Wheel of Time - Morrowind Mod

Factions

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Description

Factions are the joinable groups.  A player may join several.  An NCP can only belong to one.  This is set by the game mechanics.  Each faction can have attitudes toward other factions.  The player will not be able to join factions that are opposed to each other.  Once a faction is joined, there will be certain factions that cannot be joined after.

Spying is something that has not been discussed.  Can the player join a faction to spy?  If so, then they can join opposing factions.  There would need to be special coding to support this though.  The player cannot "forget" over time and take the opposing faction as a valid faction.

Linked below are 48 different possible factions.  This needs to be pared down.  With 48 factions and 15 quests each to rise in the faction (if we even do that), this would make 720 different quests.  Possibly we can make the rise in faction occur because of the main quest instead of simple faction work.  Maybe a bit of faction quests as well but not the full set like in Morrowind.


List of factions

Characters, Factions, Classes, Races - html sheet
(Spreadsheet version)


Faction ideas

  • Need to think of other ways to be a thief.  Some of the big towns will have thief guilds.  The elder you see that details your career choices will discuss this with you if your skills are along those lines.

  • Maybe ways to be a bard/gleeman as well.  Maybe there will always be a choice if you don't pick the magic skills of a gleeman in town that you can go see and train with.

 

The Wheel of Time and all its subject matter is copyright by Robert Jordan.  Morrowind, the gaming engine, and the modules created for it are copyright by Bethesda.  This project is a not-for-profit endeavor.  It is done in homage to a great fantasy series.  It is not intended to be an official representation of the works of Robert Jordan.
For problems or questions regarding this web contact the webmaster: Kiriel@direcway.com.
Last updated: August 31, 2005.