Factions of Cyrodiil
Posted: Sat Jan 24, 2015 12:02 pm
MAJOR FACTIONS
Under major factions, we understand those factions that allow the player to join and offer complete questlines and player rank progression. These factions have scattered guildhalls across Cyrodiil.
The Imperial Legion
The Empire's military hand. Home defense in Cyrodiil, ensuring the peace of its citizens and suppressing unrest. Garrisons and patrols throughout the land. Divided in several sub-groups: The First Legion in Colovia, the Seventh Legion in southern Nibenay, and the Third Legion in the Imperial City. Also associated are the West Navy and the Battlemage Academy, also known as the Shadow Legion. The top ranks of the Legions are grouped in two militaristic knightly orders: the Knights of the Garland and the Knights of the Imperial Dragon.
The Great Faiths
The Empire's state religion worships the Nine Divines, eight supreme spirits who sacrificed themselves in the creation of the world, joined by the spirit of Tiber Septim who founded the Third Empire. Omnipresent in Imperial affairs, but also considered a cold and formal faith by those that are not part of its priesthoods. Consists of the Nine Great Faiths of Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Zenithar, and Tiber Imperator. There are also various charismatic sub-cults across Cyrodiil, dedicated to specific aspects of the Divines. Some of these are part of the Imperial Cult, some are not. The Emperor is the head of the cult, but it is governed by the Ennead, the council of nine Arch-Prelates, and by the Imperial Seminary.
The Fighters Guild
Large mercenary organization chartered by the Empire. Takes contracts from organizations and private citizens, provided they fall within the bounds of the law. The Guild halls of Nibenay call themselves the Syffim, and practice the ancient Akaviri philosophies on which the guild was originally founded.
The Mages Guild
Foremost organization of magical scholarship in Cyrodiil. Dedicated to the study and application of magic, as well as the general education and betterment of the people. Both the Mages Guild and the associated Arcane Universityare governed by the Council of Mages. The guild is protected by the Order of the Lamp.
The Thieves Guild
Union of Cyrodiil's major and minor thieves. Illegal. In the Imperial Province, the Thieves Guild is an old and powerful faction, with its own distinct customs, rituals, and philosophies. Ruled by the Gray Fox, though many lesser gang leaders exist throughout the province.
The Colo-Nordic Lords
Blood nobility of Colovia, descendants of Nordic invaders. Sworn to their code of duty, chivalry, and piety. The Colo-Nords govern the west, and are well-connected in the Legion. Most official positions in Colovia are exclusive to people of Colo-Nordic descent, and they are the only ones allowed to take part in the Al-Shor Cult.
The Niben Hierophants
Also known as the Battlemage aristocracy, these influential sorcerer-families govern the Nibenay. Their blood-ties to the Akaviri and inherited Ayleid secrets make them powerful mages, though not even they understand the exact workings of some of the magics they inherited.
The Imperial Curia
A nobility of merit: scribes, administrators, prefects, politicians and diplomats who keep the Empire running. The Census & Excise Office is connected to them, as are many other offices, councils, and authorities across Cyrodiil. Strong rivalry with the traditional nobility. Plagued by corruption.
The Dark Brotherhood
Murder-cult and assassins for hire. The Dark Brotherhood is illegal in Cyrodiil, but tolerated for their invaluable services to Heartlands politics. The Brotherhood is an offshoot of the Dunmeri Morag Tong, and worships Mephala. Their creed is to murder the world, though most cult members consider the religious aspect of the faction a distraction from its businesslike aspects. The Brotherhood operates under the guise of the Latent Iris Cult, a legal Nibenese Mephalite sect.
MINOR FACTIONS
Under minor factions, we understand those factions that allow the player to join, but only offer limited questlines or incomplete/conditional rank progression. Most of these factions are tied to a specific place in Cyrodiil.
The Elder Council
Ancient advisory body and governmental organization of the Empire. Only the wealthiest and most influential people in the Empire take a seat on the Council. The player can not join directly, but will receive a seat once they become the leader of a major faction.
