth a revolution that would change the world?

THE
UNFEATHERED

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+1 Spell Potency

Word has spread of a host of towering, arcane knights in golden, gleaming armour, stationed in the Ayleid ruins of Garlas Malatar. Though their intentions and agenda are unknown, they are avidly hunting the undead and are seeking recruits, offering power and knowledge in exchange for servitude to their master: Umaril the Unfeathered, Champion of Meridia.

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Are you drawn by their enigmatic allure?

THE
WORM CULT

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Necromancers driven by a lust for power, they refer to themselves as the Order of the Black Worm. They follow the footsteps of their historically infamous leader, Mannimarco, who ascended into godhood as the Necromancer's Moon only 15 years prior, seeking mastery over death, to surpass mortality. Holding the age-old grudges of their master, they are directly opposed to the Mages Guild and seek to destroy and thwart them at every turn.

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Do you seek the power over life and death?

+1 Necromancy

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GUILDS

Below are the joinable guilds for the current season. These are mostly neutral, though professional, organizations. Membership is optional, though they do come with boons, as they are public entities willing to help those who dedicate themselves to their missions.

 

You may only belong to one guild publicly at a time, though infiltration, deception, and secretive membership is possible. Each guild has five ranks that can be achieved, and ascension to the next rank is based off how high your Reputation is within that guild. Reputation is earned by performing guild related quests. Ascending through the ranks will get you easier access to equipment. You may belong to a guild and a faction simultaneously.

THE
FIGHTERS GUILD

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+1 Resolve

A professional organization chartered by the Emperor to regulate the training and hiring of mercenaries across the Empire, the Fighters Guild is serviced to protect and support commerce by driving away monsters, beasts, and bandits, for the Legion cannot be everywhere at all times.

THE
MAGES GUILD

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+1 Lore

A professional organization dedicated to the study of magicka and alchemy, who aid one another's experiments and research by pooling together their collective funds. They are mandated by the Empire to provide magical services and training to the public.

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Only two years ago, Archmage Hannibal Traven has banned the practice of necromancy under threat of imprisonment and death, and has sought to actively hunt them.

THE
THIEVES GUILD

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+1 Security

Also known as the Children of the Shadows and the Fingers of the Fox, the Thieves Guild is a clandestine organization of professional criminals. They are actively hunted by city watchmen and the Imperial Legion, forced to gather in secret hideouts to plan their schemes. Those within the guild are not killers, taking pride in having honor amongst thieves. They take pity on the poor and target wholescale settlements rather than individuals.

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