The Imperial Blades
Elite order of spies, dedicated to protecting and serving the Emperor. Originated with the Akaviri Dragonguards of Reman. Most Blades operate as spies and covert agents, serving in the Emperor's information network. Bases in the hidden fortress-monastery of Cloud Ruler Temple. Blades "cells" can be found across Cyrodiil, investigating all kinds of things. The Blades also have a limited public face: agents and diplomats who work for the Emperor in an official capacity. However, this is a marginal aspect of their work. Blades agents also act as the secret bodyguards of the Emperor. The relation of this faction with the vanilla Blades is under review.
The East Empire Company
Mercantile company chartered by the Empire. While it originated as a faction dedicated to exploiting Morrowind and Argonia, it has since spread out to form a near-monopoly on inter-provincial sea trade. Several lesser trade guilds compete with them on the local circuit. The EEC is a trans-provincial faction, and does not offer the option to join or progress in rank within Cyrodiil, However, the faction will acknowledge membership granted elsewhere, and may offer some quests.
The Imperial Geographical Society
This scholarly organization does contractual work for the Empire's many maps and charts. Members are often attached to Legion expeditions to maintain and update sea and land maps. Currently working on a new Pocket Guide to the Empire.
The Imperial Archaeological Society
Associated with the Mages Guild. This scholarly organization mainly researches traces of previous Tamrielic civilizations. They are chartered by the Emperor to investigate Dwemer remnants in the east (and are infiltrated by the Blades for this reason). Within Cyrodiil, the Society is mainly interested in Ayleid ruins.
Cyrodiil Vampyrum Order
The Imperial province's native vampire clan. Ousted all other clans from their territory. The original name of their clan is a secret. Unlike other strains of vampirism, the Order can easily pass for human, allowing them to infiltrate various organizations. A sizable cabal exists within the Curia.
ANTI-IMPERIAL FACTIONS
These factions are defined by their opposition to the Empire or to Imperial culture. They are usually local rebels, often associated with nearby provinces. Some may offer the player the option to join or aid their cause. Usually associated with a regional storyline, or with a Twin Lamps-style short and indirectly triggered questline.
Saliache Revivalists
Political movement popular among the Nibenese upper class and native Elven minorities. Seek to revive ancient Ayleid morals and customs. Infiltrated by illegal Meridian worship.
The Free Estates Movement
Popular political movement seeking the revival of the old Colovian kingdoms, either as semi-independent or wholly seceded from the east. The Free Estates operate from within the Colo-Nordic Lords faction, and act as both adversaries and allies in that questline.
The Blackwood Company
A new mercenary organization based in Lleyawiin. Local quest importance.
The Renrijra Krin
Criminal organization and freedom fighters, Khajiiti guerrilla fighting against the Imperial occupation of the Molaquin Ren. Financed by the trade in Skooma and Moon Sugar.
Tsethaceph Tribes
Native Argonian tribes of the Blackwood region, fighting against Imperial occupation of the trans-Niben.
Deepwood Nibenese
Deviant Nibenese culture-group. Isolated jungle settlements who follow the "old ways" of the tribal era. Most Deepwood Nibenese are the descendants of exiles who fled into the jungle. Considered backwards and dangerous by urban Imperials.
The Kali Mes
Criminal Redguard organization, active in and around Sutch. Seeks to overthrow local Imperial rule and reunite the city with the province of Hammerfell. Supported by influential Redguard salt-merchants.
The Temple Zero Society
The Antitemple, a secret fraternity of scholars and mages with roots in Marukhati theology. Originally a society of teachers and truth-seekers, their discoveries made them enemies of the Empire.
FLAVOR FACTIONS
"Flavor" factions are localized, mostly passive factions that do not offer the player option to join. Factions such as these do not even have to be defined in the CS, unless it is necessary to give them unique dialogue. Often, factions such as these will only occupy a few interior cells at most.
The West Navy
Cousin to the Imperial Legion, the West Navy secures the western seaboard against hostile threats. Based in Anvil. Counterpart of the East Navy, based in the eastern provinces.
The Briricca Company
Merchant company, trades in luxuries and goods across the Empire. Has an office in the Imperial City, but warehouses in several other locations.
The Vintners Guild
Unites Cyrodiil's wine producers. The Vintners are an important mercantile factions, with a stake in trade along the Gold Road. A major political force in Skingrad. Colovian wine from this area is internationally renowned.
The Silk Weavers Guild
Ancient association of the Nibenese silk weaving schools. An influential mercantile faction: the Silk Weavers organize a form of primitive stock exchange using pieces of silk.
The Tailors Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Furriers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Tinkers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Cobblers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Courtesans Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Associated with Dibella, active in the Imperial City.
The Musicians Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Painters Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Furnishers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Potters Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Glassblowers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Astrologers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Scribes Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City. The Scribes Guild has a connection with the worship of Peryite.
DAEDRIC CULTS
Listed separately due to their large number. Daedra worship is legal in the Empire, and Daedric Cults play a more prominent role here than in other provinces. Many operate out in the open, and offer certain valuable services to the population. Each offers small, contained quests to win the affection of their patron Daedra.
The Little Key Cult
Commercial sect with a monopoly on the worship of Clavicus. Also known as the Claviculaes or Mercantillists. Very popular and influential, especially in the merchant aristocracy. Clavicus is believed to have taught the early Nedes the concept of investment and interest, after Zenithar forbade them. Marketplaces in Cyrodiil are marked with the sign of the dog. Based in a market-temple in Delodiil. Espouse serenity through wealth.
The False-Worm Cult
Worship of Peryite as the king of low order. Credited with teaching primeval men the number zero. Worshiped by lawyers, scribes, administrators, mathematicians, and architects. Also known as the Peryisii. They believe Peryite to be a mirror gestalt of Akatosh, with a dominion over the world in terms of abstract archetypes. Based in a temple in Quenti Turrai. Espouse insight by protocol.
The Red Dancer Cult
Dedicated to Sanguine, also known as Sang Du Rey, Prince of indulgence, ceremony, and vulgarity. Popular across Cyrodiil: the sign of the goat is used to identify inns, brothels, and gambling houses. Followers are also called the Sanguinistas. Housed in their infamous temple-baths in the Imperial City. Annually, they organize the Crendali Festivals, famed for their hedonism and excess.
The Dried Lotus Cult
Worship of Vaernima, Prince of omen, dream, and fortune. Very popular in the Nibenay, where adherents control the trade in legal narcotics such as Sursum, Aegrotat and Quaesto Vil. Vaernimites ply their trade in floating apothecaries, sailing up and down the Niben. Based in their holy city of Nepenthe, at the edge of the jungle.
The Horned Negotiator Cult
Enigmatic cult of Boethiah, patron of policy, politics, and betrayal. The Boethites are integrated into every branch of the Imperial government, but their home base is in the old monastery temple near Culadiil, on the far eastern edge of the province. Influenced by Dunmeri philosophies.
The Gilded Eye Cult
Ancient cult dedicated to Hermaeus Mora. Also known as the Hermaeotics. Hoarding knowledge is considered a sacrament unto itself. Known to ritually murder books. The cult is in a library-fortress in the northwestern Barrowlands. They espouse knowledge through sacrifice.
The Black Dictates Cult
Beggar-cult of Namira. Namitire ascetics pursue spiritual annihilation through mortification of the flesh and the spirit. They claim that the living world is a collective hallucination, subject to inevitable decay. Often accused of conspiring against the given order. Most Namirites are aimless beggar-monks and vagrants, though the most famous shrine of their order is a cavern in the Jerral Mountains where they pilgrimage to ritually freeze to death.
The Mythic Dawn Cult
New and upcoming charismatic cult, dedicated to Mehrunes Dagon. Dagon worship was once very popular in the Nibenay, but the old cults (such as the Quarter Palm or the Shattered Mirrors Cult) were all persecuted after the Simulacrum.
The Placid Drowner Cult
Infamous sailor cult who worship Molag Bal as lord of the deep ocean, who must be placated with sacrifice. Maintain secret shrines in many port cities. Known for their ritual drownings.
The Hidden Facet Cult
A cult dedicated to Nocturnal, popular among people working at night.
The Derelict Mysteries Cult
Worship of Sheogorath, with a focus on self-annihalation through drugs, and a vested interest in the destruction of reputations.
OTHER CULTS
The Cult of Heroes
Large temple in the Imperial City, dedicated to the worship of the Community of Saints .
The Order of the Ancestor Moth
Ancient moth-worship. Adherents are the only ones allowed to read the Elder Scrolls. Based in their monastery to the north-east, and in the great library in White-Gold Tower. Revered by Imperials.
The Temple of the One
Small temple in the Imperial City, dedicated to the Dragonfires and the monotheistic worship of the One. They are the last legal Marukhati cult in the Empire.
The Red Dome Templars
Extremist military crusader cult dedicated to Tiber Septim. Based in several "Blood Dome Temples", founded wherever Tiber Septim is thought to have shed blood on Cyrodiilic soil.
The Al-Estia Cult
Popular worship of Alessia.
The Remanati Cult
Exclusive adherent of warrior-philosophies espoused by Reman.
The Emperor Zero Cult
Memorial cult of Cuhlecain, pre-Emperor of the Septim dynasty. Rather cold and sober faith. Government-sponsored.
The Pelinati Cult
Traditional hero-cult of the godPelinal Whitestrake. Its outdated views and rabid anti-Elven propaganda have made it unpopular in the Heartlands. Based in their monastery in Pell's Gate.
Ald-Shezarr Worship
Worship of Shezarr, the Divine spirit of man. A very outdated cult, only popular among small jungle communities. Both the Reman and Septim dynasties have made efforts to replace Shezarr worship with their own sponsored cults.
The Talos Cult
Semi-legal soldier's cult, dedicated to the memory of Emperor Tiber Septim. Seeks to overthrow the current Emperor, whom they consider weak.
Saint Worship
Popular and heterogeneous set of worship practices, mostly associated with Colovia. Worship of the mortal heroes, prophets and oracles as exemplars of Divine Will and Law, who ascended to Aetherius. Commonly worshiped at roadside wayshrines, or in the exclusive Saintly Circles of Colovia.
The Totem Societies
Influential religious and political factions of the Nibenese. Each society is considered representative of a certain social class or occupation. These include the Society of Bulls, of Moths, of Snakes, of Tigers, etc.
The Charismatic Sub-Cults
Large and varied group of minor convents, monasteries, and orders, who worship splinter facets of the Divines.
Under major factions, we understand those factions that allow the player to join and offer complete questlines and player rank progression. These factions have scattered guildhalls across Cyrodiil.
The Imperial Legion
The Empire's military hand. Home defense in Cyrodiil, ensuring the peace of its citizens and suppressing unrest. Garrisons and patrols throughout the land. Divided in several sub-groups: The First Legion in Colovia, the Seventh Legion in southern Nibenay, and the Third Legion in the Imperial City. Also associated are the West Navy and the Battlemage Academy, also known as the Shadow Legion. The top ranks of the Legions are grouped in two militaristic knightly orders: the Knights of the Garland and the Knights of the Imperial Dragon.
The Great Faiths
The Empire's state religion worships the Nine Divines, eight supreme spirits who sacrificed themselves in the creation of the world, joined by the spirit of Tiber Septim who founded the Third Empire. Omnipresent in Imperial affairs, but also considered a cold and formal faith by those that are not part of its priesthoods. Consists of the Nine Great Faiths of Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, Zenithar, and Tiber Imperator. There are also various charismatic sub-cults across Cyrodiil, dedicated to specific aspects of the Divines. Some of these are part of the Imperial Cult, some are not. The Emperor is the head of the cult, but it is governed by the Ennead, the council of nine Arch-Prelates, and by the Imperial Seminary.
The Fighters Guild
Large mercenary organization chartered by the Empire. Takes contracts from organizations and private citizens, provided they fall within the bounds of the law. The Guild halls of Nibenay call themselves the Syffim, and practice the ancient Akaviri philosophies on which the guild was originally founded.
The Mages Guild
Foremost organization of magical scholarship in Cyrodiil. Dedicated to the study and application of magic, as well as the general education and betterment of the people. Both the Mages Guild and the associated Arcane Universityare governed by the Council of Mages. The guild is protected by the Order of the Lamp.
The Thieves Guild
Union of Cyrodiil's major and minor thieves. Illegal. In the Imperial Province, the Thieves Guild is an old and powerful faction, with its own distinct customs, rituals, and philosophies. Ruled by the Gray Fox, though many lesser gang leaders exist throughout the province.
The Colo-Nordic Lords
Blood nobility of Colovia, descendants of Nordic invaders. Sworn to their code of duty, chivalry, and piety. The Colo-Nords govern the west, and are well-connected in the Legion. Most official positions in Colovia are exclusive to people of Colo-Nordic descent, and they are the only ones allowed to take part in the Al-Shor Cult.
The Niben Hierophants
Also known as the Battlemage aristocracy, these influential sorcerer-families govern the Nibenay. Their blood-ties to the Akaviri and inherited Ayleid secrets make them powerful mages, though not even they understand the exact workings of some of the magics they inherited.
The Imperial Curia
A nobility of merit: scribes, administrators, prefects, politicians and diplomats who keep the Empire running. The Census & Excise Office is connected to them, as are many other offices, councils, and authorities across Cyrodiil. Strong rivalry with the traditional nobility. Plagued by corruption.
The Dark Brotherhood
Murder-cult and assassins for hire. The Dark Brotherhood is illegal in Cyrodiil, but tolerated for their invaluable services to Heartlands politics. The Brotherhood is an offshoot of the Dunmeri Morag Tong, and worships Mephala. Their creed is to murder the world, though most cult members consider the religious aspect of the faction a distraction from its businesslike aspects. The Brotherhood operates under the guise of the Latent Iris Cult, a legal Nibenese Mephalite sect.
MINOR FACTIONS
Under minor factions, we understand those factions that allow the player to join, but only offer limited questlines or incomplete/conditional rank progression. Most of these factions are tied to a specific place in Cyrodiil.
The Elder Council
Ancient advisory body and governmental organization of the Empire. Only the wealthiest and most influential people in the Empire take a seat on the Council. The player can not join directly, but will receive a seat once they become the leader of a major faction.
The Imperial Blades
Elite order of spies, dedicated to protecting and serving the Emperor. Originated with the Akaviri Dragonguards of Reman. Most Blades operate as spies and covert agents, serving in the Emperor's information network. Bases in the hidden fortress-monastery of Cloud Ruler Temple. Blades "cells" can be found across Cyrodiil, investigating all kinds of things. The Blades also have a limited public face: agents and diplomats who work for the Emperor in an official capacity. However, this is a marginal aspect of their work. Blades agents also act as the secret bodyguards of the Emperor. The relation of this faction with the vanilla Blades is under review.
The East Empire Company
Mercantile company chartered by the Empire. While it originated as a faction dedicated to exploiting Morrowind and Argonia, it has since spread out to form a near-monopoly on inter-provincial sea trade. Several lesser trade guilds compete with them on the local circuit. The EEC is a trans-provincial faction, and does not offer the option to join or progress in rank within Cyrodiil, However, the faction will acknowledge membership granted elsewhere, and may offer some quests.
The Imperial Geographical Society
This scholarly organization does contractual work for the Empire's many maps and charts. Members are often attached to Legion expeditions to maintain and update sea and land maps. Currently working on a new Pocket Guide to the Empire.
The Imperial Archaeological Society
Associated with the Mages Guild. This scholarly organization mainly researches traces of previous Tamrielic civilizations. They are chartered by the Emperor to investigate Dwemer remnants in the east (and are infiltrated by the Blades for this reason). Within Cyrodiil, the Society is mainly interested in Ayleid ruins.
Cyrodiil Vampyrum Order
The Imperial province's native vampire clan. Ousted all other clans from their territory. The original name of their clan is a secret. Unlike other strains of vampirism, the Order can easily pass for human, allowing them to infiltrate various organizations. A sizable cabal exists within the Curia.
ANTI-IMPERIAL FACTIONS
These factions are defined by their opposition to the Empire or to Imperial culture. They are usually local rebels, often associated with nearby provinces. Some may offer the player the option to join or aid their cause. Usually associated with a regional storyline, or with a Twin Lamps-style short and indirectly triggered questline.
Saliache Revivalists
Political movement popular among the Nibenese upper class and native Elven minorities. Seek to revive ancient Ayleid morals and customs. Infiltrated by illegal Meridian worship.
The Free Estates Movement
Popular political movement seeking the revival of the old Colovian kingdoms, either as semi-independent or wholly seceded from the east. The Free Estates operate from within the Colo-Nordic Lords faction, and act as both adversaries and allies in that questline.
The Blackwood Company
A new mercenary organization based in Lleyawiin. Local quest importance.
The Renrijra Krin
Criminal organization and freedom fighters, Khajiiti guerrilla fighting against the Imperial occupation of the Molaquin Ren. Financed by the trade in Skooma and Moon Sugar.
Tsethaceph Tribes
Native Argonian tribes of the Blackwood region, fighting against Imperial occupation of the trans-Niben.
Deepwood Nibenese
Deviant Nibenese culture-group. Isolated jungle settlements who follow the "old ways" of the tribal era. Most Deepwood Nibenese are the descendants of exiles who fled into the jungle. Considered backwards and dangerous by urban Imperials.
The Kali Mes
Criminal Redguard organization, active in and around Sutch. Seeks to overthrow local Imperial rule and reunite the city with the province of Hammerfell. Supported by influential Redguard salt-merchants.
The Temple Zero Society
The Antitemple, a secret fraternity of scholars and mages with roots in Marukhati theology. Originally a society of teachers and truth-seekers, their discoveries made them enemies of the Empire.
FLAVOR FACTIONS
"Flavor" factions are localized, mostly passive factions that do not offer the player option to join. Factions such as these do not even have to be defined in the CS, unless it is necessary to give them unique dialogue. Often, factions such as these will only occupy a few interior cells at most.
The West Navy
Cousin to the Imperial Legion, the West Navy secures the western seaboard against hostile threats. Based in Anvil. Counterpart of the East Navy, based in the eastern provinces.
The Briricca Company
Merchant company, trades in luxuries and goods across the Empire. Has an office in the Imperial City, but warehouses in several other locations.
The Vintners Guild
Unites Cyrodiil's wine producers. The Vintners are an important mercantile factions, with a stake in trade along the Gold Road. A major political force in Skingrad. Colovian wine from this area is internationally renowned.
The Silk Weavers Guild
Ancient association of the Nibenese silk weaving schools. An influential mercantile faction: the Silk Weavers organize a form of primitive stock exchange using pieces of silk.
The Tailors Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Furriers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Tinkers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Cobblers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Courtesans Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Associated with Dibella, active in the Imperial City.
The Musicians Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Painters Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Furnishers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Potters Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Glassblowers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Astrologers Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City.
The Scribes Guild
Minor Imperial guild, of negligible importance. Authorized by the Guilds act. Most Imperial cities have one or two minor guildhalls for factions such as these. Compare to the guilds in Vivec City. The Scribes Guild has a connection with the worship of Peryite.
DAEDRIC CULTS
Listed separately due to their large number. Daedra worship is legal in the Empire, and Daedric Cults play a more prominent role here than in other provinces. Many operate out in the open, and offer certain valuable services to the population. Each offers small, contained quests to win the affection of their patron Daedra.
The Little Key Cult
Commercial sect with a monopoly on the worship of Clavicus. Also known as the Claviculaes or Mercantillists. Very popular and influential, especially in the merchant aristocracy. Clavicus is believed to have taught the early Nedes the concept of investment and interest, after Zenithar forbade them. Marketplaces in Cyrodiil are marked with the sign of the dog. Based in a market-temple in Delodiil. Espouse serenity through wealth.
The False-Worm Cult
Worship of Peryite as the king of low order. Credited with teaching primeval men the number zero. Worshiped by lawyers, scribes, administrators, mathematicians, and architects. Also known as the Peryisii. They believe Peryite to be a mirror gestalt of Akatosh, with a dominion over the world in terms of abstract archetypes. Based in a temple in Quenti Turrai. Espouse insight by protocol.
The Red Dancer Cult
Dedicated to Sanguine, also known as Sang Du Rey, Prince of indulgence, ceremony, and vulgarity. Popular across Cyrodiil: the sign of the goat is used to identify inns, brothels, and gambling houses. Followers are also called the Sanguinistas. Housed in their infamous temple-baths in the Imperial City. Annually, they organize the Crendali Festivals, famed for their hedonism and excess.
The Dried Lotus Cult
Worship of Vaernima, Prince of omen, dream, and fortune. Very popular in the Nibenay, where adherents control the trade in legal narcotics such as Sursum, Aegrotat and Quaesto Vil. Vaernimites ply their trade in floating apothecaries, sailing up and down the Niben. Based in their holy city of Nepenthe, at the edge of the jungle.
The Horned Negotiator Cult
Enigmatic cult of Boethiah, patron of policy, politics, and betrayal. The Boethites are integrated into every branch of the Imperial government, but their home base is in the old monastery temple near Culadiil, on the far eastern edge of the province. Influenced by Dunmeri philosophies.
The Gilded Eye Cult
Ancient cult dedicated to Hermaeus Mora. Also known as the Hermaeotics. Hoarding knowledge is considered a sacrament unto itself. Known to ritually murder books. The cult is in a library-fortress in the northwestern Barrowlands. They espouse knowledge through sacrifice.
The Black Dictates Cult
Beggar-cult of Namira. Namitire ascetics pursue spiritual annihilation through mortification of the flesh and the spirit. They claim that the living world is a collective hallucination, subject to inevitable decay. Often accused of conspiring against the given order. Most Namirites are aimless beggar-monks and vagrants, though the most famous shrine of their order is a cavern in the Jerral Mountains where they pilgrimage to ritually freeze to death.
The Mythic Dawn Cult
New and upcoming charismatic cult, dedicated to Mehrunes Dagon. Dagon worship was once very popular in the Nibenay, but the old cults (such as the Quarter Palm or the Shattered Mirrors Cult) were all persecuted after the Simulacrum.
The Placid Drowner Cult
Infamous sailor cult who worship Molag Bal as lord of the deep ocean, who must be placated with sacrifice. Maintain secret shrines in many port cities. Known for their ritual drownings.
The Hidden Facet Cult
A cult dedicated to Nocturnal, popular among people working at night.
The Derelict Mysteries Cult
Worship of Sheogorath, with a focus on self-annihalation through drugs, and a vested interest in the destruction of reputations.
OTHER CULTS
The Cult of Heroes
Large temple in the Imperial City, dedicated to the worship of the Community of Saints .
The Order of the Ancestor Moth
Ancient moth-worship. Adherents are the only ones allowed to read the Elder Scrolls. Based in their monastery to the north-east, and in the great library in White-Gold Tower. Revered by Imperials.
The Temple of the One
Small temple in the Imperial City, dedicated to the Dragonfires and the monotheistic worship of the One. They are the last legal Marukhati cult in the Empire.
The Red Dome Templars
Extremist military crusader cult dedicated to Tiber Septim. Based in several "Blood Dome Temples", founded wherever Tiber Septim is thought to have shed blood on Cyrodiilic soil.
The Al-Estia Cult
Popular worship of Alessia.
The Remanati Cult
Exclusive adherent of warrior-philosophies espoused by Reman.
The Emperor Zero Cult
Memorial cult of Cuhlecain, pre-Emperor of the Septim dynasty. Rather cold and sober faith. Government-sponsored.
The Pelinati Cult
Traditional hero-cult of the godPelinal Whitestrake. Its outdated views and rabid anti-Elven propaganda have made it unpopular in the Heartlands. Based in their monastery in Pell's Gate.
Ald-Shezarr Worship
Worship of Shezarr, the Divine spirit of man. A very outdated cult, only popular among small jungle communities. Both the Reman and Septim dynasties have made efforts to replace Shezarr worship with their own sponsored cults.
The Talos Cult
Semi-legal soldier's cult, dedicated to the memory of Emperor Tiber Septim. Seeks to overthrow the current Emperor, whom they consider weak.
Saint Worship
Popular and heterogeneous set of worship practices, mostly associated with Colovia. Worship of the mortal heroes, prophets and oracles as exemplars of Divine Will and Law, who ascended to Aetherius. Commonly worshiped at roadside wayshrines, or in the exclusive Saintly Circles of Colovia.
The Totem Societies
Influential religious and political factions of the Nibenese. Each society is considered representative of a certain social class or occupation. These include the Society of Bulls, of Moths, of Snakes, of Tigers, etc.
The Charismatic Sub-Cults
Large and varied group of minor convents, monasteries, and orders, who worship splinter facets of the Divines